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Came to the local arcade for my wee brother's 7th birthday party. Tried to play some games with the tyke but coins are now obsolete and this machine only accepted arcade cards you had to upload money too and slide in the slots of the machine.

submitted by Shameless_Caveman to boringdystopia [link] [comments]

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Why I'll never stop buying GME, and why you probably should

When I turned 18, there was a casino about 2 hours away on a reservation that I could get into. We'd get paid on Friday night, head to the gas station near us that would cash a paycheck, pile into my crappy little Ford, then make the drive. We'd get there a little before midnight and everyone had their own game.
The second time we went, one of my friends was hypnotized by the craps table. There were 16 players standing around this sea of green, and every minute or so, you could hear them screaming at the top of their lungs like they just won a million dollars. On the way home that night, I taught him everything I learned from books I'd read about the different bets. "Smart" bets where the house edge was only 1.4%, all the way down to the risky ones where the house edge was over 10% (meaning that for every $100 wagered, you should expect to lose $10).
The next time we went, we hung around the table, trying to figure out the right way to bet. It seemed a little complicated, so we tried other games. At the end of the night, I had the last $10 and he asked if he could borrow it to go place a bet. I handed it over, then went to the bathroom in preparation for the ride home. When I finally found him again, he had a stack of chips in front of him. He had been gone for about 5 minutes and already turned $10 into a few hundred. Well, if you can turn 10 into 100, you can turn 100 into 1,000 just as easily. We left empty handed that night, but I'll never forget the rush.
I loved blackjack. I learned how to play at an early age from my uncle, who would always cheat and take my money. He'd say "I just taught you a very valuable lesson." He actually taught me two: 1) if you play against a casino, you may have a good night and win thousands of dollars, but if you keep going back, you'll eventually have nothing left. 2) My uncle was a scumbag who continually cheated and took my money, then told the family I was a poor sport and they couldn't understand why I hated doing anything with him. One of my earliest memories at the casino was running $100 at the blackjack table into $3000, which is more than I made in a month of bussing tables. I went home, paid my rent and blew the rest on useless things I can't even remember.
What does any of this have to do with $GME? Well I'm still chasing the same high as I was when I was 18. I don't go to the casino anymore, but I've got something even better on my computer. I bought $2k worth of weeklies on Jan 25. Before everything crashed, they were worth over $100k, more than enough to fix most of the problems I've caused in my life. BUT, I was still standing around that craps table. The roller had just made his 30th point in a row, $GME was on fire and couldn't possibly roll a 7! I put my 2k back in my pocket and shoved the rest on the pass line. A few minutes later, the croupier inevitably yells "7 out!" and just like that, I'm back to nothing.
Now I do what every moron around the table does. You reach back into your pocket, pull out the 2k and make a deal with your maker. "Just let it happen one more time. I won't be greedy THIS time and I'll stop when I hit 50k." I stop looking at the smart bets and start eyeing the center of the table, where hard ways are paying 10:1. Yeah, that'll be how I get back to 50k. A couple of those in a row and I can put a down payment on a house. 5 minutes later, I'm on my way out to the car and I feel like I've been punched in the gut. Again.
Every one of you in this subreddit is another person sitting at the casino. Everyone has their game. The people holding $GME stonks right now? You're playing baccarat. If you've never heard of it, it's what James Bond plays in the old movies. It's about the most boring thing you can do. Two hands are dealt and you're betting on which one wins before anything happens. There's no actual skill and it's the same thing as betting heads or tails, while losing 1% of your bet every time.
The people who cashed out and picked something else like $AMC or $BB? Those are the slot players. You had a big hit and now you're going to switch machines because the other ones are "due". You're looking for the exact same magic, thinking there was something smart in your play, when it was really just dumb luck in timing.
The people saying "If Daddy Elon or Cowboy Cuban gets in, we can trigger a squeeze!" You're the guy who spent too much money in the first 20 minutes of the trip and now you're begging everyone else for a loan.
Tldr: Nothing is happening with $GME. Stop saying "tomorrow is the day." Billionaires are not coming to bail you out. If institutional investors come in, they're waiting for this constant downhill slide to end at where the stock belongs, probably around $20. You can't trigger shit by holding. The HFs will outlast you.
Edit: Screenshots from the worst 40 minutes of my financial life https://imgur.com/a/MlTRJmx
Edit 2: JFC, some of you are takin WSB way too seriously. You should not be using reddit for DD. Also, this is not financial advice. Don't take financial advice from someone who tells you stories about chasing highs at casinos.
Edit 3: This is WSB, my dudes. I'm glad most of you were entertained by my story. For the few of you who got that worked up by a random stranger on the internet telling you that he's a degenerate, you may actually have a problem. https://www.ncpgambling.org/help-treatment/
submitted by mt4h to wallstreetbets [link] [comments]

My Warlock is in an abusive relationship with Tommy's Matchbook and yours can be too! With the following build we explore the wonders of new seasonal mods, the charged with light system, self-damage synergy, and masochism.

Hey Guardians!

I’ve been a long-time lurker on here, but I’ve been having so much fun with this build I created that I just couldn’t help but share it. This build uses one of my favorite exotics, Tommy’s Matchbook. I fell in love with this gun the moment it came out and have used it enough for my warlock to be considered a masochist. But as much as I love Tommy even, I must admit the gun has some serious flaws. The most obvious of these being self-damage (duh), and an abysmal reload speed. So, my goal was to solve these flaws while also creating a synergistic build of my favorite class (warlock) that could take on high level content. This is the result.

Ok so what will you be able to accomplish with this build?
· You and your allies will be able to have a consistent character speed boost
· You and allies will have a 100 reload and boosted handling consistently
· You will have a consistent 50% damage reduction
· You will be able to heal yourself in large chunks on demand
· You will have boosted grenade damage and cooldown
· Your allies will receive boosted grenade cooldowns
· You will be able to stun overload champs
· Break barrier champs’ shields
· You will have a 30% modifier boost to your super damage (in our case chaos reach)
· And you will have the option to add and additional 25% damage modifier added to all your ability damage to frozen or slowed targets (pretty sure this includes your super haven’t tested yet)

I know that seems like a lot but if you stick with me, I promise to break this build up into small bites to make this as simple and painless as possible. Still here? Dope let’s get started.

Subclass:

Starting things off with our subclass we are going middle tree Stormcaller. Most warlocks go the bottom tree void walker route and for good reason. Devour synergizes incredibly well with Tommy as it solves the self-damage problem pretty well. But we won’t be going this for a few reasons A. we have other more effective tools to solve the self-damage problem, B. it doesn’t address Tommy’s reload, and C. bungie unfortunately hates Nova Bomb and it simply can’t hang with some of the other super options warlocks have at their disposal with some of these new seasonal mods and exotic support we got. These and the reasons below are why we are going middle tree Stormcaller.

Pulsewave:

This is the big one. In bungie terms Pulsewave does this “being critically wounded triggers an energy wave that boosts yours and allies’ speed”. What that actually means is you and your allies get a plus 100 to your weapons reload stat, a pretty generous boost to weapon handling, and a speed boost that is comparable to killing wind, oh and all of these boosts last ten seconds. All for the low low price of being critically wounded (shields depleted) which we were going to do anyway thanks to Tommy.

Chaos Reach:

While Tommy is an add clearing machine it’s not great at burning through bosses or generating quick bursts of damage. Luckily, we have this monster of a super. One of the best damaging supers we Warlocks have at our disposable, the Kamehameha absolutely shreds bosses and majors. Plus, we got a few fun new tools to make it even better, more on that in the mods section.

Ionic Trace:

This is just gravy at this point. Ability regen on kills, easy, straightforward, always helpful. Not much more to say here, it’s great.

Grenade and Rift:

My recommendation here is the pulse nade, the consistent ticks of damage means overloads stay stunned for longer. However, if you want to just drop a ton of damage storm is also great (just be careful not to kill yourself with them). As for rift you gotta go healing. We take lots of damage with this build so it’s never a bad thing to have another source of healing on demand.
Now that we know what abilities we are working with let’s talk exotics and other weapons.

Tommy’s Matchbook:

This is the center piece, a beautiful 720 that when you hold down the trigger for 20 rounds ramps up to 99% more damage, you filthy animal! While ignition trigger is doing its thing, we take burn damage which we can reduce by hip firing. Thanks to the catalyst while we are being burned our health recovers much faster too. Something that Bungie doesn’t tell you is this thing’s in air and hipfire accuracy is nutty, but that’s old news for most of you.

Verity’s Brow:

While we are burning through targets with Tommy we are also charging up this exotic. The exotic perk death throws goes up every time you get an energy weapon kill and stacks up to five times speeding up the recharge rate of your grenade and boosting its damage. This plus ionic trace should keep your grenade topped off very often. Plus, every time you throw a grenade you also get to boost your fireteam members grenade recharge. For those of you keeping score, that’s a max reload buff, grenade recharge rate, and speed boost your giving your teammates. Who says warlocks can only play support with middle tree dawn?

Geomags (Alternative Option):

I feel like I’d have to turn in my warlock card if I didn’t mention this as an alternative to Verity’s. This thing is nutty and with the mods we are going to use to boost chaos reach later on it only gets more powerful. Wouldn’t blame you if you wanted to go this route but I personal prefer the team aspect and utility of Verity’s.

Kinetic and Heavy weapons:

For your Kinetic slot you should be using a sniper, any sniper works but if you want my personal favorite for this build, I would use a Succession with recombination and reconstruction. This acts as a baby Izzy and is great for quickly swapping to and deleting majors and barrier champs. If you aren’t lucky enough to have one of those don’t worry any other kinetic sniper with perks focusing on single shot damage and auto reloading (pulse monitor is really good with this build too) will do just fine. As for your heavy slot this is really a personal preference thing. LMGs synergize with sustained charge, but swords and rockets are also super solid. I am mainly using my heavy as another way to take down big non boss targets, so I personally use my old Falling Guillotine (yes, I know this isn’t season of the arrivals. No, I don’t care).

Mods:

OK this is where things start to get a little complicated, so for simplicity sake I will be doing the mod break down armor piece by armor piece showing affinities and energy consumption and then writing a description for the mods used. This is the point where all the parts really start to come together and turn it from a concept to a full-fledged build. I’m going to go into this assuming you have at least some general knowledge about the charged with light system but if not do yourself a favor and find a guide on the basics. My personal recommendations are Fallout Plays’ and Ehroar’s guides, which you can find on their respective YouTube channels. With that disclaimer out of the way let’s dive in.

Helmet:

Affinity Solar
Ashes to Assets 3 cost (2x)
“Gain bonus super energy on grenade kills”
As we are a grenade-based build having a stack of A2A is super helpful for regening our super.
Taking charge 3 cost
“Become charged with light by picking up orbs of power”
Since Tommy can generate orbs of power off of multi Kills this is one of two ways we will get charged with light.
Minor Discipline 1 cost
Not necessary but a small boost to discipline can only help.

Arms:

Affinity Solar
Anti-Barrier sniper 6 cost
“Sniper rifles you are wielding fire shield-piercing rounds and stun barrier champions. Sniper rifles deal bonus damage against barrier champions”
Pretty straight forward. A tool to eliminate barrier champs (or that one phalanx that really deserved to get its head taken off)
Sustained Charge 4 cost
“Become charged with light by rapidly defeating combatants with auto rifles, trace rifles, or machine guns. Additional copies of this mod increase the time allowed between combatants that are defeated.”
Multikills, in this case three kills in rapid succession within roughly three seconds of each other, charge us with light. Since we are burning through adds with Tommy this is a reliable way to get charge with light from range. If you aren’t in a position to run in and grab an orb this will allow you to still charge up. You may wonder why run both sustained charge and taking charge? For me it’s more of a consistency thing. With this build you need to be charged with light pretty much the whole time and sustained charge provides a way for you to do that at range whereas taking charge allows you to leave orbs to pick up in a pinch when you can’t get kills or to guarantee that you end every fight charged with light and ready for the next engagement.

Chest:

Affinity Void
Stacks on Stacks 4 cost
“gain an extra stack of charged with light for every stack you gain. –10 recovery”
This is another ease of use and consistency thing, with this you have some room for error with how you go about your engagements and if you play it right you will always be able to use both Heal thyself and protective light which we will talk about soon.
Sniper Reserves 3 cost (x2)
Don’t think I need to explain why this is helpful. We use a sniper, so we want more ammo. You could also use this for your heavy weapon of choice, it’s up to you.

Legs:

Affinity Solar
Recuperation 1 cost (x2)
“replenishes health each time you pick up an orb of power”
This perk is hella underrated this doesn’t trigger regen which is great because Tommy would stop that almost immediately with its burn. Instead, this provides quick huge burst to your health (don’t have the exact numbers but trust me it substantial) further solidifying the playstyle of leaving orbs around as little healing and charge with light checkpoints.
Heal Thyself 4 cost
“while you are charged with light, grenade final blows heal you and consume one stack of charged with light”
Think of this as you oh shit button. Instant healing for when that orb is too far away, or a rift will take just too long to activate. This can be a crazy helpful tool for staying alive and while it isn’t the main star of the build its great for survivability and synergizes well with what we are trying to do. Note, your oh shit button does deal damage to you and can kill you if it hits you before it kills an enemy. Just to be safe make sure your targets are aren’t all up in your grill when you throw.
Recovery 4 cost
Needs no explanation, if recovery isn’t your jam pick a different stat, I just like it when all the numbers fit perfectly.

Class:

Affinity Void
Volatile Conduction 6 cost
“Grants bonus arc damage if cast while critically wounded. Lasts until the end of the super activation”
When bungie made this mod they were like Chaos reach is good, but it can be better. 30% better to be exact. While these are normally a pain in the ass to activate and often feel super clunky forcing you to let yourself get hit before activating your super, we have no such limitations as we are in an abusive relationship with our primary. This is some big boy damage especially when stacked with debuffs, geo mags, and Focusing Lens which I will mention at the end.
Surge Detonators 2 cost
“arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output”
Your oh shit button doesn’t only save your ass but stuns champs for long durations thanks to the continuous ticks of the pulse nade. Better yet this will be damage boosted too. Thanks to death throws often all it takes is one nade to just straight up kill a champ. Excellent utility for any content with the annoying teleporty boys.
Protective Light 2 cost
"While charged with light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of charged with light. The more stacks consumed, the longer the damage resistance lasts."
If Tommy is the star of this build than protective light is the glue that holds it all together. You gain a 50% damage reduction when in the red which allows us to just chill at low health no problem and gives us the time, we need to activate healing abilities. This last for 5 seconds on one charge and 10 with two but this will almost always be using two charges. This mod does so much for us, it lets us safely maximize the damage of Tommy, consistently apply pulse wave, and lets us be crazy tanky after we heal. You may think protective light clashes with heal thyself but since it can’t consume charges while the perk is up, we will still be able to utilize the nade healing as well as still having a backup five seconds after the fact if we take too long to get charged with light back.
Alternatively, you can swap Heal Thyself with sustained charge on your legs and replace sustained charge and your helmets solar affinity for protective light and a void affinity. This leaves room for Focusing Lens on your class item allowing you to sacrifice the ability to stun overloads and heal yourself on grenade kills with a 25% modifier buff to all your abilities on targets effected by stasis freeze or slow. This decision all comes down to team composition and activity. That being said you haven’t lived until you and your homie running stasis absolutely nuke a boss with the most powerful chaos reach super known to man.

Playstyle:

So, what does this build look like in action? Let me paint a picture for you. We lay into some ads with Tommy and get charged with light times two from a multikill, ignition trigger tics us down to the red and we get ten seconds of 50% damage reduction, a speed boost, and max reload. You use your newfound speed and damage reduction to run in and pick up the orb Tommy dropped from that same multikill and get sent back to like 80% health with 5 seconds left on your pulse wave and protective light timers and a fresh stack of charged with light x2 you burn through more adds with the rest of Tommy’s ammo and reload it in like a second. Repeat until you find the boss and nuke him with a chaos reach that is 30% more powerful. This damage increase is a modifier which means it can still stack with other modifiers, one buff, and a debuff for some absolutely crazy numbers.

TLDR:

Put these mods on your armor and use these weapons for a highly synergistic build that focuses on survivability with Tommy’s matchbook and middle tree Stormcaller.

Helmet:
Affinity Solar
Ashes to Assets 3 cost (2x)
Taking charge 3 cost
charged with light.
Minor Discipline 1 cost

Arms:
Affinity Solar
Anti-Barrier sniper 6 cost
Sustained Charge 4 cost

Chest:
Affinity Void
Stacks on Stacks 4 cost
Sniper Reserves 3 cost (x2)

Legs:
Affinity Solar
Recuperation 1 cost (x2)
Heal Thyself 4 cost
Recovery 4 cost

Class:
Affinity Void
Volatile Conduction 6 cost
Surge Detonators 2 cost
Protective Light 2 cost

Exotics:
Tommy’s Matchbook
Verity’s Brow or Geomag

Conclusion:

And there you have it. This was definitely longer than I was expecting but hopefully not too hard to get through. If you made it to the end thanks for bearing with me and hopefully you have fun trying out this build or some variation of it in game. This is my first time ever posting something like this so if you have any suggestions or feedback please feel free to share. Likewise, if you have any other cool synergies and want to talk build crafting hit me up, the charged with light system is one of my favorite additions to this game and I am always trying to brainstorm my next build.
Edited to fix information regarding chaos reach dps and fixing my inability to spell.
submitted by WinglessBrdz to DestinyTheGame [link] [comments]

Destiny 2 Update 3.1.0.

Source: https://www.bungie.net/en/News/Article/50097

Activities

Europa
Dreaming City
Cosmodrome
Tangled Shore
Moon
Nessus
EDZ
Public Events
Strikes
Crucible
Maps
Gambit
Raids
The Last Wish
Garden of Salvation
Deep Stone Crypt
Dungeons
General

UI/UX

General
  • Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
  • Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
  • Menu header bars correctly stretch to widescreen monitors.
  • Logo updated for the BNOC team (formerly known as DOC).
  • Shout out to the folks who’ve kept our services running for years, and cheers to many more!
  • Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
  • Subclass toggle icon correctly displays inactive state when equipment is locked.
  • Updated Stasis Aspect Fragment display to correctly show zero slots.

Eververse/Economy

General
  • Weapon and armor ornaments will no longer be gated on player entitlement state.
  • Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.

Sandbox

Abilities
  • Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
  • Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
  • Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
  • Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
  • Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
  • Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
  • Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
  • Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
  • Improved reliably of Frostpulse Aspect when enemies were on different elevations.
  • While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
  • Decreased the height at which Glacier Grenades will launch the player who threw them.
  • Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
  • Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
  • Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
  • When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
  • The controls for the breakout action can be changed via controller remapping.
  • Stasis Freeze
    • Increased the damage frozen players can take before shattering from 100hp to 200hp.
    • When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
    • When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
    • Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
    • When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
    • When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
  • Withering Blade
    • No longer does critical headshot damage.
    • Increased base damage from 60 to 90.
    • Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
  • Handheld Supernova
    • Reduced self-damage from 100% to 25%.
Armor
  • Reduced the cost of Deep Stone Crypt raid mods significantly.
  • With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
  • The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
  • The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
  • Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
  • Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
  • Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
    • Bad Juju
    • Izanagi's Burden
    • Sleeper Simulant
    • The Huckleberry
    • Worldline Zero
    • Polaris Lance
    • Telesto
    • Legend of Acrius
    • Skyburner's Oath
  • Fixed an issue with Sturm's Exotic perk.
    • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
  • This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
  • Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
  • Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
  • Rocket Launcher
    • Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
  • Fusion Rifle
    • Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher
    • Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
  • Submachine Gun
    • Reduced camera movement from firing an SMG by 24%.
  • Pulse Rifle
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Gun
    • Reduced camera movement from firing a Machine Gun by 9.5%.
  • Sniper Rifle
    • Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
  • Sword
    • Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
  • Demolitionist
    • Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
  • Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
  • Affects these weapon archetypes:
    • Auto Rifle
    • Scout Rifle
    • Pulse Rifle
    • Submachine Gun
    • Hand Cannon
    • Machine Gun
Exotics
  • Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
    • Ace of Spades
    • Tarrabah
    • Hawkmoon (final round only)
  • Borealis and Hard Light now have a custom (short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
  • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.

Power and Progression

Updated Power bands
  • Power Floor: 1100
  • Soft Cap: 1250
  • Powerful Cap: 1300
  • Pinnacle Cap: 1310
  • When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
  • Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
  • Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
  • Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
  • Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
  • The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
  • This functionality exists for these Titles:
    • Gambit - Dredgen
    • Crucible - Unbroken
    • Nightfall - Conqueror
    • Trials - Flawless
  • New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
  • Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
  • Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
  • Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
  • Bounties and Pursuits
    • The Exo Stranger has a new Stasis Aspect quest available.
    • Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
    • Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.

Platforms and Systems

  • PC
    • Switching teams during a Private Match has been moved to Shift key.
    • Remove the notifications and sound options that didn't do anything.
  • Consoles
    • Removed voice chat volume slider setting that didn't do anything.

General

  • Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
  • Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
  • Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
  • Starter gear has been removed from Suraya.
  • Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
  • Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
  • Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
  • Wrathborn Hunt trail improved to better support colorblindness.
  • Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
  • Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.

Localization

For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
  • Permanent Recast
    • Spanish Mexican voice actor for Ghost permanently replaced.
  • Temporary Recast
    • Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
    • Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
    • Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
submitted by DTG_Bot to DestinyTheGame [link] [comments]

This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
Video Link
Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
Video Link
Movie of the Week: …That’s a lot of Hawkmoon
Video Link
As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
submitted by DTG_Bot to DestinyTheGame [link] [comments]

Lessons I learnt the long/hard way, so you don't have to.

Update Thank you for all the comments below. I've tried to include as many tips and fail safes you have mentioned, in this post. I do recommend people read the comments as I may have missed some.
Firstly, thank you to this excellent community my PC is now built and working (pics to come in another post). I thought here are some lessons I learnt in building the PC, researching and other bits I thought would be worth sharing, as a lot of this I never had even heard about. Some will be obvious and others less so. I should note, that I'm not a pro or someone who does this regularly, just someone who spent a while reading around, so feel free to correct/highlight any mistakes, and I'll try to update the post. The descriptions, aren't really meant to be a full lesson about each part and will be lacking a lot of detail, but are more a jumping board for further reading if anyone is interested. For full information on building a PC I highly recommend looking around on YouTube and other sources.
If I get anything wrong, please correct me and I'll update.
On Monitors:
  1. If you are after 144Hz 1440p gaming, use a Display Port (DP) cable, not a HDMI, if you can. As you could be hampering your refresh rate, (https://www.tomshardware.com/uk/features/displayport-vs-hdmi-better-for-gaming) Update Although you could be fine if you are using HDMI 2.1, see link for more details
  2. Freesync vs Gsync. For simplicity, both these technologies aim to match performance on screen with your GPU. Freesync works with Radeon, GSync with NVidia (although some Freesync monitors will be GSync compatible, likewise for the otherway around). It's complicated and due to changes in the standards over the years it can vary from monitor to monitor. Make sure to do research on the specific monitor you're wanting to get/have. If you are buying a new monitor keep this in mind. https://www.viewsonic.com/library/entertainment/g-sync-vs-free-sync-explained UpdateAccording to comments freesync monitors will almost always work with Nvidia. As always, do read around about it.
  3. Windows by default is set to have a refresh rate of 60Hz, if you have a higher spec monitor you can change this to match your monitor in "Advanced Display settings".
RAM (All except point 1 was completely new to me)
  1. 2 Sticks of 8GB Ram will perform better than 1 stick of 16GB Ram (https://techguided.com/single-channel-vs-dual-channel-vs-quad-channel/). Also when installing them, put them in the correct channels, check your Motherboard for details.
  2. Your motherboard will prefer your dual channel RAM to be in specific slots. I had an issue where I couldn't get the maximum performance of my RAM which I had placed in slots 1 and 3, but the moment I put them in 2 and 4 it worked perfectly. Check your motherboard manual.
  3. Enable XMP in Bios (This might also be called DOCP or A-XMP). This will vary between motherboards, but if you don't your 3200MHz ram is likely running a lot slower. In my build, XMP wouldn't work till I put the RAM in the correct channels, hope this saves someone the hours I spent finding this out ;) Update You can use Task manager to verify you have done this correctly. 3b. Someone pointed this out XMP may void your CPU's processor (https://community.amd.com/t5/processors/xmp-profile-ram-3200-mhz-and-amd-warranty-policy-for-ryzen/td-p/145798) (https://community.intel.com/t5/Processors/XMP-Warranty-void/td-p/1196241). If anyone knows any more, please message me directly so I can add the details. This was mentioned by someone in the comments and I would rather pass the information and ask you to do your own checking as well.
  4. When picking RAM, frequency matters, but so does CAS Latency. You want high frequency but low CAS (CL) latency. I'd recommend doing more reading about it, if you want to know more I'd recommend doing some more reading, but the "true latency" can be calculated as TL = CL * 2000/Freq. E.g. CL 18 3600Mhz Ram has a TL of 10ns. Update Someone who actually knows what they are talking about found point (4) confusing if not perhaps misguided and I recommend you read their post here (https://www.reddit.com/buildapc/comments/kis9r5/lessons_i_learnt_the_longhard_way_so_you_dont/ggtdudd?utm_source=share&utm_medium=web2x&context=3)
  5. Ensure the speed of the RAM is compatible with the board you are looking to purchase (or visa versa).
  6. Motherboards will have Qualified Vendor Lists, listing RAM they have tested and certified to work. This may be worth looking at. Just because your RAM isn't on the list doesn't mean it won't work, or won't overclock, it just means it hasn't been certified to, so do take this into consideration. (I found this in my build, while it was from Crucial and some Crucial RAM was on the QVL, mine wasn't. Thankfully it was fine.)
Motherboards
  1. Newer processors (e.g. at time of writing many AMD motherboards require a bios update for the 5000 series AMD CPU) may require you to install a new BIOS before they can be detected. Not all motherboards can have their bios updated without a CPU installed. When shopping for your motherboard looking to see if it does USB Bios flashback should be considered. This was completely new to me and glad I learnt it in time.*Addition* Newer motherboards don't require bios updates and so won't need this feature, though you will have to check.
  2. Different mother boards are compatible with different CPUs, pick your CPU first
  3. CPU coolers may need different mountings depending on the CPU. When picking your cooler keep this in mind, you may need to ensure there is an adaptor. Additions from the comments
  4. Not all mother boards have connectors for front IO USB-C. If this is important to you and part of your case, it's worth looking into.
  5. Using an M.2 usually disables some of your SATA ports. If you are planning on using all your SATA ports, make sure to check to see if this happens and how it happens on your chosen mother board.
  6. Some motherboards are built with Debug LEDs now that will help you diagnose problems.
  7. If you are after RGB effects, ensure your motherboard is compatible with the effects you want to add. There are 5V and 12V headers, so make sure they match. I'd recommend looking into this more yourself, as I've likely vastly oversimplified. (https://rog.asus.com/forum/showthread.php?110272-What-do-5v-and-12v-RGB-cables-look-like-you-ask#:%7E:text=You%20can%20also%20see%20the,as%20shown%20on%20these%20photos)
CPU
  1. Some CPU's have integrated graphics. If you don't want to buy a dedicated graphics card, you need to purchase one of these CPU's. You then plug your monitor into the motherboard.
  2. CPU's have a Thermal Design Power, if you are not using the stock cooler read up on it (https://www.tomshardware.com/uk/reviews/tdp-thermal-design-power-definition,5764.html)
Component compatibility
  1. Make sure all your components are compatible. PC Part Picker (https://pcpartpicker.com/) is generally pretty good at this. If uncertain, this is a wonderful community to ask.
Power supply
  1. PC Part Picker gives you a good idea as to how much power your system will need, if not check the graphics card you intend to buy. Not all machines need a 1000W behemoth. Picking the right one will save you money
  2. Power supplies come with a rating standard e.g. Bronze+ etc..., this is basically their efficiency. (https://www.tomshardware.com/uk/news/what-80-plus-levels-mean,36721.html). I think it's safe to suggest people should at least go for Bronze.
  3. Make sure your PSU fits in your case. I bought an ATX PSU, then decided on the 011 Dynamic Mini case, only realise it needed a SFX (smaller) PSU. I ended up going for a different case. Likewise an SFX PSU may not have the cable length you need or fit as snuggly in an ATX case (source: comments section)
  4. Look into the build quality of the PSU. A faulty PSU can cause serious issues down the line, so it is worth taking time look at PSU Tier lists and review. (Link provided by several commenters https://linustechtips.com/topic/1116640-psucultists-psu-tier-list/)
Tools (OP Note: I've only tried Ninite)
  1. Ninite (https://ninite.com/) Is an easy way to download all the basic programs one tends to install onto a fresh Windows install, without having to go to 10-15 websites. E.g. you can select to install Chrome, Zoom, Steam, OpenOffice all from one installer. If you keep the install, it can also be re-run to update all the software in one swoop.
  2. Patch My PC (https://www.majorgeeks.com/files/details/patch_my_pc.html) Patches software on your PC (Thank you to the sys admin in the comments for this.)
  3. Chocolatey (https://chocolatey.org/) A powerful command line way to install and upgrade software.
Storage
  1. M2 drives can be SATA or NVMe, NVMe is faster. (M2 drives are generally plugged directly into the mother board, for anyone who until recently was using a hard disk drive and considered SSDs "fancy")
  2. I highly recommend reading this comment (https://www.reddit.com/buildapc/comments/kis9r5/lessons_i_learnt_the_longhard_way_so_you_dont/ggtn00w/?context=3) as it contains stuff I was unaware of.
Case
  1. If your case has bottom intake or exhaust vents, don't put it directly on carpet, as it can block the air flow. (Yup....I did need to be told this ^_^, my previous computer just didn't have any bottom intake, hell it hardly had any intake).
  2. Make sure your mother board, PSU, GPU and all your components fit in the case. This is particularly worth noting if you are going for a micro ATX or a ITX case. Worth noting is to remember to include fans + GPU length, any additional length caused by radiators (if you water cool), the size of your CPU cooler (if you air cool) Additions from the comments
  3. When considering your case, if you are water cooling, "Room for 2x 140mm fans does not always mean room for a radiator as well". Make sure to double check the clearance. Measure twice buy once.
Advice on building (Notes and horror stories from the comments) 1. Many new coolers come with pre-applied thermal paste. If yours doesn't don't forget to apply it, to the CPU (See videos by people with more experience/knowledge than me on what to do). 2. Remember your mother board I/O shield (advice from the comments about making sure to put it in before you install the motherboard, mine came with it attached). 3. Make sure the CPU is correctly installed before you clasp it down. 4. If your motherboard has two slots to install a GPU. One of them (normally the top) will provide better performance. Make sure to use the correct one. 5. Make sure your CPU cooler doesn't block a RAM slot. In making my PC the AMD wraith has a notch on one side with the AMD logo, thankfully I put the RAM in first, so I swiftly learnt that I had to rotate the cooler 180 degrees to get it to fit. 6. If you can avoid it, do not build your computer on carpet (and do not stand on carpet when building) and be aware of static when building. If this is your first build, do some reading around this. Wear a static bracelet and attach it to something grounded. 7. Remember if you have a dedicated graphics card. Plug your monitor into the graphics card, not the motherboard. 8. If you are installing fans, make sure they are in the correct direction. 9. When playing the radiator of your AIO (if you are using one) make sure part of it is higher than the pump (https://www.youtube.com/watch?v=BbGomv195sk) 10. It's often worth the time to read the motherboard manual. 11. This may sound silly, but cables and the sockets on the PSU are often labelled. Be aware of this, it will help you in the build.
More subjective advice
  1. I've been recommend by numerous people to go for Gold+ PSUs, with often being stated that while its more efficient, it will also be better made. Your budget may dictate otherwise. If you look through the comments you will frequently find the advice "don't cheap out on the PSU and go for at least Gold"
  2. For most users if your CPU comes with a stock cooler. It will be good enough. You can always change it later. If your planning to overclock, you likely know more than me, so feel free to ignore. Update According to the comments, AMD stock coolers tend to be considered good enough, Intel, not so much.
  3. A LOT of people below have said "Do not mix cables from different PSU manufacturers." as they are not universal. I don't know anything about this, so do some additional reading if you are considering doing so. Update From further comments this is something to take serious. Update from further comments, the word of advice is "Do your research before using cables not supplied with the PSU you are using."
Further notes from the comments: Below are points I've read in the comments that might be worth drawing to people attention. Please read around the topic if it applies to you. 1. One person has said XMP causes their Oculus Rift to do weird things.
Hope this helps some people. Addition I recommend reading the comments, as many people have put in their own tips/horror stories ;)
Take care all and Merry Christmas.
submitted by TabularConferta to buildapc [link] [comments]

Dear CDPR: turning cyberpunk 2077 into a total masterpiece is VERY within your grasp.

Despite all of the kickback you are receiving for the games bugs, optimization, and lack of features... You have created an astonishingly beautiful world with a level of visual detail that is pretty much unmatched.
The actual gameplay? It's fine, honestly. Plenty of RPG customization options for your character, decent weapon variety. Barring the big bugs, you can play the game how you want. hacking is fun enough, melee is fun enough, stealth is fun enough. You truly do feel free to approach things how you want to the same degree as any other game that tries to offer you these options.
Sure, there isn't much in the way of open world police pursuits, killing sprees or any of the other 'sandbox' elements that players are accustomed to with games like GTA. Quite frankly, there doesn't have to be, in my opinion.
The game will get optimized. Bugs will get fixed. The foundation of a totally unforgettable gaming experience has been laid.
You've DONE all the heavy lifting, CDPR.
Now pepper in a huge amount of novelties. That's what have to do.
Make the arcade machines playable. Let us go and get a haircut. Let us actually sit down at a bar and drink, even if it doesn't do anything. Let us purchase items at the sex shops. Give us cosmetic slots. Let us dance on dancefloors. Let us gamble. Add fluff, and then add some more
None of these things require a large amount of resources at all to accomplish, comparatively to some of the other things you have managed to pull off. But, these are the things that make the world feel alive. We aren't talking huge features. Just 10-15 tiny things that really add up to making the world feel like there are things to do that aren't just the next mission.
submitted by droptopus to cyberpunkgame [link] [comments]

A Bow Guide - For all Levels

Here are some tips for those of you who are starting out with bows, or maybe wanting to learn more about them, from someone who has over 31,000 crucible final blows with them over the course of the 2 or so years that they've been in the game.If there's something I've missed, I'd like to know in the comments so that I can add it to the post, or at the least to my own knowledge.
In general, there are standard rolls that are perfect for lightweight and precision frame bows.
Lightweights have a few more options for you, and it depends on how you are using them.
The only thing that persists across all of the bows is that you're aiming for Fiberglass Arrowshaft as your second column perk - this is because of the effect to the accuracy stat.

Accuracy and Stability

Accuracy is to increase the length of the aim assist cone, and be able to hit shots easier at a distance, and the stability stat is to keep the cone from expanding as much in the air, and to help you deal with close quarters, mid range, hip fire and fast firing engagements.
The recoil direction actually depicts which side your bow is likely to land after firing a shot, so counterbalance mods may have a small effect here

Lightweights

The String and Masterwork

The string and masterwork are very much tied together on these frames, and it depends on what you're going for.
There's a draw time cap of 540 on lightweight frames (even the perk archers tempo only reduces this to around 536) - If you have Elastic String, I would recommend an Accuracy Masterwork, however, you can get away with a Reload Masterwork if you have Moving Target, or another accuracy increasing perk available. For the strings with a higher draw time, you'll want a draw time masterwork almost every time. If you're wanting handling, go with Flexible String - It's an absolutely solid choice on the Arsenic Bite, but if you want to increase your accuracy, Polymer String is the play.

Precision Frames

The String and Masterwork

You're always going to want Elastic String on these frames. Choose between a Draw Time or a Reload Masterwork.
I personally prefer the Draw Time of 576, over the reload bonus, which can be catered to with mods and exotics

Legendary Damage Numbers and Perks

Draw Type Precision Lightweight
No Draw Body ↓ 61 ↑ 71
Quarter Draw Body ↓ 67 ↑ 76
Half Draw Body ↑ 91 ↓ 81
Full Draw Body ↑ 101 ↓ 86
Over Draw Body ↑ 95 ↓ 84
No Draw Precision ↓ 91 ↑ 113
Quarter Draw Precision ↓ 100 ↑ 121
Half Draw Precision ↓ 109 ↑ 129
Full Draw Precision ↑ 152 ↓ 138
Over Draw Precision ↑ 143 ↓ 134
Explosive Heads will take half of the damage from the original arrow and put it into a blast radius, instead of being a flat damage number - this means that the more you draw back, the more your explosion will do. This can range from 31-51 (precision frames) and 35-43 (lightweights).Note: Explosive Heads themselves are unaffected by Rampage, Swashbuckler and other damage related perks.
Rampage on precision frames will 1 tap at 3x, or at 1x with most other damage buffs. On lightweights it's used to up the weapon consistency. 2 bodyshots with 1x rampage will kill 4th tier resil and less, and 2x will double body any guardian.
Dragonfly will do around 49-56 damage while I was testing, and when you add dragonfly spec, it increases to 95.
Swashbuckler is quite possibly the most broken damage perk on bows. Pair with a damage buffing melee (or any other damage buff) on lightweights to one shot kill (before the buff it will do 183 to the head at x5). Precision Frames will deal 202 on a perfect draw at x5, killing every guardian.
Rapid Hit is pretty much a dead perk if you have bow reloader, as it will go up to around x3 before it stops having an effect. If you have anything else that enhances reload speed (ophidian aspects come to mind as a great one) then it really becomes useless.
Archers Tempo is a risky perk to have. You'll want it on a bow with a draw time that is greater than its archetypes minimum to get any noticeable effect out of it, but if you feel like you need more accuracy and prefer a longer draw because of that, then this will be the perk for you. I’ll be trying to get some more numbers for this over the next week or so.
Moving Target and Surplus are two neutral perks that are fantastic. If you use your abilities often, I'd go with moving target, but a heart of inmost light titan or someone more conservative with their abilities may prefer surplus.
Snapshot Sights is a great perk on bows, and will give you a good transition point if you're used to Le Mon's ADS speed.
Opening Shot is a fantastic perk if you're having issues with the accuracy (perhaps you don't have Fiberglass in the second column) - and even if you do, this will make your shots crisp as all hell at a distance.
Killing Wind is absolutely a fantastic perk to go for, and going for Natural Fletching instead of Fiberglass can be recommended in this case, as the stability + the extra weapon aim assist range will doubly effect the accuracy cone
Sympathetic Arsenal is the archers auto loading holster, meaning you can use your killing capacity to reload that machine gun in PvE, or the quickdraw fusion in your back pocket in PvP. Don’t sleep on the pairing with fighting lion either, double dipping for consistency on the thin the herd playstyle, always having your heavy loaded
Firmly Planted is an interesting one, as it will increase accuracy, stability and aim down sights speed while crouched - this also procs on slides - and drawing back your arrow at the start of a slide will mean it’s drawn by the time you’ve finished, the whole time, your arrows will be more sticky

Lightweight Frames

A no draw headshot and no draw body shot will kill at 2nd tier resil, but a quarter draw is needed above that for 1 of the arrows - preferably the head to cover most resilience tiers, but a body should cover 6th tier and less.

Precision Frames

You're gonna need to flick shot the head twice at a quarter draw or more, or fully draw and hit the head before you can flickshot an arrow into someones body. Note: A guardian at max resilience will survive the double quarter draw flick approach
You can also body shot and melee with this build with no buffs in a perfect draw (max resil) or an overdraw (6th tier or lower)

Exotic Damage Numbers

Draw Type Le Monarque Trinity Ghoul Wishender Leviathans Breath
No Draw Body 61 21x3 61+30 51
Quarter Draw Body 67 23x3 65+30 100
Half Draw Body 91 25x3 68+30 143
Full Draw Body 101+24 35x3 72+30 343
Over Draw Body 95 33x3 71+30 300
No Draw Precision 91 31x3 109+30 91
Quarter Draw Precision 100 34x3 116+30 159
Half Draw Precision 109 37x3 122+31 228
Full Draw Precision 152+24 52x3 129+30 548
Over Draw Precision 143 49x3 126+30 479

Vorpal Weapon (Precision Frame) Damage Numbers

Super Head Body
Goldie 181 121
Chaos Reach 145 97
Blade Barrage 124 83
Well of Radiance 121 81
Daybreak 119 79
Hammers 119 79
Nova Warp 119 79
Shadebinder 119 79
Spectral Blades 117 78
Sentinel 114 76
Striker 114 76
Arc Staff 114 76
Burning Maul 114 76
Thundercrash 114 76
Tether (while tethering) 114 76
Revenant 114 76
Spectral Blades (Invis) 111 74
Behemoth 97 65

The Reticle and Draw Length

⊙ | | | - This is what the reticle looks like when you aren't drawn back (well, this is sideways, but you get the idea) - when you draw back your arrow, the bottom lines will be accurate for a quarter draw and the lines will get closer together past the half draw mark to keep accurately representing the flight distance - ⊙||| - before disappearing entirely when you're fully drawn back and you no longer have to lead your target - ⊙
If you're sprinting towards a target, tap/pull back in the opposite direction to be able to get that reticle back (same as every weapon in destiny) so you can judge the distance to draw time and actually start drawing back your bow without having a small delay or whiff entirely because of it cancelling your sprint instead of drawing
When you're aimed down sights, there is a line at the bottom of the reticle, that will be accurate up to around 15 and 20 meters before you have to judge additional falloff height (precision and lightweight no-draw ranges respectively) this distance will increase the longer that you draw.
Draw Type Precision Lightweight Line
No Draw ↓ 12m ↑ 18m Bottom
Quarter Draw ↑ 24m ↓ 20m Middle
Half Draw ↑ 31m ↓ 25m Top
Full draws and near perfect draws will tend towards being on target to the center of the reticle - and it's just about practice (note, when I'm using quarters and halves, it's more about where the string is drawn back visually, rather than how long you've been drawing back, as that depends on what string you have).
The lower draws can be effective, but they do require learning of how your draw time effects the flight path and where you have to release your shot to get the best accuracy - if you want to rely more on flick shots and getting your accuracy down, you could go for a higher draw time lightweight frame to train with before increasing the draw time when you’re able to judge your shots better.
A perfect draw isn't when the bow starts glowing, there's about an 8 frame window just before where the arrow will release silently and do full damage. That's the perfect draw.

Builds

Get Down Mr President

Simply shoulder charge your way to 1 tap headshots

But I am the shotgun...

Shoot with the shotgun, 1 down, punch the next, 2 down, dodge and switch to Trinity Ghoul, punch again, 3 down, shoot the floor with trinity and carry on punching... FANTASTIC WORK You now have all of the combination blow, so just trinity the floor and punch away

Thomas the Siege Engine

I'm not sure if this one even needs explaining - but when you make a sunspot, stand in it and have swashbuckler, you'll one tap

Wrath of Cupid

Like with the first build, except you can deliver the punch down the hallway heal from it, pop heat rises for perfect in air accuracy and kills to get your melee back to start the entire process again

Corrosive Sting

Invis when you're crouching and get that precision final blow, poison clouds everywhere and the ability to melee yourself out of most situations, this will be the build for you if you like watching your opponents suffer in their final moments. Also, note, if you hit someones face with your smoke from a distance and they stay in the cloud, they're probably going to die from that alone

A Hunger For Wishes

You can see through walls, you can bounce grenades off of walls, you can no draw bodyshot guardians and clean them up with a melee to heal and you can debuff the surrounding enemies with a fully charged melee. I don’t even know what the damage numbers are on regular guardians on a full draw, it doesn’t display, it just deletes and you heal. Run alongside your favourite behemoth buddy for their tectonic harvest for the best results
Edit
I’m going to start working on a PvE post like this, as there will be a lot more damage numbers - I hope that you don’t mind waiting until next season for it though
submitted by kfairns to DestinyTheGame [link] [comments]

On GURPS

I've been seeing a lot of comments and posts in the last couple weeks about GURPS, and a lot of conceptions/misconceptions about the system floating around. I wanted to make a post explaining things from the perspective of someone who runs GURPS habitualy, has written some (unofficial) splat stuff for GURPS, and has played a great deal of other RPGs. Primarily, I want to answer a number of questions I keep seeing pop up about GURPS, some of which are completely valid and some of which seem like common misconceptions.

What does GURPS feel like? What does it excel at? What is it bad at?

The driving force behind GURPS' feeling is cinematic realism. GURPS is not neccessarily a gritty system, though it can be. It's not really a realistic system, either. It's close to both, but what it's trying to hit is that level of realism and grit that you see in well-defined movies or books. GURPS excels at running games like John Wick, The Revenant, The Expanse, Game of Thrones, and so on. It excels at things that are grounded in reality, but aren't entirely based in reality. We all know that John Wick couldn't actually happen, but it certainly feels more realistic than other action movies. Now, GURPS can be a realistic system and a gritty system with some fanagling, but that's not what it is by default, and it's not what it excels at.
GURPS is also a really good choice if you want to run a cohesive game mixing multiple different genres or time periods. Take a look at this image: https://i.imgur.com/wv3eVwC.jpg. Say you saw that awesome piece of art and you wanted to run a game based on it. Alright, well, how much damage does a 5.56 round do to plate armor? That answer is really easy to answer in GURPS, because the entire system is cohesive. Can a fireball blow up a tank? What about a dragon versus a modern aircraft? All easy answers in GURPS. GURPS also does this with good mechanical backing; technically, FATE answers that question, but it does so by making most things essentially the same mechanically.
GURPS is bad at running a number of things. If your game needs to be very cinematic, GURPS isn't a good choice. Can Superman take a tank shot? Yeah, of course he can. Building someone that can take a tank shot in GURPS is not really feasible. In fact, building someone who is better than a man with a .50 cal machine gun in GURPS is not really feasible. Is Superman on the same power level as Batman? Naratively, yes. Mechanically? No. GURPs has little concept of narrative power, only mechanical power, and that can make certain types of games where the narrative power is the important thing feel very bad to play. Don't play GURPS if you really want to prioritize narrative power.
This is not to say that GURPS has no concept of character narratives; it is simply dealt with at character building and grants a mechanical advantage. A character can have disadvantages that grant extra power provided you play them out. These can be physical disadvantages (missing an eye) or mental (such as being a pacifist), as well as some more exotic ones. You can also gain them in play, if, say, you get stabbed in the eye. This gives a great incentive to play a character with narrative problems, but doesn't replace the idea of narrative power quite as ellegantly as some other system; it simply create more multifaceted, human characters than system with no such concept (such as DnD).
GURPS is also bad at running high power level games. Technically, it has suplements for superheroes and master wizards and amazing kung fu fighters. And... it's just not very fun. The rules are really meant for more down-to-earth stuff. The elegance starts breaking down. If you really want to, you can, the rules are there, it's just way more fidly than just using another system.

Does GURPS have a built-in setting?

Yes, it's called Infinite World, but it's honestly not very good unless you want to run something really weird. Practically speaking, the built-in setting for GURPS is the real world. At every step in it's core components, GURPS is attempting to make the system copasetic with reality, and it really excels if you want to run something at least mostly in line with reality. If you stick to reality, GURPS has very few systemic assumptions about what your world looks like other than being like reality. If you start looking into something less defined, like magic or really advanced tech, you're going to have to pick one of the multiple systemic assumptions GURPS gives you access to. Are your spellcasters multitools like DnD wizards, or do they have access to a very small array of spells that they can cast a lot? Is your future cyberpunky, biotechy, star treky, star warsy, etc.? There are defaults for these, but that leads into the next question:

Why are there so many GURPS books?

This is something I see come up a lot. There are a lot of GURPS books. Not small splat books, really big books. You can spend years combing through their library of splat. The important thing to note about this, is that you probably don't need to look at almost any of them. GURPS is not a unified system like Pathfinder, where all the splat books are meant to be compatible with each other and used at the same time, because each has minor modifications. A lot of GURPS splat books aren't really compatible with each other, because they're not meant to be used together. GURPS has one basic component: The Basic Set. Past that, whether you need a book entirely depends on what you want to run. You can really get away with 5-6 books to run pretty much anything in GURPS. To list them briefly:
Basic Set: The core rules of GURPS.
Low Tech: Stuff before the proliferation of guns: Start of History - ~1500AD
High Tech: Stuff after the proliferation of guns: ~1500 AD to modern day
Magic: Running a relatively "normal" fantasy magic system.
Martial Arts: Advanced rules for melee combat.
Gun Fu or Tactical Shooting: Advanced cinematic/realistic shooting, respectively.
These are pretty much all the GURPS books I've wanted my players to use in my time GMing. Per game, though, you really only need a couple books other than Basic Set if you want to run something. If you want to run a martial-focused fantasy game, you need Low Tech and Martial Arts. If you want to run a tactical special forces game in Vietnam, you need High Tech and Tactical Shooting. GURPS works as a series of building blocks that get put together to make a system. If you want to run a certain game, you need to identify what blocks you need, and then put them together. You can use all the books if you want, in the same way you can use all the LEGO blocks in the box if you want, but it's not really what the system is meant for.
When should you buy more splat books? When you want to run a game that requires deeper rules or emulation of another system. If you've been playing for a while, you want to run a horror game, but you don't think the rules in Basic Set are up for it? Don't want to run Call of Cthulhu because you want something GURPS has? Grab Horror. Want to run a really indepth noble social game? Grab Social Engineering. Importantly, there are rules for horror and social engineering in the Basic Set; these books are suplements, not replacements.

Why is GURPS so complicated?

GURPS isn't complicated. It's complex. There's a massive and very important difference in that wording. GURPS has many components, but each component is fundementally simple, can be removed and swapped out if neccessary, and more components can be slotted in if required. One of the reasons I tend to run GURPS a lot is due to how simple and elegant it is in play, because the only person in GURPS who needs to know anything is the GM. If you GM is knowledgeable, he can take almost all the complexity out of the game for the other players. Almost all of my mechanical interactions in GURPS are "What skill do you have for that? Ok, roll it." or "You have Fast-Talk, right? No? OK, just roll me IQ". All the rolls are 3d6. That's pretty much it.
But GURPS combat is complicated? Well, yes. GURPS combat is more complicated than most other systems. GURPS combat is also, paradoxically, quicker than combat in most systems. Why? Because GURPS combat can be incredibly lethal. A good bullet will drop you. A good melee hit will drop you. Combat in GURPS is often over in one or two hits, especially if either party is not wearing full coverage armor or has a major skill differential. You do not spend 10 turns whitling away at the health pool of that fire giant. Combat tends to be complicated because it's important to get it right, and it's important the players feel in control at all times lest they... well, just die. Combat happens infrequently in GURPS and only happens when something is at stake, because nobody wants to risk death for nothing. The biggest combat advantage in GURPS is not mechanical, it's tactical: Recon, ambushes, using your terrain, pushing your advantages and denying theirs. Some combats are practically already over by the time they happen.
I've seen a few people here talk about how limiting they find GURPS because it's hard to create new rules on the fly. I'm not going to say those people have invalid experiences, but I think that perfection can be the enemy of good. Your rules probably aren't going to be as statistically balanced and accurate and so on as the word of god rules, but it really doesn't matter. GURPS strives to have internal consistency, and though it can take a little bit of playing to understand that consistency, you can start effectively creating very detailed mechanics on the fly, because GURPS lets you slot thing in or out quickly and easily. Don't be afraid of creating incorrect rules; at worst, you only have to suffer them for one session, and they're going to be far better than what you can create on the fly in other mechanically backed systems like DnD.

Why, as a GM, would I run or not run GURPS?

Run GURPS if you want to create a system, starting with a framework, and adding things. Run GURPS if you want a system with strong mechanical backing that can be elegant at the right times and detailed at the right times. Run GURPS if you don't like hopping from RPG to RPG and want a single RPG that can encompass all the game ideas you've always wanted to run. Run GURPS if you want a system that reflects cinematic realism, and can be made to reflect true realism with some effort. Run GURPS if you want to mix and match genres. Run GURPS if you want to run really long campaigns with power growth that feels organic and earned. Run GURPS if you want an indepth combat system that feels lethal and tactical. Run GURPS if you want character progression to be flexibe and organic in growth and not have set out builds.
Don't run GURPS if you want the world to mechanically and narratively balance around the characters. Don't run GURPS if you want to run really high power level games. Don't run GURPS if you want to run cinematic games. Don't run GURPS if you want to run a specific setting that there is already an RPG for, play that one instead, it's probably better at that setting. Don't run GURPS if you don't want to buy at least 2-3 books to get your game going. Don't run GURPS if you prefer simple combat. Don't run GURPS if you want "cool" rolls to happen often (3d6 is a very normal distribution). Don't run GURPS if you want your players to create characters in less than a few hours. Don't run GURPS if you want characters to progress disproportionately to the world (1-10 wizard in DnD goes from nobody to a God).
These same arguments apply to the players as well, though in a lesser degree for some. If what I've described sounds fun, seek out a GURPS game (there's an [un]official Discord)! If it sounds horrible, it probably isn't the game for you. Hopefully, in either case, you have a better understanding of the system and why you would or wouldn't want to play it.

Lesser Questions

Does GURPS require a math degree?: No, it's much less mathematically complicated than DnD. If you've played 3.5 Ed. or Pathfinder, it's much less complicated than that. A bit more difficult than 5ed.
Why do GURPS people keep coming out of the woodwork to defend the system? Because we like the system, and most of the times, the criticisms we see are weird to us because they don't at all mesh with our experiences. There are DOZENS OF US!
Are GURPS player primarily old people? No, but they're certainly in the face of the more modern trend of rules-light, narratively driven RPGs. This was the standard once, and WHAT WAS WILL BE.
How do I get into GURPS? Go to the GURPS discord if you're particularly interested https://discord.gg/vk5GtQy. Otherwise, just pick up the Basic Set and one of High Tech or Low Tech, read them, and start running. Seriously, just start running, don't stress the details too much. Get acustomed to the system before buying another five suplements.
submitted by Delantier to rpg [link] [comments]

I heard you guys like reading patch notes... So how about a fake one?

General / QoL

Gameplay

Gacha / Shop

In Consideration

Items

Coop

Battlepass / 12 Episode Anime

Quests

Elemental Reactions

  • Vaporize's Steam deals aoe damage
  • Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
  • Overloads damage (pyro->electro) now deals x2 (pyro) damage.
  • Overload's knockback decreased significantly
  • Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
  • Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
  • Superconduct's negative armor debuff is moved to Melt
  • Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
  • Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
  • Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
  • Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
  • Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
  • Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)

Enemies

  • Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
  • Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
  • Enemies attack cycle improve. Fixed bug when enemies stop attacking. Baedou Problems.
  • Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
  • Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
  • Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
  • Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
  • Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
  • Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
  • Smol Geo Vishap now drops less geo shields
  • Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
  • Smol Geo Vishap now burrows a bit less frequently
  • Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
  • Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
  • Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
  • Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.

Characters

  • Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
  • Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
  • All characters passive talents are now combat related.
  • All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.

Ayaka

  • Alternate sprint binded to a different hotkey.
  • Yes I came from the future.

Albedo

  • Elevator can be activated to go up and down by using the F key.
  • C2 stack counter / indicator via particles (think of razor geo sigils)
  • C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
  • C6 crystallize shield has a different shape (leaf)

Amber

  • Increased ultimate radius by a tiny bit.
  • Allow targeting of ulimate by holding the ultimate button.
  • If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
  • If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.

Barbara

  • Restored Barbara's Energetic Voice Lines
  • New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
  • C6 Revive indicator is now visible as a buff.
  • C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.

Beidou

  • Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
  • Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
  • The ultimate's chain lightning deals tiny spark damage if it didn't jump.
  • C2 chain lightning has a different color.
  • C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
  • C4 perfect counter grants the maximum damage bonus
  • C4 shield has a different color.
  • C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)

Bennet

  • C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
  • C6 Ultimate restores up to 100% hp.

Childe

  • Improved manly posture when in aiming mode
  • C4 Riptide slash and flash uses different coloparticles/animation
  • C6 has an indicator when it works and when it is available

Chongyun

  • Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.

Diluc

  • What seriously? You really want more?
  • Fuck this guy in particular
  • Elemental Sword Duration Indicator added
  • C6 his flames has some bluish tint

Diona

  • Fixed shield duration bug and increased by additional 1.1 seconds per claw.
  • Shield ratio based off max hp increased by 10%
  • C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
  • C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
  • C6 radius is increased and uses a different color.

Fischl

  • Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
  • Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
  • Shadow Raven Let Night F---!!!
  • C4 Ultimate hp restored now scales off damage dealt by the ult.

Ganyu

  • holding the elemental skill allows you to aim and won't make you backdash
  • C4 Freezing Field changes color intensity per damage increase
  • C6 free frost charged arrow now works with normal unaimed attacks.
  • C6 uses a different particle color. Sometime it turns into a bazooka.

Jean

  • Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like.
  • Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
  • Base Attack Increased by +5
  • Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
  • Ultimate radius is increased
  • Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
  • If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
  • Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
  • Ultimate now slowly succs enemies to the center(without lifting them up)
  • Ultimate Damage is consequently reduced.
  • C1 Uses a different colored windblast
  • C2 Buff Indicator
  • C4 uses a different color wind field
  • C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
  • C6 Ultimate will get you to keep the windsaber for the ult's duration
  • C6 Shield Buff Indicator via Particle and Status Icon

Kaeya

  • Base attack incresed by 5
  • Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
  • C2 Icicles light up when you defeat an enemy indicating that it really works
  • C4 Barrier is of different shape
  • C6 uses a different icicle particle for bling purposes

Keqing

  • Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
  • When in single player mode, casting your ultimate produces a bullet time effect.
  • C4 Buff Indicator
  • C6 Description is confusing as fuck.
  • C6 Buff indicator
  • C6 Makes your sword light up like a lightsaber.

Klee

  • Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
  • Throwing Jumpty Dumpty provides 0.1s iframe during her spin
  • Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
  • C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
  • C6 klee uses different bombs

Lisa

  • A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
  • Option to wear glasses as a Librarian added.
  • Climbing voice volume is re-mastered in asmr microphone, in all languages.
  • Requires "i am of legal age" consent in the user center
  • Elemental skill (press) aoe slightly increased.
  • Base attack increased by 15.

Mona

  • Alternate dash is now binded to alt key.
  • Hydro Puppet now deals half damage upon cast and half damage upon explosion.
  • C6 normal attacks use a different attack animation.

MC (Anemo)

  • Palm vortex can be casted in midair to break your fall (but not propel you up)

MC (Geo)

  • When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one

Ningguang

  • Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
  • C6 has a chance to use different attack animation.
  • C6 star jade now resembles a primo gem.

Noelle

  • Elemental Sword Duration Indicator added
  • C1 heals have a special effect and voice line when conditions are met.
  • C2 upgrade uses a different charged attack animation.
  • C4 uses a different barrier color
  • C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.

Qiqi

  • C2 reworked as -15% attack debuff
  • C4 reworked as -20% elemental resistance debuff
  • C6 cooldown/availability indicator.
  • C6 has a different bling/color

Razor

  • Transformation Duration Indicator added
  • C1 increased damage now really works
  • C1 now has a buff indicator that it really works
  • C2 now has a special crit indicator
  • C4 armor shred now has a (claw mark) armor shred indicator that it really works
  • C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
  • C6 covers your sword with electricity (like diluc) when it is charged and ready
  • Yes I play razor a lot.

Sucrose

  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
  • C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
  • C2 ult has a different color
  • C4 has an indicator that it works
  • C6 buff indicator

Venti

  • Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
  • C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
  • C4 buff indicator.
  • C6 uses different vacuum color

Xiangling

  • Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
  • C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
  • C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
  • C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
  • Yes flat is justice.

Xingqiu

  • Floating Swords Duration added
  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
  • C4 Elem Skill leaves a faint rainbow (when ulted)
  • C6 Swords emit faint rainbow color. Rainbow power motherf-

Xinyan

  • Hitting large enemies counts as 2 enemies.
  • C1 buff indicator
  • C2's level 3 shield has some bluish flames
  • C6 charged attack uses a diffent attack animation or has an indicator that it works

Xiao

  • Transformation Duration Indicator added
  • C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
  • C6 plunge attack counts large enemies as 2.
  • C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
  • C6 during the bullet time you can sneak in a normal attack once per dash
  • Bullet time is always disabled in multiplayer

Zhongli

  • Increased pillar aoe by a tiny bit
  • Generates energy particles per pulse, maximum of 1 enemy per pillar
  • Base attack increased by 5
  • Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
  • Attack ratios increased by 3% per attack category.
  • C1 has a slightly bigger dong eherm statue
  • C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
  • C6 shield uses a different color , come on you get the drift already.
  • C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)

Why different coloparticles/animation when you have C1-C6 upgrade?

It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."

Why are you doing this?

It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.

Afterword

Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow

After-Afterword

  • Thanks for the awards and all kinds of reception
  • You guys are awesome and insane that's a shit load of awards thank you.
submitted by lordpuza to Genshin_Impact [link] [comments]

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