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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]

Dark Visions first 4 areas Strategy: One team + 1 extra unit, one element, one unit swap, a few materia swaps, zero emulators or auto-clickers

So I just used the same team on all 4 areas of Dark Visions currently open

(That's all areas except the final area).

EDIT 2/1/2021 (Final Area!) The Dark Liquid Flame (Spirit) enemy in the final area can be capped with the same strategy and team if Ibara is EX+2 with powerful enough equipment!

This is my Ibara build... (Note: I also have my Leviathan esper trained with enough nodes to get full Spirit Killers, both ST Reflection Boosts, and ALL the MAG nodes.)
I capped on like my 4th try after I got a good enough damage variance. I'm going to have to do a little extra work to cap the physical stage and A LOT of extra work to cap the final stage.

The only things I changed were:

Team I used:

Madam Edel (EX+0 or greater)

Yoshikiri (EX+1 or greater)

Kryla (EX+0 or greater)

7-star Master Mind Xon

7-star Elena

Ibara (magic) and Tifa (physical)

Strategy for MAGIC stages

1) USE the DARK ELEMENT team. 2) Put Ibara in your team. 3) Equip her Brave shift form for High MAG, High LB damage, and squeeze killers in remaining materia slots. 4) Add all other units and just make sure Elena has either her TMR or STMR equipped and Xon has his TMR or STMR equipped. 5) Start the battle 6) Brave shift Ibara and Brave shift Yoshi. 7) Madam Edel triple casts the following: - Dark Enhancer's Fighting Spirit + - Madam's Encouragement - Full Menacing Aura (Not needed but doesn't attack the enemy...which we don't want to happen with Edel) 8) Yoshi casts: - Ninjutsu: Kaihou (Boosts LB damage by +150% to all allies) (Nothing else is needed but for Ice weakness stages you could triple cast with Ice scroll and for machina enemy type stages, you triple cast with Ninjutsu: Jakuten to boost machine killers by +110%) 9) Kryla dual casts: - Hindering Chant (just in case there are any buffs on the enemies) - Malicious Curse (breaks enemies' DEF/SPR by 85%, imperils all elements by -110%, and 85% chance to inflict disease if the enemy is susceptible to it.) 10) Set up Xon to Triple Cast his AR attack followed by two SR attacks. 11) Set up Elena to Triple Cast her AR attck followed by two SR attacks. 12) Set up Ibara to cast her Dark Desire LB (double-check she's brave shifted) 13) Chain with Xon and Elena and tap Ibara pretty soon after them.

Strategy for PHYSICAL stages:

1) Swap Ibara for TIfa 2) Build Tifa's Brave shift form for High ATK and High LB damage. Fit in killers in remaining materia slots (maybe swap out a weapon if necessary) 3) Set the correct Esper with the correct killers for Tifa 4) Shit ShiFt Tifa and Yoshi. 5) Hit Refresh.... Make sure Madam Edel's "Madam's Encouragement" part of her triple cast is set to fill Tifa's LB gauge. 6) Cast Madam Edel first. Now set Tifa to cast her brave shift LB. 7) Check for minor tweaks in what Yoshi does if applicable. 8) Cast Yoshi then Kryla. 9) Chain with MM Xon and Elena, wait until the chain builds to around 60-ish and then tap Tifa.
Those strategies should give you max scores on all 8 battles in all 4 areas currently open in Dark Visions.
(I gotta run some errands but let me know if you have any questions or issues and I'll try to respond when I get back)
Have a great weekend everyone.
submitted by Acester25 to FFBraveExvius [link] [comments]

The History of Ground Types in OU

Catalogue for Previous Weeks - F.A.Q
Song of the Week
This article is far too long to fit within the thread word limit, so it's going to be continued in a child comment which I'll link when it gets there. Furthermore, I've elected to name a few pokemons who technically have niches but too fringe to expand more on. Some of them can be found in previous weeks if appropriate.
RBY
Rhydon and Golem are the most prominent Ground types in the tier, the former with significant more usage stats in the modern metagame. Their shared Rock Ground typing hardwalls Zapdos and, to a much less prominent degree, Jolteon and Moltres. They’re also both countered by Exeggutor, as well as weak to the very popular Blizzard slamming them on their pitiful special bulk.
Rhydon is the significantly more popular of the two. It boasts better bulk, though not to a significant degree. More crucially, it has a 130 base Atk that allows its Earthquake to 2HKO Chansey, 3HKO Slowbro (sometimes), and 3HKO Snorlax. As it threatens these slower bulky mons, it can use many opportunities to set up a Substitute. Rhydon is the only viable user of the move this generation, seeing as it doesn’t block status in gen 1, but Rhydon was already immune to Thunder Wave. It needs to watch out for Sleep Powder & Stun Spore from Exeggutor, however. STAB Rock Slide helps it chase out the fliers which it walls, and the last move slot is reserved for Body Slam, whose only real use is to threaten Paralysis on Starmie or Exeggutor’s switching in. Rhydon can be an incredibly dangerous threat given some Paralysis support, and being immune to Thunder Wave itself is a great characteristic to have.
Golem’s advantages over Rhydon are: speed (which outspeeds nothing more than opposing Rhydons) and Explosion. Its Earthquake misses on very important benchmarks, and therefore it leverages its Explosion, the 2nd strongest move in the game behind Snorlax’s Self-Destruct, to wallbreak for its teammates. While Rhydon can be a late-game sweeper, Golem instead darts in and out of battle to scout for the perfect Explosion timing. OHKO-ing an opposing Tauros can be game-breaking, but it has to be very careful of Gengar or opposing Rock Grounds absorbing it.
Not mentioned: Sandslash
GSC
The ground typing becomes even more prominent in this generation. As Blizzard has been largely phased out, along with the legendary Electrics being on every single team spamming Thunder, every notable Ground types can act as a switch to them.
Nidoking is an excellent offensive threat in the GSC metagame. Aside from STAB EQ, it also learns the famed Ice Beam Thunder(bolt) coverage that allows it to punish many EQ switchins like Zapdos, Skarmory, or Cloyster. While its power without super effective coverage isn’t amazing, only boasting 92/85/85 offensive stats, the move that truly pushes it into great territory is Lovely Kiss. GSC Sleep isn’t as terrible as RBY Sleep, but it’s nevertheless a huge momentum swing. Nidoking therefore can take advantage of this to fire off strong attacks to eventually break through its usual checks given the right opportunity, something no other mixed sweepers can do. If desired, it can also run Thief to steal enemy checks’ Leftovers at the cost of a moveslot.
Steelix is the new evolution of the worthless Onyx, with excellent physical bulk and an auspicious Steel Ground typing. This makes it not weak against the common Hidden Power Ice which the legendary Electrics run, and acts as a near surefire counter to them unless they carry the rarer HP Water. Its base Atk is a pitiful 85, however, and therefore it relies more on Explosion like RBY’s Golem to break walls, but also carry Roar to act as a phaser against things like Mono-lax, Raikou, or Perish Trap Misdreavus. This shuffling also allows its team to rack up more Spikes damage. The last move is often Curse, which allows it to create some offensive pressure with a boost or two, and then abuse Roar even further.
Golem returns with renewed vigor. Having learnt Rapid Spin in a Spike-ridden metagame, Golem found itself as one of the better role compression mons that acts as an Electric check, Rapid Spinner, phaser, and Snorlax check all in one. It still never enters a battle without Explosion, and its poor special bulk means that it must scout enemy Hidden Power lest it becomes a free kill. Nevertheless, Rapid Spin is such an important utility that it sees consistent usage on many teams, so much so that the rare Hidden Power Water from Zapdos or Raikou are mostly aimed to remove it. Unlike other Spinners, Golem matches up poorly against the spiking Cloyster and Forretress, and requires offensive support elsewhere to make sure the hazards stay off.
Marowak boasts the strongest Earthquake in the game. While somewhat gimmicky, its Swords Dance set can give it the maximum 999, and with Spikes support can OHKO nearly the entire metagame at +2. However, this requires serious backup, as Marowak is otherwise painfully slow, frail, and cannot hold Leftovers. Furthermore, help against Skarmory is highly appreciated, as even with 999 Atk, a Rock Slide only 3HKOs the metal bird, who is immune to Spikes and can proceed to phaze Wak out. The 4th moveslot is usually either HP Bug to slam Exeggutor on the switch, or Rest to give it a second chance at sweeping. To get Marowak to work, some support with Agility Baton Pass from Jolteon, or Screens from Blissey is recommended, especially since the latter can Heal Bell off the sleep from Rest.
Rhydon has taken quite a fall in viability since the last generation. With weaknesses to many special attacks, Machamp, and Earthquakes, Rhydon finds itself hard-pressed to accomplish much. Unlike Golem, it provides no utility for the team aside from Roar, and the Snorlax-checking Steelix isn’t weak to Grass, ice, nor 4x weak to Water. Rhydon runs a Curse set to take advantage of its strong 130 Atk and natural physical bulk, as being slower in this generation means your Roar will go first. It cannot get past Skarmory, but can still provide some strong hits to break walls with.
Quagsire’s sole niche is a near fool-proof counter for the legendary Electrics, being immune to their Thunders and not weak to either HP Ice or Water. Its typing makes it a decent mixed wall, as not a lot of pokemons run Grass moves this generation, and can use the free turns its ok bulk generates to set up Belly Drum. EQ and HP Rock makes an ok attacking combo, and Rest can be used for longevity. If unable to set up, however, it’s defensively outclassed by the likes of Miltank or Raikou, and offensively outclassed by Marowak or Snorlax. One must build their team capable of taking advantage of this offensive defensive combination to justify using Quagsire.
Not mentioned: Piloswine, Sandslash, Donphan, Gligar, Nidoqueen
ADV
Zapdos continues to be a prominent threat, and the rise of Tyranitar, Aerodactyl, and general Rock Slide coverage gives Grounds even more viability. Lastly, an immunity to Sand in a tier where Tyranitar is king effectively boosts the longevity of all Ground pokemons, allowing them to actually gain health in Sand with Leftovers.
Swampert is the face of bulky waters in gen 3. It’s one of the most sturdy DD Tyranitar counters there are, resisting Rock unlike its Water-type brethren, and can also act as a catch-all check to many more prominent physical sweepers in the tier like Metagross, Aerodactyl, and DD Salamence. It’s so prominent that it basically forced many, many pokemon to run HP Grass just to have a chance to get past it. As a pokemon itself, however, Swampert can be as defensive or as offensive as one likes, possessing decent mixed offensive stats to complement its STAB EQ and Hydro Pump / Surf, while carrying Ice Beam for many Flying types, especially Salamence, and Grasses, like Celebi. It also has access to the great Focus Punch, which allows it to threaten Snorlax and Blissey while OHKO-ing max HP Tyranitar, something its Hydro Pump cannot do. Toxic, Roar, Protect, Refresh are all excellent moves for a more defensive variant. No matter what set it’s running, Swampert’s role in ADV OU cannot be understated, and is therefore one of the most common offensive / defensive threats of the metagame.
Dugtrio has gained Arena Trap this generation, and becomes one of the best revenge killers of the metagame. While it’s not very strong, the introduction of Choice Band gives it the power to achieve crucial KOs, and its amazing base 120 Spe means it can outrun basically any threat it encounters. The list of its victims is vast: Tyranitar, Metagross, Jirachi, Blissey, Celebi, opposing Dugtrio, Breloom, and many, many more. It’s undoubtedly a metagame defining threat, as something like Jolteon is considered superior to the legendary Raikou by many simply due to its Dugtrio-beating speed and access to Baton Pass to escape trapping. It’s also a very important team member of special offence, an almost required piece that exists solely to reliably remove Blissey, sometimes by the otherwise unseen Beat Up.
Claydol is the Rapid Spinning Ground type of ADV. Its unique Ground Psychic typing along with Levitate means it resists all of Ground, Fighting, Electric, and Rock, and is immune to Spikes and Dugtrio’s Arena Trap. All of this means that Claydol finds many opportunities to switch in and get off a spin against many common attacks like Rock Slide, EQ, Thunderbolt etc. It also possesses a STAB Psychic to threaten out the most common spinblocker of the tier: Gengar. Finally, Explosion gives it utility as a wallbreaker, especially if running Adamant to threaten out most of the Explosion-resistant pokemon with Earthquake. However, its support requires teammates’ help against Skarmory, as it can’t meaningfully threaten the metal bird, who often forces the issue with Drill Peck.
Flygon is last. Its Ground Dragon typing and Levitate means it’s also resistant to QuakeSlide and Spikes, while also not being weak to HP Bug from DD TTar or HP Grass aimed at a teammate’s Swampert. While its 100/80/100 offensive stats won’t be winning awards, STAB EQ and a myriad of offensive options almost guarantees it’ll find a target to hit, and its defensive profile is excellent for finding chances to enter the field. It can even run a more defensive Protect Toxic set that abuses its defensive capabilities to spread status and break down many teams late-game.
Not mentioned: Gligar, Steelix, Donphan, Marowak, Camerupt, Rhydon
DPP
Stealth Rocks (SR) was introduced in this generation and became the most influential move in the metagame. Coincidentally, Ground types get them.
Swampert returns once again as the premier bulky water. With Tyranitar as popular as ever with physical Pursuit, Superpower, and STAB Stone Edge, Swampert’s defensive capabilities are called into need once again. That said, the physical special split also gave it access to physical water STAB in Waterfall and special Ground STAB in Earth Power, along with extra Ice Punch and Superpower coverage for the physical side. The most popular sets feature SR in some way, to guarantee Pert value as either a lead or a role player, either with max Atk for more damage, or mixed defence to be more of a tank. In this capacity, physical coverage is far more popular. If even more offence is desired, a bulky Choice Band set that runs Stone Edge for Zapdos and Gyarados can do a bit of wallbreaking, or even Modest special set with Hydro Pump spamming. However, these more offensive options remain unpopular compared to the utility set.
Gliscor features an excellent Ground Flying typing that gives it only 2 weaknesses, a SR neutrality but a Spikes immunity, and resistant to the new Close Combat and Superpower. 75/125/75 defences make for an excellent physical defensive profile, and 95/95 offensive stats are surprisingly decent for a mon with such great bulk. Its Stallbreaker set is its most popular, running Taunt to shut down recovery attempts on walls while also preventing offensive mons from setting up on it, and Roost for reliable recovery. If some offensive power is needed, it can run a Swords Dance set to abuse its natural bulk to gain multiple boosts due to its incredible staying power. Its attacks usually consisted of the mandatory STAB EQ, Ice Fang for Flyings, Dragons, and the occasional grasses, and perhaps Thunder Fang for bulky waters or Wing Attack for Breloom. Taunt and SR also make Gliscor a decent lead, as it can U-Turn out to keep momentum.
Flygon appreciated the generational shift very much. It gained an excellent physical dragon STAB in Outrage, and U-Turn allows it to run a very effective Choice Scarf set to utilise its good speed and great neutral coverage in just Outrage and Earthquake. Its last slot on a Scarf set can therefore be very flexible, either Thunder Punch for Gyarados, Dragon Claw for more stable STAB, or Toxic to cripple a wall. The new Life Orb also synergises well with its mixed move pool, allowing it to drop powerful Draco Meteor while still running Earthquake and Fire Blast to crush the Steels that resist its Dragon STAB. Roost can be used on this set to offset Life Orb recoil and give Flygon more general longevity, but if Expert Belt is run instead, U-Turn is always an excellent option.
Nidoqueen, despite its NU placement, is an excellent OU Stall machine. Its claim to fame is the new Toxic Spikes, and on stall teams the Poison Ground typing provide resistant to Fighting and Rock, which couples with 90/87/85 mixed bulk to check the likes of Breloom, Lucario, and Tyranitar, especially since EQ as a coverage move is rarely ran, and Poison Point can punish a lot of the U-Turn spammers in the tier. A lack of recovery does hurt, and thus Nidoqueen prefers Protect to get as much recovery out of Black Sludge as possible. While Nidoqueen’s offences aren’t anything special, its vast movepool means that its moveset can be specifically tailored to cover the threats which the rest of its team does not.
Hippowdon is the alternate Sand setter of the tier. While most prefer Tyranitar’s offensive prowess, Hippo itself is a near sure-fire Tyranitar counter, boasting a titanic physical bulk of 108/118 that can sit on most of the physical threats of the metagame. It complements this by excellent recovery in Slack Off, and SR which allows Hippo to always get pressure out of the switch. Roar synergises with this even more, racking up damage on the pesky flying types or Levitate-rs that otherwise walls it. If a more direct option is preferred, Ice Fang can slam the Gliscor and Dragons. Still, since it relies on pure bulk more than resistances to wall physical threats, it’s usually very specially frail, and has a weakness against some physical threats in Gyarados and Breloom.
Mamoswine boasts a meaty 130 Atk stat, and a unique STAB combination of Ground and Ice. Its Ice Shard is an excellent priority move which knocks the life out of dangerous threats like Latias, Flygon, and Gliscor, its STAB EQ crushes most neutral targets, and for everything else, there’s Stone Edge. Life Orb is the most popular item, allowing it to switch moves and especially abuse Ice Shard to finish off faster threats should the opportunity arise. While Superpower is a fine 4th move to slam Steels not weak to EQ like Bronzong or Skarmory, and OHKO Blissey without a second thought, Stealth Rocks can be used here to exert some pressure as the opponent switches out. Choice Band is an alternative, but locking into any of those four moves can be exploited heavily. Focus Sash makes Mamo a decent SR lead as well. Despite all this, its typing gives it a lot of common weaknesses, and 80 speed isn’t nearly as good as it used to be.
Quagsire lived under Swampert’s shadow in gen 3, but access to reliable recovery in Recover as well as Encore to counter setup sweepers gave it a niche this generation. As Swampert’s more often than not opt for offence this generation, Quagsire is a fine defensive Water Ground type that walls Starmie (with Water Absorb), Metagross, or Tyranitar. Its moveset is very predictable, however, as after the prerequisite Earthquake, the last move is either Toxic for more residual damage or Ice Punch for Flygon or Dragonite. Quagsire is extremely predictable, and must be used with consideration.
Gastrodon is yet another Water Ground type. While it isn’t immune to Water, and therefore doesn’t counter Starmie or Gyarados, it has Sticky Hold which makes it immune to Trick from a lot of choice-d pokemons. Its sole unique role is therefore as a Curse sweeper that’s immune to Trick, who sports good mixed bulk and Recover for longevity. Waterfall + Earthquake a.l.a Swampert is good enough coverage, but it’ll struggle to beat the likes of Gyarados or Latias with such limited coverage.
Rhyperior is a fierce wallbreaker, as 140 base Atk is nothing to scoff at, and its attacking options ranging from STAB EQ + Stone Edge to coverage in Aqua Tail, Megahorn, or Fire Punch are all excellent options. However, it’s really, really slow, and therefore easily forced out with its double 4x weaknesses and poor special bulk, even with Solid Rock or Sandstorm SpD boost to soften them. Choice Band is by far the most powerful option, boasting the ability to 2HKOs everything in the metagame with the right coverage. However, it doesn’t have a lot of opportunities to fire off this power due to its speed and poor matchup against the bulky waters of DPP like Swampert or Milotic.
Donphan gained SR and Ice Shard this generation. It’s now a fairly respectable Rapid Spinner in the metagame with excellent physical bulk and priority. For the most part, it’s a fine support pokemon that aims to set up SR, takes a few physical hits, and threatens revenge kills against Dragons with Ice Shard. It’s a very one dimensional pokemon in this aspect, but its effectiveness as a Rapid Spinner is appreciated.
Not mentioned: Dugtrio (R.I.P), Steelix, Nidoking, Camerupt, Gastrodon
BW
Landorus-Therian is a name one should not fail to keep in mind. It has Gliscor’s auspicious typing, combined with an excellent ability in Intimidate, fearsome 145/105/91 mixed offensive stats, and a respectable 89/90/80 bulk if kept in mind its typing and ability. Lando-T is is one of the best pokemon of gen 5 OU, and is one of the best glues for any good non-rain team. Its Choice Scarf set is an excellent scout and revenge-killer, with a strong U-Turn to punish the like of Latios. Lando-T is in fact so common that it also runs HP Ice for the mirror matchup, despite it not hitting too many other relevant targets. Earthquake is its STAB move of choice, but any other move can be slotted in and out depending on sets. Stone Edge is a natural pairing on the Scarf set, but Superpower is a fine option to drop Skarmory, Ferrothorn, or Air Balloon Heatran. If an offensive pivot is desired, just drop the Scarf and speed for a bulky spread and either Leftovers or Rocky Helmet, and you have one of the best physical checks of the metagame against the dangerous Terrakion. Lastly, access to either Swords Dance, Rock Polish, or even both on the same set can turn Lando-T into a fearsome sweeper at the drop of a hat.
Excadrill is another gen 5 addition, and after a tumultuous history of ban and unban, it settles into the metagame as the best non-rain Rapid Spinner, a.l.a old Donphan. However, it instead boasts Steelix’s typing and a 135 base Atk, making sure that Jellicient cannot simply switch into its Spin with impunity in fear of eating a STAB Earthquake. Its most common set is an offensive spread but with Leftovers and Protect for longevity, befitting of a Rapid Spinner. Unlike most other Grounds, it prefers STAB Iron Head to Rock coverage, as the former hit Latios harder, and can help it beat Breloom. As a Spinner, it can either lean into an offensive spread with STABs, or a more defensive SpD spread that prioritises its laundry list of resistances, especially to Dragon, for better longevity. Though Sand Rush is banned, a Scarf set works perfectly fine to revenge kill, or get up a desperate fast Rapid Spin before falling. Sand Force comes in nicely here, as Exca runs all 3 types of moves that get the boost in its STABs + Rock Slide.
Garchomp dropped to OU this generation, but perhaps that was the chance it needed to flex its power on the metagame. While it’s never seen without its trusty Earthquake, the sheer breadth of sets this pokemon can and does run boggles the mind. The most popular is a very straightforward Choice Scarf set to elevate a great 102 base Spe, and would be great even with just 2 moves in Outrage and Earthquake. It can afford to run Dual Chop for Sash Zam or Multiscale Dragonite, or just straight up Dragon Claw as a more reliable 3rd move. The last move on a scarf set is usually a fire coverage, either Fire Fang or Fire Blast, to roast the likes of Skarmory, Bronzong, or Ferrothorn. As a sweeper, Garchomp leverages its forced switches well with a Substitute Swords Dance set that uses Salac Berry to boost its Spe past most opposing Scarf revenge killers, as its sheer STAB combination is so good on its own. If desired, one can run just an offensive Stealth Rocks set like other Ground types, but Garchomp’s Rough Skin means it has extra synergy with Rocky Helmet that really punishes U-Turn while being simultaneously immune to Volt Switch.
Gliscor gains the excellent Poison Heal this generation, giving it amazing passive recovery and immunity to statuses. For the most part, it uses its typing and access to reliable recovery to spread Toxic with Substitute, while having STAB Earthquake to slam the Steels and Poisons immune to the status. Being always poisoned means that it now has access to Facade as a really strong neutral move to complement its EQ, and thus the Swords Dance Roost set yet see a healthy amount of usage. While Gliscor can’t get past Skarmory at all, its general positioning against the rest of the physical metagame means it will probably always have value in a team, especially if running Taunt. As with all Ground types this generation, it can run a support Stealth Rocks set as well that spread statuses in the meantime.
Mamoswine is once again an excellent offensive threat. Having learnt Icicle Crash as a strong STAB Ice attack this generation, its general offensive coverage with just its STABs is very notable. As DragMag becomes a legitimate offensive force in the metagame, Mamoswine can be found with or against them, leverage Ice Shard to shut down the Salamence, Dragonite, or Garchomps one can find on those teams. Superpower is a great general coverage move to slam Ferrothorn and Kyurem-B with, and Stealth Rocks is always an option that goes well with priority and a Focus Sash.
Gastrodon gained a water immunity this generation, and has propelled into stardom as an anti-rain wall. Its distinction comes from being a Keldeo check that isn’t weak to Pursuit, unlike Jellicient and Latios, and instead spreads status of its own with Toxic and the ridiculous Scald. It also stops Thundurus-T cold, something many other Keldeo checks cannot claim. Physically defensive is the most common spread to fulfil this niche, and with proper support from the rest of its teammates to cover its vulnerability to Toxic and Grass types, Gastrodon is a stalwart defensive answer to many of the metagame’s biggest threats.
Seismitoad is Gastrodon but with Stealth Rocks, in essence. It does everything else Gastrodon does a little worse due to its poorer bulk and no access to Recover, but the role compression can be highly desirable on more offensive teams who prioritise the momentum that hazards give, rather than a long-term wall like Gastro is.
Hippowdon once again plays second fiddle to Tyranitar as a physically defensive Sand setter. Reliable recovery means it can act as a check to many strong physical threats and prevent their setting up with Whirlwind, while setting up Stealth Rocks of its own. Its poor special bulk and weakness to Rain spam means that it might not always put it as much work as it wants to against opposing Rain, but if you want your Sand setter to also be a physical wall, Hippo’s the one for the job.
Not mentioned: Dugtrio (R.I.P), Golurk, Nidoking, Nidoqueen
Continued here in a comment
submitted by Arabella_Fabiene to stunfisk [link] [comments]

3 VMs, 3 monitors, 1 kb+mouse. Possible?

SOLVED, READ ON! Thank you all for your comments!

So after a long time working on this today and only 2 hours of sleep, I managed to run 3 VMs simultaneously in the same machine!!!! I'm not great at writing tutorials, but I'll do my best to show you what I did. Also, a bit shoutout to all your comments and support, I wouldn't have dared to do this if it weren't by your comments saying my hardware should work. So YAY!!!
Here's the current hardware as it's running now:
It's important to note here that I achieved full GPU passthrough on ALL 3 GPUs, including the integrated one. Here's an excerpt of the files I modified and what I did (I think it's all. It's not much but it took me a long time to discover):
So first of all, with the 3 GPUs installed, here's how the IOMMU groups look like:
IOMMU Group 0: 00:00.0 Host bridge [0600]: Intel Corporation 4th Gen Core Processor DRAM Controller [8086:0c00] (rev 06) IOMMU Group 1: 00:01.0 PCI bridge [0604]: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor PCI Express x16 Controller [8086:0c01] (rev 06) 01:00.0 VGA compatible controller [0300]: NVIDIA Corporation GM206 [GeForce GTX 960] [10de:1401] (rev a1) 01:00.1 Audio device [0403]: NVIDIA Corporation GM206 High Definition Audio Controller [10de:0fba] (rev a1) IOMMU Group 2: 00:02.0 Display controller [0380]: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor Integrated Graphics Controller [8086:0412] (rev 06) IOMMU Group 3: 00:03.0 Audio device [0403]: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor HD Audio Controller [8086:0c0c] (rev 06) IOMMU Group 4: 00:14.0 USB controller [0c03]: Intel Corporation 9 Series Chipset Family USB xHCI Controller [8086:8cb1] IOMMU Group 5: 00:16.0 Communication controller [0780]: Intel Corporation 9 Series Chipset Family ME Interface #1 [8086:8cba] IOMMU Group 6: 00:1a.0 USB controller [0c03]: Intel Corporation 9 Series Chipset Family USB EHCI Controller #2 [8086:8cad] IOMMU Group 7: 00:1b.0 Audio device [0403]: Intel Corporation 9 Series Chipset Family HD Audio Controller [8086:8ca0] IOMMU Group 8: 00:1c.0 PCI bridge [0604]: Intel Corporation 9 Series Chipset Family PCI Express Root Port 1 [8086:8c90] (rev d0) IOMMU Group 9: 00:1c.2 PCI bridge [0604]: Intel Corporation 9 Series Chipset Family PCI Express Root Port 3 [8086:8c94] (rev d0) IOMMU Group 10: 00:1c.3 PCI bridge [0604]: Intel Corporation 82801 PCI Bridge [8086:244e] (rev d0) 04:00.0 PCI bridge [0604]: ASMedia Technology Inc. ASM1083/1085 PCIe to PCI Bridge [1b21:1080] (rev 03) IOMMU Group 11: 00:1d.0 USB controller [0c03]: Intel Corporation 9 Series Chipset Family USB EHCI Controller #1 [8086:8ca6] IOMMU Group 12: 00:1f.0 ISA bridge [0601]: Intel Corporation Z97 Chipset LPC Controller [8086:8cc4] 00:1f.2 SATA controller [0106]: Intel Corporation 9 Series Chipset Family SATA Controller [AHCI Mode] [8086:8c82] 00:1f.3 SMBus [0c05]: Intel Corporation 9 Series Chipset Family SMBus Controller [8086:8ca2] IOMMU Group 13: 03:00.0 Ethernet controller [0200]: Qualcomm Atheros Killer E220x Gigabit Ethernet Controller [1969:e091] (rev 13)
I used the script here to output it: https://wiki.archlinux.org/index.php/PCI_passthrough_via_OVMF#Ensuring_that_the_groups_are_valid
I put this into /etc/default/grub:
GRUB_CMDLINE_LINUX_DEFAULT="intel_iommu=on iommu=pt video=efifb:off,vesafb:off,simplefb:off nofb nomodeset vga=normal i915.modeset=0 vfio_iommu_type1.allow_unsafe_interrupts=1 vfio-pci.ids=8086:0412,10de:1401,10de:0fba,10de:0641,8086:8cb1"
I put this first on /etc/modprobe.d/blacklist.conf
blacklist i915 blacklist snd_hda_intel blacklist snd_hda_codec_hdmi blacklist nouveau blacklist nvidia
Some bits were taken from other guides. I dunno if snd_hda_intel or snd_hda_codec_hdmi are required to be blacklisted. i915 definitely is if you want iGPU Passthrough. The same goes for nouveau or nvidia. These drivers need to be blacklisted if you want to use them inside a VM.
I also had to edit /etc/netplan/00-installer-config.yaml because once you add/remove new GPUs, the integrated network device changed the ID from enp2s0 to enp3s0:
```

This is the network config written by 'subiquity'

network: ethernets: enp2s0: dhcp4: true enp3s0: dhcp4: true version: 2 ```
This way I did not lose SSH access after adding/removing GPUs.
NOTE: For the GTX 960 to work I had to patch my VBIOS. You can use Matoking's VFIO patcher for that. It says it's for Pascal cards, but don't mind it. Also, to make it easier, boot into Windows and use GPU-Z to dump the BIOS. It's easier than binding/unbinding the driver to dump the ROM, trust me. Once you have it patched, put it on the root of your VM script files. Same goes for /usshare/ovmf/OVMF.fd which I've put there renamed as bios.bin.
Now, once all the important bits are set, here's the scripts I use to launch my VMs (based off https://github.com/kholia/OSX-KVM's OpenCore-Boot.sh):
~/vm/windows/launch.sh
``` args=( # Disable primary VGA device, so the 1st device is the GPU -vga none
 # No display device, either -display none # Who needs these anyways? -serial none -parallel none # Required for performance. -enable-kvm # This uses OVMF (UEFI) -machine q35 -L . -bios bios.bin # Hyper-V tweaks, required for Windows # -cpu host is standard stuff, and kvm=off also helps with NVIDIA's error 43 code. # The hv_* stuff is required for performance. Otherwise, upon opening Chrome the guest would # use like 10% CPU but the host would be at 100% for some weird reason. -cpu host,kvm=off,hv_vendor_id=1234567890ab,hv_relaxed,hv_vpindex,hv_time,hv_stimer,hv_spinlocks=0x1fff,hv_synic -rtc clock=host,base=localtime,driftfix=slew # 8 GB for this VM -m 8G # Allocate *ALL* of the CPU cores (I think?) -smp $(nproc) # Passthrough your original Win10 install (yes, it works! - CAVEAT: You need to boot from a Windows # install disk and use DISM to inject the VirtIO driver if you didn't do so at first install. Don't # worry, it's not hard) -drive if=virtio,cache=none,format=raw,file=/dev/disk/by-id/ata-SanDisk_X400_M.2_2280_256GB_XXXXXXXXXXXX # Passthrough the USB host. This makes mouse/kbd work, but also seems to catch other USB devices # in other ports as well, so might not be a good idea to follow this one -device vfio-pci,host=00:14.0 # THIS is what makes the GTX 960 work. multifunction=on,x-vga=on are required, but # even more so are romfile=patched.rom and -device vfio-pci,host=01:00.1 . The first one # uses the patched VBIOS and the second one also passes the HDMI audio device (not sure # if it's really required but most guides say so) -device vfio-pci,host=01:00.0,multifunction=on,x-vga=on,romfile=patched.rom -device vfio-pci,host=01:00.1 
) qemu-system-x86_64 "${args[@]}" ```
NOTE: For the 9400 GT to work, it just requires to use host=06:00.0 as shown in the IOMMU groups. Not sure if it requires VBIOS patch, as it's being used for Linux now as Windows 10 doesn't support it.
NOTE 2: If your Windows VM doesn't boot or goes to EFI Shell, try to boot from it, i.e.
fs0: cd EFI cd boot bootx64.efi
If it crashes with INACCESSIBLE_BOOT_DEVICE then install the VirtIO drivers booting from a Windows install DVD/USB, see here for details: https://superuser.com/questions/1057959/windows-10-in-kvm-change-boot-disk-to-virtio/1200899#1200899
This should make your Windows VM boot fine & dandy.
Now for Intel HD 4600 Passthrough, it's definitely possible, but it has to be done this way exactly. Modify the script file flags above accordingly:
```

I think this is needed, so boot options are shown on your CLI (if required?)

-nographic

THIS MAKES THE IGPU WORK.

-device vfio-pci,host=00:02.0,addr=0x02 ```
I can't stress this enough: addr=0x02 IS REQUIRED. The iGPU ALWAYS HAS TO BE IN THE 2ND SLOT. Passing it through and assigning it are two different things. Don't think that because it says host=00:02.0 it's going to be on that slot on the VM, it will not. I repeat: If you don't use addr=0x02 it won't boot and you'll have to restart your machine.
You can also find an error saying that the device can't be assigned to addr=0x02 because there's another device on that slot. WATCH OUT: The warning is for the address mapping on the VM, NOT the host! so don't go around looking to isolate or move a device you see in your host IOMMU mapping. It's not the same. Instead, move another of the -device flags to another address using the same syntax. I.e. if it whines about a SATA device, or ICH9, or whatever other -device you have in your flags, move that one to another address. I've used 0x03 with success.
This took me a long time to get it working, almost 20 hours non-stop, but the result... Well, I'm writing this in my QEMU Windows VM with the GTX 960 passed through and I can barely tell the difference.
If this guide helps you, upvote this comment or PM me if you want to send a donation, I'm struggling a lot lately so anything helps!

Issues?

Well yeah, I need to figure out how to toggle/share keyboard, mouse, headset receiver and other USB devices between VMs with a toggle or something. It seems it's possible to do that with evdev and some helper scripts, but haven't gone that route yet. If you can shed some light, it'd be very appreciated!
Thanks again everyone for your support!! :D

Further reading

I have a lot of links to share regarding this stuff. If it weren't because all those who had problems and posted their solutions (it was especially tricky to find out how to passthrough the iGPU) this guide wouldn't even be possible either. I don't have the laptop I used for SSHing into my host right now, but once I do, I'll update this post.

Original post kept for history's sake

Hello! Cross-posting from here: https://forums.unraid.net/topic/102110-3-vms-3-displays-monitors-1-kbmouse-possible/ but with some edits as that is related to Unraid but maybe there is another option??
I've been pondering on the following idea and it seems Unraid could be the solution, but I'd like to know if it really is before I get into this. I've already spent two days on this without avail, and stumbled upon Unraid. So basically I need to do cross-platform development, and dual/triple booting is annoying at best, not to mention the delay it introduces when switching the OSes.
My idea is that I can have the VMs running at the same time and then use a hardware KVM switcher to switch the input (keyboard/mouse) and outputs (3 monitors) depending on the OS I need to work on at the time.
I've made a working PoC under Linux and QEMU working well, but with a single monitor. Once I add more displays, hell breaks loose. It's just buggy, clunky, the displays don't appear, or get cloned, or have bugs... it's been horrible. So I've heard of PCI Passthrough, but my current hardware is this:
The MSI has 2 PCI-E slots (1 x16, 1 x4 (I think??)), two PCI-E x1, and 3 PCI. I'm thinking I could use the PCI slots to install some USB cards (so I can passthrough them) but how do I do the video part? The only GPU I have is the integrated Intel HD 4000/4400/4500 (not sure) on my CPU. I have another GTX 960 I could install... A 9400 GT and a 6800 GS... I know, old. Would they work?
Now, I can't buy any more GPU cards as for now as I'm broke as heck, which is why I need to work on this solution so I can save up time switching between OSes. I'm not actually looking for gaming performance, but I need to run Windows 10 and two other VMs, one is KDE Neon (based on Ubuntu 20.10) and the other is TBD, not sure yet, so I don't mind hw accel on it yet.
So the idea is that I can be working on Win10, then push a button on the KVM and switch to Linux, and so on. BUT using my 3 displays. Is this possible? and if so, I'm on the right route? What else would I need? What else can you guys suggest?
Thanks in advance! :D
submitted by darkguy2008 to VFIO [link] [comments]

Miss Ceri Istaried, The Dark Lady.

Name - Ceri Istaried Timepiece.
-{}-
Namesake - Dark Lady.
-{}-
Gender - Female.
-{}-
Race - Augmented human.
-{}-
Age - 27 years old.
-{}-
Class - Fighter subclass, specializing in dealing high damage in multiple attacks.
-{}-
Appearance -
Height - 5 feet (1.5 meters) tall.
Weight - 110 pounds (50 kilos).
Nationality - Unknown.
Theme - Maze.
Profession - Noble.
Personality - Complete Tsundere, but respects those who can give nice hugs.
https://preview.redd.it/5i00ent7sub61.jpg?width=3000&format=pjpg&auto=webp&s=bdeb53bb052885a2eb1470cf527adb6f31ed1a39
She looks very delicate and weak. Her mantle descends to the ground, stopping at her feet. She wears low heels, gray in color. Wears black leather gloves, tightened around her hands.
-{}-
Base stats -
Intelligence - Very high, can do complex decisions in less than a second, knows multiple languages and knows a lot about science.
Defense - Pathetic, can barely block anything.
Health - Low, even lower than a regular human because of her delicate body.
Stamina - Low, can't do much in physical activities.
Attack - Insane, can chip through even the toughest opponents if given time.
Stealth - Pretty good, small figure helps in hiding.
Dexterity - Pretty bad, can trip.
Charisma - Insane, can induce mercy in her opponents with her small figure, is well spoken and nice to everyone.
Movement speed - Slow, can't run fast.
Attack speed - Insane, can deliver many blows in a span of seconds.
Mana - Pretty high, can do multiple spells before exhausting.
-{}-
Proficiencies -
Housewife - Can clean, make dinner and such.
Linguist - Knows a LOT of languages, including English, Spanish, French, Latin, Chinese and many more.
Tailor - Can sew dresses, hoodies, hats, coats, capes, mantles, shirts and more, can fix basic clothing.
Medic - Understands pharmacy and first aid.
-{}-
Active Starting Abilities -
Seven blades of Blood - Seven magical knives summoned with Ceri's very own soul. Can summon 1 per round. These blades are incredibly precise, incredibly fast and indestructible. They are sharp and slick, causing minor bleeding. They, however, are easy to deflect, any skilled swordsman or something similar can parry the knives, or even knock them away with an AOE attack. When summoned, they circle Ceri's back in a clockwise motion when not in use. Each blade can not target more than one enemy. They are fast and precise enough to slice bullets in air and to protect Ceri from most lightweight attacks. (4 slots)
https://preview.redd.it/yw5o69gg2vb61.jpg?width=480&format=pjpg&auto=webp&s=5c89f3eae2513847d5af089b95f7556e5c05e2b6
Black umbrella - A standard black umbrella also summoned by Ceri's soul. This umbrella acts like a shield, protecting Ceri from weak magic attacks. This umbrella can only be summoned after at least 3 knives are present. Unlike the knives, the umbrella is vulnerable to attacks and can break easily. Ceri's soul, however, is not damaged if this umbrella is broken. This umbrella can also be freely manipulated like the knives by Ceri's mind, but it can't do much. (2 slots)

Spectral form - If Ceri is killed, she will turn into a spectral form of herself. In this form, she looks just like when she died, but completely red and transparent. She can't interact with anything in this state, nor can she attack anything, but she can't be attacked herself. This form will last forever until she absorbs great amounts of energy, and with that energy she will reform her corporal body and will be able to use it like before. (4 slots)
-{}-
Passive Starting Abilities -
Bind - Anything that belongs to her can be freely controlled by her mind, as long as they are half as heavy as her. As the item gets heavier, her control of the item gets slower and less precise. Anything too heavy can't be controlled. More than 10 items will lead to mental strain and even unconsciousness. (2 slots)
-{}-
Learnt abilities -
None...
-{}-
Weaknesses -
Fragile and delicate - Ceri is very delicate and fragile as a human, not as a spectre. She can be shut down by a single weak attack if it connects. (-4 slots)
-{}-
Ability slots -
8/14
-{}-
Inventory -
None...
-{}-
Balance -
50K.
-{}-
Lore -
Ceri Istaried, a member of the Istaried family of powerful nobles who had great power over the land of [REDACTED]. Ceri was the representative of the Istaried family and the future family head. She and her family, but mostly her, were against the cruel treatment of the lower, worker class. Ceri often spoke against the cruel treatment for the people, requesting better working conditions and better salary and overall better treatment. Ceri, however, was a high-ranking noble with immense power over the government, and she almost forced the government to make the changes she and her people wanted, but...
One day, when she was in her home, in her room sleeping, she got assassinated. Seven skilled assassins were sent out by the government to murder her in her sleep, as the cruel treatment of the worker class was profitable for them. The assassins killed her in her sleep, and left the seven knives in her body.
Her body has died, but her soul, her vengeful soul lived on. She possessed her own body back. Her soul binded the knives used to kill her, and became blood red, just like her vengeful soul.
She immediately followed the assassins to the streets and cut them up and killed them with their own knives, having her revenge against her killers, but not against the ones who wanted her dead.
She still persists onto this world, vengeful and angry.
...
Or, that's what we thought before.
She was not murdered because of her speeches. No, it is something else, much, much deeper...
A secret government project named Operation Charybdis was initiated, aiming to create the perfect killing machine. The knives used to kill her were not regular knives, but instead, they were infused with [REDACTED], Helping her revive after death. She was the perfect vessel for this, as she had unbendable will and a weak body, allowing for easy Transformation. She, however, didn't know this previously, and thought that she was assassinated for opposing the government.
...
Welp, got adopted by James Timepiece, and is now also Timepiece. Neat.
submitted by Vermillion_-_ to TheOakShack [link] [comments]

OpenMW VS Vanilla, A comprehensive guide to the differences

This post will take a look at Morrowind in the Gamebryo Engine (Vanilla) VS OpenMW. It will compare the two and show the differences, as well as which is recommended for various situations. This look will involve very little in the way of graphics, but it will be included. This will be a fair and unbiased guide for anyone wondering which they should be using. I hope to answer any and all questions I can in this post. Any major questions asked after this post will be added to the FAQ section at the end. I want this to be a comprehensive comparison for people to refer to when deciding which engine to use. I will be using OpenMW 0.47.0 (nightly build) for this, as well as the most recent release for MGE XE/MCP/MWSE

Modding:

OpenMW Vanilla
Number of mods able to be loaded at one time 2,147,483,646 255 *(1024 is being tested by MWSE team)
Supports Normal Maps, Specular Maps, and Parallax Texture Maps Yes Requires MCP, MGE XE.
Supports MWSE Mods/LUA Not yet, WIP LUA branch is in testing ATM Requires MWSE
Multiple data folder support Yes Requires Mod Organizer 2
Modify load order in the launcher Yes No
Supports True Type Fonts Yes No
Supports distant land and statics Yes Requires MGE XE
Supports Shaders Yes Requires MGE XE
Support for landmass mods (map expansion) Yes Requires MCP
Support for groundcover mods Yes Requires MGE XE
OpenMW is capable of loading many more mods at one time than the Vanilla engine (and far more mods than actually exist). While not all mods are compatible YET with OpenMW (most are), they are working towards that goal, including support for LUA script mods.
Both can have fancy looking graphics with "maps" on them, OpenMW has the advantage as it's just some box you tick in the launcher (as of 0.47.0), where as Vanilla requires outside programs to get the same result.
Mods that require MWSE (Morrowind Script Extender) will not work with OpenMW. They will, however, work on the Vanilla engine while using MWSE. OpenMW does have a LUA branch in testing though so it's only a matter of time.
Multiple data folder support is something that OpenMW supports, and it's amazing. What is it? Well, in Vanilla Morrowind, you would just install all your mods into the Data Files directory, then select them in the launcher (if they were an esp/esm/bsa), and play. If they were a plugin-less mesh/texture replacer, you'd do the same thing, overwriting any files it asks you to. With OpenMW you don't have to do that anymore. Instead, you can create a new folder for each mod, and install it in said folder, keeping the file structure. Then you edit the OpenMW config found in one of these places, and scroll down to where it says data="path to your Morrowind install" and add a new line that says data="path to your mod". Now this sounds like extra work, and it is, but it has a distinct advantage. If you no longer like a mod, you can simply remove it by getting rid of its corresponding data line. This preserves the Morrowind install you have, so you won't have to mess around with reinstalling, should something go wrong. It's better in the long run, and it will be streamlined in the future, but it's not difficult to do even now. Update: Vanilla Morrowind can have multiple folders thanks to Mod Organizer 2
On that same vein, OpenMW allows you to change your load order in the launcher, and will even tell you when a mod needs to be changed in the load order or if the mod requires another mod you don't have selected. No such feature exists in the Vanilla engine, and to fix your load order and check dependencies, you need outside programs like Mlox or WryeMash.
True type fonts are directly supported in OpenMW and not supported in Vanilla. This means you can use any TTF in OpenMW you wish.
Distant land and statics are supported out of the box with OpenMW 0.47.0, while Vanilla requires MGE XE. Both engines can now see all across Vvardenfell. The difference is, OpenMW doesn't need you to generate a new "Distant land and statics" file if you add or remove mods. It just works seamlessly. Vanilla requires you to use MGE XE and regenerate the file every time you add/remove mods.
OpenMW supports shaders out of the box. Vanilla will require MGE XE to do this.
When it comes to landmass mods, the Map in Morrowind gets updated. If you're using OpenMW, this is not an issue. You can add as many landmass mods you want, and the map will adjust to fit the world. Vanilla needs the help of MCP (Morrowind Code Patch).
OpenMW now supports using groundcover mods out of box in 0.47.0. Vanilla also supports ground cover, with the aid of MGE XE.
Closing thoughts on mods:
Unless you're using MWSE mods, or mods that require the code patch, OpenMW is the better choice. This is due to stability and performance, and mod potential. OpenMW's construction set allows for modding the terrain in a way the Vanilla construction set cannot. The terrain in OMWCS can be raised far above the limit in the Vanilla engine, allowing for things like increased mountain and valley sizes. Red Mountain can finally be an actual mountain. The future of Modding is bright with OpenMW, especially with LUA support coming.

Graphics:

When it comes to Morrowind, graphics seem to take a back seat most the time, still, it's an important topic to discuss. Since we covered modding, I'm going to cover Graphics from a "vanilla" look alone. This means no graphic mods.

OpenMW Vanilla
Supports fully detailed actor shadows Yes Requires MGE XE
Supports dynamic shadows for statics and land Yes Requires MGE XE
Supports full water reflections Yes Requires MGE XE and does not support actors being reflected
Supports water refraction Yes Requires MGE XE
Supports per pixel lighting Yes Requires MGE XE
Supports FOV change in game Yes No
Rain/Snow collision with statics No Requires MCP
Supports modern screen resolutions Yes Requires MGE XE/MCP
For fully detailed actor shadows, OpenMW works out of box. The vanilla engine requires MGE XE and the highly detailed actors shadows option is buggy, per MGE XE's own admission. Without MGE XE the vanilla engine has very basic and generic shadows for actors, including the Daedric Crescent Blade looking like a claymore.
Dynamic shadows for statics and land are supported out of box in OpenMW. The Vanilla engine doesn't have them without the aid of MGE XE. Even with MGE XE, the player shadows still super cede all other shadows. That means it is visible when it should not be. This issue doesn't exist in OpenMW
When it comes to water reflections, they too work out of Box with OpenMW. In game you can change the settings you want to get the desired reflections you want, including how detailed they are. Vanilla Morrowind cannot do this without the help of MGE XE, and that doesn't support actor reflections, and you have to change those settings outside of the game by running MGE XE. So if you want to fine tune them and get the best look, you may spend some time hopping in and out of Morrowind.
Water refraction is another OpenMW setting that you can mess with in game, out of box. Vanilla Morrowind requires MGE XE to get this feature and must be configured in MGE XE, not in game.
Per pixel lighting is supported out of box for OpenMW. The vanilla engine requires MGE XE/MCP to get the most out of the lighting.
FOV change is a major thing in games now, and is supported in game with OpenMW. You can change the FOV for the vanilla engine with the help of MGE XE, however that must be done while the game isn't running. This means you can change it on the fly if you want/need to.
Rain and Snow falling through objects can affect the way the game looks. This is not supported in OpenMW. The vanilla engine requires MCP to make this possible.
OpenMW supports whatever screen resolution you have, natively, without the need for external programs. Vanilla requires MGE XE/MCP to get most of that done.
Closing thoughts on graphics:
Graphically speaking it comes down to what you want and what you're willing to work with. OpenMW has many graphical features baked into the engine, and many of those are able to be changed in game, on the fly. For the Vanilla engine to get on par with that, it requires MGE XE at least. However, MGE XE does a VERY good job at what it does. Sadly, MGE XE can't change certain things while you're playing, and doesn't have the ability to reflect actors in the water. If this changes I will update this. If you want an easier time with just one program, OpenMW is for you. If you don't mind using another program to get the same features, and don't mind not being able to change things in game, then MGE XE and the Vanilla engine are for you. I would suggest using the latest version of MGE XE though, as it comes with some MWSE functionality built in.

QOL Features:

Next we will take a look at some QOL (quality of life) features. These are things that make your game experience more bearable. Without these, life might be just a bit too difficult. This section isn't about bugs. It is important to note that the features listed here won't be ALL the features, but rather some that might improve the game.

OpenMW Vanilla
Head Bobbing Yes Requires Mod
Search Inventory/Spells Yes Requires Mod and MWSE/MGE XE
Alchemy UI Improvements Yes Requires Mod and MWSE/MCP
NPCs avoid collision Yes No
Smart AI pathfinding Yes No
Smart combat AI Yes Requires Mod and MWSE
Improved third person Yes Requires Mod and MWSE/MGE XE or MCP
Toggle Sneak Yes Requires MCP
Permanent barter disposition change Yes Requires MCP
Swift spell casting No Requires MCP
Allow stealing from KOed NPCs Yes Requires MCP
Arrow de-knocer Yes Requires MCP
On-use extra ring slot No Requires MCP
Don't loot on dispose of corpse No Requires MCP
Ownership Tooltip Yes Requires MCP
Enchanted item cooldown Yes Requires MCP
Fortify max health Yes Requires MCP
Attribute/Skill uncap No Requires MCP
Sort save games by character Yes Requires MWSE mod
Delete saves in game Yes No
Works with two monitors while using full screen Yes No
Controller support Yes Requires external program
Copy/Paste into console and command auto completion Yes No
Dialogue system upgrades Yes Requires MWSE
Supports Advanced Tooltips No Requires MWSE
The first thing we have is head bobbing. Some people like it, some don't, either way OpenMW offers it. It's optional, of course. For the Vanilla engine, there are some mods like Darknut's first person enhanced that add this feature.
Searching the inventory/spells is a function baked into OpenMW. This extends to shop keepers inventories, and loot containers. This is not present in the Vanilla engine without the aid of a mod and MWSE.
In OpenMW the alchemy UI is leagues above the Vanilla engine. It allows you to see all ingredients in a single window. It also allows you to filter by ingredients in a drop down list, or by effects. The effects sorting is tied to your alchemy skill, so you can't sort for effects you don't know. This window is also resizable. In the Vanilla engine, you can't do any of that without MWSE and a mod. Even with that mod, the OpenMW interface is better. Additionally, with OpenMW, you can "batch brew" potions, allowing you to make as many as you want at a time, provided you have the skill and ingredients that is.
NPCs get in the way a lot in Morrowind. They will walk into you and be an annoyance, leading to many frustrated players "discretely" disposing of those NPCs. In OpenMW, there is an optional features that has NPCs avoid colliding with the PC when possible. No such feature exists for the Vanilla engine in any capacity, at least not that I could find. There is the "Move or take my place" mod, but that's a bit different.
OpenMW has better AI pathfinding than the Vanilla engine, meaning NPCs will no longer have issues navigating the world. This uses a similar system to Skyrim's AI pathfinding. This doesn't exist in the Vanilla engine in any capacity.
AI combat has been improved in OpenMW and is also baked into the engine. This will make them adapt to the player during combat. The Vanilla engine has something similar in a mod that requires MWSE, but it's not on par with OpenMW. Of note, however, is that with MCP the Vanilla AI will use zero cost spells (Racial abilities), which can make fighting them a bit more difficult, and deserves some credit.
Improved third person camera (Over the shoulder and shoulder switching included) comes with OpenMW as a normal feature. To get this same thing in the Vanilla engine, you either need a mod that works with MWSE OR you can use MCP.
Toggle sneak is an important thing. Too long have players strained their hands holding down the sneak button! Thankfully this is a built in feature of OpenMW, and is optional, should you wish to develop carpel tunnel syndrome. This can be changed in the launcher. For the Vanilla engine, if you want to suffer, simply do nothing. If you want sneak to be toggled however, you will need MCP.
Another feature that is well loved is the ability to keep that barter disposition buff (or debuff) when you're done trading. This is another feature that comes with OpenMW and can be toggled. The Vanilla engine requires MCP to get this feature.
Swift spell casting, like in Oblivion, can be amazing and really be a game changer. OpenMW doesn't have this feature as of the time of writing this. It IS planned for 1.0 however, and will be implemented at some point. For now, the Vanilla engine has this via MCP.
Wanna steal from an NPC you just knocked out? That's a feature you can toggle in OpenMW. The Vanilla engine allows this via MCP. I recommend using this no matter which way you play the game, it can be amusing.
Have you ever pulled your bow back, aimed at a target, then changed your mind? Lots of us have. In OpenMW you just need to re-sheath your weapon to put the arrow away and save it for another day. The Vanilla engine doesn't do this (you'd have to just shoot your shot), but with the aid of MCP you can de-knock your arrows.
You have 10 fingers and only two rings? Well with OpenMW that's the case anyway. The Vanilla engine also does this, but you can get around that using MCP, which allows you to equip one more ring, so long as it's a "cast when used" type ring.
Getting rid of bodies is a chore, more so if you don't want their loot. For OpenMW this feature isn't yet implemented, but will be in the future. For now, you just have the let them decay on their own. This won't cause any issues in OpenMW, so don't worry. The Vanilla engine doesn't have this feature either, but with the aid of MCP, you can get rid of the bodies, their loot, and the evidence.
Wanna know if someone owns something so you don't "accidentally" steal from them? Sure, but you really want to know if it's owned because you want to steal. In OpenMW, you can do just that. It's a feature that can be toggled in the launcher that allows you to see a red crosshair when looking at something that is owned. If that's not enough, you can also have the tooltip red. You can also just have a red tooltip, if you're so inclined. The Vanilla engine is able to do this too through MCP.
Feel like you're exploiting the enchanted items with "cast when used" enchants too much? OpenMW allows you to make it so you have to do the casting animation for these items (more immersive if you ask me) as a form of cool down. This is, of course, optional. The Vanilla engine can get a similar feature from MCP, just without the animation. Both can keep you from machine gun firing Vivec to death.
When you cast a "fortify health" spell in Morrowind, you don't want it to make your current health greater than your max, example 250/150. That's because if it wears off and your health with the spell is at 50/150, once the effect is gone, you're dead. OpenMW fixes this by having the spell fortify your max health, so you don't die after you just got done beating down that helpless town guard. The Vanilla engine doesn't have this functionality without the aid of MCP.
In Morrowind there is a hard limit to your skill's max level, and your attribute's max level. This limit is present in OpenMW. This limit can be taken off in the Vanilla engine using MCP, allowing you to level up indefinitely, should you so choose.
Sorting your save games is an important part of keeping your sanity when looking for a save. In OpenMW this is done by default. To get a similar function in the Vanilla engine, you will need MWSE and a mod.
On the subject of saves, OpenMW allows you to delete excess saves (should you have them) while still in game. You have to delete them in your saves folder in the Vanilla engine, as it's not an option in game.
If you have more than one screen and want to play Morrowind in full screen without having to unplug one, then OpenMW is for you. No, I don't mean windowed full screen, which you can do with the Vanilla engine using MGE XE, I mean true full screen.
Wanna use a controller for some reason? OpenMW has that built in. Just plug it in and play. It's not perfect, since you're using a controller for a game that uses a mouse cursor, but it works without fuss. For the Vanilla engine you'll have to use something like Xpadder to be able to use your controller.
Another fine feature of OpenMW is the ability to copy something from a source (let's say the UESP wiki) and paste it into the console window. The console also has auto complete features for commands by hitting the TAB key. To add to this, copy and paste also works when you want to name a potion or item. None of this works in the Vanilla engine.
The dialogue system has been upgraded as well, with quest specific topics being blue, and all others the standard gold color. The colors also change to grey when you've exhausted all possible answers to said topic, so no longer will you ask the same questions to NPCs and get the same answer, as you'll already know they will tell you something you've heard before. This is available in both OpenMW and Vanilla using MWSE.
MWSE supports a mod that allows people to add advance tooltips to items, adding things such as a bit of lore or story to the item. This features isn't present in OpenMW yet.
Closing thoughts on QOL:
When it comes down to quality of life improvements, OpenMW is the easier path. It is true that MCP has a few extra features, but those will be added into OpenMW in time. If you don't mind finding the right mods to make the Vanilla engine have the same features as OpenMW and you don't mind using multiple programs to get there, then you are set either way. It really comes down to how much work you want to put in, and how complicated you want things to really get.

Performance:

The Ogrim in the room, so to speak, is performance. It's no secret that Morrowind has a reputation for being buggy, poorly optimized, and victim to save file corruption. Over the years, the Morrowind community has fought hard against this beast, trying to tame the Gamebryo engine. This battle has been long fought, and there has been much success. Here we will look at which engine is better. OpenMW or Vanilla with MGE XE/MCP/MWSE.
There isn't much to say here really. OpenMW wins hands down. It loads faster, I've never had a crash from a stable release (and oh have I tried to crash it), and your saves are safe. Add to that, more stable fps (and higher fps) and you have a winner when it comes to performance.
Vanilla has some fixes, but they aren't perfect. MCP has an option that fixes MOST save game corruption, but not all. It also has some options that help the game to perform better. However, when I did a timed test, with the exact same load out, Vanilla with help took longer to load and had a lower fps.
Next is a table showing load times for two identical set ups. Distant land and statics (same view distance), no mods.
OpenMW Vanilla with MCP/MGE XE
Seconds from hitting "Play" on the launcher to being in game. 10.11 41.70
On average with Vanilla using MCP/MGE XE, I get 20-35 fps, sometimes I get up to 60. OpenMW is almost always at 60fps. These are both with distant land and statics turned on, and no texture mods.
Then there's the matter of bugs. OpenMW doesn't suffer from any of the original engines bugs, period. That's a winning move right there. With MGE XE and MCP and MWSE you can fix most (if not all) of the Vanilla engine's bugs, but it takes multiple programs to do that.
Another thought to take into account is that the Vanilla engine, no matter how patched, doesn't play nice when you alt+tab to another widow. It can cause Morrowind to crash. OpenMW doesn't suffer from this either.
Something else to note is that OpenMW is capable of using Multi-core processors, more ram (Vanilla could do this with the 4gb patch), and takes better advantage of modern PC hardware. For this reason, it is going to be more stable and run smoother.
Performance closing thoughts:
There really isn't much to say. OpenMW wins hands down, and it's not even close. If you want stability, performance, and safe saves, well OpenMW is the better option. The only real reason to use the Vanilla engine would be if you really want to use mods that requires MGE XE/MCP/MWSE.

What does Gabe the N'wah recommend?

If you're not keen on mods that require MWSE/MCP/MGE XE, then I recommend OpenMW. If you're on an OS that ISN'T Windows, then I recommend OpenMW. When it comes to ease of use and performance OpenMW can't be outdone. Each have mods that are exclusive. Mods made in the OpenCS can't be used in the Vanilla engine, and mods made for MWSE/MCP/MGE XE can't be used in OpenMW.

FAQ!

Q: What is OpenMW?
A: OpenMW is an engine re-implementation for Morrowind.
Q: Why do we need a new engine, isn't the old one good enough?
A: Creating a new engine has many benefits. One is that it runs natively on Mac and Linux, but there's also greater modding potential. The old engine will eventually become a thing of the past as hardware and OS changes continue to be made. There may come a time where Morrowind will need to be emulated with the old engine, much like using DosBox. We aren't there yet, but there is very real potential for that. Couple that with the fact that this new opensource engine allows for anyone to make their own port of it, and the potential is darn near limitless. OpenMW can be played on an Android device, and there is even a multiplayer port. There is also the fact that OpenMW is capable of reading and using files from Fallout 3/NV, Oblivion, and Skyrim. I'm sure you know what that means for the future of Morrowind. There's also a VR port, something that is impossible in the Vanilla engine.
Q: Is there any reason to use the old engine?
A: Yes. If you want to use certain mods, you will have to use the old engine and whatever fixes those mods require. There are also, for now, more guides on how to install mods and make Morrowind look very pretty, for the old engine. The guides thing is something I hope to get good at and fix though.
Q: When will OpenMW be done?
A: No one can really say. They've been doing 1 release a year lately, and those releases have been major, however, we don't know how close to 1.0.0 they are. Right now though, the entire game and many mods are fully playable via OpenMW. What's left to be done are under the hood changes, and adding in some more nice features for us to play with, along with some bug fixes.
Q: Isn't OpenMW only 46-47% done? Isn't that what 0.46.0 and 0.47.0 mean?
A: No. The release numbering is done in the legacy format, meaning that the first zero is reserved for the "1.0" release, where they feel like they have all they want and can focus on adding other things, the .46 is the 46th iteration of the engine to be released, and the final .0 is for minor bug fixes.
Q: Is it possible for a mod that does not require MWSE/MGE/MCP to still be incompatible with OpenMW for some strange reason?
A: Yes. If the scripting isn't done right, then it may need to be fixed. OpenMW is a bit stricter when it comes to scripting, so if the mod author was sloppy, it could require a fix.
Any other questions I will happily add to this section, but this is getting fairly long.
OpenMW Downloads
For the Vanilla Engine:
Morrowind Code Patch
Morrowind Graphics Extender
Morrowind Script Extender

If there is anything else I need to add to this, please let me know. If there are any changes I need to make, please let me know. I've never done a post like this before and I welcome any help I can get! Y'all are a bunch of beautiful fetchers!

Thank you to u/KillerBeer01, u/Aethlicious, u/psi21a and u/Mulucrulu for their contributions!
submitted by Lingering_Trees_Gabe to Morrowind [link] [comments]

Console Update 10.2 – Patch Notes

Console Update 10.2 – Patch Notes
https://preview.redd.it/6rhqrlt5q6c61.png?width=1920&format=png&auto=webp&s=9cadb129ee40676c55c4d2ffe7a7fb6c4aaf8e30
Live Maintenance Schedule:
  • 1/21 2021 1 PM – 7 PM KST
  • 1/20 2021 8 PM – 1/21 2021 2 AM PST
  • 1/21 2021 5 AM – 11 AM CET
Live maintenance schedule may change. We will update you if any changes occur.

PUBG GLOBAL INVITATIONAL.S

https://preview.redd.it/d8anlqj7q6c61.png?width=1920&format=png&auto=webp&s=c44c416ae857b6538948813afcb21dc6827640d8
Are you ready for the new PGI.S? The PUBG Global Invitational.S sets teams from around the world against each other in a week-long tournament. Teams will battle for placements in weekly tournaments and rack up prize money as the overall tournament goes on. There’s a new Pick’em Challenge available as well, giving you a chance to earn sweet PGI.S gear for predicting the winners. This will be a tournament unlike any other, so tune in, pick’em, and win!

PGI.S Lobby Update

  • PGI.S themed lobby has been updated for the normal match with kickass BGM.

Other PGI.S Related Updates

  • PGI.S logo graffiti has been painted around the buildings of Erangel and Miramar.
  • Starting plane will be dragging PGI.S promo banners in Erangel, Miramar, Sanhok, Vikendi and Karakin.
  • New PGI.S loading screen splash art has been added.
  • Due to performance issues, digital screens on Erangel and Miramar will not be supported on console platforms.

New Vehicle: Coupe RB

https://preview.redd.it/vgc4mnybq6c61.png?width=1920&format=png&auto=webp&s=5849db75a72406c18301b31dc094223da2fc7c48
There’s a new roadrunner in town. Introducing the Coupe RB, a vintage sports car with a blazing top speed of 150 km/h, making it second (on land) in speed only to the Motorbike. The Coupe RB won’t carry your whole squad, but it will get you to where you need to go fast. Try out the Coupe RB on Erangel, Miramar, and Sanhok!
  • Max capacity: 2 (Driver, Passenger)
  • Max speed: 150km/h
  • Only spawned in Erangel, Miramar and Sanhok

New Feature: Reputation System

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Keeping in-game interactions healthy is important to us. We know passions can run high on the Battlegrounds, but toxic behaviour is never justified. To help keep things more civil while you kill each other, we’re introducing a new Reputation System to PUBG. This system will assign you a Reputation Level from 0-5 depending on how you treat your fellow players. Your Reputation Level will be displayed in the Team Finder, giving players searching for a group an idea of what kind of teammate you’ll be. Your Reputation Level will naturally increase as you play games, as long as you are not exhibiting toxic or otherwise disruptive behaviour. We hope this helps everyone have a better time on the Battlegrounds!
https://preview.redd.it/wvkyk8eiq6c61.png?width=1920&format=png&auto=webp&s=2d6d0031e48fadb8618f0ec7f3e58bfa91b3659e
New reputation level will be displayed next to the players IGN.
  • Reputation level designates whether a player is well-mannered or toxic towards others.
  • Reputation level will be displayed in the Team Finder and team member list next to player IGN.
  • Reputation levels range from 0 to 5, for a total of 6 levels.
https://preview.redd.it/mo4636mlq6c61.png?width=1920&format=png&auto=webp&s=fb5f2771d4bf51e7f2f7b2d4ba920a7a5dc1cecf
Reputation level is affected by the following:
  • Players reputation level will naturally increase with normal gameplay of Normal/Ranked Battleroyale matches.
  • Leaving a match repeatedly failing to return may lead to a decrease of reputation level.
  • Player’s reputation level can be decreased when reported with negative behaviour (obstructing gameplay, verbal abuse, team killing, etc.) or when banned due to violation of terms of service.
  • Being reported for suspected use of cheats itself does not affect reputation level.

Ranked Mode Update

https://preview.redd.it/jvzhb37pq6c61.png?width=1920&format=png&auto=webp&s=c1a659dfef4384871963a5c09da7b1831b158fcc
We’re updating Ranked Mode penalties to allow for a certain amount of safe time if your team never fully formed. You can check out all the details around the system and how it works below.
Leaver penalties should be waived for players who leave within 5 minutes after the plane takes off if the player:
  • (1) chooses for matchmaking to find them teammates AND
  • (2) the plane takes off with an incomplete team (team of fewer than 4 players in Ranked squad mode), AND
  • (3) a member of the player’s pre-made team hasn’t left the match before the plane leaves.
If a player qualifies to have their leaver penalty waived, then the match is considered to be competitively invalid for that player. This means:
  • No stats are recorded on their Career page
  • No change is made to their RP
  • No matchmaking penalties are issued
  • Players will be granted any Pass XP and BP they would have earned as normal
RP Balance Changes.
  • We have increased the rank point cap to 44 from the previous 39.

PUBG LABS: Arena Mode

https://preview.redd.it/spnibnzsq6c61.png?width=1920&format=png&auto=webp&s=cd08c571d9a8d7bcb7e1349d813bf724a0817a96

Schedule

  • 01/21 2021 After live server maintenance – 01/25 2021 4 PM KST
  • 01/20 2021 After live server maintenance – 01/24 2021 11 PM PST
  • 01/21 2021 After live server maintenance – 01/25 2021 8 AM CET

Arena Mode – 2nd Iteration Changes

  • Perspective – TPP
    • Only available in TPP.
  • Changes in default pistol
    • Changed default pistol to P18C.
    • For the first Arena Mode, we received feedback that players with the default P1911 pistol did not stand a chance against players with purchased weapons. As such, we’ve replaced it with the P18C, which comes with an auto-fire mode.
  • Loadout store improvements
    • Adjusted the amount of ammo given when purchasing a weapon.
    • Increased helmet price, which is now higher than the vest.
    • Starting from Round Four, weapons purchased from the loadout store will include attachments.
    • Players on a winning streak will earn bonus rewards accordingly and the teams who don’t lose any chances before the final round will be rewarded with an upgraded loadout store which has the following items:
      • Care Package items.
      • Special consumables like Adrenaline Syringe and the First Aid Kits.
    • Pistols and shotguns can now be found under the same category.
  • Loadout point balance adjustment
    • Reduced points earned for a kill from 150 to 100.
    • Reduced end of round points earned (both win/lose).
    • Since squads with fewer players are at a disadvantage, they will earn more kill points depending on their squad size.
    • Considering player feedback on how hard it is to win the next round after losing your items upon defeat, you’ll now get a small bonus to help you rebuy the gear you need.
  • UX improvements
    • To help reduce confusion during combat, we’re disabling kill feed messages from the other arenas, so now only events within your current arena will be shown.
    • There were quite a few players leaving the game after losing their first chance, thinking the game was over. We’ve added a message to let players know they’re still in it!
    • When starting a new round, map features such as zoom option and markers will revert to default.
  • Addition of the reporting system
    • Players in spectate mode can now report other players for cheating or behaviour that goes against our Rules of Conduct.

Gameplay

Stunt Emotes
https://preview.redd.it/vzrhmwpzq6c61.png?width=1920&format=png&auto=webp&s=2dc8e50bb5af3f5ee4bce2ac20618adbacd0fafa
And you thought flips were cool. Now you can trigger random stunts while mid-air on the Dirt Bike to really style on your enemies. There are a total of 6 new stunts available and best of all, they’re easy to perform. Simply hold down the L3 while in the air on a Dirt Bike and watch how cool you are.
  • New Stunt emotes exclusive for a dirt bike has been added.
  • 6 new default stunt emotes can be played.
  • The Stunt Emotes are triggerable only mid-air on a Dirt bike – and when the player is not about to hit something.
    • Hold L3 to trigger a random stunt emote
    • Release L3 to stop emote
  • Please note that the Horn functionality has been replaced with the Stunt Emotes for the Dirt Bike.
Other
  • Adjusted the reload animations of M416, Scar-L, QBZ, G36C to better match the reload speeds.
    • The reload animations adjustments are a follow-up to the Balance tweaks to the 556 guns in the 9.2 November update.
  • Haven gameplay mode update
    • Haven's selectable gameplay mode has been updated
      • Duo / 1-man-duo → Squad / 1-man-squad

Inventory Improvements

To maximize PUBG’s strategy and the core fun of the Battle Royale, we continue to make improvements, including reducing the steps of unnecessary controls in console PUBG gameplay. The ‘Auto Attachment Options’, ‘Controller Preset C’ and ‘Custom Key Binding’, which were updated in the past, are good examples. We hope that the ‘Inventory Improvement’ will also be an update that will satisfy the survivors.
Of course, we don’t want this change to give a negative impact on the UX experience that has already been learned, but to improve the inconveniences. Please, continue to send us your feedback!
https://preview.redd.it/tj03wqium8c61.png?width=1439&format=png&auto=webp&s=2843d511f7a8a9512283b631b2c6c06debbd3c67
  • Keep the existing movement controls and added grid controls
    • You can navigate around the inventory from right to left and top to bottom with the D-pad and R-stick.
    • (Tap) R-stick will function the same and the select(A) key.
  • Intuitive improvements on item pick-up/drops
    • Added the ‘Quick Pick-UP/Drop’ feature to allow rapid item distribution between squad members.
    • You can quickly adjust the number of items you wish to pick-up/drop by using the R-stick.
  • Weapon/attachments UI/UX Optimization
    • Removed the unnecessary steps when selecting attachment slots in weapon slots.
      • Swapping from main weapon 1 to 2 can easily be done by selecting the new ‘Weapon slot change’ key.
    • Displays all attachment slots regardless of weapon type, and intuitively displays the availability of specific slots.
    • Applied animation to provide feedback on actions such as equipping/removing weapon/attachments
  • Button guide improvements
    • Button guides are displayed at the bottom of the inventory in the same location and content.
  • Tool-tip visual improvements
    • The tool-tip visuals have been improved to enable intuitive information recognition.

QoL Improvements

Notification System
https://preview.redd.it/tedftsr3r6c61.png?width=1920&format=png&auto=webp&s=eb84cffca45441e40daf3a009ad8febbefd05dad
  • Select the top right notification centre icon to see stacked notifications.
    • Pressing the Option button calls the menu on the top right corner
    • L-stick/D-pad can move the selection on the menu.
    • Pressing button A can enter a menu(news, notification, system menu)
    • Pressing the Option button/button B closes the called menu
  • When acquiring an item or a currency from out-game event etc. will toggle a notification.
https://preview.redd.it/13bccwc7r6c61.png?width=586&format=png&auto=webp&s=0c0985a6e9e95459275e72227426ae9e9a4f608e
  • The time displayed in Stadia’s Notification System is not the player’s local time, but Stadia’s machine local time.
https://preview.redd.it/ugaz8ttar6c61.png?width=1920&format=png&auto=webp&s=e234ca1bd6d0c9dc1af27bc29c55fcdbc92688b2
  • A message will be shown on the notification centre in case of item or currency is soon to be expired.
Store QoL Improvements
  • Opening crates upon purchase
    • Players now can open purchased crates(Set, crate, random rate items) right way in “Purchase complete” pop-up screen.
  • New ‘move to store’ button has been added when browsing empty item category in customize tab.

Performance

  • Enhanced CPU performance by reducing physics calculation costs of invisible physics actors (vehicles, characters).
  • Optimized hitching and fps drops occurred when loading maps (when entering and manoeuvring the world).
  • Reduced the hitch occurred when updating a character.
  • Optimized memory usage to reduce crashes.

Skin & Item

https://preview.redd.it/nhyfwsuer6c61.png?width=1920&format=png&auto=webp&s=4a72f9c7f4eaf7fb861e1cef0d8705a24b7f45e4
  • Graffiti Themed Skin – 8 set items, 29 individual items, 2 not for sale items
  • Sales Period:
    • 1/21 2021 2 PM KST – 1/20 2022 2 PM KST
    • 1/20 2021 9 PM PST – 1/19 2022 9 PM PST
    • 1/21 2021 6 AM CET – 1/20 2022 6 AM CET
https://preview.redd.it/880687zhr6c61.png?width=1920&format=png&auto=webp&s=6bdb3e858d4b028377f4eadf2ae79883f8fab473
https://preview.redd.it/5ga4m4bjr6c61.png?width=1920&format=png&auto=webp&s=817e49332910db439ce6bfbd39801431a9895f73
  • Lunar New Year – King and Royal Bodyguard – 6 set items, 9 individual items, 1 event item, 4 not sold separately items
  • Sales Period:
    • 2/3 2021 11 AM KST – 3/17 2021 11 AM KST
    • 2/2 2021 6 PM PST – 3/16 2021 7 PM PDT
    • 2/3 2021 3 AM CET – 3/17 2021 3 AM CET
https://preview.redd.it/4g3jnaemr6c61.png?width=1920&format=png&auto=webp&s=1006e29ea9d66e86c1352a2e47da95e63041054a
  • PGI.S 2021
  • Sales Period:
    • 1st:
      • 1/21 2021 2 PM KST – 3/27 2021 5 PM KST
      • 1/20 2021 9 PM PST – 3/27 2021 1 AM PDT
      • 1/21 2021 6 AM CET – 3/27 2021 9 AM CET
    • 2nd:
      • 2/27 2021 11 AM KST – 3/27 2021 5 PM KST
      • 2/26 2021 6 PM PST – 3/27 2021 1 AM PDT
      • 2/27 2021 3 AM CET – 3/27 2021 9 AM CET

Bugfix

Gameplay
  • Fixed the issue where some pass missions could not be accomplished in Haven.
  • Fixed the issue where players could respawn with a ghillie suit equipped when killed while equipping a ghillie suit in TDM.
  • Fixed the foliage clipping through a vehicle while in FPP mode in certain maps.
  • Fixed the case where character’s body equipping a ghillie suit could be invisible to others.
  • Fixed the issue where players could change perspective to TPP when spectating other players in FPP game mode.
  • Fixed the awkward POV when viewing a kill cam of a character equipped with a ghillie suit.
  • Fixed the issue where the deaths in Blue Zones were recorded as suicides.
  • Fixed the issue where the two characters collide after going prone in a moving ferry, they receive fall damage.
  • Fixed the issue where the headshots were not reflected in the Career page.
  • Fixed the issue where the AI pillar guard positions are rendered in wrong locations.
  • Fixed the store issue where it only displays the loading screen after purchasing an item or requires a long loading time for the item popup to be displayed.
  • Fixed the issue where the completed missions were displayed in the System Menu’s Mission List.
  • Fixed the issue where sending a cross-platform invite to another player in a custom match causes abnormal behaviour.
  • Fixed the issue where players are able to use the emergency parachutes while in a DBNO state when falling from non-fatal heights.
  • Fixed the issue where certain bots would constantly walk around.
  • Fixed the issue where “Enemy Spotted” ping would function while navigating through the inventory when it is bound to the RB/LB buttons using the custom key binding feature.
  • Fixed the issue where the message ‘Invalid Season’ is displayed when checking out the profile of an invited friend.
  • Fixed the issue where you cannot navigate either GNB, LNB after pressing the Options button two consecutive times.
  • Fixed the issue where the character’s wrist is bent too much when equipped with certain weapons in preview.
  • Fixed the issue where the localization was not complete in the Team finder guide popup.
  • Fixed an issue where partially accomplished missions were not visible in the mission list.
Sound
  • Fixed the unclear sound of UMP45 if another player is firing from a distance.
  • Fixed the duplicate click sound played when clicking on the preview button in the customize screen.
World
  • Fixed the issue where players could clip through a certain building in Abbey, Vikendi.
  • Fixed the issue where enlarging the minimap while flying in the helicopter, makes the minimap glitch.
  • Fixed the issue where the last Blue Zone was set as a non-playable area in Haven.
  • Fixed the issue where the vehicles collided with the land when driving over low hills.
  • Fixed the issue where it was hard or impossible to enter certain buildings in Georgopol of Erangel.
  • Fixed the issue where the buildings were not loading properly in the southern village of Georgopol, Erangel.
UI/UX
  • Fixed the issue where inappropriate RP changes were displayed in the match history section during placement matches.
  • Fixed the issue where starting plane’s seat UI were sometimes displayed as empty.
  • Fixed the issue where some pages of the store page not loaded when entering store page after restarting a lobby.
  • Fixed the issue where profiles of players located in ‘Unassigned’ ‘Observer’ section of custom match session cannot be loaded.
  • Fixed the issue where centre pointer not displayed in replays.
  • Fixed the issue where the earned/lost RP was displayed in the Match History in Ranked.
  • Fixed the issue where the currency and system UI are not displayed when returning after completing the TDM.
Skin & Item
  • Fixed the issue where the visor of Mad’s Motorcycle – Helmet (Level 1) is not displayed when equipped by a male character.
  • Fixed the issue where the nose of Killer Clown Mask could clip through when equipping face-covering helmet items.
  • Fixed the issue of the clipping issue when Gas masks and Helmet skins are equipped at the same time.
  • Fixed the issue where the hood of the Survivalist Parka costume blocks the view in FPP Mode.
  • Fixed the issue where the Battlestats were printed on the Mk47 Mutant Skin.
submitted by PUBG_Andymh5 to PUBGConsole [link] [comments]

Review of Martin Scorsese’s 1995 Casino [A mob movie that has many actors that will go on to be in the Sopranos].

mods please lmk if this violates the rules. i’m posting here because I write about the mob/casino and many relevant themes that are important elements of the Sopranos, in my opinion. I think they’re of the same medium and genre so wanted to post here. Hope that’s alright. Cheers! (11 min read) ————————————————————————
EDIT 2: TL;DR -
Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
———————-
Every good filmmaker makes the same movie over and over again—Martin Scorsese is no different
Scorsese's Casino is a phenomenal story of the condoned chaos and "legalized robbery" that happens on a daily basis to gamblers who bett away thousands of dollars and return each day for more “FinDom,” but without any of the sexual sadism. The whole scam only persists because the house always wins: the odds are stacked 3 million to one on the slot machines, but the same shmucks return wide-eyed each day hoping for a different outcome, devoid of any rational re-evaluation required to maintain their grasp on reality, and the liquidity of their bank accounts.
Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
Robert De Niro plays Sam "Ace" Rothstein, recruited by his childhood friend Nick "Nicky" Santorno to help run the Tangiers casino, which is funded by an investment made with the Teamsters’ pension fund. Ace’s job is to keep the bottom line flowing so that the Mafia's skimming operation can continue seamlessly. De Niro's character felt like half-way between Travis from Taxi Driver (of course, nowhere as mentally disturbed) and half of the addictive excess, greed, and eccentric business-mind of Jordan Belfort in The Wolf of Wall Street.
Ace’s attention to detail gives him a rain-man-esque sensibility; his ability to see every scam, trick, hand signal, and maneuver happening on the casino floor make him the perfect manager of the casino, and take his managerial style to authoritarian heights in his pursuit of order and control over what is an inherently unstable and dynamic scheme; betting, hedging outcomes, and walking the line to keep the money flowing and the gamblers coming back. I’m not claiming Ace is autistic, I'm no clinician, but his managerial sensibilities over the daily operations of the casino, from the dealers to the pit bosses, to the shift managers, are to the point of disturbing precision, he has eyes everywhere, and knows how to remove belligerent customers with class and professionalism, but ultimately is short sighted in “reading” the human beings he is in relationship with. Ace is frustratingly naive and gullible in his partnership with Nicky and the threat he poses to him, and in his marriage with Ginger.
Ace has no personal aspirations to extract millions of dollars for himself out of the casino corruption venture. Ace simply wants the casino to operate as efficiently as possible, and he has no qualms about being a pawn of the bosses. While Sam, “the Golden Jew”—as he is called—is the real CEO of the whole enterprise, directing things at Tangiers for the benefit of the bosses “back home.” Ace’s compliance is juxtaposed with Nicky’s outrage upon feeling used: he gripes about how he is in “the trenches” while the bosses sit back and do nothing. Note that none of the activity Nicky engages in outside of the casino—doing the work of “taking Las Vegas over”—is authorized by the bosses. Ultimately Nicky’s inability to exert control over his crew and the street lead to his demise.
In the end, capitalism, and all that happens in the confines of the casino, is nothing but “organized violence.” Sound familiar? The mob has a capitalist structure in its organization and hierarchy: muscle men collect and send money back to the bosses who do not labor tirelessly “in the trenches.” The labor of the collectors is exploited to create the profits of their bosses. The entire business-model of the Mafia is predicated on usury and debtors defaulting on loans for which the repayment is only guaranteed by the threat of violence. But this dynamic is not without its internal contradictions and tensions, as seen in Casino.
In a comedic turn, the skimmers get skimmed! The bosses begin to notice the thinning of the envelopes and lighter and lighter suitcases being brought from the casino to Kansas City, “back home”. The situation continues to spin out of control, but a mid-tier mafioso articulates the careful balance required for the skimming operation to carry on: to keep the skimming operation functioning, the skimmers need to be kept loyal and happy. It’s a price the bosses have to pay to maintain the operation, “leakage” in their terms. Ace’s efficient management and precision in maintaining order within Tangiers is crucial for the money to keep flowing. But Ace’s control over the casino slips more and more as the movie progresses. We see this as the direct result of Nicky’s ascendance as mob kingpin in Vegas, the chaos he creates cannot be contained and disrupts the profits and delicate dynamics that keep the scam running.
Of course I can’t help myself here! We should view Scorsese’s discography, and the many portrayals of capitalist excess not as celebratory fetishization, but a critique of the greed and violence he so masterfully captures on film. See the Wolf of Wall Street for its tale of money as the most dangerous drug of them all, and the alienation—social and political—showcased in Taxi Driver. Scorsese uses the mob as a foil to the casino to attack the supposed monopoly the casino holds on legitimate, legal economic activity that rests on institutionalized theft. When juxtaposed with the logic of organized crime, we begin to see that the two—Ace and Nick—are not so different after all.
The only dividing line between the casino and organized crime is the law. Vegas is a lawless town yes, “the Wild West” as Nicky puts it, but there are laws in Vegas. The corruption of the political establishment and ruling elites is demonstrated when they pressure Ace to re-hire an incompetent employee who he fired for his complicity in a cheating scam or his stupidity in letting the slot machines get rigged; nepotism breeds mediocrity. In the end, Ace’s fall is the result of the rent-seeking behavior that the Vegas ruling class wields to influence the gaming board to not even permit Ace a fair hearing for his gaming license, which would’ve given him the lawful authority to officially run Tangiers. The elites use the political apparatus of the State to resist the new gang in town, the warring faction of mob-affiliated casino capitalists. While the mob’s only weapon to employ is that of violence. The mafia is still subservient to the powers that be within the political and economic establishment of Vegas, and they’re told “this is not your town.”
I’d like to make the most salient claim of this entire review now. Casino is a western film. The frontier of the Wild West is Vegas in this case, where the disorder of the mob wreaks havoc on, an until then, an “untapped market.” The investment scheme that the Teamsters pension fund is exploited for as seed capital, is an attempt to remain in the confines of the law while extracting as much value as possible through illegal and corrupt means for the capitalist class of the mob (and the ultimately dispensable union president). Tangiers exists in the liminal space of condoned economic activity as a legal and otherwise standard casino. While the violence required to maintain the operation, corrupts the legal legitimacy it never fully enjoyed from the beginning. This mirrors the bounty economy of the West and the out-sourcing of the law and the execution of the law, to bounty hunters. There is no real authority out in the frontier, the killer outlaw on the run is not so different from the bounty hunter who enjoys his livelihood by hunting down the killers. Yet, he himself is not the State. The wide-lens frame of Ace and Nicky meeting in the desert felt like a direct homage to the iconic image of the Western standoff. The conflict between Ace and Nick, the enforcer and the mastermind, is an approximation of the conflicts we might see in John Wayne’s films. The casino venture itself could be seen as an analogy of the frontier-venturism of railroad pioneers going to lay track to develop the West into a more industrial region.
I would have believed that this was a documentary about how the mob took over control of the Vegas casinos in the 1970-80s … if it were not for the viewer being expected to believe that Robert De Niro could play a Jew; it's hard to believe a man with that accent and the roles he’s played his entire career could be a “CRAZY JEW FUCK!!” I kid! But alas, De Niro is a class act and the last of the many greats of a bygone era. At times, it felt like Joe Pesci lacked talent as an actor, but his portrayal of the scummy, backstabbing bastard in Nicky was genuinely remarkable, but I might consider his performance the weak point of the movie. It’s weird to see a man that short, be that much of physical menace. There are a number of Sopranos actors in Casino. I’m sure Vincent Chase watched the movie and said to himself, “bet, i’ll cast half of these guys.”The set design and costumes were gorgeous. The styles and fashion of the time were spectacular. Scorsese’s signature gratuitous violence featured prominently, but tastefully. The camera work, tracking shots through the casino and spatial movement was incredible and I thought the cinematography was outstanding, the Western-esque wide lens in the desert was worthy of being a framed still.
The Nicky//Ace dynamic is excellent and the two play off of each other well. The conflict between the two of them escalates gradually, and then Nicky’s betrayal of Ace by cheating with Ginger marks the final break between the two of them. Nicky’s mob faculties represent a brutal, violent theft that is illegal and requires the enforcement of violence by organized crime. Despite the illegal embezzlement and corruption at play with the “skimming” operation at work at the casino, the general business model of the casino stands in contrast to the obscene violence of the loan sharks. Ace operates an intelligent operation of theft through the casino, and his hands-on management approach is instrumental to the success of the casino. Nicky’s chaos pervades the casino, and the life and activities of “the street” begin to bleed into Ace’s ability to maintain order in the casino. “Connected” types begin frequenting the casino, and Ace unknowingly forces one particularly rude gambler to leave the casino, who happens to have mob ties with Nicky. The “organized violence” of the casino cannot stay intact perfectly, because the very thing holding it together is the presence of the mob. Nicky is in Vegas as the enforcer and tasked with protecting Ace but his independent, entrepreneurial (shall we call them?) aspirations lead him to attempt to overtake what he realizes is a frontier for organized crime to brutalize and exploit the characters of “the street” (pimps, players, addicts, dealers, and prostitutes) and the owners of small private businesses.
Nicky is reckless, “when i plant my flag out here you won’t need your [casino/gaming] license” Nicky thinks he, and Ace, can bypass the regulations and bureaucratic legal measures by sheer force of violence alone. But ultimately Nicky is shortsighted and doesn’t have a real attachment to the success of the casino. After all, he isn’t getting profits from it (or much anyway) and isn’t permitted to play a real, active role in its daily functions because of his belligerent, untamed personality. Nicky has no buy-in that would motivate him to follow the rules or to work within the legal parts of the economy, it’s not the game he knows how to play, and win. All that he is loyal to, or deferent too, is the bosses back home; for whom he maintains absolute, uncompromising loyalty to, but still holds intense spite for.
And now to the more compelling element of the narrative. Sam “Ace” Rothstein is positioned as remarkably intelligent, he makes informed decisions that aid in his skill as a gambler, he can read people to determine whether he’s being conned, he has an attention to detail—aided by the casino’s surveillance apparatus which monitors cheating—that is almost unbelievable. Ace knows when he’s being cheated, he knows how to rig the game so that the house always wins, enacting psychological warfare to break down the confidence of would be proficient gamblers, who could threaten Tangiers’ bottom line. But in the end, the greatest gamble Ace makes is his marriage to Ginger. Ginger is the seductive, charismatic, and flirtatious madame who makes her money with tricks and her sexual power. Ginger works as a prostitute, seducing men, and extracting everything she can, almost as a sort of sexual-financial vampirism.
Ginger is the bad bet Ace can’t stop making even when she destroys his life, her own, and puts their daughter Amy in harm’s way. Ginger is the gamble Ace made wrong, but he keeps going back to her every time, trying to rationalize how she might change and be different the next time. Ace is not a victim to Ginger’s antics. Ginger makes it clear who she is: an addict, alcoholic, manic shopaholic who will use all of her powers to extract everything she can from everyone around her. She uses everyone to her advantage and manipulates men with her sexual power in exchange for their money and protection. Ginger had a price for her hand in marriage: $1 million in cash and $1 million worth of jewelry that are left to her and her alone as a sort of emergency fund.
Ace’s numerous attempts to buy Ginger’s love—and the clear fact that no matter how expensive the fur coat and how grand the mansion, none of it would ever be enough to satisfy her—mirrored Jordan Belfort’s relationship with Naomi in The Wolf of Wall Street. Both relationships carried the same manic volatility and conflict over child custody was found in both films, with the roles reversed in the respective films. Ginger may be irredeemable and a pathological liar, but Ace can’t claim that she wasn’t clear with him; when he asked her to marry him, Ginger said she didn’t love Ace. Ace replied that love could be “developed” but required a foundation of trust to develop. That trust was never there to begin with. The love was doomed from the start to destroy the two of them; two addicts, two gamblers, lying on a daily basis to one another and themselves about reality to justify their respective existences, the marriage, and Ace’s livelihood. And as Ginger pointed out, “I should have never married him. He’s a gemini, a triple gemini … a snake” Maybe astrology has some truth to it after all.
Now I’m not licensed (but hey neither was Ace, and he ran a casino empire!), but Ginger has the inklings of a borderline personality: her manic depression, narcissism, drug and alcohol abuse, and constant begging for forgiveness all seem indications of a larger psychological disorder at play. In the end, Ginger runs away with all the money Ace left her and finds her people in Los Angeles, the pimps, whores, and addicts she fits in with, in turn exploit and kill her for 3 grand in mint coins by giving her a ‘hot’ dose.
Overall, Casino is an incredible cinematic experience. I highly recommend watching this and seeing it as part of Scorsese's anthology of commentary on our economic system and its human victims. I’d argue that Casino, Wolf of Wall Street, and The Irishman all fit together nicely into a trilogy of the Scorsesean history of finance and corruption from the 70s to the 90s.
————-
EDIT 2: TL;DR —
Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
submitted by chaaarliee201 to thesopranos [link] [comments]

Basic Guide to Unit Skill Set Building 101

Disclaimer : This won't be a "what are the best Skills for X?" type of guide. This is just a general intro on Character types, Classes, Arks, the AP system, Skills, Character Growth, the Awakening System and Soul Cost.
(If you've been playing since launch you probably don't need to know any of this - so if you're a veteran and see anything wrong in this post lmk!)
Threw this together after making Quick Farming guide because I get the feeling people are really chasing after Level 100.
Before we get started I want to stress this - while you want to Enhance your character to Level 100 to unlock all of their abilities on their Ability Board you should not feel super pressured to get to Level 100.
Most, if not all characters, get the biggest stat/power bumps from their Ability Board, the skills you teach them, and their Awakenings. More on this later.
What this guide will contain is a brief summary on the things that make up a Character, a brief overview of the Ark/Skill system, and a summary on Character Awakening and the importance of Character Souls Shards.
Things that won't really be discussed here : Equipment, actually battling lol, leveling up, etc.
This guide is generally aimed towards building for PvE (clearing Story content, setting up for mid/endgame). PvP is a whole other can of worms.
Factors about your Character you should know :
Skills? Awakening? How do I make my character into a killing machine?
More often than not, the skills that absolutely define a character will be on their Ability Board. Most of these skills will be on the outer most circle and will often cost a few Crystal Clusters, a Skill Book or Magic Book, and Rainbow Crystals.
Skills learned from Arks are mostly complimentary that either give you a passive stat boost or passive ability that affects combat to a certain degree i.e healing on crit, restoring MP or SCT after a battle, etc.
The exception to this are Magic Spells that can be learned (yes, even on Physical Damage dealers but only if you're building off-meta or trying to meme) and often either deal damage, provide a buff, or provide a debuff.
As for raw stats - your character will receive the biggest stat bumps from Awakening with Character Soul Shards and Gear.
Character Soul Shards can be earned passively via Conquering, Soul Accumulation Daily Events, and of course randomly completing a quest has a small chance to award you 1 soul for whatever characters you have in your team at the end of the quest.
You can Awaken a character up to 4 times and then 4 times after in what I'll call Super Awakening. Every awakening provides the Character with a large stat increase in almost every stat. Every Super Awakening is even bigger.
While you can increase a Character's Skill Cost cap with Character Soul Shards, most people (if not all) opt to use Mother Souls which are universal character souls you can use to boost your SC. Mother Souls can be earned from events, the friend gacha, log in rewards, randomly around the World Map, etc.
tl;dr - Save your Character Soul Shards for Awakenings, Use Mother Souls for SC cap raising.
What Skills should I be looking out for?
Recommended Skills for Physical Damage Dealers (Skills you should generally aim for first)
Skills like Attack Up and Critical Up are self-explanatory - you get a small percentage based bump on the STR or Critical Rate stat. And they stack!
Skills like Surprise Attack and Backstab give you free extra damage for merely positioning your character behind the enemy - this actually comes up more than you would think with enemies getting knocked around by spells and special abilities.
Skills like Proud Force compliment Critical strikes by passively healing your characters on crit hits. Ale of Victory and Glory replenish your SCT gauge and Health upon clearing a wave. Generally, you want your Physical Damage Dealers to be able to go nuts at the start of every wave.
Recommended Skills for Magic Damage Dealers (Again, skills you should generally aim for first)
Magic Damage Dealers are more gear dependent due to Magic Spells having a cast time. Generally, most people go to the Ether Rewards behind Radmoon Ruins and Shrine of Heresy as they both award accessories that significantly speed up casting time.
Skills like Magic Up and MP Up are self-explanatory - more Int means bigger boom, more MP means more boom in general.
The Elemental Critical and Damage Up skills are important to Magic Damage Dealers who don't have these boosts available on their Ability Board.
Dual Wield?
Dual Wield. Dual Wield is a Skill you can find on a few Arks, the one off the top of my head is Sandwyrm at Rank 10. Dual Wield allows your character to equip a second weapon in their armor slot. Weapons will generally give you the biggest stat bumps in terms of gear so for a lot of characters, this means an extra slot for insane stats. It sits at a whopping 14 SC but inarguably provides the biggest potential stat bump as you get an extra weapon slot.
Some characters may even have Dual Wield in their Ability Board!
What about X skill or X build?
This was just a quick snapshot on what "starter" skills you generally want on your characters. Obviously there's more "advanced" skills out there but this was aimed towards newereturning players. Most new players won't be thinking about running a dedicated Knight/Tank or having a healer when most content can be cleared with a single Shining Zok or something.
There's a whole sea of KilleSlayer Skills that will make or break endgame content but I didn't want to get into that.
This was just a quick rundown of certain factors you might want to know about when putting together skill builds. Obviously this is just dipping your toes into the water - theoretically you can build any character in any way you want. If you have any general questions, feel free to ask. As for unit specific questions, I would suggest making a separate thread to ask those specifics.
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