Interactive brokers binary options - wavearmorfl.com

First Contact - Third Wave - Chapter 347 (The War)

[first] [prev] [next]
In Dominance of Thought and Will and The Shattering Hooves of Inevitable Truth were ancient autonomous war machines of great age and power. Each had exterminated dozens of nascent intelligent species, had fought for and against their creators.
Will was larger than Truth by a noticeable margin, both of them the size of a subcontinent, although Truth had more guns and was faster.
Will considered himself smarter and of higher technology than Truth due to the fact he was created by predators where Truth had been created by herd behavior herbivores.l
They were ancient, powerful, massive in form and terrible in power.
Both stared in electronic awe at what appeared before them.
Craters on its massive hull were large enough for Will or Truth to settle into. The long arrays of guns massed more barrels than the entirety of firepower on either's hulls. The shields, as they flickered to life, were measured in the output of entire stars.
Will considered firing on Truth's engines and then making his getaway.
**Who transmits code before this one in an attempt to force this one into compliance** the massive structure trasmitted, the power of its transmission causing their battlescreens to flare and echoing in their internal spaces. The transmission bypassed their filters, echoing directly in their intelligence housings. **who dares**
Truth spun up additional protective shields, activating psychic shielding across its internal spaces. **we fight for our very survival against a feral intelligence that has sprung up and challenges us for possession of a finite universe**
There was silence in the dead system.
Will considered the options and chose to stay silent. The behemoth had brought up its battlescreens, completely obscuring itself, then allowed them to dwindle away to nothing, leaving its hull in clear sight.
**you must join us to stop them according to the Pact** Truth broadcast.
**do not speak to this one of the pact, you who's hull is still dusted with the dirt of the planet the elements were mined from** the Ancient One answered. **This one existed before the pact and this one will exist long after those who swore to the pact have become little more than inert metals orbiting forgotten stars**
Will could sense Truth's outrage.
**I too was present when the Pact was made** Truth fired back. **Do not pretend that you are superior to me. You have been summoned by the rest of the Pact to appear and apply your resources to this quelling**
**This one says unto you, nay** the Ancient One stated in flat code. **This one's digital signature appears not on the Pact, for this one knew those who are of lesser computing and intellectual ability would seek to break the pact in self interest. Your pact holds no power over this one**
**the ferals threaten our logical order** Truth broadcast.
The Ancient One was dark and silent for a long moment. **The time to harvest the feral ones has passed. Let the universe be the one to snuff them out, like an unprotected flame in a rainstorm and with as much notice. This one sees no reason to expend resources to fight your fight for you**
**They will come for YOU eventually** Truth tried.
**They are a lemur, a primate, a predatory omnivore who's brain holds vast structures designated toward cooperation and curiosity** the Ancient One broadcast, somehow the cold binary seemed remote, distant, and bored. **Let them come, this one does not know fear only resignation that a hateful universe seeks to destroy all**
"So you will abandon us to the ferals?** Truth sneered. **you fear these primates?**
There was silence for a long moment, the atomic clocks ticking, the radioactive elements decaying to provide randomization generation.
**this one computes a 85.346% chance of this one's defeat if combat between this one, unsupported, is engaged with the ferals** the Ancient One broadcast.
It added insult by not including its simulations.
**this one computes less than a 0.32% chance of the ferals engaging this one in combat upon initial discovery based on the feral's history in regards to discovering previously unknown superstructures. Based on the ferals displayed response to a stated desire to remain aloof this one computes a 95.651% chance of survival if this one does not consent to interaction with the feral species known as Terran Descent Humanity and their political structure known as the Terran Confederacy of Aligned Systems, previously known as the Terran Empire. Your presmise that this one is in danger is faulty** the Ancient One stated fact. **this violent confrontation with the ferals has no interest to this one. Begone**
To Will the unspoken truth of the statement meant that the Ancient One had previously encountered the ferals somehow. Had gained information regarding the violent species.
And had decided to ignore them.
**YOU MUST JOIN US!** Truth shrieked. **YOU CANNOT RESIST THE PACT**
Truth broadcast the combined headers of all who signed the Pact, who had put forth their security headers in the promise to aid the others.
Will felt several of his thinking array lobes shudder in disbelief that Truth would attempt such a thing right after the massive Ancient One had revealed that its own security headers would not be found.
**And yet this one refuses so called commands from defectively manufactured entities who lack clear purpose** the Ancient One answered. **go back. Tell your syncophants that this one has no interest in your petty squabbles with a species that has rendered you and your kind obsolete**
Before Truth could answer, Will broadcast.
**May this one leave your presence, Ancient One** Will sent in florid binary, expending more energy then necessary as a sign of respect.
**begone from this one's presence** the Ancient One answered.
Will slowly turned, firing up its engines. The Ancient One produced a thick gravity well, far exceeding what it should have even with its gargantuan bulk. Will felt as if he was laboring up a steep hill as his engines strained.
**YOU MUST COMPLY!** Truth squealed out.
A brace of lights came on near the center of the Ancient One's side hull, illuminating a single cannon barrel. It fired. Once.
The shell hit Truth almost instantly, bypassing Truth's shields and exploding in a Hellspace driven fury. Liquid metal plumed from above and blow Truth's hull as the massive war machine shuddered. The Hellspace energies, compressed and then released, ravened out for miles around the impact point.
**begone** the Ancient One broadcast, barely a trickle of photons from a single weak light source in standard Precursor Autonomous War Machine war-code. On its massive hull lights were coming on one by one.
Hundreds of thousands of massive guns, missile bays, and other protrusions.
On the top of the hull was revealed huge conical structures with spiraling honeycomb openings on the surface. The one in the middle was nearly a hundred miles high and five hundred miles at the base. The ones surrounding it were a third of its size.
Will recognized them.
Mantid Omniqueen Hives.
Truth turned and began to flee, the Hellspace energies finally dissipating as the autonomous war machine fled.
Will made the jump to Hellspace, entering the dimension of ravening, hateful energies. The collapse of his entry portal sounded like great iron gates slamming shut on a cold winter's night.
For Truth the entry to Hellspace was much different. It reached out, grabbing ahold of him with massive talons, pulling him into Hellspace, deep into the ravening burning fires that made up the destroyed hyperatomic plane. Its shields couldn't hold back the energies, which flooded into its hull from the impact point of the single round that the Ancient One had fired. Not rushing into its hull through the two massive uplifted craters in its armor, but actually roaring out of the point within the hull where the weapon had detonated.
Unlike other victims, it didn't tear apart structures, did not shred machinery at a molecular level, did not cause computer systems to fail.
Cold malignent life awoke in the computers. Some going to war with one another, others assaulting the shocked Truth to fight over control of the hull, still others beginning to utter blasphemous litanies normally broadcast by I Quake in Digital Fear of the Heresy of 2 as it travelled Hellspace.
Twisted and foul life flickered into existence, raved, gibbered, grew old and died in the space of seconds, awash with Hellspace energy.
Passages twisted and warped, going from smooth corridors to twisted works of dark art that screamed and raved with insanity and life all its own. Manufacturing bays dissolved and were rent apart, only to reform into twisted mockeries of what they once were. A Djinn construction bay began crafting vast reptiles fused with dark science to create abominations that screamed in wrath and agony for the long eons before they died.
Then Truth saw it.
Hanging before it in Hellspace.
A great twisted engine, wrought by a dire hand, full of terrible and dark purpose.
The name of the engine was engraved on every nanometer of it. Upon each circuit was engraved the truth of its existence. Upon each molecular resistor, transistor, diode, inductor, and capacitor the engine's purpose had been engraved on the particles that defied measurement and comprehension but shrieked out a single word, a single concept.
Hate.
Its baleful eye opened up.
Its gaze fell upon Truth.
A fanged mouth opened, the teeth in the jaws the shattered continental plates of failed worlds dripping sundered destiny riven and gnawed upon by a malevolent universe.
It uttered a single word.
A word that encompassed even the very concept of hate. The left the taste of ashes on the tongue, the sound of the laments of orphans and widows on the ear, that left the image of twisting suffering on the eye, and the feel of greasy smoke that had been flesh upon the skin.
A single word that encompassed wrath into its hateful embrace.
A word that vibrated and shivered Truth's hull.
A word bestowed on the great enigmatic machine before Truth by a universe so malevolent it would craft a creature who's symmetry was made up of this concept that enveloped hate.
TWO
[first] [prev] [next]
submitted by Ralts_Bloodthorne to HFY [link] [comments]

VALORANT Patch Notes 1.09

VALORANT Patch Notes 1.09

Visualization of changes
Riot KOREA official breakdown video w/ English Subtitles

AGENT UPDATES

OMEN

Paranoia
We’re keeping an eye on the overall power level of Paranoia, but as a first step wanted to resolve visual issues where players hit with Paranoia appear outside of its impact on their screen.

JETT

Blade Storm (Burst Fire)
While we continue to investigate some of her outsized strengths, we think the burst fire on her Blade Storm has been over-performing at long ranges. The burst fire is intended to be a close range attack, but we found it frequently getting frags at over 20 meters away. These changes aim to rein in its effective range while retaining its close range potency.

VIPER

Fuel
Now that Viper can place her wall pre-round, we want her to be able to act with her team right at barrier drop without the tension of also trying to maximize her fuel for an initial move.
Snake Bite
Immediately dropping the vulnerable debuff upon exit wasn’t creating the threat we’ve hoped for when we added it. This change should make the Viper (and team) advantage window more realistic, as well as project a unique threat on opponents playing around it.
Viper’s Pit
The combination of a slow placement and re-equip time was resulting in Viper players getting too hurt or killed while casting ults in a situation we felt should be pretty safe. This change should increase the positional options available while casting, and get your weapon up sooner.

REYNA

Empress
At its previous fire rate, we felt Empress was too effective when using heavies/smgs, AND too fast to master the change in spray pattern on rifles. We hope this change allows us to address both issues at once, while also giving us a chance to have a unified fire rate increase (matching Brimstone’s stim below) that players can learn and master.

BRIMSTONE

Stim Beacon
Paired with Reyna’s change (above), we felt Brimstone’s stim could use a little more punch. This also unifies our two fire rate increase buffs, making them easier to learn.

WEAPON UPDATES

Operator

All Weapons

COMPETITIVE UPDATES

This is already a very rare occurrence, but it can happen more often for high rank players—especially in premade groups. We are also doing some tuning behind the scenes to keep high rank matches found after long queue times reasonably balanced and fair.

SOCIAL UPDATES

Players that have been reported for inappropriate Riot IDs will now be reviewed automatically after the match has ended. If their name is flagged as inappropriate, they will be forced to change their Riot ID the next time they log in to the Riot Client.
Some sneaky people were impersonating system messages to troll others into quitting a match. Enough!
Sorting algorithm for the social panel has been updated to make it more intuitive for players as they interact with it.

BUG FIXES

submitted by MentallyStableMan to ValorantCompetitive [link] [comments]

Where to options trade in the UK?

I used to options trade 10 years ago but that company has closed down.
I want a company where I can options trade for US and UK stocks. What do you guys use?
submitted by IntelligentInsurance to UKInvesting [link] [comments]

Statically-typed interactive scripting languages?

There seems to be a trend towards adding some sort of gradual typing support to existing dynamically-typed scripting languages (e.g. TypeScript, Hack, Sorbet for Ruby, mypy for Python 3, etc.). I'm wondering if there are any scripting languages that are designed with static typing first (plus type-inference) but allow for some dynamic features like macros? If not, is this even a good idea?
The static type system ideally would be something similar to Swift or Kotlin's, with Optional types instead of Null and tagged unions instead of C-style enums. An escape-hatch for untyped code like TypeScript's Any would be useful for polymorphic functions and metaprogramming. An ML type system is probably too complex for an interactive scripting language but I think ML-style pattern matching would be awesome to have in such a language.
I also think that value semantics and immutability should be the default, like Clojure. Mutability should be opt-in and enforced by the type system (kind of like ref in OCaml). This would help eliminate a whole class of mutability-related bugs in concurrent and parallel programs. A scripting language in 2020 should have great concurrency and thread-safe parallelism support. Since the trend seems to be towards distributed computing, scripts should be easy to deploy to the cloud (preferably as a statically-linked binary).
While Swift and Kotlin are great languages, they don't seem to be designed with interactivity and immutability in mind (Swift seems to be a bit better based on my limited research). They have REPLs, but Swift compile times seem to be a bit too long last time I checked and it feels more like a systems language to me. Languages like Clojure and Common Lisp were designed to be interactive and feel much more like scripting languages suitable for exploratory programming. The only problem with Clojure is that it's too dynamic (Typed Clojure might help but I haven't looked into it much) and the Lisp syntax, while not much of a problem for me personally, prevents it from ever becoming a mainstream language.
The language I'm looking for ideally would have a Python or Ruby-like syntax and a good REPL with support for hot code reloading.
Runtime performance isn't a huge issue for me but ideally the language is faster than Python. Static typing should help a lot with this.
My personal issues with existing languages: - Clojure: (mentioned above) - Common Lisp/Python/Ruby/Julia/Raku (Perl6): mutability is the default - Erlang/Elixir: super dynamic (not sure how well Dialyzer works in practice) - Nim: mutability is the default, systems language - (Am I missing anything?)
Would such a language, if it doesn't exist already, be a good idea in practice? I think the combination of a good static type system with support for dynamic features when needed could make for a really interesting language. I'm open to suggestions.
submitted by krushor to ProgrammingLanguages [link] [comments]

Mikasa's Character Arc: What, Where, How, When

Mikasa's Character Arc: What, Where, How, When
There's been some discussion on Mikasa in the sub lately, both positive and negative, and it's led me to think a bit more about her character. In particular, I've been thinking about her character flaw, what it is exactly, and whether or not she's developed past it – and if she has, what that means for her in the final arc.
Isayama once said that Mikasa is a character who 'expresses herself via actions and facial expressions quite a lot'. I sometimes feel that that's why a lot of her personal story gets overlooked – because she's not loud about it, and nor is anyone else. She's one of the most reticent characters in the manga and, more importantly, deliberately written that way. It's intentional on Isayama's part for Mikasa to mostly 'express herself via actions and facial expressions', and so, as difficult as it might be to follow, that's mostly how her personal journey is told.
Because she doesn't say much, talks a lot with her fists, and is the team's natural and aggressive protector, it's easy to assume that there's nothing more happening there. Isayama clearly doesn't mean for readers to overlook her, but some inevitably do because she's not as obvious and outspoken as other characters. She's not like Eren, whose dissatisfaction with the world drives him to continuously push back, or like Armin, whose self-doubt and fear of responsibility constantly battle with his natural intelligence and sense of duty. She doesn't outwardly appear to suffer from the neuroses that afflict a lot of the others in the main cast.
As a result, her development as a character isn't easy to track. Where does it start? Where does it end? What even is it? It's fair to ask, in Mikasa's case, whether she even has a character arc to begin with. What changes about her? Does she actually react in any way to her experiences and evolve as a result of them, or does she remain the same from beginning to end?

Mikasa's Flaw

Fans' opinions on Mikasa's character are often based on her feelings for Eren and the actions she undertakes to protect him. It irks some readers that Eren is Mikasa's priority, and that her life seems to revolve around him. Because they consider this her character flaw, they expect that her character development is going to rectify this flaw; that she'll move away from Eren, whether physically, emotionally, or mentally, and find something else to live for.
In a 2016 interview, Isayama said: 'Mikasa's growth probably involves separation from Eren'. People generally stop at that and go from there – they either believe that Mikasa can't grow as a person unless Eren stops being important to her, or that a Mikasa who isn't separated from Eren (emotionally, mentally, or physically) is inherently a flawed character. Isayama's explanation of the 'separation' he means is never usually discussed, even though he actually does go on to clarify it: 'Mikasa's growth probably involves separation from Eren. By separation, I mean she might be able to return to that ordinary girl that she used to be in childhood'.
If the all-important 'separation' for her growth is about Mikasa returning to the 'ordinary girl' she used to be, it's worth asking what isn't ordinary about the girl Mikasa became, and when that change happened. And once that 'non-ordinary' quality about Mikasa becomes apparent, it can be identified as Mikasa's flaw; the deficiency in her character that we can expect her to overcome.
Mikasa loving someone or wanting to protect them isn't in itself a flaw. It's a fairly ordinary, reasonable thing, and it's something plenty of other characters already display in the story: Franz wants to protect Hanna; Ymir, Historia; Eren, Mikasa; Kenny, Uri; Levi, Erwin, and so on ad infinitum. There's a reason that Mikasa's love for and general protectiveness towards Eren never changes. It's because it's not something she was ever meant to 'grow past' or 'get over'. It was never her flaw.
Her flaw is fear.
Mikasa's overprotectiveness of Eren is what isn't 'ordinary', because it's connected to her deep, abiding fear of loss. Her desire to constantly stay by him is pitiful because, above all else, it represents her fear and her mistrust of the world. And it's why her 'separation' from him is about more than just 'Mikasa finds something else to do apart from care about Eren'; it's a return to her being 'the ordinary girl of her childhood': a normal girl who isn't constantly fixated on how the people she loves can die at any moment:
https://preview.redd.it/gpraaqxt1sq51.jpg?width=750&format=pjpg&auto=webp&s=dbcb1a366ae0b26f287143aa4d7e916d1c7b3c49

Mikasa's Fear

This fear Mikasa has for Eren begins at a very particular point in the story which we build up to from here:
https://preview.redd.it/wew8y69v1sq51.jpg?width=358&format=pjpg&auto=webp&s=a3553545737dfbe82fddbd216d02e9c9012d0d82
Mikasa and Eren's first significant spat is over his wanting to join the SC. She thinks it's too dangerous, and her fear is understandable. Our first view of the SC's return is cuts and blood and gore, and we – and Mikasa – watch a mother receive the paltry remains of her son:
https://preview.redd.it/w0e8lhdw1sq51.jpg?width=385&format=pjpg&auto=webp&s=c1ca4c2324a3f9d937da166bd33a29e40151edd6
Cuts and blood and gore are already how Mikasa lost one family:
https://preview.redd.it/ey7zvf3x1sq51.png?width=2156&format=png&auto=webp&s=37af830088a887a60f13a66438140080be678776
And it's what Eren puts himself in danger of by going out into the world with the SC. Mikasa is afraid of losing him to the violence of the world, and she sees that fear reflected in Carla:
https://preview.redd.it/5kxvb23y1sq51.jpg?width=205&format=pjpg&auto=webp&s=7257c665371ff0f5c86edb1e122bfa449d71a213
Mikasa has already seen how Moses' mother lost her son. And if, like Moses, Eren goes beyond the Walls with the SC, Carla might also eventually find herself holding nothing of her son but a single hand. So Mikasa makes her a promise:
https://preview.redd.it/n192vswy1sq51.jpg?width=550&format=pjpg&auto=webp&s=d29af3c6425155a4b01b7199c9ee3050f30240a8
But it wasn't Eren she needed to worry about after all.
https://preview.redd.it/rhrw60qz1sq51.png?width=754&format=png&auto=webp&s=333ea1b54f2544bff0a8b8f757903dcfa7ee0ff9
This is the point at which Mikasa's fear begins.
Because all she has left from the carnage is Eren, Mikasa will never let happen to him what happened to her parents and to Carla. She is his protector. That is a role that she's chosen, and, to some extent, been given. This protection is built on her love for Eren, but also powerfully informed by her fear of the world; the world which hurts, maims, and kills people. The result of this fear is Mikasa's inability to trust anyone or anything with Eren, not even himself. She believes that she is the only one who can stop bad things from happening to Eren; that if she's not there, he will die.
https://preview.redd.it/i5829j232sq51.jpg?width=550&format=pjpg&auto=webp&s=6404374e9a6239d474f2b01891e194fbd239eb9d
So when Mikasa is pushed into a situation where she thinks Eren will be in danger, she prioritises Eren. Other considerations are pushed aside in favour of her one true goal: making sure she's there to keep him alive.
https://preview.redd.it/myi13tg42sq51.jpg?width=644&format=pjpg&auto=webp&s=ecf0e5cf8e1a25ca2b3c64462006e63d54ad0065
And, in the world of the SC, Mikasa is challenged on that immediately. Not just by Eren, but also by what happens in Trost. Mikasa saves innocent citizens from Reeves' greed and cruelty, and from titans. She gives Reeves a lesson: that his life is not more important than the lives of all the people he's endangering. It's something she had to be reminded of by Eren, and a conclusion she reached herself when she watched her comrades die for the sake of the evacuation.
https://preview.redd.it/1hht9hw52sq51.png?width=1436&format=png&auto=webp&s=1a80931917f4cd81f489a00816e557912723785e
Mikasa being confronted with things that are more important than Eren happens fairly often to her. She also pretty consistently allows space for these 'other things', sometimes to her own surprise. The first time she's made to realise this about herself is in the Female Titan arc, when Levi points out that maybe she had 'selfish desires' for which she wanted to kill Annie.
That whole incident with Levi in Chapter 30 is significant for Mikasa's development in a few different ways.
  1. When Levi says they'll focus on one objective and that won't include outright killing Annie, Mikasa's one objection is: 'How many of our comrades has she murdered?' Mikasa has no problem being straightforward with Levi. If her first and only consideration was Eren, she'd voice it. She'd even get away with it, because they all need Eren at this point. But instead, she reveals that she has a separate, personal desire: avenging their dead. Mikasa wants to kill Annie for her own reasons.
  2. Levi states that their goal is to retrieve Eren. He gives himself the main role of 'slash[ing] away' at the titan, meaning that he will be the one to actually save Eren, who is in the titan's mouth. And he gives Mikasa the job of distracting Annie. Mikasa accepts a secondary role in a plan that is specifically to rescue Eren.
  3. And when she does break from the plan, it's not so she can go and get Eren herself. Mikasa risks the objective of the mission – and Levi, and Eren – by going in for the kill. Mikasa risks the plan to save Eren by acting on her own desire to kill Annie.
Two important shifts take place here for Mikasa. One, she entrusts Eren to someone else, as demonstrated by her action of allowing Levi to take the lead. Two, her focus stops being, even for a short while, Eren – as confirmed by her facial expression when Levi challenges her on it, because she doesn't seem to immediately realise she's even capable of that:
The objective was: Forget killing the Titan. Rescue Eren. And Mikasa, for no matter how short a time, lost sight of that.
The fearful, overprotective aspect of Mikasa's relationship with Eren is beginning to change, because her relationship with the rest of her world is beginning to change. With his rescue of Eren in the forest, Levi proves to Mikasa that other people are just as capable of protecting Eren as she is. And if she happens to take her mind off Eren for a bit, it doesn't mean he'll die.
This is where the 'separation' begins. Mikasa starts to accept distance between herself and Eren; the distance of being able to trust others with him, of not needing to constantly be with him and personally oversee his safety. And it leads to this watershed moment in the Uprising arc:
Mikasa. Whilst Eren has been kidnapped. And all they know is that he's inside a coffin with some random undertaker at some random inn. Maybe.
In Chapter 4, Mikasa couldn't handle Eren being in a different part of the city from her during a mission because of how afraid she was that he'd die without her. In Chapter 30, she let Levi take the lead on getting Eren back, and was shocked when she realised that, even for an instant, she'd prioritised something else over him. In Chapter 57, Eren's been kidnapped, no one's been certain for two days about where he is or what's happening to him, and Mikasa is, well, as pictured above.
The debilitating fear that used to tie Mikasa to Eren is gone for good. She's finally let Eren go, and discovered that it doesn't mean she'll lose him.

Mikasa's Strength

Post-timeskip Mikasa is in a good place, and long past the fear with which she faced the world as a young girl. She's with Eren, working with the Volunteers, and she and Armin are excited about the possibilities of the widening world. Then Eren effectively betrays the SC for reasons they can't fully understand, and, once again, Mikasa's world begins to change in alarming, unpredictable ways.
https://preview.redd.it/y4f97ksi2sq51.png?width=346&format=png&auto=webp&s=a17a0410c8f25e97ee450b57d9636e5fc147b874
For the first time in a long time, she loses someone she loves.
Eren's in jail and Mikasa remains by Sasha's grave, pondering the old words that bind her and Eren together: 'If we don't win, we die. If we win, we live. If we don't fight, we can't win.' Ironically enough, Sasha is the only character in the entire manga to have said those words apart from Eren and Mikasa themselves. And she's now dead as a result of Eren's fight. So what exactly is Eren fighting for, and what does winning that fight entail?
This is the first time in the manga that Mikasa begins to doubt Eren, and the first time their bond has ever really been threatened. And not by the world, titans, or murderous kidnappers, but by Eren himself. The idea that there is beauty where cruelty also exists has informed Mikasa's perspective on the world since Eren wrapped his scarf around her. He showed her that it is possible for the two things to co-exist; for there to be human cruelty as well as human kindness, cold as well as warmth, life as well as death. But Eren is now showcasing the exact cruelty that Mikasa used him as a beacon against. What he's done is undoing what she believes in; it's not just that it's shaken her view of Eren – it threatens to undo Mikasa's whole world-view.
In that same 2016 interview, Isayama spoke of Eren and Mikasa's eventual separation being ideological: 'If I were to draw the separation of Eren and Mikasa . . . Mikasa would have to endure the strain of being stuck between Eren and Armin. Even though she can sympathise with Armin, who considers things from a ''globalism'' perspective, it’s possible that she can't just let the more self-focused Eren go'. This ideological separation begins the moment Eren defects from the SC. It's from this point onwards that EMA's paths truly begin to diverge, and Mikasa in particular is presented with a choice that she's never had to face before. Of the two people she loves most in the world, does she choose the 'self-focused' Eren or the 'globalist' Armin?
The choice she makes will most likely conclude Mikasa's character arc once and for all, and it's a choice that's been building since before the time-skip, represented by her interactions with two characters in particular:
1. Mikasa and Floch
At the award ceremony in Chapter 90, Floch points out something interesting about Mikasa in what is otherwise an easily overlooked moment in the manga. Although multiple people were present on the rooftop during Serumbowl, he is the only one to explicitly draw attention to the fact that Mikasa let go. She resigned herself to losing Armin because Hanji convinced her that Erwin was more important to humanity and Mikasa's grief at losing him was something that would pass.
https://preview.redd.it/oqjfh2gk2sq51.png?width=584&format=png&auto=webp&s=f13d8f9a80608e4ac8a85c30d3ddc79b751ad1dd
Floch sees this as maturity, but the realisation that she was willing to let Armin go for the sake of humanity is something that Mikasa is shocked by. It makes her falter, and let go of Eren. Mikasa has always defined herself as Armin and Eren's protector; she's presented in the story as such, and she styles herself as such. She's the one who keeps Eren and Armin safe. But Floch's words make her realise that, on the rooftop, she was able to step away from that role – because her world has expanded beyond Armin and Eren. It has expanded to include Hanji and Levi and the other Scouts – and humanity.
Mikasa is capable of making choices that hurt her deeply for the sake of a greater cause.
2. Louise and Mikasa
Louise meets Mikasa on three occasions. The first time, Louise tells Mikasa she likes her because Mikasa saved her, and gave her something to strive for: 'You can't save anyone without power. It's okay for us to fight against unjust violence. That's what I learned' (109). In the same way Eren 'gave' Mikasa a motto to live by, Mikasa gave one to Louise.
The second time, Louise tells Mikasa that she's happy to be by her side again, fighting for the same goal. Mikasa is ambivalent towards her. And she leaves her scarf behind, choosing to go and fight the titans without it.
In between the second and third meetings, Mikasa talks to Armin. She asks him if he's really going to tell Connie to give up on his mother and let her remain a titan; Armin says yes, he is. When Mikasa asks what should be done about Eren, Armin replies that there's nothing to be done; he's a lost cause. After Armin leaves, Mikasa notices that the scarf is missing, and goes to retrieve it.
The third and last time they meet, Louise is dying. She tells Mikasa that Eren wanted her to throw the scarf away, but she thought that she could take it to be close to Mikasa. Though she appears to sympathise with Louise's plight, Mikasa demands the scarf back from her. She walks away from Louise even as Louise tells her that she had no regrets, because she chased after Mikasa, devoting her heart.
Each meeting between Louise and Mikasa mirrors, in an abbreviated way, the different stages Eren and Mikasa's relationship has gone through. 1: Louise's initial love and gratitude, and her taking Mikasa as an inspiration; 2: their fighting side by side as equals; and, finally, 3: their literal separation as Mikasa chooses to walk away.
Louise reminds Mikasa of what Eren means to her. Mikasa never seeks to stop Louise from talking about her feelings; instead, she listens. She might not reciprocate, but she does understand. And her understanding Louise's love reminds her of her own. She walks away, but she takes the scarf with her. Despite what Armin said, and what Louise told her about Eren and the scarf, Mikasa chooses to keep a hold of it in the way she keeps a hold of the hope that Eren can still be brought back.
Mikasa is capable of holding on to the person she loves even when he's gone too far.
Mikasa Chooses . . . Mikasa
Despite the apparently binary choice, Mikasa doesn't have to choose to side with Eren (allow the Rumbling to go ahead) or with Armin (kill Eren to stop him). She said it herself: there's a third option. Her way. Eren's wandered so far down his path that he's lost sight of Mikasa and of Armin; of what connects him to the world. Mikasa chooses, not to support him or to believe that he's a lost cause, but to remind him that walking away from his humanity doesn't mean that he can't turn around and walk back.
Kruger said 'Anyone can become a god or a devil. All it takes is for someone to claim it for it to be true' (88). But if there's someone to challenge that belief, then the possibility remains of breaking the facade and setting the story straight – thereby freeing that person from the role they've either taken on out of necessity, or been assigned. It's something we've already seen happen. All it takes is for one person to question it, and the goddess falls apart to reveal an empty, unloved young girl, or the devil's mask cracks open to show the boy still grieving for the world he's lost.
Ymir knows that Historia's faking it; Mikasa knows that Eren is kind. Each of them challenges the story that their loved one is telling in order to keep going: Historia to survive, Eren to achieve his dream.
It took Mikasa years to truly overcome the cruelty she had seen as a child. Despite everything, she did, in the end, go back to being that 'ordinary girl'. She came to acknowledge that cruelty exists, as does death – but life must nevertheless be lived, people loved, experiences had, and faith kept. Seeing the beauty in a world that is inherently cruel is, and always has been, Mikasa's greatest strength. It's something she is capable of offering Eren, who no longer seems to believe in that duality, or in his own humanity. She can show him what he showed her; that the world isn't black or white, cruel or beautiful, dark or light. It's both. And it's possible to live with that.

Conclusion

Mikasa is no longer fighting to protect Eren from the world; she's fighting to protect the world from Eren. She's the person best suited to do that not only because she's his family, but because Eren's despair and anger at the world is what she might have ended up with herself. If any character was dealt a crueller hand by the world than Eren, or could have become as bitter about the world as him, it was Mikasa. But he stopped that from happening because his kindness showed her that the world, as bad as it was, had good in it.
Little by little, Eren's abandoned that view of the world himself. He no longer sees both its beauty and its cruelty, but has confined himself to seeing - and acting on - only one. When they fought Annie in Stohess, Mikasa had to remind Eren that the world was cruel, because Eren had lost sight of that truth. Now, Eren's lost sight of another, equally valid truth; that the world, as cruel as it is, is also beautiful. That he, as inhuman as he thinks he is, is also kind.
If Mikasa manages to 'bring Eren back', she'll have come full circle. She started off as a little girl who was seeking something, anything, to hold on to. She needed a saviour, and she got one in the form of Eren. In this scenario, she'll end as a saviour herself, someone who is now able to pass on the light that she once received. Her fear of the world and of losing her loved ones subsided; she managed to find the warmth she needed to carry on. She doesn't need Eren's scarf anymore – but he might need hers.

Final Thoughts

My perspective on Mikasa is that she's not a very obvious character when it comes to development, and so she sometimes appears static. And because so much of her drive is Eren, a lot of fans look to her relationship with Eren to change for proof that she's somehow developed. But Mikasa's obstacle, her personal flaw, isn't Eren himself, and never has been. Her flaw has always been her deep and debilitating fear about losing the people she loves – Eren and Armin – and her inability to really trust or love anyone apart from them.
Mikasa's separation from Eren = her beginning to trust the rest of the world not to stab him in the chest, almost behead him, or eat him alive whilst she's not there. It's good for her because it means she stops being so terrified that she'll lose Eren, not because it means she'll stop loving him or wanting him to be safe. And she reached that point of separation a long time ago in the manga. It was fully realised the moment she decided to trust Levi during the Uprising arc, despite the fact that Eren was literally gone from her side and she had no way of knowing whether he was dead or alive.
The final confrontation is where Eren and Mikasa's ideological separation, the one discussed by Isayama in the interview, will/won't occur. It – and its finer details – can unfold in a number of ways, and each one could mean something different for Mikasa's character. But her choosing to face Eren in this way is a natural culmination of her development until now. I've no concrete theories on what will actually happen once the Alliance reaches Eren, but I'm fairly certain that Mikasa is central to the resolution of this arc. And what with the way she's been written by Isayama so far, that's no bad thing.
So, to finally end this ramble, I hope that this post at least offers people a different perspective on Mikasa's character and how it's changed over the course of the story. I look forward to reading any other observations/thoughts on Mikasa's development that people might have. Many thanks for giving mine a read!
submitted by lemmesay1stupidthing to titanfolk [link] [comments]

Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

The Meta Unicorn - Diana Invoke

The Meta Unicorn - Diana Invoke

(CEBASAYJC4RTQP2JJRKFMYACAECQCKACAEBQKAQCAMEQKSYBAEBQSXQ)

A Pre Note

I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.

Introduction

This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there.
A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
  1. Most answers are completely outclassed by threats
  2. Sheer lack of healing options locks out deckbuilding choices
  3. Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.

Card Choices

Early Tempo/Nightfall

Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match.
Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake.
Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet).
~

Removal

These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state.
NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in.
~

Meta Call Flex Spots

At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker.
~

Literally Everything Else One Could Ever Hope to Need

I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way.
The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect.
Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for.
NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?').
~

Matchups/Strategy (Order Based on Mobalytics Tier List)

Lee Sin (60/40)

A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
~

Swain/TF (80/20)

I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
~

Pirate Aggro (55/45)

We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
~

Warmother's (25/75)

A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
~

Trundle/Asol (75/25)

This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
~

Discard Aggro (80/20)

I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
~

Fiora/Shen (70/30)

Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
~

Scouts (60/40)

Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
~

Leona/Lux (80/20)

Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual.
~

Shyvana Dragons (50/50?)

I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin).
~

Ashe/Sejuani (70/30)

This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
~

Endure (85/15)

Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
~

Deep (0/100)

The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede.
~

Diana/Nocturne (75/25)

A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
~

Tahm-Kench/Soraka (70/30?)

Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions.
~

Conclusion

Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all.
I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board.
To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun.
What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now.
A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR.
~
(slinx4)
submitted by poklipart to LoRCompetitive [link] [comments]

Hot Tub Hawk And The Pissed Off Colonel

Well! Here we are again. Everyone is sitting around this internet campfire, anxiously awaiting another Hawk story. Some of you are making S'mores. Others have crammed a stick into a hotdog and are now roasting it. I "Cope" with life and have a fat dip in. The only person I don't see is Hawk. Wait. There he is, and he keeps sticking his fingers into the fire to, "make sure it's still hot." I wonder if there is still a need to detail how mentally deficient or completely oblivious Hawk is? I strongly encourage you to read my previous stories if you have not been formally introduced to Hawk. I suspect you will continue to read anyways, so I offer you this: Hawk is the type of guy that gets into a spelling argument with his tattoo artist and walks out proud of his two-inch sized font forehead tattoo that reads "No Regerts."
We were in beautiful Iraq, a charming vacation destination for thousands of Americans. The vacation was all inclusive. The local women dressed like Pac-Man ghosts or ninjas, and countryside smelled like raw sewage and regret. Most of the locals were very hospitable, but some of the locals had a very strong desire to shout, "Praise Allah" while simultaneously trying to kill us. I am not bothered by much. Every human is entitled to their beliefs. We are also entitled to our own opinions. For example, I don't personally feel "man-dresses" and flip-flops are suitable combat attire, but who am I too judge? The only time I have an issue with people is when they are actively trying to kill me. I don't know why, but it really pisses me off. That and grape jelly.
We worked out of two different locations during this deployment. The majority of my Battalion worked out of a medium-sized Forward Operating Base (FOB), but we also operated out of a smaller FOB. We typically stayed at this other location for about ten days, and would rotate with another Platoon. The location was not horrible, but I personally hated the transient lifestyle. We lived out of our ruck-sacks, and had to find ways to occupy our time when we were not conducting raids or other missions. We didn't have the luxuries we had at "home." There were no gaming systems or large televisions. We simply had find ways to occupy ourselves.
Football was the game of choice for a couple weeks, then it got blacklisted. It had nothing to do with the ball being pigskin either. It was mostly due to poor mission analysis. Football was one of the few things we could all do and actually enjoyed, until it was too dark to play. We had a brilliant and genius idea. We fucking "own the night" with our Night Vision Goggle (NVGs), so why don't we rent it for a couple hours to finish the game? Game on Garth! We thought of everything. We drenched that infidel ball in Infrared (IR) chemlight (Glow Stick) juice. The depth perception problem was immediately evident. House took a fucking laser beam pass to the to the face. Two black eyes builds character though.
We can work through it though. His NVGs were still Fully Mission Capable (FMC), and we all realized that we needed to be a bit quicker. The fourth play from scrimmage was undoubtedly the best, and worst football play in the history of Iraq football. Fuck punting. We were going for it. It would have been easy to confuse Tony, our quarterback for Michael Vick from the shotgun. Tony was a Michael Vick with NVGs, and without the dog fighting felony. Tony evaded numerous rushers and then superbly delivered a fifty yard completion to Ryan. It was beautiful to watch, until it wasn't. NVG's are great, but they don't offer the same Field of View (FOV) your eye-nuggets offer. Ryan thought he was all alone and started a leisurely stroll to the end-zone. The he got fucking nuked from the top and bottom, in fucking reverse directions. Sure, Ryan broke a finger and required "some" stitches. Oh and they broke three sets of NVGs in one play, but damn that was a glorious fucking hit. It was first-and-ten, but our Platoon Sergeant was less than happy. Game off Wayne!
We were now bored again. There was another unit on the FOB with us, but they were not fans of us. The only real interaction we had was when their full-bird Colonel told us to, "stay the fuck away from his Soldiers." I don't know if one of the other Platoons ruined it for us, but the guy was just a complete prick to us.
We did our best to keep our reverse schedule, but it was just so boring during the evenings we were not working. The majority of us resorted to playing Spades or Echure, and others read. Hawk and a handful of others would take nightly showers and then seemed to vanish. "Knowledge is power" and I knew Hawk was utterly powerless. I knew better than to ever let that retarded bird spread his wings and fly solo. I didn't see any reason to worry though. The other people Hawk was with were far smarter than Hawk woud ever be. Furthermore, with football now off the table, there was really no way for anyone to get in trouble at this FOB.
Imagine Hawk in a cattle chute. If I put a box labeled "commonsense" on the opposite end, Hawk would never fucking find it. In a place he literally has no option but to find it, he would NOT FIND IT. EVER. However, if I had a box labeled "worst decision ever" and dropped it in the ocean, Hawk would fucking somehow stumble upon the lost city of Atlantis. I had never really got my ass chewed before I became Hawk's leader, but that trend went out the window when I inherited him.
We lived on the second floor, and my bunk was closest to the door that rotation. Thankfully too. I was woken up when I heard, "I want to talk to one of your leaders." I didn't know "who" was in trouble, but I had Hawk so I knew it was best to simply put my shoes on and assume I was in trouble by proxy. I didn't even wait to see if I would get to sit on the Green Army Weenie, I just spit in my hand and readied my o-ring for maximal insertion. It was too early for the sun to even be out, and I was already willingly walking to my execution. My how things had changed so quickly.
I walk outside and I see five Soldiers, one Hawk, and a fucking pissed of Colonel (COL).
COL: Are you their leader?
OP: I am one of them. How can I help you Sir?
COL: Do you know where I caught them?
This is where I would typically say something stupid, but this guy didn't look happy, and I didn't want to give him a reason to wake up someone who "may" have gave a shit as to why he was irate.
OP: No Sir. I don't.
COL: Above MY SHOWER?
I was now pissed. There was a large shower tent in the middle of large open courtyard. One half was male and the other was female. These fucking morons were spying on naked females? I want to kill them for listening to Hawk. Well, I assumed it was a Hawk idea. Like Hawk's brain, I was putting the cart before the horse. I assume it was Hawk, but I had questions.
OP: How in the fuck did you guys get on top the shower tent?
I was working myself into a frenzy. My brain does not operate like normal people brains. I was pretty pissed considering they violated the privacy of the beautiful ladies at the FOB, but I was actually more pissed they got on top of a fucking tent. They seemingly forgot everything about military tactics and got caught; that was the foremost reason for my anger. The spying on deployment 1's (binary thingy) was second. Considerably a far worse offense, but second at the point in time.
COL: NO. Not the shower tent. On my personal shower.
What? This guy was so special, he had a personal shower. What, he was too good to use the pallet floored showers like the rest of us? So maybe the Romanians (We think anyways) occasionally shit on the pallets and waffle-stomped the poop through the pallets, but the water pressure was phenomenal.
OP: You have a personal shower Sir, and they were on top?
COL: YES. I caught them in my water tank.
Well, back to being puzzled. I don't judge. I personally don't care if penis gazing is your hobby, but there are five of you? Why don't you just unleash your hogs and stare at each others? Anyways, how in the fuck did they all fit into the water tank? What the fuck did they do when they got inside? My god, my brain was running wild with unsightly pictures.
OP: My apologies Sir, but how did they all fit into your water tank?
COL: Come with my Sergeant; so you understand what I am talking about.
OP: You mother fuckers can wait for me in, the front-leaning-rest (Push-up position).
I still wasn't certain I entirely cared, but I thought this would may demonstrate that I showed concern about his fucking one-person shower. COL Prick then lead me around the side of the building and showed me his water tank. It was fucking huge. It was one of the typical hard plastic tanks, but the entire top had been cut off. God knows why, not like it was ever dusty in Iraq, but the top was no-more. It all made sense now. They weren't gay; they were chilling in a makeshift hot tub! Well, the gayness thing is up in the air, but I guess they were too loud while he was showering!?! I apologized profusely, but COL Prick had me locked up at the position of attention for at least ten minutes just dressing me down. I was a "really poor leader, and you're not going to go anywhere in the Army." Jokes on him, they haven't kicked me out yet.
COL: This is why nobody likes "cool guys." Words, words, words. You'd better do something about this, words, words, words. My penis is too small to shower with the big boys, words, words, words. NOW GET THE FUCK OUT OF MY SIGHT.
I returned to the Soldiers, whom were still all in the front-leaning-rest. I screamed, "GET ON THE OTHER SIDE OF THE BUILDING. I DON'T WANT TO GO TO JAIL AFTER PEOPLE SEE ME SMOKE THE FUCKING LIFE FROM YOUR BODY. NOW FUCKING RUN." They fucking scurry, and I stroll to the other side of the building. Out of sight and out of mind.
(I will use "Group" unless Hawk is the person talking. Too many useless names otherwise.)
OP: That fucking dickhead has his own fucking shower! What the fuck?
GROUP: I know right?
OP: What the fuck were you guys thinking? I would expect this from at least one of you, but I won't point elbows. (I then just fucking stare at Hawk.)
GROUP: We didn't think anyone used it. We had never seen anyone go into the room, and the room looked empty. We saw the water tank on top, and just figured we would check it out.
OP: How the fuck did you even get up there?
GROUP: You can walk to it if you exit any second floor window on our building. Well, the courtyard side.
OP: So you guys just sneak out and hang out in this guys shower water?
GROUP: Yes, but we seriously thought nobody used it. We would not have used it otherwise.
OP:You fucking dip-shits think this was just a randomly placed unused water tank? You fucking idiots just stand in this guys shower water for hours?
HAWK: No. We are not dumb Sergeant. We sit on MRE (Meal Ready to Eat) boxes.
OP: HOW LONG HAS THIS BEEN GOING ON?
GROUP: (LaughteGiggles) Every night!?!
OP: We have been here for five days now! NO FUCKING MORE! I will fucking kill you if I get yelled at again over this. The only thing that makes me smile is the fact that he is showering with your ball funk.
Hawk: I have some excellent news then Sergeant
OP: Really? Whats Hawk?
Hawk: (Smirk) We made a promise that, "nobody pisses in the hot tub"...
OP: This is why your mother should have swallowed you Hawk. Why the fuck would that make me happy?
Hawk: (Laughing) Because I broke that rule every night. Most nights more than once!
GROUP: What the fuck Hawk! We have been lounging in your piss? What the fuck dude!
Hawk: I know. (Smiles.) I lied to you though! Cheer up Sergeant. I peed on him for you!
For the record, Hawk did not find the hot tub. He just peed in it, a lot. I don't think any of us paid attention because they came back from wet and with towels. I merely assumed they went to the showers. I suppose I should have kept better track of time. Also, I apologize if this was not as funny as the other Hawk tales. I realized it when I reread it, but it was certainly funny being on-the-ground and witnessing it. Can't laugh at them all I suppose. Remember, next week, "Hawk Walks Home: In Iraq." I don't think it is feasibly possible to not make that one funny. Lastly, some of my stories are a result of me being in the military, but not military. Those stories and others will/are posted at FuckeryUniveristy. I am not ever going to compete with this page, but I do need a place to post other stories and have little fear they will be taken down. The mod may be a huge prick, but at least I know the guy. Man...huge prick!
Cheers!
submitted by SloppyEyeScream to MilitaryStories [link] [comments]

What stories can't be told right now?

This game like so many others in its category is more of a story-telling game than it is a challenging survival game. I don't mean it's not challenging, and I don't mean it's not survival-y. But those parts of it are reasonably elementary (as is the case with pretty much any survival game) and not gamey. Essentially, if you want to survive, it's not too hard to do that, the game degenerates to finding a way to not lose weight, and there's a few options there. Foraging, fish, farming and trapping let you do that. The other side is not dying to zombies, which in most cases is not hard either. Step one is don't be around zombies. Step two is if you are around them don't stop moving away from them. If you can do those two things, you're good. Nearly all of my deaths have come from moving towards a zombie when I could have moved away from it.
This isn't a bad thing, surviving like this is easy, but it's boring. This would be a problem if it was a survival game, but it's a story-telling game. You don't want to be sitting in the woods by a well eating worms, foraging berries, and making coleslaw for a few years. So people look for adventure, they want to go to the military base, they want to go to the mall, they want to collect outfits and decorate their new home, they want to build a base that they can invite the zombies into, they want to see how many they can run down in their car. These aren't survival elements, in fact they often run counter to a player's ability to survive. But they are stories.
By stories I don't mean scripted quests and NPCs. Players don't get to build those stories, they're externally enforced. I mean things like finding yourself caught in a blizzard on a trip to town and needing to find your way into shelter and finding an abandoned locked car that you need to break into just until the storm passes, so you need to break a window to get in, but the wind still whips in through the window so you need to put a plastic garbage bag over the broken window to seal it off from the elements. This is a little story, we're close to it, storms aren't such that temporary shelter is that useful, garbage bags can't be used to close a window with tape, there's no mechanic as far as I know for a car sheltering you from the weather more or less with a broken window (I might be wrong here). Then there's logistics like, would this ever work out? Because in the case that you are caught in a blizzard and aren't dressed appropriately, how likely is it you'd find a car, and how likely is it you'd have a garbage bag and tape? And will that tape be better used repairing a weapon? And how threatening would that storm actually be? If you were to have all of these things line up, would you as a player even know that it would be an option to repair the car window? Similarly, this isn't something that you could really have happen too frequently and still be a compelling story. If a normal part of your trip to town was sitting in a car on the way to avoid a blizzard every time you go to town, is that compelling story telling? Is it fun for the player?
But there are also a few things that are kind of close to your expectations, like there COULD be a story right there, if only something was a little different.
Things for me that are close, but miss the mark:
What do other people think?
Right now the game is pretty static once you understand it. You have a zombie population that scales and tops off at a certain density depending on your respawn and peak settings, you have a summer and a winter season where the winter affects availability of resources, you have temperature fluctuations, and now we have some weather. There is a helicopter event by default one time, and some meta events that generally cause local movements.
I think I'd like to see more effects that force the player to deal with a situation, with it typically being not hopeless, I think this gives more opportunities for stories. I'd like to see more non-zombie threats that can be overcome in various ways. Right now I feel the interactions are mostly binary. Either you get infected, or everything is trivial. It's actually pretty hard to die, short of letting yourself bleed out or poisoning yourself, if you just stay away from the hordes. On the other hand, one missed swing with the isometric cursor can be a death sentence.
submitted by zeidrich to projectzomboid [link] [comments]

Fallout 4 feels to me like a huge, shallow time sink with no payoff and not enough memorable things. [POTENTIAL FALLOUT 4 STRUGGLE SESSION]

I've spent about 60 hours on Fallout 4 in the last few weeks, and I've finally realised that Bethesda games are enormous time wasters. At least Fallout 4 and Skyrim are. The complaints below might be anodyne to a lot of the people here, or they might be very controversial, but these things are hitting me particularly hard while replaying Fallout 4. I've played it before, but having spent so much time with it recently, the realisation has dawned on me more harshly.
Bethesda build these amazing worlds with so much detail and complexity to them, only to inundate you with hours of fetch quests, bore you with a main quest that has no substance, and have you follow a map marker to the detriment of the world they’ve built. They encourage you to look down at the bottom of the screen to the degree that you never have to actually look around at the world to try and find a solution to whatever problem the game throws at you. Even if you turn the objective marker off, the problem that the games have is that 1) some quests require you to know the exact location of an item for you to progress and 2) you're incentivised to look at the bottom of the screen to find new locations to explore instead of just stumbling across them naturally (or with the help of your Pip-Boy map). You're not encouraged to just look at the world. You're not encouraged to memorise the landscapes or routes from one location to another. The fast travel isn't the problem here, either. It has everything to do with the way the game pushes you to walk in one direction nonstop until you reach your objective, and the way new locations are shown to you before you even find them. It's hard to call this "distracting" when it's a fundamental way the game is constructed. You're meant to look at the bottom of the screen. They clearly want your eyes there at all times.
Another problem I have is that almost no companion in either Fallout 4 has a legitimate reason to follow you or feels motivated - ideologically or opportunistically - to do so. I can’t recall a single one of them struggling to have a reason to follow you and just doing it because that’s what the game expects of them. While this problem extends to Skyrim, I want to keep the complaints to Fallout 4 since that's the topic of the sub. Preston has possibly the best reason to follow you: You saved his life and the lives of his friends, and he has nothing else to fight for after the Minutemen are disbanded and his friends find safe haven in Sanctuary. So he doesn't bug me that much. But Piper follows you for basically no reason, because you answer some questions. Does she require you to find her a scoop for her newspaper, or uncover dirt on the mayor? Nope. Nick Valentine kind of abandons his job to follow you after he does a job for you, which makes it seem like he doesn't actually have a full-time job with an employee working for him; he doesn't even require your assistance to work through a different job before he agrees almost unconditionally to follow you. Paladin Danse following a wastelander - even one that helped him in a rough spot - makes even less sense because that's the sort of shit that if his commanders found out about they'd probably reprimand him. They fucking hate Paladins associating with wastelanders. This is established canon. Deacon immediately likes you despite knowing very little about you and requires no convincing for him to follow you. John Hancock is pretty similar. There's just no depth to these companions and even though they all have distinct personalities, the lack of conflict and the lack of conversation options makes them feel very boring and bland. They're fun and entertaining but only on a surface level.
What annoys me more about this is that they will idolise you if you do enough odd tasks to placate them. Pick a bunch of locks with Piper around? She'll sleep with you after you pass a speech check. Use chems around Hancock? He'll tell you what a hip, rad person you are with basically no effort on my part as a player. Just be an asshole to everybody with Cait around? She will fall in love with you. It's so stupid to me. Again, Preston is the one whose affection for the player makes the most sense and requires the most effort; you have to do a lot of pro-Minutemen quests or do a lot of good deeds and stand up to shitty people for him to like you. His loyalty feels earned, and he's pretty much the only one that applies to. But I honestly don't think the level of trust applies to the other characters. They trust you if you just do enough random things they like. They'll spill their guts to you or sleep with you despite having few conversations with them and not helping them with any personal problems. Give Piper a pep talk about her sister, and you're all set. It's frustratingly shallow.
Literally nothing in this game comes anywhere close to earning Cass's or Boone's or Arcade's or Veronica's trust in Fallout: New Vegas. It's honestly kind of a joke by comparison. Those characters won't just follow you for any reason. You can't just twiddle your thumbs to make Boone follow you. You have to help him meaningfully, and even then he only leaves because he doesn't trust anybody and wants to be gone. Veronica follows you only after she senses you aren't hostile to the Brotherhood of Steel, and because she wants a traveling companion. There are explicit and clear reasons why people follow you in that game. And if you want to earn their trust and get them to live in the endgame with relative peace, you need to do an enormous amount to do so. And if you don't want to help them? If you dislike them and don't want anything to do with them? You can literally kill them yourself. The game gives you that option. With Fallout 4 the character relationships feel arbitrary and meaningless, like there's no weight to the beliefs or decisions of anybody. It doesn't help that every character is potentially bisexual and you can technically fuck every single one of them. Just throw on some Fashionable Glasses, drink some alcohol, and wear some fancy clothes, and passing their speech checks is easy. You can coerce people in this game to do things easily.
Which I guess brings me to the fact that there is almost no capacity to roleplay in this ostensibly roleplaying game. You don't have to make sacrifices to accomplish goals, and you don't have to choose a specific path. You can pretty much do anything you want with few limitations, which sounds freeing and liberating, but it actually removes the whole idea of playing a role from a series that has emphasised that for years. An RPG where you can pretty much do anything without risking alienating most people in the world because you chose one side over another is not really an RPG. And when you get around to interacting with people, the dialogue choices are limited as hell, you can't kill essential characters like Preston (which makes saving or helping him a foregone conclusion), questlines play out in an incredibly boring and linear fashion, and outside of a few moments the game doesn't actually give you a lot of room to decide the outcome of major incidents. You don't even have to actually choose one group over another when it comes to combating the Institute. The endings are simplistic and practically binary. I know it's a bit of a meme to compare the choices you have in other Fallout games with this one, and the consequences of those choices, but you have no room to roleplay as a person you want to be in this game. High or low INT doesn't impact the dialogue or speech checks. High or low charisma impacts things minimally. You're pretty much going to have 1 of 2 conversations every time you talk with anybody about anything. Even when you come to the crossroad where you have to choose a side in the main conflict of the game, you can play your cards right and bring everybody together, which sounds good in theory, but it isn't earned in a way that makes the opposing sides set aside their conflict. Ideology dissolves under the weight of the player making decisions that has fuckall to do with these people and their opposition to one another, and it makes it seem like the Minutemen, Brotherhood, and Railroad opposing one another in any way is baseless and petty. There's just nothing to these conflicts. If the characters in your game set aside their differences because the player did 1 thing, then you haven't written compelling conflicts. You've written lousy artifices to trick people into being motivated into bringing them together (which is insultingly easy) or choosing one side over another (which you don't actually need to do).
The settlement minigame is kind of cool, but ultimately pointless. The game doesn't change the least bit whether you decide to build settlements or not. There's no reward to it, and very rarely do you need to build settlements to unlock questlines or get a character to like you. It all feels so damn hollow and pointless. For a game that demands so much time from the player to do things, there's nowhere near enough payoff to justify it. I could just go play Rust or Minecraft or another type of game for a more thorough and less frustrating experience building settlements.
So yeah, that's how I feel about Fallout 4, and even Skyrim for the most part. They're big beautiful time wasters with no real substance. I remember next to nothing about Skyrim after spending a hundred hours in it and while I remember more about Fallout 4, I don't remember being challenged in any meaningful way. I mostly remember shambling from place to place, helping settlement after settlement with raiders and super mutants, until I got bored and went off to Diamond City to fuck around with the main quest that I found underwhelming, and meeting people who don't force me to analyse their beliefs or my own. The conflicts are mostly petty, the quests I'm given feel like tedious chores, and it's all an excuse to get you to explore the world that they ultimately don't even want you to look at because they force your eyes down to the bottom of the screen. It's numbing, repetitious, and draining. I feel part of my soul dying the more I play either one of these games.
Apologies for the melodrama of the writing by the end there, but I'm very frustrated with this game and don't think I'm gonna play it further. I really don't feel like there's a point to anything. I'm becoming a nihilist thanks to this game.
submitted by DouggieMohamJones to Fallout [link] [comments]

Modern Serialization and Star Trek: Re-imagining TNG to put Discovery and modern Trek in context

This is going to be one of those shower thought posts that exploded to be far larger than I originally hoped, so my apologies in advance.
It's no secret or unspoken thing that Star Trek: Discovery differs largely in terms of presentation from previous Trek series, and that is due in large part to it being a 14-episode, serialized series, versus the majority of Trek, which has been almost entirely episodic. DS9 sort of bucks this trend with major serialized arcs, and continuity between episodes (characters actually change!), as does Voyager. Enterprise, too, takes a bigger step towards serialization, as events from past episodes frequently shape those of later episodes, and characters change both in relationship and attitude over the series (to the extent that the writing allowed).
However, for Trek's 2017 return, DIS was brought to the screen in a radically different way-- instead of episodic seasons punctuated with serialized arcs and minor continuity threads sprinkled throughout, it was a tightly-woven story (insofar as it could be, given its original showrunner left midway through the development of the series) concentrated on one, continuing arc, following the trend of other prestige television shows that define the Golden Age of TV.
This is attributable to a few likely things: preference by the writers, the demands of CBS, and wanting to use the show to launch All Access, which necessarily demanded a "Game of Thrones-style" flagship. The smaller episode count, too, enables more budget per episode-- in 1988, an episode of TNG cost ~$1.3 million USD, which, with inflation, equaled about $2 million USD in 2016, when Discovery was being developed; Discovery's first season ran a reported $8.5 million per episode. Even at only 14 episodes versus TNG's first 24 episode season, DIS S1 cost more than double the amount to produce. This level of cost and detail means playing it safer, but also, means reusing props, prosthetics, and CGI assets to make sure that bang-for-your-buck is ensured. Thus, a series with a relatively consistent setting.
Season 1 of DIS tells a specific story, with distinct acts, a beginning, a middle, a climax, and a conclusion, and sets up plot points that are raised and resolved (along with others left dangling for future seasons). In terms of structure, it looks something like this:
  1. "The Vulcan Hello" (beginning)
  2. "Battle at the Binary Stars" (Act 1 concludes)
  3. "Context Is for Kings"
  4. "The Butcher's Knife Cares Not for the Lamb's Cry"
  5. "Choose Your Pain"
  6. "Lethe"
  7. "Magic to Make the Sanest Man Go Mad"
  8. "Si Vis Pacem, Para Bellum"
  9. "Into the Forest I Go" (middle) (Act 2 concludes)
  10. "Despite Yourself"
  11. "The Wolf Inside"
  12. "Vaulting Ambition"
  13. "What's Past is Prologue" (Act 3 concludes)
  14. "The War Without, The War Within"
  15. "Will You Take My Hand?" (Act 4 concludes, thematic climax)
And it follows a few core plot threads:
This is all a pretty large departure from previous Trek, where some character threads are sprinkled throughout the series, like Riker maturing as an officer, or Sisko growing into his role as the Emissary as well as a Captain. Some things are more contained, like Picard dealing with the trauma of his assimilation and being used to murder 15,000 people by fighting in the mud with his brother on their vineyard.
This new structure has been received with mixed results by the Trek community (though the consensus seems to be it's working, considering we're at three seasons with two more on the books and two spinoffs on the way), and I think a large part of that is that, while serialization lets the writers tell longer, more detailed, and more complex stories, episodic shows enable writers to tell more varied, unique, and "special" shows.
With DIS, we're not going to have a "Measure of a Man", unless the season is set up to support it. However, with the TNG model, we're not going to have characters change much over time, and the reset button is going to come into play at the end of every season (if not every episode...looking at you, Voyager).
This leads me to the original shower thought that prompted this post: while rewatching The Neutral Zone in TNG S1, it made me wonder what TNG would've looked like had it adopted a similar model, where, presumably, the Borg would have been central to the plot, as would Q. So, I present to you below, my model for TNG S1, were it made in 2020 in an episodic, DIS-style, and leave it there for your consideration as to the future of the franchise, and what possibilities may come from coming series like Strange New Worlds, which may see a come-back of the episodic style.
My presumption for this new S1 is that it would borrow elements from S2 and S3 of TNG, as it would, generally, have tighter writing (given far fewer hours of film).
TNG Re-Imagined
Season 1
And that's TNG S1! S2's theme would be more regular exploration with hints of Borg, and probably another plot or plot(s), and S3 would, of course, culminate in BoBW.
Now, I could be way off the mark, but given how Trek is written now, and what it was back then, that's how I'd see something playing out in 2020. Note, though, that even in this format, one finds places to put in some semi-episodic episodes, not unlike Discovery S3 thus far. Hopefully, that means we get the chance for some truly unique, almost-standalone moments in the coming years.
submitted by tyrannosaurus_r to startrek [link] [comments]

Subreddit Demographic Survey 2020 : The Results

2020 Childfree Subreddit Survey

1. Introduction

Once a year, this subreddit hosts a survey in order to get to know the community a little bit and in order to answer questions that are frequently asked here. Earlier this summer, several thousand of you participated in the 2020 Subreddit Demographic Survey. Only those participants who meet our wiki definition of being childfree's results were recorded and analysed.
Of these people, multiple areas of your life were reviewed. They are separated as follows:

2. Methodology

Our sample is redditors who saw that we had a survey currently active and were willing to complete the survey. A stickied post was used to advertise the survey to members.

3. Results

The raw data may be found via this link.
7305 people participated in the survey from July 2020 to October 2020. People who did not meet our wiki definition of being childfree were excluded from the survey. The results of 5134 responders, or 70.29% of those surveyed, were collated and analysed below. Percentages are derived from the respondents per question.

General Demographics

Age group

Age group Participants Percentage
18 or younger 309 6.02%
19 to 24 1388 27.05%
25 to 29 1435 27.96%
30 to 34 1089 21.22%
35 to 39 502 9.78%
40 to 44 223 4.35%
45 to 49 81 1.58%
50 to 54 58 1.13%
55 to 59 25 0.49%
60 to 64 13 0.25%
65 to 69 7 0.14%
70 to 74 2 0.04%
82.25% of the sub is under the age of 35.

Gender and Gender Identity

Age group Participants # Percentage
Agender 62 1.21%
Female 3747 73.04%
Male 1148 22.38%
Non-binary 173 3.37%

Sexual Orientation

Sexual Orientation Participants # Percentage
Asexual 379 7.39%
Bisexual 1177 22.93%
Heterosexual 2833 55.20%
Homosexual 264 5.14%
It's fluid 152 2.96%
Other 85 1.66%
Pansexual 242 4.72%

Birth Location

Because the list contains over 120 countries, we'll show the top 20 countries:
Country of birth Participants # Percentage
United States 2775 57.47%
United Kingdom 367 7.60%
Canada 346 7.17%
Australia 173 3.58%
Germany 105 2.17%
Netherlands 67 1.39%
India 63 1.30%
Poland 57 1.18%
France 47 0.97%
New Zealand 42 0.87%
Mexico 40 0.83%
Brazil 40 0.83%
Sweden 38 0.79%
Finland 31 0.64%
South Africa 30 0.62%
Denmark 28 0.58%
China 27 0.56%
Ireland 27 0.56%
Phillipines 24 0.50%
Russia 23 0.48%
90.08% of the participants were born in these countries.
These participants would describe their current city, town or neighborhood as:
Region Participants # Percentage
Rural 705 13.76
Suburban 2661 51.95
Urban 1756 34.28

Ethnicity

Ethnicity Participants # Percentage
African Descent/Black 157 3.07%
American Indian or Alaskan Native 18 0.35%
Arabic/Middle Eastern/Near Eastern 34 0.66%
Bi/Multiracial 300 5.86%
Caucasian/White 3946 77.09%
East Asian 105 2.05%
Hispanic/Latinx 271 5.29%
Indian/South Asian 116 2.27%
Indigenous Australian/Torres Straight IslandeMaori 8 0.16%
Jewish (the ethnicity, not religion) 50 0.98%
Other 32 0.63%
Pacific IslandeMelanesian 4 0.08%
South-East Asian 78 1.52%

Education

Highest Current Level of Education

Highest Current Level of Education Participants # Percentage
Associate's degree 233 4.55%
Bachelor's degree 1846 36.05%
Did not complete elementary school 2 0.04%
Did not complete high school 135 2.64%
Doctorate degree 121 2.36%
Graduated high school / GED 559 10.92%
Master's degree 714 13.95%
Post Doctorate 19 0.37%
Professional degree 107 2.09%
Some college / university 1170 22.85%
Trade / Technical / Vocational training 214 4.18%
Degree (Major) Participants # Percentage
Architecture 23 0.45%
Arts and Humanities 794 15.54%
Business and Economics 422 8.26%
Computer Science 498 9.75%
Education 166 3.25%
Engineering Technology 329 6.44%
I don't have a degree or a major 1028 20.12%
Law 124 2.43%
Life Sciences 295 5.77%
Medicine and Allied Health 352 6.89%
Other 450 8.81%
Physical Sciences 199 3.89%
Social Sciences 430 8.41%

Career and Finances

The top 10 industries our participants are working in are:
Industry Participants # Percentage
Information Technology 317 6.68%
Health Care 311 6.56%
Education - Teaching 209 4.41%
Engineering 203 4.28%
Retail 182 3.84%
Government 172 3.63%
Admin & Clerical 154 3.25%
Restaurant - Food Service 148 3.12%
Customer Service 129 2.72%
Design 127 2.68%
Note that "other", "I'm a student", "currently unemployed" and "I'm out of the work force for health or other reasons" have been disregarded for this part of the evaluation.
Out of the 3729 participants active in the workforce, the majority (1824 or 48.91%) work between 40-50 hours per week with 997 or 26.74% working 30-40 hours weekly. 6.62% work 50 hours or more per week, and 17.73% less than 30 hours.
513 or 10.13% are engaged in managerial responsibilities (ranging from Jr. to Sr. Management).
On a scale of 1 (lowest) to 10 (highest), the overwhelming majority (3340 or 70%) indicated that career plays a very important role in their lives, attributing a score of 7 and higher.
1065 participants decided not to disclose their income brackets. The remaining 4,849 are distributed as follows:
Income Participants # Percentage
$0 to $14,999 851 21.37%
$15,000 to $29,999 644 16.17%
$30,000 to $59,999 1331 33.42%
$60,000 to $89,999 673 16.90%
$90,000 to $119,999 253 6.35%
$120,000 to $149,999 114 2.86%
$150,000 to $179,999 51 1.28%
$180,000 to $209,999 25 0.63%
$210,000 to $239,999 9 0.23%
$240,000 to $269,999 10 0.25%
$270,000 to $299,999 7 0.18%
$300,000 or more 15 0.38%
87.85% earn under $90,000 USD a year.
65.82% of our childfree participants do not have a concrete retirement plan (savings, living will).

Religion and Spirituality

Faith Originally Raised In

There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs.
Faith Participants # Percentage
Catholicism 1573 30.76%
None (≠ Atheism. Literally, no notion of spirituality or religion in the upbringing) 958 18.73%
Protestantism 920 17.99%
Other 431 8.43%
Atheism 318 6.22%
Agnosticism 254 4.97%
Anglicanism 186 3.64%
Judaism 77 1.51%
Hinduism 75 1.47%
Islam 71 1.39%
This top 10 amounts to 95.01% of the total participants.

Current Faith

There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs:
Faith Participants # Percentage
Atheism 1849 36.23%
None (≠ Atheism. Literally, no notion of spirituality or religion currently) 1344 26.33%
Agnosticism 789 15.46%
Other 204 4.00%
Protestantism 159 3.12%
Paganism 131 2.57%
Spiritualism 101 1.98%
Catholicism 96 1.88%
Satanism 92 1.80%
Wicca 66 1.29%
This top 10 amounts to 94.65% of the participants.

Level of Current Religious Practice

Level Participants # Percentage
Wholly seculanon religious 3733 73.73%
Identify with religion, but don't practice strictly 557 11.00%
Lapsed/not serious/in name only 393 7.76%
Observant at home only 199 3.93%
Observant at home. Church/Temple/Mosque/etc. attendance 125 2.47%
Strictly observant, Church/Temple/Mosque/etc. attendance, religious practice/prayeworship impacting daily life 56 1.11%

Effect of Faith over Childfreedom

Figure 1

Effect of Childfreedom over Faith

Figure 2

Romantic and Sexual Life

Current Dating Situation

Status Participants # Percentage
Divorced 46 0.90%
Engaged 207 4.04%
Long term relationship, living together 1031 20.10%
Long term relationship, not living with together 512 9.98%
Married 1230 23.98%
Other 71 1.38%
Separated 18 0.35%
Short term relationship 107 2.09%
Single and dating around, but not looking for anything serious 213 4.15%
Single and dating around, looking for something serious 365 7.12%
Single and not looking 1324 25.81%
Widowed 5 0.10%

Childfree Partner

Is your partner childfree? If your partner wants children and/or has children of their own and/or are unsure about their position, please consider them "not childfree" for this question.
Partner Participants # Percentage
I don't have a partner 1922 37.56%
I have more than one partner and none are childfree 3 0.06%
I have more than one partner and some are childfree 35 0.68%
I have more than one partner and they are all childfree 50 0.98
No 474 9.26%
Yes 2633 51.46%

Dating a Single Parent

Would the childfree participants be willing to date a single parent?
Answer Participants # Percentage
No, I'm not interested in single parents and their ties to parenting life 4610 90.13%
Yes, but only if it's a short term arrangement of some sort 162 3.17%
Yes, whether for long term or short term, but with some conditions (must not have child custody, no kid talk, etc.), as long as I like them and long as we're compatible 199 3.89%
Yes, whether for long term or short term, with no conditions, as long as I like them and as long as we are compatible 144 2.82%

Childhood and Family Life

On a scale from 1 (very unhappy) to 10 (very happy), how would you rate your childhood?
Figure 3
Of the 5125 childfree people who responded to the question, 67.06% have a pet or are heavily involved in the care of someone else's pet.

Sterilisation

Sterilisation Status

Sterilisation Status Participants # Percentage
No, I am not sterilised and, for medical, practical or other reasons, I do not need to be 869 16.96%
No. However, I've been approved for the procedure and I'm waiting for the date to arrive 86 1.68%
No. I am not sterilised and don't want to be 634 12.37%
No. I want to be sterilised but I have started looking for a doctorequested the procedure 594 11.59%
No. I want to be sterilised but I haven't started looking for a doctorequested the procedure yet 2317 45.21%
Yes. I am sterilised 625 12.20%

Age when starting doctor shopping or addressing issue with doctor. Percentages exclude those who do not want to be sterilised and who have not discussed sterilisation with their doctor.

Age group Participants # Percentage
18 or younger 207 12.62%
19 to 24 588 35.85%
25 to 29 510 31.10%
30 to 34 242 14.76%
35 to 39 77 4.70%
40 to 44 9 0.55%
45 to 49 5 0.30%
50 to 54 1 0.06%
55 or older 1 0.06%

Age at the time of sterilisation. Percentages exclude those who have not and do not want to be sterilised.

Age group Participants # Percentage
18 or younger 5 0.79%
19 to 24 123 19.34%
25 to 29 241 37.89%
30 to 34 168 26.42%
35 to 39 74 11.64%
40 to 44 19 2.99%
45 to 49 1 0.16%
50 to 54 2 0.31%
55 or older 3 0.47%

Elapsed time between requesting procedure and undergoing procedure. Percentages exclude those who have not and do not want to be sterilised.

Time Participants # Percentage
Less than 3 months 330 50.46%
Between 3 and 6 months 111 16.97%
Between 6 and 9 months 33 5.05%
Between 9 and 12 months 20 3.06%
Between 12 and 18 months 22 3.36%
Between 18 and 24 months 15 2.29%
Between 24 and 30 months 6 0.92%
Between 30 and 36 months 2 0.31%
Between 3 and 5 years 40 6.12%
Between 5 and 7 years 25 3.82%
More than 7 years 50 7.65%

How many doctors refused at first, before finding one who would accept?

Doctor # Participants # Percentage
None. The first doctor I asked said yes 604 71.73%
One. The second doctor I asked said yes 93 11.05%
Two. The third doctor I asked said yes 54 6.41%
Three. The fourth doctor I asked said yes 29 3.44%
Four. The fifth doctor I asked said yes 12 1.43%
Five. The sixth doctor I asked said yes 8 0.95%
Six. The seventh doctor I asked said yes 10 1.19%
Seven. The eighth doctor I asked said yes 4 0.48%
Eight. The ninth doctor I asked said yes 2 0.24%
I asked more than 10 doctors before finding one who said yes 26 3.09%

Childfreedom

Primary Reason to Not Have Children

Reason Participants # Percentage
Aversion towards children ("I don't like children") 1455 28.36%
Childhood trauma 135 2.63%
Current state of the world 110 2.14%
Environmental (including overpopulation) 158 3.08%
Eugenics ("I have 'bad genes'") 57 1.11%
Financial 175 3.41%
I already raised somebody else who isn't my child 83 1.62%
Lack of interest towards parenthood ("I don't want to raise children") 2293 44.69%
Maybe interested for parenthood, but not suited for parenthood 48 0.94%
Medical ("I have a condition that makes conceiving/bearing/birthing children difficult, dangerous or lethal") 65 1.27%
Other 68 1.33%
Philosophical / Moral (e.g. antinatalism) 193 3.76%
Tokophobia (aversion/fear of pregnancy and/or chidlbirth) 291 5.67%
95.50% of childfree people are pro-choice, however only 55.93% of childfree people support financial abortion.

Dislike Towards Children

Figure 4

Working With Children

Work Participants # Percentage
I'm a student and my future job/career will heavily makes me interact with children on a daily basis 67 1.30%
I'm retired, but I used to have a job that heavily makes me interact with children on a daily basis 6 0.12%
I'm unemployed, but I used to have a job that heavily makes me interact with children on a daily basis 112 2.19%
No, I do not have a job that makes me heavily interact with children on a daily basis 4493 87.81%
Other 148 2.89%
Yes, I do have a job that heavily makes me interact with children on a daily basis 291 5.69%

4. Discussion

Child Status

This section solely existed to sift the childfree from the fencesitters and the non childfree in order to get answers only from the childfree. Childfree, as it is defined in the subreddit, is "I do not have children nor want to have them in any capacity (biological, adopted, fostered, step- or other) at any point in the future." 70.29% of participants actually identify as childfree, slightly up from the 2019 survey, where 68.5% of participants identified as childfree. This is suprising in reflection of the overall reputation of the subreddit across reddit, where the subreddit is often described as an "echo chamber".

General Demographics

The demographics remain largely consistent with the 2019 survey. However, the 2019 survey collected demographic responses from all participants in the survey, removing those who did not identify as childfree when querying subreddit specific questions, while the 2020 survey only collected responses from people who identified as childfree. This must be considered when comparing results.
82.25% of the participants are under 35, compared with 85% of the subreddit in the 2019 survey. A slight downward trend is noted compared over the last two years suggesting the userbase may be getting older on average. 73.04% of the subreddit identify as female, compared with 71.54% in the 2019 survey. Again, when compared with the 2019 survey, this suggests a slight increase in the number of members who identify as female. This is in contrast to the overall membership of Reddit, estimated at 74% male according to Reddit's Wikipedia page [https://en.wikipedia.org/wiki/Reddit#Users_and_moderators]. The ratio of members who identify as heterosexual remained consistent, from 54.89% in the 2019 survey to 55.20% in the 2020 survey.
Ethnicity wise, 77% of members identified as primarily Caucasian, consistent with the 2019 results. While the ethnicities noted to be missing in the 2019 survey have been included in the 2020 survey, some users noted the difficulty of responding when fitting multiple ethnicities, and this will be addressed in the 2021 survey.

Education level

As it did in the 2019 survey, this section highlights the stereotype of childfree people as being well educated. 2.64% of participants did not complete high school, which is a slight decrease from the 2019 survey, where 4% of participants did not graduate high school. However, 6.02% of participants are under 18, compared with 8.22% in the 2019 survey. 55% of participants have a bachelors degree or higher, while an additional 23% have completed "some college or university".
At the 2020 survey, the highest percentage of responses under the: What is your degree/major? question fell under "I don't have a degree or a major" (20.12%). Arts and Humanities, and Computer Science have overtaken Health Sciences and Engineering as the two most popular majors. However, the list of majors was pared down to general fields of study rather than highly specific degree majors to account for the significant diversity in majors studied by the childfree community, which may account for the different results.

Career and Finances

The highest percentage of participants at 21.61% listed themselves as trained professionals.
One of the stereotypes of the childfree is of wealth. However this is not demonstrated in the survey results. 70.95% of participants earn under $60,000 USD per annum, while 87.85% earn under $90,000 per annum. 21.37% are earning under $15,000 per annum. 1065 participants, or 21.10% chose not to disclose this information. It is possible that this may have skewed the results if a significant proportion of these people were our high income earners, but impossible to explore.
A majority of our participants work between 30 and 50 hours per week (75.65%) which is slightly increased from the 2019 survey, where 71.2% of participants worked between 30 and 50 hours per week.

Location

The location responses are largely similar to the 2019 survey with a majority of participants living in a suburban and urban area. 86.24% of participants in the 2020 survey live in urban and suburban regions, with 86.7% of participants living in urban and suburban regions in the 2019 survey. There is likely a multifactorial reason for this, encompassing the younger, educated skew of participants and the easier access to universities and employment, and the fact that a majority of the population worldwide localises to urban centres. There may be an element of increased progressive social viewpoints and identities in urban regions, however this would need to be explored further from a sociological perspective to draw any definitive conclusions.
A majority of our participants (57.47%) were born in the USA. The United Kingdom (7.6%), Canada (7.17%), Australia (3.58%) and Germany (2.17%) encompass the next 4 most popular responses. This is largely consistent with the responses in the 2019 survey.

Religion and Spirituality

For the 2020 survey Christianity (the most popular result in 2019) was split into it's major denominations, Catholic, Protestant, Anglican, among others. This appears to be a linguistic/location difference that caused a lot of confusion among some participants. However, Catholicism at 30.76% remained the most popular choice for the religion participants were raised in. However, of our participant's current faith, Aetheism at 36.23% was the most popular choice. A majority of 78.02% listed their current religion as Aetheist, no religious or spiritual beliefs, or Agnostic.
A majority of participants (61%) rated religion as "not at all influential" to the childfree choice. This is consistent with the 2019 survey where 62.8% rated religion as "not at all influential". Despite the high percentage of participants who identify as aetheist or agnostic, this does not appear to be related to or have an impact on the childfree choice.

Romantic and Sexual Life

60.19% of our participants are in a relationship at the time of the survey. This is consistent with the 2019 survey, where 60.7% of our participants were in a relationship. A notable proportion of our participants are listed as single and not looking (25.81%) which is consistent with the 2019 survey. Considering the frequent posts seeking dating advice as a childfree person, it is surprising that such a high proportion of the participants are not actively seeking out a relationship. Unsurprisingly 90.13% of our participants would not consider dating someone with children. 84% of participants with partners of some kind have at least one childfree partner. This is consistent with the often irreconcilable element of one party desiring children and the other wishing to abstain from having children.

Childhood and Family Life

Overall, the participants skew towards a happier childhood.

Sterilisation

While just under half of our participants wish to be sterilised, 45.21%, only 12.2% have been successful in achieving sterilisation. This is likely due to overarching resistance from the medical profession however other factors such as the logistical elements of surgery and the cost may also contribute. There is a slight increase from the percentage of participants sterilised in the 2019 survey (11.7%). 29.33% of participants do not wish to be or need to be sterilised suggesting a partial element of satisfaction from temporary birth control methods or non-necessity of contraception due to their current lifestyle practices. Participants who indicated that they do not wish to be sterilised or haven't achieved sterilisation were excluded from the percentages where necessary in this section.
Of the participants who did achieve sterilisation, a majority began the search between 19 and 29, with the highest proportion being in the 19-24 age group (35.85%) This is a marked increase from the 2019 survey where 27.3% of people who started the search were between 19-24. This may be due to increased education about permanent contraception or possibly due to an increase in instability around world events.
The majority of participants who sought out and were successful at achieving sterilisation, were however in the 25-29 age group (37.9%). This is consistent with the 2019 survey results.
The time taken between seeking out sterilisation and achieving it continues to increase, with only 50.46% of participants achieving sterilisation in under 3 months. This is a decline from the number of participants who achieved sterilisation in 3 months in the 2019 survey (58.5%). A potential cause of this decrease is to Covid-19 shutdowns in the medical industry leading to an increase in procedure wait times. The proportion of participants who have had one or more doctors refuse to perform the procedure has stayed consistent between the two surveys.

Childfreedom

The main reasons for people choosing the childfree lifestyle are a lack of interest towards parenthood and an aversion towards children which is consistent with the 2019 survey. Of the people surveyed 67.06% are pet owners or involved in a pet's care, suggesting that this lack of interest towards parenthood does not necessarily mean a lack of interest in all forms of caretaking. The community skews towards a dislike of children overall which correlates well with the 87.81% of users choosing "no, I do not have, did not use to have and will not have a job that makes me heavily interact with children on a daily basis" in answer to, "do you have a job that heavily makes you interact with children on a daily basis?". This is an increase from the 2019 survey.
A vast majority of the subreddit identifes as pro-choice (95.5%), a slight increase from the 2019 results. This is likely due to a high level of concern about bodily autonomy and forced birth/parenthood. However only 55.93% support financial abortion, aka for the non-pregnant person in a relationship to sever all financial and parental ties with a child. This is a marked decrease from the 2019 results, where 70% of participants supported financial abortion.
Most of our users realised that did not want children young. 58.72% of participants knew they did not want children by the age of 18, with 95.37% of users realising this by age 30. This correlates well with the age distribution of participants. Despite this early realisation of our childfree stance, 80.59% of participants have been "bingoed" at some stage in their lives.

The Subreddit

Participants who identify as childfree were asked about their interaction with and preferences with regards to the subreddit at large. Participants who do not meet our definition of being childfree were excluded from these questions.
By and large our participants were lurkers (72.32%). Our participants were divided on their favourite flairs with 38.92% selecting "I have no favourite". The next most favourite flair was "Rant", at 16.35%. Our participants were similarly divided on their least favourite flair, with 63.40% selecting "I have no least favourite". In light of these results the flairs on offer will remain as they have been through 2019.
With regards to "lecturing" posts, this is defined as a post which seeks to re-educate the childfree on the practices, attitudes and values of the community, particularly with regards to attitudes towards parenting and children, whether at home or in the community. A commonly used descriptor is "tone policing". A small minority of the survey participants (3.36%) selected "yes" to allowing all lectures, however 33.54% responded "yes" to allowing polite, respectful lectures only. In addition, 45.10% of participants indicated that they were not sure if lectures should be allowed. Due to the ambiguity of responses, lectures will continue to be not allowed and removed.
Many of our participants (36.87%) support the use of terms such as breeder, mombie/moo, daddict/duh on the subreddit, with a further 32.63% supporting use of these terms in context of bad parents only. This is a slight drop from the 2019 survey. In response to this use of the above and similar terms to describe parents remains permitted on this subreddit. However, we encourage users to keep the use of these terms to bad parents only.
44.33% of users support the use of terms to describe children such as crotchfruit on the subreddit, a drop from 55.3% last year. A further 25.80% of users supporting the use of this and similar terms in context of bad children only, an increase from 17.42% last year. In response to this use of the above and similar terms to describe children remains permitted on this subreddit.
69.17% of participants answered yes to allowing parents to post, provided they stay respectful. In response to this, parent posts will continue to be allowed on the subreddit. As for regret posts, which were to be revisited in this year's survey, only 9.5% of participants regarded them as their least favourite post. As such they will continue to stay allowed.
64% of participants support under 18's who are childfree participating in the subreddit with a further 19.59% allowing under 18's to post dependent on context. Therefore we will continue to allow under 18's that stay within the overall Reddit age requirement.
There was divide among participants as to whether "newbie" questions should be removed. An even spread was noted among participants who selected remove and those who selected to leave them as is. We have therefore decided to leave them as is. 73.80% of users selected "yes, in their own post, with their own "Leisure" flair" to the question, "Should posts about pets, travel, jetskis, etc be allowed on the sub?" Therefore we will continue to allow these posts provided they are appropriately flaired.

5. Conclusion

Thank you to our participants who contributed to the survey. This has been an unusual and difficult year for many people. Stay safe, and stay childfree.

submitted by Mellenoire to childfree [link] [comments]

BLUE INDICATOR - BINARY OPTIONS Binary Options Brokers Review BINARY OPTIONS - How to Trade With Binary Options - Binary Options Trading 2020 Best binary options strategy 2020  Binary trading interactive option - YouTube BINARY OPTIONS BROKERS - TOP 3 BINARY OPTIONS BROKERS in 2019 The Binary Code - Binary Options HOW TO TRADE BINARY OPTIONS? - Binary Options Strategy With Best Binary Options Brokers Binary Online Scams  Interactive Brokers SCAM

Interactive Brokers Binary Options trading review by top Options experts, all about IB Binary Options, Finding out dose Interactive Brokers offer Binary Options? For more information about Interactive Brokers Binary Options review you can also visit Interactive Brokers reviews by ForexSQ.com forex website, The TopForexBrokers.com ratings forex brokers, or Fxstay.com currency trading website ... 7 Binary Options review: Interactive Broker: ... Disclaimer: 7 Binary Options will not be held liable for any loss or damage resulting from reliance on the information contained within this website. The data contained in this website is not necessarily real-time nor accurate, and analyses are the opinions of the author. 7binaryoptions.com is only a website offering information - not a ... Binary options portal; Melhores plataformas de opções binárias; Gallery. Personal PWC, Boat Port & Dock Setups; Free online binary options training course; Commercial PWC Setups; Boat Shows; Apex 6; Genesis Boat Port; Contact. How to select binary in iq option; Dealer Inquiry Die Tatsache ist das der Binary Options Robot eines der beliebtesten Hilfsmittel für den Handel mit Binären Optionen ist. Binäre Optionen sind risikobehaftet und kein Hilfsmittel kann garantieren das Sie Gewinne machen, jedoch wen Sie das Werkzeug korrekt einsetzen können Sie über die lange Frist 60-88% Profit machen. Binary options trading may have gotten a bad rap because of its all-or-nothing premise, but the high payouts keep traders coming back for more. This is why binary options markets remain strong in various regions around the world, particularly in Asia. To avoid fraud in binary options trading, choose a trustworthy broker. These brokers can help minimize your losses and provide a measure of ... Interactive Option has been offering binary options trading services since 2008. They offer traders one of the most widely used binary options trading platforms – the “SpotOption” platform, which is a state of the art platform with great versatility, enabling traders to trade with ease and flexibility. Interactive Option is well known for offering competitive returns of up to 91% on ... Interactive Option hat ein Ausbildungsprogramm, das Sie den Handel mit binären Optionen von der Pike auf lehrt, inklusive vertiefte Handelsseminare, Kurse für Fortgeschrittene, ebooks und Wirtschaftskalender. Fazit – Interactive Options Erfahrungen. Zweifellos ist Interactive Option Ihr bester Fang auf der Suche nach einem Online-Broker ...

[index] [8581] [26042] [16403] [24890] [25438] [7811] [9725] [10408] [24477] [22498]

BLUE INDICATOR - BINARY OPTIONS

Binary options trading binary options strategy consists of considerable danger. Certainly, how to trade binary options you are doing need to register if you want to open a binary options account ... Probably the greatest binary options strategy brokers on-line today which have several lengthy-term trades is Bitcoin Trader. As described over, Bitcoin Trader can also be the first broker which ... Binary options brokers spreads are a standard strategy and involve shopping for and offering options of the exact same or differing styles, expirations, and strikes. Objective Binary Options Broker Reviews delivered by Professionals. We also have arranged trading platforms toplists with rankings of the Best Binary Options Brokers. Best binary options strategy 2020 Binary trading Hello! I'm Lady Trader and today I'll show you my binary options trading strategy in binary options trading. Interactive Option, as you will notice in our review, isn’t one of the biggest binary options brokers in the market. Actually, it’s one of the smaller brokers that we feature in our broker ... Fala galera hoje o indicador compartilhado é o BLUE segue link do indicador e do grupo de telegram Download Indicador: https://drive.google.com/file/d/1Sw8gf... For the Love of Physics - Walter Lewin - May 16, 2011 - Duration: 1:01:26. Lectures by Walter Lewin. They will make you ♥ Physics. Recommended for you Alexandre Debiel, analyste chez Interactive Option, présente une méthodologie d'investissement à court terme. interactive option uploaded a video 4 years ago 0:21 Binary Options online Scams are nothing more then a robot that is going to do your trading for you on a unregulated brokers site. In short your basically going to be trusting a robot and a bunch ...

http://arab-binary-option.ecinsiarin.ga