Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
- Provide a guide to new, returning, and veteran players for what to do today/this week.
- Guide the player through the Seasonal content, week-over-week.
- Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
- Reduce the penalties on XP and Bright Dust for missing a given week.
Image Linkimgur
Here’s a quick breakdown of how this feature works:
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
- Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
- Some of the Challenges deal with the Seasonal content.
- Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
- These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
- As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
- Completing each Challenge awards XP, contributing to your Season Pass ranks.
- Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
- Defeating Primeval Envoys in Gambit
- Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
- Gaining Infamy or Valor ranks
- Acquiring the ritual weapon and its cosmetic ornaments
- Winning rounds in Trials of Osiris
- Completing a Grandmaster Nightfall
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.
Seasonal Challenges Bright Dust (All Players)
Season Pass Bright Dust
- Free Seasonal Activities – 6,000
- Seasonal Extra – 4,000
- Total – 10,000 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
- Free Path – 7,500 (All Players)
- Paid Path – 3,000 (Players who own Season Pass)
- Total – 10,500 Bright Dust
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
- 120 Bright Dust per ritual vendor, per character, per week
- 14,040 total if completing all required weekly Challenges over the course of Season 13
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
- Auto Rifle
- Scout Rifle
- Pulse Rifle
- Submachine Gun
- Hand Cannon
- Machine Gun
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
- Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
- Reduced camera movement from firing a Submachine Gun by 24%.
- Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
- Reduced camera movement from firing a Pulse Rifle by 7%.
- Machine Guns with the mouse and keyboard changes were kicking a little too much.
- Reduced camera movement from firing a Machine Gun by 9.5%.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
Nerfs
- Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
- Increased Rocket Launcher damage by 30%.
- Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
- Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
- Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
- Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
- Reduced camera movement from firing a Fusion Rifle by 9.5%.
- Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
- Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Exotic Changes and Bug Fixes
- While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
- Increased ADS flinch to Snipers when taking damage from other players
- Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
- Reduced Sword damage by 15%.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
- Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
- Ace of Spades
- Tarrabah
- Hawkmoon
- Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
- Duality
- Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
- Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
- Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
- Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
- Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
- The Double Trouble Triumph is unobtainable.
- In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
- During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
- Hunter legs clip through the Ten-Grasp Sword Sparrow.
- In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
- The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
- Weekly and daily elemental kill bounties have stopped rotating off of Void.
- When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLDArt of the Week: Eris
— 🥀alex🥀🏳️🌈 (@miyagiie) January 25, 2021
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LYCheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
If this gets 7 likes we'll add a new LZ on Europa next Season.We’ll see you again next week, bright and early on Tuesday morning.
— Destiny 2 (@DestinyTheGame) January 27, 2021
ARCADE ENTHUSIASMMarch 3, 1976
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
ARCADE ROBBEDFirst it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Losing the magic touch - Video Arcades have trouble winning the money gameWell there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
'Quartermania' stalks South AustinWell you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Arcades fighting negative imageThis article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.The gameplay looked like this.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
OpenMW | Vanilla | |
---|---|---|
Number of mods able to be loaded at one time | 2,147,483,646 | 255 *(1024 is being tested by MWSE team) |
Supports Normal Maps, Specular Maps, and Parallax Texture Maps | Yes | Requires MCP, MGE XE. |
Supports MWSE Mods/LUA | Not yet, WIP LUA branch is in testing ATM | Requires MWSE |
Multiple data folder support | Yes | Requires Mod Organizer 2 |
Modify load order in the launcher | Yes | No |
Supports True Type Fonts | Yes | No |
Supports distant land and statics | Yes | Requires MGE XE |
Supports Shaders | Yes | Requires MGE XE |
Support for landmass mods (map expansion) | Yes | Requires MCP |
Support for groundcover mods | Yes | Requires MGE XE |
OpenMW | Vanilla | |
---|---|---|
Supports fully detailed actor shadows | Yes | Requires MGE XE |
Supports dynamic shadows for statics and land | Yes | Requires MGE XE |
Supports full water reflections | Yes | Requires MGE XE and does not support actors being reflected |
Supports water refraction | Yes | Requires MGE XE |
Supports per pixel lighting | Yes | Requires MGE XE |
Supports FOV change in game | Yes | No |
Rain/Snow collision with statics | No | Requires MCP |
Supports modern screen resolutions | Yes | Requires MGE XE/MCP |
OpenMW | Vanilla | |
---|---|---|
Head Bobbing | Yes | Requires Mod |
Search Inventory/Spells | Yes | Requires Mod and MWSE/MGE XE |
Alchemy UI Improvements | Yes | Requires Mod and MWSE/MCP |
NPCs avoid collision | Yes | No |
Smart AI pathfinding | Yes | No |
Smart combat AI | Yes | Requires Mod and MWSE |
Improved third person | Yes | Requires Mod and MWSE/MGE XE or MCP |
Toggle Sneak | Yes | Requires MCP |
Permanent barter disposition change | Yes | Requires MCP |
Swift spell casting | No | Requires MCP |
Allow stealing from KOed NPCs | Yes | Requires MCP |
Arrow de-knocer | Yes | Requires MCP |
On-use extra ring slot | No | Requires MCP |
Don't loot on dispose of corpse | No | Requires MCP |
Ownership Tooltip | Yes | Requires MCP |
Enchanted item cooldown | Yes | Requires MCP |
Fortify max health | Yes | Requires MCP |
Attribute/Skill uncap | No | Requires MCP |
Sort save games by character | Yes | Requires MWSE mod |
Delete saves in game | Yes | No |
Works with two monitors while using full screen | Yes | No |
Controller support | Yes | Requires external program |
Copy/Paste into console and command auto completion | Yes | No |
Dialogue system upgrades | Yes | Requires MWSE |
Supports Advanced Tooltips | No | Requires MWSE |
OpenMW | Vanilla with MCP/MGE XE | |
---|---|---|
Seconds from hitting "Play" on the launcher to being in game. | 10.11 | 41.70 |
BREACH PROTOCOL: DATAMINES submitted by Velvexes to cyberpunkgame [link] [comments] For anyone curious as to how BREACH PROTOCOL DATAMINES work on the technical end, this is a comprehensive guide put together through personal research and community feedback. Hope it helps! CHECK THIS OUT: u/govizlora made an app that can solve Breach Protocol Datamines by taking a picture of the puzzle with your phone! Haven't tried it out yet but check it out: https://www.reddit.com/cyberpunkgame/comments/kneej7/i_made_a_web_app_to_solve_the_breach_protocol/?utm_source=share&utm_medium=web2x&context=3 "WHY SHOULD I PLAY THIS MINIGAME?" You may ask yourself: "Why am I playing this stupid mini-game?" After spending more time than I care to admit completing these datamining scenarios, even I ask myself this question at times. If you find no value in what I list here as "good reasons," I wouldn't stress giving these scenarios that much effort or attention: -Steady Cash -Quickhack Components -Legendary Quickhacks Code Sequence Mini-Game -DATAMINES: There are specific Breach Protocols referred to as Datamines. These "Breach Protocol Datamines" contain a code oriented mini-game that upon completion net you cash, XP and Quickhack Components. (There is also a perk that increase the chance of an actual Quickhack being dropped.) You initiate this specific type of protocol by jacking into an "Access Point." !! WARNING !!: If you are in a hostile area and you jack into an Access Point, enemies will be put on "alert" mode if you fail to complete the mini-game in that first try. Not that you can't take care of business while enemies are patrolling, but it might be annoying for you stealthy types when they leaved their fixed positions. Wall Module Access Point -ACCESS POINTS: These are devices you can jack into to initiate a Breach Protocol Datamine mini-game. You need to have a certain level in the "Intelligence" attribute to jack in to these Access Points, which varies upon location and difficulty rating of the area. So far, I have found Access Points in small mounted wall modules, certain vending machines, computer monitors, antenna consoles, a generator and a forklift. They have a red symbol that represents them, but it can be hard to pick it out sometimes from all the other hack-able objects they tend to be close to. If you snag the perk EXTENDED NETWORK INTERFACE this helps with finding Access Points. ( Credit: u/JoblessJim ) Datamine Access Point Symbol -JOB "THE GIFT": There is a job you can do early on called "The Gift." It seems as if this job was designed to introduce you to Datamine Breaching, as well as incentivizing the use of the Ping quickhack. However, it doesn't do too much in the way of a detailed tutorial. Side Job: \"The Gift\" -DAEMONS: In the Datamine scenario, there are three available daemons: DATAMINE_V1, DATAMINE_V2 and DATAMINE_V3. These daemons merit rewards when fulfilled. While you can extract one or two daemons for a successful breach, it is ideal you extract all three. How to do so will be detailed below! A successful daemon & a failed daemon -XP: Achieving a single daemon while failing the other two merits the same experience. At character level 2, this was 81XP for me. To clarify, if you only achieve datamine_v1 but fail the other two, you would get the same XP as only achieving datamine_v3 while failing the other two. You multiply the XP per daemon achieved, so if you win two slots then that 81 XP becomes 162 XP and so on. The amount of XP goes up with your character level and may be higher for higher level Access Points. -CASH: Each individual daemon has a specific cash (eurodollars) reward that combines respectively but would appear to hit a cap if all three daemons are achieved. Certain locations have higher difficulty Access Points which grant you more cash upon completion. Your cash reward can also be affected the ADVANCED DATAMINE perk, which when upgraded twice allots 100% more cash from successful breaches! The game has no rental properties or passive income so there are limited ways to getting rich. At max level when completing one of these datamines and achieving all three daemons, I would make anywhere between 3 to 4.8k depending on the location of the Access Point. Almost every mission, side-job and gig has one, if not a few Access Points. Often I would leave an area with three Access Points and make an extra 5-10k eddies from datamining alone. It's a lot easier to do if you get 18-20 Intelligence and take certain perks like HEADSTART and COMPRESSION. I wasn't a net-runner and my intelligence got to 15 before hitting character level 50, and I still banked ( if not frustratingly ) off of these scenarios. ( Secret Note: Now, we probably all know about how you can glitch your way to millions, but if you don't like exploits (or fear the exploit will be patched) this is a legitimate way to make money. Plus, if you invested in Intelligence you likely can make quickhacks. Legendary quickhacks sell for 700 eddies a pop, and if you net triples for your datamine scenarios you will have PLENTY of quickhack components. ) -QUICKHACK COMPONENTS: These are the materials you use to make your own Quickhacks. While achieving higher version daemons opens you up to winning higher quality Quickhack Components, the amount of components earned seems completely random with each success. (Note: From what I can tell, you CANNOT gain item/upgrade components for crafting weapons from these datamines; only Quickhack Components used for crafting Quickhacks.) You can grab a perk called DATAMINE MASTERMIND which increases the amount of Quickhack Components acquired by Access Point by 100% if you invest two points! The perk DATAMINE VIRTUOSO increases chances of acquiring an actual quickhack (not the components) by 100% after investing two points. It seems to more consistently drop full quickhacks when you are a higher character level. As someone who couldn't make my own quickhacks, this was the only way I got legendary versions to use for myself, if not pawn them. Quickhack Components -EVEN THE ODDS: If you fail, you can try again. If you succeed with any one of the three available daemons, the breach ends and you are stuck with the results. You can also forcefully end the breach and whatever daemons are green while doing so will reward you and end the scenario. ( Caution: Every time you cancel out of a breach, it takes away from how much time you have to complete the sequence when it starts and can put enemies on alert while in hostile territory. Not a big deal if you learn to plan your sequences. ) Seems like saving before a breach, then aiming for all three daemons in one attempt is the most lucrative approach; especially if utilizing the perks ADVANCED DATAMINE & DATAMINE MASTERMIND. Datamine Mastermind & Advanced Datamine Perks -BUFFERS: Buffers are the squares that your selected characters end up in, located under "SEQUENCE REQUIRED TO UPLOAD." The more you have, the more opportunity to net triples you get; that being said, upgrading yourself to get more buffer space is CRUCIAL. You start with four, but if you progress the BREACH PROTOCOL skill to 19/20 you get a fifth buffer square added to your breaches. This makes achieving triples a lot easier. There is also better hardware you can buy that helps with this. Breach Protocol Buffer -BETTER HARDWARE: You can buy mods that will help with your datamine breaches. Some do things like adding 100% more time to your Breach ( Credit: u/InfectedSanta ). To get consistent triples for example, you NEED to upgrade your cyberdeck chip. I purchased one from Vic in ACT II that gave me SEVEN Buffer spaces. It makes all the difference. Here it is below: Cyberdeck Upgrade -STRING SEQUENCE: For the best results, you want to achieve what I call "string sequences." You do this by picking one daemon to finish first and making sure the last character of that sequence is identical to the first character of another sequence. When done correctly, you save buffer space by not having to redo each individual sequence and all of it's characters; saving buffer space because the two characters will share it. If you are lucky, you may have daemons with several matching characters, which means you can save on even more buffer space when finishing them. ( If you hover over a character with your cursor, it will show where that character is on the Code Matrix to the left. Credit: u/pedanticProgramer ) Example of a String Sequence -IDENTIFY A WINNER: Work from RIGHT to LEFT! What you want to do is study the available sequences first, identifying where you can snag any strings and how many buffers it should take to finish all three daemon's sequences. Once done with the right side of the game, study the CODE MATRIX on the left to see if you can traverse the path of characters you mapped out. Right here you can decide whether or not the sequence and code matrix you're given is a winner. If it isn't, just exit the mini-game and jack back in! -HELPFUL PERKS: There are several perks within the Breach Protocol tree that should significantly improve your breaches:
------------------------------------------------------------------------------------------------------------------------------------------ HOW TO AVOID FAILING A DAEMON: Credit: khorrshr
------------------------------------------------------------------------------------------------------------------------------------------ Credit: mjc_08 "Yes, I came to the same conclusion - you can't work on all daemons simultaneously - they have to be completed in order or they are reset. I bought a chip with 7 buffers (street cred 11, 25000) but its still not always possible. Edit: by not completing simultaneously I mean that you cant input a code from one daemon, then switch to a different one, then go back to the other daemon. You have to complete a whole sequence before moving on, taking advantage of any overlap." Credit: u/slamdotswf "Another thing to remember is that you can pick the same input over and over until you find the next one in the sequence. For example, if it's 1C 55 BD, you can type in 1C 55 55 55 BD and still get it. Helps if I screw up or didn't think it all the way through." My Own Experience: After building on what my fellow commenters gave as a breakdown to the game, I have found a consistent approach to winning all three daemons. Here is an example sequence to work with: Example Sequence: The Sequence This is a pretty easy sequence to net a triple with IF you have more than four buffers. Let's check for a string sequence... We got strings! Looks pretty promising right? Let's check the Code Matrix on the "left." Can't start with 55! Let's try a different sequence! How about... Will this sequence work? Congratulations! Remember; if the first sequence you recognize can't be pathed out through the Code Matrix, look for more options! If you can't find a path, exit the breach and jack in again for a new code matrix and set of sequences! ------------------------------------------------------------------------------------------------------------------------------------------ SUCCESSFUL OUTCOMES: To get an idea of what exactly you are getting depending on which daemon is extracted, here are some examples of my own successful results while breaching at level 2; before I got the ADVANCED DATAMINE perk. My examples below come from breaching a wall unit Access Point in a shop (Urban Commando?) in Little China, Watson district. It's where one of the earlier "Assault in Progress" side tasks is; the one with three Tyger Claws gang members you have to dispatch. It's roughly NW (10 o'clock) from Dex's limo during the early main quest "The Ride." INDIVIDUAL: Achieving datamine_v1 daemon alone: XP: 81 $103 x0 Legendary Quickhack Component x1 Epic Quickhack Component x2 Rare Quickhack Component x2 Uncommon Quickhack Component Achieving datamine_v2 daemon alone: XP: 81 $206 x1 Legendary Quickhack Component x2 Epic Quickhack Component x2 Rare Quickhack Component x5 Uncommon Quickhack Component Achieving datamine_v3 daemon alone: XP: 81 $309 x2 Legendary Quickhack Component x2 Epic Quickhack Component x5 Rare Quickhack Component x4 Uncommon Quickhack Component DOUBLE: Achieving datamine_v1 & datamine_v2: XP: 162 $309 x0 Legendary Quickhack Component x2 Epic Quickhack Component x4 Rare Quickhack Component x9 Uncommon Quickhack Component Achieving datamine_v1 & datamine_v3: XP: 162 $412 x2 Legendary Quickhack Component x4 Epic Quickhack Component x7 Rare Quickhack Component x11 Uncommon Quickhack Component Achieving datamine_v1 & datamine_v3: (2nd Attempt) XP: 162 $412 x1 Legendary Quickhack Component x3 Epic Quickhack Component x5 Rare Quickhack Component x16 Uncommon Quickhack Component TRIPLE: Achieving datamine_v1, datamine_v2 & datamine_v3: (ALL THREE) XP: 243 $515 x2 Legendary Quickhack Component x2 Epic Quickhack Component x6 Rare Quickhack Component x7 Uncommon Quickhack Component DATA ENCRYPTION SHARD: There are shards you'll come across now and then that say they are encrypted. The shard's contents look like a mess of jumbled code and when encrypting them you will have to play the breach protocol datamine mini-game. It's typically tougher, sometimes having five daemons available with upwards of four characters each to fulfill! "GHOST" TRIPLES: Not sure what else to label this phenomenon. When you achieve a triple daemon success, typically you will see all three daemons highlight green and the CODE MATRIX area on the left will go green; it's a very obvious "confirmation of success" that you have to manually exit out of. There are times when I clearly see I am going to win the third and final daemon, but when I make my selection the breach ends without the "confirmation of success" and I snap out of it to see my rewards applied back in the real world. I do believe credit is being given, but it may catch you off guard when it first happens. ------------------------------------------------------------------------------------------------------------------------------------------ FINAL THOUGHTS: After a few days of testing and you guys sharing your results, I have come to understand this mini-game rather thoroughly! Thank you to everyone who participated in figuring it out with me; it was kind of fun. Stay safe, CHOOMS! |
Slot machines are now networked and have sophisticated hardware and software to track everything you do. This information is collected, analyzed, and insight reports are developed and delivered to the casino marketing department so they can work out the best possible way to market their casino and slots to you so that you keep coming back and play more. Playing on a highest paying machine is one of those things that will bring you closer to the winning. The payout rate for slot machines is on average between 83% and 99%. 96% is quite a good deal to start with. These are called loose slot machines and they are much more profitable for you than the rest and actually harder to find as well. Bribing Is Not As Bad As You Think It Is! Inquiring ... You will learn how online slot machines work, the online slot machine games with the best odds, and secret tips to winning big on slot machines online. Many people play online slots for their aesthetic and other features without ever really knowing how they operate. So, they make avoidable mistakes, which further diminishes their bankroll. Little do these players know that Online Slots have ... The true slot machine secret is always to bet high on a high volatility slot machine. The trick is to find these machines, which factors in a little bit of searching. A good place to start is to see each machines multiplier features, listed paytable and the top award. These usually are listed in the rules for online slot games or on the machine itself if you are playing at a land-based casino. The higher the multipliers and the top award means the higher the volatility, which is good. This ... The most important tip to win at slots is to pick the games with the highest RTP. These are the slots with the best odds. What is the RTP? The RTP (or Return to Player) is a number that indicates your odds of winning at a slot machine. One of the secrets of how to win at slots is that they really do pay out at different rates. Obviously, the casino doesn’t want you to know this, let alone which machines are actually loose, which is a well-kept industry secret. When players say they know how to beat slot machines at a casino, it really means increasing their chances of winning at slots. As usual, you’ll be relying largely on pure chance. There are ... Fuse/Fuse/Getty Images Although the exact odds for slot machines are a carefully guarded casino secret, what is not secret is that table games offer much better odds. According to VegasClick, a website that recommends readers stick with table games, the larger a slot machine's jackpot grows, the worse the odds become. One myth that many people think is true is that if they keep feeding a slot machine money, then they will be due to win in time. This is extremely not true as you will have the same odds at winning when you first sit down at a machine compared to the 100th spin on a slot machine. Any seasoned slot enthusiast will tell you to stay away from the penny and nickel slot machines because the payouts are very poor. Fortunately, this isn’t really an issue for online slots. All you need to do is to choose whether to bet the minimum of maximum coins. You could spend hours wasting away in front of a nickel or penny slot only to find out that the jackpot you hit is not worth the ...
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