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This Week At Bungie 2/04/2021

Source: https://www.bungie.net/en/News/Article/50095
This week at Bungie, we revealed Season of the Chosen.
A new Season is upon us. Next week, Season of the Chosen goes live on February 9. Empress Caiatl has arrived to fight against the Hive. She has proposed an alliance, but the cost is too high, and whether he wanted it or not, Zavala is faced with a difficult choice. Check out the trailer to see how that conversation went down.
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We have a whole page dedicated to details about the new Season. Give it a visit to learn about the new private staging ground called the H.E.L.M., our new matchmade Battlegrounds activity, and more.

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Here is the full Seasonal calendar laying out what you can expect from Season of the Chosen, and what dates to carve out for universe saving.

Spoils of War

Season of the Chosen is delivering some shiny new things for you to collect.
We already spilled the beans that for the first time, some of the favorite weapons from Destiny 1 are showing up in Destiny 2 as rewards for completing Nightfall: The Ordeal. Here is the lineup:
  • The Swarm
  • Palindrome
  • Shadow Price
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Nightfall: The Ordeal weapons have a chance to drop at the end of the activity depending on your medal (Platinum, Gold, etc.) and difficulty. Master difficulty will give you the highest chance at a drop of the base versions of these weapons.
Adept difficulty weapons have a chance to drop at the end of a Grandmaster Nightfall when they go live later in the Season. Drop chance also dependent on your medal. Slay enough Champions to hit Platinum and you will have a high chance at an Adept weapon.

Hot Pursuit

Similar to Season of the Hunt, we will have a new Pursuit weapon for you to earn from your quest of choice. Choose between strikes, Crucible, or Gambit to earn the new Breech Loaded Grenade Launcher, Salvager’s Salvo.
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After you have obtained your new tool of destruction you will be able to earn three different ornaments for it from additional quests picked up from Zavala, Lord Shaxx, and the Drifter.

Trials

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You may have already seen some teases of the new rewards for the Trials of Osiris coming with Season of the Chosen. We also have three new Trials weapons.
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Here is another shot of the new armor you will be able to start earning when Trials goes live on February 12.
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Each weapon will also have an Adept version with special mods, you can read more about those here, as well as a special shader that can be applied to any Adept weapon, even the ones from the Grandmaster Nightfall.
For the first week of Trials, armor and adept mods will be in the Flawless Chest. The second week is when you'll have your first chance of the Season to grab an Adept weapon.
Along with these new weapons and armor, Trials has some new cosmetic rewards to show off as well. The Ghost Shell drop chances increases as you win matches and increases when you hit the 3/5/7 win and flawless milestones each week. The ship and Sparrow drop chances increase every time you go flawless. Here is a look at the rewards!
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But wait, there’s more. Season of Chosen has several new additions to your arsenal ready for the taking.
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Cult of Aeon

The team has some cool plans to shake up the Aeon suite of Exotics. Here it is straight from the Destiny Dev team on what you can expect when you equip these arms.
Destiny Dev Team: In redesigning the Aeon Cult Exotic armor pieces, we wanted to lean hard into the idea that these are the Exotics you and your fireteam wear when you really want to work together as a team. With that in mind, we had three main goals for the revamped mechanics:
  • Create role-based mechanics that reward you for doing the things that your role is supposed to be good at.
  • Create mechanics that reward other players on your fireteam when you fulfill your role.
  • Give your fireteam incentive for each player to take on a different role.
Instead of having a single, monolithic Exotic perk to handle this, we opted to take a page out of the Armor 2.0 book and give the Aeon Cult Exotics their own, unique mod socket and mods, which are all unlocked as soon as you acquire the Exotic and each of which is tied to one of the different Aeon Cult roles. These mods are identical across the Exotics for all three classes, so you can choose any role regardless of what class or subclass you are playing.
The three Aeon Cult mods, and their associated mechanics, are as follows:
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Each of these mods has one perk that focuses on the user, and one perk that grants benefits to their allies. Additionally, the second perk includes an extra benefit for anyone in your fireteam that has not chosen the same role, so for maximum efficiency each member of the 3-player fireteam should choose a different mod to reap the most benefits.

Catalyst Comeback

In a previous TWAB discussing the Destiny Content Vault we mentioned that some of the content being vaulted would affect several Exotic weapon catalysts and we would be temporarily removing them while we worked to update their drop and upgrade sources.
Catalysts for the following weapons have had their drop sources and objectives updated to not be associated with Vaulted content:
  • Bad Juju
  • Izanagi's Burden
  • Sleeper Simulant
  • The Huckleberry
  • Worldline Zero
  • Polaris Lance
  • Telesto
  • Legend of Acrius
  • Skyburner's Oath
The catalysts for Whisper of the Worm and Outbreak Perfected are still unobtainable for anyone who hasn’t already earned them and will be added in a future update.

Prime Gaming

Last week, a new set of rewards were made available through Prime Gaming. Once you sign up here and link your Bungie.net account, you can go and claim your rewards. They will be waiting for you in the safe care of Amanda Holliday in the hangar portion of the Tower.
  • Graviton Lance
  • Carina Nebula Exotic Weapon Ornament
  • Cosmos Shell Exotic Ghost Shell
  • Avalon Courser Legendary Sparrow
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Check back next month and we will have a new shipment of Prime Gaming rewards for you to pick up from Amanda.

ALL GOOD THINGS…

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As the Seasons change our team of experts have the important info you need to know.
This is their report.

SEASONAL TITLES AND BUNGIE REWARDS

Season of the Hunt ends on February 9. View our Update 3.1.0 timeline below for what time it will end, and Season of the Chosen begins.
Before the Season ends, player who earned the Flawless and Conqueror titles should claim and equip them to ensure that they don’t get removed.
Multiple items from Bungie Rewards should also be earned in-game before February 9, 9 AM PST, and claimed on the Bungie Rewards site by February 12, 9 AM PST:
  • Free Stranger Papercraft Figure
  • Stasis T-Shirt
  • Warden Seal Pin (players should equip the title to ensure that it’s earned)
  • Hawkmoon Mini Replica

ITEM AND QUEST REMOVAL

As we announced earlier this week, before Season of the Hunt ends on February 9, it’s recommended to turn in the following items and quests or they will be removed from player’s inventories or will no longer be able to be used:
  • Weekly Bounties: Strikes, Crucible, Gambit, Gunsmith, Crow
  • Crucible Tokens and Crucible Token Gifts
  • Memory Fragments for Stasis
  • All Crow Bounties
  • Planetary materials: Alkane Dust, Phaseglass Needles, Seraphite, Simulation Seeds
    • You will be able to turn these into Spider for Glimmer.

SAVE YOUR HALO DATA

A few weeks ago, we announced that on February 9, the halo.bungie.net website will be taken offline permanently. As a result of this, personal custom Halo avatars that are currently used on Bungie.net will be removed due to the functionality living on halo.bungie.net. We welcome everyone to go to their Bungie.net profile and save their avatars to their computer as we’re exploring options to possibly allow them to be uploaded to your profile in the future.
Additionally, we welcome everyone to save their Halo stats and files on halo.bungie.net however they wish, such as using screenshots, saving the pages to your PC, or using third-party archive sites.

SDR CONSOLE UPDATE

Steam Datagram Relay is coming to consoles during Season of the Chosen, but we need to do more testing and fixes before it's ready to go live.
SDR is used to mitigate against DDOS attacks. You can learn more about it from a previous TWAB.

UPDATE 3.1.0 AND MAINTENANCE TIMELINE

Next Tuesday, February 9, maintenance for Update 3.1.0 will begin. Below is a timeline of events:
  • 8 AM PST (1600 UTC): Maintenance begins.
  • 8:45 AM PST (1645 UTC): Players are removed from activities. Destiny 2 is brought offline.
  • 9 AM PST (1700 UTC): Update 3.1.0 will be available across all platforms and regions. Players will be able to log back into Destiny 2.
  • 10 AM PST (1800 UTC): Destiny 2 maintenance is expected to conclude.
Below are some issues that will be resolved with Update 3.1.0. A complete list will be shared when the update goes live.
  • The Crucible Valor and Gambit Infamy New Light quests can now be completed after resetting ranks.
  • Ahamkara Bones will now spawn in the Agonarch Abyss and Cimmerian Garrison Ascendant Challenges.
  • Triumphs: Lore of Luna, Wisdom of the Witch, Run the Gauntlet in Cimmerian Garrison.
  • The Altar of Sorrows bosses will now rotate each day.
  • The Warsat Public Event in the Cosmodrome’s Mothyards will now count toward bounties.
  • The lift tube in the Warden of Nothing strike will now open for every player.
  • The boss from The Insight Terminus strike will now always teleport away after scanning the Vex terminal.
  • Lake of Shadows will no longer become blocked if players bypass trigger volumes.
  • Sturm will once again reload any equipped Energy slot weapon on kills.
  • Merciless will once again increase its charge rate on non-lethal hits.
  • Thunderlord, Reckless Oracle, and other weapons will once again render their scope and/or reticle.

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:
  • We continue to investigate PC FPS and Stuttering issues.
  • The Lightseeker Triumph is not unlocking after players have found all weekly feathers for the "Bird of Prey" quest, and feathers no longer appear after completing the Bird of Prey quest.
  • The black Blight Orbs left behind by the High Celebrant won't open portals if shot by Sidearms, and sometimes won’t open when in a fireteam.
  • We’re continuing to investigate various error codes, including ARUGULA and PRUNE.
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.

Big Screen

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It’s about time we watch some movies, right? Let's get to it, no reason for me to dilly dally on about nothing. Just rambling and taking up time when we could be enjoying popcorn and flashing lights. Speaking of flashing lights, wait... what was I talking about? Oh right, here are the winners.
Movie of the Week: Titans vs Taniks
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Movie of the Week: Journey
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This week’s winners will be receiving a special MOTW emblem to show off to the world. If you are one of the winners, congratulations! Please make sure you post a link to your Bungie.net profile in the description of the video.
As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Expression

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Damn I love me some Destiny art. It’s always a great time scrolling through all of beautiful creations from the sea of talented artists in this community.
Let’s share some love for these artists’ beautiful creations.
Art of the Week: Crow
pic.twitter.com/zIs607knc0
— 젬 Gem (@gemkimart) February 3, 2021
Art of the Week: Stalk thy prey
Stalk thy prey and let loose thy talons upon the Darkness. #destinyart #Destiny2 pic.twitter.com/SI21bhabWj
— Kim Mihok (@hapicatART) January 28, 2021
If you see your art above, congratulations! Please make sure you reply to your post with a link to you bungie.net account and we will ship your emblem to you.
Here we are, the last TWAB of the Season. It’s always and exciting time when new Destiny content is only a few sleeps away. With new story content, a new strike, two strikes from the DCV, a new matchmade activity, [Redacted] and so much more, this Season is jam-packed. We will see you on the Battlegrounds.
Season of the Chosen, I choo choo choose you.
<3 Cozmo
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I bought the ATH in 2011: A decade of HODLing

There have been a few other long-term HODLers sharing their stories recently and I've greatly enjoyed reading them and reminiscing about Bitcoin's past. Here's my story - I hope it's as entertaining as the others.
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Every number between 0 cents and the current ATH has been, by definition, the all-time-high at one point. Don't let that prevent you from taking a risk in something you believe in. Extend your time horizon to a decade and lock your coins away.
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I've been a libertarian since I was a teenager. The expanding role of the State is something that I've been worrying about for most of my life. While learning about the immorality of the existence of the State, at some point I learned about monetary policy and how inflation is robbing everyone on an unprecedented scale. I tucked this knowledge away and was determined to figure out a way around it when I started making my own money. (This paragraph is the only one involving political philosophy, go ahead and continue reading)
I first heard of Bitcoin in 2010 on one of the many forums I frequented in my libertarian internet circle. It was an interesting concept to me, but I didn't pursue it at all. Again I tucked this knowledge away for future use.
I heard of it again several months later (2010). This time I decided to try it out. I remember downloading and syncing the reference wallet and using a BTC faucet to send coins to my wallet. I forget exactly how many it was... 5, maybe? That's as far as I went with it though. At some point I deleted the wallet and the downloaded blockchain - probably to make room for a Steam game or something. Those coins are gone.
That's right - Steam. I have been a gamer for most of my life as well. I owned a powerful graphics card at the time: The Radeon 5970.
The third time I heard about Bitcoin was in May 2011. I had heard that the price was lifting off and people were making a lot of money from it. This time I decided to dive in and see what I could figure out.
This was where I fell into the deep rabbit hole of Bitcoin. I remember getting so absorbed in it that I didn't sleep some nights. I was working my day job, going home and learning all that I could about Bitcoin. Learning about how addresses were generated, how wallets worked, how mining worked, how the difficulty adjustment worked, everything that I possibly could.
After a week or two of obsessing and reading about Bitcoin, I decided that this was the most important invention since the internet - the most perfect form of money ever created. One of the most ingenious systems ever designed by man - and NO ONE KNOWS ABOUT IT YET.
I can't recall if any other coins existed at the time, but between 2011-2012 I remember other coins like Namecoin, Peercoin, Feathercoin, and some others. I don't hear about any of those other coins these days... besides LTC and XRP, of course.
I decided that I wanted in. I needed to get some Bitcoin. I needed it NOW!! This would be like buying stock in the Internet itself but better - no counterparty risk, and I could be my own bank!
I wasn't making a lot of money at the time, so putting money towards anything discretionary wasn't going to be friendly to my budget. Yes, I owned a badass gaming rig, but that was my only luxury in life. I knew I was going to buy for the long term, so I decided to put aside $500 and go for it. I was going to buy Bitcoin.
At the time, Mt Gox was the only game in town that I can remember. I don't think BTC-e existed yet, or maybe I just hadn't heard of it.
I signed up for a Gox account and figured out how to fund it. There were a few ways to do this, one of which was another app called Dwolla. So I signed up for Dwolla and got verified. I then deposited my $500 and initiated the ACH transfer to Gox. BTC price at the time: $3.
I had initiated the transfer on a Tuesday evening after work. I was informed that the transfer would arrive at Gox on Friday.
I watched agonizingly as the price climbed hour after hour, day after day. $3.50. $4. $5. $6. I was missing the boat!!! By Thursday evening the price had doubled.
At work on Friday, I checked my email on my phone practically every five minutes. The transfer didn't go through the entire work day. I had plans with friends that evening - damn it, I was going to have to try and do this on my phone while hanging with my friends?!
I ended up making my first BTC purchase while sitting in a movie theater. I bought 50 Bitcoin for $10 each - during an all-time-high.
I still hodl every one of these coins today.
(The movie, for the curious: X-Men: First Class)
I couldn't stop there, though. The more I learned, the more I had to know. The more I had to DO. That's when I got into GPU mining.
This was a time before ASICs. I believe GPU mining was relatively new -- before this, miners were only using CPUs (which were in 2011 -- like GPUs in 2020 -- obsolete for SHA256 mining).
The next day I dove headfirst into Bitcoin mining. I downloaded the software and set up an account on Slush Pool. I ran my 5970 on full blast for a while and went out with some friends. When I got back, my bedroom was noticeably hotter than it was when I left. So that's what I was going to be dealing with? Ok, fine.
I also couldn't play any demanding video games while the miner was running. I'd have to dial the hashrate down, or disable it completely. Ok, I guess I can manage that.
After a few days of dealing with that, I decided to buy another 5970. If I got bored of Bitcoin, it would still make The Witcher 2 run better!
All told, between mining with Slush Pool and BTCGuild for a month, I managed to mine an additional 50BTC that month.
I still hodl every one of these coins today.
One day, my electric bill came. $350. For my 1BR apartment? That can't be right...
I called up the electric company and told them they double-billed me.
"Nope, that amount is accurate. That's what you owe for this month. Have a nice day!"
And that was the day I stopped Bitcoin mining.
I had been telling all my friends and gamer friends about Bitcoin the entire time. They laughed at me. I told them they wouldn't be laughing when I was a millionaire.
Soon after, Bitcoin crashed -- HARD. Dropping from $32 at its peak to $2 over the next few months -- one of the largest price drops in its history.
I was dejected. I stopped talking about it with my friends. The gamer communities I was a member of made fun of me relentlessly, trashing Bitcoin every day. News articles celebrating Bitcoin's death popped up everywhere. It was the first major public crash, and I felt all alone.
I uninstalled the Bitcoin price widget from my phone. I moved on with my life and tried to forget about Bitcoin. I left the wallet on my PC, but deleted my copy of the blockchain.
I barely thought about Bitcoin for the next two years. Any time someone brought it up at work or in my friend group, I changed the subject. I was completely demoralized and thought I had fallen for the biggest scam of all time.
After this unbearable TWO YEAR period... Bitcoin came back.
One day I opened Bitcoin and saw utter elation all over the front page. What the hell was going on?
Bitcoin had surpassed the last all-time-high and was climbing still. $50... $100. And it was still going!!!
I snapped out of my multi-year funk right then and there. Somehow my paper financial loss had clouded my judgment and made me forget about the fundamentals that made me interested in Bitcoin in the first place.
"Bitcoin was back?" It had never left. It was still the same decentralized, unforgeable, instantly transferrable miracle asset that I had fallen in love with.
I got back into mining again, but I didn't leave my GPUs running 24/7 like I had before. Eventually, ASICs started coming out and obsoleted GPU miners, so I had to start mining LTC instead and selling them for BTC. I mined on a site called give-me-ltc and did my trades on BTC-e.
Eventually I got tired of managing my miners, paying extra for electricity, and dealing with switching stuff around for gaming. I stopped mining again and moved on to other things.
I exited this phase with an additional 30BTC and over 400LTC. I still hodl every one of these coins today.
Eventually, BTC hit $1000. I watched this live on bitcoinity.org. I remember this day vividly.
The graphic shown on bitcoinity for every price point was usually some sort of funny gif - someone dancing, someone acting crazy, someone making a funny face, Mr. Bean watching signposts fly past his car. This time, the gif was different - it was serious.
It was an astronaut on the moon. A flag was planted behind him bearing the Bitcoin logo.
Tears welled up in my eyes. This was significant. Bitcoin was being recognized for what it was - the most perfect form of money ever created.
My stack was now worth enough to pay off all of my six-figure student loan debt. I had thought that I would be paying this debt off for the rest of my life. Bitcoin meant potential financial freedom to me.
I didn't sell a single satoshi.
Of course, $1000 didn't last, and paying off all my loans with my stack was no longer a possibility. The price did not recover for almost FOUR years -- even longer than the previous crypto winter. During this time I bought a few more coins through Coinbase.
The 2017 run-up was a blur -- except for one day...
The day I became a crypto millionaire.
My family didn't grow up with a ton of money. I never had the latest clothes, toys -- well, anything. We weren't poor, but we scraped by. I didn't have a great education in personal finance.
Being a crypto millionaire went straight to my head.
Driving to work on that day, I remember thinking I was the most badass person on Earth. Somehow I had managed to manipulate some computer numbers around that were now worth over a million dollars!!
I couldn't help it - I told everyone at work. I was a crypto millionaire. I couldn't shut up about it. I told my family. I told my friends. I told everyone.
I went to the store to grab a few things. Walking the aisles, I couldn't stop thinking about it. "These people have no idea they're standing next to a MILLIONAIRE."
Of course, my crypto millionaire status didn't last long.
This time, though, I SODL a few coins at the peak. I bought a house and a car.
A month or two later, I was no longer a crypto millionaire.
Seeing the altcoin season was kind of crazy to me. For a few months, you literally could not pick a losing coin. Everyone was a winner. It was sheer insanity. I picked up a few ETH to get some exposure, even though I didn't (and still don't) believe in it long term.
I'm doing pretty well these days. I am numb to any price activity at this point. The last time I bought was the dip down to $4000 in March. I don't know how anyone could have resisted that one.
Other than what I SODL in 2017, I still hodl all of my coins.
You may be able to see a pattern here. There's always going to be another all-time-high. There's always going to be a crash or a correction. You're probably going to feel stupid more than a handful of times being a HODLer. But eventually these feelings go away.
I have a few more anecdotes and random thoughts to share, so I'll make them bullet points below:

- I held on to my BCH for a while. I will admit that I was TERRIFIED during the flippening. 6-12 months later, I sold them all for BTC.
- I immediately sold all my BSV for LTC.
- I hold BTC, LTC, and ETH. That's it.
- I don't believe in any of these centralized or "new and improved" shitcoins. I'm a BTC maximalist through-and-through. The only other coin I'd consider at this point would be Monero. I know almost nothing about it and I haven't done any research on it, so I don't hold any.

FUNNY
- I gave $5 of BTC to a friend in 2013. They forgot about it. I reminded them about it this year. They sold it for $175.
- I gave $30 of BTC to a friend in 2013. They sold it in 2017 for $750.
- I solo mined IxCoin (literal who?) for a few days because I wanted to feel what it was like to solo mine a block. I did not solo mine a block.
- My favorite Bitcoin meme is "This is gentlemen." Why don't people say that anymore?

REMINISCING
- Wallets I used: Bitcoin core -> Armory Offline (airgapped with TAILS) -> Electrum Offline (airgapped with TAILS) -> trezor
- Armory was flaky as fuck. I moved on to Electrum after the 20th time Armory failed to sync the blockchain. I remember having to manually export the private keys using some Python script because I couldn't get the wallet synced.
- Reddit is too slow for BTC sometimes, so I would go to the BTC-e trollbox to get some realtime action. Now that BTC-e is gone, I typically hang out in /biz/ when Reddit is boring.

REGRETS
- Not buying more. Not mining more.
- Not selling BCH for BTC immediately. That one still stings.
- Focusing a little too much on paying down debt vs buying more BTC.
- Buying precious metals in 2013. What a waste.
- Selling in 2017. But, I wanted a house and a car. Regretting taking profit is stupid, but I can't help it.

THOUGHTS
- I never once tried to convince anyone to buy Bitcoin, despite how much I talked about it. I tried to convince people of the potential and that the Fed was evil, but I never once said, "You should buy Bitcoin" to anyone.
- I see another 10x for BTC. Just buy BTC. Don't buy anything else. Just buy BTC and fucking HODL.
- HODL through these crashes. They make you stronger. After a few of them, nothing will faze you. Be a fucking man and HODL on to your coins!!!!!
- People just don't understand the network effect of the BTC protocol. No one cares that another coin has better features. No one cares that there are better internet protocols. They use what has the most infrastructure and support. Don't fall for these shitcoins.
- People don't understand the layering concept. Increasing blocksize simply isn't the solution to scaling Bitcoin - second layer and beyond is the solution.
- Taxation is theft.

Hopefully this was at least mildly entertaining.
Happy New Year!!!!!

Edit 1: Lots of comments about "taxation is theft" - some genuine, some not. If you're open minded and want to learn more, check out these short videos: https://blog.georgeoughttohelp.com/george-ought-to-help/
Edit 2: My thoughts on Ethereum: https://www.reddit.com/Bitcoin/comments/ko1wk3/i_bought_the_ath_in_2011_a_decade_of_hodling/ghopkjj?utm_source=share&utm_medium=web2x&context=3
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Interview with Ultima Online: Requiem's Team Leader (fan-made) [Part 1 of 2]

Interview with Ultima Online: Requiem's Team Leader (fan-made) [Part 1 of 2]

Banner by Coty Polk (http://www.cotypolk.com/)

Part 1 of 2.


We live in an era of simplifying games (and therefore often stripping them of their interesting features), greedy developers feeding on unfinished products, shady business practices (sometimes revolving around world politics) and general surfeit of available products. In order to find a significant and memorable gaming experience one must - more than once - turn his eyes toward things created not by the professionals, but Players themselves.
Due to a non-commercial and purely hobbyist nature of such ventures, they often come around unnoticed and underappreciated. Among them is Ultima Online: Requiem. In order to fix the unforgivably small range that the project is known in (and to know it better myself), I’ve decided to interview the Requiem’s Team Leader, Sicarius.
The idea behind it is very similar to my previous interview with Vanilla+’s Vladmir. Please note, that aside from the chat with Sicarius, I’m in no other way involved in the project’s development, neither have I received any form of payment or compensation, be it in game or in real life.
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Voidwards: Hello again, Sic. Thanks for agreeing to do this interview. How about you introduce yourself and the rest of the Team?

Thanks for taking the time to do this for us, Void. As you’ve already said, I’m the lead developer and team lead for Requiem. I’ve been involved in the UO community since the original boxed release of Ultima Online: Renaissance way back in April of 2000. I’ve had the pleasure of being a part of the UO role-playing community since the early days, having cut my teeth originally on the OSI shards Lake Superior (shout out to CWS and UDL) and Siege Perilous, and eventually moving to the player-ran community circuit once the OSI roleplaying communities began to migrate away from official shards after OSI phased out the Seer program.
After spending a good amount of time running around the community RP shards for a while with my group of friends and guildmates, a group of us took a crack at trying to develop our own shard and community that sought to cater to a different niche of roleplaying and atmosphere than what was commonly available out there at the time. Those early efforts snowballed and persisted through over fifteen years, and have ultimately led us to where we are today; the pending release of Requiem: Act VI.
As for our development staff, our current team for this iteration of our project consists of six core members of whom each have a unique skill set that play to the collaborative nature of our project well. Starting with the members that have been with us the longest, my co-admin Rex is a phenomenal self-taught programmer who works with me to conjure up our custom take on traditional UO elements, and is also our lead liaison for other development communities and projects. Our senior Gamemaster Alt has been with us for longer than I can remember and is also our lead map developer and decorator, and is one of the most talented mappers I’ve had the pleasure of working with. Co-admin Maldonado has been with us for years and leads our in-game development and balancing, and does a phenomenal job to help translate our programming efforts in developing spawns and NPCs into enjoyable and balanced in-game content. He also serves as a check-and-balance over the final revisions of developed content that Rex and I work on to ensure that it’s actually fun, intuitive and can be considered balanced enough to implement to the project.

A public hanging shows how brutal and unforgiving the world of Requiem is. / by Jeremold

Our newest members to our team include Archin, who is our lead art asset developer and is a phenom when it comes to creating, developing and implementing custom assets and art to the project. Her addition to the staff has helped us take our project to an entirely new level for this latest iteration of the shard, and I’m truly excited to see the community be able to appreciate her work here soon. In addition to her direct development contributions, she has also elected to work on promotional video marketing, and also personally curates and performs quality assurance over in-game aesthetic content (for example, clothing, equipment and hair hues) to ensure things adhere to our level of aesthetic quality. She has essentially become our lead asset manager and we couldn’t be happier with her contributions during development.
Along with Archin, Coty (https://www.cotypolk.com/) is also a new addition to our development team and is a very talented traditional and digital artist, of which we’re thrilled about having on the team. He has been able to take some of our conceptual ideas and put them to canvas, helping us develop new branding for the project as well as developing and implementing custom aesthetics and equipment for the game world. He has also proved to be an amazing conceptual developer and has personally spearheaded the development of a few of our new systems of this iteration of the project, and we’re very fortunate to have talent like his adding to the team of Requiem.
In addition to our core development team, we also draw heavily from our community for assistance. We operate a community development team that we’ve invited dedicated veterans of our community to (shout out to Burz and Cons!) that help us with development tasks, balancing and design workshopping. We’ve also have a group of community volunteers that help us out with the arduous and meticulous task of map development and decoration, and a few members whom contribute to the project with helping us out with our wiki, contributing lore, and even contributing music to use in-game (thanks LE!).

Not all of our Readers have experienced UO firsthand. Can you give us your description of the game, in general?

Ultima Online is one of the earliest MMOs and originally launched in 1997 to fairly decent popularity. I believe at its peak, it had around a quarter of a million paying subscribers. While that might sound a little low compared to the massive numbers games like World of Warcraft draw today, it’s touted as being the very first MMORPG to reach the 100,000 subscriber mark, and really blew a lot of the other early MMOs out of the water. In its prime, it was truly something special and new; one of the first real popular entries into a genre that was just starting to break ground with PC gamers. MMOs were so new back then that the idea of subscribing monthly to anything - let alone a video game - over the internet was still something that wasn’t at all mainstream.

Refurbished Claimed Fort - First Province.

What made Ultima Online fairly interesting for its time was that it launched as a true sandbox world; there hadn’t been many quests aside from escorting some Seekers of Adventurers around from town to town for a bit of gold, and any content outside of PvM was created by the players themselves. NPC vendors were limited, and the concepts of things such as reputation grinding for end-game loot simply weren’t ideas back then - to get good gear, you had to seek out players and their shops all over the map.
Ultima’s aesthetic and game-engine choices had also lent itself to being something rather unique, even to this day, as the game engine is rendered in an isometric perspective just like early Infinity Engine RPGs, Diablo and Path of Exile, every piece of artwork in Ultima is hand-drawn, and even the animations themselves are illustrated frames of artwork as opposed to 3D models. While over the years many games have found more efficient ways of making games and handling equipment and models, UO’s art choices have kept it charming enough that it still ages well as opposed to early 3D games that suffered from simple models and low-res textures.
When Origin originally designed UO, they seemed to have had a focus on semi-realism and immersion as guiding principles of their game design. For example, everything in the game world was represented as an item that could be placed on the ground, thrown away, stored in a chest or traded with another player - there were no generic “bag” models for some items the developers didn’t make art for. Building upon that idea, PvP was both meaningful and dangerous; if you lost a fight, odds were you lost everything you had on you, to include armor, weapons, gold, bandages and even the dining room furniture you might have been carrying back from the local vendor. For such an early entry into the genre of MMOs, the game design decisions had really captured a lot of people’s imaginations and interest, as they all culminated together to form something almost like a “middle-ages life” simulator.

Fort Praesidium. A solid protection against the horrors of the wilderness, but not that much against the things that occur within the settlement's walls.

The belief that I have that early UO was as much a sim as it was a MMO is further reinforced by the original creators work on UO’s character development systems - where most MMOs nowadays are class or role based, UO had around 50 seperate skills that were rated on a proficiency level from zero to one-hundred percent, which you raised mainly through use, such as hitting a monster with a sword to raise your Swordsmanship skill. You could have any combination of these skills, up to a 700% total cap, at any time. You could also raise and lower these skills whenever it suited you or your playstyle. You also had to raise your stats, Strength, Dexterity and Intelligence, through use and development of these skills. There were no levels or experience points, just you with a sword or a fishing pole trying to raise your skills up. Throw in a few craft skills which gave players the ability to not only craft traditional MMO gear such as weapons and armor, but also more “RP” items like furniture, clothing, musical instruments and food that existed almost solely for decorative purposes, and you were left with an truly unique and compelling game experience that wasn’t like anything else that had ever been on the market at the time. For many of us that cut our teeth with UO, it was an experience that has yet to have ever been recreated faithfully in games that have come after it, and that’s probably why the game’s emulation scene is still active to this very day.

Aren't you afraid that the original game's age could discourage some of your audience? How does such an aged production translate into modern trends and our understanding of game development in 2021?

I think a lot of the early design decisions that went into the initial creation of Ultima Online have helped keep it relevant as a medium for what we on the team of Requiem try to do best; the support of enforced roleplaying. The isometric perspective, the art decisions, the free-form gameplay and sandbox elements of the base-game all come together to make a really strong foundation for a project like ours.
Where we can truly achieve modernization and keeping the game relevant is through taking advantage of the community that exists to support and further player-ran UO development. Combining the game’s base foundation with the larger community efforts of private server emulation (such as RunUO and ServUO) along with the excellent work of the ClassicUO client emulation scene (a project that has modernized and expanded UO’s client with new quality of life features for a modern era), we’re able to update and expand upon a twenty year-old game with modern game design decisions and features. We’re not just limited to editing a game through config files and settings when developing our project; we’re actually able to use UO as more of a game engine to house any and every idea our development team can conceptualize and create. Using C# and modern art and asset development tools, we’ve been able to develop and implement new skills, completely custom mechanics, new art assets to include UI updates, new animations, and even custom sounds and music. Only our imagination (and time!) is the limit, and we’ve really taken advantage of this fact with Requiem.

Item Lore window showcases a stepforward mechanics compared to the original game, as well as some of the custom interface artwork.

Ultima Online in of itself is also a title that has still remained operational as a live product for more than twenty years now too. It has seen numerous updates, expansions, upgrades and content additions. Our entire development team are also avid MMO fans and have collectively played together in modern numerous titles, ranging from mainstream games such as WoW, all the way to more niche projects such as Life is Feudal. All in all, while the spirit of UO is very old soul so to say, it is not a direct transplant from the late 90s, and neither is the development team working on this project.

All right, but what’s the main concept of Requiem? How does it differ from the “default” Ultima Online?

“Default” Ultima Online is in itself a sandbox MMO in which players are expected to seek out and create their own content, be it anything from harvesting and crafting, fighting monsters and exploring the map, or waylaying unexpecting travelers and striking them down for their belongings. In the early heyday of UO, the idea of structured quests, reputation farming or even raids did not exist. MMOs have come a long way since the early days of UO, and while Requiem owes its DNA to UO, we have tried to lean more heavily into modern game design philosophies than those of the late 90s.

Original Ultima Online's character profile. Despite its charm, not very eye-pleasing these days.

As for the concept of Requiem, I’d say that is two-fold. First, Requiem is a project based around the ideas of providing to the community an enforced role-playing environment in which every element of the project, from it’s aesthetics to it’s mechanics, are designed in mind for such an activity. We have sought to establish a community in which we’re not just modding Ultima Online, but creating our own take on it, imagining if it had followed a path that focused upon intricate, pen and paper inspired character development and an enforced role-playing environment.
A very small example of this design philosophy that comes to mind immediately are our player profiles. In traditional Ultima Online, role-players were given a small profile window to tell a little about their character, be it their immediate appearance or their back story. On Requiem, this is taken to a much more intricate level of detail; we provide to our players the means to write and save profiles of their characters and to choose graphical avatars that represent their facial features. You can then use a simple command or menu option to look at any player-character in the game and get a window that shows to you the basic bodily attributes the player’s character chose for their persona, such as height and weight, along with their description and character Avatar artwork. While such a feature might sound like a minor thing at first glance, we’ve found that these small quality of life additions help promote and propagate role-playing in our community, and leads to more immersion and more fun.

Requiem's character codex, along with one of the many available avatars.

The second half of Requiem’s overall concept is its story, which has been running more or less for the better part of fifteen years. Where default Ultima Online really didn’t have that much of an overall story outside of founding lore and plot, Requiem is far different. In order for us to have an enforced role-playing environment, players have to know what sort of world their characters are a part of. For Requiem, that world is one that is heavily inspired by a low to medium fantasy concept that draws upon the spirit of Lovecraftian horror, the genre of Grimdark fantasy, and the horror elements of IPs like Diablo. While a lot of people instantly think of knights in shining armor, lithe and beautiful elves, Arthorian legends and the round table, and epic battles against building-sized dragons when they think of medieval enforced roleplaying, Requiem is quite a different beast. The world at large, Eden, is about thirty years into what many believe is the Apocalypse, and large swaths of the Venerated Republic of Decus, the story’s main setting, are consumed by mindless hordes of the undead. Knights and elves are replaced with Templar and Inquisitors scouring the lands for enemies of the Church and Faith, and building-sizes dragons have been traded our for sentient mounds of viscera, hordes of shambling zombies, and daemonic cambions whom stalk the countryside, stalking and hunting unsuspecting adventurers for sport.

You have mentioned – be it on Discord or in the forum posts – that most of your playerbase are grown people with professional and personal responsibilities leading to a very limited amount of time available for playing. How does it relate to the fact that it’s an enforced RP server, full of player-led factions, Game Master-driven, Player-supported events and the world is really living, even when the Player’s offline? Shouldn’t we be afraid of falling behind: both mechanically and story-wise?

This is a great question, and we’ve put a lot of thought into how to support a community that can feel accessible and fair to a spectrum of players, ranging from those who can devote a lot of time in-game and to those that can't. First and foremost, from a mechanical standpoint, our philosophy and game design concerning how a player develops their character is influenced heavily by the concept that if they have become a part of our community, they are by nature a part of our story. Thus, characters have lives of their own that are independent from the physical time their players may be able to devote to them. It can be very discouraging as a player to know that you only have two or three hours to jump in the game and have some fun knowing that you're hundreds of hours behind your peers in terms of mechanical character development.
What we have done with our core mechanics on Requiem to help alleviate these issues is the creation of a parallel character development system that exists in tandem with our more traditional mechanics. Known as our Animus system, characters in our game world earn a passive stipend of experience that can be spent to invest in nearly anything related to the development and progression of your character. This includes skill points, stat points, and even special skill abilities. Acquisition of this experience happens every hour, and it’s given a generous bonus depending on a few different factors to include how many other players are online at the time, and more importantly, a bonus if your character is within a local hot-spot that is used for role-playing, such as a tavern or a safe town. What this does is allow for players to spend their time as they see fit - even if you only have an hour or two to log in for the night, if you’d rather spend it just role-playing and catching up on the latest rumors, you won’t be completely neglecting the progression of your character while you do so. This system is extended to offline characters as well, for a period of up to two weeks, so if you have a busy week and can’t make it in-game until the weekend, you still have some built up Animus waiting for you to spend on raising a skill or purchasing some skill abilities. We think that with the incorporation of these two development ideas, our players are able to still make forward progression with their characters regardless of how much time they may be able to devote to being in-game in a given day or week.

A player-made propaganda poster for one of the ingame factions. Eavesdropping and spying commonly occur in this dangerous world. / by Wyrmlance

The Animus system is also intertwined with everything else in-game that you can do, such as crafting, harvesting, exploration, and even hunting and slaying monsters and animals. Perhaps your ideal character is a legendary blacksmith that sits around town honing his trade in the public craft hall, considering that you don't have the time to go out and explore every inch of the map and claim dominion over every foe you come across. In many other games and UO shards, pure progression through harvesting and crafting would be very hard - in Requiem, it’s easily achievable through our Animus system. You can even use all of that experience your blacksmith has been earning to raise other skills, such as Swordsmanship, allowing you to role-play the idea that in his free time, your character has been taking lessons from a local expert or some such idea. What this does is allow our players to progress in a way that feels comfortable to them. Of course, natural progression through skill gain is still a thing too - and for those players that have a ton of time to devote to playing, the Animus system starts to have diminishing returns within a twenty-four hour period, as to keep things fair for all.

New wearables available for Act VI. Customization, baby!

Falling behind with the story-line is a whole different problem, one in which we’ve also taken proactive steps to try and prepare for. First, any major storyline quest or event that our staff holds is held to a standard of requiring at least a week or two lead-time and out-of-character notification to the player base so people can plan accordingly - this gives everyone a chance to try and make it to our big events. Second, we have incorporated a means for our Faction leaders to be able to plan and advertise their own in-game events through in-client tools that allow the rest of the playerbase know when something might be going on or is planned. This allows our players to facilitate communication between themselves in regards to organizing and planning events big or small. Lastly, we have numerous mediums that we use to communicate to the shard what is going on with the story - this includes in-game newspapers, forum update threads, and most importantly our Living Story concept, which is a narratively written novella that we develop and publish to our website that explains our main plot and what the players have done to influence and affect the outcomes of our own internal and confidential plans for the story. This part is especially fun for us on staff, as we’ve a lot of ideas for where we want to go with the story, and depending on what the players do and accomplish in-game, those plans can go right out the window.

Part 2 coming soon.

- - -
Website: https://www.13thrones.com/wordpress/
Discord: http://discord.gg/RmWKqTD
Forums: https://www.13thrones.com/forums
submitted by AlwaysVoidwards to ultimaonline [link] [comments]

Some positive words for Wild Rift and a few Suggestions

In continuing the increasing trend of promoting positivity in this sub as well as constructive criticism, I hereby submit this post for your perusal, dear Rito.
Suggestion to have a more detailed pop-up (first time only after every app startup) whenever going into ranked game mode which generally states the following (in some form or other):
Either that or just have the existing “ Do you agree to the LoL Code of Conduct, please move the slider to agree” thing pop up every time we go to ranked game mode. This will put the onus on the player to not AFK, feed, and be generally more responsible in ranked games. Not all players will be, but hey that’s why there will be/should be harsher punishments for such occurrences in ranked games.
Kudos to Riot and all the devs for your hard work in making this new iteration of LOL for mobile. This year has been rough for everyone around, and for Riot to be able to push through with their new game's regional OBT and the only major organization in the world to have held an offline esports international event in 2020 is a very impressive feat given all the challenges they had to overcome.
Have been enjoying Wild Rift so far and would like to praise the quality of the graphics, animations, art and music. The quality is top-notch and is what one can expect, similar to the PC version. This game has the potential to disrupt, rock and possibly take over the global mobile MOBA scene. Especially when you think about the number of champions (140) LoL PC has that will eventually be available in WR, and the possibility of different game modes such as ARAM, URF, Twisted Treeline, etc.
To the devs : We understand that there are still a lot of things that need to be worked on for WR, especially in ranked matchmaking, and we will be here to provide you with the data necessary for you improve on it. We fully expect to have quality matchmaking upon official release and for you to apply the various rules and accompanying penalties for offenders (AFKer, inters) that are already present in LoL PC to maintain the quality of matchmaking. Also please consider the following suggestions that have already been voiced by other players in the community:
To the players : Allow Riot to implement and enforce stricter rules for ranked games which will only benefit us players in the long run, and increase the quality of matches. Let's all continue to be patient and just feel lucky just to be able to finally experience LoL Wild Rift. It's been a long time coming ever since the rumors last year where all we had were snippets of info, screenshots of the game still in early development, and first-look gameplay videos that were still in Chinese. It has been just over a month since OBT and it will only get better from here. The wait was long and I'm quite thankful that we live in a time where I can play LoL while on the toilet.
submitted by AlphaWarlock to wildrift [link] [comments]

I posted a list of issues of the client last month... Here are 13 more pages of problems that I forgot.

Hey everyone!
I made this client buglist three weeks ago, and was glad that the list was rather thorough this time, without really forgetting anything. Therefore, naturally, I'm back today to add everything I forgot, which only adds up to X pages.
This time, it won't be sorted by client parts, only dividing between bugs / other issues, and then sorting by what I consider important. Category A for broken functionalities, category B for milder problems, category C for details. Like the last time, I will not be covering performance issues that I don't have a way to personally talk about. And like the last time, there'll be a new/recent tag before the bugs that are… well… new/recent – "new" meaning since January, "recent" meaning considered as new back in January (on that note, we all agree that January was pretty much two months ago, right?).
 
 
I) Bugs
 
I.A.1) [New] When opening the client, you can't see how much experience you have, until you play one game. The gauge will show up as empty, as will the one on your profile. Hovering the profile's gauge will at least show the correct experience in the number that appears below. It's possible that this wasn't the most important bug. But this time, I didn't want the thumbnail to be something random (for the people using new Reddit or something similar), so this goes first.
I.A.2) [New] Same with other people's experience – when going on anyone's profile, their experience gauge will appear empty. Just like in your profile's case, hovering over it will show the correct number. However, unlike the previous case, playing one game will not get rid of this problem.
Whenever completing a mission at the end of a game, a pop-up reading "X missions completed, Y new missions added" will appear. That Y will display an absurdly high (and obviously incorrect) number, usually between 25-50 when the number of missions added is never higher than a handful, and can be as low as zero.
I.A.3) League voice basically doesn't work on the Mac client. I never use macs, because I'm still a normal person at times, but I've seen this been said enough times to know that to be trustable. From what I've heard, when speaking (from a mac client), the other people cannot hear you even though the mic icon lights up.
I.A.4) Turning off potato mode makes your client incredibly slow until you restart it (not because you're in "normal" mode, much slower than that).
I.A.5) [New?] Sometimes, the client pretty much decides to die, and can no longer operate lobby functions until restarted. By this, I mean that:
I.A.6) [New] When you go on someone's profile page, you see your Honor level in their Honor spot.
I.A.7) The client is overall slow on many different aspects, even without having a bad computer. Joining a lobby takes time. The friends list takes time to display information (when someone joins an open party, for example, this will take a few seconds to be shown anywhere). The post-game lobby takes time to show who left the room. In each case, this can be upwards of 3-5s.
I.A.8) [Recent] Lots of people say that dodges don't always go through; that they dodged a game only to log back in finding out that the game had started anyway (while they had quit in time), or that one of their teammates ended up never connecting in the belief that they had dodged. I seldom dodge myself (and I wish that phrase only applied to the client), so I've never had that issue and can't confirm it. But, it's talked about a lot.
I.A.9) Occasionally, the client will keep saying "Game is still in progress" some time after you've finished it (up to 30-ish seconds).
I.A.10) In champ select, the bottom message is hidden unless you click on the chat. It's possible that this was fixed very recently. I'm not sure and currently don't have a way to check, so I'm just putting it here in case.
I.B.1) [New] In the previous buglist, I listed a bug about the friends' mini-profiles not refreshing.
1.A.d) [New] If you hover over a friend while they're in queue or champ select, hovering over them again while they're in game will still show them as being in queue / CS, instead of showing them as being ingame (meaning that you can't see their ingame time, or the champion picked / mode played). Changing the sorting of the friends list refreshes it and clears that problem. (Sort alphabetically > Sort by status, or the other way around. You can also switch back immediately after.) I'm just not sure this pro tip really will help anyone, because since we're already 4 bugs in, there should be a maximum of 3 people reaching that point. Screenshot
One correction to make: Changing the sorting of the friends list will most of the time clear the problem. It's possible that it won't remove it for certain friends, no matter how many times you try (even if it works fine for other friends in the same game).
I.B.2) [New] As of this patch, we can now once again see the names in open lobbies. With a bug. Just like with the problem mentioned just above, the friends list won't refresh properly there. So if your friend creates an open lobby, you hover over them, and they then have someone (other than you) join them, their lobby will now read "Open Party (2/5) / Name1" instead of "Open Party (2/5) / Name1, Name2". There again, changing the sorting of the friends list will clear the problem.
I.B.3) I still haven't been able to find out what causes it or when it happens, but sometimes, the client decides to reset lots of its data. Meaning some or all of the following:
  • News pop-ups appear once again (Eternals are live, Welcome to a certain ranked season, We finally found the L on our keyboards to spell Clash without an R, and so on)
  • Rune settings go back to default
  • Summoner spells go back to the default ones
  • I forget that I decided to play real champs for once and lock in top lane Leona for the fifth time of the day
I.B.4) When a champion is your only favorite champion in a given role, you can't unfavorite it.
I.B.5) In the previous buglist, I mentioned a bug about the post-game lobby occasionally deciding to use the Times New Roman font instead of the normal one (which, as a side note, usually happens after the client takes a while to go to the post-game lobby after the game).
2.A.d) The post-game lobby sometimes (fairly regularly) uses the Times New Roman font instead of the normal one.
This issue also happens with chats and in parties.
I.B.6) [New] In champ select, when you open your chats, they'll land behind the chat icon, making said icon cover a part of your important messages. Screenshot
I.B.7) [New] If you open a new chat before getting into a champ select, once you get into the CS, the chats will be in another spot instead. Screenshot
I.B.8) The "News language" often resets to the default (which I assume is the system's language?) instead of the one that you previously selected.
I.B.9) The profile choices can randomly be reset. I normally had Infernal Mordekaiser as my profile champion/skin, and recently got messaged by someone who mistook me for an ADC main because my profile showed Ashe – whom I hadn't played very recently. It's supposed to be locked to your choices, if you actually pick a champion/skin to display.
I.B.10) Friends from other servers all show as Offline when hovering over their name in your friends list. Screenshot
I.B.11) I've had one exception to this – someone on EUNE (which isn't my server) showing as if he were on EUW, only that I wouldn't have the option to spectate him while he was in game. Screenshot 1 / Screenshot 2
I.B.12) In low spec mode, deleting someone messes up your chats. - All other chats will be blank (save for their preview), until you close them and open them again, indivisually. - The deleted person will still show in your chats, with a blank profile picture. They'll show over the clubs, and you'll have an "undefined" written in your chat box.
I.C.1) After closing the client, you need to wait a few seconds before reopening it. Otherwise, nothing will happen, because some processes hadn't been terminated yet. So far, that makes sense. However, you don't receive any prompt mentioning that. Only your attempt at opening the client resulting in nothing, and that's it. The old client would give you an error message reading that the previous instance hadn't been fully closed yet. Considering that the League of Legends logo takes a few seconds to appear, that means a few seconds without you knowing whether the client is actually launching, or didn't work. A few seconds isn't much, but it's enough for this "change" to be a strict downgrade, whether intentional or not.
I.C.2) If your client gets a quick disconnection while you've been on Away (natural away, not manual), your status may go back to Online, without you having done anything. It will then stay on Online, until you… interact with the client, at which point it'll go back to Away. Yeah, that's the opposite of what it should be. That goes against the purpose of this status, making people believe you're there when you aren't.
I.C.3) Deleting a rune page from the rune pages list puts you back to the top, and deleting a rune page from the page itself puts you back to the first page. That makes deleting a high number of pages (after checking them individually to make sure of which ones you want to get rid of) take unnecessarily more time. (Yes, you have a button to select pages to delete, but I'm talking about going through your pages to check them one by one before removing them, which takes more clicks because of that.)
I.C.4) In the previous buglist, I mentioned not being able to log out when an instance of Valorant is running.
8.A.a) [New] Signing out doesn't work if an instance of Valorant is open in the background. The League client will close, the Valorant one will stay open, but when you'll click on the League client again, it'll automatically log you back into the account you supposedly signed out from. On the other hand, if you signed out from the Valorant client instead of the League one, you'd properly be signed out from both, and prompted to log in upon trying to reopen any Riot services. The same thing applies to Legends of Runeterra – you can't log out of League with an instance of LoR open at the same time, while the opposite is possible (the other Valorant-related bug doesn't apply to LoR, though).
I.C.5) https://media.discordapp.net/attachments/412666600332984340/743658045891936296/unknown.png?width=958&height=650 what
I.C.6) The box for the news language doesn't have enough room. Opening that box slightly expands the settings, but not enough to be able to view more than 2.5 lines of the drop-down box. Screenshot
I.C.7) It's possible to receive the message "Sorry, you were removed from the party" during a game, or straight after finishing a game, without it meaning anything (because you weren't in a party, because you weren't removed from it, or because the message popped up multiple times). I'm not sure whether this is still there, aside from having been told so. For me, it would normally happen after custom games. My client often gets some quick disconnections, and once I'd be out of my game (without parties, since I'm talking about custom games), I would get that popup once for every disconnection I've had during the game.
I.C.8) Opening a new chat will leave the chat preview blank until you type another message in it (it should normally display the last message sent by either person). Screenshot
I.C.9) When someone has a disconnection mid-game and reconnect afterwards, their status won't read "Map (Game type) – Champion" but " – Champion" instead, with the first part being empty.
I.C.10) Adding people doesn't always go right. Screenshot. There really isn't much information I can give on that. Someone added me from an EUNE account for me to test another client bug (ironic), I quickly clicked on the notification, and this is what happened.
I.C.11) On one of my accounts, whenever I receive a friends request, I get a pop-up reading "X has sent a friend request" as well as Pending requests with a 1 on it. On my other account, receiving a friends request will not trigger the pop-up, and will only show the Pending requests part. This is consistent in both cases (and neither account using the low spec mode).
 
 
II) Other issues
 
II.A.1) There are several situations in which the client will be brought back up if you were tabbed out. It happens when a game is found, when entering champ select, when it's your turn to pick/ban, 10 seconds before the game starts, and when the honor screen comes up after a game. That's all fine and makes sense. However, when the client does that, it then "locks" itself on for ~5s, meaning that the client will stay in front and focused even when clicking on another program (there are some ways to get around that without having to wait the five seconds, but even when doing them quickly, it still takes more time than simply clicking on what's behind). And while it makes sense to have the client pop back up in these situations, I can't see any good reason for it to stay locked on afterwards, and it's simply annoying and inconvenient.
II.A.2) We no longer have featured high elo games to spectate. The old client had a selection of 5 games of high elo players (challengers or below when there wouldn't be enough of the former currently in game), showing you for each the name of all players, the champions they were playing, and the current game time, letting you spectate better players and pick which game seemed most appealing to you. It was a nice feature, and it having been lost is something that I've read dozens of complaints about over time.
For a personal story that no normal people would care about – but since you've read this far instead of skipping like everyone else, you're probably weird – in August 2015, shortly after Gangplank's rework, I saw Vardags (UOL's ADC back then) play the pirate as a bot laner in these featured games, while this was a time when no non-marksman was ever considered normal in the ADC role (bot lane Mordekaiser would only become a thing later that month, and it remained the only non-marksman bot lane pick until Ziggs bot in 2017). As I had just started picking up Gangplank myself, I went to watch that because it sounded silly. I guess it was, and that he only picked that because he wanted to know the champion regardless of which role he landed on. Still, I got inspired, and went on to play ~80 games of ADC Gangplank myself, and it was one of the funniest picks I've gone for. The best moment was when I found myself laning against xMatty (FNCA's current ADC) with it, and ended up winning 18/2. Anyway, I'm talking about this because all of that only happened off the back of these featured high elo games, that we no longer have access to because of the new client.
II.A.3) There is no option to disable Clash notifications, in spite of the Notifications tab in the settings having a lot of free space to fill up.
II.B.1) Loot animations should be disabled in low spec mode.
II.B.2) In the many areas where information has been lost compared to the old client, comes other people's champion mastery.
Old client: The profile shows the 3 champions with the highest mastery. Hovering over that area shows the next 8.
Current client: The profile shows the champion with the highest mastery. Hovering over it shows the top 3.
II.B.3) A major part of everyone's profile is taken by the honor level. But that's private, meaning that a major part of everyone else's profile is taken by a blank spot (not currently since a bug shows your own honor level in lieu of that empty spot). Which seems a bit silly considering that information had to be cut elsewhere in order to make room for that (as aforementioned).
II.B.4) Another loss of functionality from this client is the fact that other people's rune pages cannot be accessed, while it used to be public information for both runes and masteries. So one can no longer look at which runes someone else is using and copy them. Before you say anything, I know that runes aren't meant to be copied, because they're meant to be changed at the start of each game, based on which champions are in the game. As someone who went between 10 different keystones and all five secondary trees on old Mordekaiser, I know it very well.
But you can't say that to new players. New players usually ask (or get told) which runes to go for, and even experienced players trying out a champion look up what to use, so it would be nice to be able to do that from the client (looking up a friend's rune page, and having a button to import it into yours). Granted that new players get their runes locked, Riot also seems to agree with what I'm saying, so it would be great to have that.
II.B.5) It would be nice to have more control over the Away status. This status changed in functionality from the old client in two different ways:
1) Old client: You'll be shown as Away if you have been fully idle on your PC for 10 minutes (playing another game with the client in the background will keep you on Online). Moving your mouse, pressing a key, or anything, will bring you back to Online.
New client: You'll be shown as Away if you have been idle from the client for 10 minutes (playing another game with the client in the background will put you on Away). Moving your mouse in the client will bring you back to Online, moving it without touching the client won't.
2) Old client: When manually putting yourself on Away, playing a game will bring you back to Away once the game is over.
New client: When manually putting yourself on Away, playing a game will bring you back to Away once the game is over for 1s, before putting you back to Online.
Those changes make sense, and the first change does let the client indicate whether someone is on it or "on it". However, due to it, there is no difference between someone who's down to play but simply doing something else on their computer, and someone who's fully away and hasn't said hi to their computer in half an hour – and thus wouldn't accept an invite.
So I think we should have an option to have a "Lock Online" toggle in the settings (or a "Locked Online" status), locking the status to Online until the player is actually fully idle for 10 minutes (so, the old client's way).
II.B.6) When you use the search bar in your friends list, it'll be hidden as soon as you click out of it (while still applying the search). It shouldn't, and should remain visible, as it'd make things much clearer.
II.B.7) If I'm not mistaken, the old client used to let us view our friends' profile sentences even as they were offline. This hasn't been a feature of the new client.
II.B.8) We can't spectate friends that are on other servers, which is actually a downgrade from the old client. I remember the featured games bugging someday, and showing me games from EUNE instead of EUW, and I was able to click on them to spectate them, while they were happening on a different server.
II.B.9) It'd be nice to have a fourth sorting option in the champion selection, "Sort by History", showing you all champions sorted by most recently played to least recently played. And since the client detects that, "Sort by History" while selecting a role would sort the champions by most recently played in that role to least recently played in that role.
II.C.1) The key fragment gauge goes slightly outside of its box. If I'm not mistaken, that's what classifies as "literally unplayable". Screenshot
 
 
III) Others
 
One thing to correct from my previous list, and some bugs to add that have been reported to me with proof, but about which I can't give enough information as to how they happened.
First, about the correction – I said in the previous buglist that skins can't be purchased in champ select.
5.A.c) The old client allowed you to purchase a skin during champ select. Not the new one. Maybe that’s a choice, but then the fact that clicking on a skin gives you the message “This skin is currently not available for purchase” is a relic of a past gone two years ago.
This is false – they can be purchased, as long as there's more than 10s left in the champ select.
Now for three bugs that I was told but couldn't reproduce:
  • A player on NA isn't able to spectate one specific friend of theirs, and none of their other friends can spectate him either. This has been going on for a few months, and only affects one person in their friends list. Nothing in what I saw could explain that (correct server, playing League and not TFT, and so on). Edit: Important clarification, the spectate button isn't greyed out. Simply that nothing happens when clicking on it. Which... makes it pretty cumbersome to try to reproduce.
  • Two people have mentioned their roles not showing up in the lobby for a draft game. The game can be started from there, and it seems like the player without roles is considered as filling. Screenshot
  • One person has reported their client's resolution regularly being messed up after finishing a game in full screen (regularly as in every third game or so), such that the bottom of the client goes missing, preventing from playing again and forcing a restart. Screenshot
 
 
Alright, that was everything!
Well, everything I had. Although it's impossible that I would have forgotten or overlooked something. Thanks to everyone who contributed in the comments last time! Was really helpful in realizing what I missed.
This ended up being almost half the size of the first list, huh.
Oh, and TLDR: https://www.reddit.com/leagueoflegends/comments/hzfzxb/a_list_of_the_current_issues_of_the_league_client/
submitted by Naerlyn to leagueoflegends [link] [comments]

Looking for games with great customization

What I want:
  1. The primary gameplay happens in the form of combat (either action/real-time combat or turn-based combat is fine)
  2. The gameplay focuses on one single character that can be elaborately customized. The character need to be able to be customized by appearance (the most important aspect), equipment, and abilities. Or alternatively, it can focus on a deck of cards. (like Hearthstone)
  3. Plenty of aesthetic options (if possible, I want choices instead of sliders since I feel sliders are overwhelming)
  4. There can be party members, but the gameplay need to prioritize the protagonist.
  5. Synergy is a key part of the gameplay - the player need to come up with their own plans on how to deal with the enemies, and the use of equipment and abilities plays a major role in forming a gameplan. The equipment/abilities have to be designed in a way that they can only be effectively used when in conjunction with each other.
  6. The player's primary gameplan/character build does not change drastically throughout the game. The player's character build will need to deal with various situations as they arise rather than constantly changing gameplan before battle to maximize damage output against specific enemies.
  7. Has a clear and definite goal (collect everything, complete every challenge, reach the max level or finish the story)
  8. Has at least a bit of collection focus (equipment, cards)
  9. Has plenty of challenging battles and less grind or mindless button-mashing
  10. Story can be minimal or non-existent
  11. I want at least somewhat good graphics for 3D games and more elaborate artstyles for 2D games (Anime style is fine, but I don't want pixel graphics if possible)
I'm mainly looking for games on PC (Windows) and Mobile (Android - preferably vertical), but I can accept Nintendo Switch and Xbox One suggestions.
Preferably the game is not a Game as a Service or GaaS (like MMOs or most mobile games), in other words, it will not receive big/regular content updates and can be played offline.
If it has to be a GaaS, then the entirety of the game should be able to be played in single-playesolo.
I know that my request probably sounds way too ridiculous, so it's okay if a suggestion doesn't check all the boxes, but I want to prioritize on the 2nd, 3rd, 5th and 7th point.
Thanks in advance!
submitted by LSTKIL to gaming [link] [comments]

Looking for games with great customization

What I want:
  1. The primary gameplay happens in the form of combat (either action/real-time combat or turn-based combat is fine)
  2. The gameplay focuses on one single character that can be elaborately customized. The character need to be able to be customized by appearance (the most important aspect), equipment, and abilities. Or alternatively, it can focus on a deck of cards. (like Hearthstone)
  3. Plenty of aesthetic options (if possible, I want choices instead of sliders since I feel sliders are overwhelming)
  4. There can be party members, but the gameplay need to prioritize the protagonist.
  5. Synergy is a key part of the gameplay - the player need to come up with their own plans on how to deal with the enemies, and the use of equipment and abilities plays a major role in forming a gameplan. The equipment/abilities have to be designed in a way that they can only be effectively used when in conjunction with each other.
  6. The player's primary gameplan/character build does not change drastically throughout the game. The player's character build will need to deal with various situations as they arise rather than constantly changing gameplan before battle to maximize damage output against specific enemies.
  7. Has a clear and definite goal (i.e. collect everything, complete every challenge, reach the max level or finish the story)
  8. Has at least a bit of collection focus (i.e. equipment, cards)
  9. Has plenty of challenging battles and less grind or mindless button-mashing
  10. Story can be minimal
  11. I want at least somewhat good graphics for 3D games and more elaborate artstyles for 2D games (Anime style is fine, but I don't want pixel graphics if possible)
I'm looking for games on PC (Windows), Mobile (Android - preferably vertical), Nintendo Switch and Xbox One.
Preferably the game is not a Game as a Service or GaaS (like MMOs or most mobile games), in other words, it will not receive big/regular content updates and can be played offline.
If it has to be a GaaS, then the entirety of the game should be able to be played in single-playesolo.
I know that my request probably sounds way too ridiculous, so it's okay if a suggestion doesn't check all the boxes, but I want to prioritize on the 2nd, 3rd, 5th and 7th point.
Thanks in advance!
submitted by LSTKIL to gamingsuggestions [link] [comments]

“A New Era" – Wildlands of Chernarus

“A New Era" – Wildlands of Chernarus
Server Spec

Server Name : A New Era – Wildlands of Chernarus
Map : Chernarus
Slots : 50
Mods : Light & listed
Play style : Mainly Role Play, elements of PvE & PvP
Perspective : FPP
Discord Use : Yes
Facebook : Yes
Restarts : Every 4 hrs
Day / Night : 3hr Day & 1hr Nights
Whitelist : Yes
Mouse & Keyboard : Yes
Server Wiped : 10th January 2021
Server Wipe Due : 1st April 2021 (subject to change if required)
Platform : Xbox
Server Region : UK


About the Server…

• 7 NPCs spawn fully geared in all varieties
• 10 Player spawn points - Hospital or Medical Centres
• Add your gamertag application
• Alert Systems
• Backstory
• Banking System via UnbelievaBoat
• Base raiding – No offline raiding
• Beginner friendly as well as guides
• Casino
• Crosshairs switched off
• Declared Factions
• Each Zed loot carry is relevant to their type
• Guns spawn in whole minus their scope and mag
• In game Licenses (Coming Soon)
• Kill Feed Monthly leader boards Competition
• Live Streamer Channel
• Member Reputation Incentive
• Members Voting Channel
• Multi Trading Posts
• NPC's Shooting Range
• Offline Raid Protection
• Open Discussion Channel
• Police Force
• Priority Queue List
• Professional discord with premium bots
• Safe Settlements
• Server Events
• Server Update Channel
• Solo, Duo, Groups, or factions all welcome
• Static and Mobile Traders
• Vehicles spawn in whole
• Viewable Kill feed & Leader boards


Our Other Community Servers

• A New Era - Faction V’s Faction ( xbox )
• A New Era - NWAF Deathmatch Full PvP ( xbox )
• A New Era - Prison Island Close Quarters Deathmatch ( xbox )
• A New Era - The Dark Side ( PC )

Facebook Link - https://www.facebook.com/groups/403230787488868

Discord Link - https://discord.gg/PXqRCtfuvE
submitted by Scottish-tish78 to DayZServers [link] [comments]

[Online][DCC][Dungeon Crawl Classics][Sundays] Looking for 1-2 players


We are a group of 3 players, plus me as the DM, looking at add a few more to the group. You do not have to have experience with DCC, you don't even have to have much RPG experience. What I am looking for is someone who is going to be consistent and engaged. I really want someone who can be in it for the long term.
We meet (usually) every Sunday at 2pm (CST). We are using Hangouts/Google Meet for voice and video, and FoundryVTT for maps. At a minimum you need a clear microphone. There are vague plans that at some point in the future, when we all feel like it is safe, to move the game back offline, so if you live in Houston that is a bonus.
That being said, I am running Anomalous Subsurface Environment (ASE) using Dungeon Crawl Classics (DCC). So far there has been a good amount of dungeon crawling, and some amount of time poking around the mega city of the setting, Denethix. In the future we might have some hex crawling as well if the players decide to look around in the wilderness (there are lots of things to discover out there).
----------------------
What is Dungeon Crawl Classics? (DCC)
DCC is based on D&D 3.x, but with much of the complexities stripped out (feats, AoO's, skill points, etc). It is an old school style game, but not copying the mechanics of basic D&D. It has lots of neat things added in: crazy spell results for wizards and clerics, "mighty deeds" for warriors and dwarves that let them do all sorts of cool things in combat, the ability to burn luck to change things in your character's favor, etc. Here is what the publisher has to say about it:
"The Dungeon Crawl Classics Role Playing Game is a modern RPG that reflects D&D’s origin-point concepts with decades-later rules editions. What if Gygax and Arneson were able to build upon thirty years of game design when they created D&D? What if they were freed to focus on their stated inspirations -- rather than creating the RPG building blocks from scratch? What if someone were to attempt just that: to immerse himself in the game’s inspirations and re-envision the output using modern game design principles? From the company that was publishing old-school modules before the OSR ever existed, DCC RPG is not an old-school clone, but a re-imagining of what D&D could have been, utilizing the game’s primary sources of inspiration."
To quote from the back cover:
You’re no hero.
You're an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page…
----------
"DCC RPG is more than a game. It's about the days we all remember when fantasy adventures were still magical. When the monsters were mysterious. When you didn't know what was behind the locked door. When your character kept dying and you couldn't wait to roll up another one. When you stayed up all night trying to defeat that skeleton, and now you wonder at just how hard it was to defeat a measly skeleton. When summer vacation meant more time to play D&D. When your family trip to Florida meant a chance to check out a new game store and maybe find a module you'd never seen before. When your older cousin always had some cool game book your mom wouldn't let you read...but you read it anyway when she wasn't around. When you looked at a 4-sided die and said, "How do you roll THAT?"
That's what DCC RPG is about."
-----------------------------
What is Anomalous Subsurface Environment? (ASE)
ASE is not a standard fantasy setting. It takes places thousands of years after some catastrophe destroyed the old (highly advanced) civilization, ushering in an age of magic and barbarism. If you have ever seen Thundarr the Barbarian, this definitely shares elements from that. The centerpiece is the Anomalous Subsurface Environment - the megadungeon of the campaign. There is magic, super-science, deranged wizards, dinosaurs, elves and dwarves. Wizard towers and the spires of ancient ruins dot the landscape. You could be a warrior, thief, or spellcaster. Perhaps you are a scientist (follower of the Cult of Science), Moktar (lion man), or maybe even a robot.
------------------------------------
Here are the free quick start rules for the game if you'd like to check it out:
https://goodman-games.com/wp-content/uploads/2020/03/DCC_QSR_Free.pdf
There will be some flavor differences between the default rules and the module I am going to run, but nothing big mechanically. I have put together some little packets with stuff for other class options: Moktar, Insect-men, Scientist, Robot, etc.
For example, dwarves and elves have sick vision, or more accurately wide spectrum vision (from ASE): The concept of infravision in the Anomalous Subsurface Environment has been expanded to a "wide spectrum vision", that allows the possessor to see across the entire electromagnetic spectrum. The ability to see underground is not via the infrared spectrum, but instead is the perception of dim high-frequency radiation emitted by decaying isotopes within the rock itself. Races with wide-spectrum vision (elves, dwarves, and goblins) are aware of a certain spectrum known as the "sick light." This is emitted naturally by certain yellow rocks known as "sick rocks". All elves and dwarves have been taught from a young age to recognize and stay away from the deadly "sick light."
----------------------------
Since we've already started on the campaign, I will have you roll up a level 1 PC to join the party with.
-------------------
If you made it through this block of text, and the game seems interesting, get back to me and I'll talk with you to see if you'll be a good fit for the group. Thanks for reading.
submitted by Sorn1808 to lfg [link] [comments]

“A New Era – Wildlands of Chernarus”

“A New Era – Wildlands of Chernarus”
Dayz Xbox Server part of the Portfolio belonging to the New Era a Long-standing community offering additional 2 other Xbox Dayz servers and now an addition of a PC Dayz server.
Established in August 2019, we have run different concepts every 2 months to keep the current nontoxic community fresh, we strongly encourage to have their say in discussions and ideas.
The server is setup to role play this time around, the backstory allows you to immerse your imagination into your character. Few ground rules as you can expect but not over complicating your abilities to game, Start your own experience.
Start your Dayz experience or a new adventure in the “Wildlands of Chernarus”
“A New Era – Wildlands of Chernarus”

Server Spec

Server Name : A New Era – Wildlands of Chernarus
Map : Chernarus
Slots : 50
Mods : Light & listed
Play style : Mainly Role Play, elements of PvE & PvP
Perspective : FPP
Discord Use : Yes
Facebook : Yes
Restarts : Every 4 hrs
Day / Night : 3hr Day & 1hr Nights
Whitelist : Yes
Mouse & Keyboard : Yes
Server Wiped : 10th January 2021
Server Wipe Due : 1st April 2021 (subject to change if required)
Platform : Xbox
Server Region : UK

About the Server…

• 7 NPCs spawn fully geared in all varieties
• 10 Player spawn points - Hospital or Medical Centres
• Add your gamertag application
• Alert Systems
• Backstory
• Banking System via UnbelievaBoat
• Base raiding – No offline raiding
• Beginner friendly as well as guides
• Casino
• Crosshairs switched off
• Declared Factions
• Each Zed loot carry is relevant to their type
• Guns spawn in whole minus their scope and mag
• In game Licenses (Coming Soon)
• Kill Feed Monthly leader boards Competition
• Live Streamer Channel
• Member Reputation Incentive
• Members Voting Channel
• Multi Trading Posts
• NPC's Shooting Range
• Offline Raid Protection
• Open Discussion Channel
• Police Force
• Priority Queue List
• Professional discord with premium bots
• Safe Settlements
• Server Events
• Server Update Channel
• Solo, Duo, Groups, or factions all welcome
• Static and Mobile Traders
• Vehicles spawn in whole
• Viewable Kill feed & Leader boards

Our Other Community Servers

• A New Era - Faction V’s Faction ( xbox )
• A New Era - NWAF Deathmatch Full PvP ( xbox )
• A New Era - Prison Island Close Quarters Deathmatch ( xbox )
• A New Era - The Dark Side ( PC )

Facebook Link - https://www.facebook.com/groups/403230787488868

Discord Link - https://discord.gg/PXqRCtfuvE
submitted by Scottish-tish78 to dayzlfg [link] [comments]

“A New Era – Wildlands of Chernarus”

“A New Era – Wildlands of Chernarus”
Dayz Xbox Server part of the Portfolio belonging to the New Era a Long-standing community offering additional 2 other Xbox Dayz servers and now an addition of a PC Dayz server.
Established in August 2019, we have run different concepts every 2 months to keep the current nontoxic community fresh, we strongly encourage to have their say in discussions and ideas.
The server is setup to role play this time around, the backstory allows you to immerse your imagination into your character. Few ground rules as you can expect but not over complicating your abilities to game, Start your own experience.
Start your Dayz experience or a new adventure in the “Wildlands of Chernarus”

Server Spec

Server Name : A New Era – Wildlands of Chernarus
Map : Chernarus
Slots : 50
Mods : Light & listed
Play style : Mainly Role Play, elements of PvE & PvP
Perspective : FPP
Discord Use : Yes
Facebook : Yes
Restarts : Every 4 hrs
Day / Night : 3hr Day & 1hr Nights
Whitelist : Yes
Mouse & Keyboard : Yes
Server Wiped : 10th January 2021
Server Wipe Due : 1st April 2021 (subject to change if required)
Platform : Xbox
Server Region : UK

About the Server…

• 7 NPCs spawn fully geared in all varieties
• 10 Player spawn points - Hospital or Medical Centres
• Add your gamertag application
• Alert Systems
• Backstory
• Banking System via UnbelievaBoat
• Base raiding – No offline raiding
• Beginner friendly as well as guides
• Casino
• Crosshairs switched off
• Declared Factions
• Each Zed loot carry is relevant to their type
• Guns spawn in whole minus their scope and mag
• In game Licenses (Coming Soon)
• Kill Feed Monthly leader boards Competition
• Live Streamer Channel
• Member Reputation Incentive
• Members Voting Channel
• Multi Trading Posts
• NPC's Shooting Range
• Offline Raid Protection
• Open Discussion Channel
• Police Force
• Priority Queue List
• Professional discord with premium bots
• Safe Settlements
• Server Events
• Server Update Channel
• Solo, Duo, Groups, or factions all welcome
• Static and Mobile Traders
• Vehicles spawn in whole
• Viewable Kill feed & Leader boards

Our Other Community Servers

• A New Era - Faction V’s Faction ( xbox )
• A New Era - NWAF Deathmatch Full PvP ( xbox )
• A New Era - Prison Island Close Quarters Deathmatch ( xbox )
• A New Era - The Dark Side ( PC )

Facebook Link - https://www.facebook.com/groups/403230787488868

Discord Link - https://discord.gg/PXqRCtfuvE
submitted by Scottish-tish78 to DayZServers [link] [comments]

PC / Casual RP / Deer Isle Map

CHRORIA REBORN

Server Name : [US][StrictRP][1st] Chroria: Our World Reborn|100+Cars|100+Guns|
-PC
-Deerisle map (Livonia NOT Needed)
-No Whitelist
-Active In-game Admins
-Noob Friendly W/Training Program-Casual RolePlay
-81 Mods -60 Slots -150+Guns -100+Vehicles
-ATM At Trader W/50K Starter-Market Village
-Chroria Bus Transit
-PVP Black Market
•No ATM’s At Black Market •Free To Kill/Rob In BM
-PVP Mili Zone/Heli Crash/Treasure Hunts/Black Market
-6 Factions (If You Want To Join One)
•Umbrella Corp (Needs Ppl/Mix Of Both) •Chroria Police Department (needs Ppl/Hero)
•The Cartel (Need Ppl/Criminal) •The Mountaineers (Needs Ppl/Criminal) •Medics (Needs Ppl/Hero)
•LoneWolves (Those Not In A Faction)
-Lots Of Events
•Paintball (Top Event) •Boxing •Racing
-No Offline Base Raiding (Event Only)
-Increased All Wild Life
-Increased All Zombies
-Increased Heli Crash Sites
-Like Our FaceBook Page https://m.facebook.com/ChroriaRebornDayZ/?tsid=0.08675280391869733&source=result
-Discord: https://discord.gg/N8qDMZzazP
submitted by Castel13 to DayZServers [link] [comments]

This game would be spectacular on PC

Hear me out for a moment we might have something here!
In my opinion this game represents the most realistic version a player could experience the role of The Coach a football club.
The Pc(or PS,Xbox,...) is a more powerful platform and the game could have tons tons of additions that would make the game even more entertaining. For example:
Y’ll excuse me if I made any spelling mistake or something I be high as the sky at the moment.
I’m really open for a debate if any of this ideas would actually make the game worse or not. If you have any more ideas feel free to tell them
I had this in mind for couple of days now and I know it won t happend but maybe someone from the app team would see this and implement a thing or 2 that can or implemented on the phone. Fingers crossed
submitted by JonathanSnowz to ScoreMatch [link] [comments]

PC / Casual RP / Deer Isle Map

CHRORIA REBORN

Server Name : [US][StrictRP][1st] Chroria: Our World Reborn|100+Cars|100+Guns|
-PC
-Deerisle map (Livonia NOT Needed)
-No Whitelist
-Active In-game Admins
-Noob Friendly W/Training Program-Casual RolePlay
-81 Mods -60 Slots -150+Guns -100+Vehicles
-ATM At Trader W/50K Starter-Market Village
-Chroria Bus Transit
-PVP Black Market
•No ATM’s At Black Market •Free To Kill/Rob In BM
-PVP Mili Zone/Heli Crash/Treasure Hunts/Black Market
-6 Factions (If You Want To Join One)
•Umbrella Corp (Needs Ppl/Mix Of Both) •Chroria Police Department (needs Ppl/Hero)
•The Cartel (Need Ppl/Criminal) •The Mountaineers (Needs Ppl/Criminal) •Medics (Needs Ppl/Hero)
•LoneWolves (Those Not In A Faction)
-Lots Of Events
•Paintball (Top Event) •Boxing •Racing
-No Offline Base Raiding (Event Only)
-Increased All Wild Life
-Increased All Zombies
-Increased Heli Crash Sites
-Like Our FaceBook Page https://m.facebook.com/ChroriaRebornDayZ/?tsid=0.08675280391869733&source=result
-Discord: https://discord.gg/N8qDMZzazP
submitted by Castel13 to DayZServers [link] [comments]

Game of Thralls ( PC, RP PvP, 18+, Conan lore)

Game of Thralls ( PC, RP PvP, 18+, Conan lore)

https://preview.redd.it/beoe5etyukf61.png?width=600&format=png&auto=webp&s=f53341f4d33b0b2c7ccbbc785b91309d31bc11af
Game of Thralls (PC, RPVP, 18+) Conflict-driven, highly immersive https://discord.gg/TNVMYfe
GoT has had a presence on CE since August 2018. Our focus is deep and high quality multiplayer role-play. All sorts of characters are invited into the fray. We welcome the bard, the farmer and the tavern-goer as much as we do the ruthless sorcerer, the blood thirsty barbarian and the vengeful villain.
We've had 23 new characters join us in the last two weeks. On Game of Thralls, you'll find a wide variety of active storylines.
Our players are expected to have the maturity to handle the dark and adult themes of role-play in the Conan universe. We use an application process to ensure all players and their characters fit our concept.
We offer limited supernatural race options and a lore abiding sorcery system for our experienced players but it should be remembered that the worst monsters are often in human minds. Our server lore is based on the works of Robert E. Howard, enriched by the expanded lore of the 2004 Conan RPG by Mongoose Publishing Ltd. All the materials and books are available in our discord.
Server Settings
  • Max capacity 70
  • Server is UK based, good ping from both EU and US
  • Players and staff from EU, UK and US
  • Drop on Death enabled
  • Avatars disabled
  • Purges disabled
  • Containers Ignore Ownership
  • Structure decay off
  • XP rate: 1.5X (for Followers, Players get lvl 60 kits)
  • Gathering rate: 2X
Example Rules:
  • No offline raiding
  • PVP/hostile actions must have an IC reason
  • Roleplay/lore considerations > game mechanics
  • Permadeath is possible
  • Buildings must be realistic and culturally appropriate
Mod List [Pippi][ADHS][ExilesExtreme][ThrallWars][Emberlight][Warrior Mutator] [Item Stat Remover][Northern Timber][Barbarian Surgeon] [Barbarian Barber][Akuba’s Salon][RA] [Immersive Armor][Fashionist][Ravencrest Couriers][Reduce Rain][LBPR][Server Mod] [Devious Desires][IQoL]
submitted by GameOfThrallsCE to ConanExilesServers [link] [comments]

“A New Era – Wildlands of Chernarus”

“A New Era – Wildlands of Chernarus”

Dayz Xbox Server part of the Portfolio belonging to the New Era a Long-standing community offering additional 2 other Xbox Dayz servers and now an addition of a PC Dayz server.
Established in August 2019, we have run different concepts every 2 months to keep the current nontoxic community fresh, we strongly encourage to have their say in discussions and ideas.
The server is setup to role play this time around, the backstory allows you to immerse your imagination into your character. Few ground rules as you can expect but not over complicating your abilities to game, Start your own experience.
Start your Dayz experience or a new adventure in the “Wildlands of Chernarus”
“A New Era – Wildlands of Chernarus”

Server Spec

Server Name : A New Era – Wildlands of Chernarus
Map : Chernarus
Slots : 50
Mods : Light & listed
Play style : Mainly Role Play, elements of PvE & PvP
Perspective : FPP
Discord Use : Yes
Facebook : Yes
Restarts : Every 4 hrs
Day / Night : 3hr Day & 1hr Nights
Whitelist : Yes
Mouse & Keyboard : Yes
Server Wiped : 10th January 2021
Server Wipe Due : 1st April 2021 (subject to change if required)
Platform : Xbox
Server Region : UK

About the Server…

• 7 NPCs spawn fully geared in all varieties
• Add your gamertag application
• Alert Systems
• Backstory
• Banking System via UnbelievaBoat
• Base raiding – No offline raiding
• Beginner friendly as well as guides
• Casino
• Crosshairs switched off
• Declared Factions
• Each Zed loot carry is relevant to their type
• Guns spawn in whole minus their scope and mag
• In game Licenses (Coming Soon)
• Kill Feed Monthly leader boards Competition
• Live Streamer Channel
• Member Reputation Incentive
• Members Voting Channel
• Multi Trading Posts
• NPC's Shooting Range
• Offline Raid Protection
• Open Discussion Channel
• Police Force
• Priority Queue List
• Professional discord with premium bots
• Safe Settlements
• Server Events
• Server Update Channel
• Solo, Duo, Groups, or factions all welcome
• Static and Mobile Traders
• Vehicles spawn in whole
• Viewable Kill feed & Leader boards

Our Other Community Servers

• A New Era - NWAF Deathmatch Full PvP ( xbox )
• A New Era - Prison Island Close Quarters Deathmatch ( xbox )
• A New Era - The Dark Side ( PC )

Discord Link - https://discord.gg/PXqRCtfuvE
submitted by Scottish-tish78 to dayzlfg [link] [comments]

Join Chroria today, plenty of people and events bi-weekly.

DRAG RACING EVENT

Time: Sunday Jan 24th 1pm Central Location: Deere Isle Air Field Races will begin at 1:15pm Show up, Drive Fast, Win Cash! Come join the fun on Sunday at our first Drag Race Event. Finish 1st in the winners and losers bracket and win HUGE prizes. All vehicles will be supplied for you to race in. Pick your car and race.
Rules: NO PVP, Listen to the admins running the event.
PRIZES: WINNERS BRACKET
1st - 1 car of choice + 1.5 Million cash
2nd - 1 car of choice + 500k cash
3rd - 500k cash
LOSERS BRACKET
1st - 1 car of choice + 1 Million cash
2nd - 1 car of choice + 300k cash
3rd - 300k cash
Anyone who participated with receive 50k Cash

We will TP you to the event
Sponsored by : The Iron Order(Don T)/ Syndicates Car Shop(Cabinetts) Hope to see you there!



SERVER INFORMATION :
CHRORIA REBORN (Fresh Wipe)
Server Name : [US][StrictRP][1st] Chroria: Our World Reborn|100+Cars|100+Guns|
-PC
-Deerisle map (Livonia NOT Needed)
-No Whitelist
-Active In-game Admins
-Noob Friendly W/Training Program-Casual RolePlay
-81 Mods -60 Slots -150+Guns -100+Vehicles
-ATM At Trader W/50K Starter-Market Village
-Chroria Bus Transit
-PVP Black Market
•No ATM’s At Black Market •Free To Kill/Rob In BM
-PVP Mili Zone/Heli Crash/Treasure Hunts/Black Market
-6 Factions (If You Want To Join One)
•Umbrella Corp (Needs Ppl/Mix Of Both) •Chroria Police Department (needs Ppl/Hero)
•The Cartel (Need Ppl/Criminal) •The Mountaineers (Needs Ppl/Criminal) •Medics (Needs Ppl/Hero)
•LoneWolves (Those Not In A Faction)
-Lots Of Events
•Paintball (Top Event) •Boxing •Racing
-No Offline Base Raiding (Event Only)
-Increased All Wild Life
-Increased All Zombies
-Increased Heli Crash Sites
-Like Our FaceBook Page https://m.facebook.com/ChroriaRebornDayZ/?tsid=0.08675280391869733&source=result
-Discord: https://discord.gg/Abmtn9hH
submitted by Castel13 to DayZServers [link] [comments]

“A New Era – Wildlands of Chernarus”

“A New Era – Wildlands of Chernarus”

Dayz Xbox Server part of the Portfolio belonging to the New Era a Long-standing community offering additional 2 other Xbox Dayz servers and now an addition of a PC Dayz server.
Established in August 2019, we have run different concepts every 2 months to keep the current nontoxic community fresh, we strongly encourage to have their say in discussions and ideas.
The server is setup to role play this time around, the backstory allows you to immerse your imagination into your character. Few ground rules as you can expect but not over complicating your abilities to game, Start your own experience.
Start your Dayz experience or a new adventure in the “Wildlands of Chernarus”
“A New Era – Wildlands of Chernarus”

Server Spec

Server Name : A New Era – Wildlands of Chernarus
Map : Chernarus
Slots : 50
Mods : Light & listed
Play style : Mainly Role Play, elements of PvE & PvP
Perspective : FPP
Discord Use : Yes
Facebook : Yes
Restarts : Every 4 hrs
Day / Night : 3hr Day & 1hr Nights
Whitelist : Yes
Mouse & Keyboard : Yes
Server Wiped : 10th January 2021
Server Wipe Due : 1st April 2021 (subject to change if required)
Platform : Xbox
Server Region : UK

About the Server…

• 7 NPCs spawn fully geared in all varieties
• Add your gamertag application
• Alert Systems
• Backstory
• Banking System via UnbelievaBoat
• Base raiding – No offline raiding
• Beginner friendly as well as guides
• Casino
• Crosshairs switched off
• Declared Factions
• Each Zed loot carry is relevant to their type
• Guns spawn in whole minus their scope and mag
• In game Licenses (Coming Soon)
• Kill Feed Monthly leader boards Competition
• Live Streamer Channel
• Member Reputation Incentive
• Members Voting Channel
• Multi Trading Posts
• NPC's Shooting Range
• Offline Raid Protection
• Open Discussion Channel
• Police Force
• Priority Queue List
• Professional discord with premium bots
• Safe Settlements
• Server Events
• Server Update Channel
• Solo, Duo, Groups, or factions all welcome
• Static and Mobile Traders
• Vehicles spawn in whole
• Viewable Kill feed & Leader boards

Our Other Community Servers

• A New Era - NWAF Deathmatch Full PvP ( xbox )
• A New Era - Prison Island Close Quarters Deathmatch ( xbox )
• A New Era - The Dark Side ( PC )

Discord Link - https://discord.gg/PXqRCtfuvE
submitted by Scottish-tish78 to DayZServers [link] [comments]

Affiliate marketing

Affiliate marketing
Affiliate marketing
Affiliate marketing is a type of performance-based marketing in which a business rewards one or more affiliates for each visitor or customer brought by the affiliate's own marketing efforts
Structure

https://preview.redd.it/a9a3eqlt1af61.jpg?width=600&format=pjpg&auto=webp&s=61f74881b6051dc4fe4bb1d9e8f748cf2ea6dc0a
The industry has four core players
the merchant (also known as 'advertiser' or 'retailer' or 'brand')
the network (that contains offers for the affiliate to choose from and also takes care of the payments)
the publisher (also known as 'the affiliate')
the customer

The market has grown in complexity, resulting in the emergence of a secondary tier of players, including affiliate management agencies, super-affiliates, and specialized third party vendors
Affiliate marketing overlaps with other Internet marketing methods to some degree because affiliates often use regular advertising methods. Those methods include organic search engine optimization (SEO), paid search engine marketing (PPC – Pay Per Click), e-mail marketing, content marketing, and (in some sense) display advertising. On the other hand, affiliates sometimes use less orthodox techniques, such as publishing reviews of products or services offered by a partner
Affiliate marketing is commonly confused with referral marketing, as both forms of marketing use third parties to drive sales to the retailer. The two forms of marketing are differentiated, however, in how they drive sales, where affiliate marketing relies purely on financial motivations, while referral marketing relies more on trust and personal relationships
Affiliate marketing is frequently overlooked by advertisers. While search engines, e-mail, and web site syndication capture much of the attention of online retailers, affiliate marketing carries a much lower profile. Still, affiliates continue to play a significant role in e-retailers' marketing strategies
History
Origin

The concept of revenue sharing—paying commission for referred business—predates affiliate marketing and the Internet. The translation of the revenue share principles to mainstream e-commerce happened in November 1994, almost four years after the origination of the World Wide Web
The concept of affiliate marketing on the Internet was conceived of, put into practice and patented by William J. Tobin, the founder of PC Flowers & Gifts. Launched on the Prodigy Network in 1989, PC Flowers & Gifts remained on the service until 1996. By 1993, PC Flowers & Gifts generated sales in excess of $6 million per year on the Prodigy service. In 1998, PC Flowers and Gifts developed the business model of paying a commission on sales to the Prodigy Network
The concept of affiliate marketing on the Internet was conceived of, put into practice and patented by William J. Tobin, the founder of PC Flowers & Gifts. Launched on the Prodigy Network in 1989, PC Flowers & Gifts remained on the service until 1996. By 1993, PC Flowers & Gifts generated sales in excess of $6 million per year on the Prodigy service. In 1998, PC Flowers and Gifts developed the business model of paying a commission on sales to the Prodigy Network
By 1995 PC Flowers & Gifts had launched a commercial version of the website and had 2,600 affiliate marketing partners on the World Wide Web. Tobin applied for a patent on tracking and affiliate marketing on January 22, 1996, and was issued U.S. Patent number 6,141,666 on Oct 31, 2000. Tobin also received Japanese Patent number 4021941 on Oct 5, 2007, and U.S. Patent number 7,505,913 on Mar 17, 2009, for affiliate marketing and tracking
In July 1998 PC Flowers and Gifts merged with Fingerhut and Federated Department Stores
In November 1994, CDNow launched its BuyWeb program. CDNow had the idea that music-oriented websites could review or list albums on their pages that their visitors might be interested in purchasing. These websites could also offer a link that would take visitors directly to CDNow to purchase the albums. The idea for remote purchasing originally arose from conversations with music label Geffen Records in the fall of 1994. The management at Geffen wanted to sell its artists' CD's directly from its website but did not want to implement this capability itself. Geffen asked CDNow if it could design a program where CDNow would handle the order fulfillment. Geffen realized that CDNow could link directly from the artist on its website to Geffen's website, bypassing the CDNow home page and going directly to an artist's music page
Amazon launched its associate program in July 1996: Amazon associates could place banner or text links on their site for individual books, or link directly to the Amazon home page
When visitors clicked on the associate's website to go to Amazon and purchase a book, the associate received a commission. Amazon was not the first merchant to offer an affiliate program, but its program was the first to become widely known and serve as a model for subsequent programs
In February 2000, Amazon announced that it had been granted a patent on components of an affiliate program. The patent application was submitted in June 1997, which predates most affiliate programs, but not PC Flowers & Gifts (October 1994), AutoWeb (October 1995), Kbkids/BrainPlay (January 1996), EPage (April 1996), and several others
Historic development

Affiliate marketing has grown quickly since its inception. The e-commerce website, viewed as a marketing toy in the early days of the Internet, became an integrated part of the overall business plan and in some cases grew to a bigger business than the existing offline business. According to one report, the total sales amount generated through affiliate networks in 2006 was £2.16 billion in the United Kingdom alone. The estimates were £1.35 billion in sales in 2005
MarketingSherpa's research team estimated that, in 2006, affiliates worldwide earned US$6.5 billion in bounty and commissions from a variety of sources in retail, personal finance, gaming and gambling, travel, telecom, education, publishing, and forms of lead generation other than contextual advertising programs
In 2006, the most active sectors for affiliate marketing were the adult gambling, retail industries and file-sharing services
The three sectors expected to experience the greatest growth are the mobile phone, finance, and travel sectors
Soon after these sectors came the entertainment (particularly gaming) and Internet-related services (particularly broadband) sectors. Also several of the affiliate solution providers expect to see increased interest from business-to-business marketers and advertisers in using affiliate marketing as part of their mix
Web 2.0

Websites and services based on Web 2.0 concepts—blogging and interactive online communities, for example—have impacted the affiliate marketing world as well. These platforms allow improved communication between merchants and affiliates. Web 2.0 platforms have also opened affiliate marketing channels to personal bloggers, writers, and independent website owners. Contextual ads allow publishers with lower levels of web traffic to place affiliate ads on websites
Forms of new media have also diversified how companies, brands, and ad networks serve ads to visitors. For instance, YouTube allows video-makers to embed advertisements through Google's affiliate network
New developments have made it more difficult for unscrupulous affiliates to make money. Emerging black sheep are detected and made known to the affiliate marketing community with much greater speed and efficiency
Compensation methods

Predominant compensation methods

Eighty percent of affiliate programs today use revenue sharing or pay per sale (PPS) as a compensation method, nineteen percent use cost per action (CPA), and the remaining programs use other methods such as cost per click (CPC) or cost per mille (CPM, cost per estimated 1000 views)
Diminished compensation methods

Within more mature markets, less than one percent of traditional affiliate marketing programs today use cost per click and cost per mille. However, these compensation methods are used heavily in display advertising and paid search.

Cost per mille requires only that the publisher make the advertising available on his or her website and display it to the page visitors in order to receive a commission. Pay per click requires one additional step in the conversion process to generate revenue for the publisher: A visitor must not only be made aware of the advertisement but must also click on the advertisement to visit the advertiser's website.

Cost per click was more common in the early days of affiliate marketing but has diminished in use over time due to click fraud issues very similar to the click fraud issues modern search engines are facing today. Contextual advertising programs are not considered in the statistic pertaining to the diminished use of cost per click, as it is uncertain if contextual advertising can be considered affiliate marketing.

While these models have diminished in mature e-commerce and online advertising markets they are still prevalent in some more nascent industries. China is one example where Affiliate Marketing does not overtly resemble the same model in the West. With many affiliates being paid a flat "Cost Per Day" with some networks offering Cost Per Click or CPM.
Performance/affiliate marketing

In the case of cost per mille/click, the publisher is not concerned about whether a visitor is a member of the audience that the advertiser tries to attract and is able to convert because at this point the publisher has already earned his commission. This leaves the greater, and, in case of cost per mille, the full risk and loss (if the visitor cannot be converted) to the advertiser.

Cost per action/sale methods require that referred visitors do more than visit the advertiser's website before the affiliate receives a commission. The advertiser must convert that visitor first. It is in the best interest of the affiliate to send the most closely targeted traffic to the advertiser as possible to increase the chance of a conversion. The risk is absorbed by the affiliate who funnels their traffic to the campaign (normally a landing page). In the case a conversion is not fired the publisher won't receive any compensation for the traffic.

Affiliate marketing is also called "performance marketing", in reference to how sales employees are typically being compensated. Such employees are typically paid a commission for each sale they close, and sometimes are paid performance incentives for exceeding objectives
Affiliates are not employed by the advertiser whose products or services they promote, but the compensation models applied to affiliate marketing are very similar to the ones used for people in the advertisers' internal sales department.

The phrase, "Affiliates are an extended sales force for your business", which is often used to explain affiliate marketing, is not completely accurate. The primary difference between the two is that affiliate marketers provide little if any influence on a possible prospect in the conversion process once that prospect is directed to the advertiser's website. The sales team of the advertiser, however, does have the control and influence up to the point where the prospect either a) signs the contract, or b) completes the purchase.
Multi-tier programs

Some advertisers offer multi-tier programs that distribute commission into a hierarchical referral network of sign-ups and sub-partners. In practical terms, publisher "A" signs up to the program with an advertiser and gets rewarded for the agreed activity conducted by a referred visitor. If publisher "A" attracts publishers "B" and "C" to sign up for the same program using his sign-up code, all future activities performed by publishers "B" and "C" will result in additional commission (at a lower rate) for publisher "A".

Two-tier programs exist in the minority of affiliate programs; most are simply one-tier. Referral programs beyond two-tier resemble multi-level marketing (MLM) or network marketing but are different: Multi-level marketing (MLM) or network marketing associations tend to have more complex commission requirements/qualifications than standard affiliate programs.
From the advertiser's perspective
Advantages for merchants

Merchants favor affiliate marketing because in most cases it uses a "pay for performance" model, meaning that the merchant does not incur a marketing expense unless results are accrued (excluding any initial setup cost)
Implementation options

Some merchants run their own (in-house) affiliate programs using dedicated software, while others use third-party intermediaries to track traffic or sales that are referred from affiliates. There are two different types of affiliate management methods used by merchants: standalone software or hosted services, typically called affiliate networks. Payouts to affiliates or publishers can be made by the networks on behalf of the merchant, by the network, consolidated across all merchants where the publisher has a relationship with and earned commissions or directly by the merchant itself.
Affiliate management and program management outsourcing

Uncontrolled affiliate programs aid rogue affiliates, who use spamming, trademark infringement, false advertising, cookie stuffing, typosquatting, and other unethical methods that have given affiliate marketing a negative reputation.
Some merchants are using outsourced (affiliate) program management (OPM) companies, which are themselves often run by affiliate managers and network program managers
OPM companies perform affiliate program management for the merchants as a service, similar to the role an advertising agencies serves in offline marketing
Types of affiliate websites

Affiliate websites are often categorized by merchants (advertisers) and affiliate networks. There are currently no industry-wide standards for the categorization. The following types of websites are generic, yet are commonly understood and used by affiliate marketers.

Search affiliates that utilize pay per click search engines to promote the advertisers' offers (i.e., search arbitrage)
Price comparison service websites and directories
Loyalty websites, typically characterized by providing a reward or incentive system for purchases via points, miles, cash back
Cause Related Marketing sites that offer charitable donations
Coupon and rebate websites that focus on sales promotions
Content and niche market websites, including product review sites
Personal websites
Weblogs and websites syndication feeds
E-mail marketing list affiliates (i.e., owners of large opt-in -mail lists that typically employ e-mail drip marketing) and newsletter list affiliates, which are typically more content-heavy
Registration path or co-registration affiliates who include offers from other merchants during the registration process on their own website
Shopping directories that list merchants by categories without providing coupons, price comparisons, or other features based on information that changes frequently, thus requiring continual updates
Cost per action networks (i.e., top-tier affiliates) that expose offers from the advertiser with which they are affiliated with their own network of affiliates
Websites using adbars (e.g. AdSense) to display context-sensitive advertising for products on the site
Virtual currency that offers advertising views in exchange for a handout of virtual currency in a game or other virtual platform.
File-Sharing: Web sites that host directories of music, movies, games and other software. Users upload content to file-hosting sites and then post descriptions of the material and their download links on directory sites. Uploaders are paid by the file-hosting sites based on the number of times their files are downloaded. The file-hosting sites sell premium download access to the files to the general public. The websites that host the directory services sell advertising and do not host the files themselves.
Video sharing websites: YouTube videos are often utilized by affiliates to do affiliate marketing. A person would create a video and place a link to the affiliate product they are promoting in the video itself and within the description.

Publisher recruitment

Affiliate networks that already have several advertisers typically also have a large pool of publishers. These publishers could be potentially recruited, and there is also an increased chance that publishers in the network apply to the program on their own, without the need for recruitment efforts by the advertiser.

Relevant websites that attract the same target audiences as the advertiser but without competing with it are potential affiliate partners as well. Vendors or existing customers can also become recruits if doing so makes sense and does not violate any laws or regulations (such as with pyramid schemes).

Almost any website could be recruited as an affiliate publisher, but high traffic websites are more likely interested in (for their sake) low-risk cost per mille or medium-risk cost per click deals rather than higher-risk cost per action or revenue share deals
affiliate marketing
https://arzunkadeh.com/affiliate-marketing/
https://en.wikipedia.org/wiki/Affiliate_marketing
https://affiliate-program.amazon.com/
https://partnernetwork.ebay.com/
https://ads.alibaba.com/
https://ahrefs.com/blog/affiliate-marketing/
https://neilpatel.com/what-is-affiliate-marketing/
submitted by affi475 to u/affi475 [link] [comments]

PC / Casual RP / Deer Isle Map / 6 Factions & Lone Wolfs / Active members and admins

CHRORIA REBORN (Fresh Wipe)
Server Name : [US][StrictRP][1st] Chroria: Our World Reborn|100+Cars|100+Guns|
-PC
-Deerisle map (Livonia NOT Needed)
-No Whitelist
-Active In-game Admins
-Noob Friendly W/Training Program-Casual RolePlay
-81 Mods -60 Slots -150+Guns -100+Vehicles
-ATM At Trader W/50K Starter-Market Village
-Chroria Bus Transit
-PVP Black Market
•No ATM’s At Black Market •Free To Kill/Rob In BM
-PVP Mili Zone/Heli Crash/Treasure Hunts/Black Market
-6 Factions (If You Want To Join One)
•Umbrella Corp (Needs Ppl/Mix Of Both) •Chroria Police Department (needs Ppl/Hero)
•The Cartel (Need Ppl/Criminal) •The Mountaineers (Needs Ppl/Criminal) •Medics (Needs Ppl/Hero)
•LoneWolves (Those Not In A Faction)
-Lots Of Events
•Paintball (Top Event) •Boxing •Racing
-No Offline Base Raiding (Event Only)
-Increased All Wild Life
-Increased All Zombies
-Increased Heli Crash Sites
-Like Our FaceBook Page https://m.facebook.com/ChroriaRebornDayZ/?tsid=0.08675280391869733&source=result
-Discord: https://discord.gg/Abmtn9hH
submitted by Castel13 to DayZServers [link] [comments]

Game of Thralls (PC, Heavy RP, PvP, 18+)


https://discord.gg/TNVMYfe
Game of Thralls (PC, RPVP, 18+) Conflict-driven, highly immersive
GoT has existed since August 2018. Our focus is deep and high quality multiplayer role-play. All sorts of characters are invited into the fray. We welcome the bard, the farmer and the tavern-goer as much as we do the ruthless sorcerer, the blood thirsty barbarian and the vengeful villain.
Our players are expected to have the maturity to handle the dark and adult themes of role-play in the Conan universe. We use an application process to ensure all players and their characters fit our concept. We offer limited supernatural race options and a lore abiding sorcery system for our experienced players but it should be remembered that the worst monsters are often in human minds. Our server lore is based on the works of Robert E. Howard, enriched by the expanded lore of the 2004 Conan RPG by Mongoose Publishing Ltd. All the materials and books are available in our discord.
Server Settings
Example Rules:

Mod List [Pippi][ADHS][ExilesExtreme][ThrallWars][Emberlight][Warrior Mutator] [Item Stat Remover][Northern Timber][Barbarian Surgeon] [Barbarian Barber][Akuba’s Salon][RA] [Immersive Armor][Fashionist][Ravencrest Couriers][Reduce Rain][LBPR][Server Mod] [Devious Desires][IQoL]
submitted by GameOfThrallsCE to ConanExilesServers [link] [comments]

“A New Era – Wildlands of Chernarus”

“A New Era – Wildlands of Chernarus”

Dayz Xbox Server part of the Portfolio belonging to the New Era a Long-standing community offering additional 2 other Xbox Dayz servers and now an addition of a PC Dayz server.

Established in August 2019, we have run different concepts every 2 months to keep the current nontoxic community fresh, we strongly encourage to have their say in discussions and ideas.

The server is setup to role play this time around, the backstory allows you to immerse your imagination into your character. Few ground rules as you can expect but not over complicating your abilities to game, Start your own experience.

Start your Dayz experience or a new adventure in the “Wildlands of Chernarus”
Server Spec

Server Name : A New Era – Wildlands of Chernarus
Map : Chernarus
Slots : 50
Mods : Light & listed
Play style : Mainly Role Play, elements of PvE & PvP
Perspective : FPP
Discord Use : Yes
Facebook : Yes
Restarts : Every 4 hrs
Day / Night : 3hr Day & 1hr Nights
Whitelist : Yes
Mouse & Keyboard : Yes
Server Wiped : 10th January 2021
Server Wipe Due : 1st April 2021 (subject to change if required)
Platform : Xbox
Server Region : UK


About the Server…

• 7 NPCs spawn fully geared in all varieties
• Add your gamertag application
• Alert Systems
• Backstory
• Banking System via discord
• Base raiding – No offline raiding
• Bounties
• Casino
• Crosshairs switched off
• Declared Factions
• Each Zed loot carry is relevant to their type
• Guns spawn in whole minus their scope and mag
• In game Licenses (Coming Soon)
• Multi Trading Posts
• NPC's Shooting Range
• Offline Raid Protection
• Police Force
• Priority Queue List
• Professional discord with premium bots
• Safe Haven
• Server Update Channel
• Solo, Duo, Groups, or factions all welcome
• Static and Mobile Traders
• Vehicles spawn in whole
• Viewable Kill feed & Leader boards


Our Other Community Servers

• A New Era - NWAF Deathmatch Full PvP ( xbox )
• A New Era - Prison Island Close Quarters Deathmatch ( xbox )
• A New Era - The Dark Side ( PC )

Facebook Link - https://www.facebook.com/groups/403230787488868

Discord Link - https://discord.gg/PXqRCtfuvE
submitted by Scottish-tish78 to dayzlfg [link] [comments]

role playing games pc offline video

Top 10 NEW RPG games of 2020  PS4, PC, XBOX ONE (4K 60FPS ... TOP 10 Best Games for Low PC (RPG) #30 - YouTube 10 BEST Role Playing Games of 2019 - YouTube Top 10 Co-op Local Multiplayer Games (Offline, Split Mode ... Top 5: Rpg/Role Playing Games 2014 Pc Makv l - No ... Top 10 PC RPG Games of the Years 2008-2013 - YouTube Top 10: RPG/Role Playing Games 2016 - No Commentary - YouTube

Find Role Playing games for Windows like Chick 'N Sword, CHROMATOSE, LVL. 0, Project Kat, Gacha Club Studio on itch.io, the indie game hosting marketplace. Fans of the role-playing game (RPG) genre know how engrossing the gameplay and storylines can be. Some RPGs require you to be online for everything to work as expected. If you don't have access to an internet connection but want to loot a dungeon or hunt down a boss, here's a list of offline RPG games. There are several different types of RPG games for PC available. Some of the most popular are: These are just a few of the best-rated RPG games for PC offline. Each of these games has its own unique characteristics and it is recommended. That you play each of them before you decide which one to purchase. Find the best PC Role-Playing games on GameSpot, including Yakuza: Like a Dragon and Mortal Shell! The 20 best offline RPGs for PC! 2021. The Witcher 3 has a total of over 200 hours of gameplay, divided between the base game and its two expansions. There are hundreds of missions, extra activities, and an incredible main campaign. Collect cards, search for legendary weapons, and take on the most powerful creatures by controlling the witch Geralt of Rivia. This game is a role-playing (RPG) offline video game developed and published by Larian Studios. This game is the sequel to 2014’s Divinity: Original Sin. The game was a critical and commercial success, with it selling over a million copies in two months, with praise given to its combat complexity and interactivity. Role Playing Games For PC Full Version Free Download.These Top Role Playing PC Games are downloadable for Windows 10,7,8,xp and Laptop.Here are top Role Playing games apps to play the best Android games on PC with Xeplayer Android Emulator. Best PC games: Our all-time favorites Best free PC games: Freebies forever This is the one role-playing game we’d recommend to anyone interested in the genre, However, nowadays Role-playing games (RPG) that have ample followers are made available free offline so that gaming enthusiasts can spend hours reveling in captivating storyline, beautiful characters and fascinating graphics. Here is the list of 20 Best Free RPG Games that you can Play Offline: Like Dungeons and Dragons, most role playing games have intricately designed storylines which quickly absorb the player into the game’s world. With the advent of the PC, role playing games have found their natural home on this platform and evolved dramatically. Early games that had elements of RPGs included text only adventure games like Zork.

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Top 10 NEW RPG games of 2020 PS4, PC, XBOX ONE (4K 60FPS ...

Top 10 Offline Role Playing Games of 2016 Pc - No Commentary. MakvEnjoying the video? make sure to subscribe for a regular dose of top pc games videos!Top 10... Subscribe: https://www.youtube.com/channel/UCpsqxuSzHSMjhfApA5em_4g?sub_confirmation=1Neverwinter Nights 2Neverwinter Nights 2 returns you to the Forgotten R... The top 10 best pc role-playing games of the years 2008-2013. There were lots of RPGs in 2019 for PC, PS4, Xbox One, and Nintendo Switch. Here are some of the ones we think are worth considering.Subscribe for more: http... Top 10 NEW RPG games of 2020 PS4, PC, XBOX ONE (4K 60FPS)Hit the like icon and press the subscribe button for more update. Thanks for Watching our video.We... Welcome To The BaseTech Top videos collection Top 10 RPG(Role-Playing Games) Local Multiplayer Games So far (Offline, Split Mode)Co- op Mode NEW I alwa... Top Pc RPG Games Of The Year 2014 - No Commentary.Enjoying the video? make sure to subscribe for a regular dose of top pc games videos!Top 5: 00:00 Might and...

role playing games pc offline

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