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This Week At Bungie 1/28/2021
Source:
https://www.bungie.net/en/News/Article/50040 This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.
Introducing: Seasonal Challenges
Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
- Provide a guide to new, returning, and veteran players for what to do today/this week.
- Guide the player through the Seasonal content, week-over-week.
- Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
- Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
- Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
- Some of the Challenges deal with the Seasonal content.
- Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
- These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
- As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
- Completing each Challenge awards XP, contributing to your Season Pass ranks.
- Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
- Defeating Primeval Envoys in Gambit
- Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
- Gaining Infamy or Valor ranks
- Acquiring the ritual weapon and its cosmetic ornaments
- Winning rounds in Trials of Osiris
- Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.
Seasonal Challenges Bright Dust (All Players)
- Free Seasonal Activities – 6,000
- Seasonal Extra – 4,000
- Total – 10,000 Bright Dust
Season Pass Bright Dust
- Free Path – 7,500 (All Players)
- Paid Path – 3,000 (Players who own Season Pass)
- Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
- 120 Bright Dust per ritual vendor, per character, per week
- 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!
Back to the Sandbox
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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
- Auto Rifle
- Scout Rifle
- Pulse Rifle
- Submachine Gun
- Hand Cannon
- Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
- Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
- Reduced camera movement from firing a Submachine Gun by 24%.
- Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
- Reduced camera movement from firing a Pulse Rifle by 7%.
- Machine Guns with the mouse and keyboard changes were kicking a little too much.
- Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
- Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
- Increased Rocket Launcher damage by 30%.
- Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
- Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
- Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
- Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
- Reduced camera movement from firing a Fusion Rifle by 9.5%.
- Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
- Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
- While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
- Increased ADS flinch to Snipers when taking damage from other players
- Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
- Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
- Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
- Ace of Spades
- Tarrabah
- Hawkmoon
- Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
- Duality
- Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
- Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
- Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
- Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.
Crimson Days
Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.
BugTrax
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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
- Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
- The Double Trouble Triumph is unobtainable.
- In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
- During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
- Hunter legs clip through the Ten-Grasp Sword Sparrow.
- In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
- The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
- Weekly and daily elemental kill bounties have stopped rotating off of Void.
- When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
[Bird Noises Intensify]
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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
Video Link
Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
Video Link
Movie of the Week: …That’s a lot of Hawkmoon
Video Link
As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.
Credit Where It’s Due
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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
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GTA Online Mega Guide and Weekly Simple Question Thread
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GTA Online Mega Guide and Weekly Simple Question Thread
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GTA Online Mega Guide and Weekly Simple Question Thread
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GTA Online Mega Guide and Weekly Simple Question Thread
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GTA Online Mega Guide and Weekly Simple Question Thread
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FREQUENTLY ASKED QUESTIONS and OUR SPOILER POLICY
BEFORE I BUY… ━━━━━━━━━━━━━ Can I upgrade to Deluxe Edition if I get Standard Edition? • Yes, because the only difference between Standard Edition and Deluxe Edition is the
Deluxe Pack . The Deluxe Pack is sold separately.
━━━━━━━━━━━━━
Where is the artbook and OST? • You need to link your account to an IOI Account (
https://account.ioi.dk/). It will be in the Rewards section, but it's not available yet.
━━━━━━━━━━━━━
Do I get the HITMAN 1 and HITMAN 2 levels if I buy HITMAN 3? • No.
━━━━━━━━━━━━━
How do I buy the HITMAN 2016 / HITMAN 2 levels? •
HITMAN 3 - Pre-Launch Guide - IO Interactive ━━━━━━━━━━━━━
COLLECTOR’S EDITION or STEELBOOK? • No.
━━━━━━━━━━━━━
[Question about the Steam version]? • We have zero information about the Steam version (except that it’s coming in 2022). That is all we know, so please don’t ask any questions about it.
━━━━━━━━━━━━━ [PC physical edition question]? • If it doesn’t show up on hitman.com/buy, then it doesn’t exist. ━━━━━━━━━━━━━ Future DLC or multiplayer modes? • There won’t be any new maps; only repurposing of existing locations (interpret that how you want). No multiplayer modes.
Frequently Asked Questions ━━━━━━━━━━━━━
When will HITMAN 3 release? • All 6 locations are now fully released on PS4, PS5, PSVR, XBOX ONE, XBOX Series X, Stadia, Nintendo Switch (cloud-streaming) and PC. It is an Epic Games Store exclusive for
one year.
• The PS5 versions come with a PS4 version of the game (and vice versa). The different
XBOX versions leverage Smart Delivery.
• Locations in order: Dubai, Dartmoor, Berlin, Chongqing, Mendoza, Carpathian Mountains.
━━━━━━━━━━━━━
Will I be able to carry over my progression/locations from HITMAN 2 or 2016? •
!! STEAM TO EPIC GAMES PROGRESS TRANSFER POSSIBLE !! • ACHIEVEMENTS ARE AVAILABLE ON THE EPIC GAMES VERSION.
• You will be able to carry over progression
only from HITMAN 2 (base game + DLC + Legacy). Progession carryover is optional.
•
HITMAN 3 - Pre-Launch Guide - IO Interactive ━━━━━━━━━━━━━
Are
the cutscenes still-images like HITMAN 2? • This is what the cutscenes are like in HITMAN 3:
https://youtu.be/te_nocX0gi4. The HITMAN 2 cutscenes have not been remade in the new style.
━━━━━━━━━━━━━
Is HITMAN 3 the last Hitman game ever? • No. It is just the last game in the current trilogy (2016, H2, H3).
━━━━━━━━━━━━━
Will HITMAN 3 be coming to PC VR? • What we know at the moment is that VR will be available for Playstation VR. All
levels from 2016 to H3 will be available in VR mode.
However, VR mode is ONLY available in HITMAN 3. Not 2016 or H2. ━━━━━━━━━━━━━ Will I get the PS5 version of the game if I get the PS4 version? And vice versa? • Yes, for free. PSVR mode is ONLY available in the PS4 version of the game, so getting the PS4 version is essential (and that’s why it’s free).
• This is for both physical and digital versions of the game.
━━━━━━━━━━━━━
Can my PC / console run HITMAN 3? How much storage space will the game take up? • Check here:
https://tinyurl.com/y8wz5mzh (No console performance info yet.)• All 3 games combined into HITMAN 3 (with ALL their content installed) will take up around 60GB of storage.
━━━━━━━━━━━━━
Dual silverballers or human shield? • No.
━━━━━━━━━━━━━
Will HITMAN 3 require an online connection like the last 2 games? • Yes.
━━━━━━━━━━━━━
SPOILER POLICY
The spoiler policy has been alleviated. But please still be courteous towards other players and spoiler tag late-game / important story details. We won't enforce this, but please be mindful towards other players. Thank you :-)
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LSD and a subscribtion to Disney+ has done more for my soul in the last month than almost a year of online therapy... (28y/o M)
First of all, sorry if my title seems to put down therapy, because it was also very helpful and put me on the path that led me to the point where I felt confident enough in myself to take this leap.
For my whole life, I was terrified of psychedelics, I thought they were just not for me, and that my brain wasn't designed for them, so I had accepted that in this lifetime I would sit on the sidelines when it came to anything more mind-altering than pot. I have a history of anxiety, depersonalozation, depression, and long term opioid addiction, not to mention I can't even smoke weed or drink without having a terrible and anxious experience (anyone that knows what de-personalization/de-realization is knows the absolute hell of living with it long term, and after learning to live with that mysterious condition (that peaked in high-school and was probably triggered by marijuana) I considered myself someone who was always mentally driving along the edge of a steep cliff and barely hanging on to the wheel.
^
When I was in a really dark place in November, hopelessly addicted to oxycodone and supplementing it with adderall to stay energized, I had this feeling that I no longer had much to lose, so I tried a quarter tab of acid that was given to me by a relative, and I was blown away at the experience. I remember thinking "Holy shit, I was SO wrong", it's amazing how culture and the portrayal of psychedelics in media can make you think you know what something is like, when in reality it was basically the opposite. Instead of hanging on to my sanity for dear life, I could not have felt more at ease. I was playing Rainbow Six online with friends that night and was laughing my ass off, and couldn't stop talking. (I know the real psychonauts will probably scold me for playing games instead of like, going out in nature, but there are no rules, do whatever makes you feel comfortable)
^
Now, after doing a few more quarter tab experiments to make sure I was stable and used to the sensations, I carefully worked my dose up to a half tab the other week (I have a super low tolerance to all drugs, if I was told it was a full tab I would have believed it) and I started watching Disney/Pixar movies on it, both old nostalgic favorites and even new ones, and it has quickly become my favorite thing to do. I get more positive emotion out of these evenings alone than months of normal existence previously, even just laughing at something by myself was a very rare occurrence before, but watching something like The Simpsons had me in tears. In 2020, the thought of me laughing and crying at something like fucking Mulan from 1998, by myself in my basement, would be laughably outrageous to the old cynical me, even just the prospect of watching a kids movie or even feeling strong emotions from one would seem highly unlikely, but fuck me, I've literally been having the time of my life no matter what i've been doing, and the couple friends that have participated with me have had just as much fun and we could talk all night like we were on coke, minus all the downsides
^
What acid has done for me is opened up long forgotten parts of my childhood brain and unlocked rusty old emotion switches that I forgot I had, and showed me what's on the other side of the curtain that surrounds you during depression and addiction. Opiates mask your emotions and make you forget what things felt like before you were hooked on them, LSD is like a lifehack that has the power to override all that, and has blown those doors back open and given me a huge wake up call & hope that there is joy waiting for me in sobriety. The thought of taking pills gets less exciting after every session, and I've already switched to low dose suboxone and cut my adderall dosage big time, which has completely changed my daily life schedule from revolving around taking my pills at certain times of the day, to feeling like I can do whatever whenever, spending more time being productive and social.
^
You don't need to leave the planet or have an ego death to reap these benefits, and don't let anyone tell you otherwise (though eventually I want to get to that point). "Damaged goods" personalities like myself, and i'm sure many of you, need to start small like I did and take it slow. The idea of a bad trip seems like a very distant threat, because I don't put myself in the position for a bad trip to arise. A bad trip virtually never comes from just the drugs themselves, it requires an ignition source, like being in a bad unfamiliar setting, being with the wrong people, or if you're hyper aware of your mental/physical state like me, taking too much before you have climatized yourself to the sensations. It's not like you saw it on TV or in dumb teen movies like Harold and Kumar, taking 1/4-1/2 tab of acid does not make you see things that are not there, or lose control of yourself, in fact it's the opposite, it enhances you and everything around you. If you do your research and eliminate ammunition for a bad head-space, you are not going to have a bad time, it's as simple as that.
Thank you LSD.
^
Oh, and I personally recommend watching "The Imagineering Story", it's a Disney+ 6 part series on the rise of Walt Disney and the inception/construction of Disneyland and all the other parks, as well as the inspiration and inside workings of all the best rides and attractions. Angela Bassett the narrator has the most soothing voice ever, and it's probably the single most inspiring and amazing show i've ever watched (I already thought it was incredible before the acid, while on acid it's awe inspiring). It's also great because she covers even the controversial and dark eras of Disney along with the political clashes, so it's very emotional but visually incredible with 4k footage all the way back to the 1950's. It's my new life goal to go with my friends to L.A. and go to Disneyland on (a managable) dose of acid.
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GTA Online Mega Guide and Weekly Simple Question Thread
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Announcement Odyssey Update 2021 - Alpha in Early-Spring, PC release in Late-Spring, Console release in Autumn
Greetings Commanders,
We wanted to share an update with you regarding the ongoing development of Elite Dangerous: Odyssey.
2020 was a difficult year for many, but in spite of those challenges we are pleased with our progress towards what is a truly ambitious new era for the game. We’ve been delighted with the excitement and positive response to our development diaries, interviews, streams and trailers and want to thank all of you for your continued support.
The ongoing impact of the pandemic however, including the renewed lockdowns in 2021, continues to put added pressure on our teams and ultimately our development timeline. We have therefore had to make the difficult decision to make some adjustments and changes to our existing development roadmap.
Our PC plans have only been affected by a small amount, however our plans for the console release will unfortunately see a larger development shift. Please do know that these difficult decisions have been made with a focus on making Odyssey as incredible as it can possibly be for all our Commanders regardless of their platform, while also respecting realistic project deadlines for our teams during this difficult global situation.
We would like to sincerely apologise to all of our community. We know you have been waiting patiently and how disappointing and frustrating this must be. With that in mind, we would like to share with you our latest roadmap so that you are fully aware of our plans.
Alpha – early spring 2021
We are continuing with plans to bring Alpha access to our PC players and get boots on the ground. This will now be a little later than originally planned, in early spring.
Much like our original Elite Dangerous release, we will be taking a phased approach to our Alpha, bringing new features and systems online throughout the period. This will allow us to focus and best consider our community feedback while also providing vital user testing on key areas of the game. We will be sharing further information including details of feature drops and Alpha plans as we get closer to release.
Elite Dangerous: Odyssey Deluxe Alpha and Lifetime Expansion Pass holders will get access to this release.
PC release – late spring 2021
Following the completion of our Alpha phase we are targeting a full launch on PC in late spring.
As with every era in Elite Dangerous’ history, we will be closely engaging with our community and continuing to react to feedback refining Odyssey through to the console launch.
Elite Dangerous: Odyssey pre orders will be able to access the game with this release.
Console release – autumn 2021
After continued feedback, iterations and balancing, we are targeting our release on PlayStation®4 and Xbox One in the autumn of this year.
We understand that for many, this additional delay will be frustrating. Once again, we would like to apologise wholeheartedly to our community, especially our console Commanders. However, as mentioned previously, we feel it is vital to ensure that the content being released on consoles meets the highest standards and this will require this additional extension to our roadmap.
Throughout this time we will continue to bring more news, videos and content of the development in progress. We would like to thank you all for the ongoing support and we are very excited to bring in this new era to the game with you. Your feedback, support and involvement is a vital part of this process and we are looking forward to a shared Alpha experience, which will be touching down very soon.
o7 Commanders
More about the Elite Dangerous Odyssey timeframes and COVID-19 impact on devteams:
Extended home working has created additional development challenges.
Elite Dangerous: Odyssey is still planned for release on PC in FY21, with PlayStation and Xbox releases now coming in FY22 to ensure the best experience for players on all platforms.
HOME WORKING
We successfully transitioned to working from home prior to the official lock-down in March 2020, enabling our teams to continue to work as effectively as possible. Our talented and dedicated teams performed amazingly through the challenges of 2020, continuing to develop and launch high quality content to our player communities, including the great technical achievement of expanding our audiences with Planet Coaster being launched on both current and next generation PlayStation and Xbox consoles, and Jurassic World Evolution having added the Nintendo Switch to its list of platforms. In general we found individual task-based working in most cases to be just as effective from home as from the office, but are continually trying to adapt our processes for group and planning tasks that require collaborative working. There is no question there are still some efficiency challenges, especially for larger projects, when working remotely.
ELITE DANGEROUS: ODYSSEY
Our next major internally developed release is Elite Dangerous: Odyssey, which is a major new paid era for Elite Dangerous, allowing Commanders to explore distant worlds on foot for the first time, taking on new missions and engaging in intense tactical combat, seamlessly merging with Elite Dangerous' iconic cockpit experience. Premiered during The Game Awards on 10 December 2020, reaction to the Elite Dangerous: Odyssey trailer has been positive and encouraging in advance of its release this year.
Elite Dangerous continues to perform well through an engaged and ever growing community of Commanders. During 2020 Elite Dangerous hit its highest ever player numbers shortly after the Fleet Carriers update at Easter, and then again higher still since on multiple occasions, including just before Christmas. There is a great deal of excitement around Elite Dangerous: Odyssey both outside the Company and within. Over its lifetime Elite Dangerous has already generated over £100m in revenues, with over 4 million base game units sold. A successful strategy to seed new players in advance of the launch of Odyssey yielded an additional 8 million base game owners through the launch of Elite Dangerous on the Epic Games Store in November 2020 including a 'Free Week'.
As always we are committed to delivering a high quality experience through the release of Odyssey, to a large and engaged player community with high expectations. Odyssey is coming together well, despite Covid-related challenges with collaborative working on such a large project, which are resulting in some inevitable minor delays.
Having reviewed project timelines to take into account the renewed need to continue with remote working for the near future, as well as our commitment to release only when we are certain that the experience for our players, on all platforms, will be as enjoyable as possible, our launch plans for Odyssey have now been updated.
Elite Dangerous: Odyssey is expected to release on PC, the biggest platform for Elite Dangerous, before the end of the financial year (which ends on 31 May 2021), albeit slightly later than our initial target for Q1 2021 (January to March). This will be preceded by an alpha period. Our plan for PlayStation and Xbox is to submit console versions for approval as soon as possible after we have released on PC, rather than putting the console developments of Odyssey under additional time pressure by planning for a simultaneous PC/console launch. PlayStation and Xbox console releases will therefore now come in FY22.
David Braben, Chief Executive, said
"2020 was a hard year for a great many people because of the challenges of Covid-19. Despite this, and doubtless helped by lockdown boosting demand for screen-based entertainment around the world, we had a successful year through the hard work and adaptability of our talented teams. Our four great franchises have really long play times and engaging social aspects to them, which make them well-suited to lockdown.
We know that our Elite Dangerous community are looking forward to the arrival of Odyssey this year, and we're focussed on delivering the high quality experience that they expect and deserve. 2021 is set to be another great year for Frontier."
submitted by StuartGT to EliteDangerous [link] [comments]
My Options Overview / Guide (V2)
Greeting Theta Gang boys and girls,
I hope you're well and not bankrupt after last week. I'm just now recovering mentally myself. I saw a few WSB converts and some newbies asking for tips, so here you go. V2 of my Options guide. I hope it helps.
I spent a huge amount of time learning about options and tried to distill my knowledge down into a helpful guide. This should especially be useful for newbies and growing options traders.
While I feel I’m a successful trader, I'm not a guru and my advice is not meant to be gospel, but this will hopefully be a good starting point, teach you a lot, and make you a better trader. I plan to keep typing up more info from my notebook, expanding this guide, and posting it every couple months.
Any feedback or additions are appreciated
Per requests, I added details of good and bad trades I made. Some painful lessons learned are now included. I also tried to organize this better as it got longer. Here's what I tell options beginners: I would strongly recommend buying a beginner's options book and read it cover to cover. That helped me a lot.
I like this beginner book:
https://www.amazon.com/dp/B00GWSXX8U/ref=cm_sw_r_cp_apa_OxNDFb2GK9YW7 Helpful websites: Don't trade until you understand: - You can lose your entire contract value when buying.
- You can lose a lot of money when selling "naked", theoretically unlimited.
- How option expiration works.
- Theta (decay) and how it works. This is imperative since it's attrition when buying and a payout when selling. https://www.optionseducation.org/advancedconcepts/theta
- DTE: Days till expiration/expiry
- Options positions with respect to price:
- ITM: In the money; strike is below stock value. Signif
- ATM: At the money; strike is just at or above the stock value, often very highly traded. Can be very effective with moderate - long term expiry.
- NTM: Near the money; strike is above the stock value, but fairly close. Slightly unofficial term.
- OTM: Out of the money; price is at least a few strikes from the current stock price. I would say 10-30% over stock price.
- Very OTM: Not a real definition, this is essentially a lottery ticket. Cheap, but almost certain to expire worthless unless there is explosive movement.
- Understand delta in general and how delta changes with ITM and OTM options.
- Understand all the greeks at a high level, as you get better understand them well. The greeks: https://www.optionsplaybook.com/options-introduction/option-greeks/
- IV, IV crush, and how IV affects pricing. In general, you want to sell when IV is high and buy when the IV is low. Increasing IV is good for held calls/puts. IV drop or crush is generally good for sellers.
- Selling options can be quite beneficial. Once you have a good general understanding, lookup thetagang . Kamikaze Cash has good youtube videos on most theta strategies (linked above). I personally believe selling options (especially cash secured) is much safer and can consistently make you profits. Θ Gang 4 life.
- FOMO and how to avoid chasing a dangerous trend. DO NOT CHASE FROM FOMO!
- What intrinsic and extrinsic value are. Know how they are affected by being exercised/assigned and how theta affects them.
- Understand that some of WSB recommendations are straight up high-risk gambling and factor in the information accordingly. Be careful with Meme stocks and the survivorship bias on YOLO plays. However, I love the sub and think it’s hilarious. It has a lot of valuable information / DD if you are comfortable with the “colorful” language. It’s also great if you like rocket ship emojis.
Basics / Mechanics - Understand the 4 "main" option types. Buying or selling a call and buying or selling a put. Spreads and more complex multi-legged option strategies are based off these in some way (see below)
- You can sell calls with 100 shares of stock or if you own an underlying longer term option; see LEAPS and PMCCs later. Selling calls naked is incredibly risky and often requires Level 4 (very advanced) permissions and usually a lot of capital. I will literally never sell calls naked since I don't want to ruin my life and end up living in a dumpster eating saltine crackers.
- Puts can be sold/written cash covered (cash secured), which means you have the cash in your account to buy 100 shares. Your broker will put this money on hold until the trade is closed. Puts can be sold "naked" using Margin and Level 3 (with most brokers). Your broker will hold a percentage of cost of 100 shares (often 30-40%, 100% on meme stocks) allowing you to sell more puts. This increases your available capital/power as well as increasing risk.
General Tips and Ideas: - Don't EVER leave (short) spreads open on expiration day, close them. (more details below)
- Start off trading very small. Slowly build up over weeks / months. You need to get accustomed to a fifty dollar swing a day, then a few hundred, then a few thousand. You need to ensure you don't get emotional (see below). I started trading options with 5k, then 25k, 50k, and later over 100k. I added my own funds over time and used my gains to build my account. Don’t go all in immediately, that’s dangerous and unwise.
- Especially as you build up the amount of money you have invested, keep it diversified among several stocks.
- Don't go all in on one thing, ever. Be able to take a hit from one stock and not mortally wound your portfolio.
- A company may be doing great, then there's a major product issue out of nowhere. If you are overexposed in one stock this can really hurt you.
- I had to roll options I sold that were about to expire completely worthless because FDX's CEO changed and the stock took a hard dip.
- Don't trade emotionally. If you realize you are emotionally trading for vengeance, you should probably exit the trade and cool off for several days with that stock. Same if you get caught up in a wave of hysteria.
- Have a plan for every trade, ideally with entries / exits that are specific values, ranges, or a set condition. This helps remove emotions. This is super important for strong movements and high volatility (see later).
- Use an options profit calculator from your broker or an online one before entering a "new" trade, especially a complex multi legged trade: https://www.optionsprofitcalculator.com/
- “Rolling” an option: Closing your existing option and opening a similar one at different strike and/or expiration.
- Rolling a call “Up” would be selling a call you own and buying a cheaper call at a higher strike.
- Rolling a put “Down and out” closes your original one and buying or selling one at a lower strike at a longer expiry.
- Better broker interfaces have a literal “Roll” button. I know E-trade does. You can manually do it by selecting relevant contract legs.
- If you have a losing trade, re-evaluate it. If your initial assumption is definitely incorrect, close it. Don't stay in losing trades forever and lose the entire value of the option over stubbornness. If you re-evaluate and you think your assumption was right, hold, potentially consider adding another cheaper option (or buy another call / put). Rolling out sold options can help here.
- Don't try to day trade, especially with options. It's statistically unlikely to be profitable. Day-trading with options introduces extra liquidity risks and is dangerous, especially with spreads.
- Try not to over-trade, you'll likely mis-time the market over time. When I get emotional I over trade, then lose additional money on wash sales. If you scale your entries into positions it should help alleviate your desire to exit positions when they turn badly against you. Whenever I buy calls I do it at larger increments after W almost made me loss my hair; luckily it eventually came back.
- NEVER enter a position on a stock you have no idea about, especially when you read about it online or heard about it from some rando.
- At market open options contracts are often volatile and inflated. Buying during this time can be more expensive. Options are usually cheaper mid-day, I read somewhere 2-3PM is cheapest. I’ve had success around 12-1PM EST after prices settle.
- Try wheeling on cheaper stocks once you get all fundamentals down.
- When selling puts if you are very bullish consider "doubling down"; note this is higher risk. Use the credit from your put sale to buy shares or a cheap call. This can be roughly inversed with puts, except I wouldn't ever recommend shorting shares.
- Learn from your mistakes. You can’t go back in time and beating yourself up (to a point) is useless. Make a physical &/or mental note of it so you don’t do it again. If you don’t learn from it, then beat yourself up so you won’t do it again.
- If you have friends that like to trade, I find it helpful to discuss strategies and planned plays. I talk openly with my close friends about my current holdings and planned trades, it helps keep me accountable. If I get a wide-eyed look, I might be doing something excessively risky or stupid. I’ve over-leveraged myself in calls twice and I knew I shouldn’t have done it both times. When I tell my friends what I did and I’m embarrassed, it exemplifies the face that I shouldn’t have done it in the first place. You will also get ideas for new strategies or plays from them. It’s good to stay versatile and use multiple strategies when appropriate. Beware of group think/echo chambers.
- I recommend NEVER telling someone what to buy/sell and when. I’ll tell people MY plays or what I like and why, but I will not encourage them to emulate what I do. Depending on the audience, I’ll tell them my exact positions along with my exit and entrance strategy. With closer friends I’ll offer my thoughts on their trades (if asked). If my friend is doing something really risky (one of my friends does some scary stuff) I may ask them if they want my advice, and provide it, especially if they overlooked a risk/event. I will not encourage someone to execute/enter a trade since it has a high potential for hurt feelings or animosity all around.
- Don’t fall in love with a stock. Just because something made you money before and you have high confidence in it doesn’t mean it will keep performing. I joke that FDX betrayed me when it started dipping and losing me money. I was over-confident of its bounce-back and sold too many puts too quickly. I’m in several losing trades because of it. However, I will keep good stocks in my rostetracking list or try different strategies or re-enter trades when they change their behavior.
- As you start to both buy and sell options and get more experience in general, you'll start seeing the two sides to every trade. You will likely start adjusting your strategies or trying new trades out because of this. Things will likely click one day. Most/all the greeks and options concepts will become almost second nature. For me this was when I could build an Iron Condor from scratch, which was a watershed moment involving a good understanding of many strategies.
- Understand Liquidity and volume.
- Trading in low volume, low open interest contracts results in wide bid/ask spreads and difficulty having your contracts filled. Look at all the data for a contract, not just the strike and price.
- Monthly Expiration dates typically have better liquidity.
- Multi-legged trades (Common examples are 2-legged vertical spreads or 4-legged iron condors) have more difficulty being filled, especially on bad brokers like Robin Hood. Having very liquid options for all legs is extremely helpful in obtaining timely and well-priced fills, which maximize your potential profits.
- Time in market vs timing the market:
- It is extremely difficult to time the market perfectly. If you wait for the perfect opportunity forever, history has proven you will miss out on gains. Keeping all your money out of the market has proven to be ineffective. Now if there is something serious happening with a stock/the market (like say a new pandemic), don’t go all in. I recommend entering incrementally at dips. If the stock has huge upside potential it may never go down, so it might make sense to partially enter at the current price.
- IMIO selling puts is a great strategy to get into a stock you like, or at least make money off it. I think buying stock in lots of 100 is usually for suckers. Selling an ATM or ITM put (assuming the math works out) on a stock you were going to buy and hold is ALMOST free money.
- I recommend keeping some cash available regardless. If you have a very large account or expect a downturn, hedging with indexes like QQQ, SPY, or VIX or calls/puts may be wise.
- Every trade can't be a winner. You will take some losses, you must get used to it. I don’t like having a realized loss of 1K or more on any trade. However, this will happen, especially with larger accounts.
- As long as you win more often and beat the S&P that year I consider it okay. I’m kind of aggressive, so I consider 20%+ annually good. 30%+ annually is great. 40%+ and I’m dancing. After trading options I am almost baffled by my old belief that 5% annual returns (mostly from dividend ETFs) was “good”. That’s nothing to me now since I’m willing to take risks. Note: While lots of people danced in 2020, realize that’s an insane Bull Run year and is atypical.
- Adhere to your own risk tolerance and never over-extend yourself, especially with margin use. Don’t make huge gambles leaving you uncomfortable. Only gamble with money you are willing to lose.
- My personal strategy is to make safer gains for the year and then enter slightly riskier strategies using those gains. I can be slightly-moderately more aggressive and compound my gains. For me I often sell puts to make money, then when I see a big opportunity I’ll sell a put and buy an OTM or moderately ITM call.
- Understand it’s not safe to try and get rich overnight. However, once you hit big “steps” things may start to snowball. You can enter more positions and take more risks if you choose to.
- For me this when I hit 50k, then 100k. I was able to balance low and moderate risk positions to more significantly grow my account. I’ll even do a high risk thing now and again because my gains can absorb it (assuming I have them).
- I can’t wait to get to 250K, then 500K. I know it’ll take quite a long time, but I am confident I’ll eventually be able to have 500K and (hopefully) 1M in my non-401k trading account with gains and additions from my job. I can only imagine how “dangerous” I will be with that kind of capital.
- If you missed "the next big thing" like AAPL, TSLA, or the time machine I’m building in my basement. Don't get upset, learn from it. Adapt and become a better trader for next time.
- Figure out why a company was so promising, before they mooned. Determine how you would have traded differently in hindsight. Apply those lessons to the next company you believe has long term growth prospects.
- For me that's putting in 1-2.5k towards shares and/or buying LEAPS on it. Depending on my bullishness I may buy “cheap”, fairly far OTM calls. The far OTM options are sort of lottery tickets. If I'm right the (relatively) low cost will have explosive profits; if I'm wrong, they didn't cost that much so it's a calculated loss I’m willing to accept. For more serious bets I’ll buy ITM LEAPS to run PMCCs on. I also like to buy 1-2K in my 401k for very long-term plays.
- The stock market hates uncertainty, it seems to crave the status quo. A shakeup can potential tank a stock, even if it's nothing. With shares you can wait it out, but this can be problematic for options. If you see volatile/uncertain times ahead (politics, disease, manufacturing, earnings, etc.), you might want to reduce your overall portfolio risks or hedge.
Profit Retention / Loss Mitigation - If selling options, it is a viable strategy to close early after a large gain with many DTE left until expiry. See TT videos / strategies on this.
- Don't hold options through earnings unless you literally want to gamble. I like playing on earnings run ups, but that can be risky.
- If you hold options through earnings, IV crush will happen immediately afterwards, devaluing the option. However, if the option is profitable enough, IV crush won’t matter, which will still make money for a call buyer. A sold put sufficiently far OTM will benefit from IV crush, even if the stock dips after slightly bad or lukewarm earnings.
- Don't throw good money after bad. Don't gamble on a recovery if your assumption appears to be wrong or the market is flat out tanking. If you are wrong and still believe in the company, wait twice as long as your original plan (wait for your 2nd entry point vs 1st) before adding to your position.
- Consider using stop losses to lock-in profits on rides up or sometimes use them to prevent losses. Note, stops can be easily triggered in volatile options. Now when I'm up a lot on calls (especially around earnings or large momentum run-ups) I always set stop losses. I have been burned too many times. In December 2020 I didn't set a SL on several thousand dollars of FDX calls I was already up on and I "lost" ~$5K of unrealized gains. If you're up big, don't get too greedy.
- A possible strategy if a stock is on a tear and you have multiple options open: Close some positions (I prefer to do this incrementally if the stock has momentum), but leave 1+ open in case the stock goes into outer space/the floor. Next, set a stop loss with a little buffer below its current movement / range so it doesn't get hit unless the stock falls hard. Finally, watch the stock closely and if it keeps rising, keep moving the stop loss up in little bits incrementally. This will let you keep more profits on a hot streak, but give some protection and secure more gains. It will also help eliminate FOMO if a stock exceeds your expectations.
- Have rules when to roll out, down & out, or up & out. I like TT’s roll at break even or at 1x loss and to always roll for a credit (or for me a very minor cost). Obviously these rules need some monitoring. Know your stocks, the news, and technicals so you don’t jump the gun.
- If you roll early for a credit and you’re right, it’s not the end of the world. You’ll just need to hold longer, which will obviously tie up capital. Sometimes it’s better to tie up some money (especially if you aren’t paying interest) than eating a huge loss.
- Rolling too late can be worse though. I currently have a very underwater FDX put I sold that is over 2x loss, rolling it does almost nothing unless you want to pay a debit or extend it extremely far out.
- On huge options gains, I strongly you recommend taking profits by rolling up/down or incrementally sell your contracts at several different prices (this is why having multiple contracts is nice).
- Rolling up involves selling your initial call, then using a fraction of your proceeds to buy a cheaper, further OTM call with the same expiry; puts are inverse this. When rolling up I like to ensure the new option’s cost is 15-40% of my realized gains. I’ll buy a more or less expensive new optoin based on my convication to the stock and predicted movements. You can also roll up and out to get a further expiry and strike.
- This is monumentally important if you are playing with incredibly high rising stocks or during a short squeeze.
- Sad story time: I completely screwed up when I forgot to roll up, twice, during the GME gamma/short squeeze. I didn’t take my own advice; I didn’t have a real exit or transition plan and I got emotional. It all happened so fast and I was at work; the insanity of the run up and subsequent gamma squeeze caught me off guard. I should’ve clocked out and thought through the situation for 15-30 minutes to form an impromptu plan, then executed trade(s). My moderate risk tolerance coupled with my desire to take profits took over. When the stock partially cratered after a run up, I sold to retain gains. In the heat of the moment I thought the squeeze was squoze and it was going to plummet into the ground and I wasn’t being rational.
- On 1x 4K call I would’ve made an additional 15-25K if I rolled up to a cheaper contract with some of my profits.
- I know I missed out on significantly more with a 2nd call I had. Depending when I rolled it, it would likely have been an additional 25-50k in profits.
- I talked about learning from your mistakes above. This mistake is branded into my brain due to the massive gains I missed out on by not rolling up. I’m furious with myself as I write this 1 week after the GME gamma squeeze, I’m a planner and I didn’t plan. If anything I own is significantly up ever again, I’m rolling up (or at least setting a stop loss). If necessary, I’ll roll up a trade multiple times to keep extracting profits.
- Learn from my mistake so you don’t miss out on gains too. I strongly recommend rolling up when you are up big on a call / roll down when you are up big on a put. This enables you to take profits, stay in the game, and keep extracting more gains.
- If you trade a lot of options, talk to your broker about a discount. I was getting the standard $.50/contract with E-Trade, but I traded over 300 contracts a quarter and was able to get the fee reduced by over $.10 by just asking. I am now doing more spreads and condors, so once my volume gets very high, I’ll ask again.
- If you have a broker that isn’t great and you want to switch, leverage your current trading fees to the new broker. Tell them you’ll move over $### thousand if they beat your current options trading fee per contract.
Trade Planning & Position Management Tips - As you gain experience, start monitoring what kind of Delta, OTM, DTE, etc. you are most profitable with. Use it in your future trades. You'll often see the tasty trade 30-45DTE .3 Delta strategy for selling.
- Before entering a trade, look at rough technicals like resistances and supports to consider your relevant strikes as well as entry/exit points. Look at upcoming earnings & dividend dates as well as stock/market news.
- Consider staggering strikes and expirations for safety and diversity; it’s nice to avoid assignment on 3 puts at once because you used the same strike for all 3.
- Incrementally enter positions on large rises/falls. One of my favor strategies is to buy dips after over reactions. By doing this slowly in large price "steps" it helps combat FOMO and helps you avoid getting slaughtered.
- This will also help you avoid "chasing a falling knife". It also ties into having a plan.
- I set alerts at several predetermined prices and I REALLY try not to enter new trades unless I hit my preset points. It makes me less emotional and usually more effective.
- Don't buy far expiration options with poor liquidity for shorter term plays. I bought 1x GME 1-year+ LEAPS call before the 2021 short squeeze. That was stupid, I should've bought 2-3x 60-120 day calls to have better liquidity. I also paper-handed it and missed out on my lambo.
- If selling options, consider rolling (for a credit) to avoid assignment when it makes sense / meets your plan. Rolling closer to expiration can be a valid strategy to get theta on your side. On the flip side, if the stock moons or plummets it could've been better to roll before it got crazy deep ITM. See rolling “rules” above.
- Covered Calls:
- If a stock has a large movement range, I think it can be worthwhile to wait to open a CC after the last one is closed/expires. I have been more successful waiting for another opportunity vs. opening one immediately on the Monday after the second the last one expires.
- Consider selling covered calls at all time highs/peaks. If you sell a CC and the stock dips significantly, and you think it’s temporary, you can buy to close your CC for a quick profit, then reopen it later.
- If you own Meme stocks, selling covered calls runs the risk of missing out on large gains. On these stocks I typically only sell them further OTM than I normally would or not at all. If I do sell CC on a Meme stock I try to ensure I have 25-100 other shares that won’t be called away.
-Advanced Beginner- Spreads - Spreads (with 2 legs) are neat because they manipulate how delta and theta act. It caps your gains and losses, but you can profit with less stock movement. Try several spreads on a P/L calculator to see for yourself.
- Spreads usually require margin trading.
- Spreads allow you to define max losses (assuming you close before expiration day) and use less capital.
- Experienced traders will open many spreads at identical/similar strikes to heavily profit off movement. Spreads can make you/lose you a lot of money if you are right.
- For example. I could make a $200 premium off a $500 risk trade, max loss would be $300. This is much more effective capital utilization than a naked or cash secured put, however it does not have the same downside protection or “wheel” potential as a sold put. Higher risk, higher reward.
- Vertical Debit spreads: I think of these like mini calls/puts. I personally don’t use them unless calls are outrageously expensive or the break even is absurdly high, but there’s nothing wrong with them. A call debit spread will lower your breakeven and overall cost vs just a call. You can do clever things like making a positive theta call spread if you’re creative. I like doing this since I hate losing money to theta.
- Vertical Credit spreads:
- Very good theta strategy to define downside/upside risks.
- A put credit spread is bullish and allows you to bet on upward movement with less capital and defined losses.
- A call credit spread is a bearish strategy that allows you to bet on downward movement. These are very cool since they allow you to sell calls without selling naked calls, which can ruin you financially. I see selling these as better than buying puts since it’s so much easier to be profitable; to be redundant, Θ rocks.
- https://www.schwab.com/resource-centeinsights/content/reducing-risk-with-credit-spread-options-strategy-0
- I repeat this on purpose: Don't EVER leave short spreads open on expiration day, close them. If you don't close, they better be VERY far from the strike on a non-volatile stock. In after hours a stock can jump/dip below your strike and be exercised without the other leg to protect you. This can lead to massive, life ruining losses. This is not an exaggeration, google this and be scared. It happened to a fair number of people with TSLA. Video explanation: https://www.youtube.com/watch?v=rtVFj9nRRDo&t=315s
- Short Straddle:
Trading Mechanics, Taxes, Market Manipulation - Learn about wash sale rules. They suck and are very easy to activate with options. This will eliminate your ability to write off losses. Over trading can easily cause wash sales. https://www.investopedia.com/terms/w/washsalerule.asp
- Short attacks:
- Learn to recognize these sketchy attacks by hedges/firms. They manipulate the market, it’s been documented countless times. A common one is rapid short selling, which pushes the price down.
- Short Ladder attacks:
- If you plan well enough and the market doesn’t give up on the stock you may be able to use it as a great opportunity to buy the dip.
- Cramer explains how he intentionally manipulated the market when he ran a hedge fund years ago. Multiple links to the video are below since this video gets pulled often, Cramer / The street never wanted this to go public.
- Plan for taxes if you are up big. You may need to over withhold or contribute to taxes quarterly depending on your situation. https://www.irs.gov/taxtopics/tc306
-Intermediate / Advanced Strategies (work in progress)- You’ll notice many of these strategies inverse one another. Options Strategy Finder This website is great for learning about new strategies, you’ll see many links to it below.
https://www.theoptionsguide.com/option-trading-strategies.aspx Short Strangle / Straddle - Both of these strategies profit from little price movement. I recommend using a P/L calculator to determine BE, profit, etc.
- A straddle sells (or buys) two options at the same expiry and strike.
- A strangle sells (or buys) two options at same expiry with different strikes.
- Both these strategies involved selling a Call and a Put for a credit. Straddle uses ATM legs, strangle uses OTM legs.
- Limited max profits and unlimited risk. Due to the unlimited risk, I am not a fan. However, many people like these a lot.
- https://www.theoptionsguide.com/short-strangle.aspx
- https://www.theoptionsguide.com/short-straddle.aspx
Iron Condor and Iron Butterflies - These strategies profit from neutral or mostly neutral stock movement. They receive a credit to open and benefit from theta decay. If your stock is range bound, these may be a good choice.
- These are both 4 "legged" trades, so you will have 4 trading fees to enter or exit the trade. A lower cost or zero cost broker shines here. However, “bad” free brokers will give you poor fills, which may not be worth the discount.
- Condors and butterflies have "wings" which are your purchased puts and calls. The wider the wing the higher the max profit/risk. The condor body can be riskier and skinny with a narrow high profit range or wider for a much greater chance of success with lower payout.
- An iron condor is built by combining a put credit spread and a call credit spread with the same expiry.
- An iron condor can be thought of as a modified short strangle with limited risk, and therefore a bit less profit. I prefer defined limited risk.
- The butterfly is similar except instead of a plateau it has a sharp peak. My personal mental note is that a condor looks more like a strangle with wings, while a butterfly looks like a straddle with wings.
- Pay attention to earnings dates when you open these, I have forgotten to check before and it led to bad trades.
- https://www.theoptionsguide.com/iron-condor.aspx
- https://www.theoptionsguide.com/iron-butterfly.aspx
Long Condor (Debit Call Condor) - The debit version of an Iron Condor. You expect the price to stay inside your defined range. This strategy profits from neutral or mostly neutral stock movement. I’ve never tried this, Iron Condors make more sense to me.
- Limited risk / limited reward.
- https://www.theoptionsguide.com/condor.aspx
Short Condor (Credit Call Condor) - Inverse of an Iron Condor. You expect the price to go OUTSIDE your defined range. These are useful when you expect significant price movement. Credit to open.
- Limited risk / limited reward.
- Can be harder to set up. I want to try these, haven’t yet.
- https://www.theoptionsguide.com/short-condor.aspx
Reverse Iron Condor LEAPs - LEAP Options are options that are long term with many DTE, often over a year until expiration. LEAP calls are great for long term growth plays (downtrends with LEAP puts) or simply when you really like a company and can't afford 100 shares. LEAPs (or any "longer term" option) enables you to sell a PMCC or PMCP (below)
PMCC / PMCP - PMCC or PMCP are poor man's covered call (or poor man's covered puts). They are diagonal options often used with purchased LEAPs. You sell a shorter DTE call/put with a further OTM strike than your purchased call/put. For PMCC/PMCPs it is often recommended to recoup your extrinsic value as soon as possible, some recommend with your first call CC or put sale, to ensure you are positive if the option is assigned early. These have a lot of moving parts and strategies. If you buy a barely ITM call/put and sell a nearby strike call/put you run the risk of the purchased option getting "blown by" on large stock movement and ending up with a very negative losing trade. Keeping your purchased LEAP deeper ITM should protect you. Check your initial PMCC using an options calculation to make sure you don't screw up.
- I'm currently tinkering with these myself. So far I like .7-.9 delta call LEAPS with 30-45 DTE calls on my CC. The goal is to hold the LEAP long term, potentially until expiration, and constantly sell calls/puts on it that expire worthless. Typically the call/put is rolled up and out or down and out if it's going to be assigned, unless you don't want your LEAP anymore.
- Some people look at these many sold CC or puts as profits, I look at them as lowering my cost basis until it's zero (or even negative). I have a page in my notebook I write each CC on my NIO LEAP (I Meme stock sometimes). I find it satisfying to slowly see the cost of the original option disappear. When I originally wrote this I had ~2 years left on it and it's 9-10% paid for; that doesn't even count the actual gains the LEAP has.
- TT states this is considered an IV play, which I partially agree with. You want to buy these during low IV times since an IV drop will hurt your LEAP value. I look at them more as a way to sell calls/puts on a high IV company with a lot of price movement and potential upside/downside.
Advanced Orders - Guide to several order types: https://us.etrade.com/knowledge/events/webinars/order-types-from-basic-to-advanced-07162019
- One Triggers Other (OTO):
- Good brokers will allow you to set these up, some will require a desktop to do it. This lets you link one action to another. In programming think of it like an if-then. You’ll tie a buy/sell to another buy/sell
- Setting trailing stops on options is very chaotic since their price movement can be drastic due to volatility. I prefer to set my trailing stop to a stock.
- What I like to do is set a trailing stop on a stock (or just link it to a stock price drop) and have it sell 1 share I own. Then it immediately executes a market order to sell my call. I’ve had good luck doing this with incredibly volatile plays were stop losses aren’t effective. I’ll often have an order saved and ready saved for when a strong run up starts. When my price alerts start blowing up my phone, I’ll immediately hit execute to turn it on.
Disclaimer:
I’m not a financial adviser, I'm actually an engineer. I’m not telling you to invest in a specific stock/option or even use a specific strategy. I’ve outlined and more extensively elaborated on what I personally like. You should test several strategies and find what works best for you.
I'm just a guy who trades (mainly options) part-time for financial gain and fun. I don't claim to be some investing savant.
submitted by CompulsionOSU to thetagang [link] [comments]
Log Horizon Seasons 1-2 Recap/Primer (Anime-Only)
Log Horizon season 3 is about to start, and if you're like me you do not at all remember everything that happened in seasons 1 and 2. Well, I didn't want to risk getting spoiled from reading wikis, so I binge-rewatched the first two seasons this past weekend and took a ton of notes so I can share with anyone else needing a reminder or ten.
This is certified 100% anime-only content meant specifically for anime viewers. I haven't even glanced at the light novels or wiki. Fans who have read the novels, this is NOT the place for you to chime in with "clarifications" and "by the ways". This place is for anime-only viewers, most of whom do not want to know the slightest bit of what happens next so we can experience it ourselves. I and the people in this thread do not give a rat-man's ass about some novel exposition from volume 2 that the anime skipped over in season 1 - go make your own thread if you are compelled to share that information. This post is almost certainly going to hit the character limit, so I'm
not going to summarize every major character or every plotline from the first two seasons. I could never hope to outline every major character's arc and development over 50 episodes in that few characters. Instead, I am only going to focus on the rules of the world and the plotlines that were still ongoing/unresolved at the end of season 2 - in other words, what I think you may need to know heading into season 3. Even if you don't remember them well, I'm sure you'll pick up the interdynamics of all these goofballs well enough just from seeing them in action again.
Basics
- Elder Tale was a MMORPG that a bunch of people played. One day, everyone who was logged on got transported into a world that resembles the game. This event is now known as The Apocalypse.
- Elder Tale's setting was called Theldesia. Geographically, it is the same land/ocean layout as the real Earth, but half as large.
- When it was just a MMORPG, the game had 13 different servers, separated by region. If your character was in Theldesia's equivalent of Japan, you'd be playing on the Japanese server, and in order to travel to Theldesia's equivalent of Australia you'd have to switch to the Australian server. Most players played on the server corresponding to their region.
- A 14th server, called Mare Tranquillitatis, also existed - it was a beta-testing server used for experimentation and testing features before they rolled out. Some players had access to it. Its geographical region is... the Moon.
- The series has so far taken place entirely in the Theldesia equivalent of Japan, which is called Yamato or The Yamato Islands, and particularly in the city of Akiba (aka Akihabira) which is located approximately where Tokyo would be.
- The Elder Tale MMORPG ran for 20 years in real-life before The Apocalypse happened.
- Post-Apocalypse, the history of Theldesia has a ratio of 12:1 for events that happened in Theldesia vs in the real world. An event that happened in the 10th (real-life) year of Elder Tale's run happened 120 years ago in Theldesia history. This means that some Adventurers who had created their accounts and done notable things in earlier years of the Elder Tale game are now characters that are known to be over a 100 years old within the history of Theldesia.
- When people and monsters in Theldisia die, their corpses turn into bubbles/particles after a short time.
- The Apocalypse happened on the same day that the 12th expansion for Elder Tale was launching. This new expansion - called The Novasphere Pioneers - increased the level cap for players from 90 to 100, and was to include many new raid bosses and other content. Because of timezones, only the Japanese server had the expansion applied at the time The Apocalypse occured.
- As of the end of season 2, it has been about 1 year in Theldesia since The Apocalypse.
Populations of Theldesia
Adventurers
- Adventurers is the collective name of player characters in Elder Tale, turned special folks trapped in Theldesia after The Apocalypse.
- Adventurers can be any of a bunch of different races - humans, dwarves, cat-people, fox-people, wolf-people, and more. They have classes, special skills, and all sorts of MMORPG staples, and typically can improve all these things beyond any other population in Theldesia.
- Adventurers have a "friends list" which they can add each other to. They can make long-distance voice calls to anyone on their friends list - they refer to this as Telepathy.
- Adventurers can also talk psychically to other adventurers they have formed a party or a raid team with. Note that this is a separate ability than Telepathy, so effects that block Telepathy from working won't necessarily also prevent party/raid chat.
- When an Adventurer dies, they reappear at a Cathedral or another respawn point nearby (e.g. if in a raid zone they respawn at its entrance) after some time (anywhere from minutes to half a day).
- In-between dying and reappearing, they have surreal experiences based on moments from their life before The Apocalypse, during which they must mentally confront the failures that lead to them dying. Once they've finished that, they appear on a beach on the moon (Mare Tranquillitatis) with the world (presumably Theldesia, though it could be the actual Earth I suppose) hovering overhead. There, the Adventurer must sacrifice a piece of themself (eventually confirmed to be a memory from their life before The Apocalypse) to return. When they wake up, they retain only the vaguest memory of this ritual or none at all. (See S2E6 for an example.)
- Adventurers mostly live in Adventurer Cities - cities that have special buildings like guild halls, banks, and Cathedrals, and which are populated mostly by Adventurers but with many supporting People of the Land living there, too. Most or all of the Adventurer Cities in Yamato and many of their surroundings have a post-apocalyptic aesthetic, full of overgrown abandoned modern structures like highways, parking garages, and broken-down cars. There are 5 Adventurer Cities in Yamato:
- Akiba (aka Akihabara) - Situated where Tokyo would be in real life. This is the primary setting of the series. Governed relatively liberally by the Round Table, a group of the most influential guilds.
- Shibuya - An incomplete Adventurer city with no guild hall very near to Akiba. All the adventurers who were there have gone to Akiba so it is empty.
- Susukino - Northern city in the real-life equivalent of Hokkaido. It started out as a violent city run by oppressive guilds. Akiba sent forces up there several times to let anyone who wants to leave it and come to Akiba, so only a couple hundred Adventurers remain there. The Akiba guild Silver Sword ended up moving there and taking it over, which made it less violent and lawless than before.
- Minami - Situated to the west, vaguely where real-life Osaka would be. Governed autocratically by the guild Plant Hwyaden.
- Nakasu - Even farther to the west. Very little is known about it.
Monsters
- Monsters are hostile wild animals - things like angry giant plants, wild felines that attack in forests, etc. They are aggressive, have stats and levels and special skills, but are of similar intelligence to animals. They haunt certain areas, and when they die eventually replacements respawn there.
- After they are killed and their bodies dissipate they "drop" ingredient/crafting items and gold coins.
- Most Adventurer Cities, People of the Land cities, and some People of the Land villages have a "no monster" effect/barrier that prevents monsters from entering into them. Large-scale events like the goblin nation invading Eastal are probably not prevented by this.
Demi-Humans
- Demi-Humans are a special type of monsters that includes species like goblins, giants, fishmen, and other usually-humanoid hostile creatures. Unlike other monsters, they have actual social structures, use weaponary, and seem to be at least semi-sentient.
- Miscellaneous demi-humans can be found in the wild like monsters, but larger populations of them also occupy significant portions of territory - e.g. there is an area of Yamato full of goblin tribes that live in their own society and where People of the Land are not present. These areas can have complex social structures.
- Similar to monsters, demi-humans magically spawn/respawn in their lands. Since they have some intelligence but are difficult to research, it's unclear whether this is new individuals spawning or whether they are actually respawning with intact personalities in a similar manner to Adventurers.
People of the Land
- People of the Land are what were NPCs back when it was a MMORPG. In the game they just had simple NPC patterns, always saying the same things and doing the same basic tasks, but since The Apocalypse they are now fully sentient humanoids with their own lives, backstories, generations, politics, culture, etc. The People of the Land greatly outnumber the Adventurers - for every Adventurer City there are another dozen or more "regular" cities full of People of the Land and a bajillion towns and farms spread across the countryside.
- People die when they are killed.
- Revival spells on a recently-dead Person of the Land slows down how fast their body disperses but doesn't prevent it.
- The People of the Land in eastern Yamato (the area around Akiba) are socially structured as European-style feudal nobility, with each city and its surroundings ruled by a Baron and a patrilineal Duke as overall ruler of the area, or something like that. They have their own knights, armies, academia, etc.
- Named NPCs would have lasted in the game for the whole 20 years that it ran before The Apocalypse, and with the timeline acceleration mentioned earlier that would make some of them a hundred years old or more, but it seems The Apocalypse retconned this and where necessary the names of characters the required continuation became titles passed from teacher to student, and so on. The People of the Land don't seem aware of any incongruities there.
- People of the Land can learn skills, have classes, and other things that Adventurers can do, but they learn them much more slowly and generally have a lower "cap" on their level or abilities than Adventurers.
- While People of the Land are less powerful than Adventurers, in some special cases they can have access to equipment that puts them on par or beyond the abilities of Adventurers. Of particular note, the Royal Guard (aka Defenders) are People of the Land who keep the peace in the no-combat-zones of Adventurer Cities - they have special armour that massively buffs their physical abilities and makes them able to teleport around the city.
Ancients: - Ancients (aka Progenitors) are a special class of People of the Land that are much more powerful than usual - even more powerful than maxed out Adventurers. In the MMORPG, these were mainly for two roles - legendary NPC characters tied to a particular quest, and the 13 Knight Orders. Only one Knight Order has been named in the anime - the Knights of Izumo that defended Yamato (since there are 13 regional servers, presumably there is one Knight Order per server). The Knights of Izumo suddenly disappeared around the time of The Apocalypse.
The Kunie Clan: - The Kunie Clan are a special group of People of the Land that manage all the banking and financial systems of Theldesia. They are of some mysterious other humanoid race that look similar but not quite the same as humans or elves, and they seem to all be almost identical (plus many or all of them seem to go by the same name, Kinjō, making them even harder to tell apart).
- They can be found at the guild halls or banks of Adventurer Cities and similar places, but they also have secretive villages where they originate from that Adventurers and most People of the Land do not know about.
- The Kunie Clan are not necessarily the actual cause, but are at least somehow involved with the world's supply of gold and how it gets distributed to monsters/demi-humans when they spawn. This includes access to the giant lake of gold coins that reside deep below the Depths of Palm and which serves as the world's main vault to store coins before they teleport to monsters and demi-humans.
- They are also involved with many other "fundamental" aspects of the world, especially operating and managing ancient magical technology. For example, they can deactivate and reactivate the magic circles beneath Adventurer Cities which power the anti-monster barriers and Guard armour within the cities.
Instincts, Progress, & Innovation
When Elder Tale was a game, players were limited in what they could achieve by the limitations of built-in character animations, feats needing to have been pre-programmed as skills, and the game interface itself. Following The Apocalypse, the Adventurers in Theldesia still have access to the game interface and can still do everything the old way... but they don't have to. A magical leaping sword strike formerly activated by pushing a button can now also be activated by doing the same motions and thinking about using that skill. In fact, the latter option is better - the Adventurer can control and manipulate the skill with greater control and precision than the rote motions that result from doing it through the menu.
Just as this applies to combat skills, so it goes for the rest of the world:
Food and Crafting
Combining ingredient items through the in-game interface according to a pre-programmed recipe makes food that looks correct and does nourish the body, but has no distinct taste or smell. But, if a player with the chef sub-class actually combines and prepares the ingredients by hand, it makes real food. More complex and difficult recipes require finer ingredients and a higher level in the cooking skill or they still end up turning to mush.
Similarly, Adventurers with crafting sub-classes and skills can make superior, more refined, and more varied designs if they go through the process by-hand rather than using the crafting menu.
Innovation
Adventurers with the skill and ingenuity to create and craft things by-hand rather than using the menus are also not bound by the finite list of recipes and inventions that were programmed into Elder Tale. They can combine basics in all sorts of new ways not seen before. Soon after The Apocalypse, clever Adventurers developed basic steam engines and the rate of invention has been rapid ever since - less than a year later, someone has mixed magic and technology together to create a magitech hover train.
These changes have had a far-reaching effect on the societies and economies of Theldesia. Facets of Adventurer culture such as their food and clothing have been swiftly embraced by the People of the Land and Adventurer economies have largely shifted away from quest-like tasks such as raids or guarding a People of the Land caravan to their own Adventurer industries, which has fractured the traditional Adventurer-People of the Land relationship and lead to many unforeseen consequences, such as an attempted goblin invasion.
Teachings
Teachings (aka Overskills) are supposed new skills achieved by some Adventurers that were not possible back when it was a game. They are commonly perceived as being a higher-tier version of commonly known skills or powerful new abilities.
In actuality, Teachings are just (a) unorthodox applications of existing skills, or (b) instincts gained from becoming more in-touch with the world and losing the mentality of it being a game. E.g. Nazuna figured out that she can use the protective barriers she normally cast on other people as airborne platforms she can climb/jump on instead. Adventurers tend to
"The Apocalypse is not over yet"
As Shiroe comments, the natural laws of the world post-Apocalypse are altogether a confused mish-mash of Elder Tale game mechanics with real-world logic. Gradually, however, these two separate systems are starting to merge. Some known examples are:
- Initially, an Adventurer needed to have the chef sub-class in order to be able to make any real food - even if a non-chef Adventurer prepared the ingredients perfectly, it would still turn to mush. After some time, though, anyone can now make basic recipes and the chef sub-class (plus leveled up cooking skill) is only needed for intermediate and harder recipes. Likewise for any other sort of crafting.
- Adventurers whose Elder Tale avatar had a different body than their real body got stuck in their avatar's body, but retained their original voice. Over time, their voices are becoming more like what their body's physical vocal cords would naturally sound like.
- The size of the world is slowly increasing, presumably until it becomes the same scale as the real Earth.
- Objects had all sorts of associated flavour text in Elder Tale. They still have this flavour text in Theledisia after The Apocalypse, but it is just that - two objects with the same stats but different flavour text behave identically. After many months, though, the flavour text of some objects started coming true.
The Debauchery Tea Party
- The Tea Party was a group of 15~30 Adventurers on the Japan server that frequently partied together in Elder Tale, many years before The Apocalypse. They were known for pulling off a number of incredible feats in the game, and generally had a more loose and fun tone than other groups since they weren't a structured Guild.
- The Tea Party disbanded several years before The Apocalypse and many of its members moved on to other things. Some members joined or started guilds, while conversely many others had not logged in for years by the time of The Apocalypse.
- Almost immediately after The Apocalypse, Shiroe checked his friends list to see who else that he knew was online/trapped in Theledesia, so he should have a pretty good idea of which members are/aren't in the world, but we the audience didn't get an exact list. Currently we know of 9 former Tea Partiers who are in Theledisia...
In Akiba:
- Shiroe, Naotsugu, and Nyanta partied together in Theldesia and eventually formed Log Horizon.
- Back when the Tea Party disbanded, Sōjiro, Kazuna, and Saki created a guild called the West Wind Brigade, with Sōjiro as guild-master. Saki wasn't logged in at the time of The Apocalypse.
In Minami:
- Intix is the #2 seat on the Council of Ten of Plant Hwyaden and therefore 2nd in command of Plant Hwyaden behind only Nureha. She seems like a real big jerk and is part of the faction there that wants war and total dictatorial control of Yamato. Up until the end of season 2, it seems she was emotionally abusing Nureha to get her way within Plant Hwyaden. (I don't think they ever actually specifically said Intix was in the Tea Party, but from the way she's shown with them in the OP and how Kazuhiko/KR talk about her it's 99% certain.)
- Kazuhiko is also on the Council of Ten of Plant Hwyaden. He seems to be fairly disgruntled with the way things have been going over at Plant Hwyaden, but is hoping to change it from within. He's kind of a jerk about it, though. He and Shiroe have been occasionally in contact with each other and have been sharing some info.
- KR is on the Council of Ten of Plant Hwyaden. He's very carefree, but seems like a good guy overall - like Kazuhiko he doesn't necessarily approve of the way Plant Hwyaden is running things or their desire to go to war with Eastal and Akiba. KR is a summoner with a skill to possess creatures over vast distances - at some point he possessed a horse in the China serveregion to scout out what things were like over there and while traveling around in China he encountered Kanami's party. And he can summon a giant fucking dragon that solos raid bosses. He only told Kazuhiko about his journeys in China, not Intix or the rest of the Council.
Elsewhere:
- Kanami was the leader of the Tea Party for most of its run, but she moved to Rome a few years before The Apocalypse and stopped playing the game at that time. During that time she had a daughter. Eventually, she got back into Elder Tale, creating a new account on one of the European servers, and she got trapped by The Apocalypse, too. Since the Novasphere Pioneers expansion pack content had only been loaded on the Japan server and figuring it was related to The Apocalypse, Kanami started journeying from Theldesia's Europe counterpart all the way to Yamato. Also in her party are a teenage mutant ninja frog, a farming bot that may have gained sentience, and an Ancient.
Unresolved Plots & Mysteries
Regan, New Magic and the World Fractions:
- Regan (aka Li Gan) is a mysterious guy who has shown up a few times and gradually become an ally of Shiroe. He was first encountered when Shiroe et al went to a conference with the People of the Land nobles. He seems to be a Person of the Land, but I don't think that was ever actually confirmed. If he is, he's an extraordinarily knowledgeable one, possibly on par with the Kunie Clan. He's a shady guy who may have a hidden agenda.
- He has the title Sage of Miral Lake, a name that was associated with a lot of lore in the game before The Apocalypse but (as far as we/Shiroe know) not a character anyone ever encountered. He says it is a title passed down to him from his teacher, the previous Sage of Miral Lake.
- Regan's main interest of research is magic that is on the scale of altering the entire world, something that he says has only happened 3 times so far in events he calls the World Fractions - the creation of monsters/demi-humans, the arrival of the first Adventurers (240 years ago), and The Apocalypse.
- Since each World Fraction was an unprecedented form of magic, he is intensely interested in the creation of new forms of magic that did not exist prior. Shiroe's Contract Magic which turned Rudy into an Adventurer was one such new magic, and one that Regan thinks could some day be world-altering. Around the same time, Regan says he felt another brand new form of magic with similar potential happin in the west.
Death and Resurrection
- Regan and his predecessors were researching a so-called Spirit Theory about how death and resurrections work. His theory posits that people (Adventurers, People of the Land, and Demi-Humans) are divided into anima (physical attributes, correlated with HP) and psyche (mental attributes, correlated with MP). The psyche and the anima are each required for a person to persist - when people take too great of an injury their anima is too damaged to persist to it dissipates; the healthy psyche stuck inside the body dies when there's no anima to support it.
- Since when people die in Theldesia their bodies turn into bubbles/particles, that is their anima dissipating. If the psyche is intact, revival spells can pull those dissipated bits of anima back to the rest of the body and put them back into place (up until the point where the body has completely dissipated). But if the psyche is also destroyed, there is no mind to reassemble the anima as it once was.
- For Adventurers (and possibly demi-humans), their dissipated anima particles all travel to their respawn point, so their psyche can still reassemble them there. For People of the Land, the dissipated anima just scatters in all directions, so even a healthy psyche can't do reassemble them and dies.
- However, the reassembly can't be perfect... some energy must be expended for the process. And since the anima seems to be reasembled perfectly, Regan and Shiroe theorized that some psyche must be lost - in other words, the person loses some of their memories. (See S1:E14 for the full spiel)
- When Shiroe shared this with the Council, Krusty was able to confirm that this is indeed the case, and further suggested that it seemed like memories of their lives from before The Apocalypse might specifically be targeted. (After a particular death, Krusty could no longer remember the name or appearance of a cat he owned.)
- Regan implied the Ancients had different spirits than ordinary People of the Earth and that this could be significant.
- Shiroe and Akatsuki eventually remembered the experience of being on the moon between death and revival. We don't have a lot of comparison points as no one talks about it much, but it sure seemed like Adventurers always forget that in-between experience once they woke up (Akatsuki herself when she revives seems to remember it for a moment and then quite specifically forget it).
- (Continued in the Navigators section)
Enemies in the West
- To the west of Akiba and Eastal are three People of the Land nations - the Westelande Empire, the Ninetail Dominions, and the Fourland Dukedom - and within those are two Adventurer Cities - Minami and Nakasu.
- Following The Apocalypse, a guild called Plant Hwyaden lead by Nureha took over Minami by conning money out of the People of the Land nobility and buying the Cathedral, then forcing all Adventurers to join Plant Hwyaden through the threat of controlling the respawn building. Plant Hwyaden now rules Minami and its environs autocratically, and is much more integrated with the People of the Land nation, the Westelandian Empire, than Akiba is with Eastal. Their combined government is run by an organization called the Council of Ten Seats - Nureha and her nine advisors/ministers, which includes some people of the land.
- Nureha herself is a somewhat emotionally unstable person and she occasionally runs off on her own private journeys, so the much of the actual policy-making has been driven by Intix and Mizufa, the bloodthirsty Westelandian army general.
- Ever since establishing control, Plant Hwyaden have made efforts to suppress information about the west making it to the east. This isn't outright possible, as plenty of Adventurers in Akiba have friends in Minami, but it has overall made it more difficult for Shiroe and the Round Table to gather detailed information about Plant Hwyaden's capabilities and motives.
- Likewise, the presence of spies from Minami in Akiba has lead to the Round Table waging their own information warfare, trying to keep their own secrets and knowledge of their operations out of the hands of Plant Hwyaden.
- Nureha herself came to Eastal, disguising herself as a People of the Land chronicler named Dariella. She was seen suspiciously visiting various various places in the east, and then eventually met up with Shiroe, who saw through the disguise. Revealing herself as Nureha, she encouraged Shiroe to join Plant Hwyaden so they wouldn't have to be enemies, but Shiroe declined. Apparently she knew Shiroe in the game before The Apocalypse and is somewhat obsessed with him now, but Shiroe doesn't remember her at all, and furthermore it's clear that Nureha lies a lot so who knows how much of this is true.
- Recently, factions within Plant Hwyaden - especially Intix and Mizufa - want to go to war against Eastal and Akiba. They have been power-leveling their People of the Land soldiers (using a disturbing magitech system wherein People of the Land control spirit monsters), built a giant hover train base, and have been making other preparations.
- They sent a small expeditionary force to the border of Eastal which caused a bit of havoc in some towns, but Kazuhiko and Nureha made them withdraw.
- The threat of all-out war or a smaller, more focused attack by a faction within Plant Hwyaden still looms large. Nureha seems to be taking a more active role in government and standing up to Intix now, but that doesn't mean she has full control or even that she wouldn't order an attack herself.
The Disappearance of Krusty Suzumiya
- Krusty is the guild leader of D.D.D., one of the most important guilds in Akiba.
- When flavour texts started becoming real, the scythe (which admittedly had some pretty evil flavour text) of Krusty's lieutent, Takayama Misa, one night suddenly flew up into the sky and show a giant red beam of pain around her. Krusty pushed her out of it and got caught in it himself. Then the beam disappeared, Krusty and Misa's arm vanishing with it.
- For the longest time no one knew what had happened to Krusty. He did not respawn, could not be reached by Telepathy, and Misa's arm couldn't be healed or revived either.
- At the very end of season 2, they discovered that Krusty is in China with Kanami.
- He still has Misa's arm with him. And it is twitching (ew).
Ennui & Social Safety Nets
- Living as an Adventurer is easy. Slaying a couple low-level monsters every few days gives more than enough gold coins to buy food and a bed. Throughout their time since The Apocalypse, the leaders of Akiba have struggled to keep its culture and economy engaging so that its people will have motivation and drive.
- However, the mostly-capitalist system of economy and governance they've established, especially with its focus on guilds within the government structure and trade in its economy, has furthermore left a growing population of Adventurers who do not have social standing, influence, or prized trade skills and who do not wish to leave the safety of the city disenfranchised and despondent.
- The Round Table is aware of the issue but hasn't figured out what to do about it.
- Most recently, Eins and his enormous guild Honesty have been the leading voice for this issue. He's even suggested some extreme socialist/communist economic reform measures, but no one else thought that was a good idea.
Navigators
- During a westward quest, the junior members of Log Horizon encounter Roe2, Shiroe's second account, acting independently from him. She says a bunch of cryptic stuff and also sends a letter to Shiroe via the juniors. Putting it all together (but she could be lying about some or all of this):
- Navigators are artificial lifeforms that come from a society that ran out of empathion and now search different universes for more in order to survive.
- What, exactly, empathion is is not entirely clear. It seems to be a resource necessary for life and which is evidently tied to the psyche.
- The Navigators were brought into this world by a process they call "the Match", something they don't fully understand and which they did not cause. Probably the same thing as The Apocalypse.
- Navigators are divided into two types: Observers, whose role and motives is not yet fully clear; and Harvesters, who are less intelligent than Observers or Adventurers/Humans and who prioritize collecting empathion above all else.
- Adventurers dying is one way that empathion is collected. Given the name and the correlation with the psyche, it's 99.9% certain that this is the same thing as when Adventurers give up a bit of their memories on the moon before they revive.
- Navigators don't have their own bodies in Theldesia - instead, they have taken over the bodies of unused character accounts and monsters. In particular, Roe2 took over Shiroe's alt account on the Mare Tranquillitatis server (and other Observers have likely taken over other accounts there) while Harvesters have taken over Geniuses (see below).
- Roe2 was able to get to Yamato by swapping positions with a summoned creature, but most Observers are still on the moon. She told Shiroe that if he contacted them, they could help him find a way home.
Genius
- Geniuses seem to be a new type of quest/raid boss that were introduced in the Novasphere Pioneers expansion pack. They have a common theme of being disguised as People of the Land (including all the appropriate menu pop-ups), and are only revealed as monsters after certain triggers or once confronted.
- Most, but not all, of them become powerful raid bosses once revealed.
- Easily identified (once unmasked) by them all having a "Genius of " title.
- They have all been taken over by Harvesters, used in Harvester plots to thwart Adventurers and increase the rate of Adventurer death so that more empathions are collected. And this means they can show up anytime as new adversaries rather than only as part of quests or events.
- Their abilities and tactics vary wildly. Some are simple combat adversaries, another was stealthily kidnapping Adventurers through hypnosis.
- One Genius/Harvester referred to Elias, an Ancient, as "a survivor" suggesting that they are related to the disappearance of the Ancients.
- While they aren't as intelligent as Adventurers/Observers, don't think of them as mindless foes. As soon as Akiba started planning to use the Shibuya antenna station, the Geniuses setup an Eternal Moth hive around it blocking the Adventurers' attempts to use it and potentially forcing them to destroy the antenna along with the hive.
The Third/Fourth Party
- Since The Apocalypse, Shiroe was searching for evidence of "the third party" - that is, people or things other than Adventurers and People of the Land, and who presumably caused The Apocalypse. He believes that The Apocalypse must have been caused with some motive, and therefore whoever is responsible should be out there somewhere. However, all his various investigations could not find any evidence that a third party exists until Roe2's letter.
- However, Roe2 says that the Navigators did not cause The Apocalypse, leaving this still an open-ended question.
- Since the Navigators are "artificial" lifeforms, it hasn't been ruled out yet that whoever created the Navigators is also the ones that caused The Apocalypse.
A Way Home
- Of course, the big question always looming over the Adventurers has always been "can we go home?" As they learn more about the world and create even more advanced new magics and technologies, they may find such a way.
- At the end of season 1, Nureha suggests that Shiroe is on the verge of finding a way home. Shiroe says he doesn't know if whatever technique he's cooked up yet really does send someone home, yet, all he knows is that it makes them disappear.
- Following the letter from Roe2, Akiba is now trying to contact the moon where they may be able to learn more about how to get home from the Observers.
- Some Adventurers are truly desperate to return to their old life and feel that Theldesia is their prison, especially those who feel disenfranchised by the current socioeconomic structure of Akiba. At its most extreme are the Odyssey Knights, who intentionally get themselves killed in order to glimpse the old world in the mid-revival dreams.
- On the other hand, many Adventurers have adapted to life in Theldesia. Many enjoy their life here better than their old life and have no wish to return.
- Shiroe was torn on this issue, seeing no good option. Either undo The Apocalypse, separating thousands of happy Adventurers from their friends, their new lives, sending many back to misery... or don't, forcing the other miserable thousands to remain imprisoned in Theldesia. But a well-timed inspiring conversation with Kanami reminded Shiroe of what Log Horizon is all about - achieving the impossible third option. Hence, Shiroe and Log Horizon aren't trying to undo The Apocalypse anymore, they want to find a way to merge the two worlds so people can travel freely between them.
Other Mysteries
The Crushes
- Shiroe and Kanami almost certainly had a mutual crush back in the Tea Party days. Shiroe wasn't over it for most of the series but he is now.
- Akatsuki has a crush on Shiroe but is shy about admitting it/pushing it and Shiroe is pretty oblivious to it.
- Minori also crushes on Shiroe. She's more upfront about it, but he's even more oblivious to this one, though pretty much everyone else has noticed it. (Shiroe and Akatsuki are both college-aged while Minori is like 14 or something so this isn't much of a love triangle per se, more of a character development for Minori plus a way to pressure Akatsuki into taking more initiative.)
- Nureha is unhealthily obsessesing over Shiroe from afar.
- Serera has a little-girls-first-admiration sort of crush for Nyanta, and absolutely everyone knows it. Nyanta is a perfect gentleman.
- Marielle and Naotsugu started out as just platonic friends that get along well, but this has gradually evolved into something vaguely resembling the start of a relationship. They were even long-distance-calling each other every night to share their day with each other for a bit.
- Shōryū has a crush on Marielle, which Marielle is oblvious about. Shōryū gets jealous when Marielle pays attention to other boys (particularly Naotsugu), which Hien loves to tease him about.
- Henrietta likes dressing up cute girls in cosplay as a hobby/obsession. She has a squad of subjects for her obsession in her guild, but she is especially fond of doing so to Akatsuki.
- Henrietta has had a couple moments of thought about crushing on Shiroe, but has no intention to pursue the idea further.
- Sōjiro is a harem protagonist.
- Nazuna is Sōjiro's one true love, or else the childhood bestfriend character that hangs out in the harem but ultimately only loves him platonically.
- Naotsugu must decide who he loves more, Marielle or panties.
- Krusty and Princess Lenessia have a pretty good thing going. I dunno what it is, but it's good and it was going, until he disappeared.
- Rudy is an eager puppy and Isuzu is his proud owner.
Best
Afterword
I'm really glad I rewatched all of Log Horizon. In my opinion, it is a series that has gotten even better with age. If you are debating about delaying season 3 to rewatch the first two seasons or not, I say do it.
There was no shortage of isekai series when Log Horizon first aired, and that number has only increased since. But how many isekai series actually want to seriously engage with their premise? Having the protagonist recognize that they've been transported into a video game world only to immediately shrug off all possible ramifications of this is funny, sure, but it's also definitely taking the easy way out. Nowadays, many series don't even bother with the 5-minute isekai-and-forget-it routine and just opt to pitch it as a fantasy tale in a nonsensically video game-themed setting, but even then the characters rarely engage with the consequences of the setting being game-ified.
Not so Log Horizon.
Log Horizon never forgets that its characters are real people and real gamers, worried far more about the existential unknown than yet another goblin king. It's not just that the story dabbles into politics, economics, and social reform, though that's great, too. It's the constant fear of the unknown, the optimism to rally against it, and the heart to learn lessons from it.
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what games require switch online video
Without Nintendo Switch Online, you can't play games like Mario Tennis Aces, Splatoon 2, and Mario Kart 8 Deluxe online without a subscription. The same goes for third-party games like Diablo 3 ... Nintendo Switch Online membership (sold separately) and Nintendo Account required. Persistent Internet, compatible smartphone and Nintendo Account age 13+ required to use app. Data charges may apply. News has come out that apparently a variety of free to play Switch games won’t be requiring the use of the Nintendo Switch’s paid online service in order to play. Beginning September 19, 2018, games that require a Nintendo Switch Online membership for online play will be identified in Nintendo eShop and in the game's product information. Additional online features (such as Nintendo Switch Online app and Save Data Cloud backup compatibility) will also be displayed there. Online Play. Great games to play with—or against—other players with Nintendo Switch Online. Nintendo Switch Online membership (sold separately) and Nintendo Account required for online play. There are of course other Nintendo Switch games that need a consistent internet connection – like Fallout Shelter – you can play without a Nintendo Switch Online subscription. But as far as we know, the games listed above (updated April 2019) are the only ones you can play online, with or against other people, without a subscription. I imagine the games need a patch to work without Switch Online because developers need to opt out of Switch Online and the old APIs are defaulting to needing Online access. 6 share Some games, such as Fortnite, can be played online without a Nintendo Switch membership." Loading Though many first- and third-party games will require the fee, not all will. A subscription to Nintendo Switch Online for $20 per year comes with a library full of classic games that were initially available on the Nintendo Entertainment System (or NES) and the Super Nintendo Entertainment System (or SNES) that launched in 1985 and 1990, respectively. If you are subscribed to Nintendo Switch Online, you can play any of these games for free at any time. Nintendo Switch Online is (mostly) required for online multiplayer Before Switch Online launched, Nintendo offered free online multiplayer for games like Splatoon 2 and Mario Kart 8 Deluxe .
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