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Album of the Year #24: Run The Jewels - RTJ4

Artist: Run The Jewels
Album: RTJ4
Date Released: June 3rd, 2020
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Artist Background
The duo consisting of Atlanta rapper Killer Mike, and legendary underground produceMC El-P, known together as Run The Jewels, originally came together as a result of Adult Swim executive Jason DeMarco who introduced the two in 2011. After his 2011 album PL3DGE peaked at #115 on the US charts, Killer Mike told Jason that he wanted to make his own AmeriKKKa’s Most Wanted. Jason informed Mike, “If you want AmeriKKKa’s Most Wanted modernized, the only producer I know who comes close to the Bomb Squad-level of production is El-P”. The duo’s chemistry was immediate, as El-P went on to produce all of Killer Mike’s 2012 last solo album R.A.P. Music, and Mike featured on El-P’s final solo album Cancer 4 Cure. Mike and El’s respective albums released within a week of each other in May 2012, and the two embarked on a twenty-city US tour in the following months. After returning from tour, the pair had found a friendship growing between themselves, and made the decision to put other projects on hold and focus on the chemistry that had been sparked. Recording at an upstate NY studio beginning in April 2013, the duo re-appropriated the phrase “Run The Jewels” from the LL Cool J track “Cheesy Rat Blues", and released their self-titled collaborative album, for free via digital download, only a mere 2 months later in June 2013.
36” Chain vs. Pistol & Fist
Run The Jewels discography currently exists in a distinct pairing. With Run The Jewels as their debut, this record set the group's tone as a light-hearted, braggadocious duo with as much confidence in their abilities as swag in their punchlines. Just over a year later, the sequel Run The Jewels 2 took the foundation set from their freshman effort and dialed the insanity up to 11. RTJ2 pushed the boundaries of their aggression and flows to new heights; with incredible energy in their verses, and absolutely impeccable beats, blending El-P’s signature industrial sound with sharp synth arpeggios, chopped Zach De La Rocha vocals, and absolutely bonkers Travis Barker drums.
It was then nearly 3 years before Jamie and Mike followed up their breakout RTJ2, with Run The Jewels 3 being released again ahead of its scheduled release date via free digital download, this time on Christmas Eve 2016. Instead of these two attempting to outdo the pure insanity and in-your-face attitude found in their predecessor, Mike and El decide to evolve themselves as a group. The duo had noticeably pulled back on the swag and dick jokes which made such a splash on RTJ2, instead choosing a more subdued, electronic approach to their beats, as well as a clearly stronger political approach in their lyrics. This change in sound and style is demonstrated in the album cover’s artwork. The first two records featured the distinctive RTJ “Pistol and Fist”, with the fist tightly gripping a chain. The chain, in my opinion, represents the swag and braggadocio that drove the aggressive nature of their first two albums. In RTJ3 the chain is removed, leaving only hands that have transformed from bleeding and bandaged, to a pristine gold.
This brings us to early 2020. It’s been nearly 4 years of living in a post-Trump America, and El-P announces that Run The Jewels fourth record has been completed. Mike and El live-stream the first single “yankee and the brave” on Instagram on March 22nd, 2020. Lyrically and sonically, RTJ4 exists as the successor to Run The Jewels 3, with Mike and El again taking the good from their previous effort and launching it into the creative stratosphere. El-P’s beats are again leaning towards the synthetic, electronic side, this time with the intensity dialed all the way up to 11. From a lyrical perspective, RTJ takes the politically-charged lyrics from their predecessor, and again, up the ante, laying down some of the hardest hitting and politically poignant bars either of these two have ever spit.
Album Review
2020 was a year that none of us will soon forget. An unprecedented global health crisis kept the majority of us inside for months at a time. RTJ4 was announced on May 12th, 2020, with a release date slated for June 5th, 2020. However, with 2020 as the gift that won’t stop giving, the end of May was highlighted by the unjust killing of George Floyd. The phrase heard around the world, “I can’t breathe” instantly became a rally-cry for the oppressed to finally take to the streets to demand systemic police reform, as Floyd’s death was not the first time this phrase was uttered in an unjust police killing. In fact, a 2020 study by the New York Times showed that at least 70 people have died in police custody after using the same phrase over the past decade. As millions of American’s began organizing protests and demonstrations in the wake of Floyd’s death, Run The Jewels made the decision to release their latest chapter two days ahead of the scheduled release. El-P tweeted, just minutes ahead of the drop, “Fuck it, why wait. The world is infested with bullshit, so here’s something raw to listen to while you deal with it all. We hope it brings you some joy. Stay safe and hopeful out there and thank you for giving 2 friends the chance to be heard and do what they love”. In line with all past Run The Jewels releases, the album was made available for free digital download, two days ahead of its scheduled release date, on June 3rd, 2020.
THE RETURN (we don’t mean no harm but we truly mean all the disrespect)
RTJ4 opens with the first single, “yankee and the brave (ep. 4)”. Using the team names from their respective hometown baseball teams, Mike and El use the opening track to prove that they’re not just a hip-hop duo, they’re brothers, for better or worse. El-P kicks this installment off with rapid-fire, machine-gun esque snares, matching Killer Mike’s aggressive flow and tightly packed rhymes, before El jumps in to trade some dense rhymes as well. Mike and El depict themselves as outlaws, with Mike surrounded by cops with only one bullet remaining. He contemplates suicide instead of allowing the police to take him alive, until El-P jumps back in, offering Mike a way out, with a getaway car waiting outside. This tense situation is depicted lightheartedly in this song’s music video, which was released via Adult Swim and features the duo animated.
The trade-off between Mike and El’s short verses are reminiscent of late-80’s EPMD flows, while the production sounds like boom-bap that’s been sent to us from the future. This distinctive blend of old-school rap roots and forward thinking production is what continues to separate Run The Jewels from absolutely all of their contemporaries. While so many artists are continually playing catch-up with the latest trends, RTJ are side-stepping the trendy and moving forward with the mind-bending.
FLEXIN’ (ayo one for mayhem, two for mischief)
The second single “ooh la la” samples a Gang Star track "DWYCK (feat. Nice & Smooth)" as the basis for the chorus. I say “samples” as that’s how it is credited in the album’s liner notes, however it’s truly an interpolation of Greg Nice’s bar, slowed down slightly, and sung by El-P and Greg Nice himself. El-P is a true old-head at heart, and it’s abundantly obvious in his work, even going as far as to recruit legendary producer DJ Premiere to handle the scratching on the back end of this banger.
Out of key piano chords are looped to quickly create an unsettling aura surrounding the track, before El-P’s voice cuts through the infectious piano like a whip. Pounding, up-tempo drums are introduced after the chorus’ first iteration, creating what is possibly El-P’s first danceable beat. Lyrically, Mike and El-P initially seem scattered on this track, however the music video quickly makes their point very obvious.
”we imagined the world on the day that the age old struggle of class was finally over. a day that humanity, empathy and community were victorious over the forces that would separate us based on arbitrary systems created by man.
this video is a fantasy of waking up on a day that there is no monetary system, no dividing line, no false construct to tell our fellow man that they are less or more than anyone else. not that people are without but that the whole meaning of money has vanished. that we have somehow solved our self created caste system and can now start fresh with love, hope and celebration. its a dream of humanity’s V-DAY… and the party we know would pop off.”
The video envisions a society celebrating the fact that the class system we currently exist within has finally imploded. Money is worthless, and we have rejected the desire to bind ourselves to the constraints of capitalism. All creeds and colors unite to burn the system that has so effectively controlled us for over a century. It’s a party, and if there was a song to celebrate the end of the world as it is currently known, “ooh la la” is that song.
Mike’s last verse features a few metaphors and comparisons celebrating the destruction of capitalism, saving the most poignant for last:
I used to love Bruce, but livin' my vida loca
Helped me understand I'm probably more of a Joker
When we usher in chaos, just know that we did it smiling
Cannibals on this island, inmates run the asylum
Premo’s expertly cut scratches lead us into the equally hard hitting sample flip of “Misdemeanor”, by Foster Stevens as the basis for the beat to “out of sight”. Lending yet another nod to the old-school greats that laid the foundation for RTJ, “out of sight” samples the same track as The D.O.C.’s “It’s Funky Enough”, only adding a bouncy, electronic synth atop the inverted chord hits, and uptempo, industrial drums, to create an absolutely infectious groove for Mike and El’s dynamic chemistry to shine, rapidly jumping between each other’s two line flows in the first verse.
“out of sight” shows each MC providing insight into how each of them earned a living and achieved their current status. Mike and El’s opening verse each details themselves robbing people in order to eat. El alludes to the fact that he crossed his accomplices in crime for the whole bag, while Mike details the fact his assailant tells him it’s an “honor” to be robbed by his mother’s only son.
While El-P’s production is the obvious stand out on first listen, Killer Mike comes through with one of the most sonically pleasing and technically proficient verses of 2020.
We the motivating, devastating, captivating
Ghost and Rae relating product of the fuckin' '80s
Coke dealin' babies, never regulating, bag accumulating
It would not be overstating to say they are underrating
The pride of Brooklyn and the Grady, baby
We don't need no compliments or confidence
Our attitude and latitude is "fuck you, pay me"
The dense, intricate rhyme schemes smack you in the face, almost distracting you from Mike’s delivery and blistering flow on the verse; flexing his legendary status while paying homage to his drug-dealing past. This absolutely stunning display of technical skill, story telling, and complex rhyming illustrates how RTJ seamlessly integrates the best of both old school and new school hip-hop.
“out of sight” also features a guest verse from 2 Chainz, and he continues to lay the braggadocio on thick. Considering Tity Boi’s dedication to trap stylings, his verse feels right at home on the flex track, despite it’s late 80’s tribute sample, a considerable departure from his usual sound palette.
Up until this point, I haven’t mentioned any of the El-P’s lyrics specifically. El-P is a great rapper, but Killer Mike… Well, Killer Mike is an incredible rapper. He’s the guy who draws you in. El-P is the one who lays the foundation for greatness and Mike is the show stopper, and that’s generally the case for most RTJ tracks. But on “holy calamafuck”, El-P seems determined to make people stop and ask, “Who the fuck is this?!”.
A sharp, yet nearly minimalistic drum kit backing a heavily distorted synthesizer melody lays beneath rhymically knocking cow-bells. This aggressively set stage allows Mike and El to flex as the dynamic duo they are, until the beat suddenly takes a turn for the chaotic. A gnarled, ultra-menacing synth overtakes everything while Mike screams into the abyss, until a distorted snare, enormous 808s, and skeletal hi-hats cut through and launch the beat switch into another dimension. The minimal, yet incredibly dark soundscape allows El-P to snap in a way I have never heard from him previously. His rhymes schemes are reminiscent of an old MF DOOM lyric notebook, while his topics flawlessly combine flexing, psychedelic use, and his well-cemented legacy in the hip-hop community. Cutting and pasting a few of his bars into this review could not convey a fraction of how stunning El-P’s performance on “holy calamafuck” is.
Slightly later in the track list, making liberal use of the Ether song “Gang of Four”, “the ground below” samples and loops the sharp guitar riff and adds aggressive, pounding drums as the basis for the beat; this is finally reminiscent of the forward-thinking, stridulous production El-P has built his reputation on. Capitalising on the classic RTJ moment, Mike and El both flex in their own unique ways. Mike compares himself to Godzilla taking on Tokyo, and El-P demands respect for his name as the legend he is, threatening to smack dying children for mispronouncing his name with his middle finger to the world; his complete disregard for human life and confidence in his abilities are summed up at the end of his verse.
You see a future where Run the Jewels ain’t the shit
Cancel my Hitler-killing trip
Turn the time machine back around a century
SO¢IAL JU$T-ICE (until my voice go from a shriek to whisper...)
While the first few tracks aren’t without their social and political themes, the back-end of RTJ4 is where Mike and El start to bust out the heavy topics. “goonies vs. E.T.”. starts off light, with El-P pointing to the irony of how once he finally started to make it “big” in the industry, the world began to descend into chaos due to climate changes, increasingly obvious social injustice, and political madness. He culminates his frustration with our disregard for the Earth with a fantastic quotable.
Fuck y’all got, another planet on stash?
Far from the fact of the flames and our trash
That is not snow, it is ash, and you gotta know
The past got a wrath, it’s a lover gone mad
Mike’s verse takes the light-hearted frustration expressed by El-P, and turns the aggression to the next level. Aiming his sights against the ruling class and their society that’s been designed to oppress people for profit, who have very meticulously painted themselves as celebrities and idols to the American public. Mike accepts that he will be villainized by these people for speaking against them, but he welcomes the nefarious role, knowing that the working class will eventually eat the rich, no matter how much they are stomped into the dirt.
And this is just the warmup.
If it’s possible for a song to represent a moment in time that captures the absolute shit storm that has been 2020, “walking in the snow” is that song. It’s release coincided perfectly with the protests for George Floyd which were sweeping the nation. Killer Mike’s verse directly references the phrase “I can’t breathe”, the last words of Eric Garner, which also happened to be the last words of Floyd as well. The fact that this verse was reportedly written in November 2019 perpetually underscores the importance of the content and perfectly represents how persistent this problem is. “walking in the snow” is a true encapsulation of both a defining moment in time and an ever-persisting issue.
But he doesn’t just stop at the racial injustice. Mike goes on an absolute rant about the American education system; how it’s not designed to teach people, but to discriminate against poor populations, limiting their legitimate opportunities, and therefore disproportionately leading them into a criminal lifestyle. He calls out the media as fear-mongers, and the apathy of the American public in the face of indecency. Fortunately for Mike, by the time we finally had the chance to hear this masterpiece, we were already on our feet, using this album as a war cry to mobilize against a tyrannical government that militarized against its own citizens simply for asking that we recognize systemic racism and demanding change. Killer Mike has the best verse of the year, no doubt in my mind.
The only drawback is that Mike’s verse is so fucking good that it completely overshadows El-P’s, which is also amazing. A menacing guitar riff and haunting synths kick the track off into a bouncy groove, where El-P unleashes a flurry of internal rhymes that does not relent for about half his verse. Even adding layers of social commentary within the densely packed bars, El refuses to quit and continues on his political tirade; criticizing ICE’s detainment center practices and the “pseudo-Christians” who support them, with a bar that now lives in my head:
Pseudo-Christians, y’all indifferent, kids in prison ain’t a sin? Shit
if even one scrap of what Jesus taught connected you’d feel different
what a disingenuous way to piss away existence, I don’t get it
I’d say you lost your goddamn minds if y’all possessed one to begin with
The combination of two of the best verses spit by any rapper(s) this year and production help from El-P and long time RTJ collaborator Little Shalimar, create a bouncy, aggressive, deeply truthful banger. “walking in the snow” not only encapsulates the crux of 2020 with lyrics that will become more powerful as they age, but will also forever be associated with the Black Lives Matter movement and the determination to expose continuing racial and societal injustices.
The sonic palette of RTJ4 holds an extremely unique place in El-P’s discography. Jamie is the definition of a self-made 90’s hip-hop legend. This is the dude who put New York underground hip-hop on the map with Company Flow, and he did it with his unique flavor of dark, noisy, dense, boom-bap. Whether he was doing it with the help of Rawkus, or completely independently during his Definitive Jux run, El-P has never made music with the intention of becoming famous. Funcrusher Plus, Fantastic Damage,I’ll Sleep When You’re Dead, and Cancer 4 Cure are all highly revered as industrial, technical, abrasive, and completely unsuitable for the radio or a party. The fact that three songs on RTJ4 could easily be heard on the radio, at a party, or in a TV series credits scene is frankly, astounding. In a 2002 interview/documentary on El-P’s budding record label Def Jux, he stated that his friend bet him $500 that he could not make a beat that was “happy”. At the time of the interview, El-P said that he had not won that bet yet. While I might not qualify the beats on RTJ4 as “happy”, if you showed El-P the beat for “JU$T” in 2002, I believe he might have won that bet.
Pharell opens “JU$T” with the pre-chorus, spitting varied examples of how we’re all slaves to our current system throughout the track, over echoing snares and bouncy 808s before bright synth chords and up-tempo hi-hats burst in while Killer Mike delivers the chorus, pointing to the fact that the majority of the people featured on American currency owned slaves at one point in their lives. Mike’s verse touches on the fact that he has committed crimes to get where they are today. Mike is publicly open about his past as a drug dealer. So why is he a criminal, but Benjamin Franklin isn’t? These are the people who built our country, and they built it on the backs of slaves. He illustrates this theme with a more recent examples:
You believe corporations runnin marijuana? Ooh (how that happen?)
and your country gettin ran by a casino owner (ooh)
pedophiles sponsor all these fuckin’ racist bastards (they do)
When corporations are able to sell cannabis legally, but the government continually incarcerates people who trap, our president is a notoriously fraudulent businessman, and the people who helped put him in power run a pedophile ring, yet none of them face consequences and are allowed to continue to profit and remain in power while people suffer; well, we might be closer to slaves than previously imagined.
Rage Against The Machine frontman Zach de la Rocha also makes his mandatory feature appearance at the end of “JU$T”. As the only artist to feature on three Run The Jewels albums, Zach is essentially an unofficial member of the group at this point. His fiery verse is spit with the same “Rage” energy that set him apart in the mid-90’s, ending the track questioning his place in a capitalist society as a recipe for his inevitable demise, since his “breath”, or art, as his weapon to express himself is still being exploited for other’s profit.
Continuing with RTJ4’s heavily synthetic sonic palette, “never look back” features wavering synth leads resting above the slow-jams snappy snares and thumping bass, while a haunting voice echoes in the background. This unsettling aura provides additional gravity for Jamie and Mike to continue self-reflecting on defining moments in their childhood, and as well as how far they’ve come from those moments. Mike and El are both self-made men, and while they have a certain fondness for those gritty moments that defined them, moving forward in life is undoubtedly more important.
Skeletal drums reminiscent of a slowly pounding heart opens “pulling the pin”, before rhythmic hi-hats and textured, watery synths fluttering in the upper register resting above a bouncy synth lead, and punchy 808s, burst in. The track digs itself into a slower, marching groove and shows the duo figuratively doing exactly what the title implies. Painting a portrait of a society that has turned on itself, Mike and El are ready to pull the pin and start over.
The duo both detail their despise for the ruling class, pointing out multiple examples of how the elite have designed our society to keep poor people in their class. Simultaneously recognizing their own hypocrisy for profiting in a system that inherently discriminates; Mike reflects on his own success, knowing that living the lifestyle he enjoys is one built on oppression, and expresses the guilt that has caused him. El-P opens with a brutal metaphor for police, implying that they’re the root cause of the “wretched state of danger” our society exists within, and that the only effective corrective action is to numb yourself with drugs. Despite his advice, Jamie knows this is not a permanent solution, but one that causes more self-inflicted wounds.
The final piece of the puzzle that is RTJ4, “a few words for the firing squad” begins to close the album with ever crescending strings, and loud, thunderous drums which never seem to resolve, continuing throughout their verses. While the drums that lead to nowhere can be sonically unpleasant, the unresolved melodies are intentionally representative of their current mindsets. Their verses are reflective and grim, but simultaneously optimistic and envisions a world where tragedy is a less common occurrence.
El is grateful for what he has now but recognizes his entire life has been skewed by traumas, so out of place feels normal for him. He reflects on his current success, noting that the worst people tend to end up with the most, which makes becoming “rich” something not as desirable as it once was.
Mike opens up about the death of his mother who died while he was on an airplane, admitting his struggles to not cope with his trauma with opioids. However, his wife provides him the most important reason to stay clean “but my queen/say she need a king/not another junkie rapper fiend” while a heartbreaking saxophone solo highlights the gravity of his lyrics.
The track ends with what sounds the like wrap-up voiceover to a TV show, a conceptually satisfying ending, as the opening track “yankee and brave (ep.4)” began with El-P stating:
”This week, on Yankee and The Brave”
This voiceover paints the duo as brothers on the run from the law and crooked cops, and while this does close this “episode” out as intended, the critic in me is bothered by the slightly kitschy outro to such a spectacular album. The voices singing over and over, “Brave, brave, braaaaaave, Yankee and the Brave” would be, simply put, better left on the cutting room floor. The ending of this track alone is what knocks my score of this album down a few points. Despite its stellar lyrical content, with drums that never seem to reach that “holy shit!” moment, and the easily skippable outro, it’s upsetting to me that an album this great ends on such a low note.
Overview
RTJ4 is by far my favorite album of the year. El-P’s cutting edge approach to their sound, blended with lyrical content that continues to be more relevant by the day, the duo have come together with what is objectively their most accessible album to date. RTJ4 is the natural evolution of sound and subject matter for the duo; taking the foundation set by Run The Jewels 3 and evolving it into a more concise, more accessible, and more conceptual album. While I still personally prefer the “fuck the world” intensity and experimental nature of Run The Jewels 2, RTJ4 opens themselves up to a whole new world of exposure, and when you’re as talented as these two, you know they’re going to capitalize on it. RTJ is currently at their apex, and they’ve created an album that will make many new life-long fans going forward.
9.2/10
Discussion Points
  • How does this compare to other RTJ releases? How about in comparison to the member’s solo works?
  • Does the overwhelmingly positive critical reception of this album surprise you?
  • How will this be looked back on in 5 years?
  • What are your favorite lyrics?
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My amateur review of Cyberpunk 2077 (PC version)

My take on Cyberpunk 2077.
I’m playing on a decently powerful PC ( i7 7700, GTX 1070 Ti, 1TB SSD, 32GB DDR4 RAM), and I only started after the game was patched to v1.04. Female V, Street Kid background, on Hard difficulty. I'm not particularly far into the game, as I've been busy with work and also just exploring. Maybe 25% or so done.
I’ve patched the PC version to 1.05. Glitches have been minor, non-gamebreaking graphical issues, mostly things just looking weird. Not common, and more amusing than distracting / infuriating. No crashes, one T-pose, some dumb A.I. stuf. I had one issue where Johnny kept repeating some line about a casino, but I found fast-traveling back to the casino lets the game flag the dialogue as complete and it goes away.
I also used to play the tabletop Cyberpunk 2020 tabletop RPG, so I’m quite familiar with the setting and the changes.
Things to know:
* Despite being based on a popular RPG, it’s more like Mass Effect or the Witcher III vs. Fallout or Skyrim. Your path is just more about if you’re going to respond as a noble anti-hero or an obnoxious dickhead. It’s more Paragon / Renegade responses to the same choice vs. making massive, world-changing decisions. Also, unless this happens later in the game, your background doesn't make a massive difference in the game. Going Nomad or Corpo or Streetkid just seems to change the prologue, give you a few unique dialogue options, and probably a few sidequests. Sort of like the FemShep background in Mass Effect. I was hoping it would be more like the original RPG, where a Corpo could request corporate assets, the Nomad could call in their family convoy, etc.
* The game earns its M-rating. Profanity, violence, gore, and heavily sexualized in-world advertisements that are HEAVILY focused on conventional heterosexual male gaze (Although someone pointed out to me that the Watson Whore ads actually feature a feminine male individual in thigh-high boots, and not a woman as I originally thought). I get it. It’s a dystopia where corporations exploit anything and everyone for profit, but sheesh. It’s 2077. Let’s extrapolate out how 57 years of progress would affect gender and sexuality and really blur the lines. I doubt a transwoman model would be shocking in 2077, even one that is visibly well hung.
You’d think 2077 would have cyborg models that resemble something out of the grotesque Maelstrom transhumanist gangers. I mean, I like porn, and seeing tits and dicks isn’t going to offend me. It’s just so widespread that it loses any shock or titillation value, and it’s too close to actual “sexy” ads that it isn’t an effective satire or parody of hyper-sexualized marketing. I did smirk at going into a Night City sex shop and seeing a display of a female mannequin pegging a male mannequin, so it’s not like I’m completely above cheap titillation.
Pros:
· Graphics are absolutely gorgeous
· Sound is great, as well as voice-acting. A certain mainstream actor sounds a bit flat, which isn’t uncommon for traditional actors doing voicework.
· World-building and storyline is engrossing.
· Some of the in-game humor is genuinely funny. Some of the relationships with your NPCs is genuinely touching.
· When the game’s missions really embrace the source material, it’s really cool. Like rescuing a rich woman from bio-scavengers stripping her for her high-end cybernetic parts like a Ferrari in a chop shop, and having to un-jam the interference chip that is keeping her internal alarm system from alerting a heavily armed Trauma Team, or corralling rogue A.I. taxi cabs.
· Music is nice and setting appropriate. The licensed music on the radios is great.
· Weapons are neat and have some cool sci-fi features not found in modern shooters. Armor is available in everything from bulky military vests to clubkid wear.
· Braindancing is genuinely cool.
- Some fanservice for Cyberpunk 2020 players, such as Jack Entropy, Morgan Blackhand, Rogue and Johnny Silverhand. There's even a flashback to the distant past of 2023.
- Once you get the rhythm down with weapons, mods, cybernetics, and combining hacking, tech, and firepower and you start ripping through entire gangs like a true street samurai, it is a fucking rush. Scouting, marking targets, disabling security cameras, then stunning the Alpha Dawg with a hack of his cyberware or nervous system, wounding them all with a frag grenade, charging in with a poly-diamond-carbide katana, then retreating to patch yourself up and popping a few guys through cover with a Tech Rifle before finishing off the last guys with a Smart Shotgun feels AMAZING.
Cons:
· Driving is a bit wonky at first, due to the fact you’re using the A/D keys for left/right, vs. an analog control stick. Seems easier on a motorcycle.
· Combat is a bit annoying at the beginning, as enemies are Borderlands-style bullet-sponges. The original RPG’s Friday Night Firefight combat system emphasized that people don’t magically become more resistant to bullets with experience (outside of armor or implants), and a single, well-placed bullet can drop a rookie Netrunner just as easily as a veteran Solo.
· The breaching mini-game is rather repetitive. I finally figured out the Vertical-Horizontal-Vertical pattern.
· Some of the in-game tutorials or level requirements are unclear or misleading. Like how to disrupt an enemy Netrunner trying to overheat your cybernetics, or what the actual patterns are for the hacking mini-game, although you should have enough time to trial & error a solution. It’s far too easy to stumble into a random encounter or sidequest that you are massively underpowered for (such as the bare-knuckle brawling). It’s even weirder since Witcher 3 did an excellent job of preventing this.
TIPS:
· Upgrade your Cyberdeck as soon as possible, preferably with a Blue or Purple Grade one. This really ups your hacking prowess.
· Sell anything white, and break down anything Green or above.
- There's an Intelligence perk that highlights hostile Netrunners in Amber instead of Red like every other enemy mook. Very, very handy.
- Some of the Power sniper rifles will still penetrate cover, even if they're not a Tech rifle. The slow rate-of-fire, but heavy single shot SPT32 will punch through cover. Very handy for taking out mooks you've marked. There's a Blue crafting recipe, and it's still pretty devastating.
· Mix up your skills. You can’t raise a sub-skill above an attribute, so if you have Reflexes at 7, and Handguns at 7, using a pistol won’t raise your handgun skill to 8 until you boost Reflexes to 8. So switch to a shotgun or melee weapon.
· It doesn’t seem like your character is affected by Cyberpsychosis. In the original RPG, to prevent everyone from going to a full Robocop / Adam Smasher total body conversion, the more hardware you added, the more humanity you lost. Go nuts at the Ripperdoc!
· Melee weapons are surprisingly effective in the 2070s. I avoided them, then tried them out of curiosity when I got an Iconic katana. I didn’t expect to run through a squad of Maelstrom creeps like a Cuisinart with severed limbs flying. MILD SPOILER: There’s a Maelstrom cyborg who is one of the Cyber-Psychos. She’ll close in and slice you to ribbons if you try to shoot her. Duel her, and parry her Mantis blades.
· Don’t forget your grenades! Using grenades helps boost your Engineering skils.
· If you get too many health kits or grenades, you can break them down.
· After hacking a security camera, you can manually reach up to it and permanently switch it off. This prevents it from being turned back on, AND boosts your Engineering skills.
· Hiding bodies in dumpsters, crates, car trunks gives you Stealth XP.
· I’m still searching for a good way to boost Athletics besides running and climbing everywhere. I believe parrying melee attacks with a katana boosts this.
· You can drag someone to a body dump site with your initial chokehold, then kill them and stash their body with one button press once you’ve dragged them to a body dump site.
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Newbie Player Guide to Alpha 19 on PC

7 Days to Die Alpha 19 Newbie Guide (PC Version)
I've seen a number of posts looking for a "how to play," or "introduction," to the game. This is my attempt to write one.
At the beginning of the game, you wake up video-game naked (i.e., in your underwear) and completely ignorant. Your goal is to survive, which is made harder by a) your nude ignorance, and b) the fact that you're living in the aftermath of a combined zombie/nuclear apocalypse.
Your character has four on-screen meters showing your status: food, water, health, and stamina (or call it whatever you like -- fatigue, energy, etc.).
Food and water levels go down unless you eat or drink something. They go down faster if you're doing something that burns stamina (like running). They go down faster if you're too hot or too cold (which is usually only an issue in biomes like desert or snow when you're not properly dressed). They can also go down faster with certain health effects (like getting dysentery -- I'll talk about these effects in a second). Run out of food or water and you will die. (Pay attention to the status bars; in real-life survival situations, regularly getting water is more important than food, but in-game, they both matter.) (Pro tip: Food and drinks you can make yourself are better in many ways than canned goods or basic crops.)
Health is just like in any other video game. It goes down when you get hit, or fall, or step on pointy things like spikes or cacti. Run out of health and you die. Eating food, using certain medical supplies, or just waiting will cause health to go back up. Again, certain health effects may nerf your health bar.
Stamina shows when you're tired. If you run out of stamina, then you can't swing weapons or tools, run, jump, or do other elements of an active post-apocalyptic lifestyle. The good news is that your stamina comes back faster than health while waiting. Drinking improves stamina recovery, and eating gives a temporary boost to maximum stamina. The bad news is that you will be using stamina constantly as you go about your day. (Pro tip: Check out the various beverages in the game to find stamina benefits -- particularly red tea and coffee, also known as the mining combo.)
Alpha 19 has a variety of different health effects that can hamper your food and water consumption, your health/stamina recovery, your maximum health/stamina, your speed, or your ability to use tools. Dysentry comes from eating rotting flesh or drinking unboiled water. Don't do that if at all possible. (Pro tip: You can eat animal fat and snowberries -- or yucca fruit in the desert biome -- if you run out of food in the first couple of days.) Other de-buffs come from injuries. The good news is that if you click on the icon showing the effect, it will bring up your character with info on exactly what you need to mitigate the effect, e.g., put on a splint or a cast to speed healing from a broken leg. Two particular health effects worth calling out are bleeding and infection. If you're bleeding, your screen will flash and your health will keep dropping. Use a bandage, medicated bandage, or medkit to stop it. ANYBODY can make bandages from cloth, so keep some with you. Infection refers not to gangrene, but to the dreaded zombie infection...a disease so horrifying that it helped usher in the fall of civilization. The ONLY way to cure this dangerous disease is...to eat some honey or take an over-the-counter antibiotic. Really, infection should only ever be a serious issue in the first week. (Pro tip: using an ax on tree stumps has a random chance to drop honey.)
Encumbrance: You have a fixed number of inventory slots. You will note that three rows are clear at the start of the game, while the final two rows are not. Those extra rows represent encumbrance, and filling them up will significantly slow you down and increase your stamina usage. Try to avoid that outside of cleared or safe areas. You can increase the number of non-encumbered slots with clothing and armor mods, or through the Pack Mule perk. I recommend finding or making pocket mods ASAP and skipping the perk, though a single level in the early game can make things easier for newbies. (Pro tip: Some items, like most raw materials, food, drinks, medicines, etc., stack in inventory; some items like clothing, mods, and weapons do not. Smart inventory management when looting and salvaging will keep that in mind: do I really want to pick up that pair of shoes, or hold onto that dirty water that will stack if I find more?)
All right, now that the basics are out of the way, how do I get better at surviving? The answer to that is two-fold. 1) Learn how to do more things. 2) Get better stuff.
How do you learn more things? You get experience points (xp) from almost everything in this game. Eventually, when your xp bar fills, you will gain a level and get a perk point. You can use that to select perks, which all have various benefits. At the start, you will get a series of basic quests that serve as a mini-tutorial, and you will gain 4 perk points from finishing them (make sure you complete them!). (Pro tip: Upgrading blocks, e.g., turning flagstone walls into brick walls, is an exceedingly generous way of earning xp in Alpha 19; using a hammer on a block will tell you what material is needed to upgrade it.)
Which perks should I pick first? Well...as a newbie, I recommend Lucky Looter (which improves your chance of finding good stuff), either Pummel Pete or Skull Crusher (depending on whether you want to use clubs or sledges), Sexual Tyrannosaurus (which improves your stamina usage), and something from the Fortitude recovery perks. Healing faster, using less food, or running away are all useful. Ask a different player and you will get wildly different suggestions. Eventually, you will figure out your preferred style of play and pick things accordingly. Note that perks tend to be useful to different degrees based on whether you are in early, mid, or late game.
The other way to learn stuff is to find skill books and schematics. Schematics let you craft new things. Skill books give you a free perk, basically. Collect all seven of a type to get a bonus perk. Some of those are quite useful. Some of them are very circumstance-specific. Regardless, reading an unread book or schematic at least nets you bonus xp. You can tell that you've read a book by the tiny book icon (it will be open if read already). Even if you've read it, you can keep it and sell it for some cash. (Pro tip: Technically, schematics and books stack in inventory; in practice, finding multiple copies of the same one in a single POI is relatively rare.)
How do I get better stuff? There are three ways to do that: 1) Loot it; 2) Make it; 3) Buy it.
Looting: There are many objects that serve as containers in the game. Some objects, like cars, may or may not be a container. Just get close. If you get the option to search it, then it is a container. Not every container will have stuff. Searching containers takes time and makes noise. Locked containers need to be disassembled or have the lock picked in order to open them. Alpha 19 changed looting to be highly level- and time-dependent. You will not get top-tier loot in the early game. Even if you somehow fight your way to the roof of the Shotgun Messiah weapons plant on Day 1, you are likely to find stone spears and maybe a blunderbuss. (Pro tip: a pair of lucky goggles will increase your chance of finding better loot when opening a container for the first time.)
Crafting: If you know how to build something, and you have the necessary ingredients, and you have access to the correct work area, then you can create something from scratch. Perks and schematics will tell you how to build stuff, though there are a handful of things you can build right at the start (like you saw in your tutorial quests). Ingredients can be looted, or you can salvage them by destroying items. See the next paragraph for more on this. Lastly, some items require you to be at a workbench, chemistry station, campfire, or forge to create (there will be an icon next to the item in the build list telling you which). You can build all of these work areas if you know how, buy them from traders, or use ones you find scattered around the world. Traders have one of each, though they probably won't all be functional (but the broken ones can be looted, at least). Caveat: In Alpha 19, you can build up to level 5 gear (higher level gear is usually better and has more slots for mods), but level 6 gear can be found or purchased. Level 6 gear is typically better than anything you can build of the same type.
Salvage: Getting raw materials can be done in a number of ways. Use tools (axes, picks, wrenches, shovels) to extract things from blocks in the world. This is mostly fairly intuitive -- shovels work best on dirt, cement, etc., while axes are good on wooden items like tables and trees. Tools have different levels and can be modded to improve their abilities. Pay attention to the "block damage" stat of the tool to compare them. Some blocks are better sources than others. You can find mineral nodes scattered around that provide you with coal, iron, nitrate, oil shale, or lead, and those are excellent sources (Pro tip: the nodes are just the tip of the mineral iceberg; you can dig down to extract more ore.)
Another way to get raw materials is to use the scrap command in inventory (personally, I found the hotkey for this a little too easy to hit accidentally, so I remapped it). This includes most useful items of gear, as well as certain decorative items like faucets and chairs that you can pick up. Note that many metal items can be put in the forge to smelt them down for more resources than you get using the scrap command, including iron tools. (Pro-tip: Smelting radiators that you get from disassembling cars, heating radiators, and AC units is a great source of brass for crafting ammo; you can also smelt Dukes...but you're usually better off using them to buy ammo from a merchant.)
Buying: Merchants are scattered over the map. Setting up a base near one is a good idea. The post-apocalyptic currency in this game is the Duke, a brass coin that looks like a casino chip. (There are no bottle caps in this game!) If you don't have any money, then you can instead trade your labor for payment. Complete a quest and you'll get cash, xp, and a free prize of some kind (you get a choice -- ammo, meds, gear, etc.). Quests boil down to: retrieve a package, kill some zombies, kill some zombies AND retrieve a package, or dig up and retrieve a package. In the early game, in particular, quests can be very lucrative. (Pro tip: The Daring Adventurer perk can improve the rewards you get from quests if you decide you want to focus on that aspect of the game.) Merchants sell all sorts of things: food, raw materials, weapons, armor, vehicles, skill books, schematics. Their inventory resets daily-ish, so pop back on a regular basis.
Cheesy pro-tip: When you trigger a quest location, the POI will refresh to an "unexplored" state. This automatically refills all of the loot, etc., as well as repopulating the zombies. You can clear the location, then trigger the quest and clear it again for double the rewards. Just don't leave any loot inside a container that will refresh.
What about combat? Why haven't you really mentioned the z-word yet? Well, honestly, you'll probably spend a lot more time salvaging and looting than fighting (with the exception of Blood Moon horde nights, which I'll talk about below). Most zombies in the early game are slow and fairly easy to avoid. If you can avoid getting mobbed, then you will probably be all right.
Animals, however, will mess you up. You will quickly start yawning when you see a single stumbling housewife zombie, but a wolf will continue to be a threat well into the mid-game. Zombie animals are also a threat. Zombie dogs are fairly easy to kill but come in packs of 3-7. Zombie bears will soak up more damage than you can easily dish out in the early game. Zombie vultures are hard to hit and are really good and causing lacerations and bleeding. I've gotten infected by zombie animals far more commonly than I have from human zombies.
Zombie dogs, coyotes, wild cats, and wolves: running works until you run out of stamina, and then you're dead. The best bet in the early game is to find someplace high they can't reach and snipe them if you have enough arrows or ammo. These animals can and will sneak up on you. The good news is that they will make random noises that will let you know they're in the area.
Snakes: I've seen these in the desert and wasteland biomes. Good eatin', but they are quiet and can attack without warning. Luckily, they die easily.
Wild pigs: Don't bother them. Seriously, just leave them alone until you have good guns.
Bears and zombie bears: The good news is that they won't chase you as easily as some other animals. They are also not as fast and you can outrun them. The bad news is that if you get cornered, they can take and dish out huge amounts of damage.
Zombie vultures: These will attack you if you're injured, or are riding a vehicle. Shotguns are the easiest way to deal with them. Hitting them with melee weapons is an irritating chore that often ends with negative health effects. Possibly the most annoying creature in the game.
Deer, rabbits, and chickens: They don't attack, but run if attacked. They can be a good source of meat. (Pro tip: you can get quests from slips of paper you find in loot; the ones asking you to do things like, "kill a bunch of rabbits by throwing cans of Sham at them," are never worth it unless you're desperate to try something new.)
As the game advances, and as you explore some of the larger points of interest (POI), you will run across more dangerous zombies. Feral zombies have glowing eyes and always move at a full run. Crawlers will jump around like demented jackrabbits. Glowing versions of zombies regenerate health. A good rule of thumb is that if something is different about a zombie, it probably is more dangerous. (Pro tip: Quite a few POI's have alert triggers that will cause a bunch of nearby zombies to wake up at once, and stealth doesn't avoid tripping them; best to always have a clear avenue of retreat when entering a new location.)
Weapon selection: As said earlier, clubs and sledgehammers are your basic melee option. Either works well for the early game or to save ammo or hit quietly in the later game. Spears, axes, and knives/machetes can also be used, but they require more practice and really NEED perks to be fully optimized. Note that knives and axes are mostly meant to be tools. Stun batons require another source of damage, either turrets or other players, to be effective, and are also perk/mod-dependent.
Bows can easily kill basic zombies quietly with a headshot. Use the best bow or crossbow and the best ammunition that you can. Do away with stone arrows/bolts as soon as you can find or build the iron versions. You'll need to decide for yourself if you want to keep using bows once guns are available. I like them, but your mileage may vary. (Pro tip: There is a skill book that allows you to craft flaming and explosive arrows; sadly, there is no way to ride around in a Dodge Charger, shooting exploding arrows out the window while Dixie plays from the car horn.)
Guns are easily the best option in the game...and while perks can make them more effective, they aren't necessary. Don't hesitate to pull out a shotgun just because you put all your perk points into pistols if you run out of 9mm ammo. There is a fair amount of ammo in this game, and you can make more...but I always keep a club or sledge with me just in case. Having a gun makes exploring the harsher biomes a lot easier. The trade-offs for gun selection are pretty in line with any other game that has guns. Some burn ammo quickly. Some have low ammunition capacity. Some are better at long range. (Pro tip: having several loaded blunderbusses or double-barreled shotguns in your tool belt can provide an early-game rapid-fire option for dealing with tougher opponents.)
Weapon perks and skill books: Each type of weapon has an associated perk, and an associated skill book set. Maxing out both can make a fairly sizeable difference, and can have some unexpected other benefits. For example, one of the skill books gives you a 10% barter bonus if you happen to be holding a .357 while trading.
Blood Moon Horde Nights: Every 7 days (by default), the sky will turn red. When night falls (hour 22 by default), a horde will spawn near the player. Every zombie in that horde will magically know exactly where you are and will rush at you to eat your delicious flesh.
The devs of the game have made it clear that they want you to FIGHT the zombies, and have gone well out of their way to make turtling behind defenses less viable. Zombies will break down walls -- even ones made of brick and concrete. They will dig to reach you. They jump on top of each other to climb to get you (like in the Brad Pitt zombie flick). As the game progresses, zombies will appear that are capable of spitting acid, or that act as suicide bombers (can you call it suicide bombing if they're already dead?). (Pro tip: Bomb zombies, also known as Demolishers, can be taken down by head or leg shots; shooting them in the chest is a bad idea, despite the fact that shooting the glowing spot is normally the best move in a video game.)
Having said that, building defenses and traps can be very effective at delaying or channeling zombies, and can effectively thin the horde. There are pretty much two approaches people use to deal with a horde night.
  1. Find a POI that prevents the zombies from reaching you and then wait out the attack. Anyplace high with enough metal or stone to last for a while will work. Large stores, fire departments, skyscrapers, water towers, etc., can all work, though the smaller the location, the more quickly it will fall to the zombies eventually.
  2. Build a fortress. This is usually a setup that includes auto-turrets, traps, spikes, and walls made of brick or concrete. Often, they're set up to lead zombies into a killing zone where you can shoot or bomb them into bits. There are many YouTube videos on different approaches, and they range from lore-friendly to extremely cheesy exploitations of the AI or physics engine.
Note that these two are not mutually exclusive. It's pretty common to use POI's at first and then try building your own, or to move back to POI's if your attempt at a custom fortress is less effective than you had hoped. (Pro-tip: Don't use your home base for horde nights...at least until you've got a LOT of experience fortifying against horde nights.)
Creating a home base: Every survivor needs a place to keep their stuff. Just like with a horde base, you can either re-purpose a POI or build your own from scratch.
If you use a POI, then make sure you put down your bedroll. That will keep sleeping zombies from respawning in the area. If you want to use a bedroll as a way of regularly resetting your spawn point, then you're probably better off building your own base. That said, a good POI to use as a base has height. Using a forge on the first floor is a good way to attract random zombies. It's also good to find someplace with brick or concrete walls, as they'll last longer against wandering foes. Also, keep in mind that you'll be going in and out a lot, so you don't want it to be too hard to get in and out. (Pro tip: lone zombies can't jump to ladders that are two blocks off the ground, but you can; this doesn't work so well with hordes, as they climb over each other.)
By default, zombies are faster at night, so early game nights are a good time to huddle up in a base and craft things. When you run out of things to craft, READ the descriptions of your perks, skill books, and the built-in journal entries. You'll be surprised how much information is buried in there. You can also take the time to look at the map and plan out the next day's activity. (Pro tip: Find a cluster of close-together POI's on the map, and put a chest or storage box in the middle to serve as a temporary loot repository; inventory item stacking means that having a collection point can mean many fewer trips back to your base with the fruits of your effort.)
Vehicles: Maps in this game are fairly large. The solution to moving about to different biomes (which have different resources and different POI's) is to make or buy a vehicle. Anybody can assemble vehicles if they have the right parts, but some of the parts are locked behind perks/schematics. Taking the first-level vehicle perk can be useful, as the bicycle isn't a bad starting vehicle and the perk unlocks wheels, which every other vehicle needs. (Pro-tip: the easiest way to get gas when out-and-about is to salvage the many derelict cars.) Zombies and wildlife are pretty harmless if you can speed past them...with the exception of vultures, which can be annoying enough to make you stop your motorcycle just to shotgun them out of the sky.
Mods: There are tons of clothing, weapon, and armor mods in the game. Read the descriptions, as they can have a huge impact on effectiveness. (Alpha 19 has no vehicle mods, despite the fact that vehicles have mod slots.) If you open an item for modding, then any mods in your inventory that can be used for that item will start flashing, making it easy to see which mods go with that item. (Pro tip: There is a boot mod that reduces falling damage that is worth its weight in gold. Not only is it really easy to fall in some POI's, but the de-buff from spraining or breaking a leg when zombies are about can be utterly lethal.)
Power tools: Power tools are very powerful. Augers and chainsaws harvest materials very rapidly. They also use gas and make a ton of noise. They tend to quickly attract screamers, which are zombies that scream until other zombies show up to find out what all the fuss is about. Kill them quickly to avoid hordes interrupting your mining. (Pro tip: The physics engine of the game means that mine collapses are a thing, and they can be deadly; shoring up the ceiling with wood blocks can help prevent this, but augers can mine so quickly that you can lose track of how deeply you've gone beyond your supports.) The annoying pinging noise made by augers is an Alpha 19 addition that was generally disliked by everyone.
Repairing items: Many items like tools, weapons, and armor will degrade over time. Weapons and tools will let you know they need repair...typically when you need them the most. Armor never notifies you. It just stops working. Check your item status bars to figure out when to repair them. Simple tools and weapons can be fixed with wood and stone. More sophisticated items require repair kits. In Alpha 19, repair kits are a generic fix-all for any advanced item, which greatly simplifies things. They can be crafted with forged iron and duct tape. (Pro tip: forged iron can be made in any forge, but you can also salvage them from disassembling weight sets, desk and gun safes, and NON-FUNCTIONAL vending machines; salvaging them can be tedious in the early game but can be worth it to keep your precious firearms and armor functioning.)
Farming: You will find seeds, or you can take a perk or find a schematic to craft seeds. It takes five cobs of corn to create one corn seed, which is odd given that the whole grain is basically made of seeds...but chalk it up to game-play balancing. To plant a seed, you need a farm plot (except for mushrooms, which can grow on any surface), which you can craft with wood, rotting flesh, clay, and nitrate. Once planted, it will grow in three stages. Harvest it at stage 3 by punching the plant, and it will revert to stage 1 and deposit the appropriate food item into your inventory. If you accidentally harvest the seed, just replant it. If you want to get physically fit, do a push up in the real world every time you accidentally punch the ground or the air instead of your crop. (Pro tip: Don't harvest with a mostly full inventory, as if your tool belt slot is the last open spot, the crop will go there, and your next attempted punch will instead eat the last one you harvested.)
Electricity: Fire attracts zombies like moths. Using electric lights is a convenient way to avoid that, as zombies are Luddites and don't care for the products of industry. The most convenient way to light up your home base is with lanterns, but you need to find a certain skill book to make them. The good news is that their batteries never need recharging. You can also get flashlights, or mods that attach lights to your helmet or your weapon (press F to pay your respects...er, sorry, to turn on your light). You can also craft a variety of stand-alone electric lights, but that requires a separate energy source.
Energy sources come in three varieties. Battery packs hold up to six car batteries and drain the batteries over time. You can recharge the pack by connecting it to a different energy source. Generator banks hold up to six engines (recoverable from many derelict vehicles, among other sources) that burn gasoline to provide power. Solar banks contain solar cells and generate power as long as they are in sunlight. They also cannot be crafted and are as expensive as hell. (Pro-tip: Higher-level batteries last longer; use level 1 and 2 batteries to craft vehicles, sell, or smelt for lead, and keep the better ones for the battery banks.)
Use wiring tools to connect energy sources to energy consumers. There are some slightly wonky rules to how you can connect, but it isn't hard to learn with a little trial and error. Wiring doesn't cost you anything, so experiment freely. You can put various switches between the consumer and the source: toggle switches, pressure plates, and motion sensors being the most common, though there are other options. Switches require power, but less power than an active consumer. This allows you to, for example, conserve power in the daytime by turning off active defenses and lights so you don't waste battery charge or gasoline. (Pro tip: a solar bank charging a full battery bank will provide quiet, continuous power, at which point you can feel free to light up your place like a Vegas casino 24/7.)
Stealth: Some players will tell you stealth is impossible in this game. That is not true. What is true is that some situations negate stealth, most particularly Blood Moon hordes. Just tell yourself that the red moon makes their senses so acute that they can smell a living human from a mile away -- if you can't rationalize it away as a game balance issue. Some POI's also have event triggers that are based on your location rather than how stealthy you are being. Chalk that up to dramatic license. This is a game where zombies are real and I can carry a motorcycle in my boot. Get over it.
There are some things you need to know about stealth, though, to do it effectively. Your stealth rating is a combination of noise and visibility. Clomping around in heavy armor, waving a torch or flaming club around, or using a flashlight will make you easy to notice. Firing a gun, whacking a wrench against a metal appliance, or jumping up and down on a pile of trash will also make you easy to notice. That means using light armor, using a bow or melee weapon, and crouching are all ways to avoid being seen.
There are a number of skill books, perks, armor and weapon mods, and craftable gear that can all make you more stealthy. With diligence, you can walk up behind a sleeping zombie, smack him in the head with a sledgehammer, and not disturb the other one right next to him. Will this make the game much easier? I would argue no. It certainly makes some specific situations much easier. Clearing out a mini-horde in a POI with a bow before they wake up can be much less stressful, certainly. The lack of universal effectiveness definitely makes it a playstyle choice, however, rather than an over-powered build to avoid if you want a challenge. (Pro-tip: Stealth is never a 100% guarantee, which is why you always carry stacks of wood; wood is incredibly flexible, as it lets you drop cheap spike traps in narrow passages, climb up easily to places zombies cannot reach, make bridges across open gaps, craft doors to seal off openings that foes have to make noise to get through but that you can open easily, etc.)
That's about it. The most important pro tip is this: this is an open-world game where the only thing that matters is that you have fun playing it. It doesn't matter if you want to do single-player, or multi-player, or if you like crafting more than combat, or prefer spears over guns. You bought the game. Do what you like, as that is really the only goal.
submitted by damurphy72 to 7daystodie [link] [comments]

Update Notes: September 10, 2020

Update Notes: Sept 10, 2020

New Dungeons

The main feature of this update doesn't need a lot of patch notes: there's two new dungeons to explore! One is a group dungeon that can be reached from the Fae Realm. The other is a solo experience inside Hogan's Keep (which will require you to be on good terms with Hogan to get in). There's also a new skill that can be learned in one of them.
We plan to do a little bit more with each dungeon (decorations, a few lore notes, side quests, etc.), but these are ready for you to test! We're particularly interested in feedback regarding problems with dungeon flow or monster difficulty (too easy/too hard).

Aurest Missions

The Autumn Resistance is looking for mighty heroes who are willing to work for Councils. Each day there's a different high-level group dungeon available from the local Aurest leader, who can be found in the casino (usually near the bar).
To speak with Lady Alethina, you'll need to be famous enough for her to have heard of you (Notoriety 25), and have two combat skills level 50+. And on some days, the daily mission has a higher level requirement than 50.
There are 7 different Aurest missions (so far). Each day a new mission is chosen randomly, leaving out the ones that ran the past four days. So you won't see the same quest too quickly in a row.

Goblin Dungeon Revamp

We've remade the "Goblin Dungeon" (under Castle Eltibule) with a new art set. The original dungeon was just too ugly: it was made during pre-alpha with placeholder art, and the textures were too low-res to be saved.
But we didn't want to make a NEW dungeon, we wanted to keep the old dungeon! So this is actually a replica of the old dungeon's layout. It uses approximately the same spawns, loot, monsters, etc. just with different dungeon art.
The old dungeon was unfurnished, so this replica is too. We'll definitely be fixing that, but first we want to make sure everything still works, more or less as it did before. If it doesn't, please let us know.

Combat Balance Changes

Manticore Changes

Manticores are involved in one of the new Aurest missions, and have been refactored for that purpose.

Other Changes

submitted by mrwarp to projectgorgon [link] [comments]

I have finally found the best way to not let go in Dead Money

Have y’all heard of the exploit where if you drop 32769 casino chips they become negative and you can redeem them for infinite caps? Well as it turns out, that works with sierra madre chips too. And you can use the negative chips in the vending machine at the abandoned bunker... i now have an infinite source of stimpacks, .308 ammo, chems, and weapon repair kits. Plus I could easily sell the stuff from the machines for infinite caps as well. Just thought I’d let y’all in on the best way to never let go :)
submitted by SlideWhistler to fnv [link] [comments]

How I Developed My First iOS Game with Random Number Generator

How I Developed My First iOS Game with Random Number Generator
Creating the first game is not a walk in the park. This is what I have learned from my experience of creating epic games with Random Number Generators. It is a fairly complex process that requires passion, skill, determination, and matchless zeal.
My journey to the creation of games started way back in high school. I could play a couple of games from the likes of IGT or Aristocrat. I was not qualified to play real money games as I was not yet 18 years old. Growing up in a family of gaming enthusiasts too had an effect on my ability to create games. My elder brother was and is still an avid casino gamer. On many occasions, he could take time to describe how easy it was to play and collect wins on games like Big Red or Double Diamonds. To drive his point home, he often brought us some fine pizza after his lucrative pokie wins, especially on weekends.
When I reached the majority gambling age of 18 years, I could not resist the urge to try my luck on several games. The passion later graduated into a bread earning venture. Fortunately, after high school, I enrolled for a graphics design course, which gave me short in the arm as I could create incredible designs on platforms like Unity and the SpriteKit which are the ideal Apple’s engine for creating 2D and 3D games. I was particularly hooked to the development of a game with a Random Number Generator (RNG), as this is the engine that many pokies run on.

Random Number Generator

Generally, the Random Number Generator refers to a microchip that is capable of generating numbers continuously, even when nobody plays is pressing or playing the machine. Within milliseconds, the machine is capable of creating hundreds of billion numbers.
RNG works through simple but complex programmed commands. When players hit the press button, the machine will display the position with respect to the last numbers generated. As the literal brains of any slot or pokie game, RNG, the values created by the diverse numbers generated are subsequently translated into the different symbol combos that appear on the reels of slot machines.
While developing games for iOS or any other platform, RNG is highly needed. The machine is very impartial and accurate. The randomly generated numbers help to steer away from any possibility of human manipulation of the numbers generated.
The Random Number Generator is a crucial and primary element of any slot game. Before releasing any game, including my cash robbers combat game, developers must subject their RNGs to third parties for fairness audits. Auditors like iTech Labs, Gaming Lab International (GLI) and eCommerce Online Gaming Regulation and Assurance (eCOGRA) are recommended.

Popular Platforms for Creating Games with Random Number Generator

For both windows and iOS, Unity is one of the biggest engines for the creation of casino games. It is one of the friendliest 2D/3D programming engines with a systematic approach to the development of the game’s design. I have regularly used the engine as the skeleton for my iOS games. In addition to games development, Unity is available for simulated training and the development of other business applications that have the inherent ability to interact with 2D/3D spaces.
To develop games for iOS, you however need an Apple ID. The Apple Developer account is also necessary because you need to exploit the full potential of your game. While building the unity iOS game, an Xcode project is generated to give you the skeleton framework for feature additions. The project is thus useful in signing, compiling, and preparation of the developed game for distribution.
After running simulations, the game needs to be deployed to an ios device. Real game deployment requires a registered Apple developer with device deployment abilities. The account comes at a price! Roughly $99.
SpriteKit is another engine for iOS and tvOS which allows developers to create games in XCode using swift. Released in 2013, this platform has proved useful. It has a cool physics engine, particle systems, animation handling, and a built-in shape creator. Like Unity, it has a timing system and developers can automate both visual and sound effects.
SpriteKit makes the use of Metal to guarantee high-performance rendering while affording developers a simple programming interface. By leveraging a set of rich animation tools and physics behavior, developers can faster add life to the visual elements and easily transition them between screens.
To start your development journey, developers use the scene object which is an instance of SKScene set up using the following code
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After passing the size of the view bound of the scene initializer, it is the high time to size the scene to the view’s size. Normally the scene anchorpoint is (0.5, 0.5). Coordinates originate from (0, 0) which is taken as the center of the map view.

How I Developed my First iOS Game with Random Number Generator – Step by Step Guide

While there are many platforms out there to create games for iOS, I like Unity. The simplicity and the ability to create cutting games are some of the justifications. Even my ‘Cash and Robbers’ slot game is developed using Unity engine. Before starting off, I ensured the unity app is successfully installed and my account is ready. Here is a systematic process to my development of Cash and Robbers game
  • While logged in you are presented with an interface that comes with a default project. Developers discard the defaults and start to create a new project through the project wizard.
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  • At the project wizard, I click on ‘set’ and navigate to the folder where I want my project saved. Enter ‘DashandZag’ followed by project name and you will be prompted on where to save.
  • After setting up your project, I access the Unity Editor Interface. By using the ‘editor layout tab’ I change the view to wide mode. The view gives different parts of the game to develop; project view, Hierarchy view, Toolbar, Scene view, Game View, and the Inspector.
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  • I navigate through these views while adding features as per the programming prompts ( guided, of course, by the projects mirrored outlook).
  • A newly created project is normally too static. It needs my own or pre-packaged scripts that must be attached to the relevant game objects to initiate an action. The script basically ensures responses to touch events so as to move the cube from one position to the next. For scripting, I use Boo, C# or Javascript.
  • Creating a new script. Select Assets\Create\Javascript. With a script name, rename it as movesimple. Double-clicking on will trigger the MonoDevelop unity editor with the following codes.
https://preview.redd.it/d79yqhjn24351.jpg?width=1013&format=pjpg&auto=webp&s=b41a013fef31077037c897ebdb91aec42c248e46
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  • I then get the mobile cube on the camera. Through the game’s modification, I ensure that the main camera can track the cube’s fixed position from behind. By using Assets\Import Package\Scripts I choose SmoothFollow and then Import.
https://preview.redd.it/r2yfiuut24351.jpg?width=777&format=pjpg&auto=webp&s=3ce1c04e639178ab5fd6d136dcaea4013a70d9bc
  • Deploying on iOS. Unity is capable of building the game as an Xcode project that is deployable to an iOS device. I select File\Build Settings.
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iOS Games that were developed with RNG

Most games that have been developed for iOS devices like iPad or iPhone come with Random Number Generators. These microchips determine the winning sequences. Available on informative https://pokieslab.com/aristocrat/ , gamblers can play Aristocrat pokies for free with bonus rounds and free spins:
  1. More Chili – It was created by Aristocrat in 2012. Compatible with other platforms like Android, Microsoft, and Blackberry, the game has a layout of 5 reels and 25 paylines. It boasts of incredible 3D graphics befitting gaming symbols and well-balanced colors. It has an RTP of 95% and a betting range of £0.1 up to £60 per spin. With an auto spin feature, you will have a chance to enjoy a thoroughly audited RNG. With a possibility to strike a non-progressive jackpot of 4000 times your line bets this is an incredibly friendly game
https://preview.redd.it/7saipo1xs3351.png?width=826&format=png&auto=webp&s=e92a07447ac68c96928ca958d7715d9657b47cc9
  1. Big Red - Manufactured by Aristocrat in 2014, this game has grown into a gamers’ sensation. Big Red comes with many in-game multipliers. You can get these multipliers on the game’s layout of 5 reels and 5 paylines. It is mobile optimized; hence, it can be played across mobile platforms. Big Red slot is playable with as low as £0.01 up to a maximum of £50 per spin. The free play version requires neither downloading nor registration.
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  1. 5 Dragons – This is another slot with a fair and regularly audited Random number generator. The game is served on a layout of 5 reels and 20 fixed lines on which you can collect generous payouts. 3D Graphics are beautiful while the immersive backdrop resembles a desert environment that is brought into a clear view by the game’s well-balanced colors. Besides ultimate fairness, the game features one of the biggest theoretical returns to players (95.17%). The low to the medium variance of the game ensures that regular gamblers stand a chance of collecting regular but small wins. Jimi Hendrix is ideal for all gamers as the betting range starts at £0.25 per spin and goes up to £50 for high rollers.
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submitted by pokieslab to u/pokieslab [link] [comments]

March 12 Update: Operation Grand Heist’s Next Major Update and our FREE Shamrock & Awe Event Have Begun!

March 12 Update: Operation Grand Heist’s Next Major Update and our FREE Shamrock & Awe Event Have Begun!
Our next major game update during Operation Grand Heist begins today along with our Shamrock & Awe Event on PS4, delivering a ton of new content, features, and gameplay improvements across Multiplayer, Blackout, Zombies, and the World League Hub. Here’s what’s new in this week’s update:

Shamrock & Awe Event (PS4)

We’re celebrating St. Patrick’s Day throughout the month of March with our Shamrock & Awe in-game event in Black Ops 4, kicking off today on PS4.

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This event brings free new seasonal content to Multiplayer, Blackout, and Zombies, including new game modes, limited-time thematic updates, and some unexpected surprises. Here’s a look at what’s new:
  • Free Personalization Items
    • Visit the Black Market during the special event to receive your free St. Patrick’s Day Gesture & Calling Card.
  • Multiplayer: St. Patrick’s Stockpile
    • In this seasonal twist on Fracture from Black Ops 3, kill enemies to collect their shamrocks and deposit them at the nearest pot of gold to score points for your team.
  • Blackout: Spring Map Update + New Surprises
    • Spring has arrived in Blackout, bringing with it all-new lighting, a whole lot of greenery, and some... colorful hidden treasures. Follow the rainbow!
  • Zombies: Green-Eyed Zombies + Seasonal Easter Egg
    • May the luck of the Irish be with you against the green-eyed zombies that await in Classic Chaos story maps! Rumor has it they’re hiding a special new Easter Egg to discover at the end of the rainbow...
Wear some green, grab your friends, and enjoy Shamrock & Awe in all modes during this two-week event!

Multiplayer

Multiplayer gets a huge update this week, including our new Stockpile mode, a stormy new variant of the Contraband map for all players, Scorestreak tuning for friendly fire modes, new improvements to League Play, and more.

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Here’s what coming to Multiplayer in this week’s new update:
  • Stockpile (PS4)
    • Black Ops 3’s fan-favorite Fracture game mode returns with a new twist in Stockpile, debuting today on PS4! Collect and bank enemy tags, deposit them point to score points for your team, and rack up the most points for the win.
  • Contraband Hurricane
    • The warming springtime weather has swept a tropical storm across the island map of Contraband, free for all players starting this week.
  • Scorestreak Tuning
    • The Thresher will no longer damage friendly players in modes with Friendly Fire enabled, and the Dart will no longer count toward team kill punishment in modes with Friendly Fire enabled.
  • Casino Hardpoint & Custom Game Fixes
    • Casino will now be available in Hardpoint and Custom Game playlists for Black Ops Pass holders.
  • Prestige Master Level 999 Fix
    • For those MP die-hards who’ve already reached Level 1000 Prestige Master but haven’t seen their rank update past Level 999, a fix is live for you with today’s update.
Later in Operation Grand Heist, we’re also introducing our new Barebones game mode featuring classic gameplay rules and no Specialists. Infected, Capture the Flag, and Prop Hunt are also planned for later in the Operation, along with even more gameplay improvements and tuning updates.

World League Hub

Thanks to everyone in the competitive community for the incredible reception of League Play – the numbers are in, and we’re blown away. Since launching League Play in Black Ops 4 on all platforms, we’ve seen an exponential increase in player participation compared to Black Ops 2’s League Play, making it our 2nd-most popular Multiplayer playlist behind Team Deathmatch as of last week!

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League Play has constantly evolved behind the scenes since launching just a few weeks ago, thanks in large part to direct player feedback. Today, we’re excited to announce a new round of improvements kicking off today to make League Play even more competitive and rewarding:
  • Match Quit Penalty
    • When a player quits with 4 or more players on their team, that player will now receive a new penalty to their Ladder Points in addition to the standard match loss deduction, as quitting a match will also count as a loss. This is the first phase of penalties that we’re implementing for quitters in League Play, with another round of refinements planned for our next major update.
  • Daily Bonus Rollover
    • We’ve heard your feedback on the Daily Bonus system – namely, that the initial version was most advantageous to players who could get in enough matches each day to earn the maximum number of bonus points. To improve this, now your remaining Daily Bonus point pool will roll over day-to-day until the end of each League Play Event, allowing all players to max out their bonus points at their own pace. The Daily Bonus has also been reduced from 200 to 100 to better balance its impact on the overall Ladder.
  • 12 Custom Classes
    • All League Play competitors will now have instant access to all 12 Custom Classes in the World League Hub. This will allow all players to set up a full suite of custom loadouts specifically for League Play rules without first Prestiging multiple times in Multiplayer.
  • Top 5 Ladder Rewards
    • Players will now earn 4 Gems for finishing in the Top 5 of their Division, with your rank now permanently reflecting your Top 5 finishes with Gold and Silver treatments. This adds another important milestone for players to battle over between Top 10 and 1st Place in each League Play Event.
  • New 1st Place Reward
    • Players can now earn 5 Gems for finishing in 1st Place in each League Play Event (was previously 4 Gems).
We’ll continue to add more improvements and features to League Play in future updates, including additional ranks – keep your feedback coming, and watch this space for more news.

Blackout

Blackout gets a new springtime makeover with this update, our hotly-anticipated Hardcore mode, a suite of new features and quality of life improvements, and more! And thanks to the community’s overwhelming support of Hot Pursuit, we’re keeping it in the mix this week while Hardcore takes the Featured Playlist slot.

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New Blackout features and content with this week’s update include:
  • Spring Seasonal Map Update
    • Blackout’s map takes on an entirely new look for spring, including updated lighting, new and improved greenery, and springtime trees in full bloom throughout the map.
  • Hardcore Mode (PS4)
    • Drop into Blackout with no HUD, armor, vehicles, or zombies in our all-new Hardcore game mode. Watch the skies, as a fleet of choppers will drop flares overhead to inform players of each new circle location. You’ll need to keep your wits about you and rely on your senses if you want to make it out on top!
  • Contraband Stashes (PS4)
    • Discover Contraband Stashes in Blackout to get access to the latest weapons, including the Rampage auto-shotgun, Switchblade X9 folding SMG, and KAP 45 auto-pistol.
  • Muscle Car & SUV in Solos, Duos, and Quads (PS4)
    • Our newest land vehicles make their debut in core Blackout playlists with this week’s update. The Muscle Car and SUV bring their own distinct advantages, but their special abilities remain exclusive to Hot Pursuit.
  • Operator Weapons and Purifier
    • You’ll be able to find and wield a new class of weapons equipped with Operator Mods from Multiplayer in Blackout with this new update, as well as Firebreak’s Purifier... if you’re lucky enough to find it.
  • Weapon Inspect
    • Weapon Inspect will be available by pressing left on the d-pad. Holding left on the d-pad will still activate the Callouts menu.
  • Gestures and Callouts at the Victory Screen
    • Players can now activate Gestures and Callouts during the Victory screen, so you can celebrate your #1 spot in style.
  • Limited-Time Mode Stats
    • With this update, all Limited-Time Modes will now feed stats directly to the new “Limited-Time Modes” filter in the Barracks. Previous Hot Pursuit stats will also populate to this new stat filter.

Zombies

As we prepare for the launch of our next Zombies experience later this month with “Ancient Evil”, we’re shining the spotlight on the Aether story’s Primis crew in this update with our new “Hellcatraz” Gauntlet! Host migration for public matches also arrives along with fixes for Master Prestige players, plus stability and gameplay improvements for all players.

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Here’s what’s in store for Zombies players in our newest update:
  • Hellcatraz Gauntlet (PS4)
    • Take on 30 rounds of new challenges as the Primis crew in “Hellcatraz”, our most exciting Zombies Gauntlet to date.
  • Host Migration
    • Public matches will now automatically continue with a new host if the current host drops out mid-game.
  • Prestige Master Fixes
    • We’re fixing several key issues for Prestige Master players in Zombies with this update, including XP inconsistencies and issues with properly displaying Prestige icons.
  • Stability and Gameplay Improvements
    • This update also delivers several crash fixes throughout the mode, as well as gameplay improvements across “IX”, “Blood of the Dead”, “Classified”, and “Dead of the Night”.
Read on below for this update’s patch notes:

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  • General
    • Free Shamrock & Awe Event now live in Multiplayer, Blackout, and Zombies (PS4)
  • Multiplayer
    • Stockpile added as Featured Playlist (PS4)
    • Contraband Hurricane map added to rotation
    • Scorestreak tuning for the Thresher and Dart
    • Casino now available in Hardpoint and Custom Games
    • Prestige Master fix for Level 999
  • World League Hub
    • Match quit penalty added to League Play
    • Daily Bonus points now roll over day-to-day and reduced to 100
    • 12 Custom Classes now available to all players
    • New 4-Gem reward added for Top 5 placements
    • New 5-Gem reward added for 1st Place
  • Blackout
    • Spring seasonal map update
    • Hardcore Mode added as Featured Playlist (PS4)
    • Contraband Stashes featuring KAP 45, Rampage, and Switchblade X9 (PS4)
    • Muscle Car and SUV added to Solos, Duos, and Quads (PS4)
    • Operator Weapons and Purifier added
    • Weapon Inspect feature added
    • Gestures and Callouts added to Victory screen
    • LTM stat filter added to Barracks
  • Zombies
    • “Hellcatraz” Gauntlet in “Blood of the Dead” (PS4)
    • Host Migration added
    • Prestige Master fixes added
    • Stability and gameplay improvements

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The following updates are live today on PS4, with other platforms to follow:

General

  • Events
    • Shamrock & Awe Event now live on PS4 in Multiplayer, Blackout, and Zombies.
      • Players can visit the Black Market to collect their free St. Patrick’s Day Gesture & Calling Card.

Multiplayer

  • Game Modes
    • Stockpile added as Featured Playlist.
      • Kill enemies and collect their tags. Carry your banked tags to the nearest deposit point to score points for your team.
  • Shamrock & Awe Event
    • St. Patrick’s Stockpile variant live during Shamrock & Awe Event: carry your banked enemy shamrocks to the nearest pot of gold to score points for your team.

Blackout

  • Game Modes
    • Hardcore added as Featured Playlist.
      • Quads version of Blackout with no HUD, armor, vehicles, or zombies.
      • No mini-map, player information, team information, compass, player count, or killfeed.
      • Quick Equip Menu disabled.
      • Med Kits are the only available healing items (no Trauma Kits or Bandages).
      • A fleet of helicopters drops flares overhead to inform players of each new circle location.
  • Weapons
    • Contraband Stashes
      • Contraband Stashes allow access to the latest weapons: Rampage shotgun, Switchblade X9 SMG, and KAP 45 auto-pistol.
  • Vehicles
    • Muscle Car & SUV
      • Muscle Car and SUV now available in Solos, Duos, and Quads, without their special abilities exclusive to Hot Pursuit.
  • Shamrock & Awe Event
    • St. Patrick’s Day-themed map updates, plus additional loot available in Pot-o-Gold Stashes, Homunculus Leprechaun hoards, and in Mystery Boxes at the end of the rainbow.

Zombies

Gauntlets
  • Hellcatraz
    • Take on 30 rounds of new challenges as the Primis crew in Blood of the Dead for rewards at Tiers 10, 20, and 30.
  • Shamrock & Awe Event
    • Green-eyed zombies and a new seasonal Easter Egg now live in Classic Chaos story maps.

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The following updates are live today on consoles, with PC to follow:

Multiplayer

  • General
    • Added the ability to change Class when joining a match in progress.
  • Maps
    • Contraband Hurricane
      • New stormy variant of Contraband added to rotation, free for all players.
    • Casino
      • Casino is now available in Hardpoint playlists and in Custom Games for Black Ops Pass holders.
      • Addressed an issue where the Sniper’s Nest could occasionally remain in the playspace after expiring in Casino.
  • Prestige
    • Addressed an issue where some users could not progress beyond Prestige Master Level 999.
    • Addressed an issue where Create-a-Class slots unlocked through Prestige could have empty Equipment slots.
  • Scorestreaks
    • The Thresher will no longer damage friendly players in modes with Friendly Fire enabled.
    • The Dart will no longer count toward team kill penalties in modes with Friendly Fire enabled.
  • Equipment
    • Addressed various instances where the Seeker could fall through the map.
    • Addressed an animation hitch when standing from crouch while holding a Trophy System.
  • Specialists
    • Outrider
      • Addressed an animation issue with Outrider’s Hawk tablet while a pistol was equipped.
  • Game Modes
    • Heist
      • Improvements made to the revive UI to match the revive UI in Blackout.
  • Customization
    • Mastercraft camos will now display on weapons in the Gun Rack.
    • Warpaint can now be seen through Seraph’s “The Professional” mask.

World League Hub

  • General
    • Players that leave a match early will now receive an increased match quit penalty.
    • Unlocked all 12 Custom Classes for players to use in World League Hub.
    • Prestige Master players now properly earn XP in League Play matches.
    • Multiplayer Challenges now properly track while playing in League Play Events.
    • Prestige icons now properly appear when leveling up in League Play Events.
  • Ladders and Rewards
    • Added a Top 5 Ladder Reward tier that awards 4 Gems.
    • 1st Place Ladder Reward now awards 5 Gems.
    • League Ladder Tile in the World League Hub now properly updates after a League Play Event ends.
    • Addressed an issue where players were able to roll over their Ladder Points between Events.
  • Daily Bonus
    • Daily Bonuses will now roll over day-to-day for the duration of the current event.
    • Reduced the Daily Bonus point value from 200 to 100.
  • Miscellaneous
    • Addressed an issue where Match Bonus was rewarding fewer XP than intended.
    • Addressed an issue with inconsistent XP being awarded to players in Search and Destroy League Play matches.
    • Addressed an issue with Specialist Stats displaying Public Match Stats instead of World League Hub Stats.
    • Addressed an issue with the Previous League Play Results screen appearing before a player had completed their Skill Evaluation matches.
    • Addressed an issue with the League Play Career tile in the Barracks not properly updating.
    • Addressed an issue with Streak Flames not appearing in some cases.

Blackout

  • Spring Map Update
    • Added updated lighting, new and improved greenery, and springtime trees in full bloom throughout the map.
  • Weapons
    • Operator Weapons
      • Operator Weapons added to Supply Drops and Stashes.
      • Weapons come with Operator Mods pre-attached, which cannot be stripped.
      • Operator Weapons glow purple for easy identification.
    • Purifier
      • Firebreak’s Purifier flamethrower can now be found in Supply Drops.
  • General
    • Players can now mute team members via the Team Scoreboard.
    • Improved visibility of items on the ground when wingsuiting and parachuting into the map.
    • Enabled prioritizing ammo pickups over weapon pickups in Blackout Options.
    • Weapon Inspect can now be activated with left on the d-pad on consoles.
    • Gestures and Callouts can now be activated during the Victory screen.
    • Added new Limited-Time Modes stats filter in Barracks.
    • All Limited-Time Modes now feed stats directly to the Limited Time Modes filter, including previous Hot Pursuit stats.
  • Miscellaneous
    • Addressed an issue where the wrong Calling Card was displayed when a player spectated or viewed the Killcam.
    • Addressed an issue where the player character was missing when joining another player in the lobby.

Zombies

  • Host Migration
    • Public matches will now automatically continue with a new host if the current host drops out mid-game.
  • Stability
    • Global
      • Fixed a crash that could occur when a Catalyst zombie performed its special attack.
      • Fixed a crash that could occur when navigating from the Black Market to a Zombies lobby and back.
    • IX
      • Fixed a crash that could occur when a player started a Custom Mutations IX match where starting points had been adjusted in “Edit Game Rules”.
      • Fixed a crash that could occur when the player queued for a public Classic IX match.
    • Blood of the Dead
      • Fixed a crash that could occur if the player rapidly switched tabs while spectating.
    • Classified
      • Fixed an issue during the “Death-Con Five” Gauntlet where the player could be disconnected from the server and moved to the main menu when transitioning from Round 10 to Round 11.
    • Theater
      • Fixed a crash that could occur when viewing a clip made during the previous patch in Theater.
      • Fixed a potential freeze and/or crash that could occur in Theater when fast-forwarding a clip from Dead of the Night.
  • Miscellaneous
    • Global – Addressed issues where:
      • The Welling could be permanently unlocked with a Permanent Unlock Token, despite it being the starting pistol.
      • Pack-a-Punching the Swordfish while it was equipped with the Holographic and Long Barrel attachments caused the weapon to have improper animations.
      • If the player left any party lobby hosted by a player, then accepted an invite into a custom Zombies game from a second player, it would result in the player losing functionality during the First Time User Experience screen.
      • The Ethereal Razor could be seen constantly even if the player was not using the knife.
      • The player put their only weapon into the Pack-a-Punch, effectively giving them fists in first-person, but a knife would be seen in their hand in third-person.
      • After killing the Blightfather, the 25% XP boost did not give out the appropriate value with a “MKII” weapon.
    • Prestige Master – Addressed issues where:
      • A Prestige Master Level 1000 player could still see an XP bar in the After Action Report after every match, despite there being no XP left to earn.
      • Earning XP at Prestige Master Level 322 could become corrupted.
      • The Options menu during a game would display the incorrect level and amount of XP for a Prestige Master player, and would be inconsistent with the After Action Report.
      • A Master Prestige player changed their Prestige icon and other players would see the default icon in the Social menu.
    • “Death-Con Five” Gauntlet – Addressed issues where:
      • Players may lose their sprinting animation after sliding and shooting during “Slippery” in Round 2.
      • Players were able to use Elixirs while not sliding, which was inconsistent with the round description during “Slippery” in Round 2.
      • If the player rapid-fired a semi-auto weapon while sliding, they could rapid-fire the remainder of the clip after stopping during “Slippery” in Round 2.
      • Damage would persist on players while standing still during Round 5.
      • The player would lose points when they run, walk, slide, crouch, or go prone in Nova 6 Gas, despite the description only mentioning when “standing” during the “High Gas Prices” Round.
    • “Veni, Vidi, Zombie!” Gauntlet
      • Addressed an issue in Round 26 in which players could briefly see their Equipment in their hands as their weapon changed.
      • Addressed an issue in Round 26 in which the revival animation would not play when the player was reviving another player.
    • Classified
      • Addressed a visual issue near the Mystery Box in the War Room Upper Level.
      • Addressed an issue where activating the Nova Crawlers by annoying McNamara during a round transition change would cause all spawns going forward to be Nova Crawlers.
      • Closed an exploit where the player could use the Ragnarok DG-5 to jump onto a filing cabinet in Central Filing.
    • IX
      • Addressed an issue where players were unable to repair barricades in the Ra Altar room.
      • Addressed an issue where the player may notice a misaligned Challenge text box in the UI after cutting a Challenge Banner rope.
    • Blood of the Dead
      • Addressed a rare issue where the player’s Shield Key could get jammed in a door while aiming down sights.
      • Addressed an issue that could occur where the Warden that spawns on the roof could path to the Infirmary and then get stuck.
      • Addressed an issue that could occur where random barricades would become unrepairable after Round 6.
    • Dead of the Night
      • Addressed an issue where the light FX for Alistair’s Annihilator could persist on the screen when grabbed by the Crimson Nosferatu.
      • Addressed various visual issues in the Cemetery.
    • Perk Up Elixir
      • Addressed an issue where the player would only receive two Perks from the Perk Up Elixir after failing a round in any Gauntlet match by not completing the objective.
      • Addressed an issue where, if a player used the Perk Up Elixir in a Gauntlet to obtain extra Perks and then proceeded to get damaged down to 50 health, then used In Plain Sight while being attacked at 50 health, the round failed and the Perk Up Perks remained active when the player respawned in the next round.

General

  • Friendly Fire
    • Unique Friendly Fire hitmarkers will now appear when damaging friendlies in any game mode with friendly fire enabled, including Hardcore modes, Blackout, and League Play.

There’s plenty more to come during this Operation, including our upcoming “Ancient Evil” Zombies map, an entirely new Blackout experience, Barebones and Infected modes in Multiplayer, and so much more. Get out there and let us know what you think in the comments!

-Treyarch
submitted by treyarch_official to Blackops4 [link] [comments]

Clarkson's Columns: In Memory of Ginger Baker & The Aston Martin DBS Superleggera Volante Review

Skyfall's villains can blow this one up too
The Clarkson Review: Aston Martin DBS Superleggera Volante (Sunday Times, Oct. 13)
Of course I will go and see the new James Bond film, but I almost certainly won't enjoy it. I haven't really enjoyed any of them since Daniel Craig took over.
I know he wants his Bond to be fallible and weak, like the character in the books, but I don't want to see 007 swigging Heineken from a bottle that just happens to be label-side out, and I don't want to see him bleed, or fire his gun at something and miss. I want him to be Roger Moore, the cheeky chappie who could speak Latin, fly a space shuttle and lay anyone low with one of his signature karate chops.
Craig's Bond can't do that. In fact, if you actually stop and think what he's done in the past, you'd have to conclude he's completely useless. In Casino Royale, he didn't notice that the woman he'd fallen in love with was spying for the other side, and then, despite his best efforts, he let her drown in a lift. The next woman he lurved, in Skyfall, got shot in the head by a former colleague. Oh, and then he took an old woman who needed to go into hiding to his own bloody house. Where she and 007's gamekeeper wandered about on a darkened moor, with a torch, just in case the baddies needed even more help locating her.
Before that happened, though, Bond went to interview someone in Shanghai and ended up throwing him off a skyscraper. And in an earlier scene, he was shot by Miss Moneypenny. I'm telling you, Johnny English is better at espionage than this guy. So's Inspector Clouseau.
But the worst bit in Skyfall came when the director Sam Mendes decided to blow up Bond's Aston Martin. So he pumped it full of bullets until it exploded.
I'm sure, to the luvvie-in-chief, this was fine, because a car is just a collection of plastic and metal and glass. But a car is not just a collection of plastic and metal and glass. And Bond's Aston is more of a car than most. It has been a part of my life since I was four. I have owned many models, including one that would fire a small man under the sofa. And Mendes blew it up so he could get Craig to do some acting. I considered at the time filling Sam's dog with bullets until it exploded, just to show him how it felt.
The car was put back together in the next Bond film, Spectre — and it appears in the new movie as well — but it was like making Ring of Bright Water 2 and trying to argue that someone had sewn the otter's head back on.
I bet Aston Martin had a duck fit when it saw the DB5 reduced to a smouldering ruin, because Bond is its marketing department. He is its PR machine and its ad agency and its ambassador all rolled into one. So I bet it really did try to sew the DB5's head back on, because without 007, the company would have to maintain a public profile on its own. And it doesn't have the cash for that.
I'm not sure it even had enough cash to develop the car you see before you today. It's called — deep breath — the Aston Martin DBS Superleggera Volante, and sometimes you get the impression that you're tootling about in almost two tons of make-do and mend. With a bit of cast-off Mercedes tech to maintain a veneer of modernity.
To create it, Aston had to chop the roof off a normal DBS, but this meant finding somewhere to put the electric roof mechanism. That meant rerouting the massive exhaust system and that meant turning the fuel tank round and redesigning every body panel aft of the doors.
The company managed it, but sometimes the roof doesn't go down when you operate the switch, the boot is laughably tiny, and it gets so hot in there, owing to the exhaust system, you could roast a chicken. There's also a problem with the interior. Astonishingly, we got four adults in it, and that's impressive, but it is almost identical to the interior you get in a far cheaper DB11 Volante. And that's not good enough.
The basic starting price of the DBS Superleggera Volante is £247,500 and, I'm sorry, but if I'm going to blow a quarter of a million on a car, I don't want it to have the same innards as a car that costs almost £90,000 less. The trouble is, of course, that when you've spent all that money turning the fuel tank round, there simply won't be enough left to do the air vents as well. Or fit a glovebox.
It sounds like I have a real downer on this car, and I haven't finished yet, I'm afraid. Because superleggera is Italian for "superlight", and it just isn't. With a couple of people on board, it weighs more than two tons. Perhaps that's why it endlessly catches its chin-mounted skid plates on speed humps. And why its tyres are so thin you need to be very careful when you're parking, even against a dropped pavement, or you'll kerb the wheels. Perhaps Aston should have called it Supergrasso.
You can feel this weight when you're driving, too. It doesn't come across as a feisty little whizz-bang; it's no water boatman. But that said, it's fast. Rocket-ship fast. It's almost too fast, because on wet roads you would be well advised to treat the throttle with extreme caution or you will have a crash. You even need to be careful sometimes on dry roads.
And that raises a question. If you can't unleash all the volcanic fury without the back end having a few moments of panic, then why not save yourself the best part of £90,000 and get the DB11 Volante instead? Because you can exploit all the power in one of those, all of the time.And it has the same interior. And it's a little bit more civilised and comfortable.
It's almost as though Aston bit off more than it could chew with the DBS. Think of its engineers as pianists. They're accomplished enough to impress their friends and colleagues, but they're not really able to put on a penguin suit, walk onto the stage at the Royal Albert Hall and attempt Liszt's La Campanella.
If you attempt to build a 211mph car that costs £247,000, you need to make sure that you have the money to pull it off. Yes, the DBS Superleggera Volante is one of the best-looking cars ever made, and it's blisteringly fast and it makes some laugh-out-loud noises from the tailpipes, but as a package, it's flawed.
Hopefully, the new Bond film will be a gem and will keep alive the aura that surrounds the man and the car he drives. But I wouldn't count on it. The way things are going, they'll replace Craig with Anthea Turner and give her a Nissan Leaf. And that, I fear, would bring the curtain down on Britain's best-loved car-maker.
In the meantime, if you want an Aston because you, like me, grew up worshipping them, then don't despair because the DB11 Volante is brilliant. That sort of car at that sort of price? Nobody does it better ?
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He's not around to beat me, so I'll say it: Ginger was only the world's second-best drummer (Sunday Times, Oct. 13)
The drummer Ginger Baker died last week and everyone was very surprised because we all assumed the drug-addled wild man from Cream and Blind Faith had shuffled off this mortal coil years ago. It's customary, of course, when someone dies to gloss over their shortcomings and concentrate instead on their work for charity and their heroics in the war. But this is nigh-on impossible with Baker, who was almost certainly the most unpleasant man ever to grace a stage. He pulled a knife on Cream's bass player, Jack Bruce. He used his fists to settle almost every dispute. He broke the nose of the director who made a documentary about him with his walking stick.
Then, of course, there was the naked 11-year-old girl featured on the cover of Blind Faith's only album. That's such a difficult issue these days, none of the obituaries even mentioned it.
Instead, everyone concentrated on Baker's skills as a musician — but even here people missed the point, because despite what he claimed, he wasn't the best drummer the world has ever seen. Thanks to Mitch Mitchell, who played with Jimi Hendrix, he was the second best. I'm on Twitter if you want to argue.
Baker, however, could keep perfect time, even when he was full of heroin, which is quite an achievement. And he could maintain four different cross rhythms with each of his limbs. This is like rubbing your tummy, patting your head, pumping up a lilo and playing hopscotch all at the same time.
I have a drum kit. It's an enormous Pictures of Lily limited edition replica.
And after several years of weekly lessons, I developed a profound admiration for drummers, because they're doing something I can't do.
We can't admire people who can do what we can do. I don't admire anyone who can drive fast while shouting, but when I watch a dry-stone-waller creating a natural barrier using nothing but experience and big, warty hands, I become a statue of wonderment held upright by nothing but the tingling in my hair. That's what happens when I hear a drum solo.
A columnist last week said that words cannot begin to describe the "unstoppable misery" of the "nightmarish" drum solo. Plainly, he is the sort of man who thinks drummers are like houseflies. That they come, they make an annoying noise and then they die. And I literally could not agree less.
A drum solo allows the audience to marvel at the technical wizardry of the drummer. It allows us to concentrate on his incredible ability to get a whole arm from one side of the kit to the other faster than it takes a Formula One car to change gear. And to do it in perfect time.
It's been suggested that Ginger Baker invented the drum solo so his bandmates could have a moment to go backstage and top up whatever was missing at that moment from their lives. I doubt this, though. He didn't really like other musicians that much.
It's been reported that he called Mick Jagger a "musical moron". But that's not true. What he actually said was that the Stones were like "a load of little kids trying to play black blues music and playing it very badly". It was George Harrison he called a musical moron. And he dismissed Paul McCartney too, because, unlike him, McCartney could not sight-read music. Led Zeppelin? If you even mentioned them in his presence, you'd get a thick lip. He only really liked people we've never heard of. Phil Seamen was a hero of his, for example. And Art Blakey.
So no. Baker was on the stage doing his solos simply so we could hear how he'd fused the jazz music of his heroes with an altogether new and busy way of playing. He despised the 4/4 beat of rock and pop music, but it's possible that, because of what he did with Cream, he's partly responsible for it.
His solos were often more than 10 minutes long and were mesmerising. And soon drummers everywhere were trying to outdo him. Led Zeppelin's John Bonham did a 17-minute epic on the track "Moby Dick", and then you got — whisper this, because I'm friendly with Nick Mason and Roger Taylor — my favourite drummer, Phil Collins, duetting with Chester Thompson. They started out hitting bar stools and then moved to their kits for a drumming shootout. It's the best thing on YouTube.
And now? Well, there was the movie Whiplash, which everyone, apart from me, thought was weird — but on stage? In real life? There's nothing. The drum solo is dead.
I find that odd. There are still bands and some still have drummers, so why don't these people want the audience to see and hear them doing their thing? Isn't that like being a goalkeeper who never wants to make a save? The only explanation is that they actively hide at the back behind the bass and the guitar and the flashy vocals because they're not that good.
This sort of thing has happened before. Between 1750 and 1820, the world heard from Schubert, Mozart, Beethoven and Haydn, but since then, apart from a couple of little spurts, there's been nothing of any great consequence. And today? There's a woman in Iceland who turns drawings of turnips into classical music and there's Ludovico Einaudi, who provided the soundtrack for many of the Top Gear films I made. But that's about it.
Could it be that the same thing has happened with drumming? That we as a species were only ever any good at it between 1958 and 1978, and now we have lost the ability, in the same way that penguins have lost the ability to fly? Luckily, however, we still have the recordings from the days when drumming wasn't just an electronic nn tss nn tss nn tss nn tss and I've been listening to a lot of it all week. That's why I ended up revisiting "Can't Find My Way Home." You played on that one, Ginger. And now you have.
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And here's the Sun column: "Extinction Rebellion forget dole money, tents and yoga mats all come from… oil"
Clarkson is wrong by the way: Ginger Baker is only the world's fourth best drummer. The best and second best are Hal Blaine and Levon Helm.
Anyway, I have now caught up on posting all the Clarkson columns that ran while I was on vacation. Normal weekly posting will resume on Monday.
submitted by _Revelator_ to thegrandtour [link] [comments]

ProperSix Blockchain Stages Overview…

ProperSix Blockchain Stages Overview…
The features and stages of this ProperSix blockchain will be dynamic with the development of consensus algorithms and the overlap of Artificial Intelligence. Let us take a closer look!
Stage one will utilize Artificial Intelligence to produce a consensus protocol. Datasets will be generated that identify each nodes individual performance. That data will be injected into a prediction algorithm. This will allow the network to self learn, or train itself. This creates the “neural network” giving classification to all nodes. The ProperSix team has developed a message passing protocol. This is a dispersed network allowing high speed communication with top of the line data transfer capabilities. Although there will be a constant source of communications throughout the datasets of each node, the team does not anticipate any overloading of the network. Key note is that all hashing will be done with the utilization of cryptographic procedures. A fundamental crypto industry problem of forking has also been fixed. ProperSix was able to create a better option for their blockchain by avoiding hard forks, while still giving all the critical updates needed to the network.
https://preview.redd.it/ia9e2at9qao41.png?width=898&format=png&auto=webp&s=1957be6f18b0d77fb7872de0af350ace5ebc5fea
Quick Facts:
· Power Nodes – The health and throughput of the entire network is monitored. Once each node has been evaluated a ranking will be given to each node. Within this process, zero interaction will occur from any human beings. The classification of these power nodes are Lightening Nodes, Middle Nodes and Lower Nodes.
· Exploit Finding Nodes – This enables a secure network by overlooking the power nodes, thus using the gossip algorithm to do the communication among the nodes. Each node has its own selection pool, where strict security requirements are imposed by Artificial Intelligence. Access has to be granted for the nodes to function within the network.
https://preview.redd.it/aak6505iqao41.png?width=282&format=png&auto=webp&s=fdf8f23fcc2905c0463a50e45f1a2e7dfeccc430
Stage two will consist of a public Testnet of the ProperSix blockchain. Once the network is live, all international nodes will be able to access the network. Again, with the use of Artificial Intelligence the blockchain will keep an audit of all nodes, while removing any issues found to hinder the efficiency of the network. A unique crypto currency storage wallet will also be given, both with a hot and cold wallet option. Soon to be released is the DApp capable browser, as well as a downloadable application for mobile phones, allowing the user to access the ProperSix Exchange.
Stage three will promote a high speed communication of the blockchain, while allowing for multiple crypto currencies to be utilized within the ProperSix hot and cold wallets. These various cryptos will also be allowed for transactions on the ProperSix Exchange and ProperSix Casino. In this stage the upgrading and scaling of the blockchain will use machine learning. Very important to mention is that this blockchain will be offered as a private and public option for any and all that can utilize this new technological advancement. The Software Development Kit allows any creative mind/developer to utilize this blockchain. The ability to create smart contracts will be revolutionized!
https://propersix.trade/signup/QEN1-3BEL-KWXQ
Author: Emperial
submitted by Emperial-11 to u/Emperial-11 [link] [comments]

Anti-corruption Compilation part 5

This is a compilation of all the posts by user ar_david_hh who summarises anti-Corruption news of the day along with other interesting news in one comment. It is linked from the sidebar->Interesting Threads->Anti-corruption. The list is ordered by date, newest first. Date format: D/M/YYYY. All credit goes to the sub's hero ar_david_hh
Previous compilation threads: Part 1, part 2, part 3, part 4
UPDATED DAILY

submitted by Idontknowmuch to armenia [link] [comments]

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