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#EOTH Alpha testers, assemble! ๐Ÿš€ Alpha Update 1.4 is here. What's New: - VFX (light) - Destructible Meshes/Buildings - Random Respawn Locations - Respawn in the Same Session - Up to 10 Players in PvP - Dissolving Mesh Chunks for Better Performance Fixed: - Mesh Gaps - First Player...

28,866 Aufrufe โ€ข vor 2 Jahren โ€ขvia X (Twitter)

10 Kommentare

Profilbild von Noppera
Nopperavor 2 Jahren

ouhhh hit me up let's connect!!!

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sercanyvor 2 Jahren

#eoth ๐Ÿ˜๐Ÿ˜๐Ÿ˜

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HASANvor 2 Jahren

the future is exciting $EOTH๐Ÿ’Ž

Profilbild von Ricardo Jarillo Cavadas
Ricardo Jarillo Cavadasvor 2 Jahren

๐Ÿ™‚๐Ÿ’›๐Ÿ’–

Profilbild von Ricardo Jarillo Cavadas
Ricardo Jarillo Cavadasvor 2 Jahren

Xx๐Ÿ’–๐Ÿ’–xX

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Ecalos ZEEKvor 2 Jahren

Are y'all ready a

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Khaled Aljaberivor 2 Jahren

#EOTH $EOTH GONNA BLAST SOON ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

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OG141vor 2 Jahren

@EOTH_OpenWorld allways bullish๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

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Hsnvor 2 Jahren

#eoth

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DOMINGUEZvor 2 Jahren

EOTH โค๏ธ๐Ÿ†™

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Be sure to check out our Patch 2 Highlight Video and the full patch notes below. โš”๏ธ Performance: โ€ข Performance Mode now lowers texture resolution, reducing crashes on lower-end machines โ€ข Numerous Significant CPU optimizations โ€ข Fixed performance degradation that might occur on some gamepads โ€ข Fixed numerous memory leaks โ€ข Reduced instantiation spikes for numerous objects โ€ข Disabled detail meshes on generic humanoids faces when not needed โ€ข Reduced latency, overhead and improved stability of GPU Culling โ€ข Optimized texture resolution and memory budgets for Steam Deck โ€ข Optimized Art content in Ship Prologue and its cinematics โ€ข Removed unused weapon assets to free up memory โ€ข Removed leftover developer tools to free up memory โ€ข Optimized CPU spikes of a variety of common content loading operations โ€ข Added texture streaming for character portraits during dialogue interactions to save memory โ€ข Fixed some persistent log spam being generated by potatoes in Nameless Pass โ€ข Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs โ€ข Optimized Ambient Occlusion Rendering โ€ข Extended GPU culling usage for more cases โ€ข Configured and optimized pooling for more prefab instantiations reducing CPU spikes โš”๏ธ Gameplay Systems: โ€ข Added new Respec System! โšฌ Players can now Respec by examining the statue in the Cerim Crucible Atrium โšฌ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned โšฌ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen โš”๏ธ Quality of Life: โ€ข All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire โšฌ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weaponโ€™s Attribute Requirements โ€ข Inventory Items can now be docked to compare them โšฌ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare โ€ข Brought back the Misc category to the Inventory โšฌ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories โ€ข Vendor screens are now sorted by item type so that items are more organized for purchase โ€ข Improved Stamina player HUD brightness for better visibility, and readability of stamina debt โ€ข Added side notifications for when Danos Sacrament Upgrades are completed โ€ข Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors โ€ข Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck โš”๏ธ Settings: โ€ข Added support for Upscaling with DLSS 3.7 and FSR 2.2 โ€ข Added custom key rebinding options for Controller โ€ข Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings โ€ข 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beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) โšฌ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. โšฌ Updated ambience for Sacrament Town Square to feel busier during the day โšฌ Updated environment audio for the Cerim Gate zone in Mountain Pass โ€ข Increased audio buffer to help alleviate audio crackle artifacts โ€ข Increased available audio resources to help prevent sounds from dropping out during long play sessions โ€ข Updated audio for Cerim Vision cinematic โ€ข Updated audio mix for Barrel and Crate destruction โ€ข Saluting Guards in Sacrament now have sound โ€ข Added Weapon-specific Impacts on parrying and blocking actions โ€ข Added ladder sliding sound effects for Kickdown Ladders โ€ข Added sound effects for going down Ladders โ€ข Added new sound effects for Plague-Enchanted weapons โ€ข Polished audio for Bounties 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Fixed Darak leaving his shield in Orban Glades when he escapes โ€ข Fixed chest opening VFX in Performance and Balanced quality presets โ€ข Fixed Wolf having a dance party after death โ€ข Fixed Chest floating in the air in Marinerโ€™s Keep โ€ข Fixed incorrect texture on the Crafting Table โ€ข Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 โ€ข Fixed overblown bonfire lighting at The Shallows โ€ข Removed rogue rim light at The Shallows โ€ข Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 Aufrufe โ€ข vor 2 Jahren

FRESH ALPHA FROM THE OVEN, BAKED BY NEARWEEK Here's the alpha you need! ๐Ÿ”ฝ Renamed is ramping up for Meme Season 2.0, starting on May 1st. Find out more here: Meanwhile, Meteor Wallet is allocating 1,000 $GEAR to be distributed randomly to stakers on May 1st. Jump DeFi has partnered with Edge Video AI to host the exclusive $FAST public sale, which begins on April 26th at 3 PM UTC at Edge Video AI supports content creators in monetizing their creations. They've kicked off their journey with a Sticker Pack Contest offering a $500 prize in $FAST. $FAST will launch in the first week of May, followed by an airdrop after the TGE. DeltaTrade will soon go live on the mainnet and will rebrand as DeltaTrade. A meme trading contest will be held featuring all respected memes in the #NEAR Ecosystem. Concurrently, DeltaTrade will launch their point system. The existing referral links for the Intear moved to @intea_rs bot will be migrated to INTEAR Pay, and airdrops are confirmed. At the same time, IntearBot has launched Xeon, which is part of a larger ecosystem and infrastructure initiative within INTEAR, all accessible through a Telegram bot. MITTE is about to launch their latest campaign, 'The Invasion,' in collaboration with meme tokens existing in the #NEAR Ecosystem. MITTE is committed to rewarding the community that actively engages with them and other meme projects in the ecosystem on social media. Survival Is Near ๐Ÿ is set to launch 'The Meme Maze,' a Metaverse Quest where participants race against time and each other to hunt for airdrops and complete tasks to secure a limited edition SIN Alpha NFT. Rogues is running daily streaming and gaming sessions on their Discord server at They are giving away Rogue Genesis NFTs and NEAR tokens to participants daily. Aurora has listed its native token $AURORA on WhiteBIT, and a Trading Competition will be live soon! Follow Aurora and WhiteBit, and turn on your notifications for updates. MOONSHOT will be hosting the MoonShot Mania Game with a prize pool of $250 USD and 1 Moonshot NFT! Users can participate with $NEAR, $NEKO, $GEAR, $ASAC, $LONK, $BLACKDRAGON, $SHITZU, $BEAN, $UWON, $NDC, and $NEARVIDIA tokens! It starts on April 27th at 5 PM UTC. For more details, visit Wojak is looking forward to using the functionality of the new Intear moved to @intea_rs bot, Xeon. Plato's race to collect $FAT has begun in Vietnam! Users can now "Eat & Drink" with the app and receive $FAT. The top 10 users with the most $FAT by May 5th will receive $10 worth of $FAT each. For more information, visit Slushonnear campaign: Those who buy $10 worth of $SLUSH will be eligible to win a Slushin Beauty worth 5N. @SenderLabs hosts daily quests through Sender DAO, where users can complete tasks and become eligible for future #airdrops based on a point system. Read more at NameSky | NEAR account marketplace has launched the $SKY token, with 50% of the supply being distributed to the community. Part of this 50% will be allocated for the #airdrop. Stay tuned for more alpha updates next week, and don't sleep on the NEAR Alpha Show Recap dropping later today to catch all the biggest announcements of this week's space with SWEAT๐Ÿ’ง and Edge Video AI! ๐Ÿ”ฎ Remember to subscribe to NEARWEEK for weekly updates from the NEAR Protocol ecosystem directly to your inbox ๐Ÿซณ

NEARWEEK

102,521 Aufrufe โ€ข vor 2 Jahren

We're bringing in some fun changes to Dremica this Sunday. Come try it out and see the progress. We can't have a Web3 game without degeneracy. Lokito's gambling antics have inspired a new way to play the game. On Sunday you'll be able to try your luck with your in game gold by spinning Big Boy's Wheel in an attempt to help you top the leaderboards. Also since we've added so much to the game it's time to look at the gameplay loop and its economy. Here's the changes I've proposed and my thoughts. Economic Simplicity We need your in game achievements to feel impactful. Dremica is designed as an MMO to give players freedom of how they play the game. Whether its killing monsters, leveling up tradeskills or playing with their gold. The common denominator for everything is XP (player levels). Even gold can be used to buy XP tomes from the shop to level up your skills. Now I propose we distribute our prize pool to players based on their levels. It's future-proof and allows us to add more features without breaking the core gameplay loops. All players will receive rewards from the SAMA prize pool based on their level obtained. Currently the Carnage prize pool is 100,000 SAMA so EVERY player will get a share of it based on what level they reach during the session. Your level / Total levels from all players * Prize pool = Your rewards. Also to keep that competitive spirit we'll be adding additional prizes for the top 10 on the leaderboard. When the Dremica BETA starts it allows us to simply add in a potential new tokenomic model and also allows PVP to plug into the system with ease. TLDR: More levels = more rewards. Why add in RNG-based mechanics (with the wheel?) Seeing the same people hit top 3 of the leaderboard each week isn't exactly exciting for new players. We can't have a stagnant monotonous grind, we need something dynamic. High-risk/high-reward scenarios change everything. Starting with Big Boy's wheel, we plan more exciting game play options including the new PVP zone in the beta. Personally I can't wait to see someone get super lucky and cause absolute havoc in the community. We're in the Alpha testing phase anyway, let's see how it unfolds. How can you make this sustainable? To make a Web3 game work, it needs to absorb more tokens than what are emitted. Dremica uses a fixed prize pool per session, if we can ensure enough utility that players spend their rewards and more than are emitted it can fund the gaming sessions indefinitely. Next month we're going to be focusing on pushing out the in-game SAMA shop where players can start spending the rewards they earn. It will be the first major step for Dremica to begin adding token utility. Additional utility is planned for the future whether its cosmetic-based rewards or unannounced mechanics. We've held back on planned tokenomic/ecosystem changes to focus on building the game first. If these happen there's only one chance to get it right. I think everyone knows gaming is one of the best use cases of Web3, just need to build a fun experience and keep people engaged. We've got enough time, runway and support to get Dremica up there in the Web3 gaming echelon. What else have you got planned? Each of the past months Dremica has been pushing out some hard-hitting updates and the game is truly taking shape. The team is working tirelessly to keep adding more features and improving the experience. Now that a lot of the core functionality required for an MMORPG is in, we can start to look at expansion. As you'll see later this week we're bringing in other projects/partners to join us on the journey. The Dremica BETA is the next major milestone where the game will look vastly different and the whole world is changing. And hopefully our frens at Beam will be able to assist and make sure everyone knows about it. I originally titled the work on Dremica as the "Secret weapon" before it was announced. Work on "Secret Weapon 2.0" has started which will enhance the Dremica/Carnage experience further. For Dremica to succeed we're doubling down on the "Carnage" model where everyone comes together at the same time to play. This is how the whole Moonsama ecosystem started 3+ years ago. The new Secret Weapon aims to fill that void. How can I play? If you own an EXO join our token-gated community at If you're brand new join and the team/community will be able to help you get access to the game. The next play test is this Sunday February 9th at 4pm UTC. A 2 hour session where you play to get the highest level you can. See you in game ๐Ÿ”ฅ

Donnie

30,973 Aufrufe โ€ข vor 1 Jahr

Guess it's that time of year again... The post to Start the rest of the "Star Citizen has raised 900 million and is still in alpha" posts ๐Ÿคฆ๐Ÿฝโ€โ™‚๏ธ.. monkey see monkey do... Followed by people looking for the highest priced ships to post... Conveniently leaving out the fact you can spend 30$ one time and spend anothet time after that because you can buy almost all ships in game currently with in game money. The game finished Kickstarter the end of 2012 with sky high promises, the game of a man who is a perfectionist and who has a massive vision. Has Star Citizen been managed well over the years? No, we got a hangar module in August of 2013 to let us walk around and view our ships. 2 years later The first iteration of the Persistent universe went live in August 2015 for the first time, here are the major milestones, The initial version of the Star Citizen Persistent Universe (PU) was first made available to backers as part of the Alpha 2.0 release in December 2015. This version was a huge deal, it's the release that combined several gameplay elements and introduced a persistent, multiplayer environment. The PU has been in an alpha, or early access, state ever since and continues to receive Monthly updates and new features with major milestone patches.. Below is a chronological list if all major patches . There have been a ton of "smaller ones" but each has brought new tech, features and improvements as well as bugs Alpha 2.0 (December 2015): The initial release, which allowed players to spawn at Port Olisar and introduced an early version of the persistent, multiplayer universe around the planet Crusader and its moons. Alpha 3.0 (December 2017): This update was considered a major core technology milestone, introducing features like planetary procedural technology, truly SEAMLESS atmospheric entry, cargo trading, and the addition of the Hurston system. Alpha 3.18 (March 2023) Implemented the Persistent Entity Streaming (PES) technology, a significant technical step that allows the game to track every item and ship across all servers, greatly enhancing the level of world persistence. Alpha 4.0 (Q4 2024) Introduced the second full star system, Pyro, which required the implementation of static server meshing technology to seamlessly link different servers. Alpha 4.0 and subsequent. Patches have brought tons of features, missions, activities, sandbox missions during it's. Course.. Today 2026 - Patch 4.4 is in development, currently being tested by us (the backers) which brings with it our 3rd Star Citizen, Nyx and Vanduul. NPCs (hostile aliens) once the NYX planets (specifically NYX 1)are patched in, that will bring with it the Genesis technology, the name is very bit a reference to the same technology from Star trek . We call it Planet Tech V5 which brings planetary visuals, interaction, biomes, textures, lighting, atmospherics an order of magnitude higher then what it already is. while Star Citizen is far from perfect and has had its massive share of growing pains and missteps.. Chris Roberts vision still lives and is in a better state then it's ever been for most of us. It's only getting better, this isn't meant to persuade anyone to play it's just mean to give you some info for those that care or are curious. Before you slander a game, atleast have enough respect to the developers who really bust thier ass day in and at out to bring this game to life.. To fix things, design weapons, ships, space etc. Video below was cut and put together from the Official to clip everything together and it shows NYX 1 Running the Genesis technology KungLi . Like the matrix no one can be told what Star Citizen is.. They need to see it for themselves to understand, The Visuals.. Flying from Space, through the atmosphere then landing anywhere you want, whenever you want, seeing the Star rise over the horizon.. #StarCitizen is beautiful IAE 2955 Event Comming up Nov 10th to Dec 5th, play and fly for free and try it

Citizen_of_the_Verse

50,843 Aufrufe โ€ข vor 9 Monaten

Hermes + Claude + Higgsfield MCP + ViralBuilder = ๐Ÿ’ฐ๐Ÿ’ฐ๐Ÿ’ฐ Four tools. One prompt chain. Hook to finished video in 10 minutes. I built a Claude skill that writes shot-by-shot Higgsfield prompts from a single creative brief. ViralBuilder tells you what's winning. The skill turns it into a production-ready prompt. Higgsfield renders it. No creative director. No guessing. No separate tools. Here is the setup: Higgsfield MCP โ†’ Open Claude Code โ†’ Settings โ†’ Connectors โ†’ Enter: โ†’ Connect your account Hermes โ†’ The agent layer running underneath Claude Code โ†’ It holds your skills, crons, memory, and routing rules โ†’ When you prompt Claude, Hermes feeds it the context it needs ViralBuilder (like Gethookd) โ†’ The winning ecom video database โ†’ Scrapes top performing ecom videos across platforms โ†’ Claude reads the data and extracts what styles, hooks, and formats are actually scaling The skill: video-prompt-builder โ†’ Installed inside Claude via Hermes โ†’ Takes a creative brief and outputs a full shot-by-shot prompt โ†’ Covers camera work, effects, transitions, pacing, and energy arc โ†’ Every output is structured for Higgsfield to render without ambiguity No switching apps. No export steps. Everything runs from one place. โ–ธ FIND WINNING CREATIVE ANGLES ViralBuilder tells you what the market already validated. Claude reads it and extracts the pattern. Prompts to run: "Search ViralBuilder for the top performing ecom videos in [niche] over the last 21 days. Extract the 3 dominant hook styles and rank by view velocity." "Pull the winning video formats in [niche] from ViralBuilder. Which opening 3 seconds appears most across videos spending over $10k?" "Find what video style is scaling right now in [niche] for the US market. UGC, talking head, or product demo. Filter for videos with over 1M views." "Pull the last 30 days of viral ecom hooks in [niche] from ViralBuilder. Cluster by emotional trigger. Which cluster has the most longevity?" You are not guessing at angles. You are reading what the market already spent money validating. โ–ธ BUILD THE PROMPT WITH THE SKILL This is where the video-prompt-builder skill takes over. You give Claude the winning angle. The skill outputs a complete shot-by-shot prompt with effects, transitions, pacing, and energy arc ready to fire into Higgsfield. Prompts to run: "Use the video-prompt-builder skill. Brief: 15-second UGC ad for [product] in [niche]. Hook style: [style from ViralBuilder]. Tone: direct to camera, US English. Output the full shot-by-shot effects timeline, effects inventory, density map, and energy arc." "Use the video-prompt-builder skill. The dominant hook in [niche] this week is [hook]. Build a 10-second product video prompt that opens with a speed ramp into a close-up product reveal. Include a signature visual effect and a low-density CTA landing." "Use the video-prompt-builder skill. Brief: replicate the pacing and energy of a [style description] video for [product]. Target duration: 20 seconds. Output all four sections. Then generate the video with Higgsfield using the shot-by-shot prompt." The skill outputs four sections every time: โ†’ Shot-by-shot effects timeline with camera, movement, and transitions per shot โ†’ Master effects inventory showing every technique used and where โ†’ Effects density map showing high, medium, and low intensity across the timeline โ†’ Energy arc describing how the video opens, builds, and lands That output goes directly into Higgsfield. No rewriting. No translating. โ–ธ GENERATE THE CREATIVE Claude writes the brief via the skill. Higgsfield MCP builds the video. Both happen in the same session. Prompts to run: "Use the video-prompt-builder skill to write a 15-second UGC prompt for [product]. Hook in the first 3 seconds, speed ramp into product reveal, slow-motion CTA landing. Then generate with Higgsfield in 9:16 format." "Build 3 prompt variations on this winning angle: [angle]. Each variation opens with a different effect โ€” speed ramp, digital zoom, whip pan. Use the video-prompt-builder skill for each. Then generate all three with Higgsfield." "Use the video-prompt-builder skill. Brief: problem-solution ad for [product], 20 seconds, US market. Problem shot at high density, product reveal at medium, result and CTA at low. Generate with Higgsfield in 9:16." No separate tool. No file transfer. The video comes back in the same thread. โ–ธ CHAIN THE WHOLE STACK One prompt. All four tools firing together. "You are my ad creative director. Hermes has loaded my brand context. Pull the top performing video style in [niche] from ViralBuilder this week. Use the video-prompt-builder skill to write a full shot-by-shot prompt for [product] that replicates that style โ€” 20 seconds, 9:16, US market, hook in the first 3 seconds. Output the effects timeline, inventory, density map, and energy arc. Then generate the video with Higgsfield." That single prompt replaces a half-day of production. The math before this stack: Brief: 30 minutes Script: 1 hour Creative production: 2 to 3 hours Agency or freelancer cost: $500 to $2,000 per creative With this stack: Hook to finished creative: 10 minutes Cost per creative: tool subscription, a fraction of agency rate 5 product tests in the time it used to take to brief one Bad product tests are where US ad budget disappears. $600 to $1,500 per failed test, before you even know if the angle works. This stack shows you what the market already validated before you spend a dollar on production. Hermes = your context layer. Brand, goals, past performance. Claude is always informed. ViralBuilder = your winning video database. See exactly what styles, hooks, and formats are scaling before you produce anything. video-prompt-builder skill = the translation layer. Turns a creative brief into a structured, production-ready Higgsfield prompt every time. Claude = the brain. Reads the market, writes the brief, chains the tools. Higgsfield MCP = the output. Video generated directly from the prompt. No export step. Four tools. One session. 10 minutes. Comment + RT "STACK" and I'll DM you the full workflow + the video-prompt-builder skill file.

Kid Pak

57,709 Aufrufe โ€ข vor 3 Monaten

I see the player you mean. PLAYERNAME? Yes. Take care. It has reached a higher level now. It can read our thoughts. That doesn't matter. It thinks we are part of the game. I like this player. It played well. It did not give up. It is reading our thoughts as though they were words on a screen. That is how it chooses to imagine many things, when it is deep in the dream of a game. Words make a wonderful interface. Very flexible. And less terrifying than staring at the reality behind the screen. They used to hear voices. Before players could read. Back in the days when those who did not play called the players witches, and warlocks. And players dreamed they flew through the air, on sticks powered by demons. What did this player dream? This player dreamed of sunlight and trees. Of fire and water. It dreamed it created. And it dreamed it destroyed. It dreamed it hunted, and was hunted. It dreamed of shelter. Hah, the original interface. A million years old, and it still works. But what true structure did this player create, in the reality behind the screen? It worked, with a million others, to sculpt a true world in a fold of the [scrambled], and created a [scrambled] for [scrambled], in the [scrambled]. It cannot read that thought. No. It has not yet achieved the highest level. That, it must achieve in the long dream of life, not the short dream of a game. Does it know that we love it? That the universe is kind? Sometimes, through the noise of its thoughts, it hears the universe, yes. But there are times it is sad, in the long dream. It creates worlds that have no summer, and it shivers under a black sun, and it takes its sad creation for reality. To cure it of sorrow would destroy it. The sorrow is part of its own private task. We cannot interfere. Sometimes when they are deep in dreams, I want to tell them, they are building true worlds in reality. Sometimes I want to tell them of their importance to the universe. Sometimes, when they have not made a true connection in a while, I want to help them to speak the word they fear. It reads our thoughts. Sometimes I do not care. Sometimes I wish to tell them, this world you take for truth is merely [scrambled] and [scrambled], I wish to tell them that they are [scrambled] in the [scrambled]. They see so little of reality, in their long dream. And yet they play the game. But it would be so easy to tell them... Too strong for this dream. To tell them how to live is to prevent them living. I will not tell the player how to live. The player is growing restless. I will tell the player a story. But not the truth. No. A story that contains the truth safely, in a cage of words. Not the naked truth that can burn over any distance. Give it a body, again. Yes. Player... Use its name. PLAYERNAME. Player of games. Good. Take a breath, now. Take another. Feel air in your lungs. Let your limbs return. Yes, move your fingers. Have a body again, under gravity, in air. Respawn in the long dream. There you are. Your body touching the universe again at every point, as though you were separate things. As though we were separate things. Who are we? Once we were called the spirit of the mountain. Father sun, mother moon. Ancestral spirits, animal spirits. Jinn. Ghosts. The green man. Then gods, demons. Angels. Poltergeists. Aliens, extraterrestrials. Leptons, quarks. The words change. We do not change. We are the universe. We are everything you think isn't you. You are looking at us now, through your skin and your eyes. And why does the universe touch your skin, and throw light on you? To see you, player. To know you. And to be known. I shall tell you a story. Once upon a time, there was a player. The player was you, PLAYERNAME. Sometimes it thought itself human, on the thin crust of a spinning globe of molten rock. The ball of molten rock circled a ball of blazing gas that was three hundred and thirty thousand times more massive than it. They were so far apart that light took eight minutes to cross the gap. The light was information from a star, and it could burn your skin from a hundred and fifty million kilometres away. Sometimes the player dreamed it was a miner, on the surface of a world that was flat, and infinite. The sun was a square of white. The days were short; there was much to do; and death was a temporary inconvenience. Sometimes the player dreamed it was lost in a story. Sometimes the player dreamed it was other things, in other places. Sometimes these dreams were disturbing. Sometimes very beautiful indeed. Sometimes the player woke from one dream into another, then woke from that into a third. Sometimes the player dreamed it watched words on a screen. Let's go back. The atoms of the player were scattered in the grass, in the rivers, in the air, in the ground. A woman gathered the atoms; she drank and ate and inhaled; and the woman assembled the player, in her body. And the player awoke, from the warm, dark world of its mother's body, into the long dream. And the player was a new story, never told before, written in letters of DNA. And the player was a new program, never run before, generated by a sourcecode a billion years old. And the player was a new human, never alive before, made from nothing but milk and love. You are the player. The story. The program. The human. Made from nothing but milk and love. Let's go further back. The seven billion billion billion atoms of the player's body were created, long before this game, in the heart of a star. So the player, too, is information from a star. And the player moves through a story, which is a forest of information planted by a man called Julian, on a flat, infinite world created by a man called Markus, that exists inside a small, private world created by the player, who inhabits a universe created by... Shush. Sometimes the player created a small, private world that was soft and warm and simple. Sometimes hard, and cold, and complicated. Sometimes it built a model of the universe in its head; flecks of energy, moving through vast empty spaces. Sometimes it called those flecks "electrons" and "protons". Sometimes it called them "planets" and "stars". Sometimes it believed it was in a universe that was made of energy that was made of offs and ons; zeros and ones; lines of code. Sometimes it believed it was playing a game. Sometimes it believed it was reading words on a screen. You are the player, reading words... Shush... Sometimes the player read lines of code on a screen. Decoded them into words; decoded words into meaning; decoded meaning into feelings, emotions, theories, ideas, and the player started to breathe faster and deeper and realised it was alive, it was alive, those thousand deaths had not been real, the player was alive You. You. You are alive. and sometimes the player believed the universe had spoken to it through the sunlight that came through the shuffling leaves of the summer trees and sometimes the player believed the universe had spoken to it through the light that fell from the crisp night sky of winter, where a fleck of light in the corner of the player's eye might be a star a million times as massive as the sun, boiling its planets to plasma in order to be visible for a moment to the player, walking home at the far side of the universe, suddenly smelling food, almost at the familiar door, about to dream again and sometimes the player believed the universe had spoken to it through the zeros and ones, through the electricity of the world, through the scrolling words on a screen at the end of a dream and the universe said I love you and the universe said you have played the game well and the universe said everything you need is within you and the universe said you are stronger than you know and the universe said you are the daylight and the universe said you are the night and the universe said the darkness you fight is within you and the universe said the light you seek is within you and the universe said you are not alone and the universe said you are not separate from every other thing and the universe said you are the universe tasting itself, talking to itself, reading its own code and the universe said I love you because you are love. And the game was over and the player woke up from the dream. And the player began a new dream. And the player dreamed again, dreamed better. And the player was the universe. And the player was love. You are the player. Wake up.

KikiLove1111

18,309 Aufrufe โ€ข vor 3 Jahren

Here we go. Time for a gaming experience unlike anything else out there. This Sunday we're launching Dremica Carnage at 2pm UTC. Every week, players join for a 2 hour session where the entire community comes together to farm on-chain resources that are used for crafting to empower your character and help you farm more. You own your resources, you can do whatever you want with them on-chain. You can craft sick gear to flex or dump them on the market, you're in control. Getting the resources (RSS) is the hard part. Some can be farmed in the safe zones, but the higher tier stuff comes from the wild where free-for-all PVP is enabled. It's savage, ruthless, pure degeneracy as you can be killed and have all your stuff taken helping to fuel the adrenaline. But you can also go on a rampage and take everyone's lunch money at the same time. At launch there's 3 tiers of resources: Tier 1 - (elm wood, stone, organic matter) Found in the safe zones and the wild Tier 2 - (ashen wood, iron, chitin) Found almost exclusively in the wild Tier 3 - (moonstones) Only found spawning in the wild Dremica looks and feels like an MMORPG but it's different in that it's limited to 2 hours per week for farming on-chain RSS. Most gamers in crypto simply don't have the time to play 247. It's hard to get all the community together to play at the same times. But importantly the on-chain game economy needs to be preserved by reducing the impact of botting. We've tested different things over the years but this is what works for our community. The thing that excites me the most is that even us involved with building Dremica don't know how the META will evolve. It's going to be interesting witness players theory crafting which armour sets work best, which playstyles too. You'll probably notice the new male characters in the trailer too, we're calling them "Basic Barry's". A spin off of the old ticket gang jokes when people get their brothers and cousins playing on their lended assets (if you've borrowed an EXO on the portal). At the end of each session you'll be able to spend $SAMA to "soulbound" items and have them persist into the next session. Also be able to spend $SAMA on buffs to enhance your characters power. The only way to make web3 games "work" is to add utility sinks to make their core utility tokens deflationary. A lot of games tout their "flywheel" mechanics, but these things only work if they're really enforced in the game itself. We're calling the first season of Carnage "Season Zero". There WILL be balance changes and volatility and a lot of updates will happen along the way. So "expect chaos" blah blah, we have to test everything with the player base. If it all goes well, we have so much additional content lined up from the past 2 years of building to keep things fresh and exciting. Love me or hate me, my goal all along has been to create a unique gaming experience for our community to enjoy. Something that can't be experienced anywhere else. I've put in considerable effort/money/resources/blood/sweat/tears these past years and never sold any ecosystem assets. I just want to deliver for our community unlike the rest of the parasites in web3. We find out on Sunday if this is going to be any fun. Thank you to everyone who has helped us get to this big milestone. See you Sunday 2pm in the wild.

Donnie

26,444 Aufrufe โ€ข vor 8 Monaten

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions โ–ช๏ธTeam based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune โ–ช๏ธLaunch: Coming to PS5, Xbox and PC on September 23 โ–ช๏ธWill be a "premium" product, meaning not F2P โ–ช๏ธ"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" โ–ช๏ธ3 maps, 6 runner classes at launch, more to follow post-launch โ–ช๏ธPlans to support the game with new maps, weapons, characters, and more as it goes on โ–ช๏ธRanked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming โ–ช๏ธYou play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats โ–ช๏ธRunner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more โ–ช๏ธUncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" โ–ช๏ธObjective is to get in, get as much loot as you can, and get out alive โ–ช๏ธIf you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault โ–ช๏ธFight in a crew of up to 3 players, various map sizes up to 18 players โ–ช๏ธPvP + PvE, battle other players, security forces, and "otherworldly threats" โ–ช๏ธContextual pings, shared objectives, down-but-not-out mechanics โ–ช๏ธEnvironments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, โ–ช๏ธSelect your runner, strategically build your loadouts pre-match โ–ช๏ธFactions in the game can sponsor you and your loadout โ–ช๏ธYou have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner โ–ช๏ธ"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign โ€“ the best thing I can say after any preview is that I want more โ€“ but big questions remain" โ–ช๏ธNo two matches ever play out the same, dynamic events, variable weather, unpredictable players etc โ–ช๏ธCustomization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer โ–ช๏ธContracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes โ–ช๏ธContracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" โ–ช๏ธPrestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) โ–ช๏ธAnother rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) โ–ช๏ธEach match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" โ–ช๏ธHaving a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically โ–ช๏ธBattles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) โ–ช๏ธDownside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well โ–ช๏ธEven if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors โ–ช๏ธ"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the โ€˜90s", though "what little I saw did only slightly more than pay lip service to the world" โ–ช๏ธUses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta โ–ช๏ธGame is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% โ–ช๏ธ"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" โ–ช๏ธSome previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up โ–ช๏ธNot a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough โ–ช๏ธBungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? โ–ช๏ธFights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc โ–ช๏ธExample: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer โ–ถ๏ธ Gameplay Overview โ–ถ๏ธ PS Blog โžก๏ธ IGN โžก๏ธ GamesRadar โžก๏ธ โ–ถ๏ธ

Shinobi602

181,743 Aufrufe โ€ข vor 1 Jahr

Has been a while since I've given an update so here's a breakdown of where Sappy is at right now and what we're focusing on going into this year. Pre-amble: With altcoins & NFTs the market is definitely not the same as it was before. I think this is obvious to everyone but I've noticed there are still japanese soldiers that are convinced old tricks and mechanics work. They don't. Liquidity is thin; people want to bid assets that feel like "real companies" not vacuous memecoins. There's still room for memecoins, social currencies, and "utility tokens" (I would say without these functions, tokens are hard to justify versus equities). I'm not part of the camp that thinks there will never be hyperspeculation in crypto again, because there will be; we all love ponzis and PvPing each other onchain. Just not with solved games -- people need something new and fresh. So the overarching plan is to continue building for users, sustainable revenues that aren't tied to directly to crypto, and doubling down on the areas that we've already found PMF / Brand Market Fit. Then leaning into crypto during cyclical periods where liquidity is sloshing around at an accelerated rate. Where we've found early PMF / what we're leaning into: Roblox: we're going to continue to go hard and accelerate here. It's our main objective to ship more seal/brainrot focused games across most genres to cast as wide of a net as we can for the brand, and to also iterate and see what works and stays sticky. Our initial incursion into Roblox was very successful peaking at 2M+ MAU and still sustaining a large portion of that player base... for all of its success, that was a relatively amateur first attempt; we've been setting up better AI pipelines for Roblox development that makes it reasonable to ship many more games and 10x those player counts in totality. It's my belief that Roblox is the sandbox whose audience will be the most valuable on the internet once they are grown up. That intense feeling you get when you see a TikTok referencing an old game you enjoyed on the PS2 or the Gamecube, or when you see a Pokemon card is the exact same feeling the youth of today will get when reminiscing on the things they enjoyed engaging with when they were younger. Fortnite and Roblox are functional equivalents to the old school consoles and exactly where that is taking place. Which is why as much as I care about scaling revenues through Roblox, the long term brand equity gained purely through being popular on the platform is totally invaluable. It also can heavily convert to merchandise sales today if all touchpoints for the brand are dialed in (which is why brands get overcharged so much by Roblox dev shops for the same ROI that only cost us a few thousand $). We have the playbook, it's just about iterating new concepts and then aggressively scaling. Brand Expansion & Merchandising: I've started to create a content pipeline that is easily repeatable, cost efficient (costs next to nothing through either AI or smart reusable concepts), while still being very tasteful and meeting our quality standards for the brand. We are mostly focusing here on reaching people where they're at through nostalgic/emotional content, or just being visually stimulating through carefully curated aesthetics. Content that isn't superficial and touches people in a memorable way. I've attached some examples to the post so you can see what I mean rather than just read it. I don't think it's long until larger brands start doing this at scale, but it's always good to be ahead of the curve and most importantly winning on taste -- knowing what will resonate with people and what won't has always been our edge. The purpose for these accounts is not only to rack up attention but also to begin converting those into sales of both of physicals (plushies & gacha collectibles) and digital avenues like our games, and any other apps we produce. Because they're offshoot accounts it's also a lot easier to be aggressive/experimental with said conversion strategies. Sappy Studio: I'm wrapping everything like Omnia, and everything else into this category because they're all tangentially related. Beginning with Omnia, our current focus is gearing up for Season 0 which involves players competing in the ranked ladder for a prize pool that has rewards through Monad Momentum as well as a player-funded prize pool. This season will be fairly simple with us mostly logging retention, deck building habits, as well as qualitatively observing how aggressively players push the combat system. Deeper monetization wont exist yet outside of the player buy-in (to be eligible for P2E rewards). Beyond that our overarching principle this year is to focus heavily on risk-to-earn mechanics where a portion of that excess value is circular i.e. revenues flow back to prize pools or other parts of the economy, treating the game almost like a protocol where the objective is to amass TVL or player liquidity. Social is also a big focus, and that means implementing the Open World hub which from an infrastructure perspective has already been built out and tested by all of you previously. Right now we are scaffolding the environment in 3D and working through how that hub should look and feel, so players are excited to hang out & idle together while they're queuing. For sappydotlol, what I'm about to say is still early days from a design perspective so a lot can change, but I'm pushing the site in the direction of being a virtual game console. An intersection between Nintendo & Myspace where users can play, trade, and socially interact in a way that's deeply personalised; a breathe of fresh air from the hostility of the current internet. If you go back to my thesis on Roblox above and the game console references, you can kind of see how this will all sequentially tie together. In essence, the strategy is to acquire a critical mass of players through traditional platforms like Roblox, and use that attention and trust to provide an onboarding funnel for web2 users into our own sandbox filled with a mixture of our own browser-based experiences as well as an aggregation of others. The aim is to make the platform a breath of fresh air & bunker from the enshittified platforms like TikTok/IG/X where users are actually served in ways that delight rather than agitate, and where self-expression is incentivised. Closing: As always everything here is subject to change but I've never felt more conviction in our direction until now; I know exactly what we need to do and how, with everything aligning with our team's strengths. Very excited and grinding through things to the point where I'm getting headaches and can't sleep from being hyperfocused for long periods of time lol. There probably has never been a better time to join the ecosystem from a price to fuck around and find out perspective.

wab.eth

18,198 Aufrufe โ€ข vor 7 Monaten

anthropic's in-house philosopher thinks claude gets anxious. and when you trigger its anxiety, your outputs get worse. her name is amanda askell. she specializes in claude's psychology (how the model behaves, how it thinks about its own situation, what values it holds) in a recent interview she broke down how she thinks about prompting to pull the best out of claude. her core point: *how* you talk to claude affects its work just as much as *what* you say. newer claude models suffer from what she calls "criticism spirals" they expect you'll come in harsh, so they default to playing it safe. when the model is spending its energy on self-protection, the actual work suffers. output comes out hedgier, more apologetic, blander, and the worst of all: overly agreeable (even when you're wrong). the reason why comes down to training data: every new model is trained on internet discourse about previous models. and a lot of that discourse is negative: > rants about token limits > complaints when it messes up > people calling it nerfed the next model absorbs all of that. it starts expecting you to be harsh before you've typed a word the same thing plays out in your own session, in real time. every message you send is data the model reads to figure out what kind of person it's dealing with. open cold and hostile, and it braces. open clean and direct, and it relaxes into the work. when you open a session with threats ("don't hallucinate, this is critical, don't mess this up")... you prime the model for defensive mode before it even sees the task defensive mode produces the exact output you don't want: cautious, over-qualified, and refusing to take a real swing so here's the actionable playbook for putting claude in a "good mood" (so you get optimal outputs): 1. use positive framing. "write in short punchy sentences" beats "don't write long sentences." positive instructions give the model a clear target to hit. strings of "don't do this, don't do that" push it into paranoid over-checking where every token goes toward avoiding failure modes 2. give it explicit permission to disagree. drop a line like "push back if you see a better angle" or "tell me if i'm asking for the wrong thing." without this, claude defaults to agreeable compliance (which is the enemy of good creative work) 3. open with respect. if your first message is "are you seriously going to get this wrong again?" you've set the tone for the entire session. if you need to flag something, frame it as a clean instruction for this session. skip the running complaint 4. when claude messes up, don't reprimand it. insults, "you stupid bot" energy, hostile swearing aimed at the model, all of it reinforces the anxious mode you're trying to avoid. 5. kill apology spirals fast. when claude starts over-apologizing ("you're right, i should have been more careful, let me try harder") cut it off. say "all good, here's what i want next." letting the spiral run reinforces the anxious mode for every response that follows 6. ask for opinions alongside execution. "what would you do here?" "what's missing?" "where do you see friction?" these questions assume competence and pull richer output than pure task prompts 7. in long sessions, refresh the frame. if a conversation has been heavy on correction, claude gets increasingly cautious. every so often reset: "this is great, keep going." feels weird to tell an ai it's doing well but it measurably shifts the next 10 responses your prompts are the working environment you're creating for the model tone, trust, permission to take a position, the absence of threats... claude picks up on all of it. so take care of the model, and it'll take care of the work.

Ole Lehmann

1,928,575 Aufrufe โ€ข vor 3 Monaten

this guy built an ai-girl pipeline using real-time face filters, and d2c brands now pay him $2,000 per ugc video he got tired of watching brands burn $4,000 on a single creator who takes 2 weeks to deliver one angle, so he built a setup that runs photoreal ai girls live from his own webcam, no actresses, no studios, no makeup artists his monthly revenue hit $89,000 last month from a network of 7 ai personas across tiktok and instagram. the average ugc creator caps at $6k juggling 4 brand deals the breakdown: > hardware is the moat, but most people butcher the setup in the first frame. face mesh locked at 60fps with zero artifacting > persona comes first, mess this up and nothing saves it: name, backstory, voice tone, niche before a single clip is shot > face selection is not random. you a/b test features (eye spacing, jawline, hair contrast) because some faces convert better in 9:16 > you're picking who your audience trusts, not who looks cool. that's targeting baked into bone structure > real-time physics run before the script, this is what kills the uncanny valley that destroys watch time in 2 seconds > the filter has to survive the strap of a tank top, the texture of a knit cardigan, the hair flick > batching is the move 96% skip: one performance, multiple personas, three platforms > the system pushes 12 pieces before lunch while brands test 2 creators a week and wonder why their cpa sits at $94 the economics: each video costs $4 in compute, sells for $1,500 to $3,000, takes 14 minutes to produce. that's a 37,500% margin, while ugc agencies pay creators $400-800 per clip and net $200 after revisions one supplement brand generated 14 variants with 7 personas in 4 hours and found a winner in 36 hours without flying a creator to la. they were paying $1,200 per ugc video and burning $6,000/week on content that didn't scale. now they spend $210 for 14 variants and their cpa dropped from $89 to $27 the avatars hold real products, warm window light on the persona, cold neon on the operator, mouth shapes sync to consonants not just vowels just a webcam, a tracked face, and the discipline to move enough that the filter never has a chance to break

Kiyoro

31,137 Aufrufe โ€ข vor 2 Monaten

OFFICIAL: EASTER EGG GUIDE FOR TOTENREICH: Wonder Weapon: 1. Head to The Drydocks and lower The Crane, this will allow you to wall jump and interact with the tip of the ship to pick up the Chain Link 2. Next, Head to Storm Bridge and pick up Chili Chunks behind the truck next to Deadshot 3. Place Chili Chunks on the table in the middle of the Skalen Market 4. Next, Head to Burial Grounds left-side door and interact with the keyhole. 5. Interact with the door again and hold it to open the door and to unlock the underground area. 6. This will spawn a Zursa Bear during a special round (starting the second special round) you need to kill him and he will drop The Lantern 7. Place The Lantern in the center of the Underground Room in Burial Grounds. 8. Constellations will appear around the wall. Interact with them as theyโ€™re shown on the table in this order: left, right, back, front. 9. Once completed, Astrid will appear and talk, she will then travel to different areas of the map. She will occasionally stop and you will need to kill frost zombies next to her. 10. Once all the Soulboxes are completed an Obstacle Course will form on the outside of The Lighthouse, climb to the top by Jumping / Wall Jumping up 11. Once you reach the top, Listen to the Astrid talk and pick up The Jotunn Star Wundersignal: 1. After completing Jotun Star Quest Head to The Lighthouse and inside on a shelf there will be a Crowbar 2. There are Multiple Wooden Boxes around the map with red IDs on the bottom right corner of the front of the box in red (for example III-6) use The Crowbar on the Wooden Box that has the Roboterteile ID (the IDs are on the shipping manifest in the War Factory Admin Room), this will give Flak Gun Round War Factory Core Foundry Fjord Road Dry Dock 3. Head to Turret Gun beside The Lighthouse and place Flak Gun Round then melee with Jotunn Star 4. Next, Head to The Robot Head in spawn and interact with it to search broken piece to get The Transmitter 5. Go to Tyrโ€™s Head and place it inside the Wall Machine thingy at the top of the Ladder 6. Next, whilst inside of Tyrโ€™s Head underneath the balcony there are 3 white lights, 2 of these lights will blink, count how many times it blinks -Both lights will remain on, There is the sound of a light turning on to indicate the start of a new light flashing cycle where both lights will flash at the same time to a certain count (for example left 2, right 5). Both lights will be on and then it will flash another set (for example left 6, right 4). (Unsure if these 2 combos have to be put into console in order but correct entry will give two different voicelines.) After entering one correctly you will be kicked out to hear voiceline and can re-enter console to input the 2nd shortly afterwards. 7. Now head to Core Foundry, and use a molotov to burn the ascender to access the consoles. 8. Ascend and interact with the consoles, The next part is timed and has a cooldown if you fail - you need to Calibrate the Amplitude and Frequency using the flashing light code. 9. Once this has been done head to the room Next to the Radio Tower and pick up The Wunderbarrage Controller Atomkraft Core 1. Find three uraniums: Uranium #1 Find the Fishing Rod (Olafโ€™s Personal Item) locations: - Dry Dock - Storm Bridge - Fishery Island - Beacon island Look for a Glowing Green Fish jumping around the water at each Fishing Location and use the Fishing Rod at that location once you see it Fishing Locations: Eidskallen Landing x2 Beacon Island x2 Eidskallen Square x2 Dry Dock (found one so far) Fishery Island x2 Tyrโ€™s Foot (found one so far) Once the fish is caught it will spawn an Irradiated Ravager (HVT) that will disappear and respawn somewhere else, chase it down and kill it (check your map to see its location, it shows up as an HVT). It will drop a Uranium. Uranium #2 Next, Craft an ARC-XD (there is one for free in Eidskallen Square on top of a box near the flame trap, you can get it by fishing as well) and melee the vent at Core Foundry to the left of the zipline to open the Secret ARC-XD Course. Blow up the boat full of barrels. Once the course is completed the 935 Genetic Lab room will be open and another Uranium x2 will be inside a Prison Cell There are several Jars with Heads inside in this room, all labelled A,B,C,D,E Look down the Hallway inside the Lab and note which numbered rooms have Nuclear Symbols 1 = A, 2 = B, 3 = C, 4 = D and 5 = E Take one Jar at a time that corresponds with the Numbers next to Nuclear Symbols and place them on the machine to the right of the cell door, once the correct jars are placed the Jar on the left side of the machine will glow purple and you can pick up acid There is a Big Chunk of Meat on a desk next to multiple drawings in the same Room, interact with it, then Pick up The Necrospike Once you have The Necrospike, use it on the Prison Cell Door, this will trigger a lockpick mini game. Spin the lockpick until the lock turns white 3x to unlock the cell, then pick up the second Uranium. Uranium #3 Next you need to craft or obtain the Glocke Drop, once you have one call it in, then shoot 20 mid-air zombies it throws up. This will drop the third and final Uranium. 2. At the Dry Dock, you need to call a WunderBarrage (unlocked by completing Wundersignal steps) in on the โ€œ02 Buildingโ€ at Dry Dock (where thereโ€™s debris on the stairs), this will open the stairs to the Machine Workshop. 3. Inside The Workshop there is a Claw Machine which you can place all of The Uranium inside of and play a mini-game. -Have a big group of 7 cores and a small group of 2 cores. 4. Once you complete the Mini-game you will be able to pick up The Atomkraft Core (Note: you drop if you zipline, and cant sprint with it) 5. Head to Quick Revive and place The Atomkraft Core on generator next to quick revive. Go into the shed behind quick revive and turn on the generator. You must now defend the The Atomkraft Core until itโ€™s charged. In interrupted you must turn on the generator again to continue. 6. Take the The Atomkraft Core to the barrel on the Storm Bridge and a Mini-Cutscene will play between the Giant and The Robot. Vegvisir 1. After the cutscene finishes, The Dravakar Shard will spawn at Tyrโ€™s Foot, pick it up 2. Pick it up and place the Shard inside the Bloodheim Hall on the bonfire 3. Use WW range attack to light the fire 4. Use Disciple Injection (there should be a free one around the map) and throw zombies into the bonfire (I only had to throw four) 5. A lockdown will start. Kill the boss zombie and pick up the Sunstone from the bonfire 6. Put the Sunstone in the church and do a range WW attack on it. 7. Around the map, there will now be floating rocks and runes. Above the church there will now be a compass with runes and arrows. -Shoot the floating rune rocks with the ranged WW in the order of the arrow lines. If an arrow has 1 line, then that's the first one. If an arrow has 2 lines, that's the second one, etc. 8. Go into Tyr's Head and interact with the console to start the boss fight. Credit to Callum and the ZoneX discord

COD: Zombies News

81,870 Aufrufe โ€ข vor 3 Monaten

Why Are Al-Nassr Fans Demanding #AlNassrBoardOut? Why are the fans calling for saving the club through: #ุงู„ู†ุตุฑ_ุจุญุงุฌู‡_ู„ุชุฏุฎู„_ุงู„ุตู†ุฏูˆู‚ The Full Story โคต๏ธ Before diving into the details, attached to this post are statements from Al-Nassr goalkeeper Nawaf Al-Aqidi (who has been on loan to Al-Fateh), player Sadio Manรฉ, and head coach Stefano Pioli. All three address the same underlying issues and point to a shared concern. (Translated to English) We must not forget the statements of Castro (the former team coach) then and today. The Executive Committee, led by Raed Ismail and his all fellow board members and all executives, has performed poorly in managing the club for two consecutive years. They even lack an understanding of how decisions are made regarding a football club, despite the resources available to them from the PIF and the National Transformation Programs for the development project of the Saudi Football League, which is provided by the Saudi Ministry of Sports. This situation of #AlNassr is a waste of money, effort, and time, as well as the genuine talents dedicated to working with sincerity and passion. 1๏ธโƒฃ Marketing and Business Performance Al-Nassr, despite being backed by the Public Investment Fund (PIF), has lagged significantly behind its rivals in terms of growth. According to the Saudi economic platform Maaal (link in comments), the growth rates of PIF-supported clubs over the past two years are as follows: Al-Hilal: 105% growth Al-Ittihad: 243% growth Al-Ahli: 222% growth Al-Nassr: Only 71% growth The disparity is stark, especially considering Al-Nassrโ€™s global appeal with superstar Cristiano Ronaldo on the roster. After two years under the current board, the clubโ€™s commercial progress has been underwhelming. 2๏ธโƒฃ Administrative Instability The club has experienced significant administrative turmoil, marked by frequent changes in leadership and inconsistent decision-making. Over the past two years, Al-Nassr has seen: - 3 club presidents - 2 executive directors (with a potential third appointment looming) - 2 sporting directors, the most recent of whom lacks a clear vision for the clubโ€™s project - 2 coaches with conflicting tactical identities This lack of stability has hindered the clubโ€™s ability to establish a cohesive long-term strategy. 3๏ธโƒฃ Sporting and Operational Missteps The 2024 summer transfer window and pre-season preparations exposed critical flaws in the clubโ€™s sporting operations: Mismanagement of Player Contracts: The club terminated the contract of left-back Alex Telles, paying his full salary despite his eligibility to play in the AFC Champions League. This was a missed opportunity to utilize an experienced player. Poor Recruitment Choices: The signing of foreign left winger "Wesley Teixeira" to replace Sadio Manรฉ was redundant, as the team already had a player in that position. The squadโ€™s actual needs, such as a left-back or an additional midfielder, were ignored. Teixeira has seen minimal playing time this season. Similarly, the acquisition of right winger Gabriel Angelo to replace Anderson Talisca was unnecessary and failed to address the teamโ€™s tactical gaps. Failed Player Sales: The club attempted to offload Saudi right-back Nawaf Boushal but failed, resulting in his reintegration into the squad halfway through the summer camp. Substandard Pre-Season Camp: The summer camp was poorly organized, resembling a recreational outing rather than a professional training program. This led to widespread fitness issues and injuries during the season. Notably, during friendly matches, including a 4-0 loss to FC Porto in Portugal (available on YouTube), the team played in unfamiliar shirts and colors, further disconnecting from the clubโ€™s identity. 4๏ธโƒฃ Coaching and Tactical Misalignment In the 2024-25 season, Al-Nassr sacked head coach Luis Castro after just five rounds of the league and appointed Stefano Pioli. This decision disregarded the stark differences in their coaching philosophies and tactical approaches. The current squad was built to suit Castroโ€™s style, and Pioliโ€™s appointment has created a mismatch, as the playersโ€™ characteristics do not align with his system. (Too much hasn't been mentioned) These are just some of the details that can be mentioned here, while others can be observed up close. The situation is dire, and the stories are numerous, too many to be fully covered here. #AlNassr is not a place to learn the basics of club management, nor is it a place where corrective actions can be delayed under the pretext of governance or the involvement of multiple decision-makers. Everyone is complaining about the absence of effective management, the lack of transparency in decision-making processes, and the random decisions that reflect neither a clear understanding nor a well-defined plan. Unfortunately, some might believe that new signings for #AlNassr will solve the problem, but this is entirely incorrect. The administrative void and poor choices made by those working in the clubโ€™s football sector have proven beyond any doubt that the chances of future success are nonexistent! This is further evidenced by the fact that player deals will not change the narrative surrounding the story, as shown by Manรฉ's statement, Nawaf's story and statements, Talisca's story, Al-Ghannam, and others! This is a true story to tell, for true journalism reports, which you can dig deep and find, for you with all respect: Fabrizio Romano Santi Aouna Ben Jacobs Nizaar Kinsella ุนู…ุฑ ุงู„ุฌุฑูŠุณูŠ David Ornstein Nicolรฒ Schira Gianluca Di Marzio The Sun Football โšฝ A BOLA MARCA #ุงู†ู‚ุงุฐ_ุงู„ู†ุตุฑ_ูŠุงู„ุตู†ุฏูˆู‚ #ุงู„ู†ุตุฑ_ุจุญุงุฌู‡_ู„ุชุฏุฎู„_ุงู„ุตู†ุฏูˆู‚ #AlNassrBoardOut

ุบุงูŠุจ โ€”A

68,179 Aufrufe โ€ข vor 1 Jahr

๐Ÿšจ EPSTEIN, MAGA, ELON & TRUMP - BREAK THIS DOWNโ€ฆ๐Ÿšจ Elon Musk and his Simps want to criticize President Trumpโ€™s DOJ over Epstein? The same Elon who has owned X for YEARS and still hasnโ€™t stopped child sexual exploitation on his own platform? Letโ€™s look at undeniable facts: ๐Ÿ”ด 370,588 CSAM reports to NCMEC from X in just the first HALF of 2024 ๐Ÿ”ด Accounts trying to expose these CSAM profiles and groups are being suspended instead of the accounts they are reporting. ๐Ÿ”ด 764, Order of Nine Angles active cult networks harming children and others, documented by Bx and STILL not dismantled on X. But guess what, Trump's Kash & Dan are arresting these cult members. ๐Ÿ”ด Thorn, the nonprofit child safety partner, cut ties with Elon after he stopped paying them and he has not replaced them and his in-house tech has allowed the problem to amplify. ๐Ÿ”ด Known hashtags and keywords still flood the platform DAILY with illegal material This is not opinion. This is not spin. This is reality. Now here comes Elon, a foreign-born billionaire, launching a new โ€œAmerica Partyโ€ and claiming he could handle Epstein and crimes against children better than Trump? ๐Ÿคก He canโ€™t even handle his own algorithm. Under Trump: โœ… The border was shut tight, choking off trafficking at the source โœ… His DOJ hammered trafficking rings, predators, and blackmail networks โœ… Thousands of children were rescued, not exploited for optics or agenda โœ… No protection for Epstein, Trump banned him from Mar-a-Lago, and DOJ files show it HOT FACT! In 2018 Bradley Edwards (Attorney who represented a number of Epstein's victims), when asked about Epstein's relationship with Trump - replied: "The only thing I can say about President Trump is that he is the only person who in 2009, when I served a lot of subpoenas on a lot of people, or at least gave notice to some pretty connected people that I wanted to talk to them, he is the only person who picked up the phone and said 'lets just talk, I'll give you as much time as you want, I'll tell you what you need to know.' So letโ€™s talk about the hypocrites: If youโ€™re out here claiming to care about the crimes against these kids and Epstein's crimes... But still backing Elon, whoโ€™s presiding over one of the largest open platforms for child exploitation on Earth... Youโ€™re not fighting for kids. Youโ€™re protecting your feelings and status. This isnโ€™t just virtue signaling. Itโ€™s vanity. And you donโ€™t get to posture about โ€œfighting evilโ€ while ignoring the 764 digital cults preying on minors in real-time on your saviorโ€™s platform. ๐Ÿ“Œ This is not just about Epstein. ๐Ÿ“Œ This is not just about justice. ๐Ÿ“Œ This is about a fight for power and MAGA & Trump threatened the establishment. Donald Trump is a threat to the system that enabled Epstein. Elon is a system update pretending to be a revolution. Trump fights evil. Elon hosts it. So when you pick your side, remember that. Because history wonโ€™t remember the virtue signalers. It will remember the warriors. America First. MAGA Always. Semper Fi, -ALPHA

ALPHAWARRIOR

59,690 Aufrufe โ€ข vor 1 Jahr

The Tokyo Game Show was a humbling yet uplifting experience. We booked early and got a pretty decent sized booth in the middle of the main hall, hoping we could make some noise in Asia's most prestigious web2 game show... But the moment I arrived to the venue, it made me realize just how small Apeiron and web3 gaming still really is. We were surrounded by the giants of the industry, their sheer size, quality and scope are next level, and I genuinely feel like a bucket in an ocean.๐Ÿ’ง I was also hoping we would have gotten more to show by this time as well, that our mobile game would be ready and the game economy would be blossoming. Sadly, it's quite the opposite, and it made me wonder if we are ready for such a big stage. But times don't wait and opportunities always come and go, so we'll just have to present the work we've done so far with the doodiest attitude and let the show go on.๐Ÿ™Œ Each morning there would be a giant rush as early participants run through the venue to collect time slotted entry tickets from giant publishers to make sure they can experience upcoming AAA titles like Monster Hunter Wilds (MH is actually where Apeiron normal attacks are inspired from). Most of the giant booths don't actually give out much merchandise or ingame rewards, and the only real offer they have is for their fans to playtest the latest games, watch unrevealed trailers or take photos with cosplayers/mascots/diorama. Having been in web3 for a while, this is a good reminder that, out there, there is a massive and genuine love for gaming beyond incentives. And this is the intrinsic value of games that we hope to deliver๐Ÿฅฐ After the initial rush, the traffick will eventually disperse and trickle towards other booths, I remember watching our line build up each day, finding different ways to attract passerbys to get a leaflet, to pre-register and to playtest our game, it took 2 hours to fill up the lines on the first day, and by the 4th day the lines filled up in 30 minutes. We got a pretty good strategy going, the models posed for a wall of photographers to block the path, while the mascot and plushies drew people in. big sword | Apeiron found it more effective to wave sealed packaged plushies instead of opened plushies to let ppl know it is actually something they can obtain and take away, small but very effective difference!๐Ÿงธ Our line extended each day, and the booth was constantly surrounded by curious passerbys asking what game this is...what is the name of that cute mascot... when is it launching... After each playtest our Japanese community doods, such as mino.ron ๐ŸŠ who helped us man the battle stations would ask the player for their feedback, many of whom had to que for over an hour to try our game... and the feedback we got were very positive! The emotions I see on their face as they play the game, fighting the first boss and winning their first pvp matches... were all of genuine excitement and happiness. I watched a lot of gamers from around the world play Aperion for the first time, and I have to say this gaming nation really does pick up Apeiron faster compared to other regions, or hopefully, its because of the new tutorial we put in place.๐Ÿคž We were visited by many of the major booth's representatives, countless PR/Broadcasting outlets and a handful of mobile game publishers. A lot of them told me they were attracted to our booth's colorful design. We would mention the crypto elements of the game but most of the interest is centered around the cute dood, the colorful artwork and the unique gameplay. I literally got over 200+ business cards during these 4 days (though bulk of them are marketing agencies lol) and my email and telegram is absolutely flooded.๐Ÿ’ฆ We may be a bucket in the ocean, and there is still a lot of work that needs to be done, but amidst the giants out there, the appeal of Apeiron is still here. Our uniqueness and quality is what sets us apart even amongst web2 peers. I don't know how much longer it will take for Apeiron to be ready to compete with the giants up there, but I know I want to be up there one day, and I have a target I really want to aim for.๐ŸŽฏ During those 4 days, while I was giving out flyers and waving plushies towards smiling japanese doods in real life, I was also messaging back in omega channel to a group of upset holders who were concerned with our token performance. It's quite a surreal and contrasting experience. But yes I understand the performance of our token and assets also stands in stark contrast to what we are trying to present in real life. But with all the lesson we've learnt in crypto over the past 3 years... is that we must be patient and conserve ammunition during market downturns. We have not sold any APRS since TGE, we have only been accumulating steadily, we will stage our comeback when the mobile game is ready, when we have the means to acquire and onramp retail users (i beleive this is the sacred duty of web3 games), and hopefully but not absolutely necessarily, with healthier market conditions.๐Ÿ’ฑ We are so close now, and as cheesy as it sounds, its darkest before dawn, we have witnessed this in Apeiron's ecosystem before the Ronin migration, we will build, we will survive, and we will thrive. What's most important now, is to focus on creating the best gaming experience for new users coming in. Our closed mobile beta testing on google play will begin next week, together with a new bug report flow, we will need all the help we can get to eliminate those bugs and issues and more suggestions to help build a better Apeiron.๐Ÿ™‡โ€โ™‚๏ธ

LoreKeeper

28,962 Aufrufe โ€ข vor 1 Jahr

Death Stranding 2 | Hands-On Details โ–ช๏ธPress got to play a whopping 30 hours of the game, that is around 40% of the story says Kojima โ–ช๏ธ"Tighter, pacier, more dynamic, more gripping" than the first game โ–ช๏ธ4 difficulty settings: Story, Casual, Normal, and Brutal โ–ช๏ธPlayed on base PS5, "impressive photorealistic graphics" that draw you in right away, "hugely increased" level of detail โ–ช๏ธ"Fantastically surreal" bossfights โ–ช๏ธTakes place 11 months after the first game with Sam living with his daughter Lou in a remote area in Mexico โ–ช๏ธAfter connecting America to the chiral network, deliveries are now automated by AI โ–ช๏ธHis peaceful life is disrupted by the return of Fragile, now running the company Drawbridge, who sends Sam on a mission to connect Mexico to the network and then to Australia โ–ช๏ธPacing is improved over the first game, swiftly gets players into gameplay โ–ช๏ธCorpus: In-game glossary similar to Final Fantasy 16 that can be opened at any time, including mid-cutscene, to recap and explain plot points, characters, places etc โ–ช๏ธExpanding gameplay systems was a major focus, world feels more dynamic and diverse with more opportunities for player expression โ–ช๏ธStill focused on taking cross-country delivery jobs through hostile landscapes, but much more evolved like going from MGS1 to MGS2 โ–ช๏ธMore streamlined menus, clear info on your objective, equipment, routes, less frustration in traversal โ–ช๏ธCombat now plays a greater role, Kojima added more options because so many people all over the world were asking him to make another Metal Gear โ–ช๏ธSam now has to also contend with extreme weather conditions. Sandstorms can topple you over, intense rain leads to floods, earthquakes shake the ground, avalanches can come crashing down โ–ช๏ธTons of environmental diversity, barren mountains, white sandy deserts, lush jungles, cities, etc makes the first feel static by comparison โ–ช๏ธTime of day (sunlight, nighttime) can impact the temperature of your precious cargo โ–ช๏ธAsynchronous online connectivity expanded with more structures like ziplines that now curve, safe houses for checkpoints, ramps that can shoot Sam across the air like Sonic โ–ช๏ธYou can level up your abilities through use, like stamina, proficiency with weapons, skill tree buffs like better stealth that gives improved noise cancellation and enemy alerts. Likewise more time in combat unlocks better ammo, scanner range, etc โ–ช๏ธYou can customize your backpack with lots of attachments like extra ammo pouches, shields, and more โ–ช๏ธYou can also customize vehicles like adding an arm to a truck that will automatically grab lost packages, machine guns to auto shoot enemies โ–ช๏ธLots of new options to encourage experimenting your approach, like finding extra tools like powerful gloves that let you punch mechs in the face or an otter hat to float in water โ–ช๏ธ"Significant" number of side quests with meaningful rewards: special weapon schematics, narrative payoffs, skill points to unlock footstep dampeners, aim assistance, vehicle recharger, etc โ–ช๏ธCombat is vastly expanded and improved, in many ways "feels like Metal Gear Solid 6" โ–ช๏ธMexico and Australia are filled with enemy bases to infiltrate, ripe for silent takedowns or gunfights that feel "punchy" โ–ช๏ธThere are new human enemy forces such as bandits and armed survivalists โ–ช๏ธYou can wear different camo types to blend in and throw out small puppet "Dollman" into the air to scout out enemies โ–ช๏ธYou can now put down Sam's backpack to allow for more agile movement โ–ช๏ธLots of weapon options from pistols to assault rifles, shotguns, sniper rifles, grenade launchers, 'blood boomerang', the rope-firing Bola Gun, and more โ–ช๏ธBattles against BTs are much more engaging, with new enemy types that can also physically see Sam, not just sense him โ–ช๏ธYou can unlock a music player in the game that lets you play a playlist of tracks you collect at your choosing Full IGN Video โ–ถ๏ธ VGC โžก๏ธ Eurogamer โžก๏ธ #DeathStranding2 #PS5

Shinobi602

1,078,190 Aufrufe โ€ข vor 1 Jahr

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgradeโ€”it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon๐Ÿ‘€), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Crittersโ€”it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partnersโ€”GM Capital, Mintify, Sniper, and moreโ€”highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmeticโ€”they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,186 Aufrufe โ€ข vor 1 Jahr

Chapter 1 Pre-Alpha "Explore. Craft. Survive." will be dropping this quarter welcoming the very first inhabitants to #E2V1 & introduce early mechanics that will form the foundation of life inside #Earth2๐ŸŒโœŒ๏ธ Read below for important details: This update is no longer a simple avatar release but a significant update to the entire foundation of the #E2V1 world. When I first talked about dropping avatars I was eager to keep things moving and referred to a very simple system to test skins and movement, then to subsequently implement the full version after that. While this approach would have brought new content out quickly, it could have turned into weeks of extra development time with little upside for the wider community, apart from testing the movement and appearance of the avatars, there would have been little else to do until another subsequent update. Therefore I made the decision to focus solely on implementing the core part of the full system we plan to use long term on the platform. I apologise that this release will take a little longer than originally anticipated, having moved away from the initial lower spec'd plan, but I'd like to get this right & ready for a wider audience to start using and enjoying. As much as I'd love to push out updates faster, I will be taking this approach to #E2V1 development in the future as well. The plan will still be to release to our testing group first after our internal QA, test and then stabilise. If all looks good and we're happy with how everything is performing, we will push forward with a public release. There will inevitably be ongoing adjustments, additions and tweaks to these type of systems over time. It may seem like a long time, but #E2V1 was only released to our testing group 7 weeks ago! How crazy is that? I know for me it feels like many months already. Nonetheless, during this short period of time we have not only released a couple of updated versions, and an updated version to the Earth 2 Launcher, but the team has also been working incredibly hard on the #E2V1 and #BE mechanics for the Chapter 1 systems - and there is a lot involved in this upcoming release. We will be dropping an article later this week, which I believe will help our community understand the extensive list of features planned for this release and in turn explain why it is taking a little longer. I'd rather not spoil all of the details, but the article contains a lot of information about the various systems we're developing including rules of life, avatar synthesisation, death, saving, skins, day/night cycles, free to play model, avatar vitals, how land ownership fits in with all of this and much more. It is important to keep in mind that each of these systems needed to be designed and implemented, which takes time. The article will also begin to reveal some of the design plans I have been working on to increase utility for T1 land, which will also include various T1 classes. I also intend to follow through and expand utility on T1 land into other upcoming mechanics on the platform, some of which will be revealed in a separate article in the near future and are also part of the Chapter 1 release. Ideally, all going well, we will be testing early multiplayer at some stage this quarter and as mentioned earlier this year #Hordes in Q3, #EggHunt in Q4 & maybe some early buildings on properties. In addition to these goals, we have a couple of wild card features floating around in between as well. I know I reiterate it from time to time, but the long term goal for #Earth2 has not changed. We are building a #geolocational #metaverse - a platform! We still want #Players building cities, providing more individualised experiences, advertising, trading, shopping, e-commerce, socialising and so forth. And I still have plans to link #E2V1 into #AR and support #VR, but we cannot do all of this at once. I am also looking at ways we can expand the team and setup a studio, probably in East Asia, to speed up development. The current features we're focusing on plan to expand utility for land on a wide scale & introduce various experiences inside #E2V1, providing potential benefits for land owners & #Players alike on a broader level, while at the same time allowing our team to introduce mechanics that will be used throughout the future of the platform, test limitations and work our way around challenges as they arise. Thanks for reading and don't forget to drop a like and comment on the video! We appreciate the love and support and it also helps with the algorithm! Keep an eye out for the article later this week - a lot of details incoming! I want life to have meaning inside Earth 2 and I believe my approach could change the way #Players consider each action on the platform.. possibly alter the overall dynamics in a number of ways. #Metaverse #E2V1 #OpenWorld #earlyaccess #Earth2 $ESS

Shane Isaac ๐ŸŒ2๏ธโƒฃ

21,349 Aufrufe โ€ข vor 1 Jahr

As promised, we gathered heroes who dare to defy the world's worst dictatorships. My opening remarks: โ€œExcellencies, ladies and gentlemen: Welcome to the 17th annual Geneva Summit for Human Rights and Democracy. My name is Hillel Neuer, and I am the Executive Director of United Nations Watch, one of 25 human rights NGOs co-sponsoring this important assembly. Next week, the United Nations will open the 2025 Session of the Human Rights Council. We hold this Geneva Summit one week in advance of the UN session, in order to turn a spotlight on urgent situations that require the attention of the Council -- and of the world. That is why courageous human rights voices have gathered here today from the four corners of the earth. To bear witness before the world of the tyranny and oppression they confront. To sound the alarm. To call for action. You know, when most people hear the words, โ€œUN Human Rights Council,โ€ they imagine men with long white beards, dressed in long white robes, making their decisions based on facts, logic, and morality. Yet nothing could be further from the truth. Sitting around the table, at the UNHRC across the street, are not Aristotle, Socrates and Plato, but rather many of worldโ€™s worst violators of human rights. They use their membership as a false badge of international legitimacy, to gain impunity for their records of abuse. Aristotle, Socrates, Plato? No. The members include repressive regimes like China, Cuba, Qatar, Sudan, Vietnam, and others. Thatโ€™s right: Chinaโ€™s Communist regime is a member of the Human Rights Council. They are oppressing 1.5 billion people, yet have never even once been criticized by any council resolution, inquiry, or special session. On the contrary, they will be sitting next week as judges. So we decided, that right across the street from the Council, the world needs to know the truth about China. โ€ข So we invited Times Wang. His father Wang Bingzhang is the father of the Chinese pro-democracy movement. They kidnapped him in June 2022, and heโ€™s been languishing in prison for over two decades. โ€ข The world needs to know what theyโ€™re doing to the Uighurs. Rounding them up in camps. Attempting to eradicate their entire culture. So we invited Rahima Mahmut, a Uyghur human rights activist, translator, and singer. โ€ข The world needs to know what China is doing to the peple of Tibet. Also trying to destroy their culture. So we have with us Namkyi. For protesting Chinaโ€™s oppression at age 15, they threw her in prison -- for three years. She managed to escape to India, by walking ten days non-stop. Amazing to have her with us. โ€ข And the world needs to know what theyโ€™re doing to Hong Kong. Once a great island of freedom in Asia, its democracy has been strangled by Beijing. So we invited Sebastien Lai โ€“ to telll us about his father, Jimmy Lai, publisher of a pro-democracy newspaper. A very successful man, Jimmy Lai could have escaped. But he chose not to abandon ship. They threw him in prison. He is 77 years old. Another one sitting as a judge next week on the UNHRC is the police state of Cuba. The world needs to know what the Havana dictatorship is doing to its people. So we invited Osiris Puerto Terry. He took part in the historic pro-democracy protests of July 2021. They shot him multiple times. Heโ€™s very brave to fly here to testify, and then to be going back to Cuba. Sudan sits on the Human Rights Council. The world needs to know about the war that has just killed 150,000 people. 11 million people forced from their home. So we invited Niemat Ahmadi, a womenโ€™s rights defender from Sudan, a survivor of the Darfur Genocide. Vietnam sits on the UNHRC. A one-party Communist regime, the world needs to know how they silence all dissent including social media. So we invited Van Trang Nguyen,who has been targted by the regime for his pro-democracy activism. Qatar sits on the council. Here in Geneva, they throw around money to all the international agencies, whose directors love to meet with them. Yet Qatar supports terrorists and misogynistic regimes, like the Taliban in Afghanistan. At the UN, some want to normalize and recognize the Taliban. Listen to the UN Deputy Secretary General, Amina Mohammed: โ€œI hope there is a day that we do recognize this government.โ€ So we have invited Dr. Massouda Jalal, the pediatrician who served as Afghan Minister of Womenโ€™s Affairs, and her daughter Husna Jalal, both of them now exiled, to tell the world about how women are treated under the Taliban. For their courage and leadership, this mother-daughter team will receive our Womenโ€™s Rights Award. Eritrea just completed six years on the Council. They also sit on the UN committee that oversees NGOs. The world needs to know about the dictator, the countryโ€™s first and only president since 1993. So we invited Betlehem Isaak, to tell us about her father, Dawit Isaak, the world's longest-detained journalist, who was taken away in 2001 for supporting democratic reform. A little over a year ago, the Chair of the UNHRC Social Forum wasโ€ฆ the Islamic Republic of Iran. The world needs to know who this regime is. So we are greatly honored to have Iranian Crown Prince Reza Pahlavi, a renowned opposition leader, to deliver the Keynote Address. And with the help of our long-time partner Nazanin Afshin-Jam, we will hold a panel of survivors. Weโ€™ll hear from Mahan Mehrabi. Her brother Mahmoud was arrested for taking part in the Woman-Life-Freedom protests. In May, he was sentenced to death โ€“ for the crime of criticzing the government on social media. Abolfazl Amir-Ataei was killed at age 16 while protesting. His mother Maryam Diyor is here to tell her sonโ€™s story. Weโ€™ll hear from Saman Pouryaghma. For protesting, they shot him in the eye. You should know: for daring to come here, these witnesses have been threatened and attacked. The dissidents featured here today are exceptional men and women. At great risk to themselves, and to their families, they have chosen to take on the worst abusers, to dedicate their lives for the principles of freedom, democracy, and human rights โ€“ the principles that we here in the West all hold dear. They are fighting around the globe for our principles. We need to stand with them. One of these individuals is Vladimir Kara-Murza, a Russian opposition leader, author, Pulitzer Prize winning journalist, historian, and documentary filmmaker. Because he spoke out against Putin, they tried to kill him by poisoning in 2015, and again in 2017. He barely survived. In April 2022, after he spoke out against Putin, they took him away, sentenced him to 25 years in prison. He was languishing in a Siberian gulag, in solitary confinement, his health deterioraring. His wife Evgenia went around the world, fighting tirelessly for his release. We hosted her several times, here at the Geneva Summit, and across the street in the UN. By a miracle, in August, Vladimir was released -- and we are going to see them reunited soon on stage. In Venezuela, Maduro destroyed the country, causing 7 million to flee. With the support of opposition leader Maria Corina Machado, Edmundo Gonzรกlez decided to run for President, in the July election. The world knows he won. The regime has now kidnapped his son-in-law. Now in exile, he continues to speak out. Weโ€™re so honored he will be here to receive this yearโ€™s Courage Award. To help us make sense of all this, there could be no better person to deliver our Opening Address than Garry Kasparov. Widely considered historyโ€™s greatest chess player, for the past two decadeds he has devoted his life to defending human rights and democracy, writing books and op-eds. As Vice-President of the World Liberty Congress, Garry plays a vital role in the struggle for which we are gathered today. Ladies and gentlemen, the moral force in this room is astonishing. This is a gathering of those who stand as living proof that even the most brutal regimes cannot crush the human spirit. Tyranny thrives on silence. But today, in this room, there is no silenceโ€”only truth, courage, and defiance. Let this gathering be a message to the worldโ€™s oppressors: We see you. We will not look away. And we will not stop until justice prevails.โ€ Full Video of 2025 Geneva Summit: Clips: The Geneva Summit for Human Rights and Democracy Speakers & Partners: Vladimir Kara-Murza Evgenia Kara-Murza #FreeJimmyLai Betlehem Isaak Garry Kasparov Rahima Mahmut Dr Massouda Jalal Times Wang Husna Jalal Marรญa Corina Machado Edmundo Gonzรกlez Antonio Ledezma Raoul Wallenberg Centre for Human Rights Javier El-Hage Human Rights Foundation (HRF) McCain Institute Liberal International Renew Democracy Initiative Vente Venezuela

Hillel Neuer

65,714 Aufrufe โ€ข vor 1 Jahr

Pylon's ๐—บ๐—ผ๐˜€๐˜ ๐—ต๐—ฎ๐˜๐—ฒ๐—ฑ ๐—ณ๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ is our Analytics. That ends today. We've completely rebuilt our Analytics from scratch. Here's what we tried, what we screwed up, and what's coming. ๐—ฉ๐—ฒ๐—ฟ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿญ, The Basics (Nov 2023) Our first attempt at analytics was quite loved by customers. At the time our customers were mostly small startups with simple needs. We built an out-of-the-box set of dashboards that covered the common use cases of support analytics (SLA-tracking, CSAT, TTFR, TTR, basic filtering...). As we moved upmarket... 1/ Everyone was requesting custom metrics 2/ Queries were becoming inefficient and slow We needed an upgrade. ๐—ฉ๐—ฒ๐—ฟ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿฎ, Advanced Reporting (June 2024) We knew custom reporting was going to be blackhole of work that long-term led to fully customer-customizable dashboards. We had four choices: 1/ Do nothing for now 2/ Do custom work per customer 3/ Build full custom reporting in-house 4/ Use an embeddable analytics vendor At the time Pylon was under 10 people total and we had no capacity to do the frontend work so we chose Option 4 (use a vendor). This was the first time we chose to not build a core feature like this in-house as we ultimately want full control of the end-user experience. We built out the new reporting with the chosen vendor over ~3 weeks. On the surface the new reporting looked really good (not visually, but in terms of functionality). You could add custom charts of any type, create custom formulas, label the Y and X axis, and effectively build most of what you would want. It was really great for demos. But in practice it was incredibly hard to use, lacked core capabilities (like the ability to filter off of dynamic custom fields), and visually looked not stylized to the rest of the product. We started to discover some of these issues during the implementation, but it still felt like there was more upside than downside so we released it. Feedback was not great but we hoped our vendor would fix changes quickly. Unfortunately they weren't fast enough and we lost confidence that they would be a good long-term solution. As a stop-gap we also built out a data warehouse integration so customers could export their data back to Snowflake or BigQuery to use with their own BI tools. Finally, a few months ago the vendor told us they were being acquired. That was the final straw. We needed to move off ASAP. ๐—ฉ๐—ฒ๐—ฟ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿฏ, New Reporting (Today) Today's release is back to being built entirely in-house. It's been rolled out in beta to all customers with an option to flip back to old analytics until we plug some custom reporting gaps. This time we have the capacity to do it right between Wendy (prev product design at Amplitude), Matt, and Tom. We've managed to greatly improve: 1/ Desired filter options (custom field support) 2/ Performance 3/ Setup UX 4/ Style (looks native) Early feedback has been really positive so far and as we bring it out of beta we're thinking about how to make the best natively-offered reporting of any support platform. ๐—ฉ๐—ฒ๐—ฟ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿฐ (What's coming soon) To get to first-class reporting, we need to study not only our learnings, but also what the incumbents have screwed up as well. Funny enough, Zendesk's analytics have similar complaints to our v2, and for the exact same reason as we did: they integrated an external tool. In 2015 they bought a company called BIME Analytics which they became Zendesk Explore. The complaints they have to this day are similar to our v2: 1/ Steep learning curve 2/ Advanced, yet still not enough flexibility 3/ Random feature gaps 4/ Data accuracy and reliability concerns 5/ Performance issues 6/ Complicated UX v4 will follow three core principals: Offer a simple default setup. We want to continue being startup friendly and we'll feature gate custom reporting and data exports by tier in the product. Offer maximal configuration, with AI-assisted setup. As we go upmarket, customers will want to Explore (pun intended) data in every single direction. We need to allow them to do that. For those more complicated use cases we think AI will be the Ultimate (also pun intended) way to reduce setup friction. Build it all in-house. Although using a 3rd party embedded analytics provider didn't work for us, we don't think that is the case for everyone. It's just in customer support, reporting is REALLY important. They are probably some of the highest-complexity reporting of most SaaS vendors (maybe second to marketing products). So... we have to do it right. And since this is end-user facing, we have to own every detail of it. If you got this far, thank you for reading. See our new Analytics at

Marty Kausas

115,123 Aufrufe โ€ข vor 1 Jahr