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Your Pre Market Brief for 12/15/2020

WARNING: It is up to you to judge the accuracy and veracity of the below before trading. I take no responsibility for the accuracy of the information in this thread.

Your Pre Market Brief for Tuesday December 15th 2020

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Published 2:33 AM EST / Updated as of 4:00 AM EST
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Stock Futures:

Monday 12/14/2020 News and Markets Recap:

Tuesday December 15th 2020 Economic Calendar (All times are Eastern)

Overnight News Heading into Tuesday December 15th 2020

(News Yet to be Traded 8:00 PM - 4:00 AM EST)
It is up to you to judge the accuracy and veracity of the below before trading. I take no responsibility for the accuracy of the information in this thread.

End of Day and After Hours News Heading into Monday December 15th 2020

(News Traded 4:00 PM - 8:00 PM EST)
It is up to you to judge the accuracy and veracity of the below before trading. I take no responsibility for the accuracy of the information in this thread.

Possible Dip Buying Opportunities in the near future (Other suggestions appreciated):

Suggested Dip Trading Strategy

Offering News:

Commodities:

Other News & Analysis:

Upcoming Earnings:

COVID-19 Stats and News:

Macro Considerations:

Other

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WARNING: It is up to you to judge the accuracy and veracity of the above before trading. I take no responsibility for the accuracy of the information in this thread.
submitted by Cicero1982 to MoonGangCapital [link] [comments]

Update Notes: December 11, 2020

December 11, 2020 Update

It's time for holiday festivities! In addition, there are big changes to Elite and Boss monsters in this update. There are also revisions to the Ice Magic and Deer skills. And, of course, various other things as well. Read on for more info.

Ri-Shin Celebration

The holidays are upon us! While Alharth doesn't celebrate Christmas, it does celebrate Ri-Shin Day, and New Years' Day. Townsfolk who are your Friends will offer you gifts when you speak with them. (Make sure to have your favorite combat skills active in case they give you a piece of randomly-generated gear!)
There's also a Ri-Shin festival waiting to happen in each city and township in the land, but they will need your help getting their trees assembled. Look for townsfolk in festive red Ri-Shin hats to get started.
This year, there's also a new way for the community to work together. This is an experiment -- we've never tried anything like this before. You'll receive an introductory quest for this part of the event after you've assembled a few Ri-Shin trees. (If you're a Druid, you'll be briefed immediately upon login.)

High-Level Elite/Boss Changes

As mentioned in the last patch's notes, we're working on making high-level combat take longer. This will eventually include both solo and group combat, but we're focusing on group combat right now. Some of the big-picture details are in flux a bit as we experiment and see what's going to work (e.g. "how many Elites is a tank supposed to be able to handle at once?" answer: "we're not sure yet").
We've been improving the "tanky skills" in preparation for these longer fights, but it's been hard to get good tanking data because most high-level Elite monsters simply haven't needed a tank: a group of players could blast them to death in seconds. So it's time to make Elites live longer and see what happens!
In this update, Elite/Boss monsters have a lot more health and armor, and Bosses deal less damage. We'll be watching your feedback (and our combat data logs) to try to figure out where to go from here. We may need to temporarily revert these changes, reduce them, increase them, or add more systems into the mix to address specific problems.
Bosses (but not Elites) also deal less base damage than before. The actual amount varies by boss-tier and the bosses' personal stats, so it's hard to generalize, but at level 80 an "average boss" deals about 25% less base damage.
Both Elites and Bosses deal less damage with their Rage attacks, also. The median reduction in rage-bonus-damage is about a 40%, but again it's hard to generalize too much.
Here's some more details about the implementation.

Elite/Boss Loot Changes

We've also added some additional rewards for killing Elites/Bosses. When you loot an Elite, you'll now automatically "find some Councils" on the corpse. The amount is based on the monster's level, with some random variance. Bosses also drop extra money in the form of Council Coinpurses. (And bosses with curses drop more money sacks.) Finally, the most deadly tiers of bosses have a higher chance to drop high-rarity gear.
(These quick generalized changes were made because we didn't want to revise every monster's custom loot table just yet. But hey, maybe it's fun enough to remain permanent. Let us know what you think after you've had some time to try it out.)

Ice Magic Changes

Ice Magic is supposed to be a versatile wizarding toolkit: it can provide exceptional crowd control, potent survival tools, and decent damage, depending on which abilities you use. Its crowd-control abilities were already top-tier, so we've focused on other aspects of the skill in this update. There's a few nerfs and a lot of buffs.
Fire Magic Over-synergy
The biggest nerf to Ice Magic is actually a change to a Fire Magic treasure mod:
We realized this mod was overpowered shortly after it was introduced, but it was a "let's wait and see if this is actually a serious problem" scenario. A lot of accidentally-overpowered treasure turns out to be fine, and sometimes an accident like that can really make everything "click" and help define a skill. But not this time. It was hamstringing our ability to make Ice Magic more powerful on its own, so it had to be reduced to a more reasonable level. (And it's still probably the most powerful cross-skill synergy mod in the game.)
Cryogenic Freeze
Cryogenic Freeze needs to take its rightful place in the Ice Magic survival toolbox. It has TREMENDOUS mitigation, and it's intended to be something of a "freebie" for Ice Mages: it's useful without needing to invest lots of treasure mods into it. The only cost is that you have to make room for it on your ability bar. (And treasure makes it more versatile and useful.) Of course, Cryogenic Freeze has the extreme down-side that you are completely frozen and cannot move. But now instead of a forced 10-second lockdown, you can control the duration precisely.
Ice Armor, Ice Veins, and Shardblast
Ice Armor has been buffed up a bit. We've also worked to make Ice Veins and Shardblast more useful. You can now use either one to reset Ice Armor's timer, allowing you to immediately put your armor back on. Which, in turn, allows you to take advantage of Ice Armor's healing mods again!
This "Ice Armor loop" technique can be very powerful but requires a lot of treasure mods to reach full potential. It's also possible to use Ice Armor in a more passive role, and there are mods to support that style also (such as the ones that boost Cold damage).
Cold Sphere Changes
Cold Sphere's old Rage attack (at high level) was a 10-second root. This was too much of a good thing and it's now a 5-second root at all levels.
We've tried to make Cold Sphere useful in two different scenarios: for Ice Mages who are using a different skill as their primary damage source, they can invest in Cold Sphere mods to get a bit of extra damage on the side (plus its innate root is always handy).
For players who ARE using Ice Magic as their primary damage-dealer, Cold Sphere's damage-boosting mods are often not worth using, but there's a new mod that gives it a Cold-vulnerability debuff. This makes Cold Sphere an interesting (but not mandatory) option for any Ice Mage.
Other Ice Magic Changes
Added a bit more damage overall. Nerfed one of Frostbite's mods, but don't be misled: it's still an extraordinarily good debuff. (And it will only become more powerful as combat duration increases! In fact, we may need to tone it down some more later.)
One-Tier Mods Changed\*
You may notice a couple of asterisks above. Those are treasure mods that previously only had one "tier" of effect. The revised versions add more tiers to each mod, allowing the mods to become slightly more powerful at high level. This resulted in a slight quirk: pre-existing items with these mods are still stored as having the first tier of the mod. This means even high-level items will have the lowest-tier version of these mods.
This isn't really a huge deal in terms of potency, but if you want to fix it, you can Transmute the mod off the item and then Transmute it back on -- it will be the appropriate tier when it's re-added. (And this month, Transmutation is cheap for the Ice Magic and Deer skills.)

Deer Changes

The earliest animal forms were all experimental designs, and Deer was originally the prototypical "off-tank" skill. Then we decided that off-tanks weren't useful in a game without raids, so Deer was revised in a few other directions. But the most recent revision made Deer fairly tanky again, so let's build on that. Here's a fresh idea: what if Deer was like an "off-tank"?
In old-school MMO terminology, an off-tank can act as a tank for an elite enemy (or multiple solo enemies), but may have trouble tanking some bosses -- although dedicated healers can help there. What makes them unique, though, is an ability to take over aggro for anyone... including a tank! (Hence the name "off-tank", because they can pull monsters off the tank.)
We'll try to give Deer that ability and see what it's like. There's new treasure that gives you a new sidebar ability "Feign Injury", which "temp taunts" a target. Temp taunting works like regular taunting, except it decays at a rate of 20% per second. So a temp taunt of +10,000 would be 10,000 Taunt at first, then a second later would be recalculated as 8,000, then a second later as 6,400, etc. So this ability should help Deer get aggro from anyone, anywhere... at least for a few seconds.
An off-tank should also have solid taunting and survivability, and deal decent damage. So that's what we'll try to do here. In addition, the Deer skill has always had incredible mobility (which is what makes them an interesting off-tank), and we want to keep that too.
Rethinking Deer Pet
Deer players can summon an ally deer to aid them. Previously these deer had an innate 300% taunt multiplier and were intended to be sort-of off-tanks themselves, sharing tanking duties with the player deer. We recently gave these summoned deer the benefits of our experimental genetics system, which could randomly give these pets incredible health and armor. Better for tanking! But yet... at high level, a well-equipped player deer can easily out-taunt and out-tank a pet deer. This just feels like an unwieldy design.
We've dropped the idea that these pets are tanks, and focused them on damage. They no longer have an innate taunt bonus or souped-up genetics. However, they have higher base damage, and the pet's taunting-related treasure effects have been changed into a damage boost.
There are also new treasure mods that summon additional deer for a few seconds at a time. This makes for a fun solo build, although it's somewhat mod-intensive and also pretty chaotic. But a fun kind of chaotic! (For those who don't want chaos, we've also bumped up Deer's more traditional murder methods.)
It's useful to know that every attack your pet deer makes is considered a "deer kick". This is relevant for one specific treasure mod:
This mod is unchanged, except that it no longer stacks more than four times: twice for each piece of equipment it can show up on. (That's *not* a limit of 4 stacks of damage, it's 4 stacks of the debuff that applies the damage!) Also, we've reworded the effect to clarify that pet deer can trigger the damage.
Removed treasure mods
We've tried hard to avoid breaking existing equipment by repurposing obsolete Deer effects with new ones. However, in one place this was impossible. A head-slot mod was removed without any replacement. If you had this mod on a piece of head gear, that item has become "Legacy", meaning it will stop working after a month. You can fix this by using a Transmutation table to remove the mod off of your helm, or you can speak to the Legacy Golem in Serbule to receive a randomly-generated replacement item. (Transmutation of Deer treasure is much cheaper this month, to help you adjust to these changes.)
Specific Deer Changes

Live Event Token Prize Changes

We've revised some of Riston's special prizes so that they use abilities instead of items. For those that have already purchased a Vendor Fox in a Box or the Small Box of Space, the summoning item in your inventory has been converted to a skill book that will teach you the new ability. This skill book can only be used once, so use caution if you must transfer this skill book to another character on your account. Also with this change, you will have to purchase these items per character now if you wish to have it on more than one character on your account.
Other important notes:
As time goes by, we will slowly be adding more and more items, abilities and services to the game that will require Live Event Tokens. For this update, we have added a new 50 token prize! Find Riston in the Red Wing Casino to check it out!

Other Changes In This Update

submitted by mrwarp to projectgorgon [link] [comments]

Gear progression will forever remain poor until a PvP stat is implemented

Note: This is a huge response to u/SkywalkingBear who recently posted a meme on this subreddit (https://www.reddit.com/worldofpvp/comments/jnt7lm/i_guess_my_point_is_the_vers_changes_are_good_the/), and while it is funny, I wanted to point out a couple things, but I got carried away, so I thought I'd make this a post of it's own.

Versatility is still not a true PvP stat. In fact, you are directly being locked into Versatility as one of your must have secondary stats due to the insane 40% extra benefit on damage and healing you get from it. Also, several specs in PvE use versatility as one of your main secondary stats as a BiS stat, and a couple other builds can also use versatility (mainly tanks and healers use it, but some DPS can use them as well, especially during progression), and not to mention, you still get Versatility gear from PvE.
The thing is Versatility will forever remain the defined BiS stat for PvP. There isn't a single thing in the game that doesn't get affected by Versatility. It increases any on use / proc effects, regardless of it being a spell or not. It is why items and effects such as Drest'agath, Void Stone, Gushing Wounds, Getti'ikku, Lingering Psychic Shell, Gladiator's Safeguard, etc. become absolutely broken - because they are benefitting from the modifier on Versatility.
While you may make the argument that other players will have Versatility as well, that just increases the pressure of grinding, meaning that you absolutely must use those items to gain the extra damage to push through the tankiness. And I want to point it out again: these items are already strong to begin with.
Crit and Haste falls into the same category as well, but Haste to a lesser extent: items like Forbidden Obsidian Claw gain a massive benefit on Haste, meanwhile Crit just boosts everything, as all recent items were made without a modifier for a guaranteed crit / unable to crit. Mastery in a few select cases falls into this as well, but it's infinitely rarer than the above mentioned 3 - for a specific example, I still remember Frost Death Knights proccing insane No'kaled procs if the weapon rolled Frost, back in Cataclysm.
And to circle back to the PvP set bonus we are getting in Shadowlands: we are guaranteed to have items like Getti'ikku, Mechagon leather bracers, the entirety of Crucible of Storms, etc. And since the defensive portion doesn't get boosted, people will feel even more pressured to farm Getti'ikku 2.0, because the proc is going to do way more DPS than it normally should. And most gear from the PvP vendor will come with natural haste + vers, which is triple dipping in this case.
Remember those arena games where Gushing would do 40% of somebody's damage on a regular basis? Yeah, imagine if that was 50-60%. And again, the higher DPS with no loss of tankiness will make it even more important to get those items. We're going to get to a point where people will replicate with what I experimented with myself at the beginning of BfA: I was swinging Getti'ikku as Holy Paladin, simply because the damage was that good.
Of course the "simple solution" would then be to disable the scalings on those items and effects, and to make them unable / guaranteed 100% crit. However that still doesn't change the gearing issue. Both PvP and PvE will use Versatility still. The only way to fix it is to implement Resillience, specifically Cataclysm's Resillience, and getting rid of Versatility completely.
If you forgot, before Cata, Resillience made you more resistant towards taking damage from players and their pets, mana burns and critical strikes. Cata resillience was just a flat damage reduction from players and pets.
Why is that so much better?
  1. PvP and PvE gear doesn't directly compete. Since it's impossible to balance a 100% deterministic gearing system with a 100% RNG gearing system, you need to seperate the two.
  2. It opens up more customization options where you can drop Resillience for more offensive secondary stats, at the cost of taking more damage of course. One doesn't neccesarily become better than the other, meaning it'll be a choice of playstyle and composition. Pure PvP gear will be good, a mix of both will be good, a full on PvE gear can be good as well if you are playing a comp that can suit that (f.e. rogue mage 2s).
  3. No items will be able to scale with Versatility - their power will be constant, and naturally counterbalanced by Resillience. If you have a lot, you'll take less damage, and if you don't have as much, you can expect to get deleted.
  4. We can lift the restrictions from how PvP gear is acquired. We can remove the timegating from Honor gear, give it a constant item level / make it easier and / or faster to climb through the ranks to not fall too behind on gear. Same for Conquest gear. This also opens up an opportunity to bring back the old crafted PvP starter sets.
  5. With the absence of Versatility, it's possible to re-implement old and lost stats. Spirit, MP5, Parry, Dodge and Block Chance are stats that greatly enhance PvE experience, and Spirit + MP5 would bring back a long lost element of the game, which is passive mana regen being modifiable, and for some specs, an extra modifier in some way.
  6. It reduces the resources needed to develop a healthy PvP environment. Since you don't need to balance the acquisiton of the two gear types as they aren't directly competing with eachother, you don't need to constantly balance both, and instead, you can focus on balancing classes and whatnot. M+ can grant 2 items on finish again, you can bring back a PvE vendor through Justice / Valor, etc.
Why not PvP Power instead? Or some sort of Scaling system? Or no PvP stat at all, but getting rid of Versatility?
  1. PvP Power defines PvP gear as being BiS all the time. It's just Versatility but locked into PvP, reducing the amount of diversity in possible setups and combinations, which takes away a lot of fun from customization.
  2. Scaling takes away what is important in an MMORPG: your gear HAS to matter. If you just dinged fresh and you didn't buy a crafted set of PvP gear, you should expect to get farmed by people who are in full Honor gear.
  3. That doesn't change anything, PvP and PvE sets will still compete with eachother.
There are still a few issues with the PvP system remaining however. One of them is Borrowed Power, the other being the barrier of entry to competetive PvP.
Let's start with Borrowed Power.
The amount of Borrowed Power Blizzard comes up with is no less or more than what we had in the past - we just knew them as Glyphs, gem slots, set bonuses, enchants, etc... The only difference was that you weren't tied to a max level leveling experience like in Legion, BfA, and even now in Shadowlands with the Battle Pass. You could just get them as you progressed with your gear, which is already the natural progression curve, which makes the game feel smooth, and make progression feel good. If Blizzard would finally redistribute their resources into developing the old borrowed power system, the game wouldn't feel like a grindfest casino, and we'd be able to play alts as well, as it suddenly isn't a full time job anymore to have one.
For example, it takes 10 weeks of fully clearing Torghast to max out a Legendary. Compared to old WoW, as soon as you got the Honor / Conquest or even Valor / Justice, you could start building your set bonus. For PvP especially, you could just go and get your set bonus. Druid boomkin gear having the extra range on Cyclone wasn't something you had to grind 10 weeks for - you just had to win a couple BGs.
Borrowed Power as we have it currently is just justification to log in everyday to grind, instead of logging in to enjoy the game.
And lastly, the barrier of entry.
Soloque. It's just so needed. I have countless friends who do casual BGs a lot, but get intimidated by Arenas as they have to specifically look for an arena partner who would abandon them soon as: "how dare you not be good at a 16 year old game". Soloque would just place you into a queue with completely random people, without having to worry about your performance, and you can just practice and get better, building up your skills for competetive arenas. It sounds the same as Arena Skirmish, but it having rating incentivizes playing the game better.
It would just increase PvP participation a lot, and would create a healthier community overall.
As a side point, the game would improve a lot if they would cut down the amount of itemlevel increases the game has. Get rid of M+ rewards and just have it be something you can do for clout points. Heroic 5 mans would be the stepping stone to Normal raiding, within Normal Raids, you can activate Hard Mode to get extra rewards, rewards that are normally not on their loot table. The ilvl gap would suddenly drop a lot, which would improve the overall gearing progression to make it more fun, and it would also create an opportunity to create more relevant PvE content instead of redoing the same boss 4 times with different difficulty levels.
submitted by ghettojesusxx to worldofpvp [link] [comments]

NEws

US COVID-19 hospitalizations hit record high Joe Biden's advisors are pushing Democratic congressional leadership to strike a stimulus agreement with Senate Republicans, even if it falls short of the larger $2.4 trillion bill that House Democrats were pushing earlier this year, according to the New York Times Joe Biden will select first cabinet appointments Tuesday and Janet Yellen is a favorite for Treasury Secretary. Tony Blinken is the favorite for Secretary of State, according to Bloomberg Government vaccine expert Moncef Slaoui says coronavirus vaccinations could begin in less than three weeks, according to Bloomberg Judge dismisses lawsuit from President Trump to delay vote certification in Pennsylvania. The election certification in Pennsylvania and Michigan is expected to take place today, according to the New York Times More than 1 million people flew on planes on Friday despite warnings against holiday travel, which is the second highest since the pandemic began, according to Bloomberg Nevada to lower capacity limits ar casinos to 25% from 50%, according to Bloomberg EU thinks Brexit deal 95% agreed, according to Sky News Fed to return unused portions of the funds allocated to the CARES Act facilities Aecom Tech (ACM) announced that the U.S. Army Corps of Engineers (USACE), Omaha District selected the firm to design the renovation of the U.S. Air Force Academy’s 700,000-square-foot Sijan Hall Alaska Air (ALK), Hawaiian Airlines, Jet Blue and Swift Air awarded $697 mln in contracts under Domestic Airlift Charter Services, FAA Part 121 Amazon (AMZN) will remove HBO from Amazon Channels next year as part of a concession to WarnerMedia, according to CNBC.com AMC Networks (AMCX) has begun a restructuring plan to streamline operations, which includes job cuts Amgen (AMGN) has provided notice to Cytokinetics (CYTK) of termination of its collaboration and its intention to transition the development and commercialization rights for omecamtiv mecarbil and AMG 594 Aon (AON) authorizes additional $5.0 bln share repurchase program Arcutis Biotherapeutics (ARQT) announces positive topline data from phase 2b Study of ARQ-154 (Topical Roflumilast Foam) as a potential treatment for scalp and body psoriasis AstraZeneca (AZN) reports AZD1222 vaccine met primary efficacy endpoint in preventing COVID-19; showed vaccine efficacy of 90% when AZD1222 was given as a half dose Becton Dickinson (BDX) announces streamlined reporting capabilities for COVID-19 Data Bicycle Therapeutics (BCYC) settles patent dispute with Pepscan Systems B.V. Blackstone (BX) aiming to raise at least $5 bln for second Asia fund, according to Bloomberg Boeing (BA): Delta (DAL) CEO Ed Bastian suggests company will purchase Boeing 737 Max aircraft, according to Financial Times Canadian Solar (CSIQ) signed a power purchase agreement with BTG Pactual and was awarded with two projects in a private auction by Furnas Centrais Elétricas CytoDyn (CYDY) reaches enrollment target of 293 patients for 2nd DSMC interim analysis of phase 3 covid-19 trial and expects to enroll the remaining 97 patients in the next few weeks to complete the trial this year Cytokinetics (CYTK) regains rights to develop and commercialize omecamtiv mecarbil and AMG 594 from Amgen (AMGN) Deutsche Bank (DB) looking for takeovers and joint ventures in payments processing, according to Financial Times Eiger BioPharma (EIGR): FDA approves Zokinvy for HGPS or Progeria and processing-deficient Progeroid Laminopathies Eli Lilly (LLY) announces that bamlanivimab (LY-CoV555) receives interim authorization from Health Canada as a treatment for COVID-19 Geo Group (GEO) announces decision by Federal Bureau of Prisons to not rebid its contract for rivers correctional facility Gilat Satellite (GILT) names Adi Sfadia as CEO IAMGOLD (IAG) announces temporary workforce reduction at its Westwood Gold Mine Invitae (NVTA) confirms the FDA accepted the submission of a premarket approval application for a companion diagnostic claim for STRATAFIDE on Nov 18 Kindred Biosciences (KIN) completion of the upcoming pivotal efficacy study for KIND-030 is now expected in the first quarter of 2021 due to a delay in receiving appropriate vendor reagent material McCormick (MKC) increases quarterly dividend to $0.68/share from $0.62/share Microsoft (MSFT): LoupVentures publishes article that says interest in PlayStation 5 outweighs the Xbox Series X, but for MSFT it's less about console sales in the launch window and more about an ecosystem Moog (MOG.A) authorizes share repurchase program for 3.0 mln shares of Class A and Class B common stock Neenah (NP) renews share repurchase plan for up to $25 mlnv Pfizer (PFE): Plans to rapidly roll out COVID-19 vaccine in Latin America after it gets EUA in US, according to Reuters Pfizer (PFE) and BioNTech (BNTX): FDA has scheduled a meeting for December 10 to discuss the request for EUA of a COVID-19 vaccine Regeneron Pharma (REGN) receives Emergency Use Authorization for REGEN-COV2 antibody cocktail Rigel Pharma (RIGL) and Medison Pharma announced that Health Canada has approved the new drug submission for TAVALISSE for the treatment of thrombocytopenia Rise Education (REDU) appoints new CFO Sanofi (SNY) receives EC approval for MenQuadfi Schrodinger (SDGR) announces a multi-target drug discovery, development, and commercialization collaboration with Bristol Myers Squibb (BMY) Sculptor Capital (SCU) appointed Dava Ritchea as Chief Financial Officer STORE Capital (STOR) received rent payments representing 90% of contractual base rent and interest for the month of November Summit Therapeutics (SMMT) announces that Dr. Mahkam Zanganeh has been appointed as Chief Operating Officer, effective immediately Teck Resources (TECK) increases its steelmaking coal sales to China for Q4 Twist Bioscience (TWST) announces positive preclinical data for SARS-CoV-2 antibodies Village Farms' (VFF) Pure Sunfarms receives cannabis research license for on-site sensory evaluation from Health Canada / Pure Sunfarms Brand debuts internationally Williams Cos (WMB) reached a global resolution with Chesapeake as part of Chesapeake’s Chapter 11 bankruptcy restructuring process Wynn Resorts (WYNN) lost efforts to partner with Sinclair (SBGI) sports networks, according to the New York Post
submitted by upbstock to Optionmillionaires [link] [comments]

Hero Concept - Rose

Hero Concept - Rose
Hey guys. I've decided it's time to do something with my ideas and upload them somewhere.
This hero is based on Rose Hero Concept by Valeriy Vegera, CD Project Red's Concept and Illustration artist. Here's link: https://www.artstation.com/artwork/rose-71I think it could be created before the game premiere.
https://preview.redd.it/1s8u0an4pta51.jpg?width=871&format=pjpg&auto=webp&s=442d604f1484f4177b594d9d3ec913c65e7d155e
It have some flawes for me, as this concept doesn't tell immediately it was created for Overwatch, so it is only for reference to my actual concept.
Name: Rosana Fiorenza Alassio Age: 31 Nationality: Italian Occupation: Bodyguard, ex-pilot Base: Monte Carlo, Monaco Role: Tank
Short Story: Rosana Fiorenza Alassio was Blackwatch pilot, working under nickname 'Fio'. After disbanding of Overwatch, she came back to Italy. Years later she was attacked by Reaper (who was killing ex-Overwatch members) but successfully ran away. Later she found a job as bodyguard in Monte Carlo Casino. Maximillien, her boss valued her and after seeing her combat skills with heavy weapons choosed her as personal private escorte. He liked to name her 'Rose'. She saw Reaper few years later close to her boss and tried to attack him but was heavily wounded. Max couldn't accept that his best bodyguard was dying and with Talon's resources decided to cybernetize her and delete parts of her memories. Now, 'Rose' is devoted soldier in Monte Carlo and fight in disguise or Talon's field missions, without knowledge of attack and work for Overwatch.
Stats: 250 HP, 150 Shields (Her stats are justificated by her passive and small size - slightly similar to Zaria's)
Her kit is based around being mobile secondary shield tank. I know there's too much shields in meta but this concept isn't new (I got it before Sigma was added to the game - Ooow, it's been a year now. Time is very fast). I've tried to shape her in a way she would be an option for dive as her main focus would be dislocation enemies and being constantly in movement.
Abilities:
Passive - Self-protection Battle Matrix Rose's shields work differently than others. It work like both armor (weaker) and shields. It blocks 3 DMG per hit, reduces DMG of beams by 12% and starts to regenerate after 3 seconds without taking DMG. It have pink color.(For reference, armor blocks 5 DMG and reduces by 20%.)
Space - Volcano Jetpacks (Cooldown: 2 seconds) While airborne (even after jump), Rose can cleanse herself from slows and knockback's effects and gets 220% horizontal movement speed increase for 2 seconds or until touching wall or ground. Cooldown starts after effect expires.
LPM - Volcano Energy-Gunsword Attacks in melee (slash) with Gunsword, dealing 65 DMG for enemies in 4 meter range. Ignores Armor damage reduction. Recovery time: 0,85 seconds.(For reference, Rein's melee deals 75 DMG in 5 meter range with recovery of 0,95 seconds and knockbacks enemies.)
PPM - Energy Bolt Generates energy bolt in Gunsword for up to 1,25 seconds (fully charged in 0,95 seconds, need to be charged at least 0,1 seconds). Energy bolt is arcing projectile with medium hitbox. It deals 14-140 DMG, shreds through barriers and enemies, reducing it's damage by 50% for each enemy and moves 20 m/s. Cannot headshot. Barriers always take full damage of bolt.(To clarify, if first target takes 140 DMG, second enemy will take 70, third 35, fourth 17. If first target takes 140 DMG, second 75, then is barrier taking 140 DMG and third enemy takes 17.)
LShift - Out of MY Way! (Cooldown: 12 seconds) After 0,65 seconds, Rose flies forward (can be used to move vertically) for 20 meters (moving 50 m/s - yes, i know how fast it is, she blinks creating pink trail). If there's enemy, she pick first one, deals 25 DMG and release enemy at the end of flight range, knockbacking him for 4m.(To clarify, it works similarly to LShift of Genji).
E - Link Barriers (Cooldown: 6 seconds after destruction) Creates small/medium barrier with trapezoid shape (longest edge is higher one) that have 800 HP. It is placed in air, 2,5 meters from Rose and can be placed in different angles (like Sigma's Barrier). Rose can create Second barrier using same key. Both of them have shared durability. Using Interaction Key (F) dismiss barrier or if there are two, older one. Durability of Barrier is regenerated when both barriers aren't in use (100 per second). Destroying one barrier disactivates second.
Q - Volcano Overload (Cost: 2100) Jumps and after that slams the ground beneath launching energy pulse to the ground (It works similarly to DF's E - you move slightly forward and can move camera in any horizontal direction - starts with high jump). Ground starts to create geysers of pure energy in line (there's 15 of them, each with 2 meters radius, centers of them are 6 meters from adjacent two) and each of them creates shockwave (10 meter radius). Each geyser deals 100 DMG, and each shockwave 50 DMG (deals DMG also to those in geysers). After getting hit by Shockwave, every another deals only 10 DMG. Geysers appears in chain effect. Enemies are slowed by 20-80% for 2 seconds based on how far they were from they geysers.
This concept is very complex, but in future I will try to post shorter descriptions.
submitted by Trombocyc to Overwatch [link] [comments]

Jagex is doing a mental health awareness week, I'd like to spread awareness about addictions and how Jagex exploits them.

Hey, I've got a BaSC of Psychology, currently in training to become a psych. I figured that a relatively reductive take on how people exploit those with addictions, create addictions to get as much money as possible - and why I think that it's probably not the greatest to be dismissive of "whales". Attitudes such as "you should just have more self control" is at least in part ignoring the underlying neurology of why some people literally can't help it. This is not to say that people with neurological disorders can't help it, or that every addict has some form of neurological disorder, everyone certainly has agency - but it remains true that some people find it harder to dismiss the tactics that are employed by Jagex on a daily basis.
Another thing I'd like to mention is that I recognise that Jagex is a company with investors breathing down their necks, I can see that most JMods probably dislike the prevalence of MTX and that these decisions are made primarily at the manageboard member level - but it is also true that if you are told to make something as enticing as possible, knowing full well that you are working on the impressionable minds of others, to feed into an addiction, then I think that you do at least have something to answer for. If you are developing either for some of these MTX events such as the one currently running, or for MTX itself, then you are certainly at the very least, involved.
So, just a few things I'd like to mention/draw attention to that are both in what Jagex do/why they do it, but also the process of addiction and why it can be so hard to break sometimes.
Treasure Hunter, the skinners box
So, you've probably at the very least heard of B.F. Skinners work in the field of behaviouralism, his concept of operant conditioning and all that. One of his favourite quotes "Give me a child and I'll shape him into anything." is both quite chilling and informative. If you haven't, the core idea is that all human behaviour can be observed and predicted from a punishment/reinforcement level. Punishment reduces the likelihood of a behaviour occurring, and reinforcement increases that likelihood. There is clearly a fair bit more to it than that but for the bases of explaining how Treasure Hunter is exploitative that's probably enough.
For our purposes I would like to give a simple walk through of how one might become addicted to buying spins, this does not mean that everyone that is exposed to TH will walk down this path, just one that many have and will continue to do so. First, observe RuneScape's experience/training system. It is relatively slow, some skills people like, some people don't like, and achieving certain levels for whatever reason can be incredible time consuming, particularly if you want to get a 199/120/200m. Your original appraisal of training in RS is that it is slow, and can be incredibly unrewarding. Introduce: Yelps. Every day, if you can login (reinforcing logging in daily is another thing that Jagex does to keep people logging in, but that's for another time) you can get some pretty sweet rewards, get a couple lucky spins and you can easily get over 200k xp/bxp in a skill. This is the start of the process, you are primed to like/look positively towards treasure hunter, because it can at least save you an hour a day. One thing that you have to come to terms with is that as much as this makes you feel good, it is also a chemical relationship, dopamine receptors fire every time you use treasure hunter now, and just like a drug addiction, you have to use it more to get that original feeling that you might have got from one spin. So, you might drop some gp on some bonds, maybe even during a promotion, get a few levels and feel pretty good about it.
Bonds are expensive though, and unless you're a telos king this isn't something that you can sustain forever, and grinding Vindicta for 4 hours or so for 15 spins will only sustain your drive for so much. You might then see a promotion going on, Jagex is offering half price off spins, maybe you drop $10 originally and get 70 keys. That saved you the 60m or so that you would have spent dropping bonds on it, and it was only $10, very easy to justify the purchase - it was during a promotion so you actually earnt a fair bit of xp and you managed to get from 97-99 in a skill that you really hate, great! Now, you're closing in on max cape and just before a double xp weekend you get another one of those promotions (that you cannot block), spend $100 and get an extra 200 keys on top of those 450 keys you got, you drop it and get just enough xp/dxp to max during dxp weekend, you get an absolute feeling of euphoria, you've achieved the ultimate achievement on Runescape, maxing. But everyone is going for 120s now, Jagex just set 120 herb/farming as upcoming content, and you want to get a comp cape, so you need to spend that money fast. There is no waiting for money saving promotions or dxp weekends, time is of the essence. Spending $100 every few months or so isn't doing it for you anymore and so you drop $200 in a day to take advantage of a smouldering lamps promotion, since you already have some DXP saved...
Why people become addicted to things
Gabor Maté is a prominent physician in this area, his main narrative seems to be that through the experiences of ones childhood (particularly abuse) many people through their development will latch on to something to make them feel better, due to a consistent negative affect. Many people with addiction suffer from affective disorders such as anxiety and depression, this dopamine hit that I have previously explained can be incredibly therapeutic for some people going through something like this. Just as some hit the bottle, become addicted to drugs, or become fat from food addiction, others can, and will become addicted to gambling and gaming. These people are incredibly defensive of their behaviour and their addictions, if you've spoken to a smoking addict or an alcoholic before this becomes quite apparent very quickly. People with full knowledge that this behaviour is impacting them quite heavily emotionally, biologically or economically can persist in engaging with it because the alternative, not having that reprieve is so much worse. An example of such a cognitive distortion might be in the gamblers gamblers fallacy, the "just one more try and I'll get all my money back" is so, so evident in Treasure Hunter, with those "one more spin and you could win this" thing. This is why Psychotherapy and even medication can be so important, it is this process of explaining to people and working with them to allow them to understand that they would actually be ok without this reliance.
Neurologically, those with prefrontal cortex damage literally cannot tell that they are in traps, or that certain decisions in the context of a gambling situation would be detrimental. This is evident in a famous study of the Iowa Gambling Task where performance in these tasks by those with prefrontal cortex damage, compared to controls was almost night and day. The more trials one was exposed to, the worse they got, which was the opposite of the standard person.
Clearly, "whales" as we so affectionately name them represent a minority in the community, but they spend far more than any of us will in a lifetime. It only takes a few that Jagex has to target to milk, for Jagex to make enough money to please their shareholders. People with prefrontal cortex damage similarly are far less common in the real world, but they represent a great chunk of the profits in casinos.
In summary, I suppose, and a bit of a tl;dr. Jagex exploits people with addictions, and they exploit people with predispositions to addictions. They 100% have Psychologists on hand to make their game as lucrative as possible by exploiting the mental health of their players, and holding these charity months to "spread awareness" is quite disgusting.
submitted by Bentoki to runescape [link] [comments]

Airlines, Hotels, Entertainment are Fucked

I've been travelling for the past few weeks and I've come to the conclusion that these are all fucked. Flights that usually sell out are empty. Either myself or my close colleagues have personally seen the following flights with ~50% capacity in the past week:
These flights are never empty. What's more, some of these flights have $4k+ first class tickets where the airlines make all their money. Hotels, theme parks, casinos, live entertainment, these are all to follow. A bit of research on debt loading, fixed service charges, exposure to business vs. leisure travel, etc. has led me to believe that the following companies are absolutely fucked:
Now I hear you, thank you captain obvious. Yeah yeah, but these are actually fucked. They all need debt refis in the next 8-12 months to survive a 20% reduction in revenue. The leavers they can pull to fix this are all longer term than that are unlikely to be effective in the short term. Let's put it like this - they effectively have to get started with layoffs in the next month to survive, and some are beyond that already.
The following companies are going to survive, but have pretty large hits to market cap, primarily due to debt loading / business travel:
List is obviously not exhaustive. A few ones that are likely to do relatively OK are:
Now I haven't looked at everything, only the ones I had a hunch about really bad exposure to the markets. Broadly speaking, these businesses also tend to employ working class people who will be fucked by this. I was crazy sick on Feb 1-2 and spent that weekend researching the beer virus, bought May / June SPY 305p and have printed on them. I'm going to spend $30k on puts on some variation of the above (based on put prices) this Monday / Tuesday. Horizon is 8-12 months out, willing to pay large premiums for those that I think are going down 75%+ from 52wk max this year.
submitted by robdels to wallstreetbets [link] [comments]

COVID-19 Impacts on US/Canada transit for 2020-05-04

Slowly everything is getting back to normal. I'm posting these with a historical intent. Links where possible, and let me know if your local is missing.
NOTE: MOST AGENCIES ARE ASKING FOR ESSENTIAL TRAVEL ONLY -- MEDICAL AND SUPPLY RUNS, JOB TRANSIT FOR THOSE WHO PROVIDE THOSE SERVICES. STAY HOME! EXPECT DELAYS AS THEY RUN CRITICALLY LOW ON STAFF.
Many agencies are asking you wear a mask, board from the back, and are putting limits on passenger boarding. Mask requirements are marked with "!!!" States that require a mask: MD, MI, NJ
If the agency has a pass app, please pay for the ride through it -- it helps the agency!
(I have also taken the time to clean up and organize the list a bit)

Country-wide

AMTRAK: Covid-19 info
Note: All overnight trains (except Auto Train) will switch to Flexible Dining menus. Some Cafe service is suspended. Limited access to NY Penn.
Reduced: NEC, Hartford Line, Thruway Buses, Capitol Corridor, Empire Service, Ethan Allen Express, Illini/Saluki, Illinos ZephyCarl Sanburg, Lincoln Service, Missouri River Runner, Pacific Surfliner, Piedmont, San Joaquins, Valley Flyer, Vermonter (no service north of New Haven M-Sat, no service Sun), Wolverine
Split Service: California Zephyr (no service Reno to Denver), Palmetto (NY to DC only April 3-5)
Terminated before Canada, Reduced service: Maple Leaf (terminates Niagra Falls), Adirondack (terminates Albany, NY), Cascades (terminates Seattle).
Canceled: Acela, Keystone, Pennsylvanian, Winter Park Express, Pere Marquette, Carolinian, Downeaster
Replaced w/bus (Thruway): Hiawatha (4/24-5/25)
VIA RAIL (CANADA): Covid-19 advisory
Meal service is reduced to snacks and drinks. Some sleeper service is canceled. VIA Rail will refuse passengers who are sick w/o doctors note.
Canceled until May 1st: The Ocean (Montreal to Halifax), Toronto-Niagara Falls (until further notice)
Canceled until June 1st: JaspePrince George/Prince Rupert, The Canadian (Toronto to Vancouver)
Limited service: Montreal-Jonquiere/Senneterre (Friday/Sunday departures), Sudbury-White River (Weekend only), Quebec City/Winsor corridor (Kingston-Torronto-London is canceled, most trains canceled)

State/Provence and City

Shut down/demand ride only

Michigan:

Reduced Service - Canada - Improving

Reduced Service - Canada

Reduced Service - USA - Improving

Michigan

Reduced Service - USA

East Coast

Mid-country

West Coast

Michigan

Hat-Tips

u/alitales u/NixillUmbreon u/Steaks_on_a_Plane u/voxadam u/cincy_transit_guy u/mohaas06 u/taxorenxuan u/earlyenrichment u/SojuCondo u/TTC_Tokens u/TC1827 u/InfiNorth u/Bombpants u/sebileis u/Pwheatstraw2000 u/Vectrex452
submitted by STrRedWolf to transit [link] [comments]

COVID-19 Impacts on US/Canada transit for 2020-05-11

😷 Just wear a !)#$@( mask. I'm posting these with a historical intent. Links where possible, and let me know if your local is missing.
NOTE: MOST AGENCIES ARE ASKING FOR ESSENTIAL TRAVEL ONLY -- MEDICAL AND SUPPLY RUNS, JOB TRANSIT FOR THOSE WHO PROVIDE THOSE SERVICES. STAY HOME! EXPECT DELAYS AS THEY RUN CRITICALLY LOW ON STAFF.
Many agencies are requiring you wear a mask. Most ask you board from the back, and are putting limits on passenger boarding. Mask requirements are marked with "⚠️" and are because of state orders.
If the agency has a pass app, please pay for the ride through it -- it helps the agency!
(I have also taken the time to clean up and organize the list a bit)

Country-wide

AMTRAK: Covid-19 info
Note: All overnight trains (except Auto Train) will switch to Flexible Dining menus. Some Cafe service is suspended.
Reduced: NEC, Hartford Line, Thruway Buses, Capitol Corridor, Empire Service, Ethan Allen Express, Illini/Saluki, Illinos ZephyCarl Sanburg, Lincoln Service, Missouri River Runner, Pacific Surfliner, Piedmont, San Joaquins, Valley Flyer, Vermonter (no service north of New Haven M-Sat, no service Sun), Wolverine
Split Service: California Zephyr (no service Reno to Denver), Palmetto (NY to DC only April 3-5)
Terminated before Canada, Reduced service: Maple Leaf (terminates Niagra Falls), Adirondack (terminates Albany, NY), Cascades (terminates Seattle).
Canceled: Keystone, Pennsylvanian, Winter Park Express, Pere Marquette, Carolinian, Downeaster
Replaced w/bus (Thruway): Hiawatha (4/24-5/25)
Returning: Limited Acela starting June 1st
VIA RAIL (CANADA): Covid-19 advisory
Meal service is reduced to snacks and drinks. IA Rail will refuse passengers who are sick w/o doctors note.
Canceled until further notice: Toronto-Niagara Falls
Canceled until June 1st: JaspePrince George/Prince Rupert
Suspended until Nov 1st: The Canadian (Toronto to Vancouver), The Ocean (Montreal to Halifax)
Limited schedule service: Montreal-Jonquiere/Senneterre (Friday/Sunday departures), Sudbury-White River (Weekend only), Quebec City/Winsor corridor (All-stop service, round trips on each line only)
No sleeper: Winnipeg-Churchill route (until Nov 1)

State/Provence and City

Shut down/demand ride only

Michigan:

Reduced Service - Canada - Improving

Reduced Service - Canada

Reduced Service - USA - Improving

East Coast

Mid-Country

West Coast

Michigan

Reduced Service - USA

East Coast

Mid-country

West Coast

Michigan

Hat-Tips

u/alitales u/NixillUmbreon u/Steaks_on_a_Plane u/voxadam u/cincy_transit_guy u/mohaas06 u/taxorenxuan u/earlyenrichment u/SojuCondo u/TTC_Tokens u/TC1827 u/InfiNorth u/Bombpants u/sebileis u/Pwheatstraw2000 u/Vectrex452 u/blorgcumber
submitted by STrRedWolf to transit [link] [comments]

Resident Evil Resistance! Why I truely believe masterminds are underpowered.

Hello all, thanks for taking the time to read this, before I get started be aware I dont have that great spelling even though English is my first language and that I've never used reddit for posts and I only have a ps4 + Mobile. I will also be referring this post as all characters are 24 levels and higher, making it so they have max points/equipment slots!
Character Equipment Balance*** All characters have 15 points they can spend on their build, this includes masterminds and each player on the surviving team. This makes decks very interesting for survivors, for masterminds however, it's what is very necessary for the deck. What I mean by this is the cost efficiency of points is far more strict on mastermind rather than split for both teams. For example;
Survivor Equipment (×/×/× is costs)***
2/4/6 - FevePersonal Skill CDinfection resistance
2/3 - EMP Rounds/ Damage towards traps/increase healing items for you character.
2/4 - Crit Chance/Knock Back.
2/3/5 - Increase Crit Damage.
1/2/3 - Door Damage/Security Device Speed/improved melee weapon durability after repair.
3/5/7 Damage with firearms/Damage with Melee weapons/Max Hp.
1/2/4 start with some ammo.
1/3/5 start with some credits.
2/3/4 increase credits pick up.
As you can tell it's missing all cards but these are in my opinion are the most used intearms of variety so many options to test and enjoy.
Mastermind Equipment *** 3/5/7 - Max HP for Creatures/Creature damage/EXPLOSIVE Damage/Weapon damage
2/4/6 - Infection rate/Time to arm traps/Camera durability/Camera control whilst under attack/Door durability/Bio weapon skill duration/Bio weapon damage/Bio Core reduce damage
5/-/- - slightly increase Infection rate & slight increase creature damage/Movement speed increases for creatures/Moderately increases Bio energy recharge rate.
As you can see both have drastically different Equipment costs between both team even though they both have 15 points but survivors have it for all individual survivors against 1 mastermind. Also what I have knowticed is that Mastermind doesn't have many equipment cards or if any to counter some survivor equipment cards;
Enemy knockback, only Daniel has something to counter this.
Critical chance & Damage - Good luck with anyone aswell as Becca.
Security Device Speed - again only Spencer can reduce. Personal Skill & Fever Skill Reduction - Legot cant counter it.
Not only are there no counters for these kind of equipments cards but theres nothing equivalent for the mastermind, such as the Personal/Fever CDR, Mastermind doesnt get an equipment card to reduce their bio weapon recharge rate in any way. Only Annette has something but only after she uses her bio weapon and only if she dicides to exit early.
Now the ranting part to certain cards - First off Can someone please explain to me what the Trap Camouflage Card for Mastermind Actually does, I've tested it with friends and in public games and from both experiences its either extremely bugged or just very broken, because in all experiences with my amazing friends, we found there is no visual change in distance or in room lighting, meaning they could still see it from a mile away, and we tested it with Martin, He can still see the pop up to deactivate it so I genually do not understand what this 3 cost equipment card does!!
Trap damage equipment Card (ExM/Lm - Explosive mine / Landmine ) *****
his wasnt very fun but kinda interesting, anyone who doesn't know traps do different amount of damage when you are different distances, ontop of doing different damages at the same distance okay? So if u place a Lm ontop of a survivor 3 times, you may get 290/286/299 it varies but it gets way more weirder. ExM damage should roughly be around 470 - 490 with no buffs or tracker mines, With tracker mines they always go up bu 100 damage.
Soo to slimplify this! (×/×/×) damage values without moving the mine, (×+/×+/×+) Tracker damage increase.
NO Buffs Lm - 290/286/299- 347+/350+/281+
Slightly damage Lm - N/A forgot to test this one
Moderately damage Lm - 334/333 - 412+/401+
Greatly damage Lm - 348/368/380/374 - 412+/401+
Slightly and Greatly Lm - 375/376/318 - 467+/462+/420+
****ExM Damage ***
No buffs No Trackers ExM - 498/499/478 - 598+/588+
Slightly - N/A
Moderately damage Exm - 574/567 - 666+/670+
Greatly Exm - 636/640 - 713+/724+/
Slightly and greatly Exm - 748/718
As you can tell I spent soo long testing and testing and I came to the conclusion if you waste your points on trap damage, at least prioritize ExM instead of Lm.
Now Camera Dirablity, So much Fun woo it wasnt, it was a sad time. We did this with Jill as she has a free double ult, if she has fever on full she gains increased damage towards cameras but if she uses her ulti that gives her a powerful weapon, she loses that passive. Were also testing this with the Quicksilver because I was not that dedicated to torment my friend through all the weapons.
Jill/Mastermind No buffs No Ults Quicksilver - 10 shots Jill Ult Passive 7 shots Jill Ult active (pistol) 3 shots
Unfortunately I've just knowticed the rest of my information got lost so i will make an edit in the future to update this, sorry guys. Just know the difference wasnt huge and the reason this was a problem is because this was all 1 survivor, imagine high players that its 2 or 3 on camera and zombie duty.
The one thing I wanted to get across from this is that Mastermind equipment cards needs to be balanced out in terms of card costs and what there really is, my complaint is that its just too expensive for 15 points it's hard enough to make a deck that wont be easily countered, let alone being able to experiment and enjoy the game. Also I think when u enter a zombie your bio energy recharged is reduced for the duration you enter.
I Find that survivors are much more able to adapt to the mastermind than mastermind can adapt to them, it could help where theres a time for mastermind to set up before the survivors leave the safe room and master minds and since majority of builds have differculty in the first and third area it doesn't help that they can rush out, even if it's just 10s its helps a little bit.
My submission to Upgrades towards Adaptation towards both mastermind and survivor is to make it so theres a hidden passive that activates for both sides depending on how the previous area went.
Survivors*** If the mastermind creatures do × amount of damage done to survivors during area 1 reducing the timer to x before area 2, in area 2 damage by creatures is reduced by 5% or if × amount of time lost from creature attacks in area 1 have time increased from all creatures kills by 2s, or if × amount of explosive damage is done in area 1 and causes time lost by x amount, in area 2 explosives to 5% less damage.
All of these can go up further for area 3 or if x is not met reduces back to normal. Aswell as for survivors you can make it a voting system before the game starts, or a background thing that triggers but keep the trigger anonymous or kinda random in a set amount.
Mastermind**** If the survivors do x amount of damage towards cameras in area 1, in area 2 camera durability is increased by 10%, or if survivors have x amount of time at the end of the area 1, in area 2 all negative time towards survivors is increased by 3s (if not including controlled zombie swipes)
Right now that's done, Maps, Oh yeah I'm Targetting the maps now!
First of Downtown **** What happened, why is it soo unbelievably small, I love the design and how it feels but its tiny compared to the other maps, only good for tutorials but it's terrible for actual games.
Area 1 -
might aswell be a straight line, compare it to Abandon Park area 1, oh boy its rough, it's just soo unbelievably simple and has alot of predictable zombie spawns for any mastermind, the only thing I enjoy about it is that the puzzle isnt in view until the end, making Spencer's passive get some love.
Area 2 -
A curvey line, one you have to backtrack, but much better door management, for those who dont play mastermind, door management is very important as its literally a barrier between survivors and zombies/ traps, making so u have to go through the door or break it open to progress. So it's not that bad for area 2.
Area 3 -
I hate this area, infact I hate this maps but this area favors survivors on a whole new level, okay so did you know you can shoot the bio cores from a distance, making to you dont have to travel up the elevators to damage them, yeah its brutal, into of that all bio cores are heavily exposed to survivors from a variety of angles making it very easy to safe poke from afar, aswell as zombie placement is rough, there always exposed, they always get stuck, they have nowhere to safely spawn, it's just a horrible map okay? The only good thing in this area is how many cameras you can rotate to, unlike the other maps, this has a good amount of cameras.
Also side note, R.I.P Alex's bio weapon as it gets fat shamed far too much.
Research Facility****
Area 1 -
Not bad very nice, unfortunately can see the puzzle pieces off the bat, but it's going to give a mastermind a little bit of time loss from survivors.
Area 2 -
Very good rooms, but we need two camera units in all security terminal rooms, make it so we can custom cameras or have to so theres always a backup.
Area 3 -
Why is there a giant lift which might aswell be the whole area, at least split it up or have it so the mastermind doesn't need to wait 5 yrs to press the button again. Bio cores are very exposed and I'm not the only one who hasn't got a clue where camers are when I switch because I'm trying to turn somewhere I cant turn. Again lack of cameras.
Casino ***
Area 1 -
Loud and fun I like it, large room on east side of map should have a door or make the furthest east side larger as it is again a straight line. Again puzzle exposed early.
Area 2 -
I know where everyone puts 1 security terminal, the stage, also why on earth does Yorick (security guard) have a spawn right next to the exit gate which s also right next to the survivors spawn?? Really? At least give him some cover, he just gets shot over the bar thing, it's sad!
Area 3 -
Always Gamble on the slot machine. PLEASE give me 2 cameras for all rooms and a door for the exit room!! Other than that it's okay
Abandoned Park******
Area 1 -
Perfect room placement, also u cant be interrupted when opening that door you know the one! It's a secret one.
Area 2 -
Hmmm I do not know why theres a track that has no door management I know it runs the theme but you could place a ride door that has a switch only for that map! Or a jump scare as its abandoned and spoookyyy have the lights flicker or something, but for love of games why is there only 1 good room, whyyy, just have it so there are more door managements as fun fact there are only 3 doors and 1 will never be used again after the survivors move, also I find bio weapons just get kited (just move in a direction and you'll win) It need more barriers for again time for masterminds to have time to stock up on anti timer gains.
Area 3 -
I hate the bridges I dont know what exactly does it burn why can survivors shoot through the bars but i cant? Also lack of cameras, and the middle core shouldn't be right next to the exit.
OKAY BOYS were here the end, I'll be complaining about things you may not know or also annoy you, WHY CAN SURVIVORS CAMP IN A IMMORTAL SPOT IN THE FINAL EXIT ALL DAY, okay, so bio weapons cannot hurt them aswell as zombies, infact only Explosive mines can, making it super odd, I know it's to give them the option to exit early, but make it like 1 survivor at a time! They just sit there for their reapawned teammate! It's bad.
Why do you lose bio energy recharge rate when you enter zombie mode - I knowticed the arrow going down once when I left zombie mode.
Why is it so hard to get bio energy for Daniel.
Also am I the only one who believes lickers are far too expensive, hear me out, they get knock backed all the time, they have roughly 3k hp, which for a Samuel is two hits, theres no buffs that they can spawn with, they are very expensive 7/10 bio energy and they are abit dumb; they continuously attack the wall trying to hit survivors but when someone runs past them they'll get very lost, at least have them crawl the wall or something, same with dogs, there cheap though, but bark alot and get stuck, especially in downtown.
A perk or a Ability I'd like to see to counter one of valaries perks or just for fun!! ****
Have it so when a creature successfully attacks a survivor they get a random buff for 30s, it would be nice to have some randomness and a chance to get some buffs without stockpiling your deck with 1 cost annoying buff cards.
Also let me have equipment that gives me more cards either so I have a free rotate for every area on the end (not taking up a spot) or a extra card slot so I can have 5 not 4, or have it so moderators dont take up space and u can only have 1, for area 1, 2 for area 2, and 3 for area 3.
Allow mastermind to discard cards without needing to enteexit them!
Fun Fact did you know lickers will follow Downed players, Creepily, but they will follow them. Also can we get hunters?
Anyways that's my 3hr right up on my mobile complete, Thank you for taking the time to read this and also I appreciate any comments or debates about the situation again I do play this game alot and have spent many hours on both survivor and mastermind, I greatly enjoy playing valerie and Lock door Spencer, I will have to admit that attention does need to go towards Consol Connection abusers, as far on ps4 its stopped me from enjoying a Challenging rank 40+ mastermind only to find them severely abusing the connection to give them a huge advantage.
I really hope this post gets some kind of love but I know I've done my best, I really would love for this game to get way better and I greatly enjoy the unique design and play style for both sides. Also I need to state that I love playing survivor but I needed to post this because even when I play survivor I feels soo unbelievably bad for masterminds, I also want to state I know that making masterminds stronger comes at a risk; All I want from the game devs is so that from both sides is a struggle, I don't want to stop survivors but i do want to feel like I'm given a challenge against all kind of survivors, if there falling behind they gets some buffs, if there too far ahead I get the chance to turn it around, just a chance no guarantee.
I know alot of this game is up to experiment as were given very little information on a lot of in game stuff but again someone tell me what trap Camouflage does :)
submitted by Oweewoowoo to residentevil [link] [comments]

COVID-19 Service Impacts in US/Canada 2020-04-10

The shutdowns keep hitting. I'm posting these with a historical intent. Links where possible, and let me know if your local is missing:
NOTE: MOST AGENCIES ARE ASKING FOR ESSENTIAL TRAVEL ONLY -- MEDICAL AND SUPPLY RUNS, JOB TRANSIT FOR THOSE WHO PROVIDE THOSE SERVICES. STAY HOME! EXPECT DELAYS AS THEY RUN CRITICALLY LOW ON STAFF.
Many agencies are asking you wear a mask, board from the back, and are putting limits on passenger boarding.

Country-wide

AMTRAK: Covid-19 info
Reduced: NEC, Hartford Line, Thruway Buses, Capitol Corridor, Downeaster, Empire Service, Ethan Allen Express, Hiawatha, Illini/Saluki, Illinos ZephyCarl Sanburg, Lincoln Service, Missouri River Runner, Pacific Surfliner, Piedmont, San Joaquins, Valley Flyer, Vermonter (no service north of New Haven M-Sat, no service Sun), Wolverine
Split Service: California Zephyr (no service Reno to Denver), Palmetto (NY to DC only April 3-5)
Terminated before Canada, Reduced service: Maple Leaf (terminates Niagra Falls), Adirondack (terminates Albany, NY), Cascades (terminates Seattle).
Canceled: Acela, Keystone, Pennsylvanian, Winter Park Express, Pere Marquette, Carolinian
VIA RAIL (CANADA): Covid-19 advisory (h/t u/InfiNorth)
Meal service is reduced to snacks and drinks. Some sleeper service is canceled. VIA Rail will refuse passengers who are sick w/o doctors note.
Canceled until May 1st: The Ocean (Montreal to Halifax), Toronto-Niagara Falls (until further notice), JaspePrince George/Prince Rupert, The Canadian (Toronto to Vancouver)
Limited service: Montreal-Jonquiere/Senneterre (Friday/Sunday departures), Sudbury-White River (Weekend only), Quebec City/Winsor corridor (Kingston-Torronto-London is canceled, most trains canceled)

State/Provence and City

Shut down/demand ride only

Michigan:

Reduced service - Canada

h/t u/taxorenxuan, u/earlyenrichment, u/SojuCondo, u/TTC_Tokens, u/TC1827

Reduced Service - USA - Improving

Reduced Service - USA

Michigan transit: (h/t u/alitales and u/NixillUmbreon)
submitted by STrRedWolf to transit [link] [comments]

COVID-19 Transit Impacts in US/Canada for 2020-05-18

😷 Wear a mask as you're coming back. I'm posting these with a historical intent. Links where possible, and let me know if your local is missing.
NOTE: MOST AGENCIES ARE ASKING FOR ESSENTIAL TRAVEL ONLY -- MEDICAL AND SUPPLY RUNS, JOB TRANSIT FOR THOSE WHO PROVIDE THOSE SERVICES. STAY HOME! EXPECT DELAYS AS THEY RUN CRITICALLY LOW ON STAFF.
Many agencies are requiring you wear a mask. Most ask you board from the back, and are putting limits on passenger boarding. Mask requirements are marked with "⚠️" and are because of state orders.
If the agency has a pass app, please pay for the ride through it -- it helps the agency!
(I have also taken the time to clean up and organize the list a bit)

Country-wide

AMTRAK: Covid-19 info 05-13
Note: All overnight trains (except Auto Train) will switch to Flexible Dining menus. Some Cafe service is suspended.
Reduced: NEC, Hartford Line, Thruway Buses, Capitol Corridor, Empire Service, Ethan Allen Express, Illini/Saluki, Illinos ZephyCarl Sanburg, Lincoln Service, Missouri River Runner, Pacific Surfliner, Piedmont, San Joaquins, Valley Flyer, Vermonter (no service north of New Haven M-Sat, no service Sun), Wolverine
Split Service: California Zephyr (no service Reno to Denver), Palmetto (NY to DC only April 3-5)
Terminated before Canada, Reduced service: Maple Leaf (terminates Niagra Falls), Adirondack (terminates Albany, NY), Cascades (terminates Seattle).
Canceled: Keystone, Pennsylvanian, Winter Park Express, Pere Marquette, Carolinian, Downeaster
Replaced w/bus (Thruway): Hiawatha (4/24-5/25)
Returning: Limited Acela starting June 1st
VIA RAIL (CANADA): Covid-19 advisory 05-06
Meal service is reduced to snacks and drinks. IA Rail will refuse passengers who are sick w/o doctors note.
Canceled until further notice: Toronto-Niagara Falls
Canceled until June 1st: JaspePrince George/Prince Rupert
Suspended until Nov 1st: The Canadian (Toronto to Vancouver), The Ocean (Montreal to Halifax)
Limited schedule service: Montreal-Jonquiere/Senneterre (Friday/Sunday departures), Sudbury-White River (Weekend only), Quebec City/Winsor corridor (All-stop service, round trips on each line only)
No sleeper: Winnipeg-Churchill route (until Nov 1)

State/Provence and City

Shut down/demand ride only

Michigan:

Reduced Service - Canada - Improving

Reduced Service - Canada

Reduced Service - USA - Improving

East Coast

Mid-Country

West Coast

Michigan

Reduced Service - USA

East Coast

Mid-country

West Coast

Michigan

Hat-Tips

u/alitales u/NixillUmbreon u/Steaks_on_a_Plane u/voxadam u/cincy_transit_guy u/mohaas06 u/taxorenxuan u/earlyenrichment u/SojuCondo u/TTC_Tokens u/TC1827 u/InfiNorth u/Bombpants u/sebileis u/Pwheatstraw2000 u/Vectrex452
submitted by STrRedWolf to transit [link] [comments]

Who’s thirsty, can I interest you in some coffee?

16th December 2019
Good Morning fellow autist, GL today.

DOW

Boeing Company (BA) is reportedly considering reducing production or halting production of its 737 MAX over continued uncertainty regarding its return to service, according to people familiar with the matter.
Coca-Cola Company (KO) announced its Senior Vice President and Chief Growth Officer, Francisco Crespo, will retire in 2020 after 30 years with the company.
Johnson & Johnson (JNJ) has its Erleada for treatment of patients with metastatic castration-sensitive prostate cancer approved by Health Canada after a priority review.
Pfizer Inc. (PFE) increased its quarterly dividend to USD 0.38/share from USD 0.36/share, a 6% increase.
The Walt Disney Company (DIS) streaming product, Disney+, will launch on Vivendi’s (VIV FP) Pay-TV business Canal+ by the end of March.
United Health Group Inc. (UNH) has been upgraded to Conviction Buy from Buy at Goldman Sachs, where analyst Stephen Tanal highlighted its attractive commercial business, which holds top market share position in Medicare Advantage, and a top three position in Medicaid. The analyst states > USD 19bln in operating cashflow next year will “handily cover” its USD 2.3bln worth of capital expenditures, which puts the company in a good position to deploy capital against earnings growth vie tuck-in acquisitions and share repurchase programmes. Stephen Tanal increased the PT to USD 330 from USD 300.
Walmart (WMT) and Flipkart are to invest in a Bangalore based fresh produce supply chain start up named Ninjacart, the financial terms were not disclosed, however Economic Times citing people familiar with the matter, state WMT could invest up to USD 50mln.

NASDAQ 100

Alphabet Inc Class A (GOOGL) self-driving business, Waymo, acquired Latent Logic, a spinout company from Oxford University which specialises in imitation learning, helping machines learn from human actions. The financial terms were not disclosed, although it gives Waymo its first presence in the UK. (The Guardian)
Amazon.com Inc. (AMZN) Ring is to introduce new security features after hackers broke into a child’s bedroom and had the ability to watch and talk to the child. (Business Insider)
Facebook, Inc. (FB) had tens of thousands of its employees personal banking information compromised after a thief stole several corporate hard drives from an employee’s car.
Micron Technology (MU) had its PT raised at USD 56 from USD 48 from Morgan Stanley ahead of its earnings on Wednesday, where analyst Joseph Moore noted the recent memory chip strength is surprising and should bring short-term momentum back into the name.

S&P 500

Dollar General (DG) & Dollar Tree (DLTR) is being asked by local governments across the country to provide fresh food amid a lack of grocery stores. (WSJ)
DuPont de Nemours Inc (DD) is to merge its Nutrition & Biosciences business with International Flavours (IFF) where DD shareholders will own 55.4% of the combined company, and DD will receive a onetime USD 7.3bln special cash payment in closing of the IFF deal. Following the deal DD sees 2019 operating EBITDA at the low end of its guidance range. Executive Chairman Ed Breen says they have some interesting bolt on opportunities they like in the company and don’t plan to sit on cash, may do bolt-on M&A.
Humana Inc. (HUM) is to acquire Enclara Healthcare, although financial terms were not disclosed.
Lilly (Eli) & Co. (LLY) announced a global commercialisation agreement to join DexCom (DXCM) products into LLY’s diabetes management system, adding it is currently in development to advance the treatment of diabetes.

OTHER

Amarin Pharmaceuticals (AMRN) received FDA approval for its Vascepa, to reduce cardiovascular risk. Following the approval, it increased its FY19 revenue forecasts to (USD) 410-425mln (exp. 410.25mln, prev. 380-420mln. Updates FY20 revenue guidance to 650-700mln (exp. 654.55mln)
BeiGene (BGNE) announced its Phase 3 ASPEN trial did not meet its primary endpoint as it did not achieve statistical significance when comparing BTK inhibitor BRUKINSA to ibrutinib for the treatment of Waldenstrom’s macroglobulinemia.
Chesapeake (CHK) received a notice from NYSE regarding its noncompliance with a rule which requires listed companies maintain an average closing price of above USD 1.00/shr over a 30-day average. CHK acknowledged the notice, adding they intend to regain compliance by pursuing measures in the best interests of the companies.
Live Nation (LYV) and Zebra Technology (ZBRA) and Steris (STE) (will move to the S&P500, replacing Affiliated Managers Group (AMG) , Trip Advisor (TRIP) and Macerich (MAC), respectively, on 23/12/19.
Owens Corning (OC) executive chairman sold 30,000 common shares for USD 65.646/share.
Pacific Gas and Electric (PCG) had its plan to exit bankruptcy and to pay the victims of the North Carolina wildfire rejected as the proposal falls “woefully short”.
Spark Therapeutics (ONCE) takeover by Roche (ROGN SW) has received clearance from UK regulators, although the two are still awaiting US approval.
Uber (UBER) is reportedly in advanced talks to sell its UberEats India business to a local rival, Zomato, according to people familiar with the matter.
WPX Energy (WPX) is reportedly in discussion to purchase Felix Energy assets for approximately USD 2.5bln, according to people familiar with the matter.
Of note for US Casino Names (MGM, WYNN, PENN, LVS, BYD), Barclays is bullish on the sector heading into 2020 where analyst Felicia Hendrix believes it could be poised for further growth next year.
Of note for Semiconductors (SOX), JPMorgan forecast further upside in 2020 as industry growth rates inflect positively and drive a positive earnings revision cycle. Analyst Harlan Sur notes the top pick in the space is Broadcom (AVGO), citing its underappreciated diversification and strong FCF and dividend growth. The analyst also highlights Nvidia (NVDA), Intel (INTC), Micron (MU) on strong data centre exposure, Qorvo (QRVO), Marvell (MRVL) as key 5G plays and Texas Instruments (TXN) and Microchip (MCHP) on improving industrial/cyclical trends. Also of note, RBC highlight unconfirmed reports that Samsung (SSNLF) will invest roughly USD 8bln in its second semiconductor plant in Xian, China, citing Business Korea. RBC also highlight unconfirmed reports that Intel’s (INTC) is expecting to reach 1.4nm designs by 2029, with 7nm in 2021, 5nm by 2023, 3nm by 2025, 2nm by 2027. The desk notes that if this leaked information is correct, it implies a two-year node reduction cycle.
submitted by WSBConsensus to wallstreetbets [link] [comments]

COVID-19 Service Impacts in US/Canada 2020-04-14

The shutdowns keep hitting. I'm posting these with a historical intent. Links where possible, and let me know if your local is missing:
NOTE: MOST AGENCIES ARE ASKING FOR ESSENTIAL TRAVEL ONLY -- MEDICAL AND SUPPLY RUNS, JOB TRANSIT FOR THOSE WHO PROVIDE THOSE SERVICES. STAY HOME! EXPECT DELAYS AS THEY RUN CRITICALLY LOW ON STAFF.
Many agencies are asking you wear a mask, board from the back, and are putting limits on passenger boarding. If the agency has a pass app, please pay for the ride through it -- it helps the agency!

Country-wide

AMTRAK: Covid-19 info
Reduced: NEC, Hartford Line, Thruway Buses, Capitol Corridor, Empire Service, Ethan Allen Express, Hiawatha, Illini/Saluki, Illinos ZephyCarl Sanburg, Lincoln Service, Missouri River Runner, Pacific Surfliner, Piedmont, San Joaquins, Valley Flyer, Vermonter (no service north of New Haven M-Sat, no service Sun), Wolverine
Split Service: California Zephyr (no service Reno to Denver), Palmetto (NY to DC only April 3-5)
Terminated before Canada, Reduced service: Maple Leaf (terminates Niagra Falls), Adirondack (terminates Albany, NY), Cascades (terminates Seattle).
Canceled: Acela, Keystone, Pennsylvanian, Winter Park Express, Pere Marquette, Carolinian, Downeaster
VIA RAIL (CANADA): Covid-19 advisory (h/t u/InfiNorth)
Meal service is reduced to snacks and drinks. Some sleeper service is canceled. VIA Rail will refuse passengers who are sick w/o doctors note.
Canceled until May 1st: The Ocean (Montreal to Halifax), Toronto-Niagara Falls (until further notice), JaspePrince George/Prince Rupert, The Canadian (Toronto to Vancouver)
Limited service: Montreal-Jonquiere/Senneterre (Friday/Sunday departures), Sudbury-White River (Weekend only), Quebec City/Winsor corridor (Kingston-Torronto-London is canceled, most trains canceled)

State/Provence and City

Shut down/demand ride only

Michigan:

Reduced service - Canada

h/t u/taxorenxuan, u/earlyenrichment, u/SojuCondo, u/TTC_Tokens, u/TC1827

Reduced Service - USA - Improving

Reduced Service - USA

Michigan transit: (h/t u/alitales and u/NixillUmbreon)
submitted by STrRedWolf to transit [link] [comments]

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