What Is a Binary Outcome? The Motley Fool

THE SEARCH FOR THE GREATEST SWITCH SHMUP: EPISODE 28 – Raiden V: Director’s Cut

Before I begin, I just want to remind everyone that all of my reviews can be found at my site: www.azormx.com. I tried to keep it as minimalist as possible, and it doesn't have any add or any other intrusive elements, so the content is king. Do check it out, as reviews are usually live there before I publish them elsewhere. Any way, on to the review!

The shmup genre hasn’t been a mainstream genre in a long time. To be honest, I don’t think it ever was, even during the arcade days. While we certainly don’t have a shortage of shmups, let alone new release, they usually come from smaller teams. Indies have taken it upon themselves to become a guiding light for all of us. Their creations have been nothing short of amazing! However, we don’t really have anything we could call a “AAA” shmup. We do seem to have the next closest thing: Raiden.
Developer: Moss Co.
Platform: Nintendo Switch
Release date: Jul 25, 2019
Price: $29.99
Tate: Unfortunately… no. This really needed to have TATE
Raiden V: Director’s Cut is a vertical shmup set in a fictional but real world. It claims to be the original bullet-hell, and after playing it extensively I gotta say that I agree. Raiden V features some intense air combat, coupled with giant bosses and some jaw-dropping transitions between areas.

THE GREAT INTRO CHECKLIST

Right out of the gate, what caught my attention was the intro. The best way I can put this is that it has everything great about shmups in a short video. It has a great track, it has giant enemies, it has ships and it even has pieces of lore I do not understand! Simply amazing!
Most importantly, it is a very accurate portrayal as to what you should expect from the game. Unlike other shmups, Raiden goes all out in the presentation department, with the story taking a mayor role. Another way I can put this, is that it certainly feels like a considerable effort was placed in every element of the game. Raiden V features a level of polish that very few shmups can claim to have.

WELCOME TO THE CUSTOMIZATION STATION

One of Raiden’s strength is the amount of customization you have available for your ship. At the beginning of the game, you can choose between one of 3 different ships: Azuma, Spirit of Dragon and Moulin Rouge. Each of these ships has different stats in terms of attack, defense and speed. They also have their own sub-shot which is always firing along with your main cannon.
On top of selecting a ship, you can arm yourself with 3 out of 9 different weapons. Those 9 weapons are grouped into 3 categories: Vulcan, Laser and Plasma. You can pick, or rather you must pick 1 for each category. The result is a combat style that is unique to you.
During your play throughs, you will encounter several power-up orbs. These orbs will power up each of your weapons up to 10 times! Each of these orbs can be either red, blue or purple depending on the weapon it powers up. The orbs cycle the colors, with an outer dot indicating a timer until it changes colors. This allows you to control which weapon you want to power up, giving you the flexibility to pick your own style or choose a weapon for the occasion.
The best part is that absolutely no power-ups are lost upon death! This means that you are free to retry to your heart's content and play at your own pace. Raiden won't punish you or set you up for failure with an unrecoverable situation.
I didn’t put too much attention into weapon selection at first. I figured it wouldn’t be too relevant, as I would probably just play the entire game with a single weapon, but the advanced scoring mechanics and the rank system were quick to make me second guess my decision.

ACE PILOT

At the core of Raiden V, there are 2 main systems to be aware of: your rank and your flash level. Both of them measure your combat capabilities, although in different ways. Your flash point gauge is a score multiplier that tracks how fast you defeat your enemies. By defeating enemies as soon as possible after spawning, you can earn higher multipliers to increase your flash gauge. By having quick kills, you can raise it to higher levels to increase your score. Your rank, on the other hand, only concerns itself with how many enemies you’ve defeated.
Your rank doubles as the deciding factor of which path you will be taking. Raiden features branching paths with an A, B, C or S version of each stage. Depending on your total destruction rate, you will either move up or down in rank after a stage. While I do not know the exact numbers, I believe having more than 98% destruction rate will increase your rank, 90 – 98% will keep it as is and <90% should decrease your rank. S rank stages are presumably harder than A/B/C stages, with C being the lowest.
Apart from having a higher score and challenging yourself with the difficulty, the importance of S rank is getting the true ending. In order to truly watch the ending of the game, you need to reach the final stage on S rank using a single credit. You also need to power up your 3 weapons to level 10. Once you meet those conditions, you will be able to challenge the final boss. Alternatively, you could just fulfill the level 10 weapons condition to fight the true final boss.

THE BEST CHEERLEADER

A new addition to Raiden V is the cheer system. By accomplishing certain in-game milestones like a certain number of enemies destroyed, you will get an achievement. These achievements are broadcasted to any players connected to the leaderboards. They can then “cheer” on your achievement to increase your cheer gauge. This goes both ways, as you can also cheer the achievements of your fellow Raiden players.
Once the cheer gauge is full, you can unleash it to clear the screen and gain a drastically stronger sub-shot. Think of it as a devastating bomb, only more devastating and easier to fill. It clears screens and decimates even the bosses.
Perhaps many people won’t think too much of it, but I found it really interesting to know that there’s someone on the other side celebrating my achievements. Likewise, there were times where I left my game on pause to do other stuff, but held on to my controller to provide support for my comrades.

SWIFT DESTRUCTION

Everything I’ve mentioned before plays out in the general strategy of the game. Assuming you want to get the best results, you need to know where to hit and how to hit hard. For the untrained eye, most shmups just look like games where you fire away with complete disregard and hope the enemy dies. This is definitely not the case in Raiden.
In order to succeed, you must be able to find your rhythm and read the stage. Learn the enemy formations and strategize the quickest kills. Be there before the enemy arrives and take them down before they realize what hit them. If you want to face the true final boss, then you must also learn to juggle your weapons and find the moments to upgrade them. Maxing a weapon and then switching is a recipe for disaster, as you don’t want to be on the later stages with a level one weapon and risk your flash level or destruction rate. With so many weapons and ship types, your strategy to succeed will be unique to you!

LORE GALORE

One of the main selling points, at least per the game itself, is the story. Raiden V features an extensive story that is fully voiced and occurs as you play the game. This story elements come as the prologue and epilogue scenes, as well as all the events happening mid stage.
As you fly your way to the levels, characters will be advancing the story by having conversations and narrating the current events. The dialogue is available on one of the gadgets located on the right side of the screen. You can read anything you might have missed and even pause to read the on-screen log of events (up to a certain number of events, as the log scrolls to open way for new text).
As for my opinion of the story, I have absolutely no idea of what happened during the game. I played my fair share of runs, but I found it next to impossible to focus on the dialogue while trying my hardest to survive. The voice acting would have been my saving grace, but I found the sound mixing to be the opposite of ideal for listening to dialogue. I even tried lowering the sound effects and BGM to see if I could focus on dialogue to no avail.
The text is also incredibly small when playing on docked mode. It gets even worse when playing handheld.

THE WORST CHEERLEADER

Out of all the voices, Eshiria’s was the one who got on my nerves the most at the beginning. Other than having her role as navigator on the plot, she also critiques your gameplay. In-between stage scenes, she will provide commentary describing your gameplay. She will be quick to point out if you did well, but also if you did poorly. On my early runs, when I was still learning, it would tilt me to listen to her complaining to me about stats I did not understand.
And perhaps, a huge part of my problems was a lack of understanding of the game mechanics. I listened to her complain about my destruction rate without knowing it was about my rank. She also complained about destruction speed without me knowing it was about the flash point.
The problem is that the game never bothered explaining any of its mechanics to me. I really looked around for some sort of tutorial to no avail. I had to resort to 3rd party resources. While that isn’t uncommon, I really don’t like games with obscure mechanics that can’t be discerned in-game.
Once I got better and consistently reach the S levels, I finally started to value her advice. Of course, I wouldn’t count on everyone reaching the same enlightenment as I did. In my opinion, her comments would more often than not add insult to injury. Once again, it’s not really the commentary, it’s the fact that none of what she said made practical sense until I started digging on the wiki.

GADGETS AND THE SCREEN REAL ESTATE

Perhaps the worst omission from Raiden V is the lack of a TATE mode. Vertical shooters don’t really have an excuse to do this, with the existence of add-ons like the flip grip or rotating monitors. Instead, Raiden decided to make the most out of the free space and add several gadgets.
In standard fashion, these gadgets will keep your stats like score, flash level, the dialogue and even hi-score statistics. Your left gadget can even be cycled between the score chart and cheer notification, in-game tips and global statistics. Out of those, the tips are definitely the winners. They do give some important advice, such as staying on top of the guns of the first boss to avoid damage.

NOT A FRIENDLY NEIGHBORHOOD

Every stage is divided into smaller scenes. These scenes serve as a way to catch your breath and tally your score. There’s even a nifty “restart scene” option that allows you to replay a scene. Choosing to restart will deny you the option to upload your score to the leaderboard, but serves as a great way to practice or even “fix” a run to so can get to the true ending.
Every once in a while, the action will pan out and open the way to a bigger stage, with you looking smaller in comparison. I admire the grandioseness of the resulting scenes, but they were also quite impractical. Think about your weapons, the destruction rate and the flash gauge. An extended stage means longer travel distances from side to side. Having a bigger stage means you move slower, which reduces the pacing of the game to a crawl. Reaching enemies quickly becomes a struggle. Worst yet, I’ve counted times where it took me whopping 5 seconds to go from side to side of the stage.

THE OG BULLET HELL

Despite all the fun of blasting enemies quickly to gain flash levels, I gotta say that I found the combat, specifically the bullets, to be lacking in grace. For a game that’s the original bullet hell, most enemy volleys feel like bullet showers. There’s no finesse in them, just a bunch of bullets moving towards you. Dodging them isn’t fun, it’s survival. The problem only gets worse in higher difficulties where the bullets just go faster.
Not all patterns are as bad though. While the vast majority will be just a bunch on increasingly faster bullets thrown at you, some exceptional patterns will show from time to time. As a result, fights tend to be very hit or miss, with both hits and misses being on their respective extremes.
What certainly doesn’t help is that the bullets are very hard to see. As pretty as the backgrounds might be, they are very busy and the quick motion makes them into a blur. Bullets don’t have their characteristic outlines or color palettes to become distinguishable. Some even blend with your own vulcan. The result is a lot of cheap kills caused by intentional obfuscation. It this was their intention, then perhaps I’m being too harsh, but you know visibility is usually one of my pet peeves in shmups.

REPLAYABILITY AND LONGEVITY

As far as game length goes, I consider Raiden V to be one of the longer ones. I was surprised after my first run of the game, as it took me 50+ minutes to complete the campaign. Usually, my baseline for shmups is around half an hour, which made this one almost twice as long. While I’m not fond of longer campaigns, I know a lot of people would certainly be glad to know there is plenty of content.
Of course, playing through the campaign isn’t enough to view the entire game. If you recall, most stages have 4 versions of themselves. Those versions are separated by the ranks: S/A/B/C. This means you would need at least 4 runs to see everything the game has to offer. There’s also 6 different endings to uncover.
Also new to the Director’s Cut edition are 2 bonus levels. These level are slightly different from your typical levels. The bonus missions will challenge you to fight a new boss ir oder to obtain medals. Dealing damage will detach the medals from the boss, allowing you to catch them. Gather enough medals and you will advance to the next phase. Higher medals mean higher ranking. Taking damage will take medals away from you, so surviving continues to be a priority.
Lastly, there is a new boss mission mode that allow you to play “boss rush” missions. These missions have certain conditions, like using a specific weapon or fighting at a specific HP level. The targets are usually 1-3 bosses. Boss mission is a very fun arcadey mode for those who enjoyed the boss fights and want more of them.

SOUND EXCELLENCE

If there’s a factor that merits my highest praise is the sound department. Simply put, the OST is fantastic. The track length syncs perfectly with the stages, and it always fits the mood. I just couldn’t get enough of the OST, and listening to it while writing this review was the recipe for a perfect Sunday! I also got some good coffee that would make the captain proud.
For all the praise the music gets from me, it still is dragged down by the terrible sound mixing. Similarly to the voice acting, I tried to mess with the sound settings to increase the volume and reduce the sound effects, but it still wasn’t enough. The tracks were great but I struggled to listen to them amidst all the explosions. The calm moments were great, as they let me listen to the songs in peace.

LAST WORDS

Raiden is a master class in shmup design for the wrong reasons. Its high points perfectly illustrate how shmups should look and feel. The low points also show what you should NOT do when creating a shmup game. Despite all of this, it all comes down to how fun a game is.
Raiden V is a very fun game. It isn’t different, but it’s certainly very polished. I delivers some levels of quality that are notably absent in the majority of the games. As a concept, I feel like it serves as an example of how current gen shmups should be. The execution fell flat in some regards, but as a whole I was satisfied with the time I spent with the game. It does come with a hefty price tag, so my advice is to check this game out when you find a decent sale. I got mine at -70%.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Raiden V: Director’s Cut
  9. Darius Cozmic Collection Console
  10. Tengai
  11. Steredenn: Binary Stars
  12. Stardust Galaxy Warriors: Stellar Climax
  13. Sky Force: Reloaded
  14. Strikers 1945
  15. Black Paradox
  16. R-Type Dimensions EX
  17. Sine Mora EX
  18. Shikhondo – Soul Eater
  19. Ghost Blade HD
  20. AngerForce: Reloaded
  21. Aero Fighters 2 (ACA Neogeo)
  22. Q-YO Blaster
  23. Lightening Force: Quest for the darkstar (Sega Ages)
  24. Pawarumi
  25. Red Death
  26. Task Force Kampas
  27. Switch ‘N’ Shoot
  28. Last Resort (ACA Neogeo)
submitted by AzorMX to u/AzorMX [link] [comments]

Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!

Introduction

Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts.
Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm, but here is a sneak preview!)
Disclaimer: Tarkov recently updated to .12! That's a HUGE amount of information that I need to update. Please be patient! If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices, but should be useful for even Tarkov Veterans. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear.
Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.

Changelog

3/9/20:
  • [Updated for .12]
  • Money making strategies completed.
  • Minor grammar adjustments, adding additional medical items.
  • Added additional resources, updated old ones.
  • Hideout section complete

Table of Contents

  • Tarkov Overview - What is Escape from Tarkov?
  • Tarkov Resources - Useful links
  • Tarkov's Maps
  • Tarkov's Health System
  • Tarkov's Hideout System
  • Tarkov's Quest System and Progression
  • Tarkov's Hotkeys to Know
  • Getting Started
  • Player Scavs
  • New Player's loadouts - LL1 Traders
  • What to Loot - How to get the most money per slot
  • Stash Management - How to combat Gear Fear
  • Tarkov Economy - How do I make money?
  • What now?

Tarkov Overview - What is Escape from Tarkov?

Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid.
Enemies can be players (PMCs) or Scavengers ('Scavs') that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. They have recently been upgraded to act more intelligently, shoot more accurately, and react to situations on the map, such as investigating noise of gunfire or searching. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, dynamic and specific loot placement, and multiple options for engagement. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.

Tarkov Resources - Useful links

I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

Absolutely fantastic resource. You can visit them here.
It is a massive collection of everything that we players have been able to find.
They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere.
I highly recommend opening the wiki page for the Map that you plan on raiding in.
Factory
Customs
Woods
Shoreline
Interchange
Reserve
The Lab ('Labs')

Map Keys and You

Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using.
Check it out here.
This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.

Tarkov's Weapon Compatibility Guide

Pretty self explanatory. Also includes a Key guide and a Mod guide.
Check it out here.

HUGE Reference Bible by Veritas

Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys. Outdated! Needs to be updated for .12

Offline Raids - Player Practice

Offline raids is a feature added for testing and learning purposes for both new and veteran players alike. It is an incredibly useful tool.
In an offline raid, your progress is not saved. This means you don't keep anything you find, keep any experience 'earned' if you successfully extract, or lose any gear when/if you die. To access OFFLINE Raids, head into a Raid normally until you see this screen. Then Check the box indicating that you want to do an OFFLINE raid and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.)
You can control how many scavs spawn (if any) as well as a number of other paramaters. New players should use offline raids as a tool to practice shooting, controls, movement, etc.

Tarkov's Maps

Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all extracts will be active every game, and some are conditional.

To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.

Factory

Gate 3 Extract
A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommended NOT to bring in a lot of gear to Factory until you are experienced.
Factory Map in PvP is best played in Duos - due to the layout of the map, a Maximum of 6 PMCs may be present in the game. Due to the split spawn points, you effectively have 'sides' that have up to 3 spawn locations that are close together. This is why it is recommended to secure/scout enemy spawn locations. If you go in with a Duo, you at max have 2 players on your side for an even 2v2, and if played smartly you can eliminate them and know your 'side' is secure from aggression for the time being.
Upon loading in, scavs usually take a couple minutes to spawn, though this depends on the server in question and isn't super reliable. For new players, the best loadout in Factory is going to be a MP-153 Loadout - using just an MBSS (or similar bag) and ammo in your pocket to fight other players and Scavs. Scavs will often spawn with AKs and other 'vendorable' weapons, so is a good source of income.
Factory is also one of the best maps to Scav into, as Scavs can typically avoid the Exit camping strategy employed by a lot of weaker or newer players in order to secure gear, because they typically have extra exfiltrations whereas PMCs without the Factory Exit Key are stuck using Gate 3.
If you go in with a modicum of gear, it is recommended to keep at least a flashbang (Zarya) in your container. This will allow you to quickly slot it into an empty chest rig or pocket so you can throw it into the exit door, this will flash enemies and is cheap to do - the one time you survive because you flashed the 3 exit campers using shotguns will make this strategy extremely valuable.

Customs

Extract map
A fairly large map that was recently expanded and is expected to receive an overhaul within a patch or two, due to the choke point design of the map. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse ('big red') near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. Players can also spawn in several places in the woods North of boilers.
This map has the most quests in the game. Geared players often come to customs to challenge other squads over Dorm loot and to fight a Scav boss. New players are usually trying to do one of several early quests, such as ‘Debut’ which tasks them with killing 5 scavs on Customs and acquiring 2 MR-133 shotguns (pump shotties) from their corpses. Construction is also a popular hotspot as it has a lot of scav spawns as well as the location for the Bronze Pocketwatch, which is Prapor’s second quest.
Customs itself does not offer very much loot on average. There are several spots which can contain decent, but the vast majority is located in a couple different locations.
Dorms is the best loot location for Customs. It has two sets, 2 story and 3 story dorms. They each have their own sections of good loot, but the best is considered to be 3 story dorms, due to the presence of the Marked Room. The marked room requires a marked key to open, and has a good chance to spawn rare loot, such as keytools, documents cases, weapons cases, and high-end weapons. Due to the nature of the high value of this room, it’s almost always contested and it’s one of the best rooms in the game to farm, albeit with difficulty to successfully extract with the loot found. Note, though the key required has a maximum amount of uses, it is a fairly cheap key, and worth buying if you like to run customs and go to Dorms.
Dorms also has a ton of early quests (Operation Aquarius, for one) with some keys being valuable to use, but most dorms keys aren’t worth that much on the market. There’s too many to list here, but make sure to check the Map Keys and You at the top of the guide to determine what the value of a particular key is.
Checkpoint (Military Checkpoint) is also a decent loot spot, though not nearly as good as Dorms. If you have the key, it has a grenade box and 2 ammo boxes which can spawn good ammo. The jacket in the blue car also can spawn good medical keys as well as medical items. It is very close to the gas station, so I’ll include that here as well.
The Gas Station is one of the possible spawn locations for the scav boss. It has loose food items, a weapon box in the side room, with two keyed rooms leading to a safe and a med bag and box. Also contains a couple registers and food spawns on the floor. The emercom key can spawn on the seat in the ambulance out front.
North of the gas station is the Antenna, which contains 3 weapon boxes, a tool box, and a med bag. Possible location for scav boss spawn, albeit rarely, and also spawns regular scavs, like checkpoint and gas station.
Beyond that, there’s scattered loot around the map in different places, but usually not enough to warrant going out of your way for. There’s also scav caches, mostly around the middle road outside construction and around the boiler area.
The scav boss for customs is 'Reshala.’ He has 5 guards that have above-average gear and can be tough to deal with solo. The guards tend to be more aggressive than normal scavs, so they can be a lot to handle but are vulnerable to fragmentation grenades or flashbangs due to their close proximity to one another. Reshala himself has a good chance to have one or more bitcoin in his pockets, as well as his unique Golden TT, which is required for a Jaegar quest and used in conjunction with other Golden TT's to purchase a Tactec, good plate carrier. Reshala may spawn either Dorms (either bldg), New Gas Station, or rarely the tower north of the gas station. Scav bosses are dangerous enemies with escorts that have above-average loot (sometimes great loot) and are hostile to everyone, Including player scavs. Scav guards will approach a player scav and basically tell them to leave the area, and if they walk closer towards the scav boss they turn hostile.
The ‘official’ spawn rate for Reshala is 35%.

Woods

Woods Map with Exfil
A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods are a good source of end-game keys that are hard to find.
Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike.
Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav.
As of .12, Woods now houses a Scav boss that acts as a Sniper scav. He is incredibly dangerous and usually carries a tricked-out SVDS. The 7.62x54 caliber is not to be underestimated. That caliber can and will wreck your shit through what most players are capable of wearing, especially early on in a wipe. He may also carry an AK-105, so he's going to be dangerous at both short and long ranges.
He has two guards, and he typically patrols the area around the Sawmill, and carries a key to a cache nearby full of goodies. His key is part of a quest for Jaegar.
Woods also has two bunkers, one of them being an extract and requiring a key. Both bunkers have some moderate loot in them, thus worth visiting, though not necessarily worth going out of your way for them. Several quests occur around the sawmill area, which contains a good couple keys that can spawn.

Shoreline

Shoreline Map, with Loot, Exfil, etc
A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it.
A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. The Village (Not to be confused with villa) contains a lot of toolboxes which can contain lots of parts used to upgrade your Hideout.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline. For this and other reasons, probably the best map for new players to learn the game with.
A good loot route is to hit the village (caches in it), scav island (2 med bags, 2 toolboxes, 2 weapon boxes, 1 cache), burning gas station (weapon boxes and a safe), pier (potential extract, 2 pcs 2 safes and lots of filing cabinets), and weather station. Scavs may spawn around these areas, but most players just head straight for resort anyway, so you are much less likely to encounter them, especially if you avoid Mylta power (most players hit it on the way to or leaving from the resort). Excellent route as a player scav as well.

Interchange

Detailed map
Great, great loot area, but very complex map. Old computers might face unique struggles with this map. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map, but usually avoidable. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed.
This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests or for hideout upgrades. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest asap when going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress.
Both the tech stores (Techlight, Techxo, Rasmussen) and department stores (Groshan, Idea, OLI) are the primary places to hit. There’s also Kiba (weapons store) as well as Emercom and Mantis. Players have different strategies, but this map is unique in the sense that it really rewards exploring. Most stores will have things you can grab that are worth quite a bit but are often overlooked. Very popular place to go in as a Player Scav.

Reserve

Brand new map, chock full of loot. Has more complex extracts than other maps, save for Labs. Excellent place to farm rare barter items, computer parts, and especially military hardware. PMCs have limited extracts, most being conditional, and the ones that aren’t require activation of ‘power’ to turn on the extract, which alerts the map the extract has been opened and can spawn Raiders (more on them below.)
Additionally, has a scav boss by the name of Glukhar, who has multiple heavily armed guards. He has multiple spawn locations and can arrive with the train.

The Lab ('Labs')

Here's a map.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Labs is a very complex map compared to the rest of Tarkov. There is a great deal more exfiltrations but many of them have requirements or a sequence of events needed to be able to extract from them. It is recommended to read the Tarkov Wiki on Labs before raiding there.

LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.

Labs is a lucrative end-game raid location, comparable to 'dungeons' in other games. They are populated by tougher enemies that give greater rewards. In order to go to labs, you need to acquire a keycard, this functions like mechanical keys but instead of opening a door, they unlock your ability to select Labs for a raid.
They may be found in-raid in various locations, most notably in scavs backpacks, pockets, and in filing cabinets. They may be purchased from Therapist at LL4 for 189K Roubles. Labs are populated by a unique kind of AI enemy, Raiders.

Raiders

Raiders are the Labs form of Scavs, or AI enemies. However, unlike other maps, they cannot contain player Scavs. Raiders have a much tougher than your average scav, they are capable of advanced tactics (such as flanking) and throw grenades and use other consumables as a player would. Once 'locked' onto you, they are typically capable of killing you very quickly, even if you are wearing high-end armor.
In Tarkov, Raiders act like the avatars of Death. They are clad in USEC and BEAR equipment, as they are effectively AI PMCs. Many changes have been made to labs and specifically how Raider AI works and to prevent exploits to easily farm them as well as bugs where they could be deadlier than intended.
A general rule of thumb is not to fight Raiders directly. They can and WILL kill you. Raiders can spawn with 7N9, or 'big boy' ammo. This ammunition type is incredibly lethal to players, even those wearing the toughest armor. If you get shot in the head, doesn't matter what kind of helmet, face shield, killa helmet, etc you are wearing, you will almost certainly die.
Because Raiders are controlled by AI, they have zero ping. They may also end to immediately respond as if you were aggressive even if they did not originally know you were there - ESP Raiders effectively will prone and return fire even as you ADS and put them in your sights.
This is why engaging a Raider must be done very, very carefully. There are a few strategies that you may employ, most commonly some form of baiting them towards an area and then killing them when they arrive. Players may accomplish this by generating noise - gunfire, melee weapon hitting walls, crates, etc, player deaths, players Mumbling (F1 by default) can all attract Raiders to investigate your area.
Due to the high power of Raiders, players often go in with minimal loadouts and seek to avoid conflict with other players, especially geared ones. Most players avoid PvP in Labs, though a good portion of the playerbase thoroughly enjoys hunting down poorly-geared players after they kill a few Raiders for them.
As such, players will lay prone in a hallway, or crouch in a room, and attract Raiders to enter their domicile by opening the door, and immediately headshotting them. Few Raiders actually wear helmets (though some do) so most players specialize in 'flesh ammo' or, ammunition that foregoes armor penetration in favor of raw damage in order to kill Raiders more reliably, because Raiders have slightly higher head health than PMCs do.
Raiders spawn with a great variety of equipment, weapons, armor, and materials such as medication or hideout parts. They tend to have chest armor and may have different helmets. Their pockets can contain Labs keycards, morphine, Ifaks, cash, and other items. They're always worth checking.
Raiders are a good source of grenades, they will often have F-1's and Zarya's in their rig or pockets that you can use to fight off players and Raiders alike.
Recently, changes have been made to Labs to make them less profitable so that other maps are more appealing. The cost and rarity of keycards increased, as well as reducing the frequency that raiders spawn, so that they come in more infrequent groups but also tighter in formation, while also lowering the overall output of individual Raiders, so that they are less likely to have a bunch of extra materials, such as grenades and other items.
Experience Farming on Labs
Labs is one of the best places to farm experience in the entire game. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience.
Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill.
Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita Labs is undergoing constant changes. Nikita and BSG take feedback seriously, and always consider what the players are telling them. It known that Labs will eventually be accessed via the Streets of Tarkov map, and will require you to enter that map, make it to the labs entrance, and then extract from Labs to return to Streets of Tarkov and exfil from there as well. This will likely add an additional layer of risk to being ambushed for your goodies along your way out, as well as punishing damage taken in labs more severely. Additionally, keycards will have a limited number of uses, and may open more than one room.
The full extent of the changes coming is not known.
Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.

Tarkov's Health System

Tarkov Wiki Article
Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more.
Not all of the Health System is implemented yet. Expect changes!
Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb without the use of a Surgical Kit.
Notes: Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Bloodloss also helps level your Vitality skill, which in turn gives you experience towards your Health skill, which is necessary to reach level 2 of in order to improve your hideout.
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Fractures require specialized medical kits to heal.
Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Restoring hydration helps train Metabolism, which improves positive effects from food and drink.
Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!)
Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise.
Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. A black stomach multiplies damage taken by 1.5 and redistributes that damage across your entire health pool.
Painkillers: Significantly reduces the frequency and volume of the coughs.
Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier.
Painkillers: Reduces sway, removes debuff Pain.
Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier.
Painkillers: Allows you to walk at full speed and to run.
WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Health Items
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration.
Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.

Health Restoration

Medical Items on Wiki
AI-2 medkit
The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. They're also useful as you can buy them from Therapist to heal yourself if you died in a raid.
Bandages
The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit, but some players value them due to the Car's overall low health pool. Activating takes 4 seconds, and removes bloodloss to one limb.
Splint
The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Fractures are much more common this patch, due to them being added back in the game from standard bullet wounds, not just drops. Available from Therapist at Level I, no quest needed. Can be used to craft a Salewa.
Alu Splint
More advanced form of the normal split. Works the same, but has up to 5 uses. Recommended to carry in your container if possible, due to frequency of fractures from gunfire.
CMS (Compact Medical Surgery) Kit
New medical item added in .12, fantastic item. Allows you to perform field surgery, removing the black limb state and allowing you to heal it beyond 0 hp. Takes 16 seconds to use, and cannot be cancelled so make sure you are safe if you are using it! Will reduce the maximum health of the limb it's used on by 40-55%, but will effectively remove all negative effects incurred by having a black limb. Highly recommended to carry in your container for emergencies. Can be bartered from Jaeger LL1, and purchased for roubles LL2.
Surv12 field surgical kit
Same as the compact surgical kit, but takes 4 seconds longer, and the health penalty is reduces to 10-20% max health of the limb. Considering this kit is 1x3, taking up a huge amount of space, it's probably not worth using. It's just too large. Better this than nothing, though.
Car Medical Kit
The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked.
Often kept in a player's secure container as a backup health pool, before IFAKs are unlocked.
Salewa
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. More rouble efficient form of a healing due to its high health pool, costs 13k roubles. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. With a high health pool and relatively low cost, it's also a more efficient way of healing damage sustained while in raids. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. Required as part of Therapist's first quest, Shortage. This makes Salewas very valuable early on in a wipe as it gatekeeps the rest of Therapist's quests, most of which occur on Customs early on. Can be crafted in your meds station with a painkiller, splint, and bandage.
IFAK
Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Can be crafted in Lvl 2 medstation.
Grizzly
The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4. Due to its price point from Therapist at just under 23k Roubles and its healthpool of 1800, it is by far the most efficient method of healing from raid damage, at a 1.3 roubles per health, dramatically lower than other options available. Can be crafted in Lvl 3 medstation.

Pain Management

Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Note that the Hideout has changed how some of these items are used, and because Tarkov is under constant development, it is very likely that these materials may be used to create higher-grade medkits or to upgrade your medstation. That being the case, it's best to hoard the unknown items for now as efficiently as possible until you know you don't need them.
Analgin Painkillers
The holy grail of pain medication. "Painkillers" have 4 total uses. The total duration is greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Makes a loud, distinctive gulping noise. Can be used to craft Salewa kits.
Morphine
Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. It is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3.
Augmentin
Basically a cheaper Morphine. One use, 205s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item. Most likely a component of a medstation manufacturing process or upgrade. Keep it.
Ibuprofen
Powerful painkiller. Lasts 500 seconds and has 12 uses. This item is recommended as your long-term solution for painkillers. While it is valuable because it's used to trade for THICC items case, it's the cheapest component and is very useful as a painkiller. It has a long duration and a large amount of uses, so keep it in your container for use as a painkiller if your primary painkillers wear off. Don't use it completely up, though. Keep the 1/12 bottles for the trade.
Vaseline
Powerful medical item. Cannot be purchased from dealers. Has a maximum of 10 uses. Removes Pain, applies Painkillers for 500 seconds (8.3 minutes). Useful to keep in your container as an alternative to Painkillers, though it takes 6 seconds to use, which is longer than other painkillers. Used as part of a barter trade for the Medcase.
Golden Star Balm
Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. It also removes toxication and Radiation exposure, both of which are not yet implemented into the game. Like Vaseline, has a maximum of 10 uses. Painkiller effect lasts for 10 minutes, and takes 7 seconds to apply. Recommended to take only if you are going on large maps and you have extra room in your container. Can be used with Ibuprofen and 5x Med parts to craft 7 Propital.

Continued below in a series of comments, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

The Great New Zealand Guide to Ultra Fast Broadband

A few months ago, I wrote The Great New Zealand Guide to the Internet to help people understand Internet connectivity in Aotearoa. In this version, I'll introduce you to specifics about our wonderful network of optical fibres. As in my last thread, I've tried to separate fact from my opinion, but this is far from complete and should only be used to compliment other research. I welcome any corrections, improvements and disagreement.
First, an introduction. Ultra Fast Broadband (UFB) is New Zealand's fastest connection type, which uses optical fibre (light) instead of copper (electricty) to transfer data. UFB is available in most urban areas and currently goes up to around 950/550 Mbps. If you're renting, live in an apartment, or down a shared driveway, you'll need to wait for everyone involved to be notified of work and sometimes, but not always, consent to the install before you can get UFB.
UFB is the consumer term for Bitstream 2, more on this later.
New Zealand's UFB network is built on a technology called Gigabit-capable Passive Optical Networks (GPON). GPON is a type of optical fibre delivery that uses passive splitters (similar to coaxial and phone splitters) to connect fibre from one local street cabinet to hundreds of homes, without having to install expensive, active equipment at every segment and end. These networks are built and operated within NZ by a Local Fibre Company (LFC). LFCs are responsible for delivering UFB connectivity to and from your Internet Service Provider (ISP).
There are three LFCs in New Zealand, they each serve different regions: Enable Networks, Northpower Fibre, and UltraFast Fibre. Chorus installs fibre for the Auckland region but they are not considered an LFC.
If you're building a new home or upgrading to UFB for the first time, your LFC will get in touch with you with the plan when they're ready to lay the fibre. Once an Optical Network Terminal (ONT) installed in your home, your ISP will liven it up with actual service. The ONT converts optical signals to Ethernet, with up to four Gigabit Ethernet (1 GigE) ports. My previous post describes ONTs and modems in more detail.
LFCs use Huawei and Ericsson ONTs, Chorus currently uses Alcatel-Lucent but are switching to Nokia, they're all similar in functionality.
Your ISP is responsible for connecting (peering) with other ISPs in physical Internet Exchange (IX) locations both within New Zealand and overseas. They also consolidate network fees and support so you don't have to figure out who to call when your ONT isn't lighting up correctly. New Zealand ISPs offer various UFB plans between 30 and 950 Megabits per second (Mbps) download, and 10 to 550 Mbps upload. Chorus is currently trialling 10 Gbps connectivity, but I'm skeptical about its benefits outside of large institutions.
AKL-IX runs a large Internet Exchange located on Mayoral Drive in Auckland.
There's a lot of stuff I believe doesn't get clearly communicated when people sign up to UFB, so I'll lay out the situation in New Zealand. Again, this is purely based on my research and experience, I'm sure someone from an LFC or ISP has better insight.
Typically with GPON, you're sharing 2.4 Gbps of download capacity and 1.2 Gbps of upload capacity with up to 32 other households. The way your LFC makes sure everyone can get a share is through Committed Information Rate (CIR) and Excess Information Rate (EIR), which both add up to form your "maximum burst rate" (the number of Mbps you're paying your ISP for). When you download or upload beyond the capability of the network(s) between you and your destination, your EIR gets reduced until you reach your CIR.
As I mentioned above, UFB is Bitstream 2, and you'll get a CIR of 2.5 Mbps. With UFB, it doesn't matter if you're paying for 30 Mbps or 950 Mbps, your connection is only guaranteed to run at 2.5 Mbps. Connections are designed this way so, in a worst case scenario you'll still have basic connectivity.
Of course, it's usually much faster. It's in an ISPs best interest to provide their advertised services, and numerous parties keep tabs on our connectivity situation. New Zealand's fibre networks are very capable of handling advertised speeds a majority of the time. As always, research will be an advantage when selecting your ISP and plan.
To put it in terms of a home internet connection: upgrading your plan will not necessarily "speed up" services. Your connection is always going to default to operate on the best path in terms of latency and throughput. Upgrading your UFB plan may help during that nightly period when your household is streaming Netflix, downloading games and playing Facebook, Instagram, Snapchat and YouTube videos one after the other, but your plan should be based on convenience vs. budget for these periods.
Bitstream 3/3a/3b/4/4a are also available at much higher monthly rates. These use slightly different fibre technologies, in some cases dedicated physical optical lines and ports, and have different CIRs, up to 1 Gbps and beyond. Their high cost is restrictve to businesses who rely on their Internet connectivity, as they come with Service Level Agreements (SLAs) to ensure reliable operation and quick turnaround in the event of an outage.
Another thing I omitted from my original guide was how our connections to the rest of the world work. We're in a very unique situation, being a small island nation thousands of kilometres away from any neighbours. This is especially important if you're on UFB, because it becomes quite a noticeable bottleneck.
New Zealand's major ISPs and various investors chip in to maintain connectivity to the outside world, called submarine communications cables. These are laid on the sea bed between Cable Landing Stations (CLS) to carry signals across stretches of ocean and sea. I won't get into the physics of it, just know that they're spectacular feats of engineering and economics.
1 Akoranga Drive in Northcote, Auckland is the CLS for the cable that comes in under Takapuna Beach, there's a sign on the beach next to The Strand entrance.
You may have a solid 50+ MB/s from Steam or your friend's house, but wonder why your connection slows to DSL speeds when trying to download a Linux distribution from Sweden. Unfortunately, our international capacity imposes limits on our country as a whole. Large businesses, medical facilities, the government, schools and research institutes all get their dedicated slice of the pie, leaving the rest of us with whatever's left that the ISPs have financially allocated. With respect to physical capacity, it's a lot better than it was, and it's going to continue improving as we light up more connections in the future.
Bonus Questions
"I've got 950/550, why is this YouTube video taking forever to load?" As I mentioned above, we're quite uniquely far away from any other country, that means content delivery either sits within our border, or very far away. So, you might be able download that AAA video game title that Steam has cached (stored nearby so that future requests for that data can be served faster) in Auckland at 50+ MB/s, but that YouTube video with only 3,000 views might still buffer in 480p, or worse.
Similarly, ISPs can and do throttle certain types of Internet traffic to ensure a good experience for their entire customer base. Services that can be affected include torrenting, video streaming and downloading binary formats. This is not always the case, and it's best to not make assumptions and find out for yourself why something might be slow (bad route, congestion, etc) before complaining to your provider.
"UFB still isn't available in my area, what gives?!" This is a common post here on NewZealand. Fibre is not cheap to lay, maintain and operate. The government has attempted to set reasonable targets for major cities and small towns alike, but there are going to be areas that receive delays or no UFB at all, ever. There are many other types of connections outlined in my other guide, so make sure to check out your options.
"Will upgrading my UFB plan speed up my games?" No, as above your connection will always attempt to use the quickest path to its target destination. Increasing your plan will only increase that maximum throughput. The biggest jump you can make is from DSL to UFB, beyond that consider upgrading your home network.
"Is Vodafone's FibreX actually fibre?" No, not in the UFB sense. There is actually a lot of controversy surrounding this naming, as it simply means Vodafone has run fibre service to a cabinet near your home, while providing you with a copper connection.
Edit 1: added comment about throttling, mentioned CIR quality (credit to pjplatypus)
Edit 2: Chorus is not an LFC, also fixed GPON, ONTs and bottlenecks (credit to 123felix and eXDee)
Edit 3: Consent not always required (credit to Beeconomist)
submitted by teckii to newzealand [link] [comments]

Homelab collective ressources post!

Hey guys!
I'm fairly new to this sub and to having a home lab in general and I found this community to be so kind and helping, I wanted to give back what I've learned. I'm seeing a lot of questions asked around on improvements and on what to do with x extra hardware so I thought it would be nice to have a thread to regroup that.
 
I'll put here some stuff I gathered and the most common questions I've seen, feel free to contribute and i'll update the post along.
 
Latest Additions
 
Homelab Dashboard
Posts about dashboards have been growing lately and here are some of the best that were kind enough to provide us with their sources.
User Screenshot Source
yours truly http://imgur.com/a/GhCNH https://github.com/Gabisonfire/dashboard-q
lastditchefrt http://i.imgur.com/5zQdao4.png https://github.com/d4rk22/Network-Status-Page
_SleepingBag_ http://i.imgur.com/Ql9ZM4W.png https://github.com/jsank/homelabdash
NiknakSi https://niknak.org/extras/sysinfo TBA
DainBramaged http://imgur.com/jYNlUEQ https://github.com/gordonturneBigBoard
michaelh4u https://i.imgur.com/XkZwMKj.png https://github.com/michaelh4u/homelabfrontpage
spigotx http://imgur.com/a/1zMht https://github.com/spigotx/HomeLab2
SirMaster https://nicko88.com/ https://github.com/dashbad/plex-server-status
yourofl10 http://imgur.com/a/AyROa TBA
TheBobWiley http://imgur.com/a/oU6d3 https://github.com/TheBobWiley/ManageThis-LandingPages
0110010001100010 http://i.imgur.com/iwtQcsL.jpg https://github.com/danodemano/monitoring-scripts
mescon & SyNiK4L https://i.imgur.com/gqdVM6p.jpg https://github.com/mescon/Muximux
ak_rex http://i.imgur.com/a/RJkrT https://github.com/ak-rex/homelab-dashboard
 
Or build yours from scratch: PRTG API, ELK, Grafana, freeboard, JumpSquares
 
Some other resources: Custom Monitoring Scripts by 0110010001100010
 
Credits to apt64 for his original post
= Pi specific =
 
= Download Automation =
 
= Virtualization =
 
= Monitoring =
 
= Media Center =
 
= Remote access =
 
= VOIP =
 
= Networking =
 
= File Servers/Storage/RAID =
 
= Cameras =
 
= Documentation =
 
= Dynamic DNS =
 
= Backup =
 
= Creating network diagrams =
 
= Guides =
 
= Misc =
 
That's all I could come up with on top of my head + some research, passing over to you guys so we can get a nice complete list!
 
Let's try and stick with free(or mostly) softwares, let me know if you guys feel otherwise.
submitted by Gabisonfire to homelab [link] [comments]

Decred Journal — June 2018

Note: You can read this on GitHub, Medium or old Reddit to see the 207 links.

Development

The biggest announcement of the month was the new kind of decentralized exchange proposed by @jy-p of Company 0. The Community Discussions section considers the stakeholders' response.
dcrd: Peer management and connectivity improvements. Some work for improved sighash algo. A new optimization that gives 3-4x faster serving of headers, which is great for SPV. This was another step towards multipeer parallel downloads – check this issue for a clear overview of progress and planned work for next months (and some engineering delight). As usual, codebase cleanup, improvements to error handling, test infrastructure and test coverage.
Decrediton: work towards watching only wallets, lots of bugfixes and visual design improvements. Preliminary work to integrate SPV has begun.
Politeia is live on testnet! Useful links: announcement, introduction, command line voting example, example proposal with some votes, mini-guide how to compose a proposal.
Trezor: Decred appeared in the firmware update and on Trezor website, currently for testnet only. Next steps are mainnet support and integration in wallets. For the progress of Decrediton support you can track this meta issue.
dcrdata: Continued work on Insight API support, see this meta issue for progress overview. It is important for integrations due to its popularity. Ongoing work to add charts. A big database change to improve sorting on the Address page was merged and bumped version to 3.0. Work to visualize agenda voting continues.
Ticket splitting: 11-way ticket split from last month has voted (transaction).
Ethereum support in atomicswap is progressing and welcomes more eyeballs.
decred.org: revamped Press page with dozens of added articles, and a shiny new Roadmap page.
decredinfo.com: a new Decred dashboard by lte13. Reddit announcement here.
Dev activity stats for June: 245 active PRs, 184 master commits, 25,973 added and 13,575 deleted lines spread across 8 repositories. Contributions came from 2 to 10 developers per repository. (chart)

Network

Hashrate: growth continues, the month started at 15 and ended at 44 PH/s with some wild 30% swings on the way. The peak was 53.9 PH/s.
F2Pool was the leader varying between 36% and 59% hashrate, followed by coinmine.pl holding between 18% and 29%. In response to concerns about its hashrate share, F2Pool made a statement that they will consider measures like rising the fees to prevent growing to 51%.
Staking: 30-day average ticket price is 94.7 DCR (+3.4). The price was steadily rising from 90.7 to 95.8 peaking at 98.1. Locked DCR grew from 3.68 to 3.81 million DCR, the highest value was 3.83 million corresponding to 47.87% of supply (+0.7% from previous peak).
Nodes: there are 240 public listening and 115 normal nodes per dcred.eu. Version distribution: 57% on v1.2.0 (+12%), 25% on v1.1.2 (-13%), 14% on v1.1.0 (-1%). Note: the reported count of non-listening nodes has dropped significantly due to data reset at decred.eu. It will take some time before the crawler collects more data. On top of that, there is no way to exactly count non-listening nodes. To illustrate, an alternative data source, charts.dcr.farm showed 690 reachable nodes on Jul 1.
Extraordinary event: 247361 and 247362 were two nearly full blocks. Normally blocks are 10-20 KiB, but these blocks were 374 KiB (max is 384 KiB).

ASICs

Update from Obelisk: shipping is expected in first half of July and there is non-zero chance to meet hashrate target.
Another Chinese ASIC spotted on the web: Flying Fish D18 with 340 GH/s at 180 W costing 2,200 CNY (~340 USD). (asicok.comtranslated, also on asicminervalue)
dcrASIC team posted a farewell letter. Despite having an awesome 16 nm chip design, they decided to stop the project citing the saturated mining ecosystem and low profitability for their potential customers.

Integrations

bepool.org is a new mining pool spotted on dcred.eu.
Exchange integrations:
Two OTC trading desks are now shown on decred.org exchanges page.
BitPro payment gateway added Decred and posted on Reddit. Notably, it is fully functional without javascript or cookies and does not ask for name or email, among other features.
Guarda Wallet integrated Decred. Currently only in their web wallet, but more may come in future. Notable feature is "DCR purchase with a bank card". See more details in their post or ask their representative on Reddit. Important: do your best to understand the security model before using any wallet software.

Adoption

Merchants:
BlueYard Capital announced investment in Decred and the intent to be long term supporters and to actively participate in the network's governance. In an overview post they stressed core values of the project:
There are a few other remarkable characteristics that are a testament to the DNA of the team behind Decred: there was no sale of DCR to investors, no venture funding, and no payment to exchanges to be listed – underscoring that the Decred team and contributors are all about doing the right thing for long term (as manifested in their constitution for the project).
The most encouraging thing we can see is both the quality and quantity of high calibre developers flocking to the project, in addition to a vibrant community attaching their identity to the project.
The company will be hosting an event in Berlin, see Events below.
Arbitrade is now mining Decred.

Events

Attended:
Upcoming:

Media

stakey.club: a new website by @mm:
Hey guys! I'd like to share with you my latest adventure: Stakey Club, hosted at stakey.club, is a website dedicated to Decred. I posted a few articles in Brazilian Portuguese and in English. I also translated to Portuguese some posts from the Decred Blog. I hope you like it! (slack)
@morphymore translated Placeholder's Decred Investment Thesis and Richard Red's write-up on Politeia to Chinese, while @DZ translated Decred Roadmap 2018 to Italian and Russian, and A New Kind of DEX to Italian and Russian.
Second iteration of Chinese ratings released. Compared to the first issue, Decred dropped from 26 to 29 while Bitcoin fell from 13 to 17. We (the authors) restrain ourselves commenting on this one.
Videos:
Audio:
Featured articles:
Articles:

Community Discussions

Community stats: Twitter followers 40,209 (+1,091), Reddit subscribers 8,410 (+243), Slack users 5,830 (+172), GitHub 392 stars and 918 forks of dcrd repository.
An update on our communication systems:
Jake Yocom-Piatt did an AMA on CryptoTechnology, a forum for serious crypto tech discussion. Some topics covered were Decred attack cost and resistance, voting policies, smart contracts, SPV security, DAO and DPoS.
A new kind of DEX was the subject of an extensive discussion in #general, #random, #trading channels as well as Reddit. New channel #thedex was created and attracted more than 100 people.
A frequent and fair question is how the DEX would benefit Decred. @lukebp has put it well:
Projects like these help Decred attract talent. Typically, the people that are the best at what they do aren’t driven solely by money. They want to work on interesting projects that they believe in with other talented individuals. Launching a DEX that has no trading fees, no requirement to buy a 3rd party token (including Decred), and that cuts out all middlemen is a clear demonstration of the ethos that Decred was founded on. It helps us get our name out there and attract the type of people that believe in the same mission that we do. (slack)
Another concern that it will slow down other projects was addressed by @davecgh:
The intent is for an external team to take up the mantle and build it, so it won't have any bearing on the current c0 roadmap. The important thing to keep in mind is that the goal of Decred is to have a bunch of independent teams on working on different things. (slack)
A chat about Decred fork resistance started on Twitter and continued in #trading. Community members continue to discuss the finer points of Decred's hybrid system, bringing new users up to speed and answering their questions. The key takeaway from this chat is that the Decred chain is impossible to advance without votes, and to get around that the forker needs to change the protocol in a way that would make it clearly not Decred.
"Against community governance" article was discussed on Reddit and #governance.
"The Downside of Democracy (and What it Means for Blockchain Governance)" was another article arguing against on-chain governance, discussed here.
Reddit recap: mining rig shops discussion; how centralized is Politeia; controversial debate on photos of models that yielded useful discussion on our marketing approach; analysis of a drop in number of transactions; concerns regarding project bus factor, removing central authorities, advertising and full node count – received detailed responses; an argument by insette for maximizing aggregate tx fees; coordinating network upgrades; a new "Why Decred?" thread; a question about quantum resistance with a detailed answer and a recap of current status of quantum resistant algorithms.
Chats recap: Programmatic Proof-of-Work (ProgPoW) discussion; possible hashrate of Blake-256 miners is at least ~30% higher than SHA-256d; how Decred is not vulnerable to SPV leaf/node attack.

Markets

DCR opened the month at ~$93, reached monthly high of $110, gradually dropped to the low of $58 and closed at $67. In BTC terms it was 0.0125 -> 0.0150 -> 0.0098 -> 0.0105. The downturn coincided with a global decline across the whole crypto market.
In the middle of the month Decred was noticed to be #1 in onchainfx "% down from ATH" chart and on this chart by @CoinzTrader. Towards the end of the month it dropped to #3.

Relevant External

Obelisk announced Launchpad service. The idea is to work with coin developers to design a custom, ASIC-friendly PoW algorithm together with a first batch of ASICs and distribute them among the community.
Equihash-based ZenCash was hit by a double spend attack that led to a loss of $450,000 by the exchange which was targeted.
Almost one year after collecting funds, Tezos announced a surprise identification procedure to claim tokens (non-javascript version).
A hacker broke into Syscoin's GitHub account and implanted malware stealing passwords and private keys into Windows binaries. This is a painful reminder for everybody to verify binaries after download.
Circle announced new asset listing framework for Poloniex. Relevant to recent discussions of exchange listing bribery:
Please note: we will not accept any kind of payment to list an asset.
Bithumb got hacked with a $30 m loss.
Zcash organized Zcon0, an event in Canada that focused on privacy tech and governance. An interesting insight from Keynote Panel on governance: "There is no such thing as on-chain governance".
Microsoft acquired GitHub. There was some debate about whether it is a reason to look into alternative solutions like GitLab right now. It is always a good idea to have a local copy of Decred source code, just in case.
Status update from @sumiflow on correcting DCR supply on various sites:
To begin with, none of the below sites were showing the correct supply or market cap for Decred but we've made some progress. coingecko.com, coinlib.io, cryptocompare.com, livecoinwatch.com, worldcoinindex.com - corrected! cryptoindex.co, onchainfx.com - awaiting fix coinmarketcap.com - refused to fix because devs have coins too? (slack)

About This Issue

This is the third issue of Decred Journal after April and May.
Most information from third parties is relayed directly from source after a minimal sanity check. The authors of Decred Journal have no ability to verify all claims. Please beware of scams and do your own research.
The new public Matrix logs look promising and we hope to transition from Slack links to Matrix links. In the meantime, the way to read Slack links is explained in the previous issue.
As usual, any feedback is appreciated: please comment on Reddit, GitHub or #writers_room. Contributions are welcome too, anything from initial collection to final review to translations.
Credits (Slack names, alphabetical order): bee and Richard-Red. Special thanks to @Haon for bringing May 2018 issue to medium.
submitted by jet_user to decred [link] [comments]

Patchwerk Wednesday: 1.12

Hi everyone! Before I get started on the recap of last week and the 1.12 Patchnotes I just want to take a bit of time and thank those who have participated in the posts and given your thoughts and perspective on the various changes the game has went through. After I receive feedback for this current weeks patch I’ll be going through the comments of all previous patches and will attempt to put a semi final post of where this sub stands on things we want to see in they hypothetical frankenpatch the game will be launched with. Additionally I may continue to post about various features (in a non patchwerk format) that stood out to me and ask you how you feel about those features and if they should be available at launch. Again, thank you for those that have participated!!!!
Last week we discussed 1.11 and its subpatches. We got key rings, new blue pvp sets and some rank 14 spell caster weapons (not that a majority of people saw those) and last but most certainly not least, NAX was released (again, not like a majority of people saw it at the time). If we missed anything in that patch you want to talk about, by all means go back and drop a comment! But let’s move on now to a patch that I have mixed feelings about, patch 1.12!
Patch 1.12
Patch 1.12.1
Patch 1.12.2
Release date: 22 August 2006
Time between 1.11 & 1.12: 64 days (823 days since launch)

Patch Trailer

Cross-Realm Battlegrounds

For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers!

World PvP

The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!

Details

General

Druids

Hunters

Mage

Paladins

Priests

Rogues

Shaman

Warlocks

Warriors

Items

Professions

Raids and Dungeons

User Interface

Bug Fixes

World Environment

Mac

Patch 1.12.1

Patch 1.12.1

General

  • The riding skill has been changed. A riding skill of 75 is now needed to ride level 40 mounts and a skill of 150 for level 60 mounts. Those that already have mounts will automatically be granted the appropriate level skill.

World PvP

  • Players will no longer lose the Silithus or Eastern Plaguelands PvP buffs after dying in the zone.
  • Players will now port to the Crown Guard Tower graveyard if they die in Fungal Vale while their faction controls the tower.
  • Players will no longer be interrupted while sitting down in Eastern Plaguelands when contested towers change ownership.
  • Players will no longer be interrupted while sitting down in Silithus when a side collects 200 Silithyst and wins the event.
  • In the Silithus World PVP event, the dust cloud graphic that appears on a flag carrier will now properly trail behind the character while running.
  • Players will no longer receive honor if a tower in Eastern Plaguelands is captured while they are stealthed.
  • Lordaeron's Blessing buff from Eastern Plaguelands is no longer dispellable.
  • Players on Windows machines will now hear the victory music when their faction fully captures a tower in the Eastern Plaguelands.

Warlocks

  • Players that log out of the game and back while having a pet summoned will now be properly credited a Soul Shard.
  • Warlock pet sounds have now been added in all languages.

Warriors

  • Canceling Bloodrage while in PvP or dueling will no longer remove you from combat.

Items

  • Most enchantments on items are no longer counted against the maximum limit of effects a player can have on them, so it should be much harder for a player to exceed their max limit on effects and have one be removed involuntarily.
  • Fixed a graphical error with the Dreadnaught Helmet.
  • Fixed an issue in which the "Blessing of the Claw" from the 6 piece Dreamwalker set was causing players to stand up after trying to eat or drink.
  • Fixed an issue where multiple armor set bonuses were not applying correctly when switching out pieces.
  • Fixed an issue where the four-piece Plagueheart set was not properly applying to corruption.
  • The Blade of Eternal Darkness will now only proc when damage is done.
  • Fixed a graphical error with the Dreadmist mask in which it would float above the Tauren Females' head.
  • Fixed a graphical error in which enchantment glows were not updating if the same item with a different enchant or no enchant was equipped.

User Interface

  • UI windows will now be positioned correctly if the right action bar is activated.
  • When going from Windowed mode to Full-Screen mode, player names will no longer be replaced with "..."
  • The Quest Tracker will now properly display purchased quest items.
  • The Battle Map in Outdoor PvP and in the Battlegrounds will no longer get stuck when dragging with the cursor in windowed mode.
  • The Battle Map in Alterac Valley will no longer switch off whenever a graveyard, tower, or mine changes ownership.

Bugs

  • Players will now be able to complete the quest,"Target: Hive'Ashi Sandstalkers".
  • Fixed an issue where players could be afflicted by "Withering Touch" more than once at a time.
  • The Plaguewood teleporter will now teleport players to the correct location within Naxxramas.
  • Fixed an issue where players were getting the message "Invalid" when trying to select flight paths.
  • Fixed an issue where if the disenchant window was forced closed, a player would lose both their reagent and the item they were disenchanting.
  • Fixed an issue where players could crash while fighting Anub'Rekhan.
  • Fixed an issue in which players trying to disenchant an item with a full inventory and then casting a spell afterward would lose the reagent and the item.
  • Fixed an issue where weapon procs will now work with instant abilities.
  • Pet buffs will now apply and remove properly.
  • The Priest talent Spirit Tap will no longer sometimes proc off of totems.

Mac

  • Players will no longer hear any sound when they have "Enable all Sound" turned off.

Mount Changes

Explanation of the Changes
This change was implemented after the latest revision of the patch notes was made available for inclusion into the 1.12.1 patch binary. It will be documented in a future revision however.
There will be effectively two riding skill levels, Apprentice and Journeyman. The cost for the riding skill will be significantly higher than it previously was, however this is offset by a drastically lower cost for the actual mount.
For current players with mounts there will be a seamless transition to the new system. You will continue to have your mount; you will continue to be able to use it, etc. What this change does for players who don't yet have a mount or an epic mount is take the emphasis off of the mount itself, and put it on the riding skill. This helps give players access to more variety without requiring a large monetary investment if they, for instance, just want to pick a different colored horse.
(They also have a player written FAQ which I did not include)

Patch 1.12.2

Bugs

  • Fixed an issue where players were unable to resurrect at a Spirit Healer. (Spanish Only)
  • Fixed several issues with in-game slash commands. (Spanish Only)
submitted by c_is_for_nose_8cD to classicwow [link] [comments]

A Guide to Exploration

Hey y'all! I've been thinking about writing this for a long time, and university procrastination has given me the perfect opportunity. I know what you're thinking, "Exploration advice from an SDC member? Surely not!" However, I started in this game doing exploration, first in my Adder, then Diamondback, Asp, and finally a Conda. Been to the core twice, to the highest point above the galaxy, regularly go on medium-range trips out to various nebulae and prominent systems, and am currently en-route to Beagle point. Those who know me will know that I mostly do it for the sights and screenshot opportunities, and have had several shots of mine in the ED newsletter. So I figured I'd help out anyone who's new or curious about exploration. Here goes!

Exploration - what is it?

Pretty much what you'd expect - exploration involves venturing outside the bubble into the unknown for whatever purpose you have in mind, be it for the thrill, boredom, wanting to get your name on something, credits, or sightseeing.
The thing about exploration is that there's no linear progression or grind. You can take it at whatever pace you like. Ideally you should set yourself an end destination (nebula or interesting stacluster) and if it's a long distance (10,000ly+), set yourself waypoints to look forward to. Or you could just head out in a random direction and see where you eventually end up. As I've said before, your end goal could be reaching your destination, the credit payout, or the sick screenshots you get along the way.

Your ship

Like any profession in the game, exploration is possible in any ship but ideal in only a few. This small list is further broken down based on whether you have horizons or not, but I'll explain more about that later. Here are the basics of any exploration loadout:
Ideally, your ship should have a jump range of at least 25 light years. Some areas of the galaxy have quite a sparse stellar density, so your jump range can mean the difference between reaching that pretty O-class or not. It should have enough internal compartments to include the modules that are vital to your trip (AFMU's, scanners, and a vehicle hangar + shields for those that own Horizons.)
When it comes to purchasing and outfitting your ship, buy it and its modules at a Li Yong Rui system (Lembava, Diaguandri, LHS 20, 6 Andromedae). You'll get 15% off both the ship and all its modules which will bring your total cost down by a significant amount.
Here are a few long-range exploration ship builds for various prices (15% discount factored in). Some have the B-rated fuel scoops mounted to save on credits where it almost halves the build's cost, but you can mount the A-rated scoop if you have the credits:

What to do

Now that you have your ship, you're probably itching to get out there and explore. The first thing you should do is to choose a destination. If you're using any of the builds I've listed above, you'll be capable of flying anywhere in the galaxy. Yes, even the core region and beyond! Your destination could be a nebula, a particular star or system that you know of, or just an area of the galaxy that you want to travel to. Once you have decided on your location, hover over it in the galaxy map and note its distance from you in Ly (light years). The route planner can only plot routes up to 1000ly at a time, so if your destination is over 1000ly away, you'll need to find a system around 1000ly away from you in the general direction of your destination and plot a route to it. Once you have plotted your route, begin the first jump!
When you jump into an unexplored system (nothing showing on your sensors when you first jump in), throttle down to 30km/s in supercruise and charge up your advanced discovery scanner. This is done by binding it to a firegroup and then using it (works in supercruise and sublight). It will detect all astronomical bodies in that system, making them available for you to target from your navigational panel and view from the system map. You get exploration data to sell for every body you discover this way.
Once you've fired your scanner, target the star in front of you and point your ship at its centre. This should begin a detailed surface scan. A detailed surface scan is done by targeting an unexplored body and pointing the ship at it while in range until the scan is complete. You can tell if you're scanning an object by the spinning "loading" sprite in the bottom left panel, and by the scanning sound. Once complete, it will notify you and the body will now have a name beside it. Additional info on that body will also be available for you to view in the system map (gravity, composition, planet type). When an object is surface scanned, the data value you got from discovery scanning it is trebled.
When you're in the middle of scanning the main star, open your system map and take a look at all the bodies. The planets that pay out the most for detailed surface scans are earth-like worlds, water worlds, and ammonia worlds. If you are unsure about a planet's type, move your marker over it and zoom all the way in. If you listen carefully for around 20 seconds, you'll be able to hear its "cartographic music". Water worlds produce a deep ocean bubbling sound, earth-like worlds have singing birds, ice worlds have a harsh wind sound, etc. Recognition of these comes with practice. Decide what you want to scan and keep note of it.
Before you go out to scan bodies in the system or jump to the next one, scoop fuel off the main star if possible. The best way to do this is to travel parallel to the surface of the star in an orbit, which lets you fine-tune your distance from it. If your heat gets too high, back off and approach it again once you've cooled down.

Things to keep in mind

Oh, Be A Fine Girl, Kiss Me (O, B, A, F, G, K, M)
It also conveniently puts them in order from rarest to most common, hottest to coolest, and largest to smallest. Ergo, M-classes are the most common, coolest, and smallest of the main sequence stars. So if you find an O-class star on the map, it's probably worth visiting!

Things to look for

If you want to find interesting things in the galaxy, there are several ways to proceed.
Hope this helps anyone who's sort of interested in exploration. It's quite a nice profession, and really showcases how beautiful this game can be. If I've left anything out or if you've got other questions, just leave a comment or PM me and I'd be happy to help :) o7o7o7
submitted by Jonticles to EliteDangerous [link] [comments]

BEST WAY TO TRADE BINARY OPTIONS - Secret Binary Options Strategy Binary Options Trading Psychology And Analysis BINARY OPTIONS - How to Start Trading with Binary Options DeltaRiver Binary Options Trading Binary Trading For Beginners - How To Trade Binary Options 2020 04 22 17 30 Understanding Credit FNCU webinar Live Forex Binary Option Trading: 6 profitable trades in 45 minutes

Binary Options vs. Vanilla Options . A vanilla American option gives the holder the right to buy or sell an underlying asset at a specified price on or before the expiration date of the option. A ... The offer price of a binary options contract is roughly equal to the market's perception of the probability of the event happening. The price of a binary option is presented as a bid/offer price that shows the bid (sell) price first and offer (buy) price second, for example, 3/96, which represents a bid price of $3 and an offer price of $96. For example, if a binary option contract with a ... Credit Event Binary Options (CEBOs) translate credit default swaps (CDS) into a transparent, exchange-traded marketplace. The Chicago Board Options Exchange (CBOE) originally launched credit default options in mid-2007, but re-launched the options with several modifications in March 2011.. Initially CEBOs were binary options that payed fixed amounts when a credit event occured such as when a ... Binary outcomes have applications in several fields, such as computer science where a "bit" is a binary outcome -- the value is either 0 or 1, and a series of bits are combined to make up data ... To trade binary options, be sure to trade on Nadex, the Chicago Board Options Exchange, or the Cantor Exchange, which are the 3 legal markets approved by the U.S. Commodity Futures Trading Commission. You can make direct trades on all of them, but be sure to read the different rules for each market. To make informed trades, analyze fundamental information like current growth reports ... Binary options traded outside the U.S. are typically structured differently than binaries available on U.S. exchanges. When considering speculating or hedging, binary options are an alternative ... "My dad has recently gotten involved with trading binary options online. The basic premise for the site he uses is at a specific time, say 1:25 p.m., you can put down perhaps $100 that XYZ stock ...

[index] [3376] [12652] [8344] [25730] [11334] [15891] [28718] [14656] [25934] [15680]

BEST WAY TO TRADE BINARY OPTIONS - Secret Binary Options Strategy

Today I didn't have the energy for big speeches. I simply took forex trades live with the attendees watching. I traded binary options. We shorted AUD/USD, GBP/USD, EUR/USD. We bought call options ... Binary options trading entails important dangers and there's a likelihood that probable clientele lose all in their invested revenue In Russia, Binary options trading is seen as a significant ... In Russia, Binary options trading is seen as a significant implies of investment. On the other hand, as of this time, there won't be any official Binary restrictions in Russia. A great lots of ... DeltaRiver Binary Options Trading - Duration: 6 ... Turn Simple Credit Spreads into a Mathematically Guaranteed Money Machine Peter Schultz - Duration: 45:41. Investor Inspiration 114,163 views ... call option binary options wiki trading platforms binary options software free binary options signals put option any option commodities trading trade forex fx options binary stock trading how to ... Binary options trading is fraught with serious dangers and there is a possibility that the likely clientele will lose all their invested income In Russia, binary options trading is considered a ... 2020 04 22 17 30 Understanding Credit FNCU webinar ... Best Binary Options Strategy 2020 - 2 Minute Strategy LIVE TRAINING! - Duration: 43:42. BLW Online Trading Recommended for you. 43:42. Why I ...

https://binaryoptiontrade.loveser.ml