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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.
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.
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!
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.
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.
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%.
Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!
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.
[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 Health System
Tarkov's Hideout System
Tarkov's Quest System and Progression
Tarkov's Hotkeys to Know
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?
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.
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.
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 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.
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.
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 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 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.
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.
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.
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 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.
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.
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.
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.
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)
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.
oVirt -> Viurtualization
Hurrcane Electric DNS -> Dynamic DNS
No-IP -> DynamicDNS
SpiceWorks -> Misc
ERPXE -> Backup
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.
Pi-hole Prevents ads from even reaching you by blocking dns queries. Works as a relay between your isp's dns server (or whichever you choose). Can also work as a local dns.
RetroPie From their website: The RetroPie Project is a collection of works that all have the overall goal to turn the Raspberry Pi into a dedicated retro-gaming console.
raspnode Tutorials for installing cryptocurrency nodes on a Raspberry Pi. Participate in the Bitcoin, Litecoin, or Ethereum network. Full nodes, SPV wallets, cold storage, offline transaction signing.
flightradar24 is a flight tracking service that provides you with real-time info about thousands of aircraft around the world.
The Plane Finder is the easiest and most accurate way to share your ADS-B and MLAT data with us.
PiAware is the world's largest flight tracking data company and provides over 10,000 aircraft operators and service companies as well as over 12,000,000 passengers with global flight tracking solutions.
CouchPotato is an wesome PVR for usenet and torrents. Just fill in what you want to see and CouchPotato will add it to your "want to watch"-list. Every day it will search through multiple NZBs & Torrents sites, looking for the best possible match. If available, it will download it using your favorite download software.
SickBeard is a PVR for newsgroup users (with limited torrent support). It watches for new episodes of your favorite shows and when they are posted it downloads them, sorts and renames them, and optionally generates metadata for them.
SickRage Automatic Video Library Manager for TV Shows. It watches for new episodes of your favorite shows, and when they are posted it does its magic.
FlexGet is a multipurpose automation tool for content like torrents, nzbs, podcasts, comics, series, movies, etc.
sabnzbd makes Usenet as simple and streamlined as possible by automating everything we can.
nzbget is a binary downloader, which downloads files from Usenet based on information given in nzb-files.
headphones is an automated music downloader for NZB and Torrent, written in Python. It supports SABnzbd, NZBget, Transmission, µTorrent and Blackhole.
= Virtualization =
XenServer is an open source project and community managed by Citrix. The project develops open source software for securely running multiple operating systems and applications on a single device, enabling hardware consolidation and automation to reduce costs and simplify IT management of servers and applications.
Proxmox is a complete open source server virtualization management software. It is based on KVM virtualization and container-based virtualization and manages KVM virtual machines, Linux containers (LXC), storage, virtualized networks, and HA clusters.
VirtualBox is a general-purpose full virtualizer for x86 hardware, targeted at server, desktop and embedded use.
SmartOS is a hypervisor lean enough to run entirely in memory, powerful enough to run as much as you want to throw at it.
KVM is a full virtualization solution for Linux on x86 hardware containing virtualization extensions (Intel VT or AMD-V).
oVirt is free, open-source virtualization management platform. It was founded by Red Hat as a community project on which Red Hat Enterprise Virtualization is based.
= Monitoring =
Nagios is a powerful monitoring system that enables organizations to identify and resolve IT infrastructure problems before they affect critical business processes.
OMD avoids the tedious work of manually compiling and integrating Nagios addons while at the same time avoiding the problems of pre-packaged installations coming with your Linux distribution
Pandorafms is the most flexible monitoring software in the market. With a single tool, Pandora FMS can monitor everything: infrastructure, applications, services, and business progress.
PRTG Monitoring is a network monitoring software that is powerful and easy to use. Free for 100 sensors.
Zabbix is the ultimate enterprise-level software designed for real-time monitoring of millions of metrics collected from tens of thousands of servers, virtual machines and network devices.
Observium is a low-maintenance auto-discovering network monitoring platform supporting a wide range of device types, platforms and operating systems.
LibreNMS is a fully featured network monitoring system that provides a wealth of features and device support.
Cacti is a complete network graphing solution designed to harness the power of RRDTool's data storage and graphing functionality.
Munin surveys all your computers and remembers what it saw. It presents all the information in graphs through a web interface.
ZenOSS is an award winning, open source monitoring product that automatically discovers resources, without the use of agents, and provides visibility across all aspects of your IT environment whether physical, virtual or in the cloud.
AlienVault OSSIM is an open source security information and event management system. OSSIM combines Snort, OpenVAS, Nagios, OSSEC, and other tools into a single portal with log collection and correlation.
Graylog Centralize and aggregate all your log files for 100% visibility. Use our powerful query language to search through terabytes of log data to discover and analyze important information.
= Media Center =
Plex organizes your video, music, and photo collections and streams them to all of your screens.
Kodi, if a free and open source (GPL) software media center for playing videos, music, pictures, games, and more.
Emby brings all of your home videos, music, and photos together into one place.
OpenMediaVault is the next generation network attached storage (NAS) solution based on Debian Linux. It contains services like SSH, (S)FTP, SMB/CIFS, DAAP media server, RSync, BitTorrent client and many more.
PlexPy is a tool to easily monitor and receive notify playback events from Plex.
MediaGoblin is a free software media publishing platform that anyone can run. You can think of it as a decentralized alternative to Flickr, YouTube, SoundCloud, etc.
= Remote access =
Guacamole is a clientless remote desktop gateway. It supports standard protocols like VNC and RDP.
Chrome Remote Desktop allows users to remotely access another computer through Chrome browser or a Chromebook.
mRemoteNG is a fork of mRemote, an open source, tabbed, multi-protocol, remote connections manager. mRemoteNG adds bug fixes and new features to mRemote.
= VOIP =
Elastix is an Open Source Software to establish Unified Communications. About this concept, Elastix goal is to incorporate all the communication alternatives, available at an enterprise level, into a unique solution.
Asterisk is an open source framework for building communications applications. Asterisk turns an ordinary computer into a communications server.
FreePBX is a web-based open source GUI (graphical user interface) that controls and manages Asterisk (PBX)
= Networking =
pfSense is an open-source firewall/router computer software distribution based on FreeBSD.
Open vSwitch is a production quality, multilayer virtual switch licensed under the open source Apache 2.0 license.
SophosUTM Complete Unified Threat Management protection for your network, web, email, applications, and users.
SohposXG is a fully equipped software version of the Sophos XG firewall, available at no cost for home users.
feeloadbalancer is offering the Free LoadMaster to help small companies and developers by providing them with a robust and proven load balancing option.
NetWorx is a simple and free, yet powerful tool that helps you objectively evaluate your bandwidth consumption situation.
VyOS is a community fork of Vyatta, a Linux-based network operating system that provides software-based network routing, firewall, and VPN functionality.
freeIPA is an integrated Identity and Authentication solution for Linux/UNIX networked environments.
Metiix Blockade Network-Wide Malware, Tracking, & Ad Blocking (Can also run on Raspbian)
OpenVPN is an open-source software application that implements virtual private network (VPN) techniques for creating secure point-to-point or site-to-site connections in routed or bridged configurations and remote access facilities. It uses a custom security protocol that utilizes SSL/TLS for key exchange.
Smoothwall is a Free and Open Source firewall that includes its own security-hardened GNU/Linux operating system and an easy-to-use web interface.
ClearOS is an operating system for your Server, Network, and Gateway systems. It is designed for homes, small to medium businesses, and distributed environments. ClearOS is commonly known as the Next Generation Small Business Server, while including indispensable Gateway and Networking functionality.
DriveBender is the class leading storage pooling technology for Microsoft Windows. Developed by Division-M, Drive Bender allows for file redundancy via file duplication, and unlike RAID, does not require any proprietary drive format or complicated setup. (Now free)
CloudExtender is local Windows storage, powered by the cloud... with optional, state of the art TNO (trust no one) file encryption built right in. Create a Windows drive or folder that maps directly to your favorite storage platform in minutes.
SnapRAID is a backup program for disk arrays. It stores parity information of your data and it recovers from up to six disk failures.
flexRAID is a family of storage data protection products that provide great flexibility and various innovations. The current product line includes: RAID over File System (RAID-F) Transparent RAID (tRAID).
freeNAS is an operating system that can be installed on virtually any hardware platform to share computer data storage over a computer network.
Rockstor is a free and open source NAS(Network Attached Storage) solution. It's a software solution and can be installed on any hardware or a virtual machine satisfying these minimum requirements.
nas4free The NAS4Free operating system can be installed on virtually any hardware platform to share computer data storage over a computer network.
Xpenology is the name of a Linux boot image, which allows to run operating system Sinology DSM on almost any hardware (not just Synology).
owncloud is a self-hosted file sync and share server.
openFiler provides a simple way to deploy and manage networked storage.
openATTIC openATTIC combines open source storage tools in such a way that their entire functionality can be managed through a central interface. Carefully matched components ensure both stability and security. Its open interface enables you to integrate openATTIC to provisioning, monitoring and backup systems.
= Cameras =
iSpy is the world’s most popular open source video surveillance application.
ZoneMinder is intended for use in single or multi-camera video security applications.
motioneyeOS is a Linux distribution that turns your single board computer into a video surveillance system.
Blue Iris is security camera manager. It's not free (60$ for the full version) but it was highly recommended and there doesn't seem to be any comparable free alternatives.
= Documentation =
DokuWiki is a simple to use and highly versatile Open Source wiki software that doesn't require a database.
gollum is a simple, Git-powered wiki with a sweet API and local frontend.
BookStack is a simple, self-hosted, easy-to-use platform for organising and storing information.
phpIPAM is an open-source web IP address management application (IPAM).
Paperwork aims to be an open-source, self-hosted alternative to services like Evernote ®, Microsoft OneNote ® or Google Keep ®.
afraid Free DNS Hosting, Dynamic DNS Hosting, Static DNS Hosting, subdomain and domain hosting.
No-IP's mission is to provide useful, reliable and powerful services that help home users, small and large businesses and even fortune 500 companies take control over all aspects of their DNS and domain services.
xapi-back is a simple backup tool for XenServer or XCP – xen hypervisors using xapi toolstack. xapi-back is a command line tool with simple and clear interface (command + options). Tool is written in python.
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)
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).
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.com – translated, 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.
Changenow announced the option to buy DCR with fiat.
TokenPride: "We are seeking feedback on the general setup of our payment processor. We have tried to make it simple and user friendly. 10% of all purchases made in Decred will be donated to the Decred Development fund - and we will be releasing original Decred designs in the future".
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.
Campus Party in Brasilia, Brazil. @girino, @Rhama and @matheusd talked about Decred. Matheus was interviewed by a TV channel. Check this quick report about the event, click "Show newer" to continue reading. (photos: 123)
Blockchain Summit in London, UK. This was not a full blown presence with stand but rather investigation of opportunities by @kyle and @Ani. The resulting detailed report is a good example of a document advising to stakeholders whether it is worth spending project funds.
Meetup in Berlin, Germany on July 18. @jz will give a talk and Q&A about Decred and chat with Ele from @oscoin about incentivizing developers. Hosted by BlueYard Capital.
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)
Decred Assembly - Ep20 - Governance: Driving the Future (youtube) @cburniske and @traceagain discuss the importance of governance protocols being foundational and problems with delegated proof of stake
"I think that developers in the future are going to base their decision on where to build on the basis of governance and community. And so I look for good governance mechanisms and strong communities in blockchains." (@decredproject)
What is on-chain cryptocurrency governance? Is it plutocratic? by Richard Red (medium)
Apples to apples, Decred is 20x more expensive to attack than Bitcoin by Zubair Zia (medium)
What makes Decred different and better from other cryptocurrencies? (cxihub.com)
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:
Matrix chat logs are nowviewable on the web with the exception of some channels that are not bridged. The new web logs means our chats are now fully public and indexed by search engines.
Slack had an outage on Jun 27 that disturbed communications for a few hours, discussions continued on Decred's bridged platforms.
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.
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.
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.
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)
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!
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!
Threat Reduction Effects
This system has been redesigned to eliminate inconsistency in how the effects work. Previously, some were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction and 20% reduction made 44% reduction, from 0.7*0.8). They are now all multiplicative. This also prevents unpredictable behavior when the total reduction percentage was equal to or greater than 100%. Please note that in almost all cases, when stacking multiple threat reduction effects you will experience less threat reduction than previously.
Haste and Slow effects
Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish.
The deserter debuff will now continue to expire even while you are offline.
Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill.
Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will no longer persist through zoning or logging out due to technical issues. This feature is anticipated to be activated once more with the expansion.
Barkskin: The tooltip has been changed to 25% due to the haste effect change.
Cat Form: This form now has an innate threat reduction component.
Ferocious Bite: Book of Ferocious Bite (Rank 5) now drops off The Beast in Blackrock Spire. In addition, Ferocious Bite now increases in potency with greater attack power.
Furor: This talent now works correctly with Cat Form again.
Improved Shred: The discounted cost for Shred will now be displayed correctly even when you are not in Cat Form.
Rip: Lesser potency Rips will no longer overwrite greater potency ones.
Fixed a bug where the incorrect sound was being played by the Claw attack.
Spirit Bond: This ability will now be correctly reapplied when you resurrect in a battleground and your pet is polymorphed or otherwise unable to act normally.
Improved Concussive Shot: The effect of this talent will now still be placed on the victim if the hunter is killed before their shot reaches the target.
Growl now correctly initiates combat when used by a pet in passive mode.
The Ferocity talent now correctly applies to non-physical hunter pet abilities such as Lightning Breath and Thunderstomp.
If a hunter has tamed one of the following creature types, they will no longer potentially change colors if resummoned:
Son of Hakkar - Red
Frenzied Bloodseeker Bat - Brown
Deep Stinger - Red
Dark Screecher - Gray
Cave Creeper - Brown
Bloodaxe Worg - Black
Scarshield Worg - Brown
Arcane Missiles: It is no longer possible to cast this spell on an evading mob. In addition, the animation will now stop when the target is dead.
Arcane Power: It is no longer possible to gain the benefit of this spell and Power Infusion at the same time by careful timing.
Frost Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
Ice Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
Ignite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
Impact: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
Frostbite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
Polymorph: This spell will now be removed when a player leaves a battleground. This prevents some bugs involving polymorph from occurring.
Evocation will no longer be usable while silenced.
Reduced the number of messages that appear in the combat log when using Combustion.
Winter's Chill: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
Divine Shield: Due to the haste effect change, the tooltip has been changed to 100%.
Mind Control: Due to the haste effect change, the tooltip has been changed to 25%.
Psychic Scream: This spell now uses the same resistance checks as the Warlock spell Fear.
Spirit of Redemption: Fixed an issue preventing Twisting Nether from retriggering when the Spirit of Redemption effect runs out.
Due to significant talent changes, Rogues will have all talent points refunded and can be re-spent. Training costs for all talent spell replacements have been significantly reduced.
Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision).
Pickpocket can now be used on targets that are in combat, as long as the rogue remains stealthed.
All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing).
Fixed a bug where the Slice and Dice ability wasn't playing an animation.
Lethargy Root has been removed from poison vendors and is now a gray item.
Reduced the number of messages in the combat log when using the Vanish ability.
Fixed a bug that made Combo Points disappear from your target when using Vanish.
Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power.
Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power.
Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target.
Rupture: Rupture now increases in potency with greater attack power.
Sap: Enemy rogues will now always lose stealth when you Sap them.
Reincarnation should now display the cooldown timer when used.
Chain Heal - After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals.
Lightning Shield: Air Bubble pockets in underwater regions will no longer consume a charge from this spell.
Cripple (Doomguard): Due to haste effect change, the tooltip has been changed to 45%.
Curse of Tongues: This spell will no longer debuff the target if they are immune to the spellcast slowing effect
Enslave Demon: Due to haste effect change, the tooltip has been changed to 40%.
Health Funnel: This spell will now work correctly on low-level enslaved demons.
Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.
Siphon Life will now properly gain a benefit from Shadow Mastery.
A soul shard will be refunded to the caster any time a summoned pet despawns rather than dies.
Aftermath: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
Improved Shadow Bolt: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect.
Bloodthirst: This ability will now correctly benefit from attack power bonuses versus specific creature types.
Flurry: The text on the tooltip has been corrected to indicate it triggers on all types of attacks.
Shield Slam: This ability will sometimes no longer remove more than one beneficial effect from the target.
Thunderclap: This ability was left at 10% despite the haste effect changes. This means its potency has been reduced slightly.
+30 Spell Damage Enchantment: Fixed a bug with this enchantment which was preventing it from benefiting healing spells.
Blade of Eternal Darkness: The triggered effect from this weapon will no longer occur when the spell being cast has its effect broken by causing damage.
Goblin Land Mines and Compact Harvest Reapers will no longer lock out using other engineering devices until the land mine/reaper dies. Harvest Reaper was given a 10 min self cooldown to prevent too many reapers from being summoned at once.
Raids and Dungeons
Reduced the number of Shadowforge Ambushers that attack after looting the quest chest.
Shadowforge Ambushers are no longer elite.
The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes).
The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours.
Reduced the damage dealt by the Sul'lithuz Abomination and Sul'lithuz Sandcrawler.
Zul'Farrak Dead Heroes are no longer elites.
Theka the Martyr will now only remain immune to physical damage for 30 seconds before reverting to normal.
Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are significantly weaker.
Witch Doctor Zum'rah will no longer call as many Zul'Farrak Zombies to his aid when aggroed.
Weegli Blastfuse now has slightly more hit points.
Antu'sul's Warden no longer attempts to knock adventurers into Antu'sul's lair.
Sandfury Cretins who engage the party during the pyramid event are no longer able to cast shadow bolt.
Noxxious Scions will no longer spawn when you cleanse Celebrian Vines.
Lieutenant General Andorov's Aura of Command should no longer generate threat. This will hopefully prevent him from pulling aggro on the entire wave, leading to his untimely death.
Hive'Zara Hatchlings can now swim.
Egg Explosion will no longer burn charges from spells such as Lightning Shield.
It should no longer be possible for Emperor Vek'lor and Vek'nilash to Unbalancing Strike or Arcane Burst immediately after a teleport.
V key functionality has been improved in several ways.
V key now shows summoned monsters (such as the gargoyles in Stratholme.)
V key now shows both monsters and player enemies.
V now shows enemies only (no longer shows friendly targets.)
Shift-V now shows friendly targets only, not enemies (with a new bindable hotkey.)
Control-V shows both friendly targets and enemy targets (with a new bindable hotkey.)
New floating combat text has been added to the game with a number of options. You can see when you take damage, when you are healed and how much, when you acquire and lose auras and much more. You can turn on the new options in the newly revised options screen.
There is now an option to turn on the display of your own name above your head. You can find the option in the interface options screen.
The Need Before Greed and Group Loot countdown timers will now have a 3 minute countdown when there is a bind on acquire item on the corpse. This should allow a bit more time in making a decision to roll for an item.
Automatic Quest Tracking has been added to the game and is turned on by default. Any time you advance a quest by advancing one of the requirements, the quest information will appear on your screen for 5 minutes before fading. You can turn this option off from the options screen.
The options screen has be redone and expanded due to space required for additional options. Also the location of various options has been changed in the options screen. They should make more sense now, though they will not be in quite the place you remember them being.
There is now a confirmation dialogue when you attempt to disband your guild.
When you destroy a superior quality (blue) or better item, you will get a dialogue that has you confirm deletion of that item.
Raid Pullout frames are now created on demand and will not take up any memory if you are not using them.
The player inspect range has been increased to 10 yards.
New API Functions
Add-ons can send hidden chat messages to players in the party, raid or guild, using SendAddonMessage("prefix", "message", "PARTY"|"RAID"|"GUILD"|"BATTLEGROUND"). When players receive these messages, a new event "CHAT_MSG_ADDON" is sent, with arg1-arg3 being the parameters to SendAddonMessage(), and arg4 being the name of the player that sent it. The combined length of "prefix" and "message" must be less than or equal to 254 bytes.
Added UnitPlayerOrPetInParty() and UnitPlayerOrPetInRaid().
Fixed a bug that caused some non-combat pets to be referred to as Minions instead of Pets. Mini Diablo however has escaped this fate and will continue to be referred to as a Minion.
Summon Dreadsteed no longer briefly puts you into combat.
Chain-targeted abilities cast by creatures no longer hit stealthed or invisible players.
Will of the Forsaken is no longer gray on the action bar while you are charmed.
Fixed a bug where large amounts of damage could go negative.
Non-combat pets are no longer affected by environmental damage.
The dressing room window will remain open and functional while zoning.
Fixed a bug allowing linked combat groups to be split when pathing fails.
Soul Link will persist across instance boundaries.
Item bonuses, buffs, and enchants will no longer be lost when swapping an equipped item with another equipped item.
Stats will no longer fluctuate when putting points into stat improving talents.
Devouring Plague will continue to heal the caster after the target is Mind Controlled.
Using /assist on a Mind Controlled target works properly now.
Recasting Feed Pet while using Feed Pet will reset the duration of the cast.
Activating passive pet abilities while targeting an opposite faction player will no longer aggro neutral town guards.
If a Hunter is unflagged for PvP, an enemy faction rogue won't be able to disarm his trap.
Fixed a bug causing the floating combat text from a killing blow to be delayed until another unit is attacked.
Text with a scroll bar should no longer get clipped while in windowed mode.
Heals from spells such as Frenzied Regeneration will no longer close the loot window.
Casting a spell while a loot window containing a disenchantment is open will autoloot the item.
Pet spells can now be toggled in the pet spell book.
Grand Widow Faerlina's Rain of Fire no longer damages players outside the area of effect.
Players can no longer drop from combat by repeatedly placing their pet into passive mode.
Neutral guards are now able to see through the rogue Vanish ability.
Tortured Druids and Sentinels will now call only one Hive'Ashi drone on death.
Added support for controlling iTunes from within World of Warcraft. You can bind a set of keys for play/pause, next track, back track and volume up and down.
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.
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.
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.
Canceling Bloodrage while in PvP or dueling will no longer remove you from combat.
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 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.
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.
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.
Players will no longer hear any sound when they have "Enable all Sound" turned off.
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)
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)
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.
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:
Use the smallest class modules possible to save on mass. D-rated modules are the lightest in any class, and are good for this. The purpose of reducing your mass is to increase your jump range.
Use the smallest A-rated powerplant possible. Yes, a D-rated powerplant will get you a slightly better jump range, but the A-rated plant is the most efficient in terms of heat management. This will save you a lot in the long run.
Use a class 1D power distributor on every ship (even a Conda). Why? You spend 99% of your time in hyperspace and supercruise, where your distributor is irrelevant. Using the smallest one possible will give you a lot of extra jump range, and save some power on your ship for other things. The only downside is that you cannot boost with it in larger ships, which only affects you when you're landing on planets. The way to mitigate this is to be selective with the planets you land on (<2g is a good limit to set)
Your largest internal slot should be a fuel scoop. If money is no object for you, use an A-rated fuel scoop. But if you'd like to save, use a B-rated one instead. The jump from a B to an A is roughly 20% extra scoop rate at 300% extra cost. This can save you a lot of money, especially on larger ships.
Auto-field maintenance units. These are modules that you can use to repair other modules that have taken damage, including your canopy (but not your hull or your powerplant). Nobody ever intends to take damage while exploring but it happens to all of us, mostly when crashing into stars or black holes due to lapses in concentration. AFMU's also take damage as modules, so taking two units to repair each other is also a good idea (and they don't have mass). Be warned though, repairing a module will put it offline for the duration of the repairing process (don't repair your FSD or thrusters in supercruise!)
Planetary vehicle hangar (horizons only) - used to store SRV's. The size of the hangar you take should be based off the length of your trip and likelihood of you losing SRV's (be realistic). You should mount a G-rated hangar, which has less mass than an H-rated one.
Shield generator - y/n? If you own Horizons and intend to land on planets, you must have a shield generator. As it is currently, you cannot land an unshielded ship without it taking damage to its hull (well designed landing gear, right?) For the sake of planetary landings, you should mount the smallest D-rated shield generator possible on your ship in order to minimise the hit it takes on your jump range. Some of you may be thinking "What about shields to protect you when you're returning from your trip?" Valid question. The smallest D-rated shield will not protect you for long, but will mitigate enough damage from a small ship so that you can jump out, but larger ships will kill you easily. Luckily for you, Iridium Wing exists. They're a free service like the Fuel Rats, providing fighter escorts for explorers to and from habited space. You can request an escort heh by filling out this form.
MUST include an advanced discovery scanner and a detailed surface scanner. I will explain what these do in detail later.
Heat sink launchers - only to be used in emergencies. Best scenario is when you jump into a binary star system and are immediately trapped between two stars (everybody remembers their first time experiencing this). When this happens and you find yourself overheating before you can get your bearings, activate a heatsink in supercruise (have them bound to a hotkey, it's in the controls menu). This will purge all the heat from your ship for 10 seconds, which is usually enough time to escape from between two stars. Use them wisely though, since their ammunition is extremely low and unable to be crafted with synthesis.
Extra fuel tanks? - No.
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:
Hauler - 2,776,372 CR, 25.81ly. Excellent starting ship for exploration, since it features quite a nice jump range for the price. However, it lacks the internal slots to be viable for Horizons users.
Adder - 3,504,015 CR, 26.06ly. A good upgrade over the Hauler, featuring two AFMU's which makes it a good choice for extremely long range trips. These can also be swapped out for a shield and single vehicle hangar, making it a great short range vessel for Horizons users (or long range if you're willing to risk module damage due to crashes)
Type-6 Transporter - 9,616,560 CR, 28.02ly. One of the best early exploration ships, and is often overlooked since many see it as "one of those trader ships". This build boasts a great jumprange, dual vehicle hangar, shield generator, and twin AFMU's, making it the first true long range Horizons exploration ship. On top of that, it has a great canopy with excellent visibility.
Diamondback Explorer - 12,063,710 CR, 33.68ly. Features an incredible jump range for its price, but suffers from the same internal issues as the Adder. Can mount two AFMU's for long range non-Horizons trips, or a shield and dual vehicle hangar for Horizons users who want to risk module damage. Also comes in a standard bright yellow colour, which can begin to look cheap and tacky when taking screenshots. A white or black skin is highly recommended for this ship, making it one of the sexiest looking explorers.
Asp Explorer - 22,118,751 CR, 33.36ly. The exploration ship everybody seems to settle with, and with good reason. Decent price, excellent jumprange, dual vehicle hangar, shield generator, dual AFMU's. Almost identical to the Type-6 build but with 5.34 extra jump range. It even shares the same amazing canopy.
Anaconda - 166,471,217 CR, 38.01ly. The endgame exploration ship. Magnificent jump range, quadruple vehicle hangar, shield generator, dual AFMU's, and four empty internal slots (enough for 112t of cargo, or 4 extra AFMU's, or a fuel transfer limpet controller for deep space rescue missions). If you don't have any use for these slots, fill them with cheap AMFU's. That way, more module damage due to heat or supercruise crashing is spread across the AMFU's and therefore less on the powerplant, which cannot be repaired. The only downside is that the cockpit is set at the back of the ship, limiting your forward view to the positive x-axis only. The ship itself can look kinda sexy at the right angles
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
When in hyperspace on the way to a system, set your throttle to zero. That way you'll be traveling at 30km/s as soon as you drop into the next system, letting you fire your discovery scanner and surface scan the main star straight away. Binding "zero throttle" to a hotkey also helps with this, and pressing it during a hyperspace jump is a very good habit to get into. It will save you from crashing into neutron stars and black holes.
Sort your galaxy map by "star type". Deselect the L, T, Y, and Proto stars from the list. Those star types are unscoopable. To remember the scoopable stars, remember this sentence:
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!
Keep an eye on your fuel bar. If you come across two or three unscoopable stars in a row, open up your galaxy map and plot a direct route to the nearest scoopable star. Trust me when I say that running out of fuel is no fun at all. If you ever do run out of fuel, contact the Fuel Rats. They'll come out to wherever you are and give you enough fuel to continue exploring, no matter where you are in the galaxy! They're the real MVP's.
Don't land on planets with more than 1.5g - 2.0g when you're out on a long trip. The risk isn't worth it. The fact that you have no power distributor means that you cannot boost, which you sometimes need to do in order to slow yourself down on approach.
Switch your cargo hatch, AFMU's, and power distributor off to save power, lower heat, and save fuel.
In the event that you crash into a star or enter orbital cruise at ludicrous speeds, your internal modules will all take small amounts of damage (1-2%). When that happens, get to a safe space away from the main star (landing on a planet works, as well as stopping in sublight), switch off all non-essential modules (basically everything except life support) and switch one of your AFMU's online. Next, select any damaged modules you'd like to repair and there should be a "repair" option under the "activate" option. The canopy should be your main priority, then FSD and everything else. Don't repair your life support until it's down to about 60%, since you don't want to waste oxygen constantly doing small repairs on it.
Things to look for
If you want to find interesting things in the galaxy, there are several ways to proceed.
Visit VY Canis Majoris, Sagittarius A*, Great Annihilator, Thor's Eye, Eta Carinae, the Orion Nebula, or any other well-known destination. Set out for Beagle Point (opposite side of the galaxy, 65,000ly away from Sol) if you're feeling brave/slightly insane.
Sort your galaxy map by "star class" and uncheck the non-scoopables, then uncheck all the scoopable ones except for B and O class stars. Any system you see now will be well worth visiting.
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
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