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[Streetwear] The brick that broke the speculator's back: How a single gag accessory may have permanently altered all perception of New York's premier street fashion brand.

Friends, the story I bring to you today is not a fallout, but a crescendo. How years of grassroots promotion and online influencer endorsements led to a once underground fashion brand's rise to power and entry into the hallowed halls of internet ridicule. Or, the time Supreme sold a brick for thirty dollars.
(this post contains a lot of context for what Supreme is and how it works, so if you only wanna know how and why they sold a brick, skip to the brick section)
What is Supreme?
Supreme is a skateboard and lifestyle brand founded by British-American fashion mogul James Jebbia. In an era where skate fashion was known for its eccentricity and garish presentation, Supreme stood out. It's iconic logo is made with stock typeface over a red box, which pushed the brand to the 2-billion dollar empire it is today. While the Box Logo (or the Bogo, as it's known among fans) has seen its share of ridicule (a lawsuit involving the logo could be its own entry) the brand's diehard fanbase, as well as myself, would argue the stripped-back, downright esoteric nature of Supremes' branding is exactly what pushed it to its heights.
But it's taken a long time getting here. Unless you lived in New York, you probably only heard of Supreme in the last couple of years. All in all, there are four stores in the continental United States, two on each coast. Two releases happen per year, spring/summer and fall/winter. Rather than release all merchandise at once, Supreme releases (Drops) happen one week at a time, slowly working through its seasonal inventory. This release model not only maintains interest in new releases all throughout it's season, it perpetuates interest in what will drop next, since not everything coming out is revealed at once, either. It's common to hear about cross-brand and artist collaborations mere days before they release.
All in all, everything Supreme does as a brand is on a need-to-know basis, meaning they've effectively mastered the art of FOMO. This means a diehard fanbase of skaters and fashion collectors. Half the reason a piece of Supreme clothing so cool to own is because only you and a couple hundred people (maybe a couple thousand, Supreme doesn't disclose inventory metrics either) have one. Naturally, a fandom would form.
How Supreme makes a fan.
On drop day, items generally cost what any other brand would charge, maybe a little more. Pieces are only available in store or online, both opening at 11am EST. What follows is a mad dash only Nike can claim to share. The online store operates on a first-come, first-serve basis, and the physical stores do the same, ala lining up for a game console. On a good day, you have maybe three minutes to cart your item and check out. The site does not save your cart so if you take too long, the piece you just added to your shopping cart might already be sold out by the time your payment is processed. If you've spent the past three months trying to buy a PS5, welcome to our world. We do this forty weeks a year.
You lose a lot (take an L). Seventy-percent of the things you want you will fail to get. But when you do finally check out and get your purchase at your door (take a W, a dub, recklessly spend money) the feeling is euphoric. You are now a part of a secret club because, guess what, that was the initiation process. Some people buy one item and never try again. They're few and far between. The majority of Supreme customers have been buying (copping) for years, amassing massive collections. Sooner or later, Supreme would release an item specifically for fans and nobody else. The problem is when they did.
Okay, that's cool, but why the **** did Supreme sell a thirty-dollar brick.
Good question. The best part is that there's several answers. Along with clothing and skateboard decks, Supreme sells a wide, constantly-circulating pools of accessories. These have been a mini bike, a Super Soaker, a pinball machine, a crowbar that at least one guy really wanted, and coming soon, apparently, a bob...sled? Supremes' accessory choice is as baffling as everything else they do. A common riff on the brand is that they could "put their logo on literally anything and it would sell out." These people are not wrong, but I'd argue their accessory choice is more nuanced than this. Their logo alone could sell all kinds of things, but its the things they do sell that begin to send a message. For example, a Supreme baseball bat is nothing profound, but next to a Supreme ski mask, a Supreme crowbar, a Supreme money gun, and a Supreme... brick, the street-smart, underground roots of the brand begin to take root. There's always been an underlying, illicit message to Supremes' aesthetics, coated in a minimalist exterior. This subtext what splits the speculators and the mega-fans.
Those mega-fans bring to life a second answer for why, in Fall 2016, supreme released a thirty-dollar clay brick with their logo etched in: one piece of Hypebeast lingo I've omitted until now is when an item Bricks. This is when any particular item either in-store or online sits in stock, with nobody buying it. No true-blue Supreme diehard would ever wear something anyone else could feasibly get for retail price or, god willing, below retail price. Bricks are poison to many an avid fan, which is why the brand might have thought it funny to sell to them an actual, literal brick. For thirty dollars. You get one brick. it sold out in seconds.
But where's the drama?
At the exact same time the brick was released to fans, two separate parties were growing aware of this once niche fashion label. Online influencers, and everyone else. Supreme was a mainstay among outsider artists, mainly underground New York hip-hop. The start of the 2010s saw the rise of Odd Future, whose alumni such as Earl Sweatshirt and Tyler, The Creator were outspoken fans of the brand. While endorsements like these got the word out somewhat, the boom began in late 2016. Online influencers, mainly YouTubers and Instagram stars whose follower counts ballooned as lifestyle vlogs took over online content, were growing quite interested in this exclusive and expensive brand so deeply tied to underground Hip-hop, skateboarding, and having something expensive that everyone else will be totally jealous of. Notably, YouTuber RiceGum, a man with a tendency to flaunt his spending, took an acute interest to the brand around this time, making videos between 2016-2018 where he went on massive Hypebeast spending sprees. Such content includes buying a Supreme hoodie that just dropped and wearing it while walking past people currently in line to buy their own, buying mystery boxes online that just happened to have Supreme in them every time, and giving bootleg Supreme merchandise to his friends. You'll have to forgive the lack of hyperlinks here. I do not have the stomach to watch his videos.
This behavior of course spawned similar in his contemporaries. This is why you started hearing the word Flex in regards to flaunting clothes and accessories around second-graders. Influencers from all spheres, who happened to all start taking off in late 2016, were wearing Supreme. this in turn led hundreds of thousands to trying their luck at the raffle. what followed was season upon season of the online stores crashing on drop day and lines outside the store snaking for miles taking an entire day to clear (this led to a new in-store ticketing system where you pre-register and are given a random slot in line, to mixed results).
Who was mad here? Speculators who couldn't get in on the clothes their favorite LA influencer-person wears, longtime fans who now had to grapple with this unmanageable influx of new customers, and the people who had no interest in these expensive hoodies and shirts or whatever who were free to clown on this stupid, stupid brand.
ThEy SolD a BrICk???
Once the unimpressed got wind of this stupid hype brand selling their customers a thirty-dollar brick, there was no going back. The image of a fashion titan so confident in their ability to sell their mindless followers a clay slab with no utility or value was irreversible for some. One Reddit user calculated the cost of building an entire house out of these bricks, others made memes, and while a lot of these were tongue-and-cheek jokes among fans, the derision online and in-person was inescapable. The image of a Supreme wearer being an in-the-know fashion trailblazer became one of a bandwagon-following consumerist idiot. After all, they bought a brick. Suckers, right?
So what's it like now?
Well, the site still sucks. Crashes are common, especially on days a bogo drops. Lines in-person are still a sweaty, multi-hour nightmare (though, morbidly, Covid restrictions made lines this season a little more manageable) and wearing Supreme isn't impressive to anyone anymore. Maybe a sign you'd spend two-hundred dollars on a hoodie, but nothing interesting to talk about. On my first day of college, my first roommate saw my Supreme tee and the first words he spoke to me were "did you buy the f\**ing brick?"*
Is the brick solely responsible for the attitude shift towards Supreme as a brand? Well, more of a framer for a larger shift in the zeitgeist. Is it a major symptom? Major might be a strong word. Is it funny? It's hilarious. Even the fandom of today laughs about the episode in hindsight. They may be crazy, they may thoughtlessly spend thousands of dollars a month on clothes, they may consider their own worth adjacent to the net worth of their closet, but they are the ones who bought a brick for thirty dollars. This sort of power is something to be commended. Ridiculed, scorned, and commended.
submitted by freemanboyd to HobbyDrama [link] [comments]

Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.

Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you.
Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice.
Here are my don'ts of job hunting:
e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly.
I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have.
Don't try to get by without doing the standard "best practice" stuff.
I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews.
What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions.
Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial".
Don't be bad at interviewing, not even a little bit bad.
Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV.
I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice.
Don't wing it during the interview.
For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced.
Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway.
Don't apply to old job listings.
If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV.
Don't apply to listings that aren't on the employer's own site.
It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer.
If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go.
Don't be too picky with job titles.
Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad.
Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title.
Don't be too loose with companies you apply to.
At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later.
Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money.
Have a loose idea of who the company is before applying, to avoid those awkward moments.
Don't stop applying until the ink is dry on your offer letter.
My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time.
It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying.
Don't get your hopes up. (maybe the most important tip.)
Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't.
I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take.
To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day.
Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job.
In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health.
Don't be afraid to be a try-hard.
The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG.
On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless.
Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked!
So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material.
NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free.
Don't assume ***anything*** until it's final.
In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience.
In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round.
In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job.
On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did.
The lesson: Do not assume anything! ANYTHING!
submitted by the-incredible-ape to jobs [link] [comments]

Thoughts/review on Cyberpunk 2077 after 400 hours gameplay.

Firstly, just wanted to say that the 400 hours is me restarting the game...four times over? I've also not been following this game, I knew it was coming out but I put at the back of my mind, never gave into the hype and only bought the game when a guy from work was talking about it.
Gameplay TL;DR:
Game is broken. By level 50, enemies either did 1 damage or buffed me to do more damage. Some of the guns are insanely fun but break the game. It's fun, but if you want a challenging experience wait till some good addons come out.
Story TL;DR
Main story is quite short, it's not effected by any side quests you just get different endings that you can choose, one ending feels more finalised but open to a sequel/DLC the others either just end (which is intented) or just end on a "To be continued."
Romance quests are very good but the romance is just do quest, sleep with them, end of romance, apart from one character.
Some of the side quests are VERY VERY good however and the overall theme of Cyberpunk is in my opinion, excellent, it's just let down by the main plot.
Bugs/Glitches TL;DR:
No crash to desktop, main problems were only for those strange people like myself who play non lethal but some of the endings are bugged, one of the end cut-scenes is bugged.
Overall TL;DR:
I think if you really really want to play this game, play it. I had a lot of fun and got my moneys worth, though I would be lying if I didn't say that I'm not dissapointed with the end product. If you're on the fence and you're reading this to see if it's worth £40-50 then I would say don't get the game, wait till next year when the modding scene has expanded more and all the DLC has come out, get it on a sale.
When the ending cutscene is bugged and after what...3-4 patches and the lead dev has said how proud he is of the PC version, I would say that it's best to hold off.

Gameplay:
I played purely on Very Hard and tried a no kill playthrough which...I couldn't do all the way due to certain sections of the game but for majority of the game I didn't kill anyone. What I liked about the game is that it didn't say "Oh well, you best get used to the taser weapon or the stun gun, because that's all you get!" like so many other FPS RPGs that offer that, I was using shotguns, sniperrifles, assault rifles, SMGs...anything, really. That's good!
My build:
https://nukesdragons.com/cyberpunk-2077/character?v=1&a=if4ig&s=iiifff44iigg&p=h42h83hd1hg2hh1u11u41ua3uh1b13b32b42b72b83b93bc1bd2be2bf2a01a41a62a81a91ab3ah1ai2aj1ak1al2w01w11w31w63w72wa3wb2wc2n01n21n43n73n82na1nc2nf1nh2s51sc1sk1c01c11c42c61c72c82c93ca2cb1cc1cf2r32e62eb2eh2ei1 If/When I replay, it will either be:
https://nukesdragons.com/cyberpunk-2077/character?v=1&a=a9kck&s=111999kkcckk&p=p02p11p21p32p42p51p61p72p81p91pj1pa1pb1pc2pd2pe2pf2pg2ph1pi1q01q12q23q41q51q63q71q81q93qa3qb3qd2qe1qf3qi1aa1ab3af3s31sa1sb1se2sf1si2sj1c01c11c32c51c61c82c93cb1cc1cf2cg2ch1ci1eh2
I did make my gear and I put all epic armour increasing mods into the slots, then with my weapons all epic crit chance or if they had 100% crit by default, Crit damage. I used Qiant Sandevistan which would slow down time and lowered the CD on it so I could use it every 19 seconds.
To put this into perspective of how this was at level 50, the most damage done to me was the end boss and it was about...20-30 damage, other than that, everything was 1 damage. With Katana and Cold Blood I had about 14-15k armour, with just the Katana it was about 6k and with any other gun it was 5k armour. I got this by upgrading everything to as far as the game would allow which when you hit 50 is just one extra upgrade. My health thanks to the consumable perk and health perk was about 850 to 1k with all consumables. My Cyberware made me immune to bleeding, my perk made me immune to poision, if I took shock damage my armour would increase by 10% and I would take no damage and fire would increase my damage by 10%.
So...I took 1 damage with a 800+ health pool, I could kill everything very easily dealing about 24k damage on some enemies and I could slow down time and kill everything before they could even react. This is on VERY HARD.
"Why complain about it being broken if you broke it?"
Because I was told that the secret ending was very difficult and I was also told, by the game, that in very hard, you have to use EVERYTHING to survive. The problem is the game devs...for some reason...lets you out level all the mobs in the game, at level 50 the only "yellow" enemies were two mechs on the secret ending and the end boss, all of which died super quick anyway because the damage is broken.
The other problems I had and the other reason I hit 50 was I was told "Do the sidequests, they effect the ending." and with the Cyberpsycho being all about keeping them alive, I thought "There's gotta be a moment where she comes in and helps me or someone out." But...nope, you don't get anything other than money. Nothing happened when I did all the police side quests, nothing happened when I did all the races, the only quests that did matter were two side quest chains, Panam and Johnny...maybe the boxing ones.
"But you get tons of cash!"
If you go down the hacker route, it's kinda pointless because you get all your hacks via crafting or random drops from terminals.
"Ah! But you went guns blazing, all guns, must've cost a ton to get all your armour up, weapons and ammo!"
Afraid not. Once you get the epic grenade blueprints you can make your set for a lot of your upgrades, you just buy cans of soda from vending machines and take them apart which doesn't cost that much anyway. The legendaries are a bit difficult, granted and that's why I said the boxing quest chain is actually very useful if you want to play a non hacker route.
Outside of upgrades once you get any weapon mod and the perk that grants a 20% chance to get an extra item when you make gear, you're set as they all use the materials you get from soda cans or random junk items.
General view
I suppose when it's all said and done, I can't say I didn't enjoy the gameplay. I played 400 hours of it. It is to easy and if I wanted to do a "All guns blazing" build again, maybe just stick to epic gear. If we get a new game plus or some difficulty mods that would be perfect, something like enemies using tech weapons more to shoot through walls, more smart weapons hitting you behind cover, more netrunners hacking you all the time and having them stun/blind you or something, just anything other than setting you on fire...a cyberware mod makes them buff you for crying out loud.
One of the main reasons I went the gunner route was because I saw so many great guns I thought, at the time, I couldn't use so...I will say that with my build, all the guns I had, it was a lot of fun, I really really enjoyed it...it's just far far to easy, I wanted something to say "Ok, you think you got this, let's put it to the test!"
Story:
I didn't really know all that much about Cyberpunk coming in, I love Bladerunner and Ghost in the shell, distopian stories where it has a message and hopefully a nice ending.
Cyberpunks story was good, there are some side quests that I will remember, I won't say which ones but I will say that if you like story, it's good to pick them up. There aren't that many of them, a lot of side quest will be just "Kill the dude. Steal the thing. Hack the thing." with a text being sent to you on why you should care, most of the time I didn't really care all that much but those that did offer something a bit more, did make me pause and think about it, even think about them as I walked away from the game on what was the "best" option.
The romances are...ok. There is certainly more effort in Panam than the others, who, do have their own quest lines and they're the best quest lines in the game but Panam, as a romance story line does seem more fleshed out. The others are sadly very much a "Do my quests, then do me, ok see you at the end of the game!" Panam fights alongside you, you both go on a big character journey together and the fact she joins you in one of the best endings says a lot. A bit dissapointing for me, as I liked Judy and one of her endings was very nice but when I saw what Panam got...argh, was frustrating.
The main plot itself is unfinished. If you can be bothered (like I was) do all the side quests, everything, then do the main plot. Not only will you find that during your time the main plot is very short only about...10-15 quests? Of which none of the side quests you can do effect them, at all, no dialogue options that I could see, none of them alter the story a bit...nothing. The endings aren't effected by sidequests either, you get extra endings, two if you do two side quests but that's it.
I won't spoil what the endings contain, but I will say, for the sake of saving your time if you're reading this before doing them, that the secret ending is pointless and lazy. It's basically one of the endings but they removed the NPC's from the ending and just spawn some mechs, then after that you get the same boss fight you would get regardless of the ending and then you get a rehashed ending of another ending and an epilogue from another ending. Basically they just took apart the endings and stuck them together to get the "Secret" ending, you get about...a few bits of dialogue from a character but...it's not that great honestly.
The biggest problem is this is a "The ending will be in the DLC!" kinda game, where, even the main character points out how pointless the whole thing was. I HATE these kind of endings, the only saving grace is that...I HOPE, this is going to be in the free DLC they're doing this year.
Glitches and Bugs:
At this point in time, I came across TONS of bugs. Nothing that crashed me to desktop par once (which is a deal breaker for me if it happens to many times) the only issue I did come across was playing non lethal, where, if you grab a enemy and drop them during stealth...for some reason, they are more prone to glitching and exploding in a bloody mess. If you stand and drop them, make sure the ground is as flat as it can be, you might, MIGHT be ok. The other thing to do is enemies would show the death animation (no breathing) BUT if you pick them up, drop them, turn around, sometimes the animation will change to show they're still alive. If you hit them whilst they're on the ground, even if it's a stungrenade touching them, yes, touching, not exploding, you throw a grenade at them and it bounces off of them, they die.
Cars would smash into concrete, textures would take ages to load, sound would be to loud from time to time, some dialogue had the tech distorted effect some didn't, Tech guns randomly not charging up to shoot...all of which I could ignore as they either didn't effect me to much, I could fix by saving the game and reloading or were just funny.
When the endings are bugged, that to me is very different and that's what made me go from "This is one of the best games I've played!" to "They just stop caring."
So during the "Bad" ending, dialogue wouldn't play I just saw text, I had to reload a save to make it work. On the "Good" ending, during a quest I was told to drive a vehicle and then park it in a tent, the only problem is I couldn't do it because an invisible wall was blocking it and I would just flip over, I couldn't get out to continue the quest or fail it, but luckily you can skip it. Then on the "Good" ending, on the very last cutscene I drove into the sunset...literally into the sunset as the Vehicle was driving on the skybox.
When you haven't even tested the ending, worse, you say "We're proud of our PC version!" it's such a slap in the face, yes, I'm sure these will be fixed...I hope, but I don't want games in the future to be like this, I want a finished game, certainly if you're asking £40 for it. The free DLC better be something decent and not "Paint your car!" but either way, the damage has been done and it's a real real shame. This game deserved to be polished, it has so much potential and there's so much to like here it's just sad to see it be this...messy and uncared for.
Overall:
400 hours of gameplay, do I regret it? ...No? I mean, I've come away disappointed because of how bad some of the flaws are, more so with the lead dev saying how proud he is of the PC version but...I would be lying if I didn't say that if they brought out new game plus, there was some mods that made the game a lot harder...I wouldn't go back.
I will play Male V romancing Panam as I have a very strong feeling that's the "intended" storyline and though my choices won't matter in the end, there would be some things I would do differently. I did enjoy my playthrough, I like Judy as a character I just wished I could do more, like...something as simple as hang out on her couch and watch TV with her would've been fine, doesn't have to be grand and epic, just simple character interactions...which you get through quests with Panam.
Could I recommend this game to others though? Not really...If the glitches and bugs was just the odd here and there, ok, fine, it's an open world game with amazing graphics, sure, you will get some problems..but when your endings are bugged? Nah, it's not acceptable.
Maybe some people can look past it, I would like to but I just feel...like a chump. Here's hoping it gets better, they did say they were working on it more and didn't find it acceptable but...not sure if that's just console, we'll see.
submitted by Thurinn to cyberpunkgame [link] [comments]

Card Balance vs. Deck Balance

Card Balance in LoR

There's been a lot of recent discussion on what the next balance patch should look like, and I feel like a lot of discussion overemphasizes the importance of card balance as opposed to deck balance. I think it's reasonable that LoR wants a range of viable decks with similar power levels, but I'll argue that I don't even think having a game with balanced cards is a good thing.
Decks win games, not cards, and in decks with 40 cards and 2 regions there's a lot of room for cards that, in a vacuum, are more mana-efficient than their competition but don't hurt the metagame health because you can't just run the 20 best cards and win every game. Deck strength isn't a simple function of the individual strengths of cards, but rather that combined with their synergies and the current meta matchups.

Card Balance Statistics

Because of this, when you look at cards by win rate, you don't see the truly best cards, because it's hard to have a crazy high win rate if everyone uses something. If a card had an 100% usage rate it'd have a 50% win rate, after all. This means that I'm not going to use win rate to say that cards are good or bad, because the best cards by win rate are usually just the cards that only see play in tier 1 decks: not [[Mystic Shot]] (50% win rate on the dot), but [[Augmented Experimenter]] (55% win rate). Chances are, if you're running Augmented Experimenter, you're running discard aggro, which is a good deck that isn't hard to pilot, and so you're likely to win. Mystic Shot is included in all sorts of offbeat decks, so its gets dragged down even though I'd claim it's a much better card.
Instead, I'm going to use inclusion rate as a better stat, with some caveats when necessary. The list sorted by inclusion rate looks a lot more like the best cards in the game: [[Deny]], [[Pale Cascade]], [[Hush]], [[Mystic Shot]], and [[The Grand Plaza]] are the top 5.

Commonalities In the Best Cards

What do these top cards have in common? Some of the commonalities are probably due to the choice of statistic. Cards that require very specific decks to shine are obviously not going to be included because they get dragged down by every other deck their regions run. ([[The Harrowing]] is a fantastic card, but two of the most common SI decks, BWSI Go Hard and FTR Control, get very little value from it, and it's a 9 mana Slow spell so they're not going to just throw a copy in.)
You might notice that, while some of these are complained about often (I see you, Grand Plaza with over 2.8 copies per Demacia deck in both All Ranks and Masters!!!), many aren't: [[Mystic Shot]], [[Single Combat]], [[Thermogenic Beam]], and [[Glimpse Beyond]] are all top 15 cards by this metric. Why are some of these cards so hated when others aren't?

What Makes Cards Hated?

Let's look at some of these hated cards to try and find some commonalities.
But these aren't necessarily great predictors either: [[Relentless Pursuit]] is a top 15 card that compares very, very well to other sources of Rally (moment of silence for [[Shunpo]]), has one of the highest value ceilings in the game, but isn't complained about to the same degree as other cards like it.

Card Balance vs. Card Design

I think the answer is really that people dislike the appearance of imbalance more than they do actual card imbalance, because having better-than-average cards isn't actually a bad thing.
Let's say [[Single Combat]] was 1 mana more. In fact, we don't have to imagine, because [[Strafing Strike]] exists. It's not unheard of to run Strafing Strike as a fourth Single Combat, and if Single Combat didn't exist I think the vast majority of current decks running Single Combat would just run three Strafing Strike, even without the heal effect.
This makes Single Combat one of the best cards in the game for sure. It's 33% cheaper than a card that would see heavy play if it didn't outcompete it. There are an average of 2.65 Single Combats per Demacia deck, 6th in the entire game. The card is crazy.
Yet someone replying to my last post said the card was one of their favorites. I hear basically no one complain about Single Combat.
That's for good reason: the card is well designed! It makes games more interactive, it makes the most vanilla archetype in LoR a lot more strategic, it can be played around using a wide variety of mechanics so almost any deck has some way of dealing with it, and it's just an interesting card that makes interesting moments.
Because it's a fun card, having it be really good is, if anything, good for the game, because it means that on average more cards in a game are interesting. ([[Chief Mechanist Zevi]] is a super interesting card, but it doesn't make the game more fun because you'll never see it played!)
There's a lot of discussion that basically has people talking past each other here: "Hush isn't good" is not the opposite of "Hush needs a change." Cards can be badly designed even if they aren't good. A 0-mana Burst "win the game if your opponent has a Vladimir in their hand, deck, or board" would be unplayable, but it would be an awful card design.
This is not to say that card balance isn't an issue at all. This is mainly because overpowered cards can cause more random variation in games, which is personally not a fun part of the game. A 0-mana "win the game" card would obviously be terrible to play with, because it would make any game a coin flip. Cards like [[Targon's Peak]] have explicit randomness that can be frustrating, but cards that you really want to draw compared to other cards in your deck have a similar randomness that can be harder to spot because they don't say "random" on the card face.
This is a common link to a lot of the hated cards I was talking about earlier: they're cards you don't want your opponent to draw. Almost all of the cards I'm talking about are cheap and can use spell mana: people know that the chance their opponent has drawn [[The Dreadway]] by turn 9 is pretty good, but playing [[Teemo]] turn 1 prompts a sigh from people because it swings the game measurably but isn't incredibly likely either. Zoe is great if you can draw her. Pale Cascade is always great, but in the early game it's way more likely that the stats matter and the extra card can be seen earlier: its a great card to play early.

What Makes a Card Broken?

If I had to define "broken" using this metric, it would be this: a card is broken if, in decks that have high win rates even without it, that card being drawn significantly improves deck win rates. I don't know of any such stats that track this, but I'd be interested in looking at them.
To make it clearer what this definition is not:
The main problem with this definition I can see is that it doesn't account for the meta knowledge of players. There's a class of cards like [[Deny]], [[The Ruination]], [[Sharpsight]], and [[Hush]] that are so common and have such a high potential to win games or net huge value that they can win games without ever being played or drawn! If I see a Shen/Fiora list has 7 cards and 5 mana open, there's no way I'm playing my [[Supernova]] unless I'm really in dire straits and can't afford to play around [[Deny]], but they might not even run it in their deck! Honestly, this is what makes the dominance of cards like [[Deny]] even more remarkable: they're so good that, even though just bluffing it is already good, playing it is still so much better: it's a buff to all of Ionia.
This has a direct correlation with the design goal of rewarding strategic play, and so it's clear why a card like this is bad for the game: if winning games is more about getting lucky than playing well, that's obviously not super fun for a competitive scene.

Is That Always a Bad Thing?

Cards that aren't even broken because they're not actually good can still be bad for the game's health if they still tick the other boxes. One reason I think Daybreak gets a lot of shade thrown at it is because the Leona level up condition is hugely draw dependent, and I'd like to see more tutors for cards like Yasuo that need to be played to make their decks work. Saying "oh look, Crimsons aren't that good, let's add [[The Scargrounds]]" just makes a deck that's either above average or really bad, not a deck that's consistently playable.
Similarly, I think there are plenty of objectively overpowered cards that I wouldn't tweak. Core cards help build region identity, which isn't often talked about as an important thing because it's not directly related to competitive gameplay but is still important. If you look at the list of cards by inclusion rate, you can see the core identities of different regions: counterspells in Ionia, direct damage in P&Z, combat tricks in Demacia, death synergy and high-end control in SI, etc. As long as they're not so good that they turn games into coin flips, they benefit the game and make deckbuilding more interesting. I want to play Fiora with the counterspells of Ionia, the protection and Spellshield of Targon, and the combat buffs of Freljord, but I have to pick one of them. The problem only comes when having [[Riposte]] and [[Bastion]] alongside a drawn [[Fiora]] are so good that you turn the game into a slot machine.

Wrapping Up

Sorry for the wall of text! One last thing is that I wish people talked more about the bad cards being buffed. Having good cards isn't necessarily bad, but I'd argue having cards like [[Parade Electrorig]] is basically just a waste of developer time for nothing: they could remove it next patch and no one would notice! These cards don't get talked about precisely because they're never seen, but if you look at the inclusion stats sorted in the other direction you see a ton of fruitless developer work making really interesting card designs that could be unlocked with just a bit more love from Riot.
tl;dr being a good card isn't the same thing as being broken: cards that make the game more random and less strategic because drawing them is more important than playing well are a problem, but plenty of absolutely overpowered cards make the game way more enjoyable, give regions identities, and still work because they give consistent value alongside other core cards and aren't so irreplaceable that you lose without them.
What do you all think about this? Do you think Glimpse Beyond needs to be nerfed? I'm interested to hear.
submitted by TheCodeSamurai to LegendsOfRuneterra [link] [comments]

this event made me consider whether to keep playing

This is mostly my reactions and rationalizations to the Brave event and how it's affected me a a player of DMK. I've been playing for nearly a year. I've experienced Onward, Pocahontas, Hercules, two Tower Challenges, the Lock Shock and Barrel Halloween event, Mandalorian, and now Brave.
At first I was okay with not completing things since I just didn't have storyline characters unlocked or leveled up to be of any use. But starting around that second Tower Challenge, the one where they offered Rabbit for a second time in a row, things started feeling off. The Halloween event was brutal. Lock, the premium character, was surprising in that he not only was 500 gems but despite being useful to the point of being necessary for one of the tasks he ended up being not that useful for the rest. Meaning even people who purchased Lock found out they couldn't get Shock unless they got lucky with drops or burned through a ton of elixir buying the needed tokens. Then the Mandalorian came out a few weeks later, and I didn't participate much but I did hear that once again the premium character wasn't as useful as expected. Kuiil needed to be leveled up before he could be properly used, and he had some token conflicts with characters.
And now we are at Brave, where people who had both premium characters and the premium attraction and the parade float and discovered they could not finish the event. They did everything right, and it wasn't enough. The RNG was just too strong - there were too many stages where people got screwed over by RNG or bottle necked by arbitrary cooldown times. Some people even had full Frozen collections to help, and were struggling! I had Fergus, Dingwall, and the Ring of Stones at level 2. Up until the last hour, I had no idea if I would be able to complete the event or if I would come up short.
And I realize it's only going to get harder.
This isn't fun anymore. I've never played a game where I needed to wake myself up repeatedly during the night, to stand a chance at completing it. For days at a time. I've never played a game that made me wonder if I could 'get away' with sneaking my phone into my phone-hating teacher's class because lectures cut into a character's task completion. This is supposed to be a game, not a job.
With Brave, the difficulty is entirely intentional. Gameloft didn't want people completing the event. Gameloft wanted people so frustrated that they caved in and bought a sack of gems. Merida herself was 10USD, and without any tokens her costume was 970 gems. Two 500 gem deals bring her costume to just under 40USD. Let's say you did your best, got all the Glitched Fabric, but still came up short 7 comfy fabrics. That's still 560 gems that Gameloft wants you to spend.
You just busted your ass for the "privilege" of giving Gameloft an additional 24USD of your money. Nice hustle.
And then there's the fact that Gameloft made sure only Frozen characters can get Glitched Fabric. And not just Frozen characters, but you needed Anna and her traveling costume (so 2 legendary chests, minimum) or the Fire Spirit with the Enchanted Forest attraction upgraded to level 1 (another 2 legendary chests).
You could also have it dropped from the Dressing Room if you have it at level 2, but with an 8 hour cooldown most people couldn't collect enough fabric before the event ended and were forced to spend more gems. Some people were lucky enough to have the Dressing Room upgraded all the way to level 5, which requires a total of 475 relic tokens to do. And the odds of getting WIR relic tokens have decreased, now that Gameloft has added Brave relic tokens to the chest pools.
And when an event ends...does it even feel good having those event characters you earned? Thanks to the 75 character limit, you're going to spend the next few weeks leveling them up and then be forced to box them up and send them Home by the time the next event starts. There are so many storyline characters that have so many tasks needed to collect more tokens, but event characters are mostly isolated and very rarely are able to collect tokens for characters not in their collection. So their main purpose becomes slot machine bait: they'll eventually be the next helper collection for a future event (that you'll have to lose sleep, buy all the premiums, and even then burn through more elixir or gems or even real money in order to complete), and anyone who wasn't able to get all the characters can try their luck opening a legendary chest.
I'm not even done with the story. I'm at the brink of my game getting bottle necked because I have over 75 characters which can be out and about doing tasks. But with recent events, they prove it won't matter how far along in the story I am. It won't be enough to complete events.
Now, each new event character feels like it bloats regular chests. All those event character tokens taking up space, all those event relic tokens that you don't need anymore because the relic token system is utterly broken and Gamelot isn't interested in fixing it.
All for what? For shoring up for the next hustle. For making sure you have fewer gems ready for the next event, tempting you to give in and pay cash. And maybe this is because I've only been playing for about a year while others have been playing much longer, but it is discouraging knowing that I'll never be able to complete many collections because it all lies within the slot machine legendary chests. At first I thought Tower Challenges were going to be a chance to make up for it, but I realized Gameloft hardly ever offers Tower Challenges and when they do happen you get...one or two returning characters plus an attraction, common tier. It's been a year and Gameloft has offered a grand total of 5 returning event characters. They have also added 25 event characters.
Free legendary chests are sporadic, sometimes a few will be offered as milestone prizes during events but for the most part we get one, maybe two a month. But not in January though, we get nothing this month. Spending gems is the only way to really complete a collection, but of course you don't want to spend your gems because you need those for the next event, but of course what's the point when the 75 character limit prevents you from really enjoying and showing off your completed collections. DMK operates on FOMO: fear of missing out. If you don't complete a collection during its event, it is extremely difficult to do so after without spending money, and Gameloft ensures that the rate of free offers is outpaced by new events. "If I don't get the comfy, it won't be available again for years. And when they release it again, it will be just as hard to obtain, so I might as well spend money/gems now." That's how they get you. "If I don't get Merida now, she'll be in a Legendary Chest, but she'll only have a base 2% chance to get, so I might as well spend money/gems now." Same thing.
I've come to realize I don't feel like I'm playing a game anymore. I feel more like I'm trying to see how much I can get away with an abuser. This is no longer a fun time waster, but something negatively influencing my life. Between the 75 character limit, the lack of usefulness for premium characters, and the absurd hoops needed to complete an event to screw people over with RNG and tempt them into spending more gems/cash, this isn't a game anymore it's just a chore. I don't see DMK getting better. So, I'm done. Let it go, as a certain Snow Queen would say.
I hope I don't come off as sounding dramatic. I only want to rationalize my decision, and help others understand if they are feeling the same way. I am not demanding that anyone quit or stop spending their own money if they still find enjoyment and satisfaction. I am not angry at anyone, but I will note that the more people spend real money the more it encourages Gameloft to rig things with less and less fairness. If anyone is feeling reluctant to stop playing or reduce playing due to the time and money they have already spent, this is a phenomenon called the sunk cost fallacy. It's harder to walk away from something when you feel you have invested in it. But this is a tapping game, and the only investment is whether you still find it fun and rewarding to play. You're never going to get that money back, there will be no payout at the "end". The only real loss is your money and time if you continue to play a game that is no longer fun.
In case anyone was wondering if I was able to get Merida's comfy costume at the very end, it doesn't matter if I did or not. Because I'm walking away.
I thank everyone here, and hope whatever decisions you make, you base them on your own satisfaction. Stay healthy and happy.
And in case anyone is wondering what else to do for a time waster, I picked up the inexpensive Stardew Valley and have been having a blast with it. Yes, I traded my kingdom for a farm.
submitted by midnight_neon to disneymagickingdoms [link] [comments]

A Comprehensive Guide to Breach Protocol Datamining (Code Sequence Mini-Game): Cyberpunk 2077

A Comprehensive Guide to Breach Protocol Datamining (Code Sequence Mini-Game): Cyberpunk 2077
BREACH PROTOCOL: DATAMINES
For anyone curious as to how BREACH PROTOCOL DATAMINES work on the technical end, this is a comprehensive guide put together through personal research and community feedback. Hope it helps!
CHECK THIS OUT: u/govizlora made an app that can solve Breach Protocol Datamines by taking a picture of the puzzle with your phone! Haven't tried it out yet but check it out: https://www.reddit.com/cyberpunkgame/comments/kneej7/i_made_a_web_app_to_solve_the_breach_protocol/?utm_source=share&utm_medium=web2x&context=3
"WHY SHOULD I PLAY THIS MINIGAME?"
You may ask yourself: "Why am I playing this stupid mini-game?" After spending more time than I care to admit completing these datamining scenarios, even I ask myself this question at times. If you find no value in what I list here as "good reasons," I wouldn't stress giving these scenarios that much effort or attention:
-Steady Cash
-Quickhack Components
-Legendary Quickhacks

Code Sequence Mini-Game
-DATAMINES: There are specific Breach Protocols referred to as Datamines. These "Breach Protocol Datamines" contain a code oriented mini-game that upon completion net you cash, XP and Quickhack Components. (There is also a perk that increase the chance of an actual Quickhack being dropped.) You initiate this specific type of protocol by jacking into an "Access Point." !! WARNING !!: If you are in a hostile area and you jack into an Access Point, enemies will be put on "alert" mode if you fail to complete the mini-game in that first try. Not that you can't take care of business while enemies are patrolling, but it might be annoying for you stealthy types when they leaved their fixed positions.
Wall Module Access Point
-ACCESS POINTS: These are devices you can jack into to initiate a Breach Protocol Datamine mini-game. You need to have a certain level in the "Intelligence" attribute to jack in to these Access Points, which varies upon location and difficulty rating of the area. So far, I have found Access Points in small mounted wall modules, certain vending machines, computer monitors, antenna consoles, a generator and a forklift. They have a red symbol that represents them, but it can be hard to pick it out sometimes from all the other hack-able objects they tend to be close to. If you snag the perk EXTENDED NETWORK INTERFACE this helps with finding Access Points. ( Credit: u/JoblessJim )
Datamine Access Point Symbol
-JOB "THE GIFT": There is a job you can do early on called "The Gift." It seems as if this job was designed to introduce you to Datamine Breaching, as well as incentivizing the use of the Ping quickhack. However, it doesn't do too much in the way of a detailed tutorial.
Side Job: \"The Gift\"
-DAEMONS: In the Datamine scenario, there are three available daemons: DATAMINE_V1, DATAMINE_V2 and DATAMINE_V3. These daemons merit rewards when fulfilled. While you can extract one or two daemons for a successful breach, it is ideal you extract all three. How to do so will be detailed below!
A successful daemon & a failed daemon
-XP: Achieving a single daemon while failing the other two merits the same experience. At character level 2, this was 81XP for me. To clarify, if you only achieve datamine_v1 but fail the other two, you would get the same XP as only achieving datamine_v3 while failing the other two. You multiply the XP per daemon achieved, so if you win two slots then that 81 XP becomes 162 XP and so on. The amount of XP goes up with your character level and may be higher for higher level Access Points.
-CASH: Each individual daemon has a specific cash (eurodollars) reward that combines respectively but would appear to hit a cap if all three daemons are achieved. Certain locations have higher difficulty Access Points which grant you more cash upon completion. Your cash reward can also be affected the ADVANCED DATAMINE perk, which when upgraded twice allots 100% more cash from successful breaches! The game has no rental properties or passive income so there are limited ways to getting rich. At max level when completing one of these datamines and achieving all three daemons, I would make anywhere between 3 to 4.8k depending on the location of the Access Point. Almost every mission, side-job and gig has one, if not a few Access Points. Often I would leave an area with three Access Points and make an extra 5-10k eddies from datamining alone. It's a lot easier to do if you get 18-20 Intelligence and take certain perks like HEADSTART and COMPRESSION. I wasn't a net-runner and my intelligence got to 15 before hitting character level 50, and I still banked ( if not frustratingly ) off of these scenarios. ( Secret Note: Now, we probably all know about how you can glitch your way to millions, but if you don't like exploits (or fear the exploit will be patched) this is a legitimate way to make money. Plus, if you invested in Intelligence you likely can make quickhacks. Legendary quickhacks sell for 700 eddies a pop, and if you net triples for your datamine scenarios you will have PLENTY of quickhack components. )
-QUICKHACK COMPONENTS: These are the materials you use to make your own Quickhacks. While achieving higher version daemons opens you up to winning higher quality Quickhack Components, the amount of components earned seems completely random with each success. (Note: From what I can tell, you CANNOT gain item/upgrade components for crafting weapons from these datamines; only Quickhack Components used for crafting Quickhacks.) You can grab a perk called DATAMINE MASTERMIND which increases the amount of Quickhack Components acquired by Access Point by 100% if you invest two points! The perk DATAMINE VIRTUOSO increases chances of acquiring an actual quickhack (not the components) by 100% after investing two points. It seems to more consistently drop full quickhacks when you are a higher character level. As someone who couldn't make my own quickhacks, this was the only way I got legendary versions to use for myself, if not pawn them.
Quickhack Components
-EVEN THE ODDS: If you fail, you can try again. If you succeed with any one of the three available daemons, the breach ends and you are stuck with the results. You can also forcefully end the breach and whatever daemons are green while doing so will reward you and end the scenario. ( Caution: Every time you cancel out of a breach, it takes away from how much time you have to complete the sequence when it starts and can put enemies on alert while in hostile territory. Not a big deal if you learn to plan your sequences. ) Seems like saving before a breach, then aiming for all three daemons in one attempt is the most lucrative approach; especially if utilizing the perks ADVANCED DATAMINE & DATAMINE MASTERMIND.
Datamine Mastermind & Advanced Datamine Perks
-BUFFERS: Buffers are the squares that your selected characters end up in, located under "SEQUENCE REQUIRED TO UPLOAD." The more you have, the more opportunity to net triples you get; that being said, upgrading yourself to get more buffer space is CRUCIAL. You start with four, but if you progress the BREACH PROTOCOL skill to 19/20 you get a fifth buffer square added to your breaches. This makes achieving triples a lot easier. There is also better hardware you can buy that helps with this.
Breach Protocol Buffer
-BETTER HARDWARE: You can buy mods that will help with your datamine breaches. Some do things like adding 100% more time to your Breach ( Credit: u/InfectedSanta ). To get consistent triples for example, you NEED to upgrade your cyberdeck chip. I purchased one from Vic in ACT II that gave me SEVEN Buffer spaces. It makes all the difference. Here it is below:
Cyberdeck Upgrade
-STRING SEQUENCE: For the best results, you want to achieve what I call "string sequences." You do this by picking one daemon to finish first and making sure the last character of that sequence is identical to the first character of another sequence. When done correctly, you save buffer space by not having to redo each individual sequence and all of it's characters; saving buffer space because the two characters will share it. If you are lucky, you may have daemons with several matching characters, which means you can save on even more buffer space when finishing them. ( If you hover over a character with your cursor, it will show where that character is on the Code Matrix to the left. Credit: u/pedanticProgramer )
Example of a String Sequence
-IDENTIFY A WINNER: Work from RIGHT to LEFT! What you want to do is study the available sequences first, identifying where you can snag any strings and how many buffers it should take to finish all three daemon's sequences. Once done with the right side of the game, study the CODE MATRIX on the left to see if you can traverse the path of characters you mapped out. Right here you can decide whether or not the sequence and code matrix you're given is a winner. If it isn't, just exit the mini-game and jack back in!
-HELPFUL PERKS: There are several perks within the Breach Protocol tree that should significantly improve your breaches:
  • ALMOST IN!: [ Level 5 in BREACH PROTOCOL skill required ] "Increases the breach time for Breach Protocol by 20%." This can be upgraded twice.
Almost In! Perk

  • EXTENDED NETWORK INTERFACE: [ Level 7 in BREACH PROTOCOL skill required ] "Automatically highlights nearby Access Points." ( Credit: u/JoblessJim )
Extended Network Interface Perk

  • TRANSMIGRATION [ Level 16 in BREACH PROTOCOL skill required ] "Increases the breach time of Breach Protocol by 50%" This can stack with more points given. It's more helpful for people at higher levels who exit and enter the mini-game for better odds, as you lose breach time whenever you disconnect without finishing.
Transmigration Perk

  • HEAD START: [ Level 18 in BREACH PROTOCOL skill required ] "Automatically uploads the first daemon in the list at the start of Breach Protocol." This means that you start your breaches with daemon DATAMINE_V1 already green, meaning you can focus v2 and v3. This is helpful for intelligence characters whose income relies on data-mining.
Head Start Perk

  • COMPRESSION: [ Level 20 in BREACH PROTOCOL skill required ] "Reduces the lengths of the sequence to upload daemons by 1. Cannot be reduced below 2." This means that under where it says "SEQUENCE REQUIRED TO UPLOAD" each available daemon should have one less character to worry about. Super helpful for people who bank off data-mining.
Compression Perk
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HOW TO AVOID FAILING A DAEMON:
Credit: khorrshr
  1. "To successfully upload a daemon you have to feed its sequence flawlessly in that particular order taking no sidesteps/breaks/mistakes
  2. If you take sidestep (like start/continue another sequence or make a mistake) - it executes a check\. If it passes - if there is still a theoretical possibility to do that daemon (like daemon length is not longer than remaining buffer and if they are of equal length checks that you have starting symbol in your currently active string) - that daemon is reset but remains available and you have to do it again from the very 1st symbol (daemon moves to the right, some whitespaces appear before it) 2a. Exceptional case: if your "mistake" contained same symbol as 1st symbol of that daemon - same rules as in (2) apply but you start over from 2nd symbol of the daemon.*
  3. If your sidestep leaves no possibility to finish (check\ fails) - daemon fails completely and goes red.*
It doesn't matter if you started the daemon, if it has reset before, how far you got with it (unless you finished it green) - works every time.
  • Not sure if that check looks into possibilities in the matrix further than current turn. I have an impression that it doesn't. I think I had outcomes when at last turn daemon was still available with just 1 symbol to go but active string didn't contain it.
TLDR: Finish one daemon and only then continue with another. No fancy multitasking. The only choice we have in that regard - is their order and matrix moves ofc."
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Credit: mjc_08
"Yes, I came to the same conclusion - you can't work on all daemons simultaneously - they have to be completed in order or they are reset. I bought a chip with 7 buffers (street cred 11, 25000) but its still not always possible.
Edit: by not completing simultaneously I mean that you cant input a code from one daemon, then switch to a different one, then go back to the other daemon. You have to complete a whole sequence before moving on, taking advantage of any overlap."

Credit: u/slamdotswf
"Another thing to remember is that you can pick the same input over and over until you find the next one in the sequence. For example, if it's 1C 55 BD, you can type in 1C 55 55 55 BD and still get it. Helps if I screw up or didn't think it all the way through."

My Own Experience: After building on what my fellow commenters gave as a breakdown to the game, I have found a consistent approach to winning all three daemons. Here is an example sequence to work with:
Example Sequence:
The Sequence
This is a pretty easy sequence to net a triple with IF you have more than four buffers. Let's check for a string sequence...
We got strings!
Looks pretty promising right? Let's check the Code Matrix on the "left."
Can't start with 55! Let's try a different sequence!
How about...
Will this sequence work?
Congratulations!
Remember; if the first sequence you recognize can't be pathed out through the Code Matrix, look for more options! If you can't find a path, exit the breach and jack in again for a new code matrix and set of sequences!
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SUCCESSFUL OUTCOMES: To get an idea of what exactly you are getting depending on which daemon is extracted, here are some examples of my own successful results while breaching at level 2; before I got the ADVANCED DATAMINE perk. My examples below come from breaching a wall unit Access Point in a shop (Urban Commando?) in Little China, Watson district. It's where one of the earlier "Assault in Progress" side tasks is; the one with three Tyger Claws gang members you have to dispatch. It's roughly NW (10 o'clock) from Dex's limo during the early main quest "The Ride."

INDIVIDUAL:
Achieving datamine_v1 daemon alone: XP: 81 $103 x0 Legendary Quickhack Component x1 Epic Quickhack Component x2 Rare Quickhack Component x2 Uncommon Quickhack Component
Achieving datamine_v2 daemon alone: XP: 81 $206 x1 Legendary Quickhack Component x2 Epic Quickhack Component x2 Rare Quickhack Component x5 Uncommon Quickhack Component
Achieving datamine_v3 daemon alone: XP: 81 $309 x2 Legendary Quickhack Component x2 Epic Quickhack Component x5 Rare Quickhack Component x4 Uncommon Quickhack Component

DOUBLE:
Achieving datamine_v1 & datamine_v2: XP: 162 $309 x0 Legendary Quickhack Component x2 Epic Quickhack Component x4 Rare Quickhack Component x9 Uncommon Quickhack Component
Achieving datamine_v1 & datamine_v3: XP: 162 $412 x2 Legendary Quickhack Component x4 Epic Quickhack Component x7 Rare Quickhack Component x11 Uncommon Quickhack Component
Achieving datamine_v1 & datamine_v3: (2nd Attempt) XP: 162 $412 x1 Legendary Quickhack Component x3 Epic Quickhack Component x5 Rare Quickhack Component x16 Uncommon Quickhack Component

TRIPLE:
Achieving datamine_v1, datamine_v2 & datamine_v3: (ALL THREE) XP: 243 $515 x2 Legendary Quickhack Component x2 Epic Quickhack Component x6 Rare Quickhack Component x7 Uncommon Quickhack Component

DATA ENCRYPTION SHARD: There are shards you'll come across now and then that say they are encrypted. The shard's contents look like a mess of jumbled code and when encrypting them you will have to play the breach protocol datamine mini-game. It's typically tougher, sometimes having five daemons available with upwards of four characters each to fulfill!

"GHOST" TRIPLES: Not sure what else to label this phenomenon. When you achieve a triple daemon success, typically you will see all three daemons highlight green and the CODE MATRIX area on the left will go green; it's a very obvious "confirmation of success" that you have to manually exit out of. There are times when I clearly see I am going to win the third and final daemon, but when I make my selection the breach ends without the "confirmation of success" and I snap out of it to see my rewards applied back in the real world. I do believe credit is being given, but it may catch you off guard when it first happens.
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FINAL THOUGHTS:
After a few days of testing and you guys sharing your results, I have come to understand this mini-game rather thoroughly! Thank you to everyone who participated in figuring it out with me; it was kind of fun. Stay safe, CHOOMS!
submitted by Velvexes to cyberpunkgame [link] [comments]

Jesus Take The Wheel - Hitting Legend with Burgle Rogue

Hey all! I’m Kay and I’ve been a burgle rogue aficionado since Witchwood. Being home for the holidays this month has finally given me the time to push to legend for the first time ever with this Wild homebrew Cutlass deck. I think this deck has the chops to hit high legend if a better player with more time was able to pilot it. I had a lot of fun playing this list and got to learn it fairly well. I would love to see more Burgle Rogues in Hearthstone, and am writing this guide to hopefully inspire some of you to give it a whirl.
While I play on mobile without a deck tracker, here is my proof of Legend.
The Deck:
Margaret Thatcher
Class: Rogue
Format: Wild
# 2x (1) Deadly Poison
# 2x (1) Dragon's Hoard
# 1x (1) Patches the Pirate
# 2x (1) Secret Passage
# 2x (1) Swashburglar
# 2x (1) Wand Thief
# 2x (2) Cavern Shinyfinder
# 2x (2) Clever Disguise
# 2x (2) Sap
# 1x (2) Swindle
# 2x (2) Underbelly Fence
# 1x (3) Beneath the Grounds
# 2x (4) Spectral Cutlass
# 2x (4) Tinker's Sharpsword Oil
# 2x (4) Vendetta
# 2x (5) Cutting Class
# 1x (6) Vanish
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Why is a burgle rogue deck called Margret Thatcher?
My first Burgle Rogue deck ever was named “I will steal your shit.” Then I listened to Robin WIlliams last standup album, and it included this bit about the Falklands War. “I will sink your shit” sounded similar to “I will steal your shit” and thus Margret Thatcher has been the name of all of my burgle rogue decks since.
It makes sense in my head, I promise.
Why Cutlass Rogue?
I love playing Burgle Rogue and finally decided to put my time towards making a truly viable list and hitting legend. Playing Burgle Rogue gives you three paths. You can play it with the quest, which simply delays your demise against aggro decks (Rogue lacks both taunts and ways to heal) and doesn’t put combo or control decks on any kind of timer. If there were a hardcore midrange meta for some reason, the quest might be worth a look. But until then it’s on the back burner. Another tack you can take is a deck I affectionately refer to as Cheese Rogue. Put your normal burgles, Academic Espionage, Tess Graymane, both Yoggs, and anything that helps you not die, and you have a deck that will either pull out glorious wins out of nothing or draw three Totemic Mights in a row and sputter. The other problem is that when you run an Tesspionage based list, you’re totally punting aggro matchups. While a phenomenally fun deck, Tesspionage Rogue suffers from the simple problem of being very bad (it’s hovering around a 30% winrate on HSReplay) which makes it a poor choice to actually win games with.
Cutlass Rogue instead plays more like Kingsbane Rogue on mushrooms. You’re still trying to build an enormous weapon with lifesteal that lets you outheal aggro and chip decks as well as put slow decks on a clock with heavy damage every turn, but instead of doing it with normal cards, we do it by thieving random things from other classes.
How We Win:
By getting a Spectral Cutlass with 6+ Attack and using burgled cards to disrupt our opponent’s gameplan and pump up our weapon’s durability. Occasionally, we also pull off wins with hilariously bullshit burgle synergies.
Our ideal line of early play is something along the lines of:
T1: Swashburglar (and Patches)
T2: Cavern Shinyfinder or Underbelly Fence
T3: Shinyfinder or Fence with a 1 mana burgle card, or just coin Cutlass
T4: Cutlass or a barrage of burgling
T5: Deadly Poison and Tinker’s Sharpsword Oil
T6+: Imagination and RNG!
Strengths and Weaknesses of This List:
This deck outputs ridiculous amounts of healing. Once your weapon is at ten plus attack, you will eventually escape the range of any deck trying to burn you down. The weapon also gives us decent single-target board control, essentially allowing us to take out any must-kill minion while still gaining health. Fence and Vendetta give us efficient small removal. Value is easy to find despite the low curve of the deck, with burgles adding lots of stuff to your hand and Secret Passage and Cutting Class allowing you to find more cards whenever you’d like. Sap is a phenomenal card against the meta right now and will singlehandedly win you games.
This deck heavily struggles to clear wide boards. Occasionally your burgles will help you out a bit here, but the Odd Paladins and Even Shamans of the world will simply build another one and another one and another one until you can’t clear it. Weapon hate cards also give us fits, including Zephyrs the Great who is the single biggest reason that you’ll rage at your screen. It’s also a fairly draw-dependant deck. You need your weapon, your buffs, and your burgles. If you don’t find one of these, you will lose the game. I found myself doing okay on this front (thank God for Secret Passage) but sometimes both Shinyfinders and both Cutlasses will be the bottom four cards of your deck and you will lose.
Card Choices:
Weapon Package:
(2x) Deadly Poison
(2x) Cavern Shinyfinder
(2x) Spectral Cutlass
(2x) Tinker’s Sharpsword Oil
(2x) Cutting Class
The two Shinyfinders (and to a lesser extent Secret Passage) help us hit our win condition of Cutlass as soon as possible. Once we have a cutlass equipped, Deadly Poison and Tinker’s Sharpsword Oil give the weapon enough attack to kill any threat, put our opponent on a clock, and restore massive amounts of health at the same time. Because we’re aiming to equip a big weapon every game, Cutting Class is nearly always a 0 mana draw 2 in the mid to late game which is obviously phenomenal.
Burgle Package:
(2x) Dragon’s Hoard
(1x) Patches the Pirate
(2x) Swashburglar
(2x) Wand Thief
(2x) Clever Disguise
(2x) Underbelly Fence
(2x) Vendetta
Swashburglar is the only one mana burgle card with a body in the game. It thus gives us a free card that activates our synergies while also contesting the board on turn one. The inclusion of Patches thins the deck and allows us to play on even footing early with even board-centric aggro decks. An important note is if you’re against another rogue (I saw very few during my climb) Swashburglar will take a random rogue card, which won’t activate your Underbelly Fence or Vendetta, nor will it add durability to your cutlass.
I originally included only one Wand Thief but it turns out Mage has some very good tools for our purposes. The wide variety of AOE effects, card draw, and freezes were nice, but the strongest part of Wand Thief is that Mage has so much shit that costs 0, 1, or 2 mana. While burgling Flamestrike is fun and can be the correct choice in some matchups, most of the time I’ll find that I’d much rather have a Freezing Potion that I can squeeze on top of other cards than a big spell that will take up my whole turn. While Mage does have some dud spells (Glacial Mysteries anyone?), the discover aspect means that you can almost always find something that will serve your purposes. This deck generally wants spells over minions because spells tend to have initiative and we rarely need to build a board to win the game. All of these aspects raised Wand Thief from a fringe inclusion to one of the strongest cards in the deck. Beware of picking Brain Freeze or Potion of Illusion as dual-class cards will NOT activate your burgle synergies or add durability to your Cutlass.
Dragon’s Hoard was another card that I didn’t originally include two of. In fact, I didn’t have it at all in the deck’s first iteration. On the surface, it doesn’t make much sense. Hoard doesn’t help fight for board and gives us a minion not a spell. And not only a minion which might not have initiative, but legendary minions tend to be more expensive than average. So what was I thinking? Turns out legendary minions are powerful enough to justify the card. From Inara Stormcrash to Archmage Antonidas to Lucentbark, Dragon’s Hoard can simply win you the game off of one highroll. Just like with Wand Thief, there are plenty of terrible legendaries, but the discover aspect tends to offer at least one decent choice. Also, the card is damn fun and slamming down a King Krush for lethal as a rogue will never get old.
Clever Disguise is simply a volume burgle. You need enough cards from other classes to pump your Cutlass up with enough durability to kill your opponent, and Disguise gets you two of them for two mana. I don’t love this card but it’s sheer efficiency makes it impossible to drop.
Along with Cutlass, we use shockingly efficient removal tools Vendetta and Underbelly Fence as our burgle payoffs. Against board-centric decks like aggro druid, and decks with must-remove threats like Big Priest, these cards make a load of difference. Vendetta being zero mana nearly always gives it more flexibility as a combo activator for Wand Thief and Tinker’s. Fence is also a phenomenal play with Tinker’s - the six attack Rush minion will clear midgame threats while allowing your buffed weapon to swing face.
Other Stuff:
(2x) Secret Passage
(2x) Sap
(1x) Swindle
(1x) Beneath The Grounds
(1x) Vanish
Secret Passage is broken and should be in every rogue deck ever. In a draw-centric deck like this, it’s even better. Can't find Cutlass? Secret Passage got you. Don’t have weapon buffs? Secret Passage got you. Don’t have enough burgles? Secret Passage got you. Need Vanish immediately? Secret Passage has motherfucking got you.
Sap is our carry against Big Priest and any other deck that cheats out massive threats. Not killing the Blood of Ghuun, Walking Fountain, or Voidlord means that it can’t be rezzed and your opponent has to play it when they reach the appropriate turn. By which point, we hope that they’re dead. Sap also makes us one of the few classes that can deal with an early Edwin.
Swindle is a true 30th card. When I cut Fan of Knives (More on that below) I needed one more card to fill the deck, and Swindle felt like a generic good rogue card that would make my draws marginally more consistent.
Beneath The Grounds is my middle finger to highlander decks, especially Zephyrs the Great who gets his own section later. If you’re against a Reno Warlock or Machine Gun Priest, having this card will likely win you the game. If you aren’t, it’s probably a dead card unless you’re floating three mana for some reason. It says something about the Wild meta that I felt like this was a very worthy tradeoff and seriously considering putting two in.
Vanish is a last hail mary against a deck that does manage to build a board against you. It pulls its weight especially against Big Priest, Evolve Shaman, and any kind of Deathrattle deck that tries to build an impenetrable board. But it also costs six mana, which makes it a very expensive and very dead card a lot of the time. I’ve had one copy since the beginning and it feels like the perfect number. A thing to note is that Vanish can bounce your own cards too - make sure to play your Swashburglars and Wand Thieves before Vanishing if you have hand space and mana to do so. Another point to remember is that if your opponent has more minions than they have hand space, Vanish will return the cards to your opponent’s hand in the order they were played. When your opponent hits ten cards, any remaining minions will be destroyed and their deathrattles WILL be activated. This is especially important for Scrapyard Colossus and Voidlord, who deathrattle into more taunts which block your weapon swing into the face of your opponent. Either destroy the original bodies so Vanish kills the deathrattle spawns or kill enough minions played before that the deathrattle taunts are safely returned to your opponent’s hand.
Didn’t Make The Cut:
I included two copies of Fan of Knives once I realized how terribly I was doing against Aggro Druid and Odd Paladin. For a while, they felt decent. A boardwide ping is nice, and Fan also cycles itself so it doesn’t even take up a valuable card slot. But then I realized two things about these decks. Odd Paladin has infinite minion generation potential with their hero power. Killing a board of 1/1’s might delay their buffs a turn, but doesn’t run them out of board refills because they can generate dudes without using cards. And aggro druid would either have a board buffed out of Fan range by turn three (and I would be dead) or they would run out of steam and awkwardly flop. In neither case was Fan drastically changing the game, even if it felt nice to kill a board of dudes. So out the door they went. Replaced with BTG because I was facing Reno Priest every game and Swindle because it just seemed good.
It really hurt to cut Tess Graymane. She’s one of the most fun cards ever printed and slamming down waves of burgled shit never gets old. But as I transitioned to a spell-centric burgle deck, her random nature became more and more annoying. When Tess is slamming 8/8’s and 12/12’s, she’s phenomenal. When she Ice Lances your face, Fireballs herself, and gives your opponent’s minion a Blessing of Authority, she’s much less useful. Her cost of 8 mana simply made her far too expensive for the minimal number of times she was remotely useful.
One thing I was consistently wanting in this deck was more weapon buffs. I experimented with Goblin Auto-Barber and Vulpera Toxinblade but neither ended up making the cut. Auto-Barber was too minimal a buff to feel particularly useful, and Toxinblade’s temporary status made her not worth the slot. This deck doesn’t exactly run minion threats, so Toxinblade was always eating my opponent’s removal and never really surviving more than a turn, which she needed to in order to be a strong inclusion.
Of the other Burgle options, Hallucination and Blink Fox are the other ones that are even vaguely worth running. Hallucination would be a reasonable choice to experiment more with (potentially two over the Dragon’s Hoards) but I found them underwhelming due to the sheer number of dud or synergy-dependant cards in many classes. Oftentimes, I would have only one decent pick off a Hallucination with an expensive spell and an understated minion taking up the other two discover options. Blink Fox was too expensive for a Swashburglar effect and a 3/3 on turn 3 doesn’t cut it as a body in Wild. Both also suffer from the Swashburglar problem of being utterly cucked against Rogues.
I also briefly considered replacing Beneath the Grounds with Bad Luck Albatross in order to mess Big Priest up. However, I wasn’t having a huge Big Priest problem, and the only way to kill Albatross in the deck is with Vendetta, which is often better used to kill the minions the priest is cheating.
The Zeph Rules
Zephyrs The Great is a phenomenally powerful card and a staple in two of the best decks in Wild - Reno Priest and Renolock. It also utterly destroys this deck by generating an Acidic Swamp Ooze on command to send your weapon to an ignominious and oozy demise. While there’s no denying that Zeph really sucks for this deck, there’s a couple of things we can try.
Tactic 1: The Great Zeph Bait.
If you’re able to draw into both cutlasses fairly early (not an uncommon occurrence), you can go for this strategy. Play a cutlass, drop a Tinker’s or a Deadly Poison, and potentially play a Burgled card or two. If I’m trying to force Zeph specifically, I will usually follow this by skipping my next swing. Essentially, you’re trying to make your weapon look as threatening as possible without committing many resources to it. When your opponent plays Zeph and subsequently Ooze, you can play your second Cutlass and fearlessly toss all of your buffs on it. If you go for the Great Zeph Bait, make sure to kill both minions before developing your second weapon, as a fair number of Reno decks run either bounce or copy effects. If they’re simply able to add another ooze to their hand and save it for your second weapon, you will be sad.
Tactic 2: Make Zeph Whiff.
Zephyrs is a phenomenal card, but his inability to understand card text can be his downfall. While he understands that Spectral Cutlass is a big weapon, he doesn’t realize that it can gain infinite durability. He doesn’t generally seem to value Lifesteal as highly as he should either. He also can’t look at decks, so he doesn’t realize that our only win condition is to buff the weapon. My point is that while Zeph is strong, he doesn’t value killing Spectral Cutlass nearly as highly as he should (a priority above all else except avoiding direct lethal). But because Zeph is still a discover and offers three cards, it isn’t easy to get him to not offer weapon hate at all. Essentially, you have get Zeph to value three other things more highly than destroying your weapon. If you can do this, he will not offer Ooze, even when a cutlass is active on your side. Many opponents don’t recognize these whiff factors, and won’t take measures to maximize their likelihood of hitting an Ooze (like playing Zeph with exactly two mana remaining).
There are a few things you can do to maximize your chances of Zeph whiffing. These tips are roughly in order of effectiveness.
  1. Keep your weapon as small as possible, both in Attack and Durability. Decreases the likelihood that Zeph will value weapon removal.
  2. Build a board of minions. Increases the likelihood that Zeph will value AoE spells.
  3. Play a Secret or two. Increases the likelihood that Zeph will offer Flare.
  4. Play one large/must-kill minion. Increases the likelihood that Zeph will value removal.
  5. Lower your opponent’s health. Increases the likelihood that Zeph will value healing.
  6. Keep your opponent low on cards. Increases the likelihood that Zeph will offer draw. Careful about doing this if your weapon durability is more than one at 7+ mana as Zeph is more likely to offer Harrison Jones.
  7. Niche cases. Keep an eye out for any conditions in the game that synergize perfectly with a basic/classic card that Zeph can offer. For example, if your opponent has a 1/10 minion, keep it alive as Zeph is more likely to offer Inner Fire. If they have three murlocs, Zeph is more likely to offer Coldlight Seer.
If you can create a game state where Zeph simply doesn’t offer ooze, you will be treated to a beautiful sight. Sex is great and all but a baffled opponent slowly mousing over each discover option before emoting and conceding is arguably the best feeling in the world.
Tactic 3: Fuck it.
Go balls to the wall and play like they don’t have Zeph. Throw all of your buffs on the weapon and come to terms with the fact that if they have him, you will lose. I will sometimes opt for this strategy if any of the following conditions are met.
  1. At least two Beneath the Grounds Ambushes are still in the deck.
  2. I have tried to bait Zeph and my opponent didn’t play him.
  3. My opponent has played Lorekeeper Polkelt.
  4. My opponent has very few cards or is topdecking.
  5. If I don’t commit to the weapon now, I will definitely lose.
Zephyrs The Great is going to lose you a fair amount of games. But if you can pull off any of these strategies, you might sneak by him with some wins.
Matchups:
Odd Demon Hunter:
This deck is weird. The best builds seem to be made up of a glut of the best-statted one-cost minions, Stiltsteppers, Acrobatics, Leeroy, and Baku. Our early game generally lines up well against these minions, and Odd DH generally lacks the burst to power through our healing once Cutlass gets to a threatening size. However, if we don’t draw into our early answers or fail to burgle fairly well, Odd DH is a phenomenally consistent deck and will always run us over if they get any room to do so. Even matchup.
Soul DH:
This deck seemed to be mostly piloted by standard players trying to climb in Wild. The burst of a Soul DH that hits all of its pieces can be impressive. But these combos often come online late enough that our cutlass is healing us for 8+ health every turn. Find something to deal with a full Soulciologist board, look to burgle taunts and freezes to stop the huge attacks from going face, and you’re cruising. Favored matchup.
Aggro Druid:
By cutting Fan of Knives I was essentially conceding the matchup if the Druid drew well. This has held true - if Aggro Druid has an explosive opener, you will lose the game. If they don’t, the deck is fairly easy to run out of resources. Voracious Readers can refill once or twice, but if I’m not dead by turn four I can frequently use removals efficiently and prevent them from ever building a threatening board. A card that deserves special mention is Bloodsail Corsair. If you’re careless against Aggro Druid and leave your weapon at one durability, a well-timed Corsair can snipe it and lose you the game on the spot. Unfavored matchup.
Combo/Maly Druid:
They can’t really do anything about us loading our weapon up and killing them. I only faced a couple of druids that weren’t aggressive and none of them put up much of a fight. Favored matchup, not much to say here.
Hunter:
I think I faced fewer than five hunters my entire climb, and they were all hyper aggro or janky deathrattle decks. We can generally prevent aggro Hunter from building a board, and their hero powers, Kill Commands, and such generally aren’t enough burst to beat through our healing. Deathrattle Hunter with plenty of taunts could potentially be a problem but it’s rezzes are much slower than Big Priest and it gets arguably even more destroyed by a well-timed Sap or Vanish. It’s a good idea to play around Zephyrs in this matchup until you know you’re not facing a Reno Hunter. I honestly didn’t find enough hunters to even say what might be favorable or not. Poor Rexxar.
Quest Mage:
Quest Mage is an annoying matchup for one reason and one reason only. They can generate a lot of freezes, which keep us from swinging our weapon for a turn. The amount of Freezing Potions, Ice Lances, and Frostbolts that seem to come out of Evocation, Magic Trick, and Mana Cyclone makes me want to tear my hair out. Our healing is rarely relevant against the OTK potential this deck brings. Otherwise, save Vendetta or another removal for your opponent’s Flamewankers and bring them down to low health as quickly as possible. Quick note on this matchup - Hitting your opponent in the face for lethal damage while they have Ice Block active will NOT heal you for any health. This interaction is consistent with other Lifesteal effects but still annoying and you will sometimes have to choose between setting off Ice Block and healing for 12. Even matchup.
Secret Mage:
I think before this expansion, Secret Mage would’ve been a much worse matchup for us. The switch to Rigged Faire Game as a main draw engine has a serious downside against a deck that is able to hit your face with an infinite weapon every turn. I won a significant amount of games by chipping away at my opponent every turn and denying them the all-important three cards. Play around Counterspell and Explosive Runes whenever possible as most decks run two copies and cheat them early. If we can get our weapon big enough, or run them out of face damage, we can safely heal out of the deck’s damage range. However, a Secret Mage firing on all cylinders is one of the best decks in the game and will win with a combination of well-statted minions, free secrets, and burn. Slightly unfavorable matchup.
Odd Paladin:
We struggle the most against decks that can build wide boards without committing many resources. Odd Pally is the unquestioned king of this strategy and thus tailor-made to bork us. I was able to win against this deck a couple of times when they filled up their board with 1/1’s and had no way to buff them, which was funny but not a particularly consistent win-con. Play around Oh My Yogg and Never Surrender, try to burgle AoEs, and accept that this is probably a 20-80 matchup or worse for us. Very heavily unfavored, and the bogeyman of climbing ladder with this deck.
Not Odd Paladin:
I ran into a couple of Even Paladins here and there which seemed like Odd Pally but slightly worse, a few Pure Paladins which got defeated by timely saps, and a single Mech Paladin who blew me out on turn four. They were so drowned out by the sea of Odd Pally however that I can’t write about them in extreme detail.
Reno Priest:
Beneath The Grounds carries another matchup. If they are able to get Raza and Anduin online, your main priority becomes keeping Anduin’s health below half to ward off Spawn of Shadows burst turns. As long as you can do that, we can mostly heal through their turns of chip damage with the hero power and eventually beat them down. Developing any minions we can will help with this plan because the low-health Anduin will be forced to waste hero powers clearing the minions, buying us more time. Favored matchup.
Big Priest:
Sometimes when you’re playing against Big Priest, they cheat out a Vargoth and a Blood of Ghuun on turn 4 and you just lose. Sometimes, they do nothing for nine turns and you win. It’s the matches in between these extremes that we focus on. Keep your Saps and plan your Vanish turn wisely. Most Big Priests nowadays don’t run Obsidian Statue, but place the highest priority on sapping it if they do. The combination of lifesteal and taunt means that we essentially lose the game if it ends up in the rez pool. Even or slightly favored matchup.
Rogues:
I faced a hodgepodge of Rogue decks, none of which really felt like a complete list. Combo-style rogues lack taunts and healing and get subsequently demolished by our weapon before they can do anything interesting. Kingsbane Rogue does what we do, but slower and without Lifesteal on every turn. VS says Odd Rogue is a decent deck, but I only saw one on my climb which wasn’t able to do enough damage to burst through the Cutlass healing. Mill Rogue is cute but terrible. I also ran into another Burgle Rogue but he was playing a version with Blink Foxes and Hallucinations which performs very poorly against other rogues. Favored matchup against the entire class I suppose?
Even Shaman:
I barely faced any of these on my climb, but I think I lost every time I did. We can’t really clean up their wide and efficient boards, and Sea Giant and Thing From Below aren’t bothered by Sap. Unfavored matchup.
Big Shaman:
Sap is phenomenal in this matchup. Like any Big deck, there will be some games where you don’t draw what you need and get blown out on turn four. But much more often, you’ll find games where the deck puts out a big threat, it gets sapped, and they sputter for a couple turns while you make a giant weapon and start whacking them. Try to avoid playing minions in the mid-late game while pushing for lethal because Walking Fountain or Tidal Wave will allow them to find critical heals. Favored matchup.
Aggro Warlock (Pain/Zoo/Discolock):
We like this matchup because if your opponents lower their health total quickly enough, we can often start to threaten lethal with our weapon as soon as turn six. Our cheap and flexible removal generally lets us get priority targets like Darkglare, Malchezar’s Imp and Tiny Knight of Evil off the field before they kill us. Discolock doesn’t have the consistent board floods of the decks that really fuck us and Fence and Vendetta line up well against their threats. But at the end of the day, they are an aggro deck and will win if we whiff our draws at all. I faced few Pain and Zoolocks, but Discolock was one of my favorite matchups to play with this list and I felt like it was at worst even and potentially even slightly us-favored.
Cubelock:
A problem matchup. We simply aren’t able to kill waves of big demons. Vanish and Sap let us delay the threats but once we run out of stalling power Voidlord very effectively prevents us from swinging our weapon to face. Fortunately, Cubelock has an abysmal matchup against Priest and has thus fallen a bit out of the meta. I only saw a few on my climb, but if they start cheating Voidlords before we have them to sub-15 health, we are in huge trouble. Slightly unfavored matchup.
Renolock:
We stan Beneath The Grounds. Renolocks will generally play defensively and take damage fairly freely in the early game. Generally don’t play BTG on turn three because renolocks draw so much that they’re fairly likely to hit at least two ambushes if you give them enough time. If I have it in hand, I’ll hold it until I start buffing my weapon or until they’re sub fifteen health and might be feeling pressured enough to use Reno. If you don’t find BTG, follow the Zeph Rules and pray to God that you draw it quickly. Tickatus is rarely particularly relevant because if they find the time to corrupt and play it multiple times the game was lost a long time ago. Renolock will often have big taunt Demons also, but they come in more manageable waves than Cubelock. With BTG, this is a favored matchup.
Odd/Control Warrior:
This matchup is pretty simple. Make your weapon as big as possible as quickly as possible in order to chip through their armor. If they run weapon hate and are able to draw it, you will lose. If they don’t, you will eventually win - they don’t have much to stop you smacking them for 10+ damage every turn. I only ran into three of these decks on my climb and got Stickyfingered twice, so my gut says that it’s unfavorable.
Pirate Warrior:
Oh how the mighty have fallen. Pirate Warrior simply feels weaker than other aggro decks and its lack of boardwide buffs makes its minions much less threatening. Their highrolls are as scary as ever, but kill Ship’s Cannon and Skybarge on sight and be wary of burst coming in the form of Leeroy or Kragg, and the healing from your built-up weapon will generally outpace their damage. Their biggest strength (efficient trading with minion boards) isn’t particularly relevant against us. Slightly favored - one of our best aggro matchups. Beware of Bloodsail Corsair!
My Favorite Wins:
Playing a deck that runs on adding random cards to your hand will occasionally lead to hilarious victories with cards your opponent never expected to need to play around. There were too many to write about, but here were some highlights.
  1. I played a Hunter and hit a terrible Dragon’s Hoard on turn one where my best option was a Knuckles. I reluctantly picked it and it sat in my hand until later in the game, where I pulled Houndmasters off both of my Swashburglars. Three houndmaster buffs (one got returned to my hand via Freezing Trap) and a Tinker’s Sharpsword Oil later, I beat my opponent into submission with an unkillable 12/13 Knuckles. I find it possible that it’s the only time Knuckles has actually won someone a game.
  2. I found a Cloning Device off of a Clever Disguise and yoinked my Shaman opponent’s Shudderwock, followed by two Dragon’s Hoards that gave me Dinotamer Brann and a second Shudderwock. I waited until my deck was low enough that no duplicates remained, and played Brann, Shudderwock, second Shudderwock, and thwacked him with four large stompy dinos over three turns.
  3. I burgled a Totem Goliath off Swashburglar, Totemic Might off Clever Disguise, and a Grand Totem Eys’or from Dragon’s Hoard. My poor Shaman opponent was beaten to death by a rogue’s board of basic totems.
  4. While playing a Big Priest I got a Lucentbark off Dragon’s Hoard and a Seance and Power Word: Replicate off Clever Disguise. Turns out three 4/8 taunts that resurrect every turn will win you the game, even against Big Priest with a full rez pool.
  5. A Pirate Warrior wrested board from me, beat me to two health with two cards in hand and one durability on my weapon, and began emoting aggressively. Fortunately, one of those two cards was an Inara Stormcrash which allowed me to deal 26 damage (and kill him) on turn 8.
This deck is by far the most fun I’ve ever had playing Hearthstone, and this list is viable at Legend ranks. I encourage everyone to give it a try. Thanks for making it to the end and please comment with questions!
Happy thieving!
submitted by FinancialWizard77 to CompetitiveHS [link] [comments]

Yorinobu was the Mastermind.

I made this post some time ago on the LowSodium Reddit: events have caused me to update and streamline some parts, while filling out others. This game has more layers than your average onion!
ACT 1:
"You don't wanna know what's out there, trust me on this." - Constantine
"and choom, no f**** netrunning. They got better runners than you, you won't haze em."
A random datapad from Westbrook criminal activity makes an excellent point: elite Arasaka domains like Kanpeki Tower should be crawling with netrunners, particularly if a member of the Arasaka family is residing there. Do we really believe a Flathead drone and T-Bug can subvert all that security? When Jackie decides to lie to a receptionist about an easily checked fact, and seriously expects her to not notify a major Arasaka rep about the arrival of his clients, T-Bug interjects and pretends that she's the rep's assistant if V doesn't fix the situation. At this point, the Flathead hasn't been used- why isn't the tower's netrunner picking up this intrusion? This isn't just a supposition based on my owncorporate experience: if you go into the restaurant in the hotel, Hajime Taki is right there, laying into a foreign cabinet minister and promising to drop his shipment from space if his clients can't get around an embargo. At which point he demands to see the "Militech bastards," because he hates delays. Put simply, this is not a man who will twiddle his thumbs for hours while you and Jackie dismantle the security systems. Meanwhile, when the Flathead drone is used to neutralize the netrunner in the plaza, the screen switches from lines of code to the T-Bug logo. If security was monitoring the cameras, with eyeballs or automation, they'd instantly catch this breach. T-Bug's sudden nervous proclamation that she needs two hours for additional work on the corporate ICE makes a lot more sense if you imagine that someone put a virtual gun to her head and ordered her to stall you.
By now, most players realize that Dex couldn't organize an orgy at Lizzie's. And Evelyn Parker was NOT hired by the Voodoo Boys to steal the Relic. The later braindances Judy analyzes show that the Voodoo Boys had zero intention of getting Evelyn to do anything with the biochip, just make a virtu of Yorinobu's suite. Evelyn's cunning in that regard makes her a prime target for the VDB to kill the minute she's fulfilled her purpose. But the second braindance is even more interesting. A male VDB (probably Placide) had suspected Evelyn's intelligence, but Brigitte thinks she wouldn't dare go against them, while they badly needed the connection to Yorinobu. Evelyn wants the chip for herself so that she can escape her awful life. She is not, however, the one with the power to actually make the heist happen. Certainly not someone who can manipulate Yorinobu into stealing an Arasaka prototype from his father.
Are Brigitte and the Voodoo Boys the critical part of the heist? Getting warmer, and server16ark comes up with a very good explanation of how the Voodoo Boys are the driving force behind much of the plot, from Evelyn Parker's "suicide" to the reason Silverhand was chosen as the Relic's engram, but it's not the best answer possible.
(https://www.reddit.com/cyberpunkgame/comments/jzutmy/dex_brigitte_johnny_and_yorinobu/)
The only question left is... WHY does Brigitte believe that the Relic would contain a useful soul in this regard, much less the soul of Johnny Silverhand? Why is Brigitte so confident that someone inside Arasaka can deliver Silverhand at all? How on earth could the VDB persuade Arasaka to agree to such a scheme? The Voodoo Boys need little from Arasaka, and Arasaka needs even less from the Pacifica netrunner gang. As Mr. Hands explains before we even meet the Boys, which is reinforced by every interaction with them, they are incredibly disdainful of outsiders. They laugh at credits, butcher actual chickens for real meat in Haitian tradition in defiance of the Avian Extermination Act, and make their own netrunning equipment to avoid corporate sabotage. So why would Arasaka take a relatively junior role in a plot from the VDB?
But turn the tables. If a saboteur within Arasaka itself is offering a Silverhand engram that can lead the Voodoo Boys to Alt Cunningham and the Blackwall, they'll do anything needed to secure that power. The saboteur could even have been the one to explain what Alt Cunningham was, and why Silverhand is likely to bridge the gap between man and AI. The VDB likely didn't hack this information from the Arasaka systems, it was given to them. By who, you ask? Well-
ACT 2:
"A man of focus, commitment, sheer will. Something you know very little about." - John Wick
"Simulated disorder postulates perfect discipline, simulated fear postulates courage; simulated weakness postulates strength." - Sun Tzu
"Would you like to join my gang?" Jackie scoffs, imagining that Yorinobu had Arasaka security backing his nomad gang- the Steel Dragons. As the player themselves learns, that's NOT how nomad society operates, at all. They respect loyalty, hard work, and talent. The kind of person who could lead a successful nomad gang, much less avoid complete annihilation at the hands of Arasaka, would at minimum need to have iron resolve and incredible skill- much like Panam Palmer. To escape accusations of being a corporate pawn, Yorinobu would need to be even more skilled than that. Plus Dex thinks Yorinobu is a million-eddy name with no talent to back it up... and Dex is wrong about most things.
As we see in the datashard "Tamed Dragon," Yorinobu grew up quite normally until his 21st birthday, when Saboru Arasaka took him aside for a private conversation. Now, anyone familiar with Saboru Arasaka would know that he's a deeply unpleasant person despite his incredible business skill, unlimited resources, and utterly commanding voice. He's an unreconstructed Japanese militarist who hates America for defeating the Empire in WWII. In short, he's morally worse than most neo-Nazis. The general lore is that Yorinobu was shocked to his core to learn of the true purpose of the Arasaka corporation and family. If you recover the datashard from Saburo's car (https://imgur.com/a/L1O53YT) you realize that he still hates Militech, and would happily have razed one of their fortresses to rubble in retaliation for old slights. Even before Project Soulkiller, Yorinobu has a real reason to detest his family and the fact they are making the world a far worse place. Incidentally, even the maids in Konpeki Plaza are attracted to him- not just for his wealth, but for the fact he's a biker at heart, relentlessly single. Evelyn thinks that she's in control of their relationship, but she's almost certainly wrong.
So knowing that Yorinobu has the kind of moral purpose and determination to turn against the Arasaka family and work towards their downfall, we can analyze the odd factors in the Arasaka heist in a new light. Starting with Evelyn Parker: you start to wonder why Yorinobu wouldn't realize that Evelyn remembers things from their previous sessions, like the drugs they did together. The answer would be that Yorinobu wants Evelyn to remember the things she sees in his suite. The layout is what the Voodoo Boys claim to be interested in, but during the braindance Evelyn goes through Yorinobu's mail while adjusting the lighting and music. If she did so, and the VDB analyzed a copy of the virtu, all parties involved would realize that Yorinobu was dealing with Netwatch for a copy of the engram- and that Netwatch manager Ronald Cheever was perplexed that Yorinobu insisted that the engram be Johnny Silverhand's. I surmise this explanation:
I) Make Saburo enraged enough to cross the sea and confront Yorinobu personally over his treachery with the hated West, setting up an assassination that Yorinobu has been planning for decades. Which would not have been possible to implement in Tokyo.
II) Put Mama Brigitte into meltdown as she sees her chance of contact with Alt Cunningham slip through her fingers.
III) Make Netwatch likely to turn over any information about a stolen Relic straight to Yorinobu.
IV) Guarantee Silverhand's resurrection if the theft goes sideways and some idiot ends up slotting the Relic into their brain.
And all from a glimpse of an email in a doll's braindance if the information is leaked. This many avenues for victory indicate a brilliant tactical and strategic genius, able to bend lesser men to their will and manipulate even the most powerful people around them. Especially their father, who is otherwise indomitable. This also explains why Evelyn insists that she knows NetWatch wanted Johnny Silverhand on the Relic, while a bewildered Agent Brie Deal is trying to assess what Evelyn actually knows and how trustworthy she is. Why did this happen? It took me some time to realize that Evelyn overheard a conversation between Yorinobu Arasaka and Brigitte, read Yorinobu's mail, and wrongly concluded that Yorinobu was actually talking with Netwatch! If she hadn't recorded the conversation for braindance, she wouldn't have been able to figure out the truth herself.
In reality, Yorinobu's primary deal is with the Voodoo Boys. I'm sure he pretended to be pretending that he was "Yorinobu Arasaka," and Brigitte rolled her eyes before telling him to get bent. But then "Yorinobu" gives the VDB enough information to realize that the Relic is absolutely priceless to their dreams of being loyal servants to the machine AIs beyond the Blackwall. In exchange, what can they give him in return? The fact is, Yorinobu would happily give the chip away just to frustrate Saburo's ambitions and attract the AIs to destroy Arasaka- as they do in most endings of the game. But he can instead command an exorbitant price from netrunners so elite they can even keep the NCPD from their territory. They'd be excellent at assisting Yorinobu's worldwide coup against Arasaka- and providing him with relatively reliable security until the deal is concluded. Certainly more so than netrunners who may report back to his father instead.
Now that Netwatch and the VDB, each the premier netrunner groups in Night City, are both nominally on his side and against the Arasaka "loyalists," the Dragon can spring into action. Yorinobu managed to retrieve a copy of the Relic and download Silverhand's engram to it from Mikoshi. Anders Hellman realized what was happening and furiously confronted Yorinobu over it. Reporting the theft to Saburo, as detailed in Saburo's datashard, was rewarded with rare gratitude from the old man for loyalty above and beyond the expected. It's also why Hellman fled when Yorinobu took over the company, correctly realizing that he would face retribution. As leader of the company, Yorinobu proceeds to start a war with all of Arasaka's "enemies." Militech is immediately engaged in what promises to be a new Corporate War- not only does Yorinobu have a useful target to blame for the death of his father, but now he can use Militech to destroy Arasaka. You can run a mission where you learn of one such false flag operation. Your fixer is so alarmed that he pulls the plug on the gig. Anyone truly loyal to Saburo is pushed out- the opportunists and gullible flock to Yorinobu, a fact Saburo is deeply annoyed about when his engram addresses the company directors. In short, Yorinobu has successfully launched his corporate coup and quelled anyone with a serious chance of politically maneuvering against him. But he didn't count on one man.
No, not you. Takemura.
submitted by trevalyan to FF06B5 [link] [comments]

Way too many words about the true mastermind (MAX SPOILERS, OBV)

tldr: the true mastermind behind the Arasaka heist is the person the game discredits in act 1!

ACT 1:

"You don't wanna know what's out there, trust me on this." - Constantine

"and choom, no f**** netrunning. They got better runners than you, you won't haze em."

A random datapad from Westbrook criminal activity makes an excellent point: elite Arasaka domains like Kanpeki Tower should be crawling with netrunners, particularly if a member of the Arasaka family is residing there. Do we really believe a Flathead drone and T-Bug can subvert all that security? T-Bug is also very hesitant to tell you how she knows Dex. It's entirely possible that Jackie is wrong about how far back they go, and they barely know each other. When Jackie decides to lie to a receptionist about an easily checked fact, and seriously expects her to not notify a major Arasaka rep about the arrival of his clients, T-Bug interjects and pretends that she's the rep's assistant if V doesn't fix the situation. From experience in the corporate world, the odds are good that the receptionist is in daily contact with Taki-san's staff, and would know instantly if someone isn't supposed to be there. Meanwhile, when the Flathead drone is used to neutralize the netrunner in the plaza, the screen switches from lines of code to the T-Bug logo. If security was monitoring the cameras, with eyeballs or automation, they'd instantly catch this breach. T-Bug's sudden nervous proclamation that she needs two hours for additional work on the corporate ICE makes a lot more sense if you imagine that someone put a virtual gun to her head and ordered her to stall you.

By now, most players realize that Dex couldn't organize an orgy at Lizzie's. So who is the real mastermind behind the Relic heist at Arasaka? Evelyn Parker? Worth a guess, but no. Evelyn's braindances are key to understanding this. They show that the Voodoo Boys had zero intention of getting her to do anything with the biochip, just make a virtu of Yorinobu's suite. Evelyn's cunning in that regard makes her a prime target for the VDB to kill the minute she's fulfilled her purpose. But the second braindance is even more interesting. A male VDB (probably Placide) had suspected Evelyn's intelligence, but Brigitte thinks she wouldn't dare go against them, while they badly needed the connection to Yorinobu. Evelyn wants the chip for herself so that she can escape her awful life. She is not, however, the one with the power to actually make the heist happen. Yet even V knows that Evelyn had way better options if she wanted to escape the wrath of Arasaka- especially considering Clouds was Tyger owned, which Johnny connects back to Arasaka during your visit there. Evelyn put her head in the dragon's mouth to protect the people she loves back at the Mox, especially Judy.

Are Brigitte and the Voodoo Boys the critical part of the heist? Getting warmer, and server16ark comes up with a very good explanation of how the Voodoo Boys are the driving force behind much of the plot, from Evelyn Parker's "suicide" to the reason Silverhand was chosen as the Relic's engram, but it's not the best answer possible.

(https://www.reddit.com/cyberpunkgame/comments/jzutmy/dex_brigitte_johnny_and_yorinobu/)

The only question left is... WHY does Brigitte believe that the Relic would contain a useful soul in this regard, much less the soul of Johnny Silverhand? Why is Brigitte so confident that someone inside Arasaka can deliver Silverhand at all? How on earth could the VDB persuade Arasaka to agree to such a scheme? The Voodoo Boys need little from Arasaka, and Arasaka needs even less from the Pacifica netrunner gang. As Mr. Hands explains before we even meet the Boys, which is reinforced by every interaction with them, they are incredibly disdainful of outsiders. They laugh at credits, butcher actual chickens for real meat in Haitian tradition in defiance of the Avian Extermination Act, and make their own netrunning equipment to avoid corporate sabotage. So why would Arasaka take a relatively junior role in a plot from the VDB?

But turn the tables. If a saboteur within Arasaka itself is offering a Silverhand engram that can lead the Voodoo Boys to Alt Cunningham and the Blackwall, they'll do anything needed to secure that power. The saboteur could even have been the one to explain what Alt Cunningham was, and why Silverhand is likely to bridge the gap between man and AI. The VDB likely didn't hack this information from the Arasaka systems, it was given to them. By who, you ask? Well-

ACT 2:

"A man of focus, commitment, sheer will. Something you know very little about." - John Wick

"Simulated disorder postulates perfect discipline, simulated fear postulates courage; simulated weakness postulates strength." - Sun Tzu

"Would you like to join my gang?" Jackie scoffs, imagining that Yorinobu had Arasaka security backing his nomad gang- the Steel Dragons. As the player themselves learns, that's NOT how nomad society operates, at all. They respect loyalty, hard work, and talent. The kind of person who could lead a successful nomad gang, much less avoid complete annihilation at the hands of Arasaka, would at minimum need to have iron resolve and incredible skill- much like Panam Palmer. To escape accusations of being a corporate pawn, Yorinobu would need to be even more skilled than that. As we see in the datashard "Tamed Dragon," Yorinobu grew up quite normally until his 21st birthday, when Saboru Arasaka took him aside for a private conversation. Now, anyone familiar with Saboru Arasaka would know that he's a deeply unpleasant person despite his incredible business skill, unlimited resources, and utterly commanding voice. He's an unreconstructed Japanese militarist who hates America for defeating the Empire in WWII. In short, he's morally worse than most neo-Nazis. The general lore is that Yorinobu was shocked to his core to learn of the true purpose of the Arasaka corporation and family. If you recover the datashard from Saburo's car (https://imgur.com/a/L1O53YT) you realize that he still hates Militech, and would happily have razed one of their fortresses to rubble in retaliation for old slights. Even before Project Soulkiller, Yorinobu has a real reason to detest his family and the fact they are making the world a far worse place. Even the maids in Konpeki Plaza are attracted to him- not just for his wealth, but for the fact he's a biker at heart, relentlessly single. Evelyn thinks that she's in control of their relationship, but she's almost certainly wrong.

So knowing that Yorinobu has the kind of moral purpose and determination to turn against the Arasaka family and work towards their downfall, we can analyze the odd factors in the Arasaka heist in a new light. Starting with Evelyn Parker: you start to wonder why Yorinobu wouldn't realize that Evelyn remembers things from their previous sessions, like the drugs they did together. The answer would be that Yorinobu wants Evelyn to remember the things she sees in his suite. The layout is what the Voodoo Boys claim to be interested in, but during the braindance Evelyn goes through Yorinobu's mail while adjusting the lighting and music. If she did so, and the VDB analyzed a copy of the virtu, all parties involved would realize that Yorinobu was dealing with Netwatch for a copy of the engram- and that Netwatch manager Ronald Cheever was perplexed that Yorinobu insisted that the engram be Johnny Silverhand's. I surmise this explanation:

I) Make Saburo enraged enough to cross the sea and confront Yorinobu personally over his treachery with the hated West, setting up an assassination that Yorinobu has been planning for decades.
II) Put Mama Brigitte into meltdown as she sees her chance of contact with Alt Cunningham slip through her fingers.
III) Make Netwatch likely to turn over any information about a stolen Relic straight to Yorinobu.
IV) Guarantee Silverhand's resurrection if the theft goes sideways and some idiot ends up slotting the Relic into their brain.

And all from a glimpse of an email in a doll's braindance if the information is leaked. This many avenues for victory indicate a brilliant tactical and strategic genius, able to bend lesser men to their will and manipulate even the most powerful people around them. Especially their father, who is otherwise indomitable. In reality, Yorinobu's primary deal is with the Voodoo Boys. I'm sure he pretended to be pretending that he was "Yorinobu Arasaka," and Brigitte rolled her eyes before telling him to get bent. But then "Yorinobu" gives the VDB enough information to realize that the Relic is absolutely priceless to their dreams of being loyal servants to the machine AIs beyond the Blackwall. In exchange, what can they give him in return? The fact is, Yorinobu would happily give the chip away just to frustrate Saburo's ambitions and attract the AIs to destroy Arasaka- as they do in most endings of the game. But he can instead command an exorbitant price:

I) The VDBs will be expected to arrange the motley team of Dex, Evelyn Parker, and whatever expendable gonks that will take the fall. In short, people who won't be missed.
II) Poke holes in the power grid- this is brought up by Stan in the opening credits, and the VDB could use this to wage war against Arasaka. Which they would ordinarily avoid, except in the context of gaining the Relic.
III) Silence anyone who knows about the Arasaka theft- not something the VDB are tasked with, but something they'll do to avoid blowback. Which is why they go out of their way to destroy Evelyn.

Now that Netwatch and the VDB, each the premier netrunner groups in Night City, are both nominally on his side and against the Arasaka "loyalists," the Dragon can spring into action. Yorinobu managed to retrieve a copy of the Relic and download Silverhand's engram to it from Mikoshi. Anders Hellman realized what was happening and furiously confronted Yorinobu over it. Reporting the theft to Saburo, as detailed in Saburo's datashard, was rewarded with rare gratitude from the old man for loyalty above and beyond the expected. It's also why Hellman fled when Yorinobu took over the company, correctly realizing that he would face retribution. As leader of the company, Yorinobu proceeds to start a war with all of Arasaka's "enemies." Militech is immediately engaged in what promises to be a new Corporate War- not only does Yorinobu have a useful target to blame for the death of his father, but now he can use Militech to destroy Arasaka much as he is using the Voodoo Boys. Anyone who would rather serve his father is pushed out- the opportunists and gullible flock to Yorinobu, a fact Saburo is deeply annoyed about when his engram addresses the company directors. In short, Yorinobu has successfully launched his corporate coup and quelled anyone with a serious chance of politically maneuvering against him. But he didn't count on one man.

No, not you. Takemura.

(PART 2 COMING SOON!)
PS: I also successfully called Celebrimbor being evil in Shadow of Mordor before the final DLC was released, much less the second game which confirmed the theory, so I'm feeling pretty good about this one.
submitted by trevalyan to LowSodiumCyberpunk [link] [comments]

20 Overlooked Single Player Indie Games

Introduction
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games.
I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews.
Price will include a link to the U.S. store page of the game. Price is in U.S. dollars.
1. Inertial Drift
2. Cursed Castilla (Maldita Castilla EX)
3. Valfaris
4. Pumpkin Jack
5. Pato Box
6. Ultra Hat Dimension
7. Momodora: Reverie Under the Moonlight
8. The Count Lucanor
9. Late Shift
10. Unbox: Newbie’s Adventure
11. Spark the Electric Jester 2
12. Remothered: Tormented Fathers
13. Four Sided Fantasy
14. SINNER: Sacrifice for Redemption
15. Tamashii
16. Verlet Swing
17. Warlock’s Tower
18. The Bunker
19. Hayfever
20. Cybarian: The Time-Traveling Warrior
Conclusion
My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack.
Have you played any of these games? What are some other overlooked single player indie games?
See my post below for some upcoming indie games to look out for.
submitted by Underwhere_Overthere to XboxSeriesX [link] [comments]

what slot machine game has the best odds video

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Best Slot Machine Payouts. Wondering which slot machines pay the best? Look no further! Below we have listed the best-paying casino slots machines for you. 1. Mega Joker – 99% RTP. Slot machines from NetEnt, a renowned software provider are some of the most popular slot titles you will find today. However, none will beat the Mega Joker when it comes to the highest RTP. Offering a stunning 99 Of course, you should keep in mind that only the best slot sites to win offer high payout games from which you can take advantage. The return to player percentage of a game is measured over thousands of game rounds, and it stands to reason that the higher the RTP, the better the deal for the player.With this in mind, I have decided to create a list of the 10 online slots with the highest RTP. The payoff odds for slot machine games vary in so many ways that picking the “best” game comes down to personal preference. But here are a few tips on what you should look for. Slot Game Predictive Odds or Probabilities Are Shown in 1 of 3 Formats Best machine is bottom right - it has ID 1. The game assign a lucky ID when you enter the building. This means that 1 of the machines will have a greater odds. This number is from range 0 to 31, but there is 35 machines that means that machines 31 - 35 will never have a better odd (they are the bottom 4 of the left column). If you put $100,000 into a slot machine for an hour, you could leave with $95,000. Put the same $100,000 into lottery tickets, and at best, you’re walking away with $50,000. Despite being one of the highest house advantages in any casino, slots still has much better odds than the lottery. Conclusion What Slot Machine Has The Best Odds In Celadon City It is also worth noting that the licensing body requires the casino What Slot Machine Has The Best Odds In Celadon City to separate their operating funds from the players’ funds. This way, customers can still be guaranteed that they will receive their money even if the casino goes under. In order to protect your information, the site uses Slot machine: Anonymous by request. A 25-year-old changed his life forever when visiting Las Vegas to support his basketball team. He arrived at the strip with a couple of hours to kill before having to make his way to the game. Have you ever wondered which slot machines have the best odds? If you’ve ever played at a land based or online casino before, then you probably know that there is a huge amount of machines to choose from, and this can be a bit daunting and confusing for a lot of people. Sure, some people just pick the games they are most attracted, however there are others who are in it to win it, and could From the original series, I do not remember which slot machine had better odds. But I remember trying all and keeping their data. I did come to a conclusion that a few of them paid up much more frequently. The odds are set in a single game. Meaning when you found the best slot, you can abuse it. It is unlikely but possible that the odds are randomly generated and another machine is more You will have a better chance of winning any game that has a lower house edge, and therefore better odds, than one with a high house edge. It is with that in mind that we decided to review casino games with best odds. Read on to find which games give you a better chance of winning a golden jackpot. So, what Casino Games offer the Best Odds? 1) Blackjack – House Edge from 1%. To many gamblers

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**WHICH GAME WINS THE MOST ON MAX BET?!?!** Wonder 4 ...

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what slot machine game has the best odds

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