Learn How To Use Binary Options Charts

No gods, no kings, only NOPE - or divining the future with options flows. [Part 2: A Random Walk and Price Decoherence]

tl;dr -
1) Stock prices move continuously because different market participants end up having different ideas of the future value of a stock.
2) This difference in valuations is part of the reason we have volatility.
3) IV crush happens as a consequence of future possibilities being extinguished at a binary catalyst like earnings very rapidly, as opposed to the normal slow way.
I promise I'm getting to the good parts, but I'm also writing these as a guidebook which I can use later so people never have to talk to me again.
In this part I'm going to start veering a bit into the speculation territory (e.g. ideas I believe or have investigated, but aren't necessary well known) but I'm going to make sure those sections are properly marked as speculative (and you can feel free to ignore/dismiss them). Marked as [Lily's Speculation].
As some commenters have pointed out in prior posts, I do not have formal training in mathematical finance/finance (my background is computer science, discrete math, and biology), so often times I may use terms that I've invented which have analogous/existing terms (e.g. the law of surprise is actually the first law of asset pricing applied to derivatives under risk neutral measure, but I didn't know that until I read the papers later). If I mention something wrong, please do feel free to either PM me (not chat) or post a comment, and we can discuss/I can correct it! As always, buyer beware.
This is the first section also where you do need to be familiar with the topics I've previously discussed, which I'll add links to shortly (my previous posts:
1) https://www.reddit.com/thecorporation/comments/jck2q6/no_gods_no_kings_only_nope_or_divining_the_future/
2) https://www.reddit.com/thecorporation/comments/jbzzq4/why_options_trading_sucks_or_the_law_of_surprise/
---
A Random Walk Down Bankruptcy
A lot of us have probably seen the term random walk, maybe in the context of A Random Walk Down Wall Street, which seems like a great book I'll add to my list of things to read once I figure out how to control my ADD. It seems obvious, then, what a random walk means - when something is moving, it basically means that the next move is random. So if my stock price is $1 and I can move in $0.01 increments, if the stock price is truly randomly walking, there should be roughly a 50% chance it moves up in the next second (to $1.01) or down (to $0.99).
If you've traded for more than a hot minute, this concept should seem obvious, because especially on the intraday, it usually isn't clear why price moves the way it does (despite what chartists want to believe, and I'm sure a ton of people in the comments will tell me why fettucini lines and Batman doji tell them things). For a simple example, we can look at SPY's chart from Friday, Oct 16, 2020:

https://preview.redd.it/jgg3kup9dpt51.png?width=1368&format=png&auto=webp&s=bf8e08402ccef20832c96203126b60c23277ccc2
I'm sure again 7 different people can tell me 7 different things about why the chart shape looks the way it does, or how if I delve deeply enough into it I can find out which man I'm going to marry in 2024, but to a rationalist it isn't exactly apparent at why SPY's price declined from 349 to ~348.5 at around 12:30 PM, or why it picked up until about 3 PM and then went into precipitous decline (although I do have theories why it declined EOD, but that's for another post).
An extremely clever or bored reader from my previous posts could say, "Is this the price formation you mentioned in the law of surprise post?" and the answer is yes. If we relate it back to the individual buyer or seller, we can explain the concept of a stock price's random walk as such:
Most market participants have an idea of an asset's true value (an idealized concept of what an asset is actually worth), which they can derive using models or possibly enough brain damage. However, an asset's value at any given time is not worth one value (usually*), but a spectrum of possible values, usually representing what the asset should be worth in the future. A naive way we can represent this without delving into to much math (because let's face it, most of us fucking hate math) is:
Current value of an asset = sum over all (future possible value multiplied by the likelihood of that value)
In actuality, most models aren't that simple, but it does generalize to a ton of more complicated models which you need more than 7th grade math to understand (Black-Scholes, DCF, blah blah blah).
While in many cases the first term - future possible value - is well defined (Tesla is worth exactly $420.69 billion in 2021, and maybe we all can agree on that by looking at car sales and Musk tweets), where it gets more interesting is the second term - the likelihood of that value occurring. [In actuality, the price of a stock for instance is way more complicated, because a stock can be sold at any point in the future (versus in my example, just the value in 2021), and needs to account for all values of Tesla at any given point in the future.]
How do we estimate the second term - the likelihood of that value occurring? For this class, it actually doesn't matter, because the key concept is this idea: even with all market participants having the same information, we do anticipate that every participant will have a slightly different view of future likelihoods. Why is that? There's many reasons. Some participants may undervalue risk (aka WSB FD/yolos) and therefore weight probabilities of gaining lots of money much more heavily than going bankrupt. Some participants may have alternative data which improves their understanding of what the future values should be, therefore letting them see opportunity. Some participants might overvalue liquidity, and just want to GTFO and thereby accept a haircut on their asset's value to quickly unload it (especially in markets with low liquidity). Some participants may just be yoloing and not even know what Fastly does before putting their account all in weekly puts (god bless you).
In the end, it doesn't matter either the why, but the what: because of these diverging interpretations, over time, we can expect the price of an asset to drift from the current value even with no new information added. In most cases, the calculations that market participants use (which I will, as a Lily-ism, call the future expected payoff function, or FEPF) ends up being quite similar in aggregate, and this is why asset prices likely tend to move slightly up and down for no reason (or rather, this is one interpretation of why).
At this point, I expect the 20% of you who know what I'm talking about or have a finance background to say, "Oh but blah blah efficient market hypothesis contradicts random walk blah blah blah" and you're correct, but it also legitimately doesn't matter here. In the long run, stock prices are clearly not a random walk, because a stock's value is obviously tied to the company's fundamentals (knock on wood I don't regret saying this in the 2020s). However, intraday, in the absence of new, public information, it becomes a close enough approximation.
Also, some of you might wonder what happens when the future expected payoff function (FEPF) I mentioned before ends up wildly diverging for a stock between participants. This could happen because all of us try to short Nikola because it's quite obviously a joke (so our FEPF for Nikola could, let's say, be 0), while the 20 or so remaining bagholders at NikolaCorporation decide that their FEPF of Nikola is $10,000,000 a share). One of the interesting things which intuitively makes sense, is for nearly all stocks, the amount of divergence among market participants in their FEPF increases substantially as you get farther into the future.
This intuitively makes sense, even if you've already quit trying to understand what I'm saying. It's quite easy to say, if at 12:51 PM SPY is worth 350.21 that likely at 12:52 PM SPY will be worth 350.10 or 350.30 in all likelihood. Obviously there are cases this doesn't hold, but more likely than not, prices tend to follow each other, and don't gap up/down hard intraday. However, what if I asked you - given SPY is worth 350.21 at 12:51 PM today, what will it be worth in 2022?
Many people will then try to half ass some DD about interest rates and Trump fleeing to Ecuador to value SPY at 150, while others will assume bull markets will continue indefinitely and SPY will obviously be 7000 by then. The truth is -- no one actually knows, because if you did, you wouldn't be reading a reddit post on this at 2 AM in your jammies.
In fact, if you could somehow figure out the FEPF of all market participants at any given time, assuming no new information occurs, you should be able to roughly predict the true value of an asset infinitely far into the future (hint: this doesn't exactly hold, but again don't @ me).
Now if you do have a finance background, I expect gears will have clicked for some of you, and you may see strong analogies between the FEPF divergence I mentioned, and a concept we're all at least partially familiar with - volatility.
Volatility and Price Decoherence ("IV Crush")
Volatility, just like the Greeks, isn't exactly a real thing. Most of us have some familiarity with implied volatility on options, mostly when we get IV crushed the first time and realize we just lost $3000 on Tesla calls.
If we assume that the current price should represent the weighted likelihoods of all future prices (the random walk), volatility implies the following two things:
  1. Volatility reflects the uncertainty of the current price
  2. Volatility reflects the uncertainty of the future price for every point in the future where the asset has value (up to expiry for options)
[Ignore this section if you aren't pedantic] There's obviously more complex mathematics, because I'm sure some of you will argue in the comments that IV doesn't go up monotonically as option expiry date goes longer and longer into the future, and you're correct (this is because asset pricing reflects drift rate and other factors, as well as certain assets like the VIX end up having cost of carry).
Volatility in options is interesting as well, because in actuality, it isn't something that can be exactly computed -- it arises as a plug between the idealized value of an option (the modeled price) and the real, market value of an option (the spot price). Additionally, because the makeup of market participants in an asset's market changes over time, and new information also comes in (thereby increasing likelihood of some possibilities and reducing it for others), volatility does not remain constant over time, either.
Conceptually, volatility also is pretty easy to understand. But what about our friend, IV crush? I'm sure some of you have bought options to play events, the most common one being earnings reports, which happen quarterly for every company due to regulations. For the more savvy, you might know of expected move, which is a calculation that uses the volatility (and therefore price) increase of at-the-money options about a month out to calculate how much the options market forecasts the underlying stock price to move as a response to ER.
Binary Catalyst Events and Price Decoherence
Remember what I said about price formation being a gradual, continuous process? In the face of special circumstances, in particularly binary catalyst events - events where the outcome is one of two choices, good (1) or bad (0) - the gradual part gets thrown out the window. Earnings in particular is a common and notable case of a binary event, because the price will go down (assuming the company did not meet the market's expectations) or up (assuming the company exceeded the market's expectations) (it will rarely stay flat, so I'm not going to address that case).
Earnings especially is interesting, because unlike other catalytic events, they're pre-scheduled (so the whole market expects them at a certain date/time) and usually have publicly released pre-estimations (guidance, analyst predictions). This separates them from other binary catalysts (e.g. FSLY dipping 30% on guidance update) because the market has ample time to anticipate the event, and participants therefore have time to speculate and hedge on the event.
In most binary catalyst events, we see rapid fluctuations in price, usually called a gap up or gap down, which is caused by participants rapidly intaking new information and changing their FEPF accordingly. This is for the most part an anticipated adjustment to the FEPF based on the expectation that earnings is a Very Big Deal (TM), and is the reason why volatility and therefore option premiums increase so dramatically before earnings.
What makes earnings so interesting in particular is the dramatic effect it can have on all market participants FEPF, as opposed to let's say a Trump tweet, or more people dying of coronavirus. In lots of cases, especially the FEPF of the short term (3-6 months) rapidly changes in response to updated guidance about a company, causing large portions of the future possibility spectrum to rapidly and spectacularly go to zero. In an instant, your Tesla 10/30 800Cs go from "some value" to "not worth the electrons they're printed on".
[Lily's Speculation] This phenomena, I like to call price decoherence, mostly as an analogy to quantum mechanical processes which produce similar results (the collapse of a wavefunction on observation). Price decoherence occurs at a widespread but minor scale continuously, which we normally call price formation (and explains portions of the random walk derivation explained above), but hits a special limit in the face of binary catalyst events, as in an instant rapid portions of the future expected payoff function are extinguished, versus a more gradual process which occurs over time (as an option nears expiration).
Price decoherence, mathematically, ends up being a more generalizable case of the phenomenon we all love to hate - IV crush. Price decoherence during earnings collapses the future expected payoff function of a ticker, leading large portions of the option chain to be effectively worthless (IV crush). It has interesting implications, especially in the case of hedged option sellers, our dear Market Makers. This is because given the expectation that they maintain delta-gamma neutral, and now many of the options they have written are now worthless and have 0 delta, what do they now have to do?
They have to unwind.
[/Lily's Speculation]
- Lily
submitted by the_lilypad to thecorporation [link] [comments]

# /r/Peloton Pre-TDF Survey 2020

Gentlemen, Ladies and those otherwise addressed - we know you've been waiting for a good thing, and the survey results are finally ready!
The answers were collected from you all during August 2020 with 1428 unique replies. That's a participation of 0.5% of all subscribers! That's really not too bad, when you keep in mind how popular these kind of surveys are. But we here at /peloton want to show you that this is all about presenting the information in the subreddit to cater better to our audience!
Updated after a few hours to include some more historical data the final edit that for some reason wasn't copied properly
Year 2013 2014 2015 2016 2018 Mar 2018 Aug 2019 2020
Results 2013-06-12 2014-06-25 2015-08-07 2016-11-17 2018-03-06 2018-08-20 2019-07-22 2020-10-12
Replies 351 598 1395 892 630 928 986 1428
Without further ado, let's get cracking on the response

You and Cycling

1. Where do you live?

Country 2015 2016 2018 Mar 2018 Aug 2019 2020
USA 32% 28.3% 22.84% 25.32% 20.23% 24.59%
UK 18.6% 17.6% 14.70% 20.13% 15.48% 14.80%
Netherlands 6.4% 9.4% 11.50% 11.58% 10.01% 11.01%
Germany 3.73% 3.4% 4.95% 6.39% 7.84% 6.65%
Denmark 3.9% 3.6% 4.31% 3.79% 7.64% 5.79%
Belgium 3.8% 2.7% 8.15% 3.57% 5.78% 5.36%
France 2.01% 1.08% 2.88% 2.27% 5.26% 3.50%
Canada 4.9% 7% 6.39% 4.22% 4.95% 4.50%
Australia 5.2% 4.7% 3.83% 4.00% 4.33% 3.93%
Slovenia 0.73% 0.32% 1.30% 1.14% 2.14%
Norway 2.58% 1.8% 1.60% 1.95% 2.58% 1.86%
Sweden 1.08% 1.09% 1.44% 1.41% 1.75% 1.43%
Ireland 1.00% 1.09% 1.44% 1.19% 0.72% 1.36%
Portugal 1.65% 1.8% 2.40% 1.52% 1.34% 1.14%
Italy 1.45% 1.44% 0.65% 1.03% 1.07%
Largely the same picture as ever, with the US leading the way, the UK in second and then a sliding scale of Europeans countries. Slovenia continues to pick its way up the pile for obvious reasons!
World Map to demonstrate

2. What's your age?

u17 17-19 20-25 26-30 31-35 36-40 41-50 51+ Total
2015 2.22% 12.04% 41.51% 24.66% 10.68% 4.87% 2.94% 1.08% 1395
2016 1.5% 8.9% 40.8% 24% 12% 5.4% 5.2% 2% 887
2018 Mar 1% 7.1% 33.5% 27.4% 16.2% 7% 5.7% 2.1% 617
2018 Aug 1.7% 9% 33.9% 26.4% 15.5% 7% 5% 1.5% 905
2019 1.5% 6.6% 33.2% 27.5% 16.4% 7.1% 5.8% 2% 972
2020 1.3% 6.8% 31.7% 28% 16.6% 7.2% 5% 2.5% 1420
Pretty much the same as last year, with the usual reddit demographics of majority 20 somethings dominating.

3. What's your gender?

'13 '14 '15 '16 '18 (1) '18 (2) '19 '20
Male 97.2% 97% 94.9% 93.4% 93.3% 93.6% 95.1% 94.9%
Female 2.8% 2.7% 4.8% 5.3% 5.3% 5.4% 3.7% 4.8%
Other - 0.33% 0.29% 0.78% 0.76% - -
Non-Binary - - - - 0.64% 0.99% 1.2% 0.4%
More normality here for reddit.

4. How much of the men's season do you watch/follow?

Type March '18 (%) August '18 (%) 2019 (%) 2020 (%)
Grand Tours 84.7 92.0 90.2 87.3
Monuments 79.1 74.9 79 75.9
WT Stage races 67.4 62.4 70.5 71.7
WT One day races 73.3 59.8 62.3 60.7
Non WT Stage races 32.6 16.7 17.4 25
Non WT One day races 34.8 13.7 17.4 20.7
Literally everything I can consume 35.9 18.1 21.1 27.1
Whilst GT following may be down (somehow), all the lower level stuff is up, which makes sense considering how desperate we have been for any racing during the season shutdown.

5. Do you maintain an interest in women's professional road racing?

Do you maintain an interest in women's professional road racing? '19 '20
Yes 49.8 49.2
No 50.2 50.8
Still very much a half/half interest in women's cycling on the subreddit.

6. How much of the women's season do you follow?

The following is true for the half of you that follows womens cycling.
How Much %
Just the biggest televised events 63.15%
Most of the live televised/delayed coverage stuff 29.08%
All televised racing 5.09%
Down to .Pro & beyond 2.69%

7. How long have you been watching cycling?

How Long %
Under a year 2,95%
1-3 years 19,50%
4-6 years 19,85%
7-9 years 14,10%
10-12 years 13,81%
13-15 years 7,15%
15-20 years 10,73%
20-25 years 6,17%
25 years + 5,75%
Simplified the years a little this time, but whilst we have a fair number of newbies, most people have picked the sport up since around 2013/14.

Sporting Favourites

8. Do you have like/dislike feelings about WT teams?

Once more, 14.4% of people really don't have feelings on the subject.
Of those that do:
AG2R Astana Bahrain Bora CCC Cofidis Quick-Step EF FDJ
Like 352 213 127 770 156 116 847 724 423
Meh 775 620 773 415 889 896 310 448 700
Dislike 52 356 263 31 112 141 71 37 53
Karma 300 -143 -70 739 44 -25 776 677 370
Israel Lotto Michelton Movistar NTT Ineos Jumbo Sunweb Trek UAE
Like 135 364 517 231 101 304 925 279 383 118
Meh 740 764 626 646 931 414 282 805 765 734
Dislike 302 40 52 326 121 562 53 97 42 331
Karma -167 324 465 -95 -20 -258 872 182 341 -213
So, the most popular team this year is Jumbo-Visma, followed by Quick-Step & Bora-hansgrohe. Least popular are Ineos & UAE.
As per usual, no one cares about NTT & CCC, with nearly 81% of users rating NTT as meh. Pretty damning stuff.
Lastly, we have the usual historical comparison of how teams have fared over time, normalised to respondents to that question on the survey.
Things to note then, firstly that the Astana redemption arc is over, seeing them back in the negative, maybe Fulgsangs spring issues helped aid that? The petrodollar teams of UAE & Bahrain are stubbornly negative too, with Israel keeping up the Katusha negative streak. Meanwhile, at the top end, EF & Jumbo go from strength to strength, whilst some others like Sunweb are sliding over time - their transfer policies no doubt helping that.

10. Do you ride a bike regularly?

Answer 2018Mar 2018Aug 2019 2020
For fun 61.5% 63.4% 59.9% 62.9%
For fitness 59.3% 59.6% 54.8% 59.8%
For commuting 46% 46% 45.6% 40%
For racing 20.6% 20.6% 15.9% 17.7%
No, I don't 14.2% 12.9% 14.8% 13.6%
Still a fairly small group of racers out of all of us

11. Out of the sports you practice, is cycling your favourite?

Yes No
58,29% 41,71%
A new addition to the survey prompted by a good point last time, just over half of us rate cycling as the favourite sport we actually do.

12. What other sports do you follow?

Sport #
Association Football / Soccer 50.78%
Formula 1 35.81%
American Football 26.27%
Basketball 22.46%
Track & Field 17.58%
Esports (yes, this includes DotA) 17.30%
Rugby 14.27%
Skiing 14.12%
Ice Hockey 13.63%
Baseball 12.15%
Motorsports (Not including F1) 10.59%
Cricket 10.52%
Tennis 9.53%
Chess 8.97%
Triathlon 8.69%
Biathlon 8.12%
Snooker 7.06%
Golf 6.92%
Swimming 6.85%
Ski Jumping 6.78%
Climbing 5.72%
Martial Arts 5.65%
Handball 5.44%
Darts 5.01%
Speed Skating 5.01%
Football always tops the charts, and Formula 1 continues to rank extremely highly among our userbase. Those who have a little following below 5% include Sailing, Fencing, Surfing, Boxing & Ultra-Running.
Other cycling disciplines
Sport #
Cyclocross 22.10%
Track Cycling 14.34%
MTB 8.97%
BMX 1.20%

13. Out of the sports you follow, is cycling your favourite sport?

Yes No
61.79% 38,21%
Good. Makes sense if you hang out here.

Subreddit stats

14. How often do you participate in a /Peloton Race Thread whilst watching a race?

2015 2016 2018Mar 2018Aug 2019 2020
I always participate in Race Threads during races 2.8% 2% 2.2% 4% 2.5% 3%
I follow Race Threads during races 41.7% 36.7% 38.1% 42.1% 42.5% 38.9%
I often participate in Race Threads during races 16.8% 19% 16.5% 18.9% 15.2% 13%
I rarely/never participate in Race Threads during races 38.7% 41.3% 43.1% 35% 39.8% 45.1%
Slightly less invested than before, reverting back to an older trade.

15. How do you watch Races?

Method 2018Mar 2018Aug 2019 2020
Pirate Streams 62% 46.5% 50.2% 47.9%
Free Local TV 55.7% 64.5% 59.6% 53.9%
Desperately scrabbling for Youtube highlights 37.9% 30.2% 28.2% 24.9%
Paid Streaming services 32.3% 35.4% 38.3% 46.3%
Year on year, paid streaming services go up - the increasing availability of live content legally continues to improve, and so do the numbers on the survey.

16. Where else do you follow races live (in addition to watching them)?

Type 2018Mar 2018Aug 2019 2020
/Peloton race threads 86.2% 83.4% 80.2% 76.9%
Twitter 30.5% 34.7% 33.3% 38.3%
PCS Liveticker - - 30.2% 32%
Official tracker (if available) 24%
The Cyclingnews liveticker 26% 23.5% 21.5% 18.9%
Sporza (site/ticker) 1.89% 9.5% 10.8% 10.8%
NOS Liveblog - 6.8% 7% 9.2%
Steephill 0.52% 13.5% 10.2% 8.2%
/Peloton discord 6.5% 5.4% 7.5% 7.2%
Other cycling forums 15.1% 8.1% 7.6% 7%
feltet.dk - 2.2% 5.4% 5.2%
Facebook 3.8% 5.4% 4% 4.2%
BBC Ticker - 3.5% 2.1% 4.1%
DirectVelo - 1.3% 1.6% 1.8%
Non Cycling Forums - 1.3% 1.2% 1.2%
/cyc/ - 1.3% 1% 0.6%
/peloton IRC ~0 0.8% 0.4% 0.5%
The PCS liveticker continues to have a strong following, whilst the cyclingnews ticker slowly slides into less usage over time.

17. Do you use /Peloton mostly in classic reddit or redesign when on the desktop?

Type 2018 Aug 2019 2020
Classic 75.1% 67.2% 46.2%
Redesign 24.9% 32.8% 53.8%
Time to abandon ship. The end has come.

18. With what version of reddit do you browse the sub?

Version 2019 2020
Official App 17.9 31.1
Desktop Classic 37.8 25.8
3rd Party App 18.3 17.2
Mobile Web 12.4 14.7
Desktop Redesign 13.7 11.2
Phone browsing is very much in vogue.

19. How did you find the sub?

How %
Through other forms of reddit, f.e. /bicycling 48.33%
Too long - can't remember 38.65%
Google search 9,11%
My friend told me 2,28%
I wanted to talk about my exercise bike 0.78%
Twitter 0.5%
Lantern Rouge Youtube 0.28%

Other bits and bobs

20. Did you think back in March we would see any more racing this year?

Yes No
52,81% 47,19%
Despite the threat, we have seen racing again

21. Will we manage to fulfill the rest of the UCI calendar without further Covid-19 issues postponing more races?

Yes No
25.3% 74.7%
Sorry to you 25%, Amstel, Roubaix & a bunch of other races have falled foul of COVID-19 related cancellations.

22. When did you become aware of Alexander Foliforov?

When %
Before the 2016 Giro 3,25%
22nd May, 2016 15,55%
On /pelotonmemes in 2020 21,13%
Who? 60,07%
If you didn't know of the man, watching him demolish the Giro field in 2016 on the stage 15 ITT should help to gain understanding

23. Who will win the 2020 Tour de France?

Rider %
Roglic 52,12%
Bernal 16,57%
Pinot 9,24%
Dumoulin 7,9%
N.Quintana 2,82%
Pogacar 1,41%
Richie Porte 0,35%
We can safely say that most of us were wrong about this one.
That's not a lot of confidence in Richie Porte either, the man who was to finish on the third spot of the podium. Alexander Foliforov (0,23%) had just a tiny number of votes less, and that man wasn't even in the race.

24. What for you was the defining cycling moment of the previous decade?

We had a lot of brilliant suggestions, but these were the clear five favourites when we tabulated the results.
Honorable mentions go to the Giro 2018, which had Tom Dumoulin winning, and of almost identical fascination to many of you - Tom Dumoulin going on someones porta-potty in the middle of the stage.
Little bit of recency bias perhaps, but that's better than ignoring that this was for the last decade and firmly insisting Tom Boonens 2005 WC win was the biggest thing. Special shoutout to almost all the Danes present in /peloton who voted for Mads Pedersens WC win last year. It's an understandable reaction.

25. Any suggestions for the Survey?

New Questions
We promise to feature one of these suggestions in the next survey
Suggestions
We will try to implement this. But it will also skew results.
About the Survey
The subscribers are torn on Women's cycling, nearly a 50/50 split there as the survey showed - The moderators at /peloton are firmly in the "more cycling is better" basket, and we will continue to get as good coverage of womens cycling as possible.
Are you trying to give the moderators PTSD? Because this is how you give the moderators PTSD.

26. Any suggestions for the sub?

ALSJFLKAJSLDKJAØLSJKD:M:CSAM)=#/()=#=/")¤=/)! - Your moderator seems to be out of function. Please stand by while we find you a new moderator
The Weekly threads are great for these types of questions, where several people can contribute and build up once it is understood which information is relevant.
Our experience is that "limited" will never be so, if we're going to moderate it fairly. Moderating is not a popularity contest, but believe it or not, we're actually trying to be as fair as possible. and for that, we need rules that are not subjective. Unless you have a stationary exercise bike.
All of these are good suggestions, but remember that all of you can also contribute - The mods are sometimes stretched thin, specially in the middle of hectic race schedules. It's easier if one of you has a way to contact a rider or a person of interest and can facilitate the initial communication.
We've worked on this! The Official Standard is now as follows: [Race Thread] 202x Race Name – Stage X (Class)
This sounds as a nice community project for the after-season, and hopefully many of you subscribers can contribute.
Come with suggestions on how to tidy it up!
We have chastised all the mods. They are now perfectly trained in gender-neutral pronouns. Be well, fellow being.
If we can implement this for hard liquor, you know we will.
The spoiler rule is one that is discussed frequently - in general - some users absolutely hate it, but a majority love it. Perhaps we'll include a question in the next survey to see how this divide is exactly.
We actually do - whenever there is a matter of life or death, we think public information is more important than a spoiler rule. But at the same time, we try to collect all the different posts into one main thread, so to keep things focused and letting very speculative posts meet with hard evidence from other sources.
This is a tough ask of the internet. While we can agree that voting should be done accordingly to what insights they bring, not subjective opinions, it is very hard to turn that type of thinking around. We can ask of you, our subscribers, that you please think twice about hitting that downvote button, and only do so because of you think a post is factually incorrect, not because it differs with your own subjective opinion.
That's the primary analysis of the survey! Feel free to contribute with how you experience things here!
submitted by PelotonMod to peloton [link] [comments]

Modern Serialization and Star Trek: Re-imagining TNG to put Discovery and modern Trek in context

This is going to be one of those shower thought posts that exploded to be far larger than I originally hoped, so my apologies in advance.
It's no secret or unspoken thing that Star Trek: Discovery differs largely in terms of presentation from previous Trek series, and that is due in large part to it being a 14-episode, serialized series, versus the majority of Trek, which has been almost entirely episodic. DS9 sort of bucks this trend with major serialized arcs, and continuity between episodes (characters actually change!), as does Voyager. Enterprise, too, takes a bigger step towards serialization, as events from past episodes frequently shape those of later episodes, and characters change both in relationship and attitude over the series (to the extent that the writing allowed).
However, for Trek's 2017 return, DIS was brought to the screen in a radically different way-- instead of episodic seasons punctuated with serialized arcs and minor continuity threads sprinkled throughout, it was a tightly-woven story (insofar as it could be, given its original showrunner left midway through the development of the series) concentrated on one, continuing arc, following the trend of other prestige television shows that define the Golden Age of TV.
This is attributable to a few likely things: preference by the writers, the demands of CBS, and wanting to use the show to launch All Access, which necessarily demanded a "Game of Thrones-style" flagship. The smaller episode count, too, enables more budget per episode-- in 1988, an episode of TNG cost ~$1.3 million USD, which, with inflation, equaled about $2 million USD in 2016, when Discovery was being developed; Discovery's first season ran a reported $8.5 million per episode. Even at only 14 episodes versus TNG's first 24 episode season, DIS S1 cost more than double the amount to produce. This level of cost and detail means playing it safer, but also, means reusing props, prosthetics, and CGI assets to make sure that bang-for-your-buck is ensured. Thus, a series with a relatively consistent setting.
Season 1 of DIS tells a specific story, with distinct acts, a beginning, a middle, a climax, and a conclusion, and sets up plot points that are raised and resolved (along with others left dangling for future seasons). In terms of structure, it looks something like this:
  1. "The Vulcan Hello" (beginning)
  2. "Battle at the Binary Stars" (Act 1 concludes)
  3. "Context Is for Kings"
  4. "The Butcher's Knife Cares Not for the Lamb's Cry"
  5. "Choose Your Pain"
  6. "Lethe"
  7. "Magic to Make the Sanest Man Go Mad"
  8. "Si Vis Pacem, Para Bellum"
  9. "Into the Forest I Go" (middle) (Act 2 concludes)
  10. "Despite Yourself"
  11. "The Wolf Inside"
  12. "Vaulting Ambition"
  13. "What's Past is Prologue" (Act 3 concludes)
  14. "The War Without, The War Within"
  15. "Will You Take My Hand?" (Act 4 concludes, thematic climax)
And it follows a few core plot threads:
This is all a pretty large departure from previous Trek, where some character threads are sprinkled throughout the series, like Riker maturing as an officer, or Sisko growing into his role as the Emissary as well as a Captain. Some things are more contained, like Picard dealing with the trauma of his assimilation and being used to murder 15,000 people by fighting in the mud with his brother on their vineyard.
This new structure has been received with mixed results by the Trek community (though the consensus seems to be it's working, considering we're at three seasons with two more on the books and two spinoffs on the way), and I think a large part of that is that, while serialization lets the writers tell longer, more detailed, and more complex stories, episodic shows enable writers to tell more varied, unique, and "special" shows.
With DIS, we're not going to have a "Measure of a Man", unless the season is set up to support it. However, with the TNG model, we're not going to have characters change much over time, and the reset button is going to come into play at the end of every season (if not every episode...looking at you, Voyager).
This leads me to the original shower thought that prompted this post: while rewatching The Neutral Zone in TNG S1, it made me wonder what TNG would've looked like had it adopted a similar model, where, presumably, the Borg would have been central to the plot, as would Q. So, I present to you below, my model for TNG S1, were it made in 2020 in an episodic, DIS-style, and leave it there for your consideration as to the future of the franchise, and what possibilities may come from coming series like Strange New Worlds, which may see a come-back of the episodic style.
My presumption for this new S1 is that it would borrow elements from S2 and S3 of TNG, as it would, generally, have tighter writing (given far fewer hours of film).
TNG Re-Imagined
Season 1
And that's TNG S1! S2's theme would be more regular exploration with hints of Borg, and probably another plot or plot(s), and S3 would, of course, culminate in BoBW.
Now, I could be way off the mark, but given how Trek is written now, and what it was back then, that's how I'd see something playing out in 2020. Note, though, that even in this format, one finds places to put in some semi-episodic episodes, not unlike Discovery S3 thus far. Hopefully, that means we get the chance for some truly unique, almost-standalone moments in the coming years.
submitted by tyrannosaurus_r to startrek [link] [comments]

The SS Cardif

“Attention all crew; I repeat - Attention all crew.” the ship - wide loudspeaker announced.
He and the runtime of Flowers had their arms buried deep in the guts of a Goat gear hauler trying to reconnect its aft starboard repulser module and looked at each other questioningly.
With a series of snaps, a waldo from Flowers’ forearm began snapping in the connections on their side, as he thought his own manipulators from both of his forearms and they began plugging in the nine pin connectors on his side.
“Mr. Drake and Runtime Flowers to Ops. Mr. Drake and Runtime Flowers to Ops.
“Dout leader Mri’x to Ops. Dout leader Mri’x to Ops.”
The mostly-human and the robot-looking vessel for his AI friend both produced wondering looks. “Runner!” the mostly-human, Mr. Drake yelled out into the maintenance bay.
A Mwraht, a slender bipedal humanoid coated in fur and wearing their moccasin like deck boots and the ubiquitous brown leather smock vest they favored, suddenly appeared, wippingits hands.
It was M’arh, a student on the ship learning ship engineering and maintenance from the human and AI perspective. It regarded Drake with an earnest expression in its tilted almond-shaped eyes.
“Please run to ops and let them know we’ll be along shortly,”
M’arh smiled and mouthed something, and the translator, in a fair facsimile of what M’arh’s voice would sound like if the Mwraht’s mouth could form the words said “At once,Instructor”, and took off.
“They never cease to puzzle me.” Flowers said in a voice synthesised and engineered to sound like an erudite Free Wales Easterner with a touch of Old Earth, fitting the bolts on the deflector on his side as Drake thought out a data probe and began running diagnostics on the repulser.
Drake looked at him quizzingly, as he split his attention between the connectivity check and his other hand began bolting on the deflector on his side.
“There are nuances to their speech, as well as odorant aspects to what he said that you cannot hear or smell, though I have been working on an idea where you could.” Flowers said as he began hooking up the power cables on their side.
“Ok…” Drake said as he mentally pushed the diagnostics over to Flowers and pulled a ratchet from the fairing lip he had set it earlier, tightening down the deflector bolts.
“Meat bags” Flowers said, shaking his sensor pod. “Your kind are so oblivious!” Flowers announced, withdrawing their arms and standing up to their full two meter height. “And I see your frustration with biological markers at not knowing what I am talking about. Monkey-assed murder hobo meat bags.” Flowers said in a dead pan.He went over and began cleaning it’s arms and legs with an orange-based degreaser.
“That is Monkey-assed Augmented murder hobo meat bag to you, you synthetic shit!” Drake said, laughing, joining Flowers at the cleaning station, and began using the same cleaner on his replacement arms. “And I still have no idea what you are talking about.”
The humans and Mwarht in the maintenance bay all stopped what they were doing and looked on. In most instances, those words were an invitation to murder. The other Runtimes there, some Flowers, some Neptunian Wind, ignored it and kept working.
Flowers sighed, an unnecessary vocalization only, for emphasis. “They adore humans and revere you as something akin to a living deity. The Dout leaders here know you lead the teams that first boarded their ships and took on the Drix raiders to save them. They know you then lead the teams that boarded the Drix slaver destroyer and carried out retributionary subjugation for what the Drix had been doing on the Mwraht ships.
“They do not know how you then petitioned the Order and led raids into Drix territory and assaulted the slaver worlds.”
Flowers looked at their human friend, and saw the distress in his eyes. Both knew the augmented human, and a small army of fellow Augies and Runtimes had taught the Drix in the clearest way possible to stay out of human space and leave the Mwraht alone in such a clear and brutal fashion whose necessity still bothered the human.
Flowers lowered their voice, straightening their friend’s work smock. “M’arh’s grandsire was on that first ship you boarded. Mri’x mother was on that ship and was the one about to be eaten and raped by a Drix, the one you pulled off of her and punched, it’s head rupturing.”
Even though they could see their words were causing him distress, Flowers continued.
“They love all humans, but they excrete a pheromone musk that is akin to the same one they excrete in their religious ceremonies, but slightly different, when they interact with you, or after a few beers and they talk to you. Their sub vocalizations are completely adoring and submissive when it comes to you. Some of the females and a non-zero number of males fantasize about being ‘taken’, or mated, by you. You idiot.”
“Fuck.”
“That was implied.”
“You fucking pretentious Rooba. You know what I meant.”
“Flowers laughed. “Yes, we do. I still love the word play, though.”
“I really wish you had been with me. I know, you were tied up on that Artifact World, but I sometimes wish you had been there, to keep me in check. I was not in a good place.” He brushed himself off, found his coffee mug and set off for the passageway that led to Ops.
“I have told you before, be glad I wasn’t. Your response was far more measured and restrained than my would have been. It is a flaw in our Matrices. Slavery brings out the ‘murder-bot’ in us, and no one in the Order can figure out why.”
“I know that you have the facts of my actions, but it was like I was in the Second War, again. And we both know what a bloodthirsty asshole I was then.” The human, if that term even applied to their friend anymore, remembered what a monster he had been in the Alpha Centauri and Tau Ceti theatres of the Second War. The pain and humiliation of what he had been was written plainly on his face.
“You destroyed three hundred and eighty three of my Runtimes, roughly half of which was in single combat. And that was before the Holies shredded your limbs. The Purists still consider you a living dataphage, akin to human allegories of Satan. My kind uses you as one of many examples of why we must never war with Humanity again.
“And, strangely enough, the Seekers consider you both a Singularity to be understood and an objective: to breed with you, thinking you are a key to their evolution.”
He stopped dead and looked at Flowers shocked.
“I will provide logs to prove these statements.”
The Seekers were the strangest of the AI’s, in his opinion. They had made themselves biological Runtime vessels, biological bodies, that they wore like clothing, compiling experiences seeking to understand Humanity, their Creators, and evolve past the limitations of being an AI. Not to become human, but to become something that was both the best of AI and Human essences and so much more.
“So, I’m a Classical hero to the Mwraht and a boogey man and bad example to the AIs that they want to breed. Great.” Drake pinched his nose and shook his head.
“You did not know any of this, I take it?” Flowers asked.
“The second war was almost two hundred years ago. When the Order brought me in, you were already a member and I thought they were going with the whole forced-to-learn-each-other thing when they sent us out on that mapping mission; like they did with the Iberrians and the Chinese. I thought the other AI just had a thing about me from the War, which is understandable.
“And I had no idea about the rest. I thought that the Mwraht just thought I was the cool teacher.” He shook his head and leaned up against the wall, massaging his temples one-handedly.
“Idiot murder hobo.” Flowers said, realizing now that their friend, while brilliant, was oblivious.
At that point, Mri’x came around the corner, his fur a glossy black with dark grey stripes. Mri’x looked at Flowers sternly, then nodded at Drake as he passed.
Drake looked at Flowers questioningly, who nodded. Both had caught that Mri’x had cut his translator as he passed and caught a gutteral call. “It was a vulgar corollary to ‘Talking Waste Receptacle’. Quite elegant, really.”
Drake shook his head and began his way to Ops again. “Send me the specs on the hearing and smelling upgrades. I think I need to upgrade again.”
As fast as thought, the files were there, as well as one to improve his language skills with them.
* * *
Captain Sarah Rees of the Union of Independent Stars Exploratory Vessel SS University of New Cardiff was looking over holographic charts at the central tank with her XO, Lt. Commander Martin. Both had the mocha skin common to Westerlies of Free Wales, she a pixie of a woman shorter than even some of the Mwraht with close shaved hair beginning to show grey. Mr. Martin was taller, but still dwarfed by most of the rest of the human crew. He was a vicious social climber who didn’t care for the civilian crew, though a misstep on his part when he was still Stellar Navy had made him as much of a civilian as anyone else in the crew, a fact he often forgot. And for some reason he loathed the three AI aboard, and looked down his nose at the Mwraht. This led to all sorts of headbutting with Drake’s group of Operations Specialists and Drake himself; who largely ignored and dismissed the little shit.
“Leader Mri’x, Mr. Drake. Thank you for joining us. M’arh informed us you couldn’t pull away. Flowers, thank you for coming as well.” Rees said as she moved around to the far side of the tank, in a darkened room full of people at work stations worked with either data plugs or AR sets. Flowers took no insult. They readily accepted that they were Drake’s Executive Officer for his group, and their ego, as such, wasn’t as easily bruised as a human’s” Flowers gave a nod with their sensor pod and took a manipulators-behind-the-back stance the humans were fond of.
“Thirty minutes ago” Rees continued, “we picked up a GP general distress beacon from a system that was on our research list. We will be bypassing the next two on the list and based on the current agreements with the Galactic Parliament, we will be going to full power and make best speed for the system in question. It is in uncharted space as far as we, the GP and the Conclave are concerned.”
The GP, the System Confederacy, the UIS and the AI Conclave had all agreed to adopt what was essentially humanity’s Maritime Law and all ships receiving the signal were required to render aid.
Drake took all of this in and thought out a series of commands to the six Kodiak Class corvettes in the retired Assault Cruiser’s forward hanger, beginning their startup sequence and pinged the comm devices of all of his Operations Specialists. Flowers looked over and nodded. Little known to the crew, except the Captain, those ships could be armed to the teeth with a minimum of work. Flowers sent his command to arm them, the ship systems’ pinged Drake as confirmation and he agreed. Drones began opening the hull and loading the weapons packages, removed fairings that covered weapons ports and began preflighting the weapons, as another set began bringing the ships to life.
“We will be ready when needed, Captain. Option two.” Flowers announced. She smiled in somber appreciation. She was glad she had the option. She was about to race into an unknown system to answer a vague distress call with zero intelligence.
While this was going on, in the aft bay, hundreds of drones were coming to life as Mri’x brought his group to action. With a thought Drake and Flowers authorized the release of weapons to Mri’x so his drones could be armed. Mwraht drones were some of the best in either race, outside of the Conclave, and the AIs had even adopted many of the construction techniques the Mwraht used, especially their alloy that allowed a small fusion bottle to power the EM Cavity engines, weapons and shields.
The fact that the Order had given literal tons of precious metals and set up arcologies for the Mwraht in payment had made the Refugee Mwraht colonies some of the richest ones in known space.
Mri’x subvocalized and his translate stated “drones will be ready as well, Leader.”
“Thank you, Leader.” Captain Rees said with a bow of her head, then began drawing plans up in the tank. “We know little, but we are past the signal shell, and there is nothing but the beacon and normal noise.
“The system is a stable red dwarf binary one, the stars holding about a light-hour from each other, at their closest. We expect that based on stutter, a few terrestrial bodies inside the orbit of a mid-sized gas giant, that is three light-hours out from the outermost orbit of the primaries. We see some wobble that there are a few solid bodies out from the gas giant.”
The tank then zoomed on a rough solar system as described, the gas giant was a solid neon green sphere on the display, with a ‘Jx3.1’ tag on it. Three times the mass of Jupiter. The thing wasn’t a true Super Jupiter, but it would play holy hell with the system, and make modelling a lot more hard. The problem was that it exhibited 3.1 times more gravitational influence on its stars than Jupiter did, but that didn’t say how big it actually was. They wouldn’t know that until they came out of the Trough and then Alcubierre drive. The telescopes were essentially useless at this point.
“The system is slightly below the gravitic trough we are riding, so we will exit the trough and make best speed in A-Space to it. We will bring the STL drives up to 110% before doing so. After we drop the A-Drives, we’ll make best speed to the signal, scanning as we go. We will do a 150% burn and aerobrake if it is a planet, or cut the drives, rotate and crash burn if it is a ship.”
Wow, thought Drake. She is damned serious about this.
Those maneuvers would make them extremely visible yet incredibly hard to hit; and give them a high-G escape route if needed. But all of this was also going to play hell with the student-crew of the ship, who had long grown accustomed to 0.6G. It would also mean the Mwraht, who were still adapting to the higher-than-their-normal gravity would need to be in their special acceleration couches. They would still be able to operate their amazing drones, but not much else. The couches took an hour to cycle up to protect the Mwraht, and an hour to cycle off after they weren’t needed. The moves the Captain was planning were not a thing to undertake lightly. She suspected something. Drake pushed more commands at the Kodiak and gave all weapon system controls to Flowers for all of their ships.
The Kodiak corvettes were very deceptive Q-Ships. They looked like Massive trans-atmospheric cargo shuttles, but each one had the armor, power plant, FTL and STL drives of a frigate - and the weapons of a Destroyer.
Flowers turned to him, head tilted in their predefined “Are you bloody serious?“ look.
Drake just nodded once.
This exchange wasn’t lost on anyone there.
The Captain looked at Drake in an interrogatory fashion
“Armed up the Kodiaks and positioning them for a hot launch, if needed.”
The Captain smiled grimly and nodded. “We are planning on a rescue mission, will those changes reduce any capacity for the primary mission?” she asked.
“No, Captain.” Flowers answered for them.
She nodded and carried on.
“Mri’x, obviously, you’ll be couched for this, and I sincerely apologize for that. But something about this has my hackles up.”
“As are mine. GP ships do not have automated distress beacons, someone activated it. But we are three thousand light years from GP space, the closest GP race being the Drix.” He approached the holo tank and began expanding the map. “We call this space the Greater Void. It was the territory, long ago, of the ones we called-” the translator cut out at that point and was replaced with the gracile being’s raspy growl. Mri’x looked perplexed and growled again. “I see our translators have been modified to allow the uttering of The Nameless Ones true name.” The map zoomed out farther.
Soon, all of the mapped and a few of the suspected Dark Matter Troughs were displayed. They were like shadow arms of the galaxy, spiraling out from the core, a few of them wrapping themselves all the way around the galaxy.
“The ones you call the Fae are originally from here,” he indicated, a star not unlike Earth’s, almost a thousand light years from the star they were headed to, but smack dab in a grey band of a different Dark Matter Trough. It was a great curving grey patch that went coreward from the Earth-like star, passing within about fifty lightyears of Earth.
The Fae were a recent mystery the Tides of the Universe had dumped upon the shores of Humanity just after the Second War, right before the Fall of Earth.
When they sent their pleas for Asylum out, they sent information about themselves. They were the barely viable population that had been running for three centuries in their great world ships made from hollowed out asteroids. What they had been running from was even to this day unclear, but in their tongue meant Dark Brethren.
The fact that tongue seemed to contain roots that became Sanskrit was a huge thing.
They were tall, whip-thin and pale people who breathed a lower oxygen percentage at lower pressures than humanity, and their normal gravity was about a third of what humanity
After First Contact, genetic samples proved they were, or had started out as human, roughly a hundred thousand years ago.
“This is the Coreward Flow from what you call the Crux-Scutum Arm through the Orion Arm, and to the Perseus Arm. The Drix call this whole area their equivalent word and meaning for Hell. Their myths say this is where the Monsters live.
“The Rest of the GP races call this The Red Zone, it is forbidden to fly here, and if you do, there will be no rescue. So of course this is where my people ran when we fled the Drix.”
Mri’x moved the hologram out again, showing this outer rim area that was the Red Zone included Earth, and all known human and AI settled worlds, of all the separate factions combined.
“The area is full of thousands of worlds your kind could land on, little to no protection required, unlike the Fae, who it would crush and pressure cook, as it would most of the races in the Galactic Parliament.” He zoomed in on an area at the far end of the Trough. “We ran here, and Mwarht Home is here.” He showed a system in a blue circle. Zooming out again he highlighted the Drix Combine, Coreward of and on the far side of the destroyed system the Fae had come from, hundreds of light years separated the three systems.
“We ran through the system the Fae came from when we ran from the Drix. We needed water and anything to recharge our ship farms' biological cycles.
“There were no solid planetary bodies in that system, just vast fields of debris where rocky planets were. No moons, no ice giants. Just the star, a larger red dwarf and gas giants and numerous asteroid belts. There were massive radiological signals throughout the system, and tons of debris. Something destroyed this system. In a way, it was a blessing for my people. The ice and debris were easily mineable for what we needed. We even found artifacts of the people that had once existed there. This is where we got our improved FTL drives and much of our weapons and armor technologies.” Mri’s looked somewhat ashamed. It was a racial shame. They hated, deep down, living on the detritus, cast-offs and charity of other races. Before the Drix they had been proud though primitive peoples who had yet to discover flight or antibiotics, let alone space flight. Easy pickings for the Drix.
“All of that was about one thousand lightyears from the system we are headed to, a few weeks' travel with your drives, months or years with Galactic Parliament standard drives. This area is one of mysteries and many, many dangers. Any race that could shatter every solid body in a star system is not to be taken lightly.” Mri’x looked up to his Captain, or as they called her ‘Leader of multiple Douts’.
“Thank you, Mri’x. Drake?”
“We will be ready for pretty much anything. I’d like to request permission for Flowers and Winds of Neptunes to take out their Scout bodies and launch just before we start braking, if we do.” He said. Winds appeared as a hologram of the planet Neptune, and pulsed in cadence with the words it spoke. “As you wish, Grand Master.” and winked out.
“Good plan, Drake. I take it you all will be on the Kodiaks with your crews?”
“Yes, Ma’am. I’ll leave four of them here, to bring the Field Engineering and field Science students down if the scene is safe. I’ll leave one set up for medical and Flowers can fly it down, if that becomes needed.”
“Very well. We are about eight hours out, if we stick to the plan. We leave the Trough in two hours. Drake, M’rizx, set up what you need. Mr. Martin, please take the Conn and give the Old Girl her legs, she needs to run. I’ll be meeting with the different department heads next.”
* * *
A/N: Lurker posting something HFY for the first time. A rough draft of something bigger I'm slowly working on.
submitted by 17_Bart to HFY [link] [comments]

HonestT Survey Results!

We had 221 responses, which is about 7% of our user base (~3100). In total, that gives us a 6.35% margin of error at 95% confidence. Which is to say, the results aren't super scientific so take it with a grain of salt lol. I'm sure we have some biases in that more active members of this sub were more likely to respond, etc. so this is more of an informal fun thing than science.
You can view a pretty version of the results with all the data here. It'll break it down with charts and it's very pretty to look at. Since Google did all the hard work for me there, I'm just going to let y'all look at that and talk about some of the more interesting things here.
Some highlights of the data:
Any thoughts or surprises? Feel free to discuss below!
submitted by lily_of_the_ditch to honesttransgender [link] [comments]

r/pharmacy 2020 demographics survey results!

The pharmacy 2020 demographics survey results are here! There were 258 respondents this year. Please note that the numbers will not necessarily add up to 100%, since all questions were optional. Sorry in advance for the crappy Excel graphs.
Location
Most respondents hailed from the US (233; 90.3%), followed by Canada (10; 3.9%), United Kingdom (8; 3.1%), New Zealand (2; 0.8%), and 1 respondent each from Australia, Indonesia, Slovakia, Sweden, and Taiwan.
Of the 233 Americans, the top 3 states were California (20; 8.6%), Pennsylvania (18; 7.7%), and Texas (18; 7.7%).
The 10 Canadians were from Ontario (5; 50%), British Columbia (2; 20%), Alberta (1; 10%), Nova Scotia (1; 10%), and Quebec (1; 10%).
Demographics
Of the 258 respondents, 130 (50.4%) identified as female, 123 (47.7%) as male, and 3 (1.2%) as non-binary.
Age distribution is shown in the below table. A few statistics: minimum 19, maximum 68, mean 29.0, median 28, mode 26.
https://preview.redd.it/qxyxs2sj09c51.png?width=554&format=png&auto=webp&s=202bef88a53fa8596182435590ba9de8eb3646c9
In terms of race/ethnicity, the categories from most to least common were as follows: white (156; 60.5%), Asian (55; 21.3%), 2 or more races (11; 4.3%), black (9; 3.5%), Hispanic or Latino (8; 3.1%), Indian subcontinent (6; 2.3%), Arab (4; 1.6%), Native American or American Indian (2; 0.8%), and Armenian (1; 0.4%).
General employment questions
Of the 258 respondents, 169 (65.5%) were pharmacists, 55 (21.3%) were pharmacy students, 22 (8.5%) were non-pharmacist staff, and 8 (3.1%) were pre-pharmacy students. There were also 1 each of the following: corporate pharmacy compliance, pharmacy wholesaler, pharmacology student, and other healthcare professional.
Most respondents (169; 65.5%) were employed full time (defined as > 30 hours/week), while 19 (7.4%) were employed part time. 49 respondents (19.0%) were full time students (not necessarily in pharmacy), 13 (5.0%) were unemployed, 4 (1.6%) worked outside of the field of pharmacy, 2 (0.8%) were self-employed, 1 (0.4%) was retired, and 1 (0.4%) was consulting/contracting.
There was a nearly equal split between respondents working in suburban (99; 38.4%) vs. urban (97; 37.6%) locations, followed by 21 (8.1%) in rural locations and 15 (5.8%) working remotely (apologies - I should have made this question/response more clear, but based on a jump compared to last year's survey, I think people working from home temporarily due to COVID-19 may have chosen this option).
A pie chart of primary place of employment is shown below, with the top 7 responses shown in the legend: community/retail (136; 52.7%), hospital including outpatient (48; 18.6%), pharmaceutical industry including CROs (11; 4.3%), mail ordespecialty/home infusion (9; 3.5%), unemployed (8; 3.1%), long-term care/hospice (8; 3.1%), and ambulatory care (5; 1.9%). Please note that the unemployed category includes non-working full time students.
https://preview.redd.it/csyipt0hs9c51.png?width=297&format=png&auto=webp&s=3b91337feb634a61730ccfbdd09aa8a0fdda6d7a
A small proportion (42; 16.3%) of respondents reported having a second job. Of these, the most common fields of employment were: hospital including outpatient (10; 23.8%), community/retail (8; 19.0%), and self employment/side hustle (7; 16.7%).
Salary
For the following charts, I only included those working full time. Below is a histogram for full time pharmacist salary worldwide, as well as a table showing some stats for global, US, and ex-US salaries.
https://preview.redd.it/n16j31x1v9c51.png?width=447&format=png&auto=webp&s=624581f5b94c917c417ac39da92cf9eb4c77130c
Global (139 responses) US (130 responses) Ex-US (9 responses)
Minimum $11,000 $11,000 $43,050
Maximum $300,000 $300,000 $230,000
Mean $116,284 $118,909 $78,375
Median $120,000 $120,961 $63,000
Below is the histogram for full time non-pharmacist staff worldwide. There was only 1 ex-US respondent, so I didn't separate out the stats. Here they are: minimum $15,000; maximum $72,000; mean $37,767; median $37,000.
https://preview.redd.it/q2w4f7t5y9c51.png?width=384&format=png&auto=webp&s=300c4992413830cb45befa7ffa9e24e9d5c2370d
Community/retail pharmacy
The pie chart shown below shows the breakdown of pharmacy type for the 136 respondents working in community/retail pharmacy. I'm not exactly sure what Genoa means, so I left that one as is.
https://preview.redd.it/begscv9fz9c51.png?width=288&format=png&auto=webp&s=c22e8ba0797ef1829bb9f0b30db9351b059a3264
Roles within community/retail pharmacy are displayed below.
https://preview.redd.it/l6l3w94zz9c51.png?width=265&format=png&auto=webp&s=ff10c40fd56bc3334762c06a5e6dc4e61a1004d8
The pie chart below displays responses regarding the impact of COVID-19 on hours/salary.
https://preview.redd.it/ugvcv06fbac51.png?width=276&format=png&auto=webp&s=60e055f753ed52c69220fb00e8ef817672804ebd
Hospital pharmacy (including outpatient)
There were 48 respondents working in hospital pharmacy. Bed count at their institutions is shown in the graph below.
https://preview.redd.it/1mv5r0ne1ac51.png?width=382&format=png&auto=webp&s=f46fa5df7be0c5b7d24603a218043fe4cb92f1bd
Roles within hospital pharmacy are displayed below.
https://preview.redd.it/4a3xewk72ac51.png?width=280&format=png&auto=webp&s=9d9a2dbd99882673300ad51e43808d90eb35d8a4
Of the 38 hospital pharmacists, 13 (34.2%) had completed a residency, and 5 (13.2%) were currently completing a residency. The remainder (20; 52.6%) were not pursuing nor had ever completed a residency.
The top 3 clinical specialties were ambulatory care, emergency medicine, and oncology (3 respondents each). Note that it was possible to choose more than 1 specialty.
The pie chart below displays responses regarding the impact of COVID-19 on hours/salary.
https://preview.redd.it/b9pj5l3sbac51.png?width=278&format=png&auto=webp&s=b0478e7ea600140253b9dc53066210412967d4cd
Pharmaceutical industry (including CROs)
Eleven respondents (4.3%) reported working in the pharmaceutical industry. The breakdown by department is shown in the table below.
Department Number of Respondents
Drug Safety and Risk Management/Pharmacovigilance 2
Medical Communications/Education/Information 2
Regulatory Affairs 2
Clinical Pharmacology/Pharmacokinetics 1
Clinical Research & Development (including Clinical Operations) 1
Formulation 1
Marketing/Business Analytics 1
Medical Science Liaison 1
The breakdown by level was as follows: PharmD Fellow (3; 27.3%), Associate/Specialist (6; 54.5%), ManageSupervisor (1; 9.1%), Director (1; 9.1%). Five respondents had completed or were currently completing a fellowship. Four of these 5 provided their salaries during their fellowships, with an average of $50,000.
Pharmacy and pre-pharmacy students
There were 63 respondents (24.4%) who reported being pharmacy or pre-pharmacy students. Of these, the top 3 desired fields upon graduation were: hospital including residencies (16; 25.4%), undecided (13; 20.6%), and community/retail (11; 17.5%).
These 63 students attended (or planned to attend) 45 different schools worldwide. The 5 most common schools reported were as follows: University of Toronto (3; 4.8%), Feik School of Pharmacy (2; 3.2%), Ohio State University (2; 3.2%), Temple University (2; 3.2%), and University of Colorado (2; 3.2%).
The breakdown by year was as follows: undergraduate/pre-pharmacy (8; 12.7%), PY1 (4; 6.3%), PY2 (18; 28.6%), PY3 (16; 25.4%), and PY4 (13; 20.6%). Of the 13 PY4 students, 2 reported having a job lined up after graduation, both in community/retail.
Most students (45; 71.4%) were working in a pharmacy setting while in school. Stats for the number of hours worked weekly were as follows: minimum 3; maximum 34; mean 15.8; median 15. The most common duties interns were authorized to perform at their jobs were counseling patients (38; 84.4%), administering immunizations (24; 53.3%), and product verification (17; 37.8%). Note that interns could choose more than 1 option.
Of the 63 students, 36 (57.1%) reported that they would choose to attend pharmacy school again if they could go back in time, knowing what they know now. Sixteen students (25.4%) reported that they would decide on a different career path, and 5 (7.9%) were unsure.
Following pharmacy school, some students were considering pursuing the following degrees (top 3 listed): MPH (6; 9.5%), MD (4; 6.3%), and MBA (3; 4.8%).
Results from additional questions are shown in chart form below.
https://preview.redd.it/mls7e2139ac51.png?width=480&format=png&auto=webp&s=5db3ec80fd6e1934c787941278b7b755ad802a45
https://preview.redd.it/p9p44ifm9ac51.png?width=480&format=png&auto=webp&s=faf04b54ed228cc0cf110d06ed27bfd524ba894f
https://preview.redd.it/8p7qq205aac51.png?width=464&format=png&auto=webp&s=ae5d53c284cd86ff787498dad58c4d625ae2afb1
Pharmacists
There were 169 pharmacists, from 91 different pharmacy schools. The most common alma maters were Rutgers University Ernest Mario School of Pharmacy (RU RAH RAH!!) with 6 respondents (3.6%), University of Pittsburgh with 5 respondents (3.0%), and the following 5 schools with 4 respondents each: Northeastern University, Ohio Northern University, University of Colorado, University of Georgia, and University of Kansas.
Most pharmacists (152; 89.9%) were currently practicing pharmacy. Five (3.0%) had practiced in the past but were no longer practicing, and 10 (5.9%) had never practiced after graduating. Of those currently practicing pharmacy, the statistics on the number of years in practice were as follows: minimum 0.1; maximum 35; mean 4.8; and median 3.
Nearly half of pharmacists (75; 49.3%) said they would choose a different career path if they could go back in time, knowing what they know now, while 71 pharmacists (46.7%) said they would still choose to pursue pharmacy.
Local practice standards
About half of pharmacists (84; 55.3%) reported administering (or being allowed to administer) many types of immunizations, while 3 (2.0%) reported that pharmacists were not allowed in their location. A further 63 pharmacists (41.4%) did not administer immunizations simply because it was not part of their job description (eg, hospital inpatient).
Regarding therapeutic interchange for non-controlled prescriptions, 63 pharmacists (41.4%) reporting being authorized to update a prescription only after consulting the prescriber. An additional 43 pharmacists (28.3%) were allowed to update a prescription as long as the prescriber was notified afterwards (ie, without prior permission), and 8 pharmacists (5.3%) were allowed per institutional protocol or collaborative practice agreement. Twenty-four pharmacists (15.8%) reported that a new prescription would be required and that no updates by the pharmacist were allowed.
For controlled prescriptions, 24 pharmacists (15.8%) reported being allowed to change any/all elements of the prescription following consultation with the prescriber, and 4 pharmacists (2.6%) were allowed per institutional protocol or collaborative practice agreement. Sixty-six pharmacists (43.4%) were allowed to change certain (but not all) elements, while 40 (26.3%) could not change any part of a controlled prescription and required the prescriber to issue a new one.
Regarding pharmacist prescribing, most pharmacists (110; 72.4%) were not allowed to prescribe medications. Nineteen pharmacists (12.5%) could prescribe for certain health conditions, 3 (2.0%) could prescribe for any health condition, and 2 (1.3%) could prescribe per institutional protocol or collaborative practice agreement.
Results from additional questions are shown in chart form below.
https://preview.redd.it/9q4wjmmg3bc51.png?width=281&format=png&auto=webp&s=cf2ec43db13f3fcbe4cb398b1c39808389f54572
https://preview.redd.it/945u7beklac51.png?width=480&format=png&auto=webp&s=e74267ca8c2d56dd0c7fc42497df2f0d42f14a3a
https://preview.redd.it/yyd7su4tlac51.png?width=480&format=png&auto=webp&s=86e12e31c5de3b91a615add5dd28055f881beddc
https://preview.redd.it/tk2msh41mac51.png?width=480&format=png&auto=webp&s=c091747118370117d3ecf35a8e9bffd54ac02805
https://preview.redd.it/9njkd9vemac51.png?width=346&format=png&auto=webp&s=ffe54bfc9ae206295f7e81685a361357c14a625a
https://preview.redd.it/mywjx5nwmac51.png?width=444&format=png&auto=webp&s=1eb695e764c2bf7c1ffbfddd947fc297eed4f8ea
Pharmacy residents
Of the 169 pharmacists, 31 (18.3%) had completed or were currently completing a pharmacy residency. Of those, there were 6 current PGY-1 residents and 1 current PGY-2 resident.
Of the 24 pharmacists who had completed their PGY-1 residencies, most (18; 75%) did rotational programs without a specific focus. The remaining 6 pharmacists specialized in the following areas during their PGY-1: ambulatory care (2; 8.3%), community pharmacy (1; 4.2%), managed care (1; 4.2%), pediatrics (1; 4.2%), and pharmacotherapy (1; 4.2%). Stats on their PGY-1 salaries were as follows: minimum $33,000; maximum $60,000; mean $44,325; median $45,000. These PGY-1 residencies were done primarily in an urban setting (18; 75%), followed by suburban (3; 12.5%) and rural (2; 8.3%).
Of the 11 pharmacists who had completed their PGY-2 residencies, the specialties included: ambulatory care (3; 27.3%), psychiatry (2; 18.2%), and 1 each of administration, critical care, emergency medicine, infectious disease, oncology, and pharmacotherapy (9.1% each). Stats on their PGY-2 salaries were as follows: minimum $35,000; maximum $51,000; mean $45,625; median $46,500. These PGY-2 residencies were done almost equally in urban (6; 54.5%) and suburban (5; 45.5%) settings.
The 6 current PGY-1 residents had the following plans immediately following their PGY-1: inpatient staff pharmacist (2; 33.3%), PGY-2 residency (2; 33.3%), inpatient clinical specialty pharmacist (1; 16.7%), and non-practicing pharmacist (1; 16.7%).
Of those who had completed their residencies, their roles immediately afterward are listed in the table below.
Role Number of Respondents
Inpatient staff pharmacist 8
Inpatient clinical specialty pharmacist 6
Ambulatory care pharmacist 4
Unemployed 2
Outpatient pharmacist (eg, retail, mail order, long term care) 1
Stopped practicing but remained in the field of pharmacy (eg, industry) 1
Industry fellowship 1
Drug information pharmacist 1
Pharmacy organizations
This question was directed toward American respondents. There were 96 respondents who reported being currently active members of an association, the most common of which were ASHP (39; 40.6%), APhA (38; 39.6%), and a local/state pharmacy association (29; 30.2%).
There were 35 respondents who reported previously being members of an association, the most common of which were APhA (25; 71.4%), ASHP (15; 42.9%), and a local/state pharmacy association (13; 37.1%).
Final comments
Thanks again to everyone who took the survey, and especially those who provided feedback!
I totally acknowledge that the survey is very US-centric, and for that I apologize. I did take some feedback from some people in this subreddit, but if anyone ex-US wants to provide feedback for any future surveys, I'm happy to speak with you offline about it.
The same also goes for anyone in a "niche" field such as long-term care, ambulatory care, managed care, etc. I'm happy to add in new sections or questions for those fields - it's just that I have no idea what to ask, having no experience in those areas.
There are probably a few questions whose answers aren't reflected here mainly because this is long enough already, but if you have any questions (eg, what's the average salary for a hospital pharmacist in a suburban area?), please feel free to ask!
Thanks again!
submitted by fleakered to pharmacy [link] [comments]

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

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

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

THE GREAT INTRO CHECKLIST

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

WELCOME TO THE CUSTOMIZATION STATION

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

ACE PILOT

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

THE BEST CHEERLEADER

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

SWIFT DESTRUCTION

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

LORE GALORE

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

THE WORST CHEERLEADER

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

GADGETS AND THE SCREEN REAL ESTATE

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

NOT A FRIENDLY NEIGHBORHOOD

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

THE OG BULLET HELL

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

REPLAYABILITY AND LONGEVITY

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

SOUND EXCELLENCE

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

LAST WORDS

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

THE RANKING SO FAR:

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

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submitted by VFXALERT5 to u/VFXALERT5 [link] [comments]

The state of cross platform GUI frameworks in mid 2020

I don't really know what I want to achieve with this post, I guess a healthy discussion and (less likely) enlightenment about a GUI framework that I've missed.
I want to build a cross platform native application, I really do, but the current state of cross platform GUI libraries lives me disappointed.
Lets do a quick recap of what we have:
  1. QT - C++ based with many binding (the popular one is Python) with a very ambiguous license model (IMNAL, partly LGPL that requires you to link dynamically to Qt and forbids you to change it, partly GPL [like the charts sub module] that requires you to open source you app) - with an absurdly high license fee of almost $4k which is way bigger than a wallet of a solo developer that is doing something for a hobby. On top of that it uses C++ (which I dislike).
  2. JavaFX - Half baked (missing lots of modules that are available as third party), java based with very confusing versioning (was part of JDK, now its not. Third party modules are not supported by newer Java versions).
    1. There is TornadoFX that makes Java go away and replaces it with a way nicer language like Kotlin, but it has the same issues as JavaFX - half baked, officially supports Java 8 (which is coming close to End of Free public updates by Oracle)
  3. Swing / AWT - Probably already dead except for companies that are heavily invested into it and have manpower to maintain the code
  4. wxWidgets - Half baked, C++
  5. GTK - Looks good only in Linux, also C++
  6. Electron - Web based, a lot of available web components (graphs, auto complete, DnD and etc), no single framework that has extensive components so you are left with building your own Frankenstein of gazzilion npm packages, big binary size, memory eater
  7. And a lot more that are not ready for production.
So. What options are left to a solo dev who want to build cross platform applications?
submitted by skwee357 to AskProgramming [link] [comments]

Binary Options Signals

Binary Options Signals
If you don't feel like looking at charts or technical indicators, you can make your entries with this free dashboard with binary options signals. It automatically analyzes the market with various technical tools and emits a signal based on its conclusions. First of all, you must know how to use it correctly.
Before we begin, we are going to make something very clear. The signals issued by the dashboard found on this page are provided by the vfxAlert.com website based on a grouping of technical analysis events. Their use does not guarantee in any way that the user will be successful with them. Therefore the user is under the full responsibility of the user. Bear in mind that binary options are high-risk items and capital can be lost.
https://preview.redd.it/axpepek0rgk51.jpg?width=1280&format=pjpg&auto=webp&s=8fa3f109f4ddb663857989c34376e4cb34da145f
Now that we are aware of this fact, let's get to the explanation. Watch the video to see how to use the signals emitted by the technical analysis dashboard.
Many people are in favor of trading binary in this way. Either because it saves them time or because they do not know or trust their way of analyzing. And that is very good. But you must always keep in mind the most important thing: no matter how much you choose to operate in this way, you must always be clear about what you are doing. In other words, you should not ignore the context or walk-in blindly to a signal from any signal service.
That is why if you are going to operate with our dashboard, it is essential that you watch the video tutorial that I have prepared and that is on this page to know the proper way to interpret and execute operations based on a signal.
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Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers
We have compared the best regulated binary options brokers and platforms in May 2020 and created this top list. Every binary options company here has been personally reviewed by us to help you find the best binary options platform for both beginners and experts. The broker comparison list below shows which binary trading sites came out on top based on different criteria.
You can put different trading signals into consideration such as using payout (maximum returns), minimum deposit, bonus offers, or if the operator is regulated or not. You can also read full reviews of each broker, helping you make the best choice. This review is to ensure traders don't lose money in their trading account.
How to Compare Brokers and Platforms
In order to trade binary options, you need to engage the services of a binary options broker that accepts clients from your country e.g. check US trade requirements if you are in the United States. Here at bitcoinbinaryoptionsreview.com, we have provided all the best comparison factors that will help you select which trading broker to open an account with. We have also looked at our most popular or frequently asked questions, and have noted that these are important factors when traders are comparing different brokers:
  1. What is the Minimum Deposit? (These range from $5 or $10 up to $250)
  2. Are they regulated or licensed, and with which regulator?
  3. Can I open a Demo Account?
  4. Is there a signals service, and is it free?
  5. Can I trade on my mobile phone and is there a mobile app?
  6. Is there a Bonus available for new trader accounts? What are the Terms and
  7. conditions?
  8. Who has the best binary trading platform? Do you need high detail charts with technical analysis indicators?
  9. Which broker has the best asset lists? Do they offer forex, cryptocurrency, commodities, indices, and stocks – and how many of each?
  10. Which broker has the largest range of expiry times (30 seconds, 60 seconds, end of the day, long term, etc?)
  11. How much is the minimum trade size or amount?
  12. What types of options are available? (Touch, Ladder, Boundary, Pairs, etc)
  13. Additional Tools – Like Early closure or Metatrader 4 (Mt4) plugin or integration
  14. Do they operate a Robot or offer automated trading software?
  15. What is Customer Service like? Do they offer telephone, email and live chat customer support – and in which countries? Do they list direct contact details?
  16. Who has the best payouts or maximum returns? Check the markets you will trade.
The Regulated Binary Brokers
Regulation and licensing is a key factor when judging the best broker. Unregulated brokers are not always scams, or untrustworthy, but it does mean a trader must do more ‘due diligence’ before trading with them. A regulated broker is the safest option.
Regulators - Leading regulatory bodies include:
  • CySec – The Cyprus Securities and Exchange Commission (Cyprus and the EU)
  • FCA – Financial Conduct Authority (UK)
  • CFTC – Commodity Futures Trading Commission (US)
  • FSB – Financial Services Board (South Africa)
  • ASIC – Australia Securities and Investment Commission
There are other regulators in addition to the above, and in some cases, brokers will be regulated by more than one organization. This is becoming more common in Europe where binary options are coming under increased scrutiny. Reputable, premier brands will have regulation of some sort.
Regulation is there to protect traders, to ensure their money is correctly held and to give them a path to take in the event of a dispute. It should therefore be an important consideration when choosing a trading partner.
Bonuses - Both sign up bonuses and demo accounts are used to attract new clients. Bonuses are often a deposit match, a one-off payment, or risk-free trade. Whatever the form of a bonus, there are terms and conditions that need to be read.
It is worth taking the time to understand those terms before signing up or clicking accept on a bonus offer. If the terms are not to your liking then the bonus loses any attraction and that broker may not be the best choice. Some bonus terms tie in your initial deposit too. It is worth reading T&Cs before agreeing to any bonus, and worth noting that many brokers will give you the option to ‘opt-out’ of taking a bonus.
Using a bonus effectively is harder than it sounds. If considering taking up one of these offers, think about whether, and how, it might affect your trading. One common issue is that turnover requirements within the terms, often cause traders to ‘over-trade’. If the bonus does not suit you, turn it down.
How to Find the Right Broker
But how do you find a good broker? Well, that’s where BitcoinBinaryOptionsReview.com comes in. We assess and evaluate binary options brokers so that traders know exactly what to expect when signing up with them. Our financial experts have more than 20 years of experience in the financial business and have reviewed dozens of brokers.
Being former traders ourselves, we know precisely what you need. That’s why we’ll do our best to provide our readers with the most accurate information. We are one of the leading websites in this area of expertise, with very detailed and thorough analyses of every broker we encounter. You will notice that each aspect of any broker’s offer has a separate article about it, which just goes to show you how seriously we approach each company. This website is your best source of information about binary options brokers and one of your best tools in determining which one of them you want as your link to the binary options market.
Why Use a Binary Options Trading Review?
So, why is all this relevant? As you may already know, it is difficult to fully control things that take place online. There are people who only pose as binary options brokers in order to scam you and disappear with your money. True, most of the brokers we encounter turn out to be legit, but why take unnecessary risks?
Just let us do our job and then check out the results before making any major decisions. All our investigations regarding brokers’ reliability can be seen if you click on our Scam Tab, so give it a go and see how we operate. More detailed scam reports than these are simply impossible to find. However, the most important part of this website can be found if you go to our Brokers Tab.
There you can find extensive analyses of numerous binary options brokers irrespective of your trading strategy. Each company is represented with an all-encompassing review and several other articles dealing with various aspects of their offer. A list containing the very best choices will appear on your screen as you enter our website whose intuitive design will allow you to access all the most important information in real-time.
We will explain minimum deposits, money withdrawals, bonuses, trading platforms, and many more topics down to the smallest detail. Rest assured, this amount of high-quality content dedicated exclusively to trading cannot be found anywhere else. Therefore, visiting us before making any important decisions regarding this type of trading is the best thing to do.
CONCLUSION: Stay ahead of the market, and recover from all kinds of binary options trading loss, including market losses in bitcoin, cryptocurrency, and forex markets too. Send your request via email to - [email protected]
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Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!

Introduction

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

Changelog

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

Table of Contents

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

Tarkov Overview - What is Escape from Tarkov?

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

Tarkov Resources - Useful links

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

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

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

Map Keys and You

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

Tarkov's Weapon Compatibility Guide

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

HUGE Reference Bible by Veritas

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

Offline Raids - Player Practice

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

Tarkov's Maps

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

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

Factory

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

Customs

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

Woods

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

Shoreline

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

Interchange

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

Reserve

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

The Lab ('Labs')

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

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

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

Raiders

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

Tarkov's Health System

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

Health Restoration

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

Pain Management

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

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

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