Ask the Slot Expert: Stopping the reels on a slot machine

does stopping the reels on a slot machine change the outcome

does stopping the reels on a slot machine change the outcome - win

Slay the Spire and its "family"

https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png
Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.

General info

First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).

Dream Quest clones

Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...]
Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...]
Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...]
Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).

Slay the Spire clones

Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...]
Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...]
Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...]
Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...]
Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...]
Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]

Other Games

Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...]
Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...]
Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]

Conclusion

As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
submitted by Exotic-Ad-853 to AndroidGaming [link] [comments]

Skill-Based Slot Machines: What Are They and How They Work?

For decades, spinning the reels of slot machines - whether at land-based or online casinos - has been reduced to pure luck and, apparently, no skill whatsoever. Players have been at RNG's mercy to either win or lose, which for most was both exciting and somewhat rewarding.
However, new generations have started changing the face of gambling, slots in particular. Moving away from luck as a deciding factor of their wins, these generations have started asking for games that put their skills, reasoning, and capacities to test while still being fun – and that's how skill-based slots arouse.

What Are Skill-Based Slots?

Skill based slot machines are the newer breed of slots designed for everyone who would rather trust their skill over their luck, while still having fun - at least that’s how they are advertised.
The outcome of skill-based slots should be based on the player's ability to play the game rather than how lucky they are. Skill slot machines also allow operators, game developers, and suppliers to design variable payback based on a comprehensive variety of identifiers.

The outcome of skill-based slots should be based on the player's ability to play the game rather than how lucky they are.

While regular slots' winnings involve a lot of player's luck and hardly any skill, skill slots are supposed to be predominantly skill, factor-wise. With skill-based slots, players start the game knowing that they will have a material effect on the outcome, i.e. how much money they can win, with better players getting rewarded with higher payback.
Essentially, in answering what are skill machines, it is safe to say that they are games which resemble video poker or blackjack, as they give the player a chance to boost their profits solely with skill.

How Does a Skill-Based Slot Machine Work?

In comparison with how regular slot machines work, it is kind of difficult to give a definite observation on the matter as, basically, they operate the same way.
Unlike regular slot machines, casino skill games feature bonus rounds that require skill to win. Also, some of these games don't necessarily require playing the skill-based round; instead, they offer the option of choosing between free spins and an interactive bonus.

How Slot Machine Skill Games Work?

Say you are playing a slot with a racing theme; this is how you would go about it:
Skill based slot machines particularly stand out due to their unique bonuses.

What is the Difference Between Regular and Skill Based Slots?

Skill based video games, i.e. skill-based slots, are different from regular slot machines because they feature bonus rounds which include a high degree of skill. While the base mechanisms are the same for both, skill-based slots require some skill if the player is looking to score.

While the base mechanisms are the same for both, skill-based slots require some skill if the player is looking to score.
Regular slot machines work in a way that the player places a bet and spins the reels; then, the RNG (random number generator) delivers a combination, showing the results on the reels. Essentially, it is the RNG that determines the spin's fate. With traditional slots, players have almost no say in the outcome – they only decide the amount they'll bet and when they'll start/stop playing.

How Much is Actually Skill and How Much Pure Luck?

When we speak of skill-based gaming, it's safe to say that both are included, with the difference that, unlike traditional slots, skill-based slots do include competence.

What is the Difference Between Arcade Slot Machines and Skill Based Slots?

The younger generations don't remember it – but arcade games were the thing in gaming. New-age developers have decided to use the old trend, revamp it, and make it the basis of the majority of skill-based slot machines. The reason for this is, predominantly, millennial preferences. Millennials are not interested in luck deciding the course of their actions but are known to believe their own competence and rely on it.
As skill-based slots haven't exactly grown in popularity in the past years, bonuses based on arcade games could be the best way to test if skill based gaming will become the new "it" of slots gambli­ng. ­ ­

Can You Make Money Playing Skill Based Slot Games?

Skill-based slots don't come with guaranteed profits despite the fact that your skills can result in earning more money. Why? When it comes to this type of games, the truth is - you won't raise RTP enough to guarantee winnings even if you're an expert at the bonus round. While players are given the option to include their skill in the whole concept of playing, these games are still programmed to give the house advantage over a player.

The Case of PA Skill Machines (Pennsylvania Skill Machines)

Pennsylvania Skill machines are the games you see at convenience stores, at bowling alleys, local pubs, and virtually all other fun-ga­mes­-an­d-e­nte­rta­inment places. These games are allowed for 18-year-olds, while casino slot machines are strictly for those who are 21 years old, or older.
Pennsylvania skill games are produced by Pace-O-Matic (POM or Pace O Matic), distributed by Williamsport, PA, -based-Miele Manufacturing.
There are several games on offer:
If a player plays the Pace-O-Matic game successfully, they win a total of 105% of the original amount spent to play.
Throughout the years, there have been talks whether the machines developed under the name "Pennsylvania Skill" should be considered regular slot machines or games of skill specifically. In the most recent ruling, it was announced that "video game machines manufactured and distributed by the POM under the name "Pennsylvania Skill" are considered slot machines under Pennsylvania law. However, Judge Patricia McCullough did not state that POM was in violation of the Gaming Act."

Currently, Pennsylvanian skill machines are considered legal.
But where does that leave things? Are Pennsylvania skill machines legal? Currently, they are considered legal. However, some people argue that the skill aspect is an illusion designed with the idea of floating Pennsylvania gambling laws. The same people, additionally, claim that a player can get lucky on both a regular slot machine and a skill-based one, and win – but that it would be luck in both cases, though.

Are Skill Slots the Future of the Slot Machine Industry?

Discussing whether skill slots are the future of the slot machine industry has to come with a degree of uncertainty as there are still plenty of unregulated and undefined things in this domain. While skill-based gaming sounds like a great idea on paper, the reality is different. Yes, skill-based slots give players the ability to decide their own gambling luck (in a way), but - skill alone doesn't always translate into success.

Skill-based slots give players the ability to decide their own gambling luck (in a way), but - skill alone doesn't always translate into success.
The optimum is that, based on how things are now, the future of slots looks close to placing an emphasis on social gaming (e.g. Angry Birds, Candy Crush, and Plants vs. Zombies, etc.) and console/computer games. Still, all further changes and upgrades remain to be seen.

Conclusion

Skill-based slots are a mixed bag of elements different to standard slots, but also a somewhat deceiving game as it sounds like it's giving players more power of the outcome than it actually does. Players are potentially able to influence 5% of the RTP through their abilities, but that is pretty much it. Skill slots differ from casino terminals in a way that they include some skill, the accent on "some". Skill slot machines don't actually give players a true chance to overcome the house edge, but that doesn't mean you can't have all the fun in the world just playing!
submitted by askgamblers-official to onlinegambling [link] [comments]

40 Best Songs of All Times About Poker, Dice, Cards and Addiction

40. Go Down Gamblin’ - Blood Sweat and Tears

Released in 1971, Go Down Gamblin’ by Blood Sweat and Tears is a song describing a gambler who is “born a natural loser.” He never wins, no matter what game he plays, but, he doesn’t feel like a loser. As the song goes – “Cause I've been called a natural lover by that lady over there, Honey, I'm just a natural gambler but I try to do my share.”

39. Gambler - Madonna

Gambler is a song written and played by Madonna, made for the film Vision Quest. Although the song reached the top 10 in the charts of the UK, Australia, Belgium, Ireland, Netherlands, and Norway, Madonna performed it only once on her 1985 The Virgin Tour. It’s a catchy song, we suggest you play it as you spin the reels of some of your favourite retro online slots.

38. The House of the Rising Sun - The Animals

Our list wouldn’t be complete without the 1964 hit song - The House of the Rising Sun by The Animals. Everybody knows the famous lines ”My mother, she was a tailor, sewed these new blue jeans, my father was a gamblin' man way down in New Orleans.” This single had a major success and made it to the top 10 songs on mainstream rock radio stations in the USA. Likewise, the hit was featured in the video game Guitar Hero Live.

37. The Winner Takes It All - ABBA

Whether we admit it or not, we all love at least some songs played by the very well-known Swedish pop group, ABBA. According to some sources, Bjorn Ulvaeus wrote the 1980 hit song The Winner Takes It All which was inspired by his divorce to his fellow band member, Agnetha Fältskog. The winner takes it all is a sort of a comparison to a divorce (especially the part ”I've played all my cards and that's what you've done too, nothing more to say, no more ace to play”), where one of them is the winner and the other one is left with nothing. And things are just the same when it comes to gambling, so we’ve decided to put the song on our list.

36. Shape of my Heart - Sting

We’re all aware of the fact that our gambling behaviour can be influenced by certain types of music and that's because online gambling and music go hand in hand. So, we suggest you start playing your preferred games with one of everyone’s favourite songs by Sting called The Shape of my Heart. It was released in 1993 and used for the end credits of the film Léon. In one of his interviews, Sting explained that the lyrics of the song tell the story of a card player who places bets not in order to win but to figure out something that’s been bothering him - “some kind of scientific, almost religious law.”

35. All I Wanna Do Is Play Cards - Corb Lund

Well, I guess I really oughta be makin up songs but all I wanna do is play cards. I know it's dumb and sick and wrong but all I wanna do is play cards. Got the studio booked in Tennessee, and my record producer's callin me, the tape will roll in just three weeks and all I wanna do is play cards.” Does it sound familiar? It’s a 2005 hit by Corb Lund called All I Wanna Do Is Play Cards, once you hear it you’ll be playing it on repeat.

34. Gambling Man - The Overtones

When you’re falling in love, it’s perfectly normal to feel like you want to gamble everything just to attract that person’s attention to notice you and love you back. Well, Gambling Man is a lively 2010 song that tells a story of a guy fascinated with his love, so he places all his bets on her, as the song goes - “I played my hand, I rolled the dice, now I'm paying for my sins, I got some bad addiction.” This time, he feels that this love affair is different from any other – “Baby, it's you, yeah, yeah, that's right.” The song was released in 2010 and has been popular ever since.

33. Poker Face - Lady Gaga

Although the Poker Face song is more about the game of romance rather than the game of poker, the catchy refrain that starts with “Can't read my, no he can't read my poker face” kinda reminds us of winning at the tables, so we couldn’t skip it this time. Released in 2008, the song achieved worldwide success, topping the charts in the USA, the UK, Australia, Canada and several European countries.

32. Little Queen of Spades - Robert Johnson

Moving on to the Little Queen of Spades, a song title by the American blues musician Robert Johnson who recorded the song in 1937 and first released it in 1938. The first version of this gambling-themed song has a playing time of 2:11, whereas the second one lasts 4s longer (2:15), and is considered an alternate take and first appeared on Johnson's album The Complete Recordings, in 1990.

31. Train of Consequences - Megadeth

Another great song Train of Consequences is the title created by Megadeth, released as the first single from their sixth studio album Youthanasia in 1994. The song was later included on their compilation albums and its music video was the 26th most played video on MTV. There’s this part of the song “No horse ever ran as fast as the money that you bet, I'm blowing on my cards and I play them to my chest” – which is about a person’s gambling problem, who realises something’s wrong with this lifestyle, but it still hunts him down. Could be just the thrill, but he just can’t stop playing.

30. Gambler - Whitesnake

Released on the album Slide It In (1984) and appearing on the compilation album Gold (2006), Gambler is the song by the British hard rock band Whitesnake. These words may sound familiar - “No fame or fortune, no luck of the draw, when I dance with the Queen of Hearts, a jack of all trades, a loser in love, it's tearing my soul apart”. And in case you’ve never heard it, we think you should give it a shot, the chances are you’re going to love it!

29. Gambling Man - Woody Guthrie

Now here’s one single from 1957 - Gamblin' Man. The song was taped live at the London Palladium and published as a double A side, with Puttin' On the Style. Reaching #1 in the UK Singles Chart in the summer 1957, it was “the last UK number 1 to be released on 78 rpm format only, as 7' vinyl had become the norm by this time.” Written by Woody Guthrie and Donegan, this gambling themed song was produced by Alan Freeman and Michael Barclay.

28. Roll of the Dice - Bruce Springsteen

According to Songfacts, Roll of the Dice was the first Springsteen’s song he didn’t write by himself. In fact, E Street Band’s pianist Roy Bittan helped with the music, while Springsteen was in charge of the lyrics, starting with – “Well I've been a losin' gambler, just throwin' snake eyes, Love ain't got me downhearted. I know up around the corner lies, My fool's paradise in just another roll of the dice.” After he broke up the E Street Band in October 1989, Springsteen wrote lyrics for the Roll of the Dice (with two other songs) and liked them to the point where he began writing and recording more songs.

27. Queen of Diamonds - Tom Odell

Here’s one song about a gambling fanatic who’s trying to satisfy his own addiction but also someone else, hoping it’s going to save him. Released in 2018, Queen of Diamonds is Tom Odell’s song from the album Jubilee Road, based on the local characters that inspired this British songwriter to include the whisky-soaked gamblers who regularly visited one betting shop.

26. The Angel and the Gambler - Iron Maiden

Now, this song may divide Iron Maiden fans and it’s most probably because of its repetitive lyrics that can be a bit annoying. The release we’re talking about is The Angel and the Gambler. Truth be told, the melody in general is very catchy and, even a bit similar to The Who in some moments. As the song was released in 1998 while Blaze Bayley was its frontmen, it’s missing the well-known high-pitch vocals from Bruce Dickinson.

25. Ramblin' Gamblin Man - Bob Seger

We’re moving on to a rock single from 1978 - Ramblin' Gamblin Man by Bob Seger. The author meets an old acquaintance, a professional gambler who happens to be a swagger. As such, he attracts people’s attention whenever he bets. Putting so much of his faith in the cards (rather than in people), he walks away every time, just before avoiding loss. Along the way, the narrator realises that, if you scratch beneath the surface, you’ll find he’s a very cynical man, who will never change.
Another gambling-themed song worth mentioning by Bob Seger is Still The Same.

24. Blow Up The Pokies - The Whitlams

Blow up the Pokies is the next song on our list, played by The Whitlams. It is the second single by the group from their 4th studio album, Love This City. Released in the year 2000, the song became a hit and made it to number 21 on the ARIA Singles Chart. According to several resources, the lyrics written by singer Tim Freedman were inspired by the destruction he saw in original Whitlams bassist Andy Lewis's life, due to his gambling addiction.

23. A Good Run of Bad Luck - Clint Black

Now here’s one 1994-song packed with gambling-related terms. As you listen to A Good Run of Bad Luck, recorded by American music artist Clint Black, you'll have a bit of fun as you try identifying what all these gambling terms mean. The song is a bit fast and is about falling in love by using gambling metaphors. The main character is willing to spend a lot of money to win his special lady over and, although he has had a period of bad luck, he is not giving up – “I've been to the table, and I've lost it all before, I'm willin' and able, always comin' back for more.

22. When You’re Hot, You’re Hot - Jerry Reed

Jerry Reed won a Grammy for the song When You’re Hot, You’re Hot which was released in 1971. Most people remember it as it was a major hit, ranked as number 1 in the country charts, also making its way up the Pop Top 40. It’s an enjoyable novelty song about the ups and downs of the gambling life, about one’s winning streak caught in an illegal game of Crap.
Country star Jerry Reed also came up with a version The Uptown Poker Club in 1973.

21. Lawyers, Guns and Money - Warren Zevon

Next one up - Lawyers, Guns and Money is a song by Warren Zevon, the closing track on his album Excitable Boy, released in 1978. An edited version of this song was distributed as a single and found itself on the A Quiet Normal Life best of compilation on the CD and LP. The song goes like this - “I went home with a waitress the way I always do, how was I to know she was with the russians, too? I was gambling in Havana, I took a little risk Send lawyers, guns, and money Dad, get me out of this, hiyah!

20. The Lottery Song - Harry Nilsson

According to the man in the 1972 pop-rock song The Lottery Song by Harry Nilsson, there's more than one way to get to Vegas. Addressing his lover, the narrator mentions a few different options for buying a ticket and going to Sin City – “We could win the lottery we could go to Vegas,” and “We could wait till summer, we could save our money” as well as “We could make a record, sell a lot of copies, we could play Las Vegas.”

19. Casino Queen - Wilco

Now here’s one black-humoured gambling-themed song, released in 1995 and titled after a casino. Featuring a dirty electric guitar, Casino Queen was composed by an American songwriter, Jeff Tweedy, who wrote this song after playing a game in a riverboat casino accompanied by his dad. Inspired by the event, the author wrote: “Casino Queen my lord you're mean, I've been gambling like a fiend on your tables so green.

18. Have a Lucky Day - Morphine

Another song on our list that you simply must check out starts like this: “I feel lucky, I just feel that way, I'm on a bus to Atlantic City later on today. Now I'm sitting at a blackjack table and swear to God the dealer has a tag says, "Mabel." Hit me, hit me! I smile at Mabel, soon they're bringing complimentary drinks to the table.” Check it out yourself - it’s called Have a Lucky Day by Morphine.

17. Kentucky Gambler - Merle Haggard

Written by Dolly Parton and released in 1974, Merle Haggard’s Kentucky Gambler is another song on our ultimate gambling playlist that you should pay attention to. It’s about a miner from Kentucky who leaves his family to gamble, under the bright lights of Reno. Unsurprisingly, his winning streak comes to an end, and he loses all his winnings. All broke, he decided to return back home only when he arrived, he found out his wife was involved with someone else.

16. The Jack - AC/DC

The next song on our list will give you some adrenaline boost, for sure. It goes like this - “She gave me the queen, she gave me the king, she was wheelin' and dealin', just doin' her thing, she was holdin' a pair, but I had to try…” Sounds familiar? This song from the 1975s is called The Jack and is played by AC/DC and there’s no way you can skip it.

15. Blackjack - Ray Charles

Moving on to something a bit different - a melody that blackjack lovers can listen to as they play is Ray Charles’ Blackjack. Apart from being a good quality song from 1955, it carries an important message with an emphasis on how brutal the game of blackjack can be. Some sources say that Ray Charles wrote it after beating T-Bone Walker at a blackjack game session.
Yet another Ray Charles’ famous song about gambling is called a Losing Hand.

14. Ooh Las Vegas - Gram Parson

Ooh, Las Vegas, ain't no place for a poor boy like me”... is a song-into for Ooh Las Vegas which was written by Gram Parsons and Ric Grech. It was first released by Gram Parsons with Emmylou Harris in 1974. Playing this song would be perfect for the beginning of the road trip (i.e. to Las Vegas), especially if you have the energy to sing along.

13. The Stranger - Leonard Cohen

Published in 1968 and performed by Leonard Cohen, The Stranger appears in the The Ernie Game movie about a man released from a mental asylum. More appropriately, it is the perfect opening song in the 1971 Western McCabe & Mrs Miller, in which Warren Beatty plays a gambler. As you listen to this song (without watching the movie), it makes you see fascinating images of card games, smoky dreams, and concepts of risk versus safety.

12. Desperado - Eagles

Written by Glen Frey and Don Henley, Desperado song is one of The Eagles’ greatest hits from their 1973 album of the same name. The song features a classic tune while the ballad tells the story of a lone wolf imprisoned by his loneliness. As for the lyrics, they have loads of card references mentioning the queen of diamonds, the queen of hearts, and so on.

11. Huck's Tune - Bob Dylan

The next song on our list is about the risks of poker, money, and relationships, which are precisely what the movie Lucky You is all about. Does it ring a bell? That’s right, this 2007 song is called Huck’s Tune and is performed by Bob Dylan. Each of us can all relate to lines "You push it all in, and you've no chance to win, you play 'em on down to the end." Play the song and you’ll enjoy more than 4 amazing minutes of Bob Dylan.
Likewise, Bob Dylan recorded Rambling, Gambling Willie and Lily, Rosemary and the Jack of Hearts, both excellent and both inspired by gambling.

10. Four Little Diamonds - Electric Light Orchestra

A song by the British rock band Electric Light Orchestra Four Little Diamonds was released in 1983 and found itself on the album Secret Messages. The single wasn’t so popular in the US, being only 2 weeks on the Billboard Hot 100 chart, at number 86, and number 84 in the UK. This song refers to the singer’s cheating lover who tricked him out of a ring which had 'four little diamonds' on it.

9. You Can't Beat The House - Mark Knopfler

Moving on to our next choice for the day, You Can’t Beat the House. It’s the third song on the Get Lucky studio album released in 2009 by British singer-songwriter and guitarist Mark Knopfler. The album and the songs received favorable reviews with the album reaching the top three positions on album charts in Denmark, Germany, Italy, the Netherlands, Norway, and Poland. The singer’s divine voice combined with beautiful music and lyrics goes like this – “You can't bear the house, you can't bear the house, tell the man somebody, you can't beat the house.

8. Deck of Cards - Don Williams

Deck of Cards is a recitation song that tells the story of a soldier who gets caught while playing cards in church and then faces a sentence from a superior officer. The soldier defends his case, explaining he wasn't about to deal a hand of poker, but was rather confirming his faith with the cards. Performed by T. Texas Tyler, the song managed to become a major hit in the 1940s and 1950s. Also, Wink Martindale had an even bigger hit with his 1959 cover, with a successful version by Don Williams featuring Tex Ritter and Buddy Cole.

7. Gambler’s Blues - B.B. King

First recording of the song Gambler’s Blues by B.B. King was in 1966, and it was released in 1967. The song appears on the album Back in the Alley (1970). Some say gambling and blues go hand in hand, so if you (gambling fans) haven’t heard it, listen and see for yourself.

6. Tumbling Dice - Rolling Stones

One of our favourite songs on the list is Tumbling Dice, written by Mick Jagger and Keith Richards. It tells the story of a gambler who can’t remain faithful to any woman. Being released in the 1970s and featuring a blues boogie-woogie rhythm, the song was and still is one of the greatest singles of all time.
Rolling Stones also recorded Casino Boogie, and it’s from their 1972 album, Exile on Main St.

5. Luck Be A Lady - Frank Sinatra

The next song on our list is about a gambler who hopes that he will win a bet, the outcome of which will decide whether he is able to save his relationship with the girl of his dreams. You probably know what song we’re talking about; it’s called Luck be a Lady released in 1965 and performed by one of the most popular musical artists - Frank Sinatra.

4. Deal - Grateful Dead

Next one up is the song Deal. It was first performed by the Grateful Dead in 1971, as a regular part of the repertoire through their 1970's tour. Although being less common to the fans during the 1990s, the band continued to perform it. The singer opens with the message: “Since it cost a lot to win and even more to lose you and me bound to spend some time wondering what to choose,” that later kicks off with a chorus: “Don't let your deal go down...
Loser is another song first performed by the Grateful Dead in 1971 as well, heavily played during 1971 and 1972.

3. Ace of Spades - Motörhead

Ok, the next song is loaded with some great gambling verses like "The pleasure is to play, makes no difference what you say, I don't share your greed, the only card I need is the Ace of Spades" will definitely set you in the right mood for hitting some winning combinations. Released in 1980, the song was inspired by slot machines that the lead singer Ian Fraser “Lemmy” Kilmister played in London pubs.

2. Viva Las Vegas - Elvis

As soon as you start playing the second song from our playlist “Viva Las Vegas,” you’ll probably picture a huge casino and a great gaming atmosphere. Performed by the legendary Elvis Presley, the 1964-released song brings the glamour of the city, and its beat will get you in the mood for some serious gameplay. This song was written for the movie of the same name starring Elvis Presley, in which he plays a race car driver waiting tables at a hotel to pay off a debt. There’s this famous scene when he performs this song at the talent competition alongside many showgirls.

1. The Gambler - Kenny Rogers

Performed by the legendary country singer Kenny Rogers, The Gambler song is our number 1 - it's full of some betting advice that are relevant today, even though it was released more than 40 years ago, in 1978. Here’s how it goes… “If you're gonna play the game, boy you gotta learn to play it right, you've got to know when to hold 'em, know when to fold 'em, know when to walk away, and know when to run.” These classic chorus lines were told from the first-person perspective inspired by a conversation the author had with an experienced poker player on a train. Written in the form of poker metaphors, Schlitz wrote the tune in honor of his late father.
Johnny Cash is also among other musicians who recorded The Gambler in 1978, on Gone Girl.

What do you think? Which one is your favourite?

submitted by askgamblers-official to onlinegambling [link] [comments]

Exile's Scroll

Exile's Scroll
It is a huge post. Those things sitting in my head for a very long time. So, I decided to get rid of it by writing it down. I deeply hope it won't hurt anyone's feelings. Enjoy.

(#@#@#@#@ PART I @#@#@#@#)

CREATING A CHARACTER
Name: Snow
League: HC

INTRO

Somewhere in the field of the Internet some gaming news telling a story to people there is a new (kind of) mind-blowing ARPG. The news was around me a couple of years until I tried to play this game on my laptop. Believe me or not I almost burned it. My journey begins with the "Prophecy League" (06.2016).

I started to play the PoE on Hardcore, I am playing Hardcore (HC) and I will die on Hardcore. This is only because it is impossible to play on Softcore (SC) for me. I really wanted it. I tried. During the game on SC in 10-15 minutes I am finding myself lying down on my chair, my eyes almost closed, I am so relaxed what if any minutes more and I will be sleeping. I tried many things to avoid this state of sleeping but seems I just can't do it.

Here are my flashbacks through 5200 hours of experience in the game:
ACT I (0-500 hours)
ENJOYMENT
This graphics, music… the character actually piece of trash lying in the mud. Ahahaha Get up! Take a stick and kill it. Nice. I feel alive. Gem? WTF is this?! Clearing the area I got that bastard under the camp. Wow! There are a lot of people inside. Everything is a whole new experience especially the currency system and gems. Compare to this game D3 looks outdated. It was almost the end of the Prophecy League. I spend 95% of the time in a wiki, 1% in the chat, 4% on a battlefield. Every new boss encounter is 100% RIP. Jeez, how many times I died when I figured out when to have to stay under the dome in a Dominus fight… Malachai gave me a new disease - claustrophobia. The disease will be stronger with each new boss encounter in the future. Figuring out how to zoom out the camera, because the size of my character feels like is taking 50% of the screen. In the corner blinking exclamation mark.

ACT II (500-1000 hours)
MELEE
Toughness, sword, and shield… I will crush them all! Slow, but I will. I felt this way until I got one-shot from nowhere again and again like 100 times. Trying new melee skills, learning mechanics I am with Forsaken Masters cutting my way through acts and difficulties to reach maps. Those are like a legend, it is somewhere, everybody speaks about it but no one can describe them. What is it? Maximum I knew I need to have a map device. Breach League is tough. Many RIPs wouldn’t give me to reach maps. Didn't even get "Breach Footprints Effect" MTX. I am not sure If I even knew about the challenges at that time.
Somewhere at this time, I figured out how to trade with other players. I think I spend several weeks to understand how to do it properly through the game interface. Hello poe.trade!
Still figuring out how to zoom out that camera a little bit upper. The exclamation mark in the corner still blinking the whole time.

ACT III (1000-1500 hours)
MELEE DPS WALL
Finally, since "Legacy League" I reach those maps. The one rule to get into the maps safe is - ignore fight with Malachai on Merciless difficulty. Everything good but DPS. Still playing melee with Glacial Hammer skill. I have 6k DPS in the game tooltip. By the way, I am playing with my brother. I just forgot to mention it. Most aspects of the game we are learning together. That DPS wall was up to 10k DPS. Somehow I did yellow maps. It was a maximum of my melee builds. Thirst time I tried something different - Saboteur with Vortex traps. My pillar of melee builds got cracked. I will go back and forward with melee and range builds shortly but prefer range. Oh, and of course it was Energy Shield build. In a near-future, ES will be destroyed as an "original mechanic".
The camera seems "ok"… But that exclamation mark in the corner got me. I found a way to clear it fast - just hover over the cursor on it and use the right mouse button to make it disappear. Did you know you can turn off that way buffs like annoying lightning shrines? You can turn off a shrine buff even in the labyrinth. After joining a new zone or rejoin an old one you will have it again.

ACT IV (1500-2000 hours)
DAWN OF THEORYCRAFT
With the 3.0 update, I was thunderbolted by the new content. New 5 Acts, removed difficulties, Pantheon, rebalanced Labyrinth, damage over time rework, etc. The hit was so hard what I understood I know nothing. I mean It was like 50% what you knew just went to the void and you need to start learning again. Ok. Remember when I get claustrophobia disease, yes, with new act bosses I really need a doctor. Doedre (Act 8) scared me like hell. Just imagine to find out there is a valve to click on after countless deaths… Remember I am playing only HC. To find out what is going on there I need to run from Act I to Act VIII again. My body still gets wet when starting to fight her even I don't have problems with her these days.
With new knowledge comes new tools as Path of Building, PoEDB, PoElab, PoEninja.
Suddenly that exclamation mark in the corner still blinking. I thought maybe I can put a piece of tape on the screen but found unpractical because PoE is not the only application on my computer. Ahahaha

ACT V (2500-3000 hours)
RANGE SKILLS
I have a strong conclusion about what melee = unpredictable death. So, since that time I tried to avoid it. Main time about 60-70% I spent in Path of Building and PoeTrade. Can find myself playing PoB a couple of days without touching PoE at all. SpectralTrow, FreezingPulse, Arc, PowerSiphone those skills I preferred to play. My DPS went way higher than with melee builds.
Abyss league is fun, simple, and enjoyable. Its everything I remember. Nothing too bad and nothing fancy either. Can't tell the same about the Betrayal League and Delve. I like to have overpowered Eighnar at my side on maps, and 100% non-RNG craft on my flasks. But that’s it. Delve. Khm… the day I wouldn't be pushed to do it you will don't see me there anymore. Kind of fun but in my humble opinion, it should be reworked somehow. I enjoy it but something missing, can't tell what exactly.
Overall I am on peak of my fun with this game even after so many hours in it. Still learning something new, planning new builds. Making my hideout second time. I like it when people appreciate hard work. When we are doing Forsaken Masters missions or I just trade with someone they surely say something good about my HO. Small thing but you feel a little better each time.
Sometimes I am still thinking about what my character still to close to me. Any hacks to lift the camera up? Eh… Maybe someday I will see a miracle…

ACT VI (3000-4000 hours)
THE END OF MULTIPLAYER
Blizzard in the mud of shame with their Blizzcon because they just realized what their community is PC gamers. Soon or later we will have the Betrayal League which destroys last string to the multiplayer experience, for me at least. But why? I realized it later maybe a couple of leagues after. "LFM" is key. We did the master's missions together with my brother and others. Just write a message in the chat and you will have a whole group in a minute. The most exciting experience I had with Zana missions where a group should go to the map. OMG, I was laughing and crying so hard at that time. 90% of those missions someone dies. Even me. Once we took a mission to the unique map Underground River. We reached the boss's room. Three wolfs bosses were waiting for us. Go? Yea! Go go go! Things went differently than we expected them to be. We finished one wolf but at the same time, we started to panic. Everyone is running around and trying to escape. A finishing blow to one guy makes the rest of us panic so hard. We all trying to open portals at the same time. No one can escape because portals are opening here and there, but one escaped. Two disconnected. I found myself accidentally destroying all portal scrolls. Still running from wolfs I run out of flasks and they killed me. Just a couple seconds after I realized what I could quit the game and save the character, but didn't have that option in my head in a panic mode. Ahahahaha… Jeez! I was really laughing. Overall you could see another builds in an action. I had fun, but everything went to the void with the Betrayal league. Since the 3.5 I will never have a single party. Can't play with brother either. The clusterf**k of effects make it impossible to play even with one player. You see nothing.
I remember we did the Incursion and the Delve missions too. But it has gone with Betrayal too. Speaking about the Incursion League it was the only league I fully enjoyed, stayed until the end of the league, and had 36 challenges completed (Thank you for help Seulgi_Red_Velvet =)). Maybe because that beautiful voice of Alva kept me… Who knows…

ACT VII (4000-4500 hours)
A LITTLE TIME
Despite all critics to the Synthesis League, I like the whole idea and it should go to the core. Still like music from there. I use it in my HO. But of course without the "craft" part. I tried it for one or two days and just ignored it completely. Build a map then run it. Simple and fun.
The Legion League seems enjoyable as Synthesis. Like the idea of incubators. I was busy at that time, and had a little time to play but enjoyed every moment I had with both of them.

ACT VIII (4500-4600 hours)
REAL-LIFE
I wish I had time for the Blight League too. Same as for Legion I played a couple of builds. That's it. First tried out a bow skill. Still can't make to work any of them. I mean completely even in PoB it looks worse than my early melee builds.
The most fun and enjoy it was the Exilecon. OMG, I wish there will be an overhaul to UI. Finally, the miracle is here - the camera zoomed out. Still need waiting for PoE 2 though. But that exclamation mark makes me crazy.

ACT IX (4700-5000 hours)
DARKNESS
Since so many hours of experience, the Metamorph League felt just like routine. It is a nice league but nothing new to me. Had 6 builds so far. All of them died of course.
With the Delirium League, I played one or two weeks then quit. As an HC player, I felt the hard push to the SC league from the gameplay. There is no way to play the Delirium League at HC. It is madness. Especially endgame encounter. You are going to an arena to 100% die. Plus I should run like crazy to keep up with that fog. It seems fun but I tired of it very fast.
The exclamation mark. I swear I can write a book "! and Me". Even when I don't play I feel like it is still blinking somewhere in a corner of my eye…

ACT X (5000-5200 hours)
BURNED OUT
Wow! GGG is a generator of surprises. The tower defense league, now the garden. Ahaha. I definitely like those ideas. It is really fun to play especially now when I have a wide range of crafting affixes. It would be nice to make some tweaks for a better experience but overall I like this league. But why I burned out. It is because of "craft". I will explain it a little be later.

ENDGAME (the end of era of the flashbacks)
So, as you can see I am just a regular player. In recent leagues, I played on SSF HC. My builds something between Queen69 and Zizaran.
Online games are a big part of my life. How to describe it. I live here and there at the same time. I have friends here and there. I have a double life. In this world and in a second. Every time it is to hard manage even if I am single. How those heroes live a double life so easy…. pfff… movies…ahahaha But serious I like to play, but know when to stop =)
With all my love to the game and to the GGG's team I want to give my humble opinion on some things in the game . Here it is…

(#@#@#@#@ PART II @#@#@#@#)

[LEAGUES AND FAIRNESS]
The challenges are not fair in my opinion. For SC and HC they are the same, but why!? As I see it in terms of difficulty and time-consuming - HC SSF > HC > SC SSF > SC. Why the person who spent playing 8 hours per week with no risk at all (loose couple points of experience is not a risk, that is why almost all SC builds are glass cannon) receive an equal prize as the person who spent 40 hours per week with risk to the loose character and all crafted items on him.
I understand what not everyone wants to play on HC and not everyone has a lot of time to play either. It would be nice to separate graphically the SC challenges icon from the HC icon at least. For example, if you start your journey on the SC those challenges you can achieve only on the SC. And if you will start a new character on the HC the others can see in chat what those challenges definitely from SC. You also can't achieve them on HC as you have progress on the SC. Maybe it would be wise to give gamers to reset them if they decide to make them in another league. But anyway I feel rewards should be different too.
As the PoE, a PvE oriented game I think the community should have one enemy and work on a plan to destroy it together. But it feels like HC vs SC vs Developers. HC players hate SC, SC hate HC, and both HC and SC fight with developers. Every league the same. After reading Reddit you don't want to play. Just imagine with PoE 2 community will be divided even more. PoE I HC & SC vs PoE II HC & SC, which, of course, will make more headaches for everyone. Hard to say, but I wish it will not happens.
If add a serious PvP to the game we will see toxicity on another level. The most beautiful community I have ever seen in the GuildWars 2, because there is one server (with tricks but still one), one story, one enemy, group events which made to help adventures to each other. Yes, there is PvP but it made the way it is not harming the community. It is separate from the PvE world.
Just think about it. Maybe there is a solution to bring everything to the whole one thing. For example, one hybrid league from SC and HC where if any character dies he has a chance to lose some items on death also looses 5 levels. Have a penalty to level experience until he gets those 5 levels back. The last 5 points put into the skills tree are blocked. The character can die 3 times like this. On 4th death, he goes to the void. It is possible to extend those lives through the game content or challenges.

[GAMBLING AND CRAFT]
I really wanted to cut this part about the craft. I rewrote it many times what I wouldn't hurt anyone. But decided to keep it. I want to give my and only my personal humble opinion and feelings about it. Also, I like the craft in one or another way and I have all my respect to the team who is working on it but I wish it would change a little through the time later.
  • We can craft 6 affixes on a white item. 3 prefixes and 3 suffixes. Each affix has a tier and each tier has a range of numbers. I want to find out how much time I am happy with craft and how much I don't. Also, don't want to make a full research which will take a huge amount of time. So, I will simplify it to the point where I can definitely answer to my question.

The Luck. (link)
From WiKi - "…The English noun luck appears comparatively late, during the 1480s, as a loan from Low German, Dutch or Frisian luk, a short form of gelucke (Middle High German gelücke). Compare to old Slavic word lukyj (лукый) - appointed by destiny and old Russian luchaj (лучаи) - destiny, fortune. It likely entered English as a gambling term, and the context of gambling remains detectable in the word's connotations; luck is a way of understanding a personal chance event. Luck has three aspects: 1. Luck is good or bad. 2. Luck is the result of chance. 3. Luck applies to a sentient being…"
So, in our situation luck is a result of chance.
  • One affix. Let's craft only one affix on an item. I am looking for special affix mode. I will choose resistance on the body armor for example. It is about a 15% chance to get it. When I am rolling the mode I have a 15% chance to have it and 85% don't of course. In terms of luck, I am 15% of the time lucky and 85% of time unlucky. Let's "lucky" equal "Positive Emotion time" and "unlucky" equal "Negative Emotion time" respectively.

RNG (Random Number Generator) (link)
From WiKi - "…A random number generator (RNG) is a device that generates a sequence of numbers or symbols that cannot be reasonably predicted better than by a random chance… …Random number generators have applications in gambling, statistical sampling, computer simulation, cryptography, completely randomized design, and other areas where producing an unpredictable result is desirable…"
The RNG generates modes/numbers in one diapason in this case which is known as one layer of RNG.

Slot machine. (link)
From WiKi - "…A slot machine… is a gambling machine that creates a game of chance for its customers… Its standard layout features a screen displaying three or more reels that "spin" when the game is activated. Some modern slot machines still include a lever as a skeuomorphic design trait to trigger play. However, the mechanics of early machines have since been superseded by random number generators—most are now operated using push-buttons and touchscreens…. Slot machines include one or more currency detectors that validate the form of payment, whether coin, cash, voucher, or token. The machine pays off according to the pattern of symbols displayed when the reels stop "spinning"…. "
  • Six affixes. Six rows of RNG layers. With the Chaos Orb, I can roll all of them at the same time on the item. I will be paid off according to the pattern of affixes. What is the payment? Desirable affixes of course.

I am not a mathematician but I am sure how I feel when I am crafting. It is exactly 15% of the time fun and 85% of the frustration.

What is Gambling Disorder? (link)
A long time ago I worked with a man whose daughter had an issue with gambling. He worked hard 12 hours a day 6 days a week. She loses all money in gambling and every time she took credit from a bank and the bank was giving her money each time. Even if her father was begging all banks do not give her credit. Then after she couldn't pay the bank was taking money from her father. It was in a circle like 1 year on my eyes. Have you ever seen the face of a man with emptiness in his eyes who is realized he is working for nothing? I saw. You just don't have any words to say to him at this moment.

All leagues except one I quit earlier because of craft. For example, in this league, I quit when I tried to make in an str helmet 3 blue and 1 red socket. Simple right? Not quite. Even using the crafting bench with guaranteed blue sockets I end up with 4 blue or 2 blue and 2 red…. I lost sanity after I spent near 900 chromatics for this helmet in a couple of minutes. I farmed those for days.
Also, I had something around only 5 builds which had 6-link crafted or found by myself… 5200 hours btw. And still no mirror either, such a waste of currency (it doesn't deserve the reserved place in the currency tab).

I do not know what the crafting system is fine. I definitely like craft in the Last Epoch. The game is a mix of PoE and Diablo III. All affixes as a material. You can find them as shards or destroy an item to receive those affixes (there is some chance that you don't receive them all, but some of them). Crafted items have instability. The more you apply affixes the more you have a chance to fracture it. There are 3 levels of fracture. Minor Fracture: the item is locked, you can't apply affixes to it. Damaging Fracture: Each affix is randomly reduced by 1-5 tiers and the item is locked. Destructive Fracture: All affixes are removed and the item is locked. It is possible to see those fracture' chances and damage as you apply affixes. I clearly control what happened next, the item will be destroyed or I will add another tier to an affix. By the way, there are 7 tires of each affix. T1-T5 it is possible to craft, T6-T7 only find in the endgame. There are runes and glyphs which helps to manipulate a crafting result. Each item can have only 2 prefixes and 2 affixes for now. I broke many items but I have never felt rage, frustration, or any negative emotions.
How do I feel when I am crafting with such a method? It is exactly 90% of the fun and 10% of the frustration.

Thankfully the links and sockets will be gone in PoE 2. The most negative I felt because of those. I believe it is possible to build a beautiful crafting system without such a gambling element. It is fine to fight a hard enemy but it is a frustration to fight with affixes on an item.

[COMPLEXITY AND USER INTERFACE]
I like challenging games. They make me alive. It seems In PoE the complexity of the UI is core feature or developers can't/won't see as it is. I believe what complexity through the user interface (UI) is a bad design. There are several examples:
The popping out windows under the game cursor happens every league. It's become a pattern. Such mechanics is unacceptable.
Prophecy - in the middle of a battle here it comes the window "Prophecy Complete". It is blocking the view of what is going on with my character.
Delve - after an encounter is complete the cart becomes active even there are many enemies still attacking the character or after-death effects happen. It makes me accidentally click on it which opens window which blocks my view.
Metamorph - the Octavius appearing every time under my cursor during a battle and make it click by mistake which opens the window that, yep, blocks my view.
The Alva/Zana/Tane/Jun/Cassia are active if you fighting near which again makes it accidentally click on them which leading for unexpected things to happen.
Also, "move only" is not as intended and misleading. On "move only" I somehow: open every crate, chest, doors, activate league content, literally interact with every debris if it is destroyable, use portals, interact with NPCs, etc. Why I can't just "move only" and don't interact with everything possible to click on?
The UI should help the user on one side and the game itself is hard to play on another.
It would be nice if I have the ability to interact with everything above I said through [alt]+[click]. Just this possibility resolves all those issues with unexpected clicking in the past and in the future. For prophecies move that banner to the right down corner or anywhere you find it convenient.

Exclamation mark or quest mark or whatever you call it. I wish this is the last part of this. Act 10. You are going to the lair of the Kitava passing by two whole zones which have no waypoints with the second intension to kill it in mind. Before the entrance, there are two gods, brothers executioners willingly waiting to help you. At this right moment, you receive hell blinking exclamation mark telling - You need to kill the Kitava. Me: Oh really?! I thought this is a tea party and we would drink tea discussing the situation in the Wraeclast.
But seriously, I wish I would have an opportunity to turn off this exclamation mark.

Health/Mana/Flask/Abilities bar UI feels old. I have a 4k 34" UltraWide monitor. My table is bigger than usual in a market with 80cm(31.5 inches) of deepness. About 50cm distance between my eyes and the monitor. I don't care what are everyone says you need to sit at least 1 meter from the monitor. In reality, almost no one sits like this. So, from this perspective, I can't track my health/mana/es/flasks/cd abilities and especially negative attributes(bleed, poison, curse, etc) as they are completely in a different area at the top of the screen. I remember there RaizQT was complaining about it on a video. It is really hard to move your eyes from the most left corner to the most right corner then to the most top of the screen and at the same time, you need to see what is going on in the middle of the screen…. All ARPG keeping it in the middle of the screen at the bottom side. It doesn't matter for them what screen you have it will be the same experience which not a case in PoE.
It would be a better experience if you will make this bar in the bottom middle of the screen like others do. Chat will move to the left bottom corner and no longer overlap the stash tab scroll bar. The right bottom corner you can use for banners, temporary messages.
Also, the less your eyes looking up the better it is for them. "…Placing the screen so that your eyes are in slight down-gaze may help with eye dryness and irritation, as the eyelids will be slightly lower and covering the surface of the eye…" (link)

Overall the UI is incredibly huge on my screen(text, icons, etc.), it is even overlapping itself in some areas. The text doesn't have length restrictions. For example, my screen length about 80 cm, but 20 cm of it is taking the map mode description - "Area has patches of Shocked Ground which increase Damage taken by 00%". And it is not the longest one but takes 1/4 of my screen. To hide it is not a solution at all because I need it. The Challenge messages on another level. If you failed or achieved it some of them can appear crossing the whole UI from the right corner to the most left corner of the screen.
Would it be nice if it was somehow reworked? I wish there will be a new fresh and scaling UI in the PoE 2. Maybe it is possible to use icons instead of text which can reduce the length of it? The same is for monster mods, I wish there we had icons rather the several lines of text.

GrimmDawn
LastEpoch
Diablo III
Path of Exile
[DESIGN AND GAMEPLAY]
Honestly, I don't know what to start it. Let's say the graphic of the game is a big part that keeps me playing. I like it when everything on ultra so I can enjoy the original design. It's kind of dark-theme game but some MTX brake this darkness and the game itself feels more unicorny.
Maybe I will start with towns and camps. They are claustrophobically small. The only one I wouldn't touch it's the very first camp in Act I. How to say it. Some places are too small what you can't even walk without accidentally click on someone/something. For example, Act X, on the pier when I walk from my portal to the stash I will definitely click on someone because there is almost no free space for my cursor. Would be nice to have a feel of the deepness of the Wraeclast. It is really hard to explain. In D3 in the first village' inn is the size of the Sarn Encampment in the PoE. In the D3 you can have a strong feeling of the biggest world around, also you can say when you under the ground or above, you can see what in the village people can leave in some houses. There is even an inn! Not just a place wherein very tight space only needed for NPC which are giving quest or selling some stuff, where is no homes, nothing that gives you a clue what someone can live here. The Delve on a picture shows you are delving deeper down in the ground, but in reality, it just feels like endless horizontal tunnels. In D3 and LastEpoch it feels like the whole world with its very strong story, big towns, villages, etc. In PoE, it feels like islands of just different content from different dimensions. The same is for the storyline. I tried to read every quest, every piece of text from Act I to the Epilogue like three times. Still have no idea what is going on there. What am I doing here? It is just many pieces of text. I apologize if I hurt the writer's feelings. I didn't mean it. I just can't understand what is going on. Maybe a problem with me? But I clearly have understood the stories from D3 and LastEpoch…
How would be beautiful to have bigger towns, camps, encampments, even bigger some zones itself?
I wish we had way less debris, crates, chest on the ground. In many places, there is a horrible amount of it under feet. Debris gives you to get stacked every couple seconds in something. In my dream, there are no more than one or two chests in the entire zone. But I am ok with destroyable debris btw.

After 5000 hours the Acts and maps are kind of boring, just a little because I am doing the same content repeatedly again and again. Just imagine if we had some zone generated skins like wintesummefall/day/night/rain/storm/etc. It would be a whole new generated experience.

It is hard to understand for me some things. Why I can't visit a friend's hideout but can see everyone in town? Why I receive a book with skill points rather than directly to my skill tree like after you kill Kitava in Act 10? Why it is possible to see the enemy behind the doowall and an enemy can see you too (In D3 and LastEpoch you can't see an enemy through the walls and doors)?

In my humble opinion, the Silver Flask should be deleted from the game. It forces to click on it every 4 second whole time, I mean all-time like all time. Like you open PoE and start click on it and finish only when you close the game. Of course, you don't do it in town but still. Without this flask, the character feels slow. No matter how much speed I have I will have more with the flask. Maybe it is possible to solve it in another way. What if a character had a restriction to the maximum speed. Lets set the maximum to 40. So, we will have a nice boost with Silver Flask in the early game and we can throw it away in the end game because it would be possible to reach the max speed on gear.

Sound. I am in love with music and sounds in PoE. I never turned it off. But two things bothering me. One is following me for years. It is annoying the sound of the Shrines especially lightning one. No matter how many times it was changed, it is still annoying on an impossible level. For those who has same issue like me, you can undo the buff by clicking on its icon with the right click of the mouse. The second sound came recently. It is the sound of the character's feet. When you enter the first camp it sounds like you in the stabling. The stomp of feet is incredibly annoying and it sounds like walking horses. The more horror comes when you play for the witch which is barefoot and has the same sound. I also noticed what this sound doesn't change if you walking on snow, grass, shore, wood, etc. It is just one constant sound. It is also the element that can't give you the deepness of the gameplay if you doing it wrong. You see a character walk on snow but your brain tells you it is somewhere else because you don't hear that exact sound of stepping in on the snow. For example, in the LastEpoch if the character' one foot on snow and the other on the clear ground you hear two different sounds at the same right moment they step on a specific place. I wish it would be fixed someday.

Lootfilter. I am using only a standard one and don't want to use someone's. I want my own like in GrimDawn. Is it an impossible feature? Just imagine the new players don't even know what it is and see those hundreds of useless white items on a screen. I played like this for about 500 hours. Can't explain the experience. Frustrated? Horrible?
PoE doesn't give an opportunity to discover many things in the game. I am still don't know what exact type of damage mobs do. In theory everyone from the Vaal area doing chaos+phys? Undead - pure chaos? Spiders - pure chaos? Ghosts - lightening? How the holy cow I could understand it without leaving the game and third party programs or sites/wiki. The game has a perfect character to explain to us the types of damages monsters do at least beasts. Einhar! For example, you have an Einhar' book. It is empty at first but as you doing his missions he gives you pages. Each page gives you an explanation of some mobs damage (spider, crab, dog, monkey, bear, etc.).
Would be nice for Niko to explains fossils and regions there you can find them. Jun could tell us where the heck we can put those bastards for reward we want. So we can get rid of those cheat sheets. Zana can explain to us damages and defenses of bosses on the maps…

[HEALTH AND COMPETITION. LADDEEVENTS]
I like the idea of the Racing but the realization hurts my health. The racing is not about who is first can kill Sirius. It is about who can sit longer on a chair without food, drink, toilet, sleep. Also, it is only for gamers who don't have a work. Racers are almost not sleeping in the first couple of days. They show this to the young auditory which makes it worse. It is important to sleep properly. In this state, the race harms people's health and have inequality between gamers who has a life beyond the game and who doesn't. A couple of times I fell asleep in the chair in the position of playing the game. My brain just turned off and my hands were on the keyboard and mouse. Of course, the character was dead. This racing pushes people to don't sleep for a long period of time.
"…There are several potentially bad outcomes that are associated with inadequate sleep. Sleep influences the immune system, memory consolidation, attention, hunger, mood, response time, and many other body functions…" (link)
In a sport, we have a lot of examples of how it can be done. For example, running 100 meters distance. We have 1000 challengers but we don't need to have 1000 lines of tracks for them. We have time. You can measure it. It would be nice if in racing we finish a zone and it records time what we are finished. For example The Twilight Strand - 2min38sec. The coast - 4:24, The Mud Flats - 5:36……The Lower Prison - 11:39…..The Cavern of Anger - 17:16…. Act I finished in 19 minutes 57 seconds. The count working for each character separately. The final estimation will be made in two/three weeks. (depends on the race) [1st place - Queen69 finished the race in 11 days 7 hours 35 minutes 17 seconds]. The races can be longer without harm to the health and equal to every gamer.

Ladder. What is the point of the end game? Loot? Kill the end boss 1000 times? level 100? 36-40 challenges? Theorycrafting? No matter you choose I believe ladder should be equal for everyone even if gamer likes to do only Delve content or only Maps or Ignoring League content entirely. Long time I didn't understand how to follow the ladder. Where is it? How to find it. Who won a prize? Which place you are? Where are those races advertisements come from? I knew about them only after they finished only.
It would be nice if the position on the ladder leaning on a points system. You can get points from different encounters. Did you kill Shaper? Get 10 points for it. Atziri - 15p, Uber Atziri - 20p, Elder, Sirius, Guardians, Delve, Masters, League content, Uber Labyrinth, Challenges, etc. Everything gives you points. Of course on character death in the HC, you will lose them or maybe only part of it. On SC you loose like 10% of your points.
I wish we have ingame Ladder. Not on some site, not on the forum, not on YouTube, not on Reddit. Just ingame window where I can see my current position even if it is not the top 10. In D3 and LastEpoch the ladder currently ingame. And it would be nice to have the same window for upcoming events.

[BUG REPORTS AND REVIEW]
With all my respect and love towards GGG I barely want to report bugs and here is why.
I have to put too much effort into a simple bug report. Run a command in the game, receive some number and save it then go to the forum but before opening a topic and look if there is no one posted this bug yet. Then open topic, describe steps to repeat this bug. For screenshots, you need to register an account on an image share site. Then you upload it there. Copy the link. After you go back to your post and put the link in it because you cannot in 2020 to upload images into the forum. And then… then you receive nothing. Was my report valuable? Did you read my bug report? Any "thank you" for the free QA work I have done? Issue resolved? Anybody home? You leave me with emptiness and what my work was for nothing, not even an automated reply what you received my bug report. There is a full-time job - Quality Assurance Specialist. Yes, it is black box manual testing, still, people have a full-time job and receive money for it. And if I report a bug I receive the void. Just a simple "thank you" would be enough. I mean I had an issue and needed support but ended up writing a bug report. The best support I have ever seen it is in the World of Warcraft back in 2008 (I played then a lot). You have an issue. You can report a bug with no leaving the game at all with just a couple of steps. If you need to resolve it right now, you summon a GM and together trying to find out how to fix it in the game chat. You don't leave the game. With all "hello dear", "thank you", "would you", "could you", "have a nice day", etc. Twelve years later I still have a strong feeling I can rely on their support at any time.
Why people bring some bugs to the Reddit because it is more convenient. Make reviews possible in the game itself. Maybe I would write it there instead of Reddit. Gamers complaining in the Reddit because there is no other convenient place to do.
Also, I think it would be better to know from what kind of league people complaining about something. HC, SC, SSF HC, SSF SC? Because it can be an issue for HC but absolutely fine for SC.
So, I will take this opportunity to write a very small bug report. The bug comes from the first or second patch in this league. If I have the game minimized for 30 min the game crashes when I am trying to return to it. It doesn't happen if 15 min passed.
(#@#@#@#@ HAPPY END @#@#@#@#)
At the end of this post I realized I lost my sanity…
But you know I think everything happens for a reason, maybe during the waiting for PoE 2, I will learn a new profession and find a good job because I feel with what I currently have I will be living on a street soon ahahahah….
Sincerely,
Pavel B.

P.S. Now I know the limit of the post. It is 40000 characters. Sadly the original text was bigger.
P.S.S. Was my post valuable?
submitted by Snow_oi to pathofexile [link] [comments]

"The Paradise Syndrome" - First Time Viewing Reaction

Noob Trek 58 - The Paradise Syndrome
Well this season is certainly all over the place as I'd heard. In three episodes I'm in the three extremes of the spectrum. The first episode? Bad. The second episode? Very good. The third episode? Ehhhh, I don't know really. It wasn't that bad, but it wasn't really good, it's a difficult one. Let me unpack what I just watched and I'll see if that helps me make up my mind.
First of all, it's quite a lovely looking episode. There's some good sets and costumes, and we open on a nice outdoorsy scene, highly unusual for the show. But it has happened before... was it in Shore Leave? And maybe perhaps also in By Any Other Name? Oh my god why do I know this stuff off the top of my head. I've become a NERD. Cool. Anyway, after a stunning Lord Of The Rings establishing shot, we find that this lovely idyllic scene of pastoral beauty is about to be DESTROYED BY A METEOR. Dramatic emphasis is mine, Spock delivers this information with about as much enthusiasm as if he were reading a bus schedule.
When Kirk asks "Spock, it's exactly like Earth on a planet half a galaxy away. What are the odds of such duplication?", I expected Spock to say "It seems to happen every two or three weeks captain."
It's a lovely sounding episode too, it seems like a lot more work was put into the music this time out, which is refreshing after that fight music that plagued Season 2. (Though it would've been sweet if that music had played while Kirk is chasing Miramanee through the woods.)
Btw what does "bearing 117 mark 4" and the like mean? I don't know how to interpret this.
Wait a minute, they have 30 minutes to deflect a meteor, so they decide to dick about down here for a while and THEN go and do it? Why don't you deflect the meteor and then explore the planet at your leisure? There's multiple instances of Kirk/Spock/McCoy acting like doofuses here, and the script doesn't do a great job of disguising that they're just doing/saying whatever they need to in order to create the writer's desired situation. McCoy in particular is being written as a moron, as in the scene where Spock actually has to explain that if the planet blows up, Kirk will die, because he is on the planet. I half expected Spock to pull out a whiteboard and draw little explanatory pictures.
Soon the away team stumble across the set of The Lone Ranger. Not more parallel Earth stuff, I thought that was last season.
Well that escalated quickly. One second we're hanging out with Mother Nature, next thing you know, trapdoor, down a pit, mystic runes and lightning bolts and Kirk's face down dead. And this is before the credits!
Ah, an actress in redface. I kinda had the feeling that this was already not cool by 1968, but I was 13 years away from being born in a country far from the US so I may not be the best authority. Can anyone tell me how kosher a white woman putting on redface would have been in 1968? It's odd though, we've already had multiple women of colour appear in speaking roles on TOS, I wonder why they didn't just cast a Native American woman. My bigger problem with Scharf is that she can't act. A pity as this role calls for more than the usual "stand around and look pretty" MO of Kirk's conquests, but something about Scharf gets up my nose. "HE is medicine chief nooooooow." She sounds like it's her first time acting. This is a problem because caring about Miramanee is going to turn out to be key to the episode's impact, and Scharf did not reel me in.
I feel I've seen this episode before several times - The Omega Glory, The Apple, Friday's Child, etc. Sure it's not exactly the same as those, but it is continuing a worrying trend of being able to slot episodes into recognizable types, and this is a show that I expect innovation from. Mind you I got through 57 years of Doctor Who and it's not as if that doesn't have more than a few episodes that repeat almost note for note the content and structure of earlier adventures.
It's interesting to see Shatner play a confused, uncertain character. A side of Kirk that doesn't want, even fears command. Yet even in this alternate life, Kirk finds himself forced to lead/command when the disasters begin to befall the land. This kind of links into something else I notice during this episode - Shatner's looking older. He's 37 now, not exactly a grandpa (two years younger than I am now) but he seems to be putting on weight and his hair doesn't have the same luster it once did. In a way (and I'm sure this is pure coincidence, if this is intentional then I'm beyond impressed) it's interesting that I notice this during an episode in which Kirk almost settles down. Maybe he's getting a bit beyond flying around in a tin can being shot at by aliens, maybe it's time to find someone he loves and raise a child. Oh, and in closeup, the ritual cloak makes Shatner look like a low-budget Elvis impersonator.
The bit where Shatner spreads his arm with an euphoric look on his face and says "I have found paradise" nearly made me spit out my drink it was so funny. It also suits Shatner's ego that he says "Surely no man has ever found such happiness" as he embraces himself. He then goes to his own wedding dressed as the great bird of the galaxy.
Decent fight scene that Kirk has with Salish, though Salish just sort of fizzles out. I thought he would either execute some dastardly scheme to destroy Kirk and steal Miramanee away, or perhaps the other trope in which Salish realises Kirk's goodness and his own inferority and has a change of heart, saving Kirk at some critical moment and dying himself in the process. (Notice that both these typical outcomes are racist regarding what they say about the old trope of native women and white men- Salish is just outclassed/inferior, there's no storyline possible in which she would prefer him.) But no, Salish ends up hanging around and not really having any big moment. Yes, he gets Miramanee killed in an offhand way but there's no apparent follow-up or repercussions, he just casually murders a pregnant woman and then goes about his day.
The scenes aboard the Enterprise are okay, but not that interesting. It's now Spock's turn to be written bone headedly, ignoring Scotty's warnings about the engines and then concocting some nonsensical plan about blowing the meteor up into many smaller meteors which is clearly worse, then trying his best to get the ship hit by it. Then he spends a long time looking at his screen, McCoy comes in and roleplays mom telling him to stop playing League Of Legends (and Spock does what any young man who had been playing League Of Legends would do), then he decides the sigils are musical notes. (Not that this matters because nothing musical is ever done with them. I thought we were going to see Spock go all Ocarine Of Time on us.)
This episode does have a case of the Great White Saviours. The natives are so dumb and pathetic and so grateful for Kirk to show them that water can flow down channels and how to take off shirts or that fire creates light and other things far beyond them. We miss the scene where he explains to Miramanee where babies come from but it clearly happened. Also: "I didn't make the lamp to keep you forever cooking. I made it to keep you forever fucking." Ick. Hey come on, be honest, you mentally completed that line the same way I did. I was beginning to be intrigued by how serious Kirk was getting with Miramanee - did I have this episode wrong? Is Miramanee not just the babe of the week? Kirk has never gotten this heavy with a woman on the show before. He's married and she's got a bun in the oven - how are they going to wave this away at the end of the episode? Maybe they're going to give him a child, develop the character a bit? Yes I know, I should have known better.
I am distracted by how the medicine man band Kirk wears looks like a doctor's head mirror. I keep thinking Kirk is going to check my molars.
When Spock asks "Why were you being stoned?" I have to pause the video and laugh. It's true, Kirk and his pregnant wife went to the temple and got stoned, lol.
Why is there a mind wiping machine under the deflector? And saying "Kirk to Enterprise" opens the trap door? ................................... I can't adequately express the mental scream of rage that took place in my mind at this moment. That's one of the silliest coincidences I've ever seen in fiction and the writer should be ashamed of themselves. Also, the solving of the temple is anti-climactic. Spock pushes one button and everything is fine?
Holy shit, they killed Miramanee and the baby, that's awful. Didn't see that coming. This show doesn't mind throwing the woman of the week under the bus (see last episode) but still this is a women in refrigerators moment. (Women in refrigerators is a comic nerd term for a writer abusing female characters in order to serve the arc of a man, in this case the need for Kirk to be free so he can go gallivanting about the universe like nothing ever happened. It's a comic nerd term because it comes from an incident in which DC Comics was trying to give Green Lantern more significant villains, and they decided a villain who killed his girlfriend would drum up interest, so they gave GL this new girlfriend, featured her prominently for six months and then had him come home one day to find her murdered corpse stuffed in his fridge by said villain. I am not making this up, it was quite a big deal in comic circles.) It would probably be fine if some respect was paid to Miramanee by Kirk remembering her in future episodes, or needing time to get over her, but given previous form on this show, I'm fairly confident she'll be gone and forgotten once the credits roll. Happy to be proven wrong though. The way the credits linger over Kirk literally watching her die brings some seriousness to the situation and is quite uncomfortable, but then it crashes to the ship zooming away with almost comical abandon, the continuing situation on the planet completely unexplored.
So did I like this episode? It's the most hesitant I've ever been to answer this question. But if I'm not allowed to chicken out and say "mixed", if I have to say yes or no then... it's no. Though there is some intriguing and profound potential here, a tendency to not follow through, plot holes, suspect acting, clunky dialogue, and an uncomfortably patronizing portrayal of Native Americans all combine to make me slowly turn my thumb down. It's no flaming disaster, but it would never be a favourite of mine either.
Oh, because I was conflicted on this episode, I read some other reviews of it to help clarify my own thoughts, and I found this absolute gem which I had to steal and will leave you with. Credit to the original author, Brian S.
MCCOY: "She had bad internal injuries, Jim. " KIRK: "Will she live? " MCCOY: "No." KIRK: "No? No?!? Wasn't it just 2 episodes ago where you successfully surgically reattached Spock's brain after it had been stolen from his skull?! And now you're telling me you can't heal a woman with a few internal injuries sustained from some rocks?" MCCOY: "Do you want to explain to Starfleet Command how a woman on an alien pre-warp pre-industrial civilization ended up birthing your child?" KIRK: "I'll love you, Miramanee. Always."
submitted by Kayfim20 to startrek [link] [comments]

Sports Betting & Your brain

Repetitive direct exposure to gambling and unpredictability can even change how you react to losing. Counterintuitively, in people with a gaming issue, losing cash pertains to trigger the fulfilling release of dopamine practically to the same degree that winning does. As a result, in problem gamblers, losing sets off the urge to keep playing, rather than the disappointment that may trigger you to walk away, a phenomenon known as chasing losses.

Research studies have shown that the release of dopamine throughout betting happens in brain areas comparable to those activated by taking drugs of abuse. In fact, similar to drugs, duplicated direct exposure to betting and unpredictability produces lasting changes in the human brain. These reward paths, comparable to those seen in people struggling with drug dependency, end up being hypersensitive. Animal research studies recommend that these brain modifications due to unpredictability can even boost gamblers' cravings and desire for addictive drugs.

Instead of simply wishing for three cherries to line up in a horizontal row, gamers can bank on lining up icons on multiple lines going in a variety of directions. AP Photo/Alex Brandon.
Having numerous lines enables players to put a lot of bets per spin, often approximately 20 or more. Although each individual bet can be small, numerous gamers position the optimum variety of bets on each spin. This method suggests a gamer can win on some lines while losing on others, netting less than the initial wager. Even when you "win," you do not come out ahead, a phenomenon referred to as "losses camouflaged as wins." Yet each win, even when it is a loss disguised as a win, includes the lights and sounds of victory.

Seeming like a winner while you're losing.
Considering that games of chance are set up so the house constantly has a benefit, a bettor wins occasionally at finest. You might only hardly ever experience the lights and sounds that occurred with striking a real jackpot. However, the gaming industry might have created a method to conquer that issue.

The outcome is that these multi-line slots produce more satisfaction and are extremely preferred by players. Most importantly, they tend to make bettors overestimate how often they're truly winning. The dramatic increase in the frequency of wins, whether genuine or made, produces more arousal and activation of benefit pathways in the brain, perhaps accelerating the rate at which brain modifications happen. Multi-line slots also appear to promote the development of "dark flow," a trance-like state in which gamers get completely absorbed in the video game, in some cases for hours on end.

However are they simply frills? Research studies recommend that these lights and sounds become more attractive and efficient in activating prompts to play when they are paired with benefit unpredictability. In particular, win-associated cues-- such as jingles that vary in length and size as a function of prize size-- both boost excitement and lead gamblers to overestimate how frequently they are winning. Crucially, they can likewise keep you gambling longer and motivate you to play much faster.

Uncertainty as its own reward in the brain
One of the trademarks of gaming is its uncertainty-- whether it's the size of a prize or the likelihood of winning at all. And benefit unpredictability plays a crucial role in gambling's tourist attraction.

Dopamine, the neurotransmitter the brain releases during enjoyable activities such as consuming, sex and drugs, is likewise released during situations where the benefit doubts. In fact dopamine release increases particularly during the minutes leading up to a potential benefit. This anticipation impact might describe why dopamine release parallels a person's levels of gambling "high" and the seriousness of his or her gaming addiction. It likely likewise contributes in reinforcing the risk-taking behavior seen in gambling.

Over the last couple of years, gambling establishments and game makers substantially updated fruit machine, retiring the old mechanical arms and reels in favor of electronic variations called electronic gaming machines. These brand-new computerized games and online slots come with more attractive vibrant lights and a range of sounds. They likewise have more reels, introducing a brand-new age of multi-line video slots.

While these might be reasons that people gamble initially, psychologists do not absolutely know why, for some, betting stops being a satisfying diversion and ends up being compulsive. What keeps people playing even when it stops being enjoyable? Why stick to video games people know are developed for them to lose? Are some individuals just more unlucky than the rest people, or simply even worse at computing the chances?

To call gambling a "game of chance" stimulates fun, random luck and a sense of cumulative engagement. These playful undertones might be part of why almost 80 percent of American grownups gamble eventually in their life time. When I ask my psychology students why they think individuals gamble, the most frequent tips are for pleasure, cash or the adventure. There are methods out there that beat the system, but they are fairly hidden. Here is one of my favourite sports betting resources 안전토토사이트

All the bells and whistles work to keep you engaged and playing. Pavel L Photo and Video/Shutterstock. com.
Lights and sounds egg you on.
However gambling is more than just winning and losing. It can be a whole immersive environment with a range of flashing lights and noises. This is particularly true in a hectic casino, but even a video game or gambling app on a smart device consists of plenty of audio and visual frills to record your attention.

As a dependency researcher for the past 15 years, I aim to the brain to comprehend the hooks that make betting so engaging. I've discovered that lots of are intentionally concealed in how the games are developed. And these hooks deal with casual casino-goers just as well as they do on problem bettors.
submitted by Maya56745 to FreesportsbettingTips [link] [comments]

Gambling effects on brain

Dopamine, the neurotransmitter the brain releases throughout enjoyable activities such as eating, sex and drugs, is also launched throughout scenarios where the benefit is uncertain. In fact dopamine release increases especially during the moments leading up to a prospective reward. This anticipation result may describe why dopamine release parallels an individual's levels of betting "high" and the intensity of his/her gambling addiction. It likely also contributes in strengthening the risk-taking behavior seen in gaming. Risks can be mitigated by ensuring you use a proper strategy and guide 토토사이트 when betting on sports.

As a dependency researcher for the past 15 years, I look to the brain to understand the hooks that make gambling so engaging. I've found that lots of are purposefully hidden in how the video games are designed. And these hooks work on casual casino-goers just as well as they do on problem gamblers.

Rather than simply expecting 3 cherries to line up in a horizontal row, gamers can bet on lining up icons on multiple lines entering a range of instructions. AP Photo/Alex Brandon.
Having multiple lines enables gamers to place a bunch of bets per spin, typically up to 20 or more. Although each private bet can be little, numerous players position the optimum variety of bets on each spin. This technique suggests a player can win on some lines while losing on others, netting less than the original wager. Even when you "win," you do not come out ahead, a phenomenon referred to as "losses disguised as wins." Yet each win, even when it is a loss disguised as a win, features the lights and sounds of victory.

While these might be reasons that individuals bet at first, psychologists don't definitely know why, for some, gambling stops being a satisfying diversion and becomes compulsive. What keeps individuals playing even when it stops being fun? Why stick with games people understand are developed for them to lose? Are some people just more unfortunate than the rest people, or just even worse at computing the odds?

Feeling like a winner while you're losing.
Since games of chance are set up so the house always has an advantage, a bettor wins infrequently at best. You might only hardly ever experience the lights and sounds that occurred with striking a real prize. However, the video gaming industry might have created a way to overcome that issue.

But are they simply frills? Research studies recommend that these lights and sounds ended up being more appealing and efficient in triggering advises to play when they are paired with benefit unpredictability. In particular, win-associated cues-- such as jingles that vary in length and size as a function of prize size-- both boost enjoyment and lead bettors to overstate how typically they are winning. Most importantly, they can likewise keep you betting longer and encourage you to play much faster.

Research studies have actually shown that the release of dopamine during gaming happens in brain areas comparable to those activated by taking drugs of abuse. In fact, comparable to drugs, duplicated direct exposure to betting and uncertainty produces enduring modifications in the human brain. These benefit pathways, similar to those seen in people struggling with drug dependency, end up being hypersensitive. Animal studies suggest that these brain changes due to unpredictability can even boost bettors' cravings and desire for addictive drugs.

Unpredictability as its own reward in the brain
Among the hallmarks of gaming is its uncertainty-- whether it's the size of a jackpot or the likelihood of winning at all. And benefit uncertainty plays an essential role in gaming's destination.

To call betting a "game of chance" evokes enjoyable, random luck and a sense of collective engagement. These lively undertones might belong to why practically 80 percent of American adults gamble eventually in their lifetime. When I ask my psychology trainees why they think people bet, the most regular suggestions are for satisfaction, cash or the thrill.

All the bells and whistles work to keep you engaged and playing. Pavel L Photo and Video/Shutterstock. com.
Lights and sounds egg you on.
But gaming is more than just winning and losing. It can be a whole immersive environment with a variety of flashing lights and noises. This is particularly real in a busy casino, but even a game or gambling app on a mobile phone includes a lot of audio and visual frills to capture your attention.

The outcome is that these multi-line slot machines produce more satisfaction and are highly chosen by gamers. Most importantly, they tend to make bettors overestimate how frequently they're really winning. The significant boost in the frequency of wins, whether real or fabricated, produces more stimulation and activation of reward pathways in the brain, possibly accelerating the rate at which brain modifications take place. Multi-line slots also appear to promote the advancement of "dark circulation," a trance-like state in which gamers get entirely soaked up in the game, sometimes for hours on end.

Over the last few decades, gambling establishments and game manufacturers considerably upgraded slot machines, retiring the old mechanical arms and attracts favor of electronic variations referred to as electronic gaming machines. These new computerized games and online slots come with more attractive colorful lights and a range of sounds. They likewise possess more reels, ushering in a brand-new age of multi-line video fruit machine.

Repetitive direct exposure to gambling and uncertainty can even change how you react to losing. Counterintuitively, in people with a gambling problem, losing money comes to set off the fulfilling release of dopamine nearly to the same degree that winning does. As a result, in issue gamblers, losing trigger the urge to keep playing, instead of the frustration that might prompt you to leave, a phenomenon referred to as chasing losses.
submitted by Maya56745 to FreesportsbettingTips [link] [comments]

Gambling FAQ and sports betting guide

To call gambling a "game of chance" evokes fun, random luck and a sense of collective engagement. These lively undertones may become part of why practically 80 percent of American adults gamble at some point in their lifetime. When I ask my psychology students why they think individuals bet, the most frequent suggestions are for satisfaction, money or the thrill.

While these might be reasons that individuals bet initially, psychologists don't certainly understand why, for some, gambling stops being a pleasurable diversion and becomes compulsive. What keeps individuals playing even when it stops being fun? Why stick to games individuals understand are developed for them to lose? Are some individuals just more unlucky than the rest people, or just worse at determining the chances or do some people use amazing betting guides like this site 안전놀이터?

As an addiction researcher for the past 15 years, I aim to the brain to comprehend the hooks that make gambling so engaging. I've discovered that numerous are deliberately hidden in how the video games are created. And these hooks deal with casual casino-goers just as well as they do on problem gamblers.

#Unpredictability as its own reward in the brain
One of the hallmarks of gambling is its uncertainty-- whether it's the size of a jackpot or the likelihood of winning at all. And reward unpredictability plays an essential role in gambling's attraction.

Dopamine, the neurotransmitter the brain releases during enjoyable activities such as eating, sex and drugs, is likewise released throughout situations where the benefit is uncertain. In fact dopamine release increases particularly throughout the minutes leading up to a potential reward. This anticipation result might describe why dopamine release parallels a person's levels of gambling "high" and the seriousness of his or her betting addiction. It likely likewise contributes in strengthening the risk-taking habits seen in betting.

Studies have actually shown that the release of dopamine throughout gambling occurs in brain areas comparable to those activated by taking drugs of abuse. In fact, similar to drugs, repeated exposure to gambling and uncertainty produces lasting changes in the human brain. These benefit pathways, similar to those seen in individuals experiencing drug dependency, end up being hypersensitive. Animal research studies suggest that these brain modifications due to unpredictability can even improve bettors' yearnings and desire for addicting drugs.

Repeated exposure to gambling and unpredictability can even change how you react to losing. Counterintuitively, in individuals with a gaming issue, losing money comes to activate the satisfying release of dopamine nearly to the same degree that winning does. As a result, in problem bettors, losing sets off the urge to keep playing, instead of the frustration that may trigger you to walk away, a phenomenon referred to as chasing losses.

All the bells and whistles work to keep you engaged and playing. Pavel L Photo and Video/Shutterstock. com.
Lights and sounds egg you on.
However gambling is more than simply winning and losing. It can be an entire immersive environment with an array of flashing lights and noises. This is especially real in a hectic casino, however even a game or gambling app on a mobile phone includes a lot of audio and visual frills to capture your attention.

But are they simply frills? Research studies suggest that these lights and sounds ended up being more appealing and capable of setting off urges to play when they are coupled with reward unpredictability. In particular, win-associated hints-- such as jingles that vary in length and size as a function of prize size-- both increase enjoyment and lead gamblers to overstate how frequently they are winning. Crucially, they can likewise keep you gambling longer and motivate you to play much faster.

Feeling like a winner while you're losing.
Because games of chance are established so your home constantly has an advantage, a bettor wins infrequently at best. You might just hardly ever experience the lights and sounds that occurred with striking a true prize. However, the video gaming industry might have developed a way to overcome that problem.

Over the last couple of years, casinos and video game manufacturers significantly upgraded slots, retiring the old mechanical arms and attracts favor of electronic versions referred to as electronic gaming machines. These brand-new computerized games and online slots come with more appealing colorful lights and a variety of sounds. They also possess more reels, introducing a brand-new era of multi-line video slot machines.

Instead of just expecting three cherries to line up in a horizontal row, players can bet on lining up icons on several lines entering a range of directions. AP Photo/Alex Brandon.
Having multiple lines allows players to put a bunch of bets per spin, typically as much as 20 or more. Although each specific bet can be little, lots of players place the optimum variety of bets on each spin. This technique indicates a gamer can win on some lines while losing on others, netting less than the initial wager. Even when you "win," you don't come out ahead, a phenomenon called "losses camouflaged as wins." Yet each win, even when it is a loss camouflaged as a win, comes with the lights and sounds of victory.

The outcome is that these multi-line fruit machine produce more enjoyment and are highly preferred by players. Most importantly, they tend to make gamblers overestimate how typically they're really winning. The significant increase in the frequency of wins, whether genuine or fabricated, produces more arousal and activation of reward paths in the brain, potentially accelerating the rate at which brain modifications happen. Multi-line slots also seem to promote the development of "dark circulation," a trance-like state in which gamers get completely absorbed in the video game, sometimes for hours on end.
submitted by Maya56745 to FreesportsbettingTips [link] [comments]

RD2L Season 13, Week 6 PPP

Welcome to Week 6 of the RD2L Season 13 EST-Sunday Division
Alright everyone, time to be real. I will be out of town again March 5 - March 8. I will be out of town again after that March 12 - 16th. PPP will not be coming out on Mondays. It might come out Fridays or Saturdays moving forward. I am sorry but as my new job kicks up, it takes away from other stuff in life, including PPP. It’s been a good run and I will continue to try my best but I hope you guys understand that I can’t write these forever. They’re very time consuming. I’m committed to trying to make the division better and I will continue to do BRR on a weekly basis. I will try my best but please be reasonable with your requests, everyone.
Also with the updates to fucking THIRTEEN teams making playoffs, the tiers have been entirely remade.
Contenders
Cumulative 2-0 for riles in 68 mins. Wiping a tear from his eyes riles finished the night with "we did it boys. we won one without the greatest 4th rd pick in the history of RD2L, we did it FOR coop this week guys. Bless whatever god you pray to that we even got 1 game with him
Round 2 Aspirations
(Almost) Playoff Lock
Bubble Team * Ricers - Well uh...right. Bit of a rough matchup. Maybe with these bimonthly updates huskar will eventually become not garbage so ricer’s niche pick can work out a bit better. I think they’re 0-2 with huskar thus far which is frankly shocking. I think the team around huskar wasn’t...great? BH seems really fast and tide feels really not. Game 2 I’m not a big fan of opening with dirge. I’m not sure why they’re first phase banning naga when they have first pick, boog crushed with it in basically every game they played thus far. I think they’re overthinking drafts or something, idk. Game 2 draft was a bit better but they were probably a bit tilted after losing game 1 and kinda fell apart. Chin up, fellas. Still solidly in the playoff hunt.
I don’t even know
Outside Looking In
Dumpster Tier
Malakai Tier
Results from Week 5: 12-14
Predictions Overall: 66-54
Prediction Percentage: 55.0%
Predictions for Week 6
Cooking con Dondo
IM FUCKING SORRY I DIDNT COOK ANYTHING. This section will need to be put on hold for awhile because I’m out of town next week and the following so idk when I’m actually getting groceries.
Unofficial EST-Sunday Fantasy Dota League Recap
Top Fantasy Captain Overall: *Hotshot**(902.29 Points)
*Hotshot’s team was the following: NuSolitude, PayDay, Redondo(!!!!!), Lovelorn, Econ
*Week 5 Top Fantasy Captain: Badger
Maybe the strategy is to pick whoever plays against Arty Boy because he’s always got the longest games? Or maybe pick the players who play on Wednesday and you know they have good games :-). My team, yet again, had 2 players who didnt play last week in CupOfJoe and p0nd which is super exciting. I had myself, solitude, god hosmerim as the other 3 players.
Next episode of BRR will be March 8th at, hopefully 8pm EST
You can catch us at badger’s channel here: https://www.twitch.tv/badgerpablo
Watch the VOD if you don’t watch us live here: https://www.youtube.com/channel/UCkl76CA7UWW3Traze9f2Z3A
Like I said it’s still in the very early stages so please feel free to give us weekly suggestions on what to discuss. Really. Please.
Where to Watch
Twitch.tv/style_dota where style will be casting EST Sunday games after being kicked for boosting ~200-300 mmr by someone who boosted ~200-300 mmr.
twitch.tv/killerkarate one of the most underrated offlaners in the division is trying to cast some Sunday games if time permits and he’ll stream EST Monday games too. He’ll probably be joined by NEW cocaster Nabe so tune in to get their thoughts.
twitch.tv/mom_hotshot will be casting games for the FIRST TIME EVER for EST Sunday. He missed the sign up period so check him out and throw him a follow I’m sure he’ll appreciate the support.
twitch.tv/nabby101 to watch nabby stream his POV in games and random qualifiers and whatnot.
twitch.tv/smeaakol to watch Mikel crush the NA division with 130+ ping
twitch.tv/crazyduckdota2 for replay casting on Mondays of all of Mikel’s games. Check them out if you’re interested
twitch.tv/skkipp to see the #2 overall player selected in the division, skkip. He streams random pubs and officials with 5 minute delay. You can snipe wards for about a minute. Grats.
Thanks for reading. Send me PMs for recipes, links to your twitch/youtube/streaming service/whatever on discord. Feedback is always welcome. This season is fucking awesome to write about so far.
submitted by a_unit025 to redditdota2league [link] [comments]

does stopping the reels on a slot machine change the outcome video

A couple of decades ago, in the early video-slots days, some land-based casinos had some games which players could stop the reels by touching the glass screen. This meant that skilled players could get better results. But, that’s not the case on games in casinos today, especially in online casinos. Stopping the reels early does not change results. When to Stop the Slot Reels from Spinning. One of the biggest land-based and online slots secrets casinos don’t want you to know is that stopping the reels does no beget a different outcome. If you ask, they will most likely tell you that pressing the stop button doesn’t change your odds of winning. But that can be taken one of two ways. “Does stopping the reels yourself also stop the random number generator?” I told him that it really makes no difference. Nearly all games remain random when you stop the reels yourself. The random numbers that determine your outcome for that spin have already been set before you stop the reels. Game designers call it “illusion of skill.” Stopping the reels doesn’t change what the machine was given to work with in this case either. Is There Any Reason to Stop the Reels? There’s no reason that would impact the outcome of your game. We value Responsible Gambling practices above all. Make sure you follow the tips below: • Handle your gambling budget wisely • Don’t play online when you’re drunk • Never try Does Stopping Reels Slot Machine Change Outcome to win back what you Does Stopping Reels Slot Machine Change Outcome lost • Don’t gamble when you’re upset If you're playing a Class II or Class III machine, stopping a spin just causes the machine to stop the reels at the positions chosen by the RNG. Stopping the spin doesn't affect the outcome, just how long it takes to display the outcome. There's nothing a player can do to "mix up" the RNG. Does this impact comps? Generally, no, the denomination level itself at most casinos is not a determining factor. There are a few prominent exceptions to this: Venetian/Palazzo’s Grazie program offers comps based on the theoretical hold of the machine, for example. So, does stopping a slot machine affect the outcome of a spin? Unfortunately, the answer to this question is a resounding no. A player stopping the reels on a slot machine has no impact on the outcome of the spin. The outcome of a spin is determined pretty much right after you hit the “play” or “spin” button. His second statement is that the symbols roll a certain way only on winning spins. I've never seen a machine reveal whether a spin was going to be a winner by "rolling" the symbols differently. One of the innovations in Charles Fey's Liberty Bell Slot Machine over 100 years ago was the staggered stopping of the reels. Does Stopping Reels Slot Machine Change Outcome 50x wagering requirement applies to FS no deposit. Min €/$20 deposit required to claim each Does Stopping Reels Slot Machine Change Outcome deposit bonus as part of the welcome bonus. 100 free spins on first deposit issued 25 spins per day for four days.

does stopping the reels on a slot machine change the outcome top

[index] [1427] [6502] [339] [6088] [8325] [4364] [4058] [5561] [2581] [1720]

does stopping the reels on a slot machine change the outcome

Copyright © 2024 top.playbestrealmoneygame.xyz