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Here you will find objective reviews of Forex and Binary Options trading products. I will recommend on the best ones, but will also warn you from scams, frauds, or just not good enough services.
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Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
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CMV: Cosmetic Genital Surgeries on Intersex Children Shouldn't be Legal

Nature doesn't follow the boundaries that humans have created to define male and female. Internal and external genitalia, chromosomes, gonads, and hormones don't always align with the binary classifications. And this is not a rare occurrence. According to what is thought to be the most accurate study to date (Blackless, "How sexually dimorphic are we? Review and synthesis"), approximately 2% of the population is born with differences in sex development, aka bodies that don't align with what is typically male or female. That is the same as the percentage of people with green eyes or red hair- ~156 million people. Differences in sex development aren't anomalous, they are an expected biological variation on the spectrum of sex development.
But western/modern culture doesn't recognize this and actively erases the existence of intersex traits because they don't conform to the binary model we created. Due to the pressure to fit in with the social understanding of male and female, "gender normalizing" surgeries are often performed. These are rarely medically necessary and take place even when the infant is perfectly healthy. These surgeries didn't start because medical professionals were didn't know the sex of the infant, they started because they thought society wouldn't be able to accept their bodies' differences as the sex they were. Essentially, they are only done to enforce gender norms. Even when they present no harm to the infant, doctors pathologize intersex traits and present them as a medical emergency. For the majority of cases, the only "medical emergency" is that intersex traits challenge the sex binary of modern society and the medical professionals' ideas of gender and sex.
Infants and children cannot consent, so these surgeries also violate their right to autonomy over their bodies and futures. They are irreversible and can have lifelong consequences. When it is done with parental consent, the parents who make the decision for their children are often uninformed and pressured by the doctors. The surgical procedures are also an issue in and of themselves. They often only focus on heteronormative sexual performance. For example, the surgically constructed vaginal canal just has to be “a hole big enough to fit a typical-sized penis. It is not required to be self-lubricating or even to be at all sensitive” (Dreger). Clitoridectomies (the removal or reduction of the clitoris) are associated with permanent nerve damage, scarring, incontinence, loss of sexual function, and painful intercourse. Studies done by C.L. Minto and Peter Lee found that almost 80% of people who received clitoridectomies as an infant had difficulty experiencing sexual pleasure, 56% had dyspareunia, and approximately 40% had complete anorgasmia. Under the U.S law, female genital mutilation is considered to be barbaric and a human rights violation that's illegal even when a consenting adult requests it. Yet when it happens to infants with intersex conditions that cannot consent, it's apparently fine. Also, unnecessary gonadectomies in infants makes them sterile, taking away their choice to have kids and forcing them to rely on HRT for the rest of their life. There is also evidence that genital surgery on infants has worse outcomes than for adults. The results of vaginoplasties tend to be be more successful when the patient has higher estrogen levels and there is a reduced rate of vaginal stenosis when performed in adulthood. The scar tissue can also limit the options for genital surgery that the patient might want/need in the future
I'm completely pro cosmetic genital surgery once the intersex individual is old enough to consent and has been fully informed on the risks and benefits of the procedures. I'm also not against assigning a gender to an infant at birth, I just think that can be done without surgical intervention. I just don't see what's wrong about waiting and seeing how the child develops (because doctors can attempt to predict this, but it is not 100% accurate) and what gender they end up identifying as (which cannot be predicted). The lack of consent for an irreversible surgery, violation of body integrity, risk of assigning the wrong gender, loss of sexual function, and nonconsensual sterilization are all huge red flags for me.
The main arguments I ever see against this is that it makes things easier for the parents and the child's future "psychological health", but even those things have been disproved. Actually, research shows that besides physical harm, the surgeries can cause significant mental harm as well, including PTSD, gender dysphoria, iatrophobia, body dysmorphia, genophobia, depression, trust issues, suicidal ideation, anxiety disorders, self-loathing, etc (Tamar-Mattis). I suppose I do somewhat understand why it happens, especially since our society that cares so much about appearance and people tend to fear things that are "different." But that's not really a logical explanation and also doesn't mean it is ethical and should be legal. Also, society is much more accepting of differences now (as compared to the 1960's when these surgeries became popular) and sometimes even celebrates them. I can't think of any legitimate, evidence-backed reason as to why cosmetic genital surgery for infants with intersex conditions should continue to happen.
I must admit that I have bias, as I am an intersex male who was subjected to cosmetic feminizing surgery as an infant and I'm pretty salty about it. However, I want to hear more from those who believe it should be done and am open to revising my views on the issue. I would like to ask that you include credible sources when mentioning statistics, etc. I am happy to dm my bibliography of sources to anyone who requests it.
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The Challenges of Designing a Modern Skill, Part 3

Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.

Introduction to Part 3

Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments.
Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.

3-C – Skill Design Philosophy, Continued

3-12 - Balancing

What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale.
A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
  • Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
  • XP Rate: how fast you gain XP.
  • Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
  • Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
  • Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.

3-13 - Skill Bloat

What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting.
The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting.
On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic.
So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.

3-14 - Skill Endgame

Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end.
However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH.
So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years.
A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).

3-15 - Alternate Goals

From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture.
If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone.
To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.

3-16 - The Combat No-Touch Rule

So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat:
This space has been reserved for unintelligible squabbling.
With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design.
I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.

3-17 - Aesthetics

I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go.
Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between?
While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow?
Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit.
But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe.
But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.

3-18 - Afterword

Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.

5-0 - The OSRS Team and the Design Process

If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.

5-1 - Designing a Skill

Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players.
The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you.
This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself?
Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog?
It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.

5-2 - Presentation and Beta Testing

So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog.
You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters.
Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually?
Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds.
Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.

5-3 - Development Effort

If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice. Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll.
Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete?
Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time.
However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function, especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills.
With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.

5-4 - The Problems of Democracy

Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process.
But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship.
Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured.
Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase.
But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change.
But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority.
These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss.
But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage.
But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems.
The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.”
So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.

6-0 - Conclusion

I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it?
Maybe.
Thanks for reading.
Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
submitted by ScreteMonge to 2007scape [link] [comments]

Seekers Beyond the Shroud -- Review and Thoughts

Seekers Beyond the Shroud is a Solo modern day occult RPG, written by Alex T. for Blackoath Entertainment. I first stumbled upon it on Kickstarter in October of 2019, and immediately backed it. There are few deliberately designed Solo RPG's, and its promise of solo rules, robust system, and setting was irresistible. I received my print copy this summer, but haven't had a chance until recently to play it. Now that I have, I wanted to do a quick review of the game, based on both my reading of it as well as the couple of sessions I've been able to play. While most of the review will be discussing the book itself, I'll include some notes on my play experience in spoilers.
Layout and Design
The book itself is solid. The cover image is cool and evocative--and the art in general is very well done. I only backed at the softcover level, but it's a solid and well designed layout. Actually, better than some of the recent games I've bought from more established companies.
Setting
It's modern day London. Your character has gone through some traumatic and horrifying experience that awakened them to the greater supernatural world. After much searching, you have come to the Omphalos, a secret town populated by mystics, monsters, and other...things. There, you begin your journey of both personal enlightenment and personal power.
Character Creation
Seekers uses the 6 classic attributes--Strength, Dexterity, Constitution, Intelligence, and Charisma, with Will replacing Wisdom. The scale is from 1-20, with all starting at 10. You then get an additional 20 points to further customize your character.
I ended up putting my points into Dexterity, Will, Intelligence, and Charisma. I figured Will and Intelligence are key to any aspiring wizard, and--desiring to do something different than a rogue bad ass--I was hoping that Dexterity and Charisma would give me options to solve issues with something other than direct violence. This would become an issue later on.
Next, you have "Secondary Attributes"--Hit Points (Con x10) or Sanity (Int x10) and the like. Then, you have Skills. They're pretty much what you would expect, a mix of combat and non-combat. You have 250 points to spend on the skills, but are limited to no more than 50 in any skill at creation. Some skills have a base value derived from your attributes (for example, One-Handed Melee starts with a value equal to your Str+Dex, while Persuade starts with a value equal to your Charisma X2), while other skills--the mystical ones--begin at 0 and can only be increased through gameplay. If you use a skill 5 times, you can make a Skill-Up roll. If you roll above the current value (i.e.: fail), you add 1 point to the skill.
Given that I had a decent Dex, my combat skills were decent to begin with. I wanted to play an "ordinary joe" kind of character, so I spend my points on skills like Technology, Linguistics, and Persuade. I finally caved to my min/maxing tendencies though, and ended up boosting Parry and Sneak as high as I could, with a smattering of points in other combat skills. I had quite a few in the mid-40's, so my "mild mannered accountant" was surprisingly dangerous. Or so I thought.
Backgrounds
After the basics are done, you roll a d10 for your Background. Each provides and in-depth backstory for your character, and details the traumatic and often horrific moment that set you on the path of magic. Each also provides various penalties and bonuses that further modify your character.
I rolled the "Near Death Experience"--my PC was a workaholic who almost dies of a heart attack. While "dead," he encounter a horrific spirit that he just barely managed to evade. Upon waking, he through aside his career and sought out some explanation for what he had seen. He has a bonus to Psychic Combat--which is used in the Astral Plane--but a penalty to his Constitution and Charisma. I had left my Con at 10, so it dropped to 9, and my Hit Points also dropped from 100 to 90. I wasn't worried though, as I had intended to be more sneaky and charming than tough.
He said foreshadowingly.
Combat
Combat is relatively simple. As you approach a foe, you make an Initiative roll on a d20. Each foe has a static Initiative value; if you beat it, you go first and if not, then they do. If you beat them on the first turn, you have a chance to surprise or avoid them entirely. All combat rolls are done by the player. If an enemy attacks, you need to make a defensive roll (Parry, Dodge, or Find Cover) to avoid their attack, and you make your offensive roll (like One Handed Melee) to hit them. Certain foes are Veterans, and apply penalties to these rolls. Different types of weapons do different amounts of damage--like 2d10+10 for a pistol. In the intro adventure, the PC gains a "talent" that grants them a flat +25 to their damage from then on. Most foes have roughly 100-130 Hit Points, so even with the player bonus, it can take quite a few rounds to get through even minor enemies.
The Mystical World
The next few sections are some of the most interesting, describing the Astral World, Magic, Summoning and Binding Spirits, and the like. I haven't had a chance to really dig into this aspect of the game, however.
The Omphalos and Scenarios
The core of the game is the Omphalos, a hub of trade, commerce, knowledge and intrigue. Here the PC can buy and sell gear, learn new knowledge, encounter the strange denizens of this world, and get missions for various factions. There are four listed in the book, each with their own agendas and philosophy. Each has constant need for "foot soldiers" to do various unsavory tasks for them, and as you gain Favor with each, they provide various bonuses and spells and other benefits.
>! So, I finished the intro scenario, had some knowledge of the greater world, and had been introduced to the Omphalos. Time for the first "real" adventure! First, I roll on the Emphalos Daily Event table and got "quiet day"--things are calm today, and prices are low. I have only a few obols (the currency of the magical realm), so any discount is nice. Then I roll for Encounters, and get "pickpocket." There's no roll to avoid this, so my PC loses 100 obols. This is more than I have, so I am no broke. Desperate for work, I see who is hiring. There are 4 factions, and each might have a represented in town that day, based on a roll of 7+ on a D10. I roll for each, and only one is present, the Causa Scientiae a particularly rational and Order focused faction. I then roll for the Scenario--I get "recover." One of their artifacts has fallen into mortal hands and is in a museum. They want me to recover it for them. Given the setup, there will only be mortal guards--which is nice--and they don't want me to kill anyone. In fact, each guard I kill will cost me the possible Favor reward with the faction. Works for me--I don't want to kill anyone either.!<
I could refuse job, but risk losing Favor with them. Given that they are the only ones hiring today, I'm loathe to refuse. Plus the job seems up my alley--no magics needed (and I have none), and I should avoid all combat. Since other types of mission are "kill everything on site" or "kill everything and cast a really tough ritual" I figure I'm unlikely to get a better mission.
Next I go to the scenario design. There are a number of possible locations, and each has a unique setup, Events, and Discoveries. This is probably my favorite part of the game. I roll some dice, get a list of rooms and locations, and then create a simple map for my explorations. I know given the setup that the artifact in question will be discovered in the 16th room. But, a roleplayer is gonna roleplay, so I decide my PC will make a beeline for the Archives, assuming that the object surely must be there. And, if not, it will have the necessary paperwork showing where the object is.
Each room has unique odds for three different types of encounters--Enemies, Events, and Discoveries. I begin at the Entrance, and have no enemies but an Event reveals Drug Fueled Goons--apparently the guards here are all high as hell, and have a bonus of 20 to their Hit Points, but a -10 to combat. So, tougher to kill, but easier to hit and avoid.
The next room I enter is the Lobby, and there's a guard present. The guard rules state that they will attack on site. I could use an alternate rule that lets you talk past human-type foes but, well, I am breaking in and they are all drugged the hell up, so I stick with the basic rules. Still, I try to avoid them but fail in my starting initiative roll. The battle begins, and the dice are on my side. It's a running gun battle, but I'm able to kill the guard. When he's wounded, he calls for backup, and the dice gods are still smiling at me, and I make it through that battle without any injuries. I'm upset at my failure to avoid combat--and losing Favor with my client--but after some nasty battles in the intro adventure, I start to think I'm getting things sorted out.
I continue exploring and even manage to successfully sneak past a guard. As I'm exploring one of the administration offices, I run into another one. This time I can't avoid him, and another fight ensues. This time, the dice don't roll so well. He quickly gets the better of me, and I end up taking a lot damage. And with only 90 Hit Points, it's far more than I'm comfortable with. I decide to run.
To run away, you need to roll a D20 and, like initiative, and beat their Dexterity but even still they get a free attack on you. Not that it matters, as I fail to disengage. After two rounds spent trying to run away, my PC is shot dead on some secretaries desk and my game came to a close.
Concluding Thoughts
Seekers Beyond the Shroud is a very interesting game. Obviously, a ton of thought, love, and work has been poured into this game. And there is a lot I love about it--the world, the discussions on magic and spirits, the mission setup system--all top notch. But, there are some things that didn't quite work for me.
I'll probably give the game another shot. But, instead of playing an average guy awakening to a wider world, I'll probably go with a more "badass" character and hope he can survive the first few missions. In Seekers, knowing ancient languages is nice, but real mages know how to use a Glock.
TLDR
Seekers Beyond the Shroud is an interesting Solo RPG of modern occult shenanigans. it has a lot of very interesting and fun mechanics to bring the game to life, but suffers from some bad editing (make sure you play through the intro scenario or you WILL miss a key "PC Bonus") and an unforgiving system. Still, worth checking out for any Solo gamer interested in more contemporary game.
submitted by Talmor to Solo_Roleplaying [link] [comments]

[OWL WATCH] AMA's SUMMARY

Disclaimer: This is my arbitrary summary for myself, so there could be some misunderstandings.
If you want the full picture, I recommend reading the full thread.
But, for a guy who just settles with 'less than perfect' summary, why not sharing my own?


Billy-IF
All the key research questions in coordicide have been answered. The challenges lying are implementing and testing our solution. We are implementing our solution into the Pollen Testnet and typing it up into our research specifications**(the specifications, while not complete, will hopefully be made publicly available soon).**
**After these tasks are done, our solution will go through a rigorous testing phase.**During this time, we will collect performance data, look for attack vectors, and tune the parameters.

domsch
the only way for IOTA and crypto-currencies in general to be adopted is via clear and strong regulatory guidelines and frameworks.
We often have the situation where a company reaches out to us and wants to use the IOTA token, but they are simply not able to due to uncertainties in regards to taxes, accounting, legal and regulatory questions.
The EU is taking a great stance with their new proposal (called MICA) to provide exactly this type of regulatory clarity and guidance we need. So we are very happy about that and see this as a great development for the adoption of IOTA.
We are very active in INATBA (in fact Julie is still on the board), are in the Executive Committee of the Digital Chamber of Commerce (https://digitalchamber.org) and are actively working with other regulatory bodies around the world. I think that especially in 2021, we will be much more pro-active with our outreach and efforts to push for more regulatory guidance (for the IOTA Token, for Tokenization, Smart Contracts, etc.). We are already talking with companies to start case studies around what it means to use the IOTA token - so that will be exciting.

domsch
actual product development, will really help us to convince regulators and lawmakers of what IOTA is intended for and where its potential lies.

DavidSonstebo
We are actively participating in regulatory matters via entities such as INATBA, as well as with local regulators in individual countries to help shape regulations to favor the adoption of crypto.
once the use cases can display real-world value, then deployments will happen regardless.

serguei_popov
"The multiverse" is quite an ingenious and promising idea that has many components. Actually, quite some of those are being incorporated to the Coordicide already now. The most "controversial" part, though, is the pure on-Tangle voting -- Hans thinks it should work fine while I think that it can be attacked

Billy-IF
Several of our modules have been devloped jointly with researchers in academia. For example, our rate control module is being developed jointly with professor Robert Shorten **and his team at Imperial College. Moreover,**our team has published several papers in peer reviewed journals and conference proceedings,
We are also making sure the entire protocol is audited. First, we have a grant given to Professor Mauro Conti specifcally to vet our solution.
you may hear an announcement regarding a similar grant to a second university.Second, eventually will offer bug bounties on our testnet. Lastly, we will hire some firm to audit our software and our protocol.

domsch
I would say that the entire enterprise and also the broader crypto-community is certainly actively following our developments around Coordicide**.**
Once that is removed, and with the introduction of Tokenization and Smart Contracts as Layer 2 solutions, there is no reason not to switch to IOTA.
there are probably even more who will reach out once we've achieved our objective of being production ready.

serguei_popov
Our objective is to have Honey ready within the first half of 2021.
we are very confident that Coordicide will happen in time.

Billy-IF
For Chrysalis, we will implement a deposit system. In order for an address to receive dust (which will be explicitly defined as any output with value less than a certain threshold), that address must already have a minimum balance (either 1 MIota or 1 KIota). The total ordering in conflict white flag makes this solution incredibly easy to implement.
this solution in the Coordicide needs alterations, because of the lack of total ordering.

HusQy_IOTA
Sharding is part of IOTA 3.0 and currently still in research.
there are of course some hard questions that need to be answered but we are pretty confident that these questions can and will be answered.

Billy-IF
**Having these layers helps keep the protocol modular and organized.****Indeed,****it is important to be able to track dependencies between the modules, particularly for standardization purposes.As your question suggests, a key component of standardization is the ability to update the standard(no living protocol is completely static).**Standardization will be accompanied by a versioning system, which tracks backwards compatibility.

Billy-IF
Well, let me try to clear these things up.
-The congestion control mechanisms are indifferent to the types of messages in the tangle. Thus non-value transactions (data messages) will be processed in the same way as value transactions (value messages). Thus, in times of congestion, a node will require mana in order to issue either of them.
-You will not need mana to simply “set up a node” and monitor the tangle.
However, in order to send transactions (or issue any messages) you will need mana in times of congestion.

IF_Dave
**The next big one is next month:**Odyssey Momentum; This is a huge multi-day DLT focussed hackathon with a lot of teams and big companies/governments involved working on solutions for the future. The IOTA Foundation is a Ecosystem member of Odyssey and we will be virtually present during the hackathon to help and guide teams working with IOTA.

Billy-IF
Coordicide will not fail. We are working very carefully to make sure that coordicide is a success, and we will not launch Iota 2.0 until it has gone through the proper testing.

domsch
Everyone internally and also our partners are very confident in the path that we've defined. Failure is not an option for us :)

HusQy_IOTA
We will most probably see a slight delay and see Nectar early 2021 instead.

DavidSonstebo
No, IF is not running out of money, this narrative has been repeated for 3 years now, yet we're still operating. Of course, bear markets impact our theoretical runway, but The IOTA Foundation is hard at work at diversifying revenue streams so that we become less and less dependent on the token holdings.

IF_Dave
We are constantly working on getting more exchanges to list IOTA, we however do not pay for listings
Some exchanges require a standard signature scheme
with the introduction of ed25519 in Chrysalis phase 2 that will be introduced and no longer be a restriction.

HusQy_IOTA
Being feeless is one of the most important aspects here since a new technology usually only gets adopted if it is either better or easier to use than existing solutions.
if it enables new use cases that would be completely impossible with the existing infrastructure. That is the single biggest reason why I think that IOTA will prevail.
An example for such a "new" use case is the Kupcrush use case presented by Terry

domsch
there are so many amazing use cases enabled with IOTA
I would say that****the most specific use cases which gets me really excited is conditional access control based on IOTA payments - in particular for the sharing economy.
IOTA Access + IOTA tokens really enable so many exciting new possibilities.

Billy-IF
In fact, with coordicide research coming to an end, we have already started to look into sharding**.**Indeed, sharding will provide the scalability needed to handle the demands of an IoT enabled world.

Billy-IF
We have designed Iota 2.0 to not have large concentrations of power. Unlike PoS systems, Iota will not be a block chain and thus will not be limited by a leader election process.
in a DAG, people can information in parallel, and so nodes with small amounts of mana can create messages at the same time with large mana holders.

Billy-IF
**In any DLT, "voting" needs a sybil protection system, and thus "voting power" is linked to some scarce resource.****Typically the allocation of any resource follows some sort of Zipf distribution, meaning that some people will have a lot, and others not.**The best we can do is to make sure that the little guys get their fair share of voting power.

HusQy_IOTA
With Chrysalis and coordicide we are finally moving to being production ready which will most probably also lead to a bigger market share as partners will start to use the technology which will increase the demand for tokens.

HusQy_IOTA
Privacy features are currently not being researched and it might be hard to support that on layer1 but privacy features could definitely be implemented as a 2nd layer solution

domsch
We focus on making the base layer of IOTA (namely transactional settlement) as secure and fast as possible. Many of the greater extensions to this core functionality are built on layer 2 (we already have Streams, Access, Identity and now also Smart Contracts)

HusQy_IOTA
There are discussions about increasing the supply to be able to still have micro transactions if the token would i.e. cost a few hundred dollars per MIOTA but we have not made a final decision, yet.

IF_Dave
We think we have a edge over other technology especially when it comes to fee-less transactions allowing a lot of use-cases that would otherwise be impractical or impossible.Adoption is not a given but a useful technology will be utilized with the right functionality,

DavidSonstebo
**why we have such a widespread strategy of driving IOTA, not only its development but in industry, academia, regulatory circles, raising awareness, funding ecosystem efforts etc.**I am confident in the position we are in right now.
There is a clear demand for financial disruption, data security, and automation.
someone has to assemble a killer application that meets the demand; IF is pushing for this with partners

Billy-IF
Our goal is to have at least 1000 TPS.

Billy-IF
Personally, I think our congestion control algorithm is our greatest innovation.
our algorithm can be used in any adversarial setting requiring fairness and consistency. Keep an eye out for a blog post that I am writing about it.

HusQy_IOTA
about proof of inclusion?
I have started implementing a proof of concept locally and the required data structures and payload types are already done but we won't be able to integrate this into goshimmer until we are done with the current refactoring of the code.

Jakub_Cech
**Many of the changes that are part of the Chrysalis would have made it and will make it into Coordicide.**Like the atomic transactions with binary layout. The approach we took was actually opposite - as in, what are the improvements we can already make in the current network without having to wait for Coordicide, and at the same time without disrupting or delaying Coordicide?

Billy-IF
All the key research questions in coordicide have been answered.
in reality, the biggest research challenges are behind us.

Jakub_Cech
When Chrysalis part 2 will be live?
We are still aiming for 2020****as still reflected at roadmap.iota.org. **We want to have a testnet where everyone can test things like the new APIs on, and some initial implementations of specific client libraries****to work with.**This will also allow us to test the node (both Hornet and Bee) implementations more in the wild.
The new wallet will also be tested on that testnet.
The whole testing phase will be a big endeavor, and, at the same time, we will also start auditing many of the implementations,

Billy-IF
We are in contact currently with OMG, and they are advising us on how to draft our specifications in order to ease the standardization process. Coordicide, or Iota 2.0, actually provides us a chance to start off with a clean state, since we are building it from the ground up with standardization in mind.

IF_Dave
The focus at this point is delivering Chrysalis and Coordicide. DeFi could possibly be done with Smart contracts at a given moment but it's not a focus point at this stage.

domsch
about price?
We are quite frankly not worried about that. Knowing everything that we have in the pipeline, our ecosystem and how everything around IOTA will mature over the next few months, I am sure that the entire crypto ecosystem will wake up to IOTA and its potential. **Many participants in the market still have outdated information from 2017 about us, so there is certainly some education to do.**But with Chrysalis and the Coordicide progress, all of that will change.

domsch
At the core of it, the IOTA Foundation is a leader in trust protocols and digital infrastructure.We will always remain a R&D organization at our core, as there is a lot more development we can lead when it comes to make our society and economy more fair, trustless and autonomous.
I certainly see us evolving into a broader think-tank and expert group to advise governments and large corporations on their strategies - in particular around data, identity and IoT.

HusQy_IOTA
barely any cryptocurrency gets used in the real world.
IOTA will soon start to actually be used in real world products and it is likely that this will also have an impact on the price (but I can't really give any details just yet).

domsch
ISCP (IOTA Smart Contract Protocol) is based on cryptographic consensus via BLS threshold signatures. That means a certain pre-defined amount of key holders have to come together to alter the state of the contract****or to send funds around. **If majority of the nodes are offline, the threshold will not be reached and the contract cannot be executed anymore.**There are various ways in how we are looking at this right now on how to make SC recovery and easy transitions possible.
**The beauty of ISCP is that we have a validator set which you can define (can be 3 or it can be 100+), and via an open selection process we can really ensure that the network will be fully decentralized and permissionless.Every smart contract committee (which will be its own network of course) is leveraging the IOTA ledger for security and to make it fully auditable and tamper-proof.**Which means that if a committee acts wrong, we have cryptographic proof of it and can take certain actions.
This makes our approach to smart contracts very elegant, secure and scalable.

Billy-IF
No, we will not standardize Iota 1.5. Yes, we do hope that standardization will help adoption by making it easier for corporates to learn our tech.

serguei_popov
In general, I also have to add that I'm really impressed by the force of our research department, and I think we have the necessary abilities to handle all future challenges that we might be facing.

Billy-IF
In coordicide, i.e. Iota 2.0, yes all nodes have to process all transactions and must receive all data. Our next major project is sharding, i.e. Iota 3.0 which will remove this requirement, and increase scalability.
FPC begins to be vulnerable to attack if the attacker has 30%-40% of the active consensus mana.

HusQy_IOTA
There is no doubt about coordicide working as envisioned.

HusQy_IOTA
When will companies fully implement iota tech?
Soon(TM) :P

Billy-IF
Well first, we are going to make sure that we dont need a plan B :) Second, our plans for the actual deployment are still under discussion. Lastly, we will make sure there is some sort of fail safe, e.g. turning the coordinator back on, or something like that.

Billy-IF
All the key research questions in coordicide have been answered, and each module is designed.

Billy-IF
What will be standardized is the behavior of the modules, particularly their interactions with other nodes and wallets. Implementation details will not be standardized. The standardization will allow anyone to build a node that can run on the IOTA 2.0 network.

DavidSonstebo
Tangle EE has its own Slack (private) and calls, so the lack of activity can probably be explained in that fashion. Coordicide will have an impact on all of IOTA :) There's certainly a lot of entities awaiting it, but most will start building already with Chrysalis v2, since it solves most pain points.

Billy-IF
If there are no conflicts, a message will be confirmed if it receives some approvals. We estimate that this should happen within 10-20 seconds.
To resolve a conflict, FPC will typically take another 4 minutes, according to our simulator. Since conflicts will not affect honest users, most transactions will have very short confirmation times.

Billy-IF
a colored coin supply cannot exceed that of all Iota. You could effectively mint a colored coin supply using a smart contract, although there would be performance downsides. There are no plans to increase the supply. The convergence to binary will not affect the supply nor anyone's balances.

HusQy_IOTA
Both, Radix and Avalanche have some similarities to IOTA:
- Avalanche has a similar voting scheme and also uses a DAG
- Radix uses a sharding approach that is similar to IOTAs "fluid sharding"
I don't really consider them to compete with our vision since both projects still rely on fees to make the network work.
Centralized solution can however never be feeless and being feeless is not just a "nice feature" but absolutely crucial for DLT to succeed in the real world.
Having fees makes things a lot easier and Coordicide would already be "done" if we could just use fees but I really believe that it is worth "going the extra mile" and build a system that is able to be better than existing tech.
submitted by btlkhs to Iota [link] [comments]

ResultsFileName = 0×0 empty char array Why? Where are my results?

Edit: Turns out I was missing a needed toolbox.
Hello,
I am not getting any errors and I do not understand why I am not getting any output. I am trying to batch process a large number of ecg signals. Below is my code and the two relevant functions. Any help greatly appreciated. I am very new.
d = importSections("Dx_sections.csv"); % set the number of recordings n = height(d); % settings HRVparams = InitializeHRVparams('test_physionet') for ii = 1:n % Import waveform (ECG) [record, signals] = read_edf(strcat(d.PID(ii), '/baseline.edf')); myecg = record.ECG; Ann = []; [HRVout, ResultsFileName] = Main_HRV_Analysis(myecg,'','ECGWaveform',HRVparams) end function [HRVout, ResultsFileName ] = Main_HRV_Analysis(InputSig,t,InputFormat,HRVparams,subID,ann,sqi,varargin) % ====== HRV Toolbox for PhysioNet Cardiovascular Signal Toolbox ========= % % Main_HRV_Analysis(InputSig,t,InputFormat,HRVparams,subID,ann,sqi,varargin) % OVERVIEW: % % INPUT: % InputSig - Vector containing RR intervals data (in seconds) % or ECG/PPG waveform % t - Time indices of the rr interval data (seconds) or % leave empty for ECG/PPG input % InputFormat - String that specifiy if the input vector is: % 'RRIntervals' for RR interval data % 'ECGWaveform' for ECG waveform % 'PPGWaveform' for PPG signal % HRVparams - struct of settings for hrv_toolbox analysis that can % be obtained using InitializeHRVparams.m function % HRVparams = InitializeHRVparams(); % % % OPTIONAL INPUTS: % subID - (optional) string to identify current subject % ann - (optional) annotations of the RR data at each point % indicating the type of the beat % sqi - (optional) Signal Quality Index; Requires a % matrix with at least two columns. Column 1 % should be timestamps of each sqi measure, and % Column 2 should be SQI on a scale from 0 to 1. % Use InputSig, Type pairs for additional signals such as ABP % or PPG signal. The input signal must be a vector containing % signal waveform and the Type: 'ABP' and\or 'PPG'. % % OUTPUS: % results - HRV time and frequency domain metrics as well % as AC and DC, SDANN and SDNNi % ResultsFileName - Name of the file containing the results % % NOTE: before running this script review and modifiy the parameters % in "initialize_HRVparams.m" file accordingly with the specific % of the new project (see the readme.txt file for further details) % EXAMPLES % - rr interval input % Main_HRV_Analysis(RR,t,'RRIntervals',HRVparams) % - ECG wavefrom input % Main_HRV_Analysis(ECGsig,t,'ECGWavefrom',HRVparams,'101') % - ECG waveform and also ABP and PPG waveforms % Main_HRV_Analysis(ECGsig,t,'ECGWaveform',HRVparams,[],[],[], abpSig, % 'ABP', ppgSig, 'PPG') % % DEPENDENCIES & LIBRARIES: % HRV Toolbox for PhysioNet Cardiovascular Signal Toolbox % https://github.com/cliffordlab/PhysioNet-Cardiovascular-Signal-Toolbox % % REFERENCE: % Vest et al. "An Open Source Benchmarked HRV Toolbox for Cardiovascular % Waveform and Interval Analysis" Physiological Measurement (In Press), 2018. % % REPO: % https://github.com/cliffordlab/PhysioNet-Cardiovascular-Signal-Toolbox % ORIGINAL SOURCE AND AUTHORS: % This script written by Giulia Da Poian % Dependent scripts written by various authors % (see functions for details) % COPYRIGHT (C) 2018 % LICENSE: % This software is offered freely and without warranty under % the GNU (v3 or later) public license. See license file for % more information %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% if nargin < 4 error('Wrong number of input arguments') end if nargin < 5 subID = '0000'; end if nargin < 6 ann = []; end if nargin < 7 sqi = []; end if length(varargin) == 1 || length(varargin) == 3 error('Incomplete Signal-Type pair') elseif length(varargin) == 2 extraSigType = varargin(2); extraSig = varargin{1}; elseif length(varargin) == 4 extraSigType = [varargin(2) varargin(4)]; extraSig = [varargin{1} varargin{3}]; end if isa(subID,'cell'); subID = string(subID); end % Control on signal length if (strcmp(InputFormat, 'ECGWaveform') && length(InputSig)/HRVparams.Fs< HRVparams.windowlength) ... || (strcmp(InputFormat, 'PPGWaveform') && length(InputSig)/HRVparams.Fs 300 s VLF = [0.0033 .04]; % Requires at least 300 s window LF = [.04 .15]; % Requires at least 25 s window HF = [0.15 0.4]; % Requires at least 7 s window HRVparams.freq.limits = [ULF; VLF; LF; HF]; HRVparams.freq.zero_mean = 1; % Default: 1, Option for subtracting the mean from the input data HRVparams.freq.method = 'lomb'; % Default: 'lomb' % Options: 'lomb', 'burg', 'fft', 'welch' HRVparams.freq.plot_on = 0; % The following settings are for debugging spectral analysis methods HRVparams.freq.debug_sine = 0; % Default: 0, Adds sine wave to tachogram for debugging HRVparams.freq.debug_freq = 0.15; % Default: 0.15 HRVparams.freq.debug_weight = .03; % Default: 0.03 % Lomb: HRVparams.freq.normalize_lomb = 0; % Default: 0 % 1 = Normalizes Lomb Periodogram, % 0 = Doesn't normalize % Burg: (not recommended) HRVparams.freq.burg_poles = 15; % Default: 15, Number of coefficients % for spectral estimation using the Burg % method (not recommended) % The following settings are only used when the user specifies spectral % estimation methods that use resampling : 'welch','fft', 'burg' HRVparams.freq.resampling_freq = 7; % Default: 7, Hz HRVparams.freq.resample_interp_method = 'cub'; % Default: 'cub' % 'cub' = cublic spline method % 'lin' = linear spline method HRVparams.freq.resampled_burg_poles = 100; % Default: 100 %% 11. SDANN and SDNNI Analysis Settings HRVparams.sd.on = 1; % Default: 1, SD analysis 1=On or 0=Off HRVparams.sd.segmentlength = 300; % Default: 300, windows length in seconds %% 12. PRSA Analysis Settings HRVparams.prsa.on = 1; % Default: 1, PRSA Analysis 1=On or 0=Off HRVparams.prsa.win_length = 30; % Default: 30, The length of the PRSA signal % before and after the anchor points % (the resulting PRSA has length 2*L) HRVparams.prsa.thresh_per = 20; % Default: 20%, Percent difference that one beat can % differ from the next in the prsa code HRVparams.prsa.plot_results = 0; % Default: 0 HRVparams.prsa.scale = 2; % Default: 2, scale parameter for wavelet analysis (to compute AC and DC) %% 13. Peak Detection Settings % The following settings are for jqrs.m HRVparams.PeakDetect.REF_PERIOD = 0.250; % Default: 0.25 (should be 0.15 for FECG), refractory period in sec between two R-peaks HRVparams.PeakDetect.THRES = .6; % Default: 0.6, Energy threshold of the detector HRVparams.PeakDetect.fid_vec = []; % Default: [], If some subsegments should not be used for finding the optimal % threshold of the P&T then input the indices of the corresponding points here HRVparams.PeakDetect.SIGN_FORCE = []; % Default: [], Force sign of peaks (positive value/negative value) HRVparams.PeakDetect.debug = 0; % Default: 0 HRVparams.PeakDetect.ecgType = 'MECG'; % Default : MECG, options (adult MECG) or featl ECG (fECG) HRVparams.PeakDetect.windows = 15; % Befautl: 15,(in seconds) size of the window onto which to perform QRS detection %% 14. Entropy Settings % Multiscale Entropy HRVparams.MSE.on = 1; % Default: 1, MSE Analysis 1=On or 0=Off HRVparams.MSE.windowlength = []; % Default: [], windows size in seconds, default perform MSE on the entire signal HRVparams.MSE.increment = []; % Default: [], window increment HRVparams.MSE.RadiusOfSimilarity = 0.15; % Default: 0.15, Radius of similarity (% of std) HRVparams.MSE.patternLength = 2; % Default: 2, pattern length HRVparams.MSE.maxCoarseGrainings = 20; % Default: 20, Maximum number of coarse-grainings % SampEn an ApEn HRVparams.Entropy.on = 1; % Default: 1, MSE Analysis 1=On or 0=Off HRVparams.Entropy.RadiusOfSimilarity = 0.15; % Default: 0.15, Radius of similarity (% of std) HRVparams.Entropy.patternLength = 2; % Default: 2, pattern length %% 15. DFA Settings HRVparams.DFA.on = 1; % Default: 1, DFA Analysis 1=On or 0=Off HRVparams.DFA.windowlength = []; % Default [], windows size in seconds, default perform DFA on the entair signal HRVparams.DFA.increment = []; % Default: [], window increment HRVparams.DFA.minBoxSize = 4 ; % Default: 4, Smallest box width HRVparams.DFA.maxBoxSize = []; % Largest box width (default in DFA code: signal length/4) HRVparams.DFA.midBoxSize = 16; % Medium time scale box width (default in DFA code: 16) %% 16. Poincaré plot HRVparams.poincare.on = 1; % Default: 1, Poincare Analysis 1=On or 0=Off %% 17. Heart Rate Turbulence (HRT) - Settings HRVparams.HRT.on = 1; % Default: 1, HRT Analysis 1=On or 0=Off HRVparams.HRT.BeatsBefore = 2; % Default: 2, # of beats before PVC HRVparams.HRT.BeatsAfter = 16; % Default: 16, # of beats after PVC and CP HRVparams.HRT.GraphOn = 0; % Default: 0, do not plot HRVparams.HRT.windowlength = 24; % Default 24h, windows size in hours HRVparams.HRT.increment = 24; % Default 24h, sliding window increment in hours HRVparams.HRT.filterMethod = 'mean5before'; % Default mean5before, HRT filtering option %% 18. Output Settings HRVparams.gen_figs = 0; % Generate figures HRVparams.save_figs = 0; % Save generated figures if HRVparams.save_figs == 1 HRVparams.gen_figs = 1; end % Format settings for HRV Outputs HRVparams.output.format = 'csv'; % 'csv' - creates csv file for output % 'mat' - creates .mat file for output HRVparams.output.separate = 0; % Default : 1 = separate files for each subject % 0 = all results in one file HRVparams.output.num_win = []; % Specify number of lowest hr windows returned % leave blank if all windows should be returned % Format settings for annotations generated HRVparams.output.ann_format = 'binary'; % 'binary' = binary annotation file generated % 'csv' = ASCII CSV file generated end 
submitted by MisuzBrisby to matlab [link] [comments]

Practicing SR since July 2017; currently have a 3+ month streak

2 accounts got shadowbanned for uploading this post. Spam filter kept on removing it this post. Messaged the moderators, but received no answer. Removed many links, so check post history for full version.

First time making a Reddit post. Estimated Reading Time: 15 minutes
Brief summary of post:
  1. History of Journey
  2. Using Subliminals (affirmations converted into audio) to reprogram the subconscious, overcome nocturnal emissions, and turbo-charge the Law of Attraction
  3. Experience from meditation retreats
  4. Massive booklist covering psychotherapy, spirituality, and general books such as negotiating and advanced social skills
  5. Fundamental shifts that occurred
  6. Experiences with semen-retention benefits
  7. How I overcame and conquered negative entities
  8. Tantric meditation method that actually works with zero side effects
  9. Experience on speaking Japanese for 1 full hour with native speakers without notes after 3 months of learning

Terminology:
Wet dream/WD – sexual dream causing semen emission while sleeping
Nocturnal Emission/NE – semen emission occurring while sleeping even without dreaming
Semen-retention/SR streak – avoiding porn, masturbation, and ejaculation whether conscious or unconscious
Nofap Hardmode – avoiding porn, masturbation, and conscious ejaculation. Unconscious ejaculation/WD is considered fine.

As the title suggests, my current streak started in the middle of June 2017. Haven’t watched any porn or masturbated in 3 years. Experienced almost all the benefits such as massive attraction (men, women, children), an aura/energy surrounding me, enhanced charisma, less need for sleep, insane levels of energy, drive, and motivation, zero anxiety or fear, massive confidence occasionally bordering on arrogance, increased manifestation/LOA, people admiring/respecting me for no reason, online attraction, less procrastination, better athletic performance, greater creativity/intelligence, the desire to live a purposeful life, greater emphasis on spirituality, and much much more. Could probably write several posts just on the benefits themselves. Only thing that didn’t improve was my skin, which was later fixed using subliminals.
It’s been a long journey, so I’ll start with background information, and later elaborate on how I managed to go from nocturnal emissions every 5 days (avg) to having a perfect SR streak for 3 months.
Used to watch anime which led to hentai (2013), and eventually western/japanese porn. Don’t even bother to search these terms on Google. It’s not worth it. Thankfully, those days are long behind me. As a side-note, I discovered the nofap/semen-retention subreddit in November 2017. Didn’t even know about SR before that.
I was raised a Catholic in a fairly religious family. Always started various streaks, and eventually broke them due to boredom/emotional coping/curiosity about new videos. Thankfully, I got good grades, read books, and was interested in self-development, but all that time spent on porn was a complete waste. Assuming I spent at least 2 hours everyday for 4 years (1460 days), it amounts to 122 complete days or around 4 months in total. It’s pretty sad on reflection, but at least the experience is now absorbed, and I can write this post.
On June 2017, after summer break started and final exams were over, I decided to permanently quit this habit. Downloaded an application called Cold Turkey and completely blocked all websites I used to visit. Now use Leechblock, which is available on most browsers (also use it to block/restrict access to non-NSFW websites which impair productivity like ESPN). Started 30 minutes of daily meditation (mindfulness + metta). Still continue the habits to this day, although the length is increased to 1 hour. Read Mindfulness in Plain English by Bhante Gunaratana and Lovingkindness by Sharon Salzberg for instructions. Have re-read these books multiple times.
Mindfulness will allow you to be self-aware of your mental conditioning, while metta (feeling compassion for yourself, a friend, neutral person, and enemy) can remove thoughts of lust and fundamentally alter your mental programming. Compassion is a very powerful exercise. Read “The Mindful Path to Self-Compassion by Christopher Germer” while you’re at it and learn tonglen. All of these books contain zero fluff, and are invaluable reads.
Started drinking 16 glasses of water (thought it would help skin, but helped in other ways), and doing 100 pushups + 100 sit-ups everyday. Increased it to 200 pushups + 200 sit-ups after 1 month. After 2 months, I made a decent amount of gains (SR helps), and people started asking me workout tips and what gym I go to. Had a Kindle Paperwhite, which is frankly one of my most valued possessions. Still works perfectly fine after 5 years, and costs only $130. Buy one now. Read a lot of books mostly consisting of biographies/spirituality/practical social skills/800+ page novels for around 6 hours per day. Still try to read for at least 15 minutes/1 chapter even when extremely busy. Will post a small booklist at the end of this post.
You can upload books to it for free if you lack money. Visit (gen.lib.rus.ec), download the ebook in epub/mobi format, open it with Calibre (https://calibre-ebook.com/), and send it to Kindle using USB. Knowledge is an investment that produces continuous returns. Warren Buffett spends 80% of his time just reading! and takes action based on that knowledge.
Even managed to have the motivation to learn Japanese by joining a foreign language exchange website. People, especially women, accepted and sent a lot of invitations to have a conversation; didn’t realize online attraction was due to SR back then. None of us showed our faces, so my physical appearance had nothing to do with it. From experience, the best way to learn a language was to make a phrase sheet with the most common phrases/questions, such as “okay”, “that’s awesome”, “what is that word in English/Japanese?” Basically a human AI bot. Don’t waste time trying to learn how to write the alphabet, although my primary purpose was to learn how to speak. Google Translate is good enough to understand the pronunciation.
I learned Japanese primarily by watching Terrace House. First watched the episode with subtitles, then re-watched it without, while simultaneously writing all the connectives/conversational phrases. You can try unique methods to remember, but brute-force memorization/review worked the best. Never tried Anki since it was cumbersome to use.
For the accent, the best way is to watch Japanese people trying to speak English, and try to mirror their accent as much as possible. It honestly helps. After 3 months, I could have a full 1 hour conversation in Japanese with a native speaker without looking at any notes. I wasn’t “fluent” (still stuttered and made mistakes), but it was a huge amount of progress for starting from scratch. Eventually after 6 months, I gave up practicing/speaking the language. I was mainly trying to fulfill a childhood fantasy, and I’m glad I tried since I learned a lot from it and got to talk with interesting people. But in reality, I stopped watching anime, and honestly never needed to speak Japanese in real-life. Now I barely remember any of the words, except a few basic phrases. Could probably last 30 seconds of full conversation at best.
So, everything was going great until December 2017. During this time period, I probably had wet dreams/nocturnal emissions every 1 – 2 months. Barely felt much difference since there was a decent time interval between emissions. Drank 2 glasses of water everyday before bed, slept on my stomach, and ate spicy food (practices that cause nocturnal emissions), but was perfectly fine. However in December I started having emissions every 2 weeks. Initially didn’t care about it. In January it started happening every 1 week. Nothing really changed in my life during this time to cause emissions to increase. Then it started happening every 5 days, every 3 days, sometimes even 2 days in a row!
Most of you will have no idea how terrible it feels to be on top of the world, and then suddenly crash down. The difference between living life with/without SR benefits is night and day. Even after sleeping 10 hours, I used to feel completely exhausted. People ignored me, or worse started “joking” around me. Complete disrespect by friends, family, and acquaintances. No energy/motivation to do anything. Constant brain fog, could barely concentrate. Felt even worse than my porn days when I ejaculated everyday. Voice completely shot, started feeling anxious about oral presentations for no reason, when I always excelled. Felt like my soul was dying. Those were really dark times. People started saying I “changed”, and started pointing out and constantly magnifying my flaws. It’s strange how people exaggerate our skills/talents on SR, while they completely ignore them post WD/ejaculation, and focus only on your flaws/mistakes. It makes you lose trust in everyone around you, as if all of them are energy vampires who only like you due to SR.
I grew desperate. During this whole time I meditated, practiced no lust/no arousal as best as possible since July 2017, yet emissions increased massively in frequency. Some occurred due to sexual dreams, but most were nocturnal emissions. Thought I had a UTI at first, and went to a general practitioner. He didn’t seem very reliable, so I went to a prominent urologist. Did all sorts of tests, paid a good amount of money, and the doctor said everything was fine. Having nocturnal emissions every 5 days was perfectly normal at my age. Encouraged me to masturbate regularly if it became an inconvenience :)
So medical science obviously failed. Started following all the tips/methods in this subreddit, and believe me I tried almost everything no matter how uncomfortable or time-consuming. Omad, avoid food/water before bed, vegetarianism, tantric meditation, different diets, various sleeping positions, no/increased meditation before bed, no/more exercise, yogic exercises, qigong, some tips mentioned by Soaring Eagle, prayed to God. None of them worked. The only method I didn’t try extensively were kegels. Initially tried a normal + reverse kegel routine, then found an article by coincidence on this subreddit about someone who permanently damaged their penis from doing kegels. Immediately stopped, thank you to that person for sharing your experience. It’s as if the universe was looking out for me. Best to avoid such risky methods even if you’re desperate. Currently sleep on my back since it avoids any "accidental physical stimulation" from occurring.
So this nocturnal emission phenomena continued for over a year. Some methods worked better than others, while for some, I wasn’t sure if it was merely the placebo effect. In mid-2019 I came across subliminal videos (finally the good part!) on YouTube. (https://www.youtube.com/watch?v=P0W5AB1sGr0) This video explains it more thoroughly, but basically you convert affirmations (sentences like “I am happy/smart/handsome”) into audio using text-to-speech software and reprogram your subconscious mind. Tried a beauty subliminal (https://www.youtube.com/watch?v=xEXaAsm-Iys) as a joke, but the next day I noticed changes in my facial structure. Listened for an hour the first day, which was easy given the music. You have no idea how amazing it feels to know that you can control your reality just by using your mind. Completely magical. Supposedly it works due to the Law of Attraction; you can find out more by reading/watching “The Secret” by Rhonda Byrne, and later reading all the books by Neville Goddard. Started using a skin subliminal as well (https://www.youtube.com/watch?v=iqi8Q80pspk and later moved onto https://www.youtube.com/watch?v=COxz8hvl14Y ), and now my skin is completely normal. Visited prominent US dermatologists, tried all sorts of acne medicine including Accutane, and even did SR, yet none of them worked. Skin was pretty terrible, and I was glad it got fixed. Took around 4 months of daily listening although it can be shortelonger depending on your belief, blockages, and levels of positivity. There’s a CIA document on holographic universes, astral projection, time travel, and psychic powers if you need scientific validation: https://www.cia.gov/library/readingroom/docs/CIA-RDP96-00788R001700210016-5.pdf
Disclaimer: Although there can be bad subliminal makers, they are very rare, and there has been only 2 of them in the history of the community. Someone named MindPower and Rose subliminals. The vast majority (99%) put positive affirmations. It’s best that you verify by checking all the comments, seeing their subscriber count, general personality, etc, but ultimately there’s no guarantee. The only way to make sure the affirmations are 100% positive and safe are to make them yourself or use a subliminal that blocks negative affirmations.
One thing to note is that physical change (biokinesis; search that term)/spiritual subliminals utilize the prana in your body to a certain extent to make changes. It makes sense since physical change is essentially a psychic poweenergy work. So your SR benefits/aura might temporarily decrease. Hydration is also recommended, and you will notice feeling thirsty. Personally drink 20 glasses of water everyday.
Obviously, my interest now turned towards using subliminals to cure nocturnal emissions. Unfortunately there’s a huge lack of subliminals regarding semen-retention or those targeted towards nocturnal emissions. Initially bought a subliminal using a paid request (you pay a subliminal maker for a specialized subliminal), but it didn’t work that well. Desired to be permanently free of nocturnal emissions, or at least reduce the frequency to once a month. So I decided to make my own subliminal. The affirmations will be posted below, and this is how I eventually cured my nocturnal emissions.
Steps on how to make your own subliminal:
  1. Write all the affirmations in a word document and save it.
  2. Download text-to-speech software like Balabolka and output the audio file in wav format (you want both uncompressed + lossless)
  3. Optional but recommended; download an audio editor like Audacity, and fast-forward the audio as much as possible using the “Change Tempo” effect. Personally I speed the audio to one second and then loop it 1000x. Continue the process as much as possible, but never make the audio length less than 1 second. Some subliminal makers make their subliminals even more powerful by creating multiple audio streams of their affirmations using different voices, merging all the voices together, and speeding them up. It’s called layering. Why super-sped affirmations work better can be somewhat explained by this article (https://www.psychologytoday.com/us/blog/sensorium/201812/experiments-suggest-humans-can-directly-observe-the-quantum), but science still doesn’t have all the answers. Will take time.
  4. Converting the affirmations to binary code (https://www.rapidtables.com/convert/numbeascii-to-binary.html) is a technique some subliminal makers use. Supposedly it penetrates the subconscious faster.
Affirmations Link: https://www.reddit.com/pureretention/comments/hg0tjb/practicing_sr_since_july_2017_finally_conquered/ (same content; scroll down to the subliminal section and download the affirmations file from the mega link)
Listened to this personal subliminal for 1 hour everyday for an entire month. Still listen just to be safe. Took months of testing and editing affirmations to make it perfect. Experienced massive sexual dreams on certain days, more than normal, and found out that entities could be responsible. Try to avoid this subreddit as well, since reading the posts can trigger memories. More energetically sensitive now, and sometimes there’s a lot of low-vibrational energy. On a side-note, porn cripples your aura and invites negative entities (https://www.awakeningstaryoga.com/blog/expanding-away-from-porn-aura).
Non-subliminal solutions:
  1. https://www.youtube.com/watch?v=lMx69hgYq0s (morphic field)
  2. https://www.youtube.com/watch?v=EWK0D1g069I (powerful aura cleanse; Tibetan bowl sounds)
  3. https://www.youtube.com/watch?v=7moRsibNyMA (reiki)
Subliminal solutions (ordered in terms of effectiveness):
  1. https://www.youtube.com/watch?v=8Kt9s5tY1YE
  2. https://www.youtube.com/watch?v=XvyPscRD1ss
  3. https://www.youtube.com/watch?v=NTmnrFzR0_Q (for spells, curses, black magic, etc)
  4. https://www.youtube.com/watch?v=8Kt9s5tY1YE (last resort)
The entire channel is a gem; these were some of the best. Have used them for a few months and feel much lighter and peaceful; experienced only headaches due to subconscious absorbing the affirmations, but zero negative effects.
Advice: Remember to immediately download any subliminal video you find that is useful in wav format (https://www.savethevideo.com/download). Subliminal channels are sometimes deleted by YouTube (spam filter) or the creators themselves.
Waited 3 whole months before deciding to make a Reddit post to make sure the method was 100% foolproof. Remember many people offering solutions in the past, yet 1 month later they would have another wd/nocturnal emission.
The first month there was a lot of fear. Will I have a wet dream/nocturnal emission tonight? Was so traumatized it was difficult getting to sleep every night. After the 2nd month, I experimented with sleeping on my stomach and eating/drinking before bed. Nothing happened. Stopped recently to stay careful.
After 2 years of suffering, this is a method that has worked. Try and see for yourself.
Present day:
How do you feel now? Some days it’s meh (due to flatline) like today; on other days I feel divine. No idea why flatline still occurs. Have regained all the benefits, feel love and happiness all the time. Experience intense states of bliss in meditation more frequently, although it’s just a distraction.
Religiously/Spiritually I’ve moved from Christianity to Buddhism/Advaita Vedanta/parts of New Age. Found them more practical and useful in life. Was inspired to aim for spiritual enlightenment after reading “The 3 pillars of Zen” by Philip Kapleau. Read it, it might change your life.
Have attended a number of meditation retreats now, along with 10-day ones. Everyone reading this post should try it. Understood how much our mental programming defined us, and that we aren’t are thoughts. Our childhood traumas define so much of our habitual reactions. Realized its okay to feel bored rather than chasing after constant stimulation.
Even attended a Jhana retreat, which is exclusive for people who have attended prior retreats. Entered intense states of meditative absorption, understood the permeability/impermanence of reality, and had all sorts of mystical experiences. Experienced past lives; can confirm my mind did not make it up, since it’s an experience you can constantly replicate using the same methods. Before attempting such methods, you need to have the ability to sit down and meditate continuously for at least 3 hours. If you live in the US, attend IMS (Insight Meditation Society) or any prominent Vipassana/Theravada related retreat. Zen is a valid form of enlightenment, but it personally felt unstructured.
Gave up music, took time since I was convinced it was needed for creativity. Instead, it was just a substitute source of dopamine and a way to avoid my emotions. Have much less brain fog after quitting. Only communicate using regular phone calls these days, which no one uses, and Snapchat/WhatsApp for texting. Avoid stories, waste of time. Instagram/TwitteFacebook are a waste of time unless you are using it for business purposes. The only social media you really need is LinkedIn.
Women: You’ll learn more about them by reading romantic novels, Korean mangas, and watching Kdramas then reading all that seduction/red pill stuff. Focus on general charisma (men and women) instead of a specific gender. Read “The Charisma Myth” by Olivia Fox Cabane; it’s the most practical book on social skills I have ever read, and possibly the most life-changing as well. Teaches you self-awareness, applies Buddhist psychology to social interaction. Used to train executives in Google, read it now (and do all the exercises). The bibliography sent me on a rabbit hole that made me read ton of books on psychotherapy, meditation, mindfulness, and Buddhism; this was before SR. Inspired me to practice meditation, although the habit only became regular after SR.
Read books such as Crucial Conversations by Al Switzer, Difficult Conversations by Douglas Stone, How to Talk so Kids will Listen by Adele Faber (works very well in general since even adults have childhood programming, and can act like children), Never Split the Difference by Chris Voss (FBI's chief international hostage and kidnapping negotiator from 2003 to 2007), Getting More by Stuart Diamond (trains negotiators at Google), and Pitch Anything by Oren Klaff (more theoretical but useful). Also read The Definitive Book of Body Language by Allan Pease and What Every Body is Saying by Joe Navarro. These are all books that will greatly improve your human interactions and contain limited fluff. Have re-read all of these books in difficult times, and they have never let me down. You should read it as well. Even if you become a monk, there’s lots of social infighting even in monasteries. Highly-developed social skills are invaluable whenever you are dealing with individuals. Read “How to make friends and influence people” by Dale Carnegie once in a while, since most forget to apply his “basic” advice. Learned a lot about oral presentations by watching Alan Shore on Boston Legal (TV show).
Current position in life? Studying for a bachelor’s degree. My family is financially well-off, and my father is paying for my college tuition and dorm. Scholarships aren’t available for all income levels. Although I come from “privilege”, the above information can help anyone regardless of their financial position. We live in an era where information is accessible to all social classes, so excuses aren’t that relevant. If you’re practicing SR, you are already 20 steps closer to success. The tips above can be applied for free as long as you have a computesmartphone. Read books starting from today, knowledge is a source of power. People spend so much time reading the news, scrolling social media feeds, reacting to comments, chatting about useless things with friends, binging shows on Netflix, browsing YouTube/Reddit, that time quietly passes by. Time is the most valuable commodity you have; don’t waste such a limited resource on things that will contribute nothing towards your purpose in life. Once it’s spent, you can never get it back.
Personally, I schedule the next day before going to bed. Leisure, Reading, Schoolwork, Meditation, everything is mapped out perfectly. Try to eliminate habits that just waste time and stick to your schedule perfectly (working on it myself). If you feel tired after work/studying, take a nap or meditate instead of receiving even more stimulation from videogames, YouTube, or other artificial dopamine sources. Try NoSurf.

Basic Booklist:

Spirituality:
  1. The End of Your World by Adyashanti (fantastic writer; must-read if you have had an awakening experience or believe you are "enlightened")
  2. How to Attain Enlightenment -> The Essence of Enlightenment by James Swartz (best introduction to Advaita Vedanta I have read so far)
  3. I am That by Sri Nisargadatta Maharaj
  4. In the Buddha's Words by Bhikkhu Bodhi (best introduction to Buddhist scripture)
  5. Why Buddhism is True by Robert Wright (secular perspective but informative; his previous book The Moral Animal is a good introduction to evolutionary psychology. Read this first if you are non-spiritual)
  6. Wisdom Wise and Deep by Shaila Catherine (comprehensive introduction by one of the best Jhana teachers in the US)
  7. Manual of Insight by Mahasi Sayadaw
  8. Emptiness: A Practical Guide by Guy Armstrong (good introduction to the Buddhist version of reality)
  9. Books by Loch Kelly (practical guide to non-dual meditation practices within Buddhism; The Little Book of Being by Diana Winston may be a better introduction)
  10. Seeing that Frees by Rob Burbea (really advanced but profound)
  11. http://awakeningtoreality.blogspot.com/2007/03/thusnesss-six-stages-of-experience.html (Buddhism > Advaita)
  12. Books by Robert Bruce such as Psychic Self-Defence and Energy Work
  13. Psychic Witch by Mat Auryn
  14. Dream Yoga by Andrew Holecek (amazing/practical book on lucid dreaming -> dream yoga)
  15. Autobiography of a Yogi
  16. The Practice of Brahmacharya by Swami Sivananda and Soaring Eagle (https://forum.nofap.com/index.php?threads/6-years-clean-rebooting-as-the-best-remedy.135983/) if you haven’t read already
  17. Xunzi trans. by Eric Hutton (final evolution of Confucianism)
Novels (use translators mentioned):
http://gen.lib.rus.ec/fiction/? for foreign literature

  1. Musashi by Eiji Yoshikawa (Taiko is decent as well, but this one was a masterpiece)
  2. Romance of the Three Kingdoms trans. Moss Roberts
  3. The Dream of the Red Chamber trans. David Hawkes (read it in the summer of 2017, profound but not all may see the deeper meaning)
  4. The Nine Cloud Dream trans. Heinz Insu Fenkl
  5. Atlas Shrugged by Ayn Rand (Inspirational for Entrepreneurs, however don’t start adopting this book as economic philosophy. It’s just a novel!)
  6. The Alchemist by Paulo Coelho (read now if you are experiencing an existential crisis)
  7. Dostoevsky’s Crime and Punishment + The Brothers Karamazov (optional reading; prefer Pevear translation)
  8. Perry Mason and Sherlock Holmes Series (pleasure reading but not useless)
Psychotherapy (never visited a therapist, but found these useful):
  1. Getting Past Your Past by Francine Shapiro (by the founder of EMDR, best practical book on trauma and exercises to resolve it)
  2. Complex PTSD: From Surviving to Thriving (another immensely practical book on recovering from trauma)
  3. Breaking the Cycle by George Collins (best practical workbook on sexual addiction I have read; all should read)
  4. Get out of your mind and into your life by Steven Hayes (Was mentioned in the charisma myth booklist; take control of your thoughts and mind by the founder of ACT)
  5. Mindful Compassion by Paul Gilbert and Choden (prominent researcher on compassion applied to therapy; part one can be boring, but part two on practical exercises is invaluable)
  6. Feeling Book by David Burns (rightfully a classic book on therapy and CBT; read if you are suffering from depression)
  7. Healing Development Trauma by Laurence Heller (best book on the impact of childhood/development trauma but meant for therapists, might explain why we use addiction to cope from childhood memories; google ACE study as well)
  8. The Boy who was raised as a Dog by Bruce Perry (stories about children experiencing trauma. Increases empathy for yourself and others; you realize how childhood trauma affects how a lot of people think and behave)
  9. Whole Again: Healing Your Heart and Rediscovering Your True Self After Toxic Relationships and Emotional Abuse by Jackson MacKenzie (fantastic book on recovering from relationship abuse. Many of us have emotional baggage that fuels coping and addiction loops. Read Healing from Hidden Abuse by Shannon Thomas as well.)
  10. Self-Compassion by Kristen Neff (optional reading, but complimentary)
For biographies, read those of presidents and important leaders. Also about famous/successful individuals. Read all of Ron Chernow’s books. Abuse the Amazon Search Engine and look through their categories. Reading biographies can fundamentally enhance your worldview so you realize that real-life issues are much more nuanced and gray rather than black and white. Also shows how successful people deal with difficult crises and their perspective on life. Especially for public policy. If a President implements an economic policy that has short-term gains, but long-term loss, he has a greater chance of being re-elected. However, short-term loss in favor of long-term gain is the correct policy. Employ critical-thinking! Avoid cable news even if you need to stay informed. Don’t even have a television in my house. Unnecessary. Just read 2 – 3 reputable news sources for 20 minutes max. Sometimes I even avoid the news since there’s too much negativity.
https://www.reddit.com/kundalini/comments/1unyph/a_tantric_perspective_on_the_use_of_sexual_energy/ (tantric meditation technique that actually works; you are supposed to do it for 1 hour. Optional.)
https://www.reddit.com/kundalini/comments/2zn8ev/grounding_201_two_effective_quick_methods/ (energetic protection + grounding method after doing the tantric meditation)
Avoid learning Mantak Chia’s techniques from a book, since some have suffered side-effects to their energetic/biological body. For NEO, Tibetan buddhists practice meditation for 13 years before attempting it (https://en.wikipedia.org/wiki/Karmamudr%C4%81). Not easy. Not sure about women, since SR streak is more important. Don’t pick a partner to fulfill some kind of emotional void, or due to societal programming where women are held to be the ultimate goal. Spiritual Enlightenment is the ultimate goal now, but even enlightened people need money for food and shelter.
Youtubers I follow are Graham Stephan, Ryan Serhant, Rupert Spira, and https://www.youtube.com/channel/UCUX1V5UNWP1RUkhLewe77ZQ (cured women objectification for me; wholesome content) although mostly I avoid the website. Easy to loose track of time.
Avoid smoking, alcohol, recreational drug use (https://www.elitedaily.com/wellness/drugs-alcohol-aura-damage/1743959), casual sex (https://mywakingpath.wordpress.com/tag/aura/; sensitive images but useful), and fast food. Budget your money, and learn how to save as much as possible.
Hope everyone reading this post experiences their definition of success and leads a purposeful life. Will end it by stating two quotes that have inspired and guided me:
“You yourself have to change first, or nothing will change for you!”
― Hideaki Sorachi
“It is not important to be better than someone else, but to be better than you were yesterday.”
― Jigoro Kano (Founder of Judo)
Update 1, 2, 3: Added a post summary and the audio as well in the affirmations link
Update 4: https://starseedsunited.com/negative-entities-and-psychic-attacks (basic article on entities)
Some solutions are posted above. Updated* daily routine:
  1. https://www.reddit.com/kundalini/comments/1xyp5k/a_simple_and_universal_white_light_protection/ (basic psychic self-defence)
  2. https://www.youtube.com/watch?v=8Kt9s5tY1YE (at least once everyday; cures sexual dreams and flushes all entities)
  3. https://www.youtube.com/watch?v=yLeubTQv65Q (best shielding subliminal so far; general protection. Listen at least once everyday)
Note: Will continuously update this post based on further clarification. Close to 40,000 character word limit.
submitted by RisingSun7799 to Semenretention [link] [comments]

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