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Cryptocurrency or crypto is a name made use of to define all the coins on the digital market. There are similarly various other names, such as encrypted cash, however, in my point of view, almost among the most appropriate term is "cryptocurrency".
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6 Decisions from a Bored, Benevolent(?) Stranger

"Hey there! You look like your life could use some spicing-up!" You glance up from your computer in surprise as a short, funny-looking man suddenly appears before you. Before you can reply, he continues: "Here's the deal. I'm bored, you're bored. I have unimaginable amounts of supernatural power, you don't. How about I spice things up for both of us?" He offers you 6 decisions in which you can pick from a number of options. For the first 4 decisions, you're limited to one choice, but he eases the rules a bit for the last 2 decisions.
Which options will you choose?

Decision 1: Self-Enhancement

Decision 2: Social Upgrade Kit

Decision 3: Passive Magic Ability

Decision 4: Active Magic Power

Decisions 5 and 6: Helpful Items

Magic Items Tech Items
Wing Tattoo: You get a magical full-back tattoo of a pair of wings in a style and color(s) of your choice. At will, you can instantaneously transform them into a functional pair of wings (same appearance as tattoo and of a size that can support you body weight) or back into a tattoo. You can fly up to 40mph (~65km/h) or up to top Physical Enhancement speed, and flying always uses only as much exertion as walking. Ring of Remolding: This ring can absorb non-organic items/materials within 1 foot (~30cm) of it. It breaks them down into their base components, and it can then use those base components to manufacture new items (including futuristic tech, assuming you've somehow seen/used it or you can design it well enough to work properly). Up to 500 tons of material can be stored at once.
Ring of Moderate Telemancy: Unlimited teleportation within 10mi increments and 2x/day to an unlimited range beyond that. Telekinesis on anything visible within 1 mile (~1.6km). Unlimited lift capacity on things within 50ft, 1 ton weight limit beyond that. No flight. (Teleportation and telekinesis only work on willing people or people who are weak-minded, unsuspecting, or sufficiently distracted.) Supersuit: This supersuit is actually a large number of nanites stored in and controlled by a wristwatch. The nanites can be programmed to transform into just about any material and type of clothing, always perfectly tailored for your body. They can even create lightly armored supersuits, like the Ironman or Spiderman suits, but not the Hulkbuster or other personal mech suits.
Key of Unlocking: This key exists only in your mind. Concentrating on it produces a phantom key, visible only to you, that can can unlock not only any physical or digital lock, but also any metaphorical concept that you personally can conceive of as being locked (e.g. someone’s full potential, "locked lips", etc). Limited only by your imagination and your ability to convince yourself of how to view things! Quantum I.D.: This piece of identification changes to meet your needs at any given time, taking the shape of whatever credential(s) and including whatever information you need (i.e. driver's license with fake name, passport, birth certificate, banking records of the last X years, portfolio of all of the above, etc.) This I.D. passes all conceivable scrutiny.
House Key: Inserting this key into any vertical surface opens a door to an extradimensional space that takes the shape of a house that you can fully customize at will (any futuristic tech you create in the house vanishes upon leaving it). The house can be up to one cubic mile (~4.17km3) in size as long as it remains one continuous building. If you use this key 100 times (each no less than 1 hour after the last) in the same location, you can choose to create a permanent portal, visible and accessible only to you and to those to whom you give explicit permission. When exiting your "house", you may leave through any such portal or through the surface where you entered. Infinite Payment Chip: This chip provides a valid and unlimited line of credit in a form that can reshape itself to be compatible with any interface for digital transactions (credit card reader, ATM, etc). It can also transform into any amount and type of valid physical currency (cash, gold, galactic credits chips, etc). 24 hours after doing so, it reappears in the most reasonable place on your person, and the created currency does not disappear.
submitted by happygolucky95 to 6Perks [link] [comments]

Escape from Tarkov - New Player Guide!



Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts.
Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm)
Disclaimer: I haven't played Tarkov regularly in a couple months. It's possible there has been extensive changes that I have not kept up with. If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear.
Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.


  • Added Veritas chart
  • Fixed Vaseline/Star Balm stats, lab key card.
  • Adjusted formatting slightly, spelling adjustments.
  • Added additional resource, updated old ones.

Table of Contents

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

Tarkov Overview - What is Escape from Tarkov?

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

Tarkov Resources - Useful links

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

Quick-Reference Ammo Chart

Created by SirKilljoy, you can find it here. Note: As of 6/2/19, Outdated. Searching for updated file. Send if you have one!
An updated ammo chart can be found here. It's not fancy or quick reference though. Sorry!

Tarkov Wiki

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

Map Keys and You

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

Tarkov's Weapon Compatibility Guide

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

HUGE Reference Bible by Veritas

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

Tarkov's Maps

Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all exfils will be active every game, and some are conditional.
To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.
You can load Raids in an OFFLINE status, which allows you to explore the map or practice against AI without losing gear.
You do not keep any EXP or gear you find in the OFFLINE Raid, though.
To access OFFLINE Raids, head into a Raid normally until you see this screen.
Simply check 'Enable OFFLINE mode for this Raid' and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.)


Gate 3 Extract
A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommend NOT to bring in a lot of gear to Factory until you are experienced.


Extract map
A fairly large map that was recently expanded. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side.
The location for most quests in the game. Finding geared players here is very easy, so if you are low level attempting to complete early quests (like The Bronze Pocketwatch) it's recommend to AFK in the raid for 20 mins or so, as most players will have moved out of spawns and hit the 'hot' areas already, so it's less likely to be contested, so you may grab your quest item(s) and proceed immediately to Exfil.
Contains a Scav Boss, which is a group of scavs with above-average to high-tier gear that has a chance to spawn in Dorms or Gas Station.


Woods Map with Exfil
A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods is the only known location to find the Arsenal Key, which is the rarest and most valuable key in the game at the moment.
Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike.
Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav.


Shoreline Map, with Loot, Exfil, etc
A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot.
The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it.
A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline.


Detailed map
Great, great loot area, but very complex map. Doesn't run very well on old computers. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed.
This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest before going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress.

The Lab ('Labs')

Here's a map.
This is a very complex map, so I highly recommend you read the Wiki article and look at all the maps to get an idea of what it's like.


If you purchase insurance and lose your items on this map, doesn't matter from whom, you will not get them back.


Labs is by far the most lucrative map to play at the moment. You can easily earn several million roubles per hour by killing Raiders (Juiced-up scavs that are ONLY on Labs), looting their equipment, then running to one of the many, many extracts. Extract camping is hard to pull off and pretty much not viable on Labs.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!


Raiders are the avatars of Death in Tarkov, clad in USEC and BEAR hats, high-end armor, and plenty of firepower to boot. Do not fight Raiders directly. They WILL kill you. Raiders are absolutely broken this patch, and are getting fixed next patch to help fix their exploits of both poor AI and how they're a little.. insane. At the moment, the only way to kill raiders is to camp a hallway, room, or door, and attract the scavs to you, headshotting them the moment they enter before they have a chance to lock onto you.
Raiders can see you through and shoot you through surfaces you cannot.
This means you have to be very careful when engaging them. They are also often equipped with very high-end ammo, meaning that most faceshields (even Killa helmets) can be useless vs a Scav who spawned with 'big boy' ammo, 7N39. They can shoot your head if it's even slightly visible. They can prone instantly, as they have no ping. If they drop without slumping over, get to cover immediately.
Typically, strategies to farm Labs (barring rushing certain rooms for static loot) involve rushing a camp-spot and baiting raiders to your location and taking them out quickly, efficiently, and with no mercy. There are many locations to camp, and since there's so many exfiltrations, it's ultimately up to personal preference.
Raiders often spawn with armor (often Troopers and Gen4s) a rig (Sniper or Ana Alpha rig, usually) and a variety helmets and weapons. Always check the ammo the raiders spawn with. If they spawn with ANYTHING other than PS (and 12 gauge) LOOT IT! You can right click their magazine and hit 'unload ammo' to get the ammo without having to grab the mags, which saves space.
BS, BT, BP, 7N39, etc can be worth several hundred roubles a round on the market. They're extremely valuable.
Additionally, Raiders spawn IFAKS, Morphine, and grenades (F-1 & Flashbangs (Zarya)) with regularity. They can also spawn with random consumables and large clumps of cash in their pockets as well. They can spawn several backpacks, most of them being rather large, if relatively uncommon.
Additionally, Raiders can have American names, breach doors, and mumble as if they are a USEC PMC because some of the Raiders are actually USECs. You will learn with experience what the Scavs will or will not say.
Experience Farming on Labs
Labs is perhaps the best place to farm experience on the current patch.
Killing a Raider with a headshot awards 1100 Experience.
This does not include any looting, inspection (searching bodies), examine, streak, or other experience.
Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill.
Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita.
Labs is currently undergoing an overhaul. At the moment, you require consumable Keycards to enter Labs, which may be purchased from Therapist or bartered Mechanic in exchange for 1 Bitcoin starting at Loyalty Level II. They can also be found in drawers and jackets. Scavs can drop permanent keycards that replace most keys used in the previous iteration of labs.
The full extent of the changes coming is not known.
Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.

Tarkov's Health System

Tarkov Wiki Article
Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more.
Not all of the Health System is implemented yet. Expect changes!
Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb.
Notes: Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration!
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.)
Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head.
Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!)
Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise.
Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention.
Painkillers: Significantly reduces the frequency and volume of the coughs.
Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier.
Painkillers: Reduces sway, removes debuff Pain.
Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier.
Painkillers: Allows you to walk at full speed and to run.
WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Health Items
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration.
Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.

Health Restoration

Medical Items on Wiki
AI-2 medkit
The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit.
Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb.
The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit. Activating takes 4 seconds, and removes bloodloss to one limb.
The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Not generally recommended to take because fractures effects can be greatly mitigated with the use of Painkillers. Available from Therapist at Level I, no quest needed.
Car Medical Kit
The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked.
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. Relatively expensive at 13k roubles per kit, though. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear.
Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II.
Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I.
It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels.
The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures.
Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4.

Pain Management

Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect.
Analgin Painkillers
The holy grail of pain medication. With the recent changes, "Painkillers" now have 4 total uses, not 1. The total duration is now greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles.
Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. Is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3.
Basically a cheaper Morphine. One use, 260s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item to sell to Therapist when found.
Powerful painkiller. Lasts 600 seconds and has 12 uses. However, it is not recommended to use it as a Painkiller. It is very valuable because it cannot be purchased from Dealers, it must be found, and it is a barter component to late-game containers, the Keytool and THICC Items Case.
Powerful medical item. Cannot be purchased from dealers. Has 10 uses. Removes Pain.
Golden Star Balm
Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. However, because Hydration is usually easy to restore (Liquids are easy to find as 'common' or 'trash' tier loot), and Energy at the moment can't run to 0 within current Raid timers, it is Recommended to just to sell to Therapist as a Loot item.
Medical Injectors are not covered here. Essentially, they are powerful but niche items with strong side effects. Most recommended use is to store them in your Secure Container and sell them either on the Flea Market or to Therapist for roubles.
To be able to Hotkey a medicine item, they must be in a tactical rig or your pockets.

Tarkov's Quest, Progression, and Experience Systems

Tarkov features a very immersive progression system where your main character (PMC) is going into raids to acquire loot - goods that can be sold for a profit to other players, to Dealers (NPC Merchants), or used to fulfill quest requirements in order to complete them and receive your rewards. Additionally, your main character will increase their prowess in a number of skills, which increases everything from how much they can run, increases the ease of which recoil can be controlled, and even how far you can throw grenades. These are referred to 'soft skills.'
Additionally, your PMC is assigned a Level. You can increase your Level by earning Experience - which is rewarded by performing numerous tasks throughout the Raid, completing quests, examining new items, killing other players and Scavs, etc. Successfully extracting from a raid will increase the experience you earn from the raid via a multiplier.
Increasing your PMC's level will allow you to complete additional quests, which increases your Reputation with certain Dealers (and may reduce your Reputation with others) allowing you access to better equipment to purchase. Additionally, completing quests will often reward you with large sums of currency and sometimes equipment, and certain quests unlock items for purchase from that dealer.
A Dealer's arsenal of available weapons, ammo, mods, medication, containers, and etc to purchase by you is determined by their Loyalty Level - or LL, for short. Certain Dealers specialize in different kinds of equipment, and they will pay different rates or straight up not buy particular items. In a future release, eventually Dealers will offer discounts to the player based off their Loyalty Level.
Article on Dealers

Increasing Loyalty Level

Increasing your Trader's loyalty level is extremely important to your progression and overall success in Tarkov. Being able to purchase better Ammo and Equipment is essential to being able to fight other players and secure their loot for your own. Owning Prepare for Escape and Edge of Darkness (EoD) editions of Escape from Tarkov will increase your starting Reputations with Traders. It is unclear if this change will stay after the game's full release.
Typically though, you need three things to increase your Trader's level.
  • Reputation
This is accomplished via quests. Completing a quest will reward you with an increase in the quest givers' reputation, sometimes an increase in another trader's reputation, and sometimes will reduce the Reputation of another trader. Not all Traders need a certain level of Reputation to increase their loyalty Level to II. Peacekeeper and Ragman, for example, just need you to spend a certain amount of money with them.
  • Character Level and Experience Gain
The primary gate behind your trade level (and thus your overall economy and gear leverage) is your Character Level. You increase this by gaining Experience. The easiest way to gain experience is to Loot high value areas, fight players, and kill scavs while completing quests. Generally speaking, your level will advance as you play the game at a moderate pace. One way to farm experience though is to avoid looting all-together and just focus on killing a large number of scavs from a safe distance, after learning where they tend to spawn on any given map. This patch however, labs is fantastic for experience gain. (See above.) Another strategy (albeit one that takes longer) is to loot everything, then drop what you don't want. You gain experience for finding items and picking them up, so picking them up to drop them is technically the best way to gain the most exp per kill.
You can receive additional bonuses to Experience earned. Successfully extracting will increase your experience by a multiplier, typically 1.5x the experience gained during the raid, escaping also rewards a 300 exp Escape bonus which is added to your total before the multiplier is applied.
You can also receive experience bonuses for Exploration, so visiting different parts of the map will reward you with sums of experience, usually 100 to 300 or so. Killing multiple enemies in a row will reward you with Streaks, whose rewards increase as you get more kills. Getting a kill with a Headshot also significantly improves experience gain from kills. You also receive a (very small) bonus when you survive consecutive raids.
Note: Completing a Raid too early (via extraction) will cause you to receive a Run-Through status, which reduces experience earned in that raid by 50%.
Most Quests require you to be a certain level to unlock, and upon completion rewards you with a lot of exp and usually the ability to purchase specific equipment.
  • Money Spent
This is pretty self-explanatory. As mentioned above, Peacekeeper and Ragman can be increased easily just be selling and buying from them. If you need to artifically inflate the amount spent, a good idea is to purchase a large amount of cheap items from them and sell them back to the Trader. You still take a significant loss, usually around 50-60% per purchase, but since the money spent counts both items sold to the vendor and purchases, you get about 140-150% credit per item at about half the cost.

Selling Efficiency

Not all dealers pay the same for certain items. It is important to note that a lot of this is my personal experience, and prices can fluctuate as the Developers may change them for any reason. Use your own common sense and check various dealers before selling particularly lucrative items.


Sells AKs, Magazines, many different Ammo types, Grenades, and weapon modifications. I don't tend to sell to him very often, as he doesn't pay the highest for any items that I have personally seen and because you tend to buy most Ammo and mags from him it's not a particular issue to level him up with money spent.


Sells medical supplies, food and drink, and storage cases, which are items that effectively increase the size of your stash because they have more space inside than they take up. Most storage items are restricted to certain item types. Pays most for items like Keys, Statues, Rolers, Bitcoin, etc. Many of these items should be sold on the market instead of to her, but often times it's not worth the hassle.


Pays least for items, sells items for more than other Dealers. Items other players have sold will appear here. Only sell items to Fence that other dealers will not take! Basically a placeholder for an expanded Market.


Sells various weapons, mods, ammo, Euros, and containers. Pays most for items like Armor, backpacks, headgear, facemasks, flashlights, sights, etc. It is important to note, that Skier will not buy Weapons or most Mods. That means for things like flashlights, you have to take the flashlights/sights off the mount or rail in order for him to buy them, but he pays the best.


Deals entirely in Western equipment, UN armor, helmets, etc. Will buy most items, but will pay USD for them. Deals entirely in USD. One good way to get his money spent requirement is just to buy USD, which is used for a later quest from Skier, which unlocks his quest chain. He has a lot of good deals, experiment for yourself. At the moment his MP5 for 10 'bars' knives (scav knives) is an exceptionally good deal and easy to accomplish for new players.


Sells mostly completed weapons with various modifications and unique names, and mods. Sells magazines and some ammo. Offers containers as you progress. His quests are easy to complete, but often are money dumps in exchange for large sums of EXP more than anything else. Pays the most for modifications (except for sights and suppressors) and stripped guns.


Sells backpacks, armor, tactical vests, and helmets mostly. Offers aesthetic clothing. Can obtain LL2 by just purchasing from him, does not require reputation. In fact, his first quest tasks you with that very objective. As far as I can see, he does not pay the most for any items in particular. But he is a very useful merchant once you have him at level 2. He will sell Scav Backpacks, which are an extremely efficient backpack to use as it's fairly large but very cheap.
Rule of Thumb for selling items at most value
Weapons: Strip the weapon! Take apart ALL pieces of it (including gas tubes, separating flashlights from ring mounts, etc), sell what you can to Skier. For the rest, sell to Mechanic.
Keys, Food, Medical Items, Statues, Bitcoin, Rolers, etc: Therapist or the Market. For items like this, ALWAYS check the Market first! A lot of these kinds of items are in valuable trades or are required for quests; this means that other players are often willing to pay more for them, above trader prices.

Continued below in a comment, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

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

MAME 0.204

MAME 0.204

After a busy four weeks, we’re ready to present the hotly-anticipated MAME 0.204 release. The most exciting stuff this month is definitely on the computer emulation side. We’ve added dozens of working cartridges to the BBC ROM software list, and ROMs required by expansion devices are handled more elegantly. Our HP9000/300 series emulation just keeps getting better: it’s now possible to install and use HP-UX 9, with X11 and the Vue desktop environment on an emulated HP9000/370 with accelerated window drawing and Ethernet networking support. There’s also been some progress on the road to Silicon Graphics workstation emulation. On top of that, we’re seeing preliminary emulation of standalone X Window System terminals.
Thanks to MAME’s modular, device-oriented architecture, improvements for one machine go on to benefit other machines using similar hardware. The Motorola 68k memory management unit improvements that allow HP-UX to run on the HP9000/300 series will also benefit Mac, NeXT and early Sun systems. The same AMD LANCE Ethernet controller is used in HP and Sun workstations, X11 terminals, the Amiga A2065 Zorro card, and numerous applications. This gives us a wealth of test cases, and a virtuous cycle where progress on one system can lead to a breakthrough on another.
With this release, all Tiger games are fully playable. Two more Nintendo Game & Watch titles, Climber and Tropical Fish, have been emulated. XaviX-based TV game emulation continues to progress steadily: numerous e-kara karaoke cartridges have been dumped, preliminary sound output emulation has been implemented (sorry, no microphone support yet, but you can hear the tunes), and more systems have inputs connected.
Graphical effects in the bootleg arcade driving game Blomby Car have been improved, and bad dumps of graphics ROMs for Abnormal Check and the Korean version of Prehistoric Isle have been replaced. As always, you’ll enjoy support for more alternate versions of arcade games (including a version of Pinball Action that shows scores on external LED displays), bug fixes, and general emulation improvements.
You can read a more detailed account of this month’s changes in the whatsnew.txt file, or get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

My summery for the syndicate faction update and the general state of the game!

Depth (Carry-Over, Combos, Deck building, New mechanics)
Consistency (Card Value and Thinning)
Balance (Tech cards, Flexibility, Bronze Strength)
Interactivity and Binary Design (Direct Dmg, Artefacts, Coins and Big Finishers)

Hi everyone: I need to make my own thread to discuss what's happening in the design of Gwent and the direction we are headed.
I hope people will actually value my opinion here, if I create my own thread and feel encouraged to reply and join the discussion, instead of simply downvoting without any explanation.
I am open for any critic you might have and promise to consider it. I am only a casual player, so I will for sure have flaws in my logic and maybe enjoy parts of Gwent that other might find annoying.
That being said, lets dive into it:

first off: like most of you guys, I am having a great deal of fun playing the new faction.
Deck building is challenging and the game plan is complex and asks you to think about your future turns to maximize the profit you gain out of your coins. So the two things i enjoy most about this expansion is DEPTH and CONSISTANCY. And that is awesome - that's why I fell in love with Gwent in the first place. To have more of it is a true joy.
For me, DEPTH is the multitude of decisions you make during the game to maximize the points at the end of each turn, round and match. This includes setting up combos over multiple turns (preparing bounties, setting up scorch or AoE, ...), as well as thinking about resource management. The later could mean to save a lock/movement/removal for an important engine or to keep your Geralt round 1, to have an edge in round 3 to destroy something huge. Another great thing to think about is carry-over into the next round - how can I secure an advantage in the rounds to come? The Coin-Mechanic does a wonderful job here, even influencing things like deck building by the need to balance coin generation and spending. This is probably what i enjoy MOST about the new expansion!
The second thing that I like is the CONSISTANCY the new faction offers. Part of it is also thanks to the Coin-Mechanic, but a lot of it also comes from the increased strength of the low bronze units and the two nice thinning tools. I really enjoy the idea behind both of those. Hoard and Insanity MAKE you think about when you actually want to have coins, and when not. I think this should be used even to a greater extent, so piling up your gold is not always the best option! For an example, my idea would be to remove the FEE bleeding from Whoresons Freakshow, so that you really have to plan when you want to use it, because you cant use the insanity ability if you have coins. As for the strong bronze units: they have great synergy - and that's what really makes them shine! almost none of them are just a point slam without setup. If you meet their condition you get rewarded - A LOT, that makes it fun to play them! Bounty setup, swarm engine, bonded interaction/engine or hoard value - you name it, they deliver! So to sum it up: THIS FACTION IS A HUGE FUN TO PLAY!
But all good things come to an end at some point and the new expansion has some flaws as well. One it produced itself (BALANCE), which I take as a neutral - because I expect CDPR to correct it (which they already announced) and one that is more of a general design problem Gwent has been struggling with, that got multiplied by the Syndicate update (INTERACTIVITY). This is my biggest concern and it really makes me worry about the future of my beloved game.

So lets tackle the part, which I am confident will be resolved soon, before diving into the unpleasant last bit. Obviously the power creep is real, but I wont argue about that, because the result speaks for itself: its a blast to play these bronze bombs. CDPR stated that the other factions will catch up and I fully support this idea, bronzes should be the backbone of a deck. So now for the more relevant topics surrounding balance which need to be discussed: Tech Cards and general Flexibility/Consistency. To get into it: this how I understand balance: In the perfect meta, each leader has a (tier 1) deck that follows a specific game plan. all of these decks have a 50% chance to win against ALL other (tier 1) decks. Now some Leaders/Decks are more popular then others, be it because people like to slam huge stuff on the board (big monsters), or because boobs - lets call it "aesthetics" (dryads) or because a leader is just a crowd favourite from the games lore. That's where tech cards come in: they get more value in a specific match up, but loose value in others.
Lets look at two cards that have a similar goal, but a different approach: Geralt of Rivia (GoR) and Geralt: Professional (GP). Both have 3 strength and costs 10/11 provisions, so very close as well. GoR destroys any units with 8 or more strength and blanks on anything below. GP damages any unit by 3 and if its a multiple of 3, destroys it. Both of these cards will vastly improve your chance of winning against big monsters, GoR even more than GP - so lets say GoR makes it a 60/40 match up while GP manages a 55/45. But against something like an NR engine deck, both of these cards may loose you the game! Again, GoR more then GP: lets assume 40/60 and 45/55. These are good tech cards, they have upsides and downsides - they will help in a specific situations, but be a burden in others! If we now compare them with cards like Kalkenstein (purify) (7 for 7) or Tunnel Drill (artefact removal) (6 for 6). We notice that there is no value loss if the conditions are not met and that is REALY bad.
Tech cards NEED to loose value if they do not find their target, otherwise there is no point in trying to play the countered archetype any more - they do not have to fear the downside to having a much higher winratio against your deck. This destroys deck diversity. As for which out of GoR or GP has the better design? For me its GP by a long shot, mostly because it is less binary. you will always get some value by removing something small, but you may gain huge value if you hit the right target. But it also promotes counter play and interactivity (I'm ignoring Eithne for this), because both sides can influence the outcome and play around it. This can be extremely rewarding for both players. We need more tech cards like this!

And so we get the the main issue I have with gwent atm: INTERACTIVITY and BINARY DESIGN! Almost all balance updates try to improve these two issues: be it the Artefact disaster in dez/jan, or the no unit decks, or the constant nerves to direct dmg cards like Ifrit, Regis, Chironex,... or lastly the broken game finishers like HUGEBERT (lets ignore the thinning nerves, because that's a huge topic on its own). And now, after all these nerves regarding this issue, we are in the worst state we have ever been. EVERY deck revolves only around DIRECT DMG vs POINT SLAM, ARTIFACTS and most importantly A HUGE FINISHER. We have more and better direct removal than ever, making any engine without zeal utterly unplayable. This was getting worse over the last expansions, because CDPR keeps printing new direct dmg cards - we have a solution for everything now: dmg through shield, purify + dmg, dmg and banish, dmg and dmg.. and more dmg (and now steal, abduct and abuse as well). Not even the graveyard is save any more. This has to stop.
Because of this, the only counter is to not play any interactable units at all and end with a huge finisher on the last turn. Due to the coin mechanic, SY excels at this. Best examples are coerced blacksmith: (a 5p Fee engine that can produce a swing of 22 points for Gudrun) and WH executioner bounty abuse that gets more and more popular, stacking indirect value and then cashing it all in on the last possible turn, so no one can react to it. Bronze cards should not be able to produce this much value as a finisher. Even gold ones are very critical (hello hubert, hello dagur, hello sheldon). but because these cards cost just 5p, you have so much provision left to win the first round with your gold cards that its almost impossible for other factions to compete.
We need to break out of this cycle and focus on another kind of removal again: soft removal. The interaction between Lock and Purify is actually really interesting and fun. But it never comes to this, because why lock an engine when you can also just kill it with no deficit? Row restrictions and movement is also a great interaction. You could add weather like biting frost that adds a cool down to engines, or make fog make a lane untargetable for units with reach (and add more unit-interaction like blood moon/vampire,..). And then add weathers that have a positive effect, like a warm breeze that buffs a unit each round. Let the timers of these weather conditions stack, like bleeding and vitality does, to cancle each other out. And most importantly: make removal less binary! If an order deals 1dmg to 3 targets on the ranged row, it should still deal 1 dmg to 1 target on melee. make lock time based (like lock for 5 turns) so there is interaction! (you can pass before the engine can get used again, or you could lock it again in the final round, ....)
Ofc a lot of engines would have to be balanced as well, cap them by a cool down, or a maximum of charges they can use and so on. There are endless possibilities and ALL OF THEM are better the the plain and boring direct removal options we have now. Some artefacts like the svalblod totem are a great example of a less binary and interactive design. It gives value immediately, but the order ability allows you to gain additional value later on - but that can be interrupted! GIVE ME MORE OF THAT!
PLEASE don't just give all NR engines zeal and print more direct dmg cards. We need interaction, we want to plan and think about out turns. The positive feedback to this side of the coin mechanic shows it, this is a lot of fun. Make coin intractable for both sides in a way that does not feel to bad as well! (not exactly sure how to do that: some ideas below at the end, discuss this with me please!

I really like some of the new approaches on depth in gameplay and deck building. there are a lot of interesting decisions to make and thinking ahead gets rewarded, it feels awesome to achieve your game plan after struggeling through all the calculations. I am confident that the balance around bronze cards will be restored in the future and I absolutely approve of the idea that they are the core of your deck to build around, not some thrash that gets tossed asap. I would like them to keep improving the flexibility of cards and reduce the binary gaps existing in the game. BUT there has to be a price (on provisions) for flex/tech cards!
That all being said, I really fear the direction we are travelling towards - and sadly this sucks all the fun out of gwent for me atm.. the game revolves more and more around direct removal, going so far to even deny the graveyard mechanic (banish against revive, flying redanien,.. ). While i enjoy the Coin-mechanic for its depth, I absolutely dislike the uninteractive part. stockpiling it is way to easy and that makes the carry over a problem (but I like the idea). Please take a step away from hard removal, and step towards interactivity. Add more soft removal and look for new ways to generate value over time: weather (explained above), ...

Thanks for reading! Sorry for my passion and my bad spelling and grammar. I tried to correct it as best as I can, but I'm really bad at proof reading my own stuff :/ There is a lot more stuff i wanted to include and I most likely forgot something important, but that's what the discussion is for! feel free to share your opinion, this has gotten way longer then I had in mind.

*ideas for interaction with coins:
-some few units that steal half the coins, rounded up (9->5, 8->4, 7->4,..coins), like a bronze 5p tech-card and.. I am looking at you angouleme - like a new deploy effect for the melee row, ranged stays the same!
-give some SY units a death wish that consumes some coins. (but that would promote direct dmg)
-or just make coins harder to get? I honestly did not think to much about this yet, give me your ideas!
submitted by Shagric to gwent [link] [comments]

My Take/Opinions on the Balance Changes

Okay everyone, I sort of wanted to talk about the next balance patch myself because what better do I have to do after 12:00 am on a school night? A couple have already posted their thoughts, now it's my turn. You know how this goes: I'll talk about each card change and share my overall thoughts on the changes themselves. So, let's review these changes.

Deep Sea Garg; 7/7 -> 7/8
... Except for this one because it literally changes nothing about the card's viability. Moving on!
Sergeant Strongberry; 4/4 -> 4/3
Despite what people may tell you, this -1 health nerf matters. It's not too hard to see, but for those unaware, what health changes do to cards is increase or decrease (in this case the former) the number of cards they die to. For a 4-drop like Strongberry, this is important because not only is less useful as a body, but it also dies to more dangerous reactive zombie cards aside from Rocket. You of course have Wrath (which I guess isn't dangerous with respect to its cost), but now Strongberry dies to all lightning bolt powers, Line-Dancing Zombie, Octo-Pet made by Octo-Pult, and perhaps more that I can't remember. But you see what I'm getting at here: Strongberry is going to be much easier to react to now that it's back down to 3 health again, and that's gonna make life for berries pretty tough because now you need to play around your opponent passing on turn 4, on which they may be reading Strongberry.
Laser Bean; 4/6 -> 5/7
I'll admit that this change won't make Laser Bean that much better of a card because it still has no effect and better options exist, but personally, I'm glad they finally buffed this card. Aside from having good survivability, there was no reason to run it over Astro-Cado if you had the latter. That principle still applies, but this card has been so weak for a long time, and again it's not that much better, but it can make a bigger mark than it could before. Plus sometimes you conjure this with Cosmic Bean and it can be pretty helpful if your opponent burns their removal on other cards, which is a pretty specific situation, but sometimes it's a saving grace.
Briar Rose; 4-cost -> 5-cost
The big kicker change that everyone wanted finally happened. I'm not too sure how I feel about this since I kind of like abusing Briar (and not that many people abuse it against me all that often), but whether I like it or not, it's a necessary change. Briar has basically been carrying ramp with Solar Winds and Cob Cannon ever since the deck was conceived, as well as the countless other decks it's been carrying by itself. It still protects itself, but that's fine because by raising it's cost, they've done something interesting. The cost raise now means that it's more of a high-risk high-reward card, and you can't be as frivolous with using Briar Rose. You have to worry more about Knockout, you have to be smarter about when you play it, and you probably also have to be smarter about what decks you put it in because every deck that includes it now will have its curve changed with and without Briar in the deck.
Rocket Science; Science Trick -> Science Barrel Trick
Adds Rocket into the BoB pool, which is actually pretty important for the latter card. That technically means that you have to play around your opponent conjuring this card when they're someone like Brain Freeze or Neptuna, who don't have the luxury of a reliable remove trick such as Rocket (and in Brain Freeze's case I don't count Ooze). Or at the very least, you have to consider that they may have conjured it. Again, it's specific, but after this update they'll still only be 12 barrels in BoB's pool. That's still a decent chance of conjuring Rocket, at least comparatively speaking to most conjure cards.
Mad Chemist; 3/4 -> 3/5
Well it looks like Mad Chemist will be even harder for me to kill now. I couldn't kill it when it was a 2/3, I can barely kill it now, and come the update it'll be even tankier. Shrug. But in all seriousness, this change is fine. Allows it to potentially stick around for a little longer to conjure an extra trick or two, and it can trade a little better than it could before. Not gonna break the meta, but that kind of goes without saying.
Valkyrie; 3-cost -> 4-cost
Not really sure how to feel about this because people really aren't running that many Valk decks atm, Valk Trickster (imo) isn't as good as it's claimed to be, and in terms of getting to the late game to finish your opponent, I feel like Trickster is better anyway because it's less reliant on comboing it with specific cards and you can play much more flexibly with it. But I guess Valk as a card in a deck based around it OTKing your opponent still isn't very healthy, so it makes sense that they nerfed it. On a less significant note, Interdimensional Zombie can't transform into it anymore, so that's welcome by me.
Tomb Raiser Zombie; 2/4 -> 3/4
Yeaaaah, it doesn't change too much about Tomb Raiser, as it's pretty much in the same state as it was before this buff, but on the bright side, if you happen to run it, you don't have to worry about it dying to Shrining Violet a turn later, so there's that.
Mirror-Nut; 0/7 -> 0/8
All this really does is allow Mirror-Nut to potentially damage your opponent more times because it can take more hits, makes it a better health attacker via Pecanolith, and puts it out of Fruitcake range. Really not that significant, and it won't make nut decks that much better. And in all honesty, if you're running it so you can do 8 damage with it, you may as well run Water Chestnut, which sucks.
Captain Flameface; no trait -> Gravestone
In my book, this is a pretty significant change by itself. It makes this card so much more reactive than it was previously, makes Headstone Carver better in pirate decks, and keeps it from dying on turn 3 and up to Whack-a-Zombie and Violet on the turn it's played; being able to remove it with Gravebuster instead is well worth that trade-off. I don't know if it'll make pirate decks that much better, but they're at least a tad more reactive.
Trick-or-Treater; no trait -> Gravestone
This will make Trick-or-Treater a little better, but don't take this to mean that you can now commit with it on turn 3 and wait until turn 4 to start getting value from it. Now that Trick-or-Treater can survive passed plants play, you'd want to play it on turn 4 so you can combine it with a trick to gain a treat from it, so you can buff it up later or buff up something else. Again, I'll reiterate that this will only make it a little better; it won't become a high tier card, but it'll become playable and a little more reactive, and the zombies need more reactive options nowadays.
Planet of the Grapes; 2-cost -> 3-cost
Big oof to cyclecap indeed. Now the deck will be a lot fairer and require you to make more careful plays win; you can't be as careless with your Planets anymore. I didn't want this to be the nerf that Planet got, but for the sake of balancing the card while keeping it simple, it works. It probably means that mushrooms with Pineclone will be the go-to deck for Nightcap unless cyclecap is still better than that, but only time, labbing (i.e. testing), and whatever the zombies do will tell.
Bog of Enlightenment; 3-cost -> 2-cost
But of course, as I've said before, I'd be okay with Planet getting a cost increase if this card got a cost decrease. And now we have a card that'll definitely allow amphibious decks to be a little more aggressive than they previously could. I really don't think this and the Marine Bean change will make amphibious a top tier deck (and it especially won't make Citron/Beta top tier), but it makes the deck as a whole slightly better. But if nothing else, you can run it even if you're not playing amphibious plants; you can use it as a cheap environment that doubles as a strength nerf to most zombies. Not only can that overwrite problematic environments, but it can also help you win important battles on the ground, or maybe even put your opponents' zombies in Whack/Violet range.
Solar Winds; 2-cost -> 3-cost
I have mixed feelings about this nerf; on the one hand I feel like it'll hurt Chompzilla and make her a bad hero again (because I actually feel like she's pretty good with Solar Winds at 2-cost, though not the best Solar Hero), but that's a small price to pay and it's more of a personal conflict. In the interest of the game, however, this change is huge and probably necessary. As I and a few others have said, you'll have to play ramp decks a lot smarter than before as a result of this change. Gone are the days of having an extremely cheap and safe way to get to your Cob Cannons by playing this as early as turn 2, or to your Briars (and more so now that she's been nerfed). It may even become less splashable now that it's more expensive; decks like Heal Wall-Knight may have to be more selective about their choice between this and Spikeweed Sector, and if the former, how much they will run. With regard to this card, though, I'm just speculating now, so I'll move on.
Overstuffed Zombie; 3/5 -> 4/4
Thanksgiving was only five days ago... in any case, this is better than it was before because a) it doesn't need as much health to be good, but having more strength can make its health even higher because of its effect, and b) it's better to have it die to Shamrocket instead of Whack because higher cost cards like this want to be affected by high strength removal cards so that other big zombies don't need to worry as much about dying to Shamrocket. That also means you have to be smarter about using your Shamrocket on this vs. another zombie. It won't make this card overpowered, but I guess you could say that regardless... it's some food for thought.
Neutron Imp; 2-cost 2/3 -> 1-cost 2/2
It gives science a good one-drop, gives Imposter another buddy, makes combos with Mime-Garg faster; this does quite a lot, though I'm not sure how viable this will make a deck like science, because I think a good 1-drop is only a start to that deck becoming better. However, it could still do with more.
Interdimensional Zombie; 1/3 -> 2/2
It's less of a block charger now, but it also dies to more removal tricks, so there are pros and cons to this change. Regardless, this change won't make it a highly competitive card.
Disconaut; 3 or less get Bullseye -> 2 or less get Bullseye
Being the crazy aggro enthusiast that I am, you'd probably guess that I don't like this change. And you're right! My big gripe with it, though, is that it can't make Line-Dancing Zombie hit for unblockable strikethrough damage anymore (forget Flamenco and Binary, when it comes to me). But aggro's already going to be in a much better spot now that berries and Solar decks are getting toned down a bit. Well, it'll still struggle against heal, but some things never change. Not a fan of this change due to my own personal bias, but it's probably for the best.
Final Mission; Science Trick -> Science Barrer Trick
Probably not as significant as rocket getting this treatment, but maybe it'll help you win a game or two. You never know.
Gargantuar-Throwing Imp; 1/2 -> 2/2
No 5-cost zombie should have 1 health unless it does something that actually matters. Unless you put this in Hunting Grounds, this card won't fit that bill. Nonetheless, this could have 4 strength so it can be another zombie that baits your opponents' Shamrockets; that would make it much better. It could also do with some extra health so it could potentially make more gargs, but for now, it is what it is.
Cryo-Yeti; no trait -> Gravestone
This could be a very viable tempo card now that it's a gravestone. Freezing a plant after they play means the plant will have no way of breaking out of being frozen unless it's a double strike plant that survives an initial attack, not to mention Cryo-Yeti becomes a reactive card that becomes a 5/6 as long as it freezes a plant. It can swing for high damage, it can kill a plant pretty much uncontested; this a card that we should definitely lab to see how good it'll be.
Hippity-Hop Gargantuar; 6/4 -> 6/5
It can take more hits to make more eggs, has more survivability so it can trade better, doesn't die as quickly to cheap removal. We've all seen this song and dance, but it's not gonna change the meta.
Atomic Bombegranate; 4/2 -> 5/2
Yet another stat change that doesn't even fix the card, so moving on!
Sunflower Seed; 3/1 -> 2/2
Undoubtedly a nerf in every sense of the word. You won't be able to control with this as reliably as you can now, and it won't do as much damage as you can have it do today. I think it'll still be good/worth running, but you'll have to use Sunflower Seed a little differently that you can now.
Barrel of Barrels; 1-cost -> 2-cost
Yeah, this is pretty significant. This makes it slower, but that's fine because it can still be a card that has your zombie win an otherwise unwinnable matchup. This is hurting both conjure and Raptor decks due to being slower, but it's still a great card to include. Though now that I think more about it, I'm not sure if you're necessarily gonna want to run 4 of it; it might end up making your curve too slow to be ran at 4, but running 3 might be a little easier on your deck's curve. However, that's something that has to be labbed.
Fireweed; 3/3 -> 3/2
In all honesty, this is kind of a necessary change. However, making it so it loses 1 health on heights or water would be a better change (because it makes sense that a plant that likely grows on lava or in volcanic areas would be able to survive best under those conditions). But we can't change it, and thus we now have another aggro Solar Flare card that gets answered by Plumber and Beam Me Up the turn it's played, and we have, when played on heights, an Apple Saucer that can never gain strikethrough under normal circumstances. It can still make environments though, so it has that utility going for it.
Trans-fig-uration; 3/7 -> 4/7
Doesn't make the card that much better, but similar to the Overstuffed buff, this is now a card that you can use to maybe bait Rocket Sciences from your opponent if you trap them in a corner, allowing your bigger cards to come in later potentially uncontested. So it's a good change imo, but the card itself won't be that much betteuseful.
Marine Bean; 2/4, gets +2 str for each other plant in the water -> 3/2, gets +1/+1 for each other amphibious plant
I really don't see this one other change making amphibious decks top tier, or even high tier for that matter. They might become a little more competitive, but they need so much more than a card that buffs itself upon being played.
Shelf-Mushroom; 2/3 -> 2/2
I don't care what anyone says or tells you; this is a necessary change. You should not be able to front a zombie with this, guarantee a kill with it, and then proceed to kill something else by fusing it with something. If you evolve this into Strawberrian and kill another zombie with shelf's effect, that's usually a +2, ezpz. That's not okay, especially because berries already have many ways of making their opponents minus harder than by just 2 cards. They don't need to start plussing that early in the game.
Strawberrian; 3/3 that does damage here and next door -> 3/2 that does damage next door
Granted, Strawberrian may have only needed one of these nerfs, but since it's getting both, it's more than likely that one of theses nerfs alone wasn't enough, or they just really want berries to stop being so damn good. I'm not complaining, personally; I don't particularly like this deck all that much, and other decks get to find their way into the meta, so it works out well.
Typical Beanstalk; 4-cost 4/4, draws one card -> 3-cost 3/3, conjures a leafy
They did not need to remove this thing's card draw. Maybe they didn't want it to be too much better than Muscle Sprout, which I can understand, but leafy just isn't a thing and probably never will be unless they release broken af leafy cards. But hey, if you're a F2P player without a good turn 3 control card, you can use this card as just that.
Duckstache; 2/2 -> 3/2
Hot take: this is another stat change that doesn't make the card that much better, so let's move on.
Turquoise Skull Zombie; 2/5 -> 2/6
Apparently this is currently not that bad of a card. Never really tried it myself (pretty sure I only have two, so I can't consistently draw it if I were to run them in a deck), but I can see why this would be a viable card. It's only problem is that it doesn't win you games, but it's not supposed to do that. It's supposed to be a quasi-floodgate card of sorts, which the zombies don't really have a lot of. Nonetheless, I'll definitely give it a shot with it's extra health when I get enough copies.
Chum Champion; 3/4 -> 4/4
Doesn't help the card. Next.
Unthawed Viking; 4/3 -> 4/4
There's no reason this shouldn't have been a 4/4 when it first came out. If I'm not gonna run Surfer Zombie in my deck because it gets answered so easily by everyone's favorite in-your-face berry card (really verbose way of saying Berry Blast, I know), I'm definitely not gonna run this because it's a super rare that almost never uses its effect. But hey, it can actually survive in the water with this change. Now all we need is a cheap pirate that you can play in the water to evolve it from, so you can have your cake and eat it too.
Frankentuar; 5/5 -> 5/7
Aaaaaaaand I think we're done here, everybody! Make sure to leave your thoughts on my thoughts (sorry they were so long), and I'll share my thoughts on your thoughts that were supposed to regard my thoughts so as to foster some discussion.
submitted by Creator438 to PvZHeroes [link] [comments]

Variability Encryption

Variability Encryption
I created a mostly pseudo code of the encryption side of things, there will be some parts that refer to below because my lack of programming language training/skills and such. The Decryption part will have to come at a different time.

But in here I will discuss the reasons it works. First it is Symmetric Encryption, as the same key will encrypt and decrypt. Decryption notes to come later when I have time.

1) Plain Text/Known Text
A request for me to use a known text format was made, I saw it but have been working 60-70 hours a week and also trying to create the pseudo code. I can tell you that using a known text then modifying it wont work. Here is why: The Combinations will create a ternary base, the juggle and shuffle are designed to increase disorder. If there was one run of each process and the order was shuffle, juggle, combinations then it would be plausible that there could be a pattern which shows up. However the repetitions of the three cycles and the key derived pattern of each process inside the three cycles will create a very severe jumble of 1's and 0's even if our source was entirely 0's or 1's to start with.

2) Block Cipher attacks
The way the entire system works we have no real identifiable blocks to work with. The key is read in a dynamic manner which results in repetition use of the key to start at different portions of the key. Further the combinations phase has limits to string length but those limits allow a lot of variability in length of a specific portion being applied to. Inside the string lengths we further have a lot of variability in the number of combinations and the salts further shake up the variabilities in many manners. There is no block as it where except where the Shuffle occurs (well kinda) and that is not the primary function of the system. In theory it may be necessary to make blocks for the shuffle portion but those blocks will not function in the same manner as existing blocks which will require testing for each and every possible variation.

3) Attempts to use a similar key (or part of a known key)
These attacks of course can happen when there is a man in the middle attack where the key is actually made up of a long-term key between users, a mid-term key, and a short term key such as the Signal App uses. Or however many versions of multiple key portions. So assuming your man in the middle attack got half the key you try to apply methods to use it to get in. The first problem is that key lengths for multiple key portions does not need to have a fixed length. The idea of a fixed key length is laughable considering the methods used in variability encryption. A variable key length of 32 to 64 bits where the accessed portion makes up a fair to sizable portion thereof does not give them enough information to recreate the key size with any reliability without trying all possible sizes. Having a small key is not detrimental to the entire system either, wherein the difficulty increases with key size size admittedly but the variability system can start at 32 bits without issue.

4) Difficulty in Brute Forcing increases with file size
The Jugglee routine definitively increases the problem for decryption. Since it can apply to the whole of the file size at once without too much predicted issue this means that an enemy operator must process the whole file for three of the 9 processes and they have to accurately judge when the juggle process was used each of the three times. The combination stage dramatically increases difficulty as well since it can encode a lot of data in the larger string sizes thus making accurate string length detection a necessity. The shuffle is by far the easiest portion to decrypt where it is in theory but the other stages make accessing it properly very difficult

5) The key has other strengths
Due to the way the key works, where it identifies different string lengths and where it can be added infinitely to itself with a low possibility of exact repetition, this makes the key weaponized on its own. The attacker will require knowing how many repetitions of the key occurred and where the individual key portions were spliced properly to be able to use the information.

6) Statistical Attacks
There is, admittedly, a bit of a possibility of weakness to Statistical Attacks. The weakness however is very low versus the total capabilities of the system. You would need to know a significant portion of the key and have a known text example. Given both of those at the same time you could, in theory, be able to attempt to derive the sequence of the processes with enough effort. However I would say this effort will still be harder by far than AES 512.

7) Brute Force
Combinations make for a large spread you need to test, the juggle makes for tests to be done three times over the whole of the file, the shuffle makes you waste time and energy trying to derive the proper order of things. If you encrypt a megabyte, a not unheard of size (sarcasm), the attacker must account for all possible key lengths, all possible key variations, and because the way the combinations work they must also be able to predict to a fair extent the source of the data, yes the data itself helps create the encrypted results thanks to the combinations system. Thus the processor time would be in far excess of the time it would normally require for every iteration of the possible key and at all possible file sizes using the combinatorics, thus making for far in excess of processor time to crunch the whole code ^3. It becomes factorial in of fact which should definitely scare the crap out of cryptologists.

8)Yes some attacks will always succeed.
You can buy the password, you can beat the password out of someone, you can probably derive the sequences if you can watch the processor requirements, getting into the RAM while it is working will get you far, and so forth. However without full information, say it is an ATM speaking to the bank server and you are in the middle but the encryption code is hardwired, you will get nothing for it.

9) While a one time pad is obviously going to be the strongest the methods involved in Variability Encryption leave no doubt that if right now, right now, the atoms in the sun were made into a Super Computer (all of them) and the power doubled annually, a petabyte would never be successfully cracked before entropy destroys everything. AES 512 cannot say that with those standards, and yes I am bragging but dammit I feel good having found a statistical method that frankly cannot ever be decrypted with brute force unless the file size is small and the key small and the attacker knows that. By small I mean like 8 bits small or some silly small size like that.

10) Patent and Patent Pending. The lawyer tells me I have to include that in my works, I listen to my lawyer. If you want in you can negotiate with me.

11) I think, now I do not have proof as I have been exclusively working on this encryption routine and the other patent applications, that AES can be exploited due to the high storage potential of combinatorics. It will need a lot of my time but it feels right. But again not going down that squirrel hole until I get real code that shows how the system works so I can take it before some very rich individuals or one of the other Patent Applications gets attention as well.

_________________ PSEUDO CODE (Kinda) _____________________

Pseudo Code - Variability Encryption // Variability is key, there is nothing else. This won't be real Pseudo Code but it should suffice for most here. //
Start: Load Key, to be called Key_Card Load File to Encrypt, to be called Step_Zero // Process_1 = Combin_First // // Process_2 = Combin_More // // Process_3 = Juggle_Scramble // // Process_4 = Shuffle_Mixup // // Process_5 = Combin_Restore // // Process_6 = Juggle_Restore // // Process_7 = Shuffle_Restore // // Process_8 = Ternary_Binary // // Process_9 = Binary_Ternary // // The processes are the main methods involved in first encrypting, then in decryption // Hash Key_Card, to be called Hash_Key Process: // Effort is to get a value from 1 to 6 to generate a pattern of the processes above, assume if there is an error another process assigns a value to each via using the key to generate an option that is quasi random // Value of Hash_One = If Hash_Key ends with 7,8,9, or 0 divide by ten and drop decimal, else use last digit. Value of Hash_Two = If the first digit in Hash_Key is a 7,8, or 9 then (look at the next digit, if next digit is a one then look to the next digit) else use digit. Value of Hash_Three = If RoundDown (Divide Hash_Key by 5) = 7,8,9, or 0 then if (RoundDown (Divide Hash_Key by 4) = 7,8,9, or 0 then (RoundDown (Divide Hash_Key by 6)) else use the digit. Order_One uses Process_1, Process_2, Process_3, Process_4. Order_Two uses Process_2, Process_3, Process_4, Order_Three uses Process_2, Process_3, Process_4, Process_8. Process_1 = a, Process_2 = b, Process_3 = c, Process_4 = d, process_8 = e. //The order of each of Order_One, Order_Two, and Order_Three get determined here // Order_One = if Hash_One =1 then acd, else if Hash_One = 2 then adc else if Hash_One = 3 then cda else if Hash_One = 4 then cad else if Hash_One = 5 then dac else if Hash_One =6 then dca. Order_Two = if Hash_One =1 then bcd, else if Hash_One = 2 then bdc else if Hash_One = 3 then cdb else if Hash_One = 4 then cbd else if Hash_One = 5 then dbc else if Hash_One =6 then dcb. Order_Three = if Hash_One =1 then bcde else if Hash_One = 2 then bdce else if Hash_One = 3 then cdbe else if Hash_One = 4 then cbde else if Hash_One = 5 then dbce else if Hash_One =6 then dcbe. // Note that this makes the order of the processes per each of 3 distinct rotations difficult to predict and allows for an initial change into ternary during the first combinatorial phase and returns to binary at the end of the process // Create file: Process_Run Process_Run = Step_Zero { // Process_1 // Load Process_Run Load Key_Card //The basis for the keycard is simple, we identify how many bits we are going to use for the string length, then we use that to identify the possible length of the combinations portion of the key afterwards, we then see if there is going to be a salt and if there is a salt we read the next 3 bits. // Load last 3 bits of Hash_Key, find the Decimal +1 and save as Hash_Ke1 // This will result in a 1 to 8 value // // Declaring a few things that will be used but will be modified in the following processes // Str_Len = 0 Key_Run = Key_Card Salt_True = 0 Com_Pare = 0 Com_Cnt = 0 Str_Cnt = 0 Chk_Salt = 0 // Replacement_File.txt // // Replacement_File.txt will be a separate post for people, it will be a large file which will have a replacement table based upon Combinatorics in it. It will be designed upon a variety of sizes but it will not have a full and entire table, it should be sufficient for the purposes of people here to understand how it works however // { If Hash_Ke1 >0 & <3 then Str\_Len = 4, if Hash\_Ke1 > 2 & < 6 then Str_Len = 5, if Hash_Ke1 > 5 & < 9 then Str_Len = 8 } { If Key_Run does not have sufficient length then Key_Run = Key_Run + Key_Card Remove Str_Len bits from Key_Run and identify the Decimal + 1 value of these bits. This will be called Str_Cnt Com_Cnt = RoundDown (Log( Str_Cnt / 2) / Log (2)) If Com_Cnt < 4 then Com_Cnt = 4 //Next step helps analyzes Com_Cnt to see if it is small enough, reduces the length if it is not // { While //I am creating a repeating sequence that repeats until the if then is true // Load Decimal + 1 of Com_Cnt bits from Key_Run, value is Com_Pare If Com_Pare > RoundDown (Str_Cnt / 2) then Com_Cnt = Com_Cnt -1 else End } Remove Com_Cnt bits from Key_Run // The purpose of this code above is to get the decimal of the first portion of our string length bits and to get a decimal amount for our combinations count which will be half that, or less, of the decimal for the string length. // Chk_Salt = Remove 1 bit from Key_Run If Chk_Salt = 1 then remove 3 bits from Key_Run, these three bits become Salt_True Using Com_Pare identify Replacement_File.txt table section for the Ternary Replacement. Remove the identified bits from Process_Run as identified by the table inside Replacement_File.txt in match to the corresponding binary. Call the result Out_Put1 // This is using the table to identify a length section appropriate for the replacement then identifying the string section inside that would match our source which will then indicate what to replace it with // If Chk_Salt = 1 then ************* SALTS NEED TO GO HERE *********** // Some salts occur before the next process, some would after the next process. I am going to make a separate post about the salts // Fill Empty Spots in Out_Put1 by using appropriate length of Process_Run }
{ // Process_2 is very similar to Process_1, main differences will be it is already running in Ternary. // Load Process_Run Load Key_Card
Load first 5 bits of Hash_Key, find the Decimal +1 and save as Hash_Ke2
Str_Len = 0 Key_Run = Key_Card Salt_True = 0 Com_Pare = 0 Com_Cnt = 0 Str_Cnt = 0 Chk_Salt = 0 // Replacement_File.txt //
{ If Hash_Ke2 > 0 & < 4 then Str_Len = 4, If Hash_Ke2 > 3 & < 9 then Str_Len = 5, If Hash_Ke2 > 8 & < 14 then Str_Len = 6, If Hash_Ke2 > 13 & < 19 then Str_Len = 7, If Hash_Ke2 > 18 & < 24 then Str_Len = 8, If Hash_Ke2 > 23 & < 29 then Str_Len = 9, If Hash_Ke2 > 28 & < 32 then Str_Len = 10. //Longer possible string lengths in follow up repetitions, increases difficulty in statistical analysis and brute forcing significantly. // } { If Key_Run does not have sufficient length then Key_Run = Key_Run + Key_Card Remove Str_Len bits from Key_Run and identify the Decimal + 1 value of these bits. This will be called Str_Cnt Com_Cnt = RoundDown (Log( Str_Cnt / 2) / Log (2)) If Com_Cnt < 4 then Com_Cnt = 4
{ While
Load Decimal + 1 of Com_Cnt bits from Key_Run, value is Com_Pare If Com_Pare > RoundDown (Str_Cnt / 2) then Com_Cnt = Com_Cnt -1 else End } Remove Com_Cnt bits from Key_Run
Chk_Salt = Remove 1 bit from Key_Run If Chk_Salt = 1 then remove 3 bits from Key_Run, these three bits become Salt_True Using Com_Pare identify Replacement_File.txt table section for the Ternary Replacement. Remove the identified bits from Process_Run as identified by the table inside Replacement_File.txt in match to the corresponding binary. Call the result Out_Put1
If Chk_Salt = 1 then ************* SALTS NEED TO GO HERE *********** // Some salts occur before the next process, some would after the next process. I am going to make a separate post about the salts // Fill Empty Spots in Out_Put1 by using appropriate length of Process_Run } { // Process_3 // // The Juggle Routine increases the net cost for brute force attempts to total processor time * 2^n where n is the number of bits in the entire file to be encrypted. This is per cycle involved and if they get the order of processes correct. // Hash_Mark = Hash of Key_Card Len_Mark = Length of Hash_Mark divided by 2 rounded down Hash_Mark = Hash_Mark - Len_Mark Sort_Hash = Last 3 bits of Hash_Mark Done_Hash = Decimal +1 of Sort_Hash Hash_Mark = Hash_Mark minus Sort_Hash Trig_Cnt = Last three bits of Hash_Mark Jug_Start = 0 Tri_Dec = Decimal + 1 of Trig_Cnt Trig_1 = 0 Trig_2 = 0 Trig_3 = 0 Trig_4 = 0 Trig_5 = 0 Trig_6 = 0 Trig_7 = 0 Trig_8 = 0 Trig_? = 0 // see lower notes //
{ If Process_Run is Ternary then run sub_prss2, else run sub_prss2 If Done_Hash < 3 then Done_Hash = 3 // Examines to see if the system is in Ternary, should be obvious // } { // sub_prss1 // // Trig_Dec and Done_Hash are the main functions to determine length and number of triggers. // Load Process_Run Trig_? = ? // The above needs to be incremental in growth for Trig_1 to Trig 8, or make some sort of array? // { While // Trigger making //
Trig_Dec> 0 ; Read first three bits of key, if Trig_? = 000 then 00, if Trig_? = 001 then 01, if Trig_? = 010 then 10, if Trig_? = 100 then 02, if Trig_? = 110 then 20, if Trig_? = 101 then 12, if Trig_? = 011 then 21, if Trig_? = 111 then 11 // Note this is the extremely simple version // } { While Process_Run still has bits repeat sequence Remove Done_Hash trits from Process_Run, These are First_Trig Read First_Trig for first match to Trig_? values, when match then remove remainder after match to Sec_Trig. Read Sec_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Thrd_Trig Read Thrd_Trig for first match to Trig_? values, when match then remove remainder after match to Frth_Trig. Read Frth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Fith_Trig Read Fith_Trig for first match to Trig_? values, when match then remove remainder after match to Sxth_Trig. Read Sxth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Svth_Trig Read Svth_Trig for first match to Trig_? values, when match then remove remainder after match to Egth_Trig. // Whatever remains will go only into the 8th set in this version // End While when Process_Run is empty } { Process_Run = Reverse order of data for Sec_Trig, Frth_Trig, Sxth_Trg, Egth_Trig } }
{ // sub_prss2 // Key_Fun = Key_Card Trig_? = ? Load Process_Run { While Trig_Dec> 0 ; Remove Three bits from Key_Fun, becomes Trig_? //incremental increase function // // Design may use all strings as keys if odds happen correct with Binary, this is an extremely simple version // } { While Process_Run still has bits repeat sequence Remove Done_Hash bits from Process_Run, These are First_Trig Read First_Trig for first match to Trig_? values, when match then remove remainder after match to Sec_Trig. Read Sec_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Thrd_Trig Read Thrd_Trig for first match to Trig_? values, when match then remove remainder after match to Frth_Trig. Read Frth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Fith_Trig Read Fith_Trig for first match to Trig_? values, when match then remove remainder after match to Sxth_Trig. Read Sxth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Svth_Trig Read Svth_Trig for first match to Trig_? values, when match then remove remainder after match to Egth_Trig. // Whatever remains will go only into the 8th set in this version // End While when Process_Run is empty } { Process_Run = Reverse order of data for Sec_Trig, Frth_Trig, Sxth_Trg, Egth_Trig } } { Process_4 // Shuffle Process // // Shuffle is designed to just swap a key derived sized length of trits or bits //
Read Key_Card first three bits. This becomes Shfl_Len Shfl_Dec = Decimal + 1 of Shfl_Len If Shfl_Dec < 2 then Shfl_Dec = 2 // Above is how we decide what length of blocks are being replaced. // Totl_Left = Shfl_Dec Bin_Bin = 0 Key_Shfl = Key_Card { If Totl_Left > 2 then Bin_Bin = Log(Totl_Left) / Log(2) // As if using the log function in MS Word // Key_Req = Remove Bin_Bin bits from Key_Shfl Shfl_? = Decimal of Key_Req
// Problem Defining this. I will make a separate post showing how this would look but not how it would work in Pseudo Code // } }
// Decryption to come when I have the time, hopefully it is obvious to some //
___________________________________________SALTS LIST____________________________
During the combinatorics phase there can be additional methods, known as salts, to add to the source which will confound an attempt to break the encryption. These salts can be modified to use binary or ternary as needed.

The salts are:
Salt 1: add combination(s) at
This salt will be triggered by a 000 in the key, the next two to four bits of the key will determine where in the current set the combination will be fake whereas the length of the combination string determines the required bits.

Salt 2: ended combination, start new combination early
This salt will be triggered automatically when possible, it will not allow a previous combination to break size rules, aka 4 minimum string length and a maximum of 50% combinations inside the string length. This increases security to prevent detecting this salt. This salt will not be used if there is a marker for another salt (This one is disabled in the example as I am only human).

Salt 3: Simulate multiple smaller combinations
This salt will be triggered by a 001 in the key, if the combination is under 8 then it defaults to NO SALT, else it defaults to two distinct combination strings where you divide by 2, round down for the first, then remainder for 2nd to obtain the string sizes. Possible alternative includes using a marker in the key to allow for more divisions provided the string length is long enough.

Salt 4: Skip Combination entirely
This salt will be triggered by a 010 in the key. The size will be determined by the previous combination string lengths, if under 8 then it will be 10 string length, if the previous was over 8 string length it will be 6 string length. Also it is possible to use a math formula to do a size variable, or a hash value, or.. Similar to 8 except we still use the full length of the listed string.

Salt 5: Skip real combinations, insert fake combination
This salt will be triggered by a 100 in the key. The size will be determined by the previous combination string lengths, if under 8 then it will be 10 string length, if the previous was over 8 string length it will be 6 string length.

Salt 6: Can use 2 dimensions
This salt will be triggered by a 011 in the key. This results in a combination going down instead of left to right. This is a complexity issue, I've plans for up/down but is the encryption community ready for this complexity? This key can be avoided if the complexity is too much, it is unlikely that by making blocks for this function that any existing block attacks could find vulnerabilities to exploit.

Salt 7: This will invert the binary values in the next combination
This salt will be triggered by a 101 in the key.

Salt 8: In between fixed length combinations, where the leading combination string ends with a combination location, and the next string starts with a combination location you can put a complete blank string. This is contrary to 4 where we are using the assigned string length in full instead of a variable. This salt will be triggered by a 110 in the key.

Salt 9: This salt, if we are using ternary, alters which of the 0, 1, 2 values is being used to encode the combinations and what is doing in binary. This is a permanent flip or a temporary flip as desired or as built into function. This salt will be triggered by a 111 in the key.
________________________________________________Example Tables (paste from Excel)_______________________________
submitted by PHDEinstein007 to encryption [link] [comments]

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