7 point likert scale example
Miniscule worlds in the wild
2017.07.01 12:58 109488 Miniscule worlds in the wild
For the tiny places you discover (or make) that look like they could be a world of their own.
2012.05.14 20:05 barcodescanner I saw a car. I took a picture of it.
People often see rare or interesting vehicles that brighten their otherwise dreary days. And what a better way to express that than to share a picture of it with complete strangers? (Motorbikes welcomed!)
2013.01.15 03:32 Car Memes
This is the place for anything funny and relevant to cars! Pictures, memes, videos, anything car related that just makes you laugh.
2024.05.23 10:54 Weselamp How would you rate Half Light II (No Celebration) from 1-10 (Daily song discussion #39)
| What are your thoughts on this song? Is there any trivia you know? Give this song a score out of 10 Notable live performances: Bill Graham Civic Auditorium, San Francisco 2022 Shoreline Amphitheatre, Calofornia 2011 SUGGESTED SCALE: 1-4: Not good. Regularly skip. 5: It’s okay, but I might have to be in the right mood to listen to it. 6-7: Good song, I enjoy it quite a bit. 8-9: Really enjoyable songs, I love them. 10: Masterpiece, magnum opus, or similar terminology. The Suburbs results so far: - The Suburbs - 9.74
- Ready to Start - 9.28
- Modern Man - 8.52
- Rococo - 7.94
- Empty Room - 8.32
- City With No Children - 8.46
- Half Light I - 8.81
submitted by Weselamp to arcadefire [link] [comments] |
2024.05.23 10:53 Imaginary-Plenty-711 Strategies for Success: How to Spot Value Bets in the Cricket World Cup
| https://preview.redd.it/mbp1fl6u352d1.jpg?width=1024&format=pjpg&auto=webp&s=611120d03b7e89dc2798ce6247e9fc299565a8f2 Spotting value bets in the Cricket World Cup requires a strategic approach and a keen eye for analyzing odds and team performance. Value bets are those where the probability of an outcome is higher than what the odds suggest, providing an opportunity for bettors to capitalize on favorable odds. Here are some strategies to help you spot value bets and increase your chances of success during the Cricket World Cup. 1. Thorough Research and Analysis Before placing any bets, conduct thorough research and analysis. Consider the following factors: - Team Form: Assess the form of teams leading up to the World Cup. Consider their recent performances in international matches and any key players who may be in exceptional form.
- Head-to-Head Records: Review past encounters between teams. Some teams may have a historical advantage over others, which can influence betting decisions.
- Injury Updates: Stay updated on player injuries and absences. The absence of key players can significantly impact a team's performance and affect match outcomes.
- Pitch and Weather Conditions: Analyze the pitch conditions and weather forecasts for each match. Certain teams may perform better under specific conditions, such as spin-friendly pitches or overcast weather.
2. Understand Odds and Implied Probability Familiarize yourself with different types of odds (fractional, decimal, and moneyline) and understand how to calculate implied probability. Implied probability is the probability of an outcome as implied by the odds. For example, if the odds of a team winning are 2.00 (decimal odds), the implied probability is 50%. Calculate the implied probability for each bet and compare it with your own assessment of the actual probability. If the implied probability is lower than your estimated probability, it may indicate a value bet. 3. Identify Overvalued and Undervalued Teams Look for teams that are overvalued or undervalued by bookmakers. An overvalued team is one whose odds are lower than they should be based on their performance and potential, while an undervalued team has higher odds than expected. For example, if a team has been consistently performing well but has relatively high odds compared to their rivals, they may be undervalued. Conversely, if a team's odds are disproportionately low given their recent form, they may be overvalued. 4. Consider Underdog Opportunities Don't overlook opportunities presented by underdogs. Underdog teams often have higher odds due to perceived lower chances of winning, but they can still cause upsets, especially in cricket where momentum can shift rapidly. Assess underdog teams based on their recent performances, key players, and historical performances in big tournaments. Look for matchups where underdogs have a realistic chance of winning or performing well. 5. Explore Different Betting Markets Expand your betting horizons beyond traditional match-winner bets. Explore markets such as top batsman, top bowler, total runs/wickets, and specific player performances. These markets may offer better value and allow you to capitalize on specific player strengths and weaknesses. 6. Utilize Live Betting Opportunities Take advantage of live betting opportunities during matches. Live betting allows you to assess team performance, conditions, and momentum before placing bets. Look for favorable odds that may arise as the match progresses. 7. Practice Responsible Bankroll Management Lastly, practice responsible bankroll management. Set a budget for your bets and avoid chasing losses. Stick to your strategy and avoid placing bets impulsively based on emotions or short-term fluctuations. By following these strategies and maintaining a disciplined approach to betting, you can increase your chances of spotting value bets and achieving success during the Cricket World Cup. Remember to stay informed, analyze data carefully, and enjoy the excitement of cricket betting responsibly. Thank you for your reference: submitted by Imaginary-Plenty-711 to u/Imaginary-Plenty-711 [link] [comments] |
2024.05.23 10:53 kevin_veyron The gift card that I set as the goal is disappeared
2024.05.23 10:52 Distinct-Drama7372 Dutch Map of the Kingdom of Travancore (1871)
2024.05.23 10:51 CameraOpposite3124 Can Soldier Boy take down the Vampire Diaries universe?
So, what if Soldier Boy got hoodwinked and thrust into the Universe of the Vampire Diaries without explanation? It is a very magical world after all, lets say Soldier Boy was summoned into the world:
To start, how effective would Soldier Boy be as a "vampire hunter" in this universe? I'd like to immediately state however, Soldier Boy completely wipes the floor with all base level vampires ranging in ages 0-500 no questions even asked, it's no competition. It's the older vampires where it gets more interesting.
In the Vampire Diaries universe, Vampires are of the "magical" variety of Vampire, this means their physical strength grows in proportion to their age, older the vampire? the stronger the powerhouse they are, however they come with some downsides.
Vampires here are soft, meaning they do not have superhuman durability in the same way vampires from Twilight do. They have soft skin, same as humans, Vampire Diary Vamps have immensely strong supernatural strength that defies the laws of the physical world. This does not translate into actual durability like it does with Supes in The Boys or even Vampires from Twilight. You could completely puncture a vampires skin with something as ordinary as pocket knife if you they allowed you to.
Now it's worth mentioning, vampires here do have strengthened constitution, greatly so with age. They can push their bodies past their limits far past what a human could, for example; Wooden bullets, have a weakening effect on typical vampires, draining their strength and temporarily weakening the vampire. This doesn't occur in any meaningful capacity in elder vampires.
Healing Factor & Durability What Vampires in this universe do have going for them to keep them sturdy and robust, is their absolutely cracked Healing Factors, just about on par with the likes of Wolverine and Deadpool. Vampires can regenerate from any physical injury ranging from a few seconds, to minutes. Vampire healing factor does work faster and more aggressively when on a healthy and regular diet of human blood. Extreme organ injury however is where it will take much longer, up to days. At one point, one of the main protagonists eyes were both gouged out, his eyes regenerated in full in a couple days time with much discomfort.
If a vampires body were to be punctured and a major organ ripped out or crushed, the vampire would be out of commission for a couple days. Also, vamps can easily re-attach dismembered limbs.
Now, if all vampires here had going for them was scaling strength with age and the healing factor, they wouldn't be much of a threat for most supes, much less Solder Boy. However, Vampires here do have two abilities that allow them to outclass most supes from the Boys. There's also another tier of Vampire I have not yet mentioned.
Super speed and mind control (or mind compulsion) Vamps have super speed, can travel anywhere in a in the world in a flash as long as it is reasonably reachable on foot, vampires will appear as not much more than a blur to the human eye when moving at super speed. It's clear from observing in though, that Vampires cannot take full advantage of their super speed, as in Vampires cannot use their super speed at all times during combat, hence they do not ever fight each other at maximum super speed without stopping. This is likely stemmed from vampire diaries being magical in nature, and not truly physical. As amazing as these powers are, they have their limitations, as logically speaking, if something could move like a blur across a country, obviously they should be capable of fighting at full super speed 100% of the time nonstop, but they cannot.
Essentially, vampire super speed cannot walk and chew bubblegum at the same time, which is a massive drawback of the ability.
Mind control
All vampires, both fresh and original have the ability to compel a human being to do whatever they want and wipe memories, this ability alone would completely humiliate the majority of supes in The Boys universe, however when it comes to Soldier Boy, I do not believe this ability would work. The reason why? Mindstorm.
In The Boys there is one supe known as Mindstorm, his ability revolves around making eye contact with a target, and "scrambling their brains", this is done by knocking the victim unconscious and putting them into a never ending coma of nightmares. There are other aspects of his power but i will not be mentioning them, Mindstorms ability arguably outclasses that of even vampires. While vampire compulsion would be more than enough to enthrall supes on a widescale, Soldier Boy demonstrated extreme resistance to Mindstorms ability, at most Mindstorm was able to temporarily stun Soldier Boy, it was only with physical blows by other super strength supes and an extremely toxic compound to knock out soldier boy that would've killed any regular human instantly, that Soldier Boy was able to be knocked out, and even then, Soldier Boy was not put into a coma from Mindstorm, he was just put to sleep from the potent knockout agent used.
I do not believe Soldier Boy would be put down or even stunned from Vampire compulsion, his mental fortitude and strength is too high. As vampire compulsion cannot "stun" in the first place unlike Mindstorms ability.
So how does Soldier Boy actually measure up in a fight with Vampires? Including Elder Vamps upwards of 1,000 yrs old?
Regarding regular vampires, Soldier Boy clearly outright overpowers regular vampires, in fact I think most vampires would be terrified of Soldier Boy when noticing they cannot pierce his skin or overpower him. The most regular vampires could do is attack soldier boy at speed with varying levels of success, but would be completely incapable of actually harming him.
Most regular vampires of age who are in touch with vampire society would possibly resort to asking for forgiveness out of terror that they've angered an elder vampire, not understanding what Soldier Boy is.
When it comes to Original vampires, Vampires ranging from ages 900-1000 Every vampire ability is upgraded and surpasses usual vampires, more strength, faster speed, faster healing factors, higher levels of pain tolerance. -- But again, not actual physical durability from damage.
This is where Soldier Boy could potentially be up for a fight, however there are issues with even this tier of vampire. Soldier Boys strength is noted to be just under Homelander, of which Queen Maeve, as powerful as she was being the #2 supe in phsyical strength, is still weaker than Soldier Boy. Herself being completely unable to threaten Homelander in a fight.
Soldier Boy was capable of standing up to Homelander in a limited capacity, but was overpowered once Homelander got serious with grappling. Now back to Original Vampires, while their strength is much beyond regular vampires, I still do not see enough evidence it would be enough to overpower Soldier Boy. While Soldier Boy could be easily knocked around in a fight, thrown, tossed. SB would still be far too dangerous for an OG Vampire to dare grapple with, once Soldier Boy gets a grip on the body, its over. There is no fight beyond that point. Once Soldier Boy gets ahold of a vampire even at that age, there is little they can do to stop themselves from being mangled, ripped apart and ultimately completely crushed beyond repair.
Soldier Boy is far too invulnerable and strong to be taken out by vampires. At the end of the day he can be knocked around because of vampire super speed, but it would never be enough. Their bodies are too soft to stand a chance in a fight regardless of age.
In fact, I personally think Soldier Boy posesses a higher level of invulnerability than Homelander, as he beared no bruises after his scrap with Homelander, unlike the latter.
There is one more character of Legendary status in the Vampire Diaries universe, known as the Vampire who hunts Vampires. Whom is said to be still stronger than original vampires, at 1000, however it's implied this is due to him being in excellent physical condition prior to turning, hence having his natural strength further amplified by the magical nature of vampire strength.
I still was not convinced it is enough.
submitted by
CameraOpposite3124 to
TheBoys [link] [comments]
2024.05.23 10:50 Gamerdadguy Ultrawide dpi help.
Hi everyone.
I recently upgraded to a 34" ultrawide 1440p monitor, I think it looks great.
I'm having issues with what I think is a dpi scaling issue, not a tech guy but just what I understand from reading stuff.
Basically in some games my graphics go blurry or ultra sharp when doing certain things.
For example. In diablo 4 my graphics appear OK until I move something in inventory then they go super sharp. In world of warcraft graphics are fine, until I don't move the camera, then they go soft or blurry.
It's a really annoying 3rd world problem, which I feel silly asking about.
I've tried the suggested compatibility dpi scaling, tried changing to windowed mode and back. Just can't seem to fix the issue. I'm not sure what I doing in the nvidia control panel so don't want to mess too much with that.
Does anyone have any idea what the issue is, and of possible how to fix it..
For reference my desktop resolution is 3440 x 1440 and scale is 100%. Same settings on my games.
Thanks in advance for any help.
submitted by
Gamerdadguy to
ultrawidemasterrace [link] [comments]
2024.05.23 10:50 VAISHAK_C_P The Benefits of Personalized LMS Development for Educational Institutions
| The Benefits of Personalized LMS Development for Educational Institutions https://preview.redd.it/ee1gm8pk352d1.jpg?width=1000&format=pjpg&auto=webp&s=7fd83736799cf3beae755d34e8e59a37ed645380 In today’s rapidly evolving educational landscape, institutions are increasingly turning to Learning Management Systems (LMS) to enhance the learning experience. A personalized LMS tailored to the specific needs of an educational institution can significantly improve teaching methodologies, student engagement, and administrative efficiency. SayOne Technologies, a leader in custom LMS development, exemplifies how personalized LMS solutions can transform educational institutions. In this blog, we explore the benefits of personalized LMS development, illustrated by examples from SayOne Technologies’ projects. eLearning Software Development Services Now Enhanced Learning Experience Customizable Learning Paths Personalized LMS solutions allow institutions to create customizable learning paths tailored to individual student needs. SayOne Technologies designs LMS platforms that enable educators to set personalized learning goals, track student progress, and adjust course content based on performance. For example, an LMS developed for a higher education institution might include adaptive learning algorithms that recommend additional resources or exercises for students struggling with specific topics. Engaging Content Delivery Engaging students is crucial for effective learning. SayOne Technologies integrates multimedia content, interactive simulations, and gamification elements into their LMS platforms to make learning more engaging. A notable example is an LMS developed for a K-12 school, where interactive quizzes, educational games, and video lessons were incorporated to enhance student participation and retention. Improved Administrative Efficiency Streamlined Course Management A personalized LMS can streamline course management, making it easier for educators to create, manage, and update courses. SayOne Technologies develops LMS platforms with intuitive course management tools that simplify tasks such as scheduling, grading, and reporting. For instance, an LMS built for a vocational training institute included a comprehensive dashboard that allowed instructors to efficiently manage multiple courses and track student performance in real time. Automated Administrative Tasks Automating administrative tasks can save time and reduce errors. SayOne Technologies’ LMS solutions often include features such as automated enrollment, attendance tracking, and reporting. An example is an LMS developed for a university, which automated the registration process, reducing administrative workload and ensuring that students were accurately enrolled in their desired courses. Data-Driven Insights Advanced Analytics and Reporting Data-driven decision-making is essential for improving educational outcomes. SayOne Technologies incorporates advanced analytics and reporting tools into their LMS platforms, providing educators with valuable insights into student performance and engagement. For example, an LMS developed for an online education provider included detailed analytics dashboards that helped instructors identify at-risk students and tailor interventions accordingly. Check out Now and Avail the Services Continuous Improvement With access to detailed data, educational institutions can continuously improve their teaching strategies and curriculum. SayOne Technologies’ LMS solutions enable institutions to collect and analyze feedback from students and instructors, facilitating ongoing refinement of courses and instructional methods. A case in point is an LMS designed for a corporate training program, where feedback loops were integrated to constantly enhance the training materials based on learner feedback. Enhanced Accessibility and Inclusivity Inclusive Design Features Personalized LMS solutions can be designed to accommodate diverse learning needs, ensuring accessibility for all students. SayOne Technologies emphasizes inclusive design, incorporating features such as screen reader compatibility, adjustable text sizes, and alternative content formats. An LMS developed for a special education school, for instance, included these accessibility features to support students with various disabilities. Multilingual Support In multicultural and multilingual educational environments, providing content in multiple languages is essential. SayOne Technologies develops LMS platforms with multilingual support, allowing institutions to offer courses in different languages. An example is an LMS created for an international school, where course materials were available in English, Spanish, and French, catering to a diverse student body. Scalability and Flexibility Adaptable to Changing Needs Educational institutions evolve, and their LMS needs to evolve with them. SayOne Technologies builds scalable and flexible LMS platforms that can adapt to changing requirements. Whether it’s adding new courses, expanding user capacity, or integrating new technologies, their LMS solutions are designed to grow with the institution. A practical example is an LMS developed for a growing university, which was designed with modular components to allow easy expansion and integration of new features. Check out Now and Avail the Services Integration with Existing Systems For seamless operation, an LMS must integrate with existing systems such as student information systems (SIS) and library management systems. SayOne Technologies ensures their LMS platforms are compatible with a wide range of third-party applications, facilitating smooth data exchange and operational efficiency. For instance, an LMS developed for a technical institute was integrated with their existing SIS, enabling automatic synchronization of student data and grades. Get a Quick Service Now Conclusion Personalized LMS development offers numerous benefits for educational institutions, from enhancing the learning experience and improving administrative efficiency to providing data-driven insights and ensuring accessibility. SayOne Technologies exemplifies how a tailored approach to LMS development can transform educational environments, making them more engaging, efficient, and inclusive. By focusing on the unique needs of each institution, SayOne Technologies delivers LMS solutions that not only meet current requirements but also adapt to future challenges and opportunities. If you are looking to revolutionize your educational institution with a personalized LMS, SayOne Technologies is your ideal partner. eLearning Software Development Services Now submitted by VAISHAK_C_P to u/VAISHAK_C_P [link] [comments] |
2024.05.23 10:50 LucatIel_of_M1rrah Optimal TTK vs non-optimal TTK and why there is a divide between "it's all nerfs" and "its all good" players.
Important terms: - TTK: Time to kill. The amount of time from the moment you being shooting until your target dies.
- Optimal TTK: The amount of time to kill when landing weak point hits/critical hits.
- Non-optimal TKK: The amount of time to kill when landing non weak point hits.
Helldivers 2 is probably the game with the biggest difference in optimal and non-optimal ttk of any game I have ever seen. This is an experience that players are not use to and is one that is responsible for the complete disconnect between "balance" and the experience of most players.
In most games Optimal and non-optimal TTK are relatively close with optimal ttk being a "reward" for good aim rather than non-optimal ttk being a punishment for average aim. In Helldivers 2 landing weak spot hits is firmly in the mandatory camp rather than a reward.
Here are some of the most egregious examples:
Anti Tank
Bile Titan Vs Recoilless or Quasar - Optimal TTK: 2 headshots. (Recoilless 6 sec, Quasar 21 sec )
- Non-optimal TTK: 8 body shots. (Recoilless: 42 sec requires resupply, Quasar 129 sec )
Charger Vs Recoilless or Quasar - Optimal TTK: 1 headshot (Recoilless instant, Quasar 3 sec)
- Non-optimal TTK: 3 body shots ( Recoilless 12 sec, Quasar 54 seconds)
Primary Weapons
Devastator Vs Liberator Pen - Optimal TTK: 3 headshots ( 0.3 sec)
- Non-optimal TTK: 45 body shots ( 8 sec including reload)
A medium Pen rifle taking 45 body shots to kill a medium enemy is worthless. You would be better off spending those 45 shots fishing for 3 headshots which you could do with the base Liberator. This trend repeats throughout the entire gun roster. The guns that people use and enjoy are the only guns that don't follow this rule.
Breaker Incendiary vs all - No matter where you shoot enemies the dot kills them in a fairly consistent time frame. Bot's in particular don't care where you shoot them they die in a similar time frame.
Jar-5 Dominator Vs Devastators - Optimal TTK: 1 headshot (0 sec)
- Non-optimal TTK: 3-4 torso shots ( 0.75-1 sec)
Plas-1 Scorcher Vs Devastators - Optimal TTK: 2 headshots ( 0.25 sec)
- Non-optimal TTK: 7 torso shots ( 1.75 sec)
Conclusion: While every single gun is capable of beaming enemies down in a very short time frame, the "good" guns are the ones where failing to hit the optimal TTK is not overly punished. There isn't a single player of this game who is nailing the optimal ttk on every enemy in every fight. The nature of the game makes this impossible.
You can't expect players to take upwards of 8 seconds to kill a single enemy in a game where a standard fight has you engage 15 or 20 of these enemies.
The overall TTK does NOT need to go down. The non-optimal TTK needs to be compressed closer to the optimal TTK for a large number of weapons so that when not hitting constant headshots players don't feel helpless. submitted by
LucatIel_of_M1rrah to
helldivers2 [link] [comments]
2024.05.23 10:49 toadsgoat The KMBR 5.
| The KMBR 5 is the newest Karelian MBT design from 2020 to 2029 and produced by 2030, an improvement overall of the previous KMBR 4, with thicker armour slightly less speed a better gun, aswell as a softkill APS system, the armour, was 475-420mm thick on the front effectively being well over a meter thick, capable of blocking VC-18 APFSDS from the KMBR 3s 120mm with no problem, and the 130mm NhK-3 APFSDS of the Minotaur 3 couldn't go through, even against APFSDS from the KMBR 4, with its new armour forging making its armour plates more effective then that of the KMBR 4s, and the ERA is just the cherrry ontop, the KMBR 5s 135mm could go straight through the KMBR 3 and Minotaur though it struggled against the turret and front plate of the KMBR 4, firing VC-23 APFDS ofwhich uses a newer propellant, FXV which is 1.5x more explosive then that of the standard propellant, but 2x harder setoff, making it impossible to ammorack, aswhile it may have a high ammo capacity of 56, it is separated in two bunches of 28 ofwhich both have exhaust points on the top of the turret, hatches that will open once the ammo has been set ablaze, with this new propellant comes a new 135mm with not only the ability to setoff the round reliably but with a 7+m long barrel, giving it around 730mm of penetration at 100m and angled at 0 degrees, along with a HEATFS round, with 3.2kg of explosive mass and 500mm of penetration, used for lighter vehicles, such as IFVs APCs and armoured cars. https://preview.redd.it/t33dn44bn42d1.png?width=1920&format=png&auto=webp&s=70279c77f3c0125a8c19b9407006176b22c6d3d5 The engine was a modified version of the KMBR 4s Vastuxira turbine engine, being more fuel efficient whilst having the same power output of 1524 horse power, or 21.5 per ton, as the tank weighed 70 tons, which is heavier then that of the Abrams, though it could go 70kms, as while the engine was the same the transmission, was not, offroad it could go about 50kms and in reverse it could go 37kms, the engine and trasmission were both very reliable, not breaking down once during its trials, quite promising. https://preview.redd.it/6urnni4eu42d1.png?width=1920&format=png&auto=webp&s=38639e9e2e11656d31e9018486830b85b640efd4 The active protection system can disrupt the navigation systems of fire and forget aswell as disrupting the control of manually guided ATGMs, the slat armour is effective against both HEAT and ATGMs aswell as the ERA being good at stopping all types of rounds with varying effectiveness, the commanders machinegun is a VKAS 24 8.26mm LMG capable of penetrating the side of an AMX10rc from 100m away with green tips, thoguh even without green tips it could easily go through the turrets of quite a few armoured cars, a very powerful machine gun, though the machine gun can be replaced with a remote control 22mm autocannon found on the KMBR 4 as a hard kills active protection system, or CIWS. https://preview.redd.it/589bzvktx42d1.png?width=1920&format=png&auto=webp&s=18f6f2f9311adfe47d2159f0f24f0e824715f037 The new gun came with a new and improved bustle auto loader that could load a round every 3.7 seconds, very fast, though it still had a loader, as if the autoloader were to be jammed o got disabled, the gunner wouldn't have to do both at the same time, the scope was very good, having markings to help the gunner aim if the laser range finder doesn't work, the commander gunner and driver all have 4th gen thermals, with a resolution of 800x530, the tank also has a laser warning system for laser guided missiles/bombs and laser range finders. https://preview.redd.it/ap5l9cz3252d1.png?width=1920&format=png&auto=webp&s=5b02dc26d98a9dd27fb48cccb3491988afb806c3 Against the ATLAS and TL228, who knows, relations between Karelia and Talapovia are strengthening, hopefully leaving a lasting peace, for the Minandorians? tensions rise due to Karelian black markets selling old firearms to terrorists. The Minandorian "President" seems to be falling to madness, as is their government, and people, Karelia does not want war with the Minandorians, but do the Minandorians feel the same way? Perhaps, Karelian police will have to act swiftly upon this black market, the Karelian King will surely attempt to get one of these terrorists from the Minandorians, inorder to get info out of them, but untill then, who knows. submitted by toadsgoat to SprocketTankDesign [link] [comments] |
2024.05.23 10:48 Doomwaffel Dnd 3.5e cover rules - visual learning
| Hi all, I DM 3.5e games for years now, but the cover rules keep confusing me every now and then. So I collected a few scenarios that came up, in the hope of clearing these questions up. - Cover for melee: If any line from you to the target is blocked it recieves cover (+4AC) Creatures can give cover. So in a setting like this with a 3rd creature standing between the dwarf and bugbear, does that create cover?
- Melee or reach? Melee and reach/ranged work differently to determin cover. For melee ALL lines have to be clear to avoid cover, where a reach attack is considered a ranged attack for cover. so you pick one corner to shoot from and a target square and those have to be clear.
So its important to understand what it is. Does a large+ creature, that doesnt have a reach weapon but still can attack 10+ ft away, still counts as a melee attack for cover purposes or as ranged/reach? Common example, our monk grows to large size and can now attack 10ft away. 1/2/3) Similar to 1) - Do the bugbears in 2) and 3) give cover against the ogres attacks? If 1) doesnt grant cover, then it would be important to determin again if the ogres attacks count as melee or ranged for cover. 4) Corners and large creatures For attacks as well as when the large creatue attacks it basically just picks a corner to attack from to determin cover. So the dwarf has a clear melee attack onto the ogre and the other way around. The ranger can attack the ogre too without cover, but since the field isnt 10ft away from the dwarf he will still have to deal with shooting into melee. (-4Atk) Lets say the ogre in this example has a reach weapon and could attack the ranger. But for some reason doesnt pick the nearest corner to attack from, would that change his range? Like if he picked the bottom right corner instead to avoid potential cover problems. 5) Ranged: Worst case. Shooting into melee AND cover from the dwarf. (-4Atk /+4AC) Edit: If the ranger picks the upper corner to attack from he can at least avoid cover. ^^ 6) But if he steps aside, he can avoid the cover penalty. In this scenario he can attack the back of the orge, which is now 10ft away from the nearest ally and therefore also avoids the shooting into melee penalty. Correct? 7) A wizard tries to avoid the penalty on ranged attacks vs prone targets by moving into melee. Technically the prone Bugbear still recieves the +4AC no matter where the mage is, but it feels strange if he stand right on top of him. Thanks, I hope this can clear my confused mind up a bit. https://preview.redd.it/dkppjk6oz42d1.jpg?width=1520&format=pjpg&auto=webp&s=f1712c0d191d7dff1c66091f1a9101865960a7ef submitted by Doomwaffel to DungeonsAndDragons [link] [comments] |
2024.05.23 10:48 Lord_PanDA_ I've Found 10+ Fixes For BenQ Projector No "HDMI" Signal
| I recently encountered some frustrating issues with my BenQ projector displaying "no signal" and wanted to share the solutions that worked after testing myself and digging deeper into various tech forums for successful cases. If you're dealing with BenQ projector HDMI no signal issues, these tips should help. Full article here: https://pointerclicker.com/benq-projector-keeps-losing-hdmi-signal/ NOTE: If you’re looking for a more detailed step-by-step guide complete with demo images, I recommend checking out the hyperlink under the heading's name. Before delving deeper, here are a few cursory yet practical things you must inspect and set right: - Properly Plugged-In Cables: Make sure the composite or HDMI cable is securely inserted at both ends. This can often resolve the issue of the BenQ projector not detecting HDMI signals.
- Flip the Cable Over: Try flipping the cable to expose a potentially less damaged connector section. This can help if your BenQ projector keeps losing HDMI signal.
- Grab a Shorter Cable: Use a shorter HDMI cable to reduce signal attenuation.
- Use Another Source Device: Test with a different input source like another computer or Blu-ray player. Sometimes, the BenQ projector is not detecting the source due to a faulty input device.
- Do a Soft Reset: Turn off the projector, unplug it for a minute, then power it back on. This can help resolve temporary glitches causing the BenQ projector no signal issue.
Ensure the HDMI cable is correctly inserted into your BenQ projector's port. Some BenQ models have deeper HDMI ports, requiring a firmer push to ensure a proper connection. The auto-search feature can sometimes cause a signal loss problem if multiple devices are connected. Disable this feature: - Press the Menu key on the remote.
- Go to Source and toggle off Quick Auto Search.
Check if your setup has intermediary devices. If so, try connecting the projector directly to the source device to see if the signal loss issue resolves. This can help if your BenQ projector is not showing picture due to interference from intermediary devices. Ensure the resolution match between your BenQ projector and the source device. For example, if the source can only handle up to 1080p, set the projector’s HDMI EDID to Standard (1080p). HDCP handshake issues can arise if the versions between your BenQ projector and the input device do not match. Ensure both devices support the same HDCP version and check the HDMI cord for damage. If you've tried everything above and still face issues, contact BenQ support for expert guidance. If your projector is under warranty, they can help with repairs or replacements. Contact Details: Your BenQ projector losing its HDMI signal haphazardly is not a grave scenario, but it’s still annoying. These solutions should help you resolve most signal issues. If you need detailed instructions with images, check out the full guide linked above. Happy streaming! https://preview.redd.it/oxj61nk4352d1.jpg?width=1200&format=pjpg&auto=webp&s=ba8ae0c41194d6eee3bf9454f91bf79c5a87e771 submitted by Lord_PanDA_ to FixProjectors [link] [comments] |
2024.05.23 10:47 suhiab1 [Store]Store of TI8/TI9/TI10/Nemestice/Aghanim's Diretide 2022 Collector's Cache
myprofile steam I am selling Ti8 and ti9 and ti10 Immortals and Collector's Cache
and not buying them. Buyer goes first, no exceptions unless you have a reputable rep All conversations will be saved for safety and record. Steam Rep: Steam Reputation Buyers go first, add me now if interested for 30 days cooldown, make sure to leave a comment on my profile . 20% reserve fee required at the time of reserving cache sets. August 2023 Collector's Cache
Hero | August 2023 Collector's Cache | Price(USD) | Reserved/Sold |
Snapfire | Snailfire (Very Rare) | 35$ | |
Marci | Brightfist (Rare) | 20$ | 2 Sold! |
Spectre | Crescent Huntress | 12$ | |
Kunkka | Sea Spirit | 12$ | 1 Sold! |
Abaddon | Spectral Shadow | 12$ | |
Wraith King | Tyrant of the Veil | 10$ | |
Primal Beast | Primeval Abomination | 10$ | |
Storm Spirit | Beast of Thunder | 10$ | |
Legion Commander | Triumph of the Imperatrix | 10$ | |
Dawnbreaker | Astral Herald | 10$ | |
Jakiro | Ancestral Heritage | 10$ | |
Dazzle | Dezun Vipe | 8$ | |
Hoodwink | Tomo'kan Footsoldier | 8$ | 1 Sold! |
Alchemist | Taur Rider | 8$ | 1 Sold! |
Death Prophet | Darkwood Eulogy | 8$ | |
Diretide 2022 Collector's Cache II
Hero | Diretide 2022 Collector's Cache II | Price(USD) | Reserved/Sold |
Void Spirit | Sublime Equilibrium (Very Rare) | 30$ | 3 Sold! |
Anti Mage) | Brands of the Reaper (Rare) | 25$ | 1 Sold! |
Treant | Grudges of the Gallows Tree (Rare) | 20$ | 2 Sold! |
Legion Commander | Bird of Prey | 15$ | 2 Sold! |
Phantom Assassin | Darkfeather Factioneer | 12$ | 2 Sold! |
Pudge | Cursed Cryptbreaker | 10$ | 1 Sold! |
Doom | Dawn of Darkness Foretold | 10$ | |
Brewmaster | The Wilding Tiger | 10$ | 3 Sold! |
Night Stalker | Feasts of Forever | 8$ | 2 Sold! |
Techies | War Rig Eradicators | 8$ | 2 Sold! |
Huskar | Sacred Chamber Guardian | 5$ | |
Vengeful Spirit | Acrimonies of Obsession | 8$ | 1 Sold! |
Clinkz | Withering Pain | 8$ | |
Alchemist | Darkbrew's Transgression | 8$ | |
Oracle | Transcendent Path | 10$ | 5 Sold! |
Silencer | Grand Suppressor | 6$ | 1 Sold! |
Diretide 2022 Collector's Cache I
Hero | Diretide 2022 Collector's Cache | Price(USD) | Reserved/Sold |
Primal Beast | Dark Behemoth (Very Rare) | 55$ | 4 Sold! |
Invoker | Angel of Vex (Rare) | 20$ | 4 Sold! |
MARCI | Blue Horizons (Rare) | 20$ | 5 Sold! |
Hoodwink | Shadowleaf Insurgent | 20$ | 10 Sold! - 2 left |
Spectre | Spoils of the Shadowveil | 10$ | 4 Sold! |
Faceless Void | Chines of the Inquisitor | 10$ | 2 Sold! |
Ursa | Trophies of the Hallowed Hunt | 8$ | |
Riki | Scarlet Subversion | 12$ | 3 Sold! |
Terrorblade | Forgotten Station | 10$ | 2 Sold! |
Monkey King | Champion of the Fire Lotus | 10$ | 2 Sold! |
Snapfire | Whippersnapper | 12$ | 6 Sold! |
Chen | Hounds of obsession | 8$ | 3 Sold! |
Clockwerk | Seadog's Stash | 8$ | 1 Sold! |
Phoenix | Crimson Dawn | 8$ | 1 Sold! |
Undying | Dirge Amplifier | 10$ | |
Witch Doctor | Deathstitch Shaman | 8$ | |
Dawnbreaker | Starlorn Adjudicator | 15$ | 8 Sold! |
Aghanim's 2021 Collector's Cache
Nemestice 2021 Collector's Cache
Collector Cache Sets 2020 1 + 2
Collector Cache Sets 2019
Hero | The International 2019 | Price (CSGO keys) | Reserved/Sold |
Pudge | Dapper Disguise | 15$ | 3 Sold |
Warlock | Tribal Pathways | 10$ | 1 Sold |
Clockwerk | Directive of the Sunbound | 10$ | 2 Sold |
Bloodseeker | Fury of the Bloodforge | 20$ | 4 Sold |
Broodmother | Automaton Antiquity | 10$ | 4 sold |
Wraith King | Grim Destiny | 12$ | 7 Sold- 1 left |
Tusk | Distinguished Expeditionary | 12$ | 2 Sold |
Venomancer | Verdant Predator | 15$ | 6 Sold - 1left! |
Batrider | Prized Acquisitions | 8$ | 3 Sold |
Huskar | Pursuit of the Ember Demons | 15$ | 7 Sold- 1 left |
chen | Priest of the Proudsilver Clan | 10$ | 7 Sold- 1 left |
Collector Cache[1] + [2] Sets
The International 2018 | Price (CSGO keys) | Reserved/Sold |
Stonemarch Sovereign [Wraith King] | 15$ | 3 Sold - 1left |
Pattern of the Silken Queen [Broodmother] | 3$ | 1 sold |
Shimmer of the Anointed [Nyx] | 5$ | 3 Sold! |
Pillar of the Fractured Citadel [Spirit Breaker] | 5$ | 3 Sold |
Loaded Prospects [Brewmaster] | 5$ | 6 Sold |
my profile steam Inventor submitted by
suhiab1 to
Dota2Trade [link] [comments]
2024.05.23 10:47 Spazzo965 Heroes of the Storm Update - 2024-05-21
The patch that's been stewing on the PTR for a while has hit Live, you can read the official changelog here:
https://news.blizzard.com/en-us/heroes-of-the-storm/24096021/heroes-of-the-storm-live-patch-notes-may-21-2024 Because I think these notes are a bit shambolic, I'll do an edit of them. I was going to go through all of it, but I didn't. Just making some changes where I feel like it. If something is in the patch notes, it's a part of the patch. If it's not, but it's in this list, then it's a part of the patch. I didn't edit this post much, I just didn't like how the quickcast and buff bar stuff was layed out, as well as the Junkrat & D.Va's decaying damage.
ARAM
See official notes Balance & Design Updates
Arthas
- Maximum Health increased from 2860 to 2980
- Health Regeneration increased from 5.957 to 6.208
- Death Coil (Q)
- Healing increased from 262 to 290(!!!!)
- Frozen Tempest (E)
- Mana cost per second reduced from 13 to 11
Talents - Level 13
- Biting Cold (E)
- Additional damage updated to be treated as an additive bonus, instead of a multiplicative bonus
- Level 16
- Embrace Death (Q)
- Additional damage updated to be treated as an additive bonus, instead of a multiplicative bonus
D.Va
- Self-Destruct (E)
- Damage decay now occurs after the center of the target is at least 4 distance away from the exploding Mech
- This features an additional targeting circle while the ability is hovered, visible only to D.Va
Gall
- Gall's damage effects have been updated to more completely gain the benefit of effects applied to Cho'Gall
- If Cho is granted Spell Leech, then Gall's Spell Damage will heal Cho for the amount of Spell Leech granted to Cho
- Spellpower effects will now consistently effect Gall's Damage
Hogger
- Rage
- Decay rate per second increased from 10 to 13
Talents - Level 1
- On the Prowl (Active)
- Cooldown increased from 40 seconds to 45 seconds
- Activating On the Prowl now instantly prevents Rage from Decaying
- Passive Healing per second reduced from 8 to 7
- Level 4
- Brute Force (Q)
- Damage bonus granted from slamming an enemy Hero into terrain reduced from 8 to 6
- Level 13
- Dust Devil (E)
- Armor duration increased from 3 seconds to 4 seconds
- Armor granted when below 50 Rage increased from 20 to 25
- Pummel (E)
- Spellpower reduction reduced from 50% to 30%
Junkrat
- Steel Trap (E)
- Cooldown increased from 12 seconds to 15 seconds
- RIP-Tire (Heroic)
- Damage decay now occurs after the center of the target is at least 1.5 distance away from the RIP-Tire
- This features a radius indicator around the RIP-Tire while active, visible only to Junkrat
Talents - Level 1
- Extra-Wound Timers (Q)
- Additional damage reduced from 120% to 100%
- Level 7
- Dirty Trickster (D)
- Cooldown increased from 12 seconds to 20 seconds
Rehgar
- Basic Attack
- Damage reduced from 115 to 110
- Additional damage from Ghost Wolf reduced from 75% to 60%
- Lightning Shield (W)
- Mana restored for each target hit reduced from 2 to 1
Talents - Level 1
- Stormcaller (W)
- Maximum stacks reduced from 200 to 100
- Level 7
- Blood and Thunder (D)
- Reduced the amount of Mana restored to Rehgar from 5% of his maximum to 4% of his maximum
- Grounded Totem (E)
- Attack Speed reduction reduced from 25% to 15%
- Level 16
- Earthgrasp Totem (W)
- Damage reduced from 115 to 90
Stukov
- Lurking Arm (E)
- Automatic Cancel range increased from 1 to 5
- This is only possible with Conveyer Belts
Yrel
- Sacred Ground (Heroic)
- Cooldown reduced from 40 seconds to 25 seconds
- Mana cost removed
Talents - Level 1
- Maraad's Insight (Passive)
- Healing increased from 140 to 160
- Level 4
- Aegis of Light (E)
- Armor increased from 30 to 40
- Duration increased from 4 seconds to 5 seconds
- Level 16
- Templar's Verdict (W)
- Damage reduced from 7% of the targets maximum to 5% of the targets maximum
- Armor reduction reduced from 20 to 15
User Interface & Game Experience
Death Recap
- Experience granted to the enemy team is now visible
- Fixed an issue causing Abathur's Volatile Mutation to display as an empty ability
- Fixed an issue causing Stukov's Ranged Basic Attacks granted by Fetid Touch to display as an empty ability
- Fixed an issue causing Valla's Gloom Healing to display as an empty ability
- Fixed an issue causing Rehgar's Hunger of the Wolf to add two entries when healing Rehgar
- Fixed an issue causing Zul'jin's Amani Rage to add two entries when healing Zul'jin
- Fixed an issue causing Zul'jin's Amani Resilience to add two entries when healing Zul'jin
- Fixed an issue causing Kerrigan's Assimilation Mastery to display as Healing when granting Kerrigan shields
- Fixed an issue causing Kerrigan's Siphoning Impact to display as Healing when granting Kerrigan shields
- Brightwing's Invisible Friends Healing updated to display as Invisible Friends, instead of as Blink Heal
- The Butcher's Fires of Hell damage updated to display as Fires of Hell, instead of as Furnace Blast
- The Buff Bar has seen a number of adjustments, with some Heroes also having the display order updated to match talent tiers
- Artanis
- Shield Surge will now dispay while below its health threshold
- Final Cut will now display while below its health threshold
- Arthas
- Icy Talons will now display while active
- Deathwing
- Heat Wave will now display while active
- Gall
- Ogre Rampage will now display while active
- Hanzo
- Fleet of Foot will now display while active
- Johanna
- Holy Fury will now be displayed, showing the number of stacks and remaining duration of those stacks
- Lunara
- Hippity Hop will now display while active
- Splintered Spear will now display while active
- Wild Vigor will now display while active
- Invigorating Spores will now display while active
- Star Wood Spear will now display while active
- Malfurion
- Lunar Shower will now be displayed, showing the number of stacks and the remaining duration of those stacks
- Qhira
- Chainsaw will now display while active
- The Hunted will now be displayed, showing the number of stacks and the remaining duration of those stacks
- Samuro
- Press the Attack will now be displayed, showing the number of stacks and the remaining duration of those stacks
- Tyrande
- Darnassian Archery will now display the remaining duration the stacks, alongside the stack count
- Uther
- Holy Fire will now be displayed, showing the number of stacks and the remaining duration of those stacks
- Xul
- Rapid Harvest will now be displayed, showing the number of stacks and the remaining duration of those stacks
- Zeratul
- Psionic Strength will now be displayed, showing the number of stacks and the remaining duration of those stacks
- Health Indicators have been added to a number of Heroes
- Alarak's Ruthless Momentum
- Blaze's Adrenaline Stimpack
- Malfurion's Ysera's Gift
- Muradin's Third Wind
- Stukov's Reactive Ballistospores
- The Butcher's Enraged
- Uther's Beacon of Light
- Varian's Second Wind
- Zul'jin's Recklessness
Abathur
- Quest reward and progress indicators will no longer be displayed for Ultimate Evolution clones
Alarak
- Deadly Charge will now feature a channel bar, which pulses while fully charged
- Counter-Strike now features a cast bar
Anduin
- Lightwell's Button now features an indicator around it, displaying the number of remaining activations
- Renew now displays its remaining duration as an overhead diplay on allies, similar to Malfurion's Regrowth or Whitemane's Zeal
Artanis
- Trait will now glow while below Shield Surge's health threshold
The Butcher
- Butcher's Brand button now features a duration indicator for the most recently targeted enemy around it
Chromie
- Quantum Overdrive's button now features a duration indicator around it
- Blessing of the Bronze's button now features a duration indicator around it
E.T.C.
- Guitar Solo's button now features a duration indicator around it
Junkrat
- Frag Launcher Grenades empowered Extra-Wound Timer now feature a slight pulsing animation, which is visible to both teams
Li-Ming
- Disintegrate can now be cancelled by pressing Stop or Hold Fire, which can be done while Disintegrate's double-click protection is active
Lunara
- Noxious Blossom's button will now glow if the cooldown reduction from Acceleration Contamination is active
- Crippling Spores's button will now pulse if activating it would activate Endless Spores
Mal'Ganis
- If Seeker Swarm has been selected, then Carrion Swarm will display a range indicator to Mal'Ganis to show the search radius of Seeker Swarm
Medivh
- Portal's button now features a duration indicator around it
Murky
- Respawn Eggs will now display a radius indicator to Murky if Fish Eye has been selected
Orphea
- Lurking Terror's button now features a duration indicator around it
Qhira
- Blood Rage's healing when activated is now displayed in her status
Ragnaros
- Submerge now features a healing preview indicator
Samuro
- Mirror Image now features guides if click-targeted by pressing the button with the mouse cursor
- Wind Walk now features a healing preview indicator
- Image Transmission can now be activated without targeting if there is only one active Mirror Image
- Image Transmission will now be disabled while there are not active Mirror Images
- Dance of Death now features a chime indicator once it has been activated, only heard by Samuro
- Deflection's Armor has been updated to display its duration while active
Stitches
- Shambling Horror's button updated to feature a duration indicator, instead of glowing
- Fixed an issue causing Digestive Juices to not display a damage preview
The Lost Vikings
- Added a cooldown indicator to the stasus for Olaf's Charge passive ability
Valeera
- Smoke Bomb's button now features a duration indicator around it
Whitemane
- Zeal's button now features a duration indicator around it for the active component
- Quest will no longer display floating indicators around targets that are out of the quest-recievers vision, and will now instaed around the reciever
- Time Stop will now display with the highest priority in Heroic health plates
- The Quick Cast menu has been updated to remove some reduntant entries, as there were listings for abilities that were not customisable, as they are untargeted abilities, or were buttons not able to be activated
- Arthas's Sacrifice Ghoul now inherits settings from Army of the Dead(Untargeted)
- Ana's Healing Darts granted by Rapid Reload has been updated to inherit settings from Healing Dart
- Ana's Cancel Eye of Horus now inherits settings from Eye of Horus(Untargeted)
- Auriel's Ressurect Self has been removed(Untargeted)
- Blaze's Bunker Abilities have been added(Flamethrower and Oil Spill)
- The Butcher's Fresh Meat has been removed(Used for pinging quest progress)
- Chromie's Detonate Time Trap now inherits from Time Trap(Untargeted)
- Chromie's Cancel Slowing Sands now inherits from Slowing Sands(Untargeted)
- Deckard's Cancel Stay Awhile and Listen now inherits from Stay Awhile and Listen(Untargeted)
- Dehaka's Cancel Burrow now inherits from Burrow(Untargeted)
- D.Va's Attack now inherits from the standard Attack
- D.Va's Retarget Defense Matrix now inherits from Defense Matrix
- D.Va's Cancel Defense Matrix now inherits from Defense Matrix(Untargeted)
- E.T.C.'s Rockstar has been removed(Used as an empty trait button)
- Gall's Shadowbolt Reactivation has been removed(Untargeted)
- Fixed an issue causing Garrosh's Into the Fray to display as Lok-tar Ogar!
- Garrosh's Double Up has been removed(Untargeted)
- Garrosh's Seasoned Soldier has been removed(This talent was setup as an active talent, causing it to display in the quick cast settings)
- Gul'dan's Free Life Tap granted from Darkness Within now inherits from Life Tag(Untargeted)
- Gul'dan's Cancel Drain Life now inherits from Drain Life(Untargeted)
- Hogger's Cancel Hogg Wild now inherits from Hogg Wild(Untargeted)
- Hogger's Cancel Loot Hoart now inherits from Loot Hoard(Untargeted)
- Hogger's Cancel Hoardapult now inherits from Hoardapult(Untargeted)
- Junkrat's RIP-Tire Jump has been removed(Untargeted)
- Li Li's Cancel Jug of 1,000 Cups now inherits from Jug of 1,000 Cups, instead of Diablo's Lightning Breath(yes, it did that)
- Lucio's Attack now inherits from the standard Attack
- Murky's Cancel March of the Murlocs now inherits from March of the Murlocs(Untargeted)
- Ragnaros's Molten Core Sulfuras Smash now inherits from standard Sulfuras Smash
- Samuro's Cancel Bladestorm now inherits from Bladestorm(Untargeted)
- Samuro's Mirror Image Critical Strike has been removed(Untargeted)
- Stukov's Cancel Lurking Arm has been removed(Untargeted)
- Tracer's Attack now inherits from the standard Attack
- Tracer's Locked and Loaded now inherits from Reload(Untargeted)
- Tychus's Run and Gun while using Overkill now inherits from standard Run and Gun
- Valeera's Cancel Stealth now inherits from Stealth(Untargeted)
- Whitemane's Cancel Inquisition/Clemency now inherits from Inquisition(Untargeted)
- Zeratul's Seeker in the Dark has been removed(Untargeted)
- Zul'jin's Forest Medicine Regeneration now inherits from Regeneration(Untargeted)
- Zul'jin's Cancel Berserker now inherits from Berserker(Untargeted)
Bug Fix Notes
Fixed an issue that caused talent text to be truncated on hero select screens
This was done by extending the talent simple text display.
Fixed an issue that caused location targeted abilities to be cancelled by conveyor belts.
This was done by increasing the Range Slop on a bunch of abilities. This also fixes an issue where Deathwing's Lava Pool could be cancelled while being cast if moved by something like Nazeebo's Zombie Wall, and has the change noted above for Stukov's Lurking Arm
Fixed an issue that caused Heroes with non standard height to cause target-facing effects to face the incorrect location.
To give two examples, Kharazim's Way of the Hundred Fist, and Tychus's Overkill. They would face towards the model origin, so something like a Falstad, a target hit by Gravity Lapse, or an Junkrat currently flying with Concussion Mine would have these Heroes look pretty funky.
Blackheart's Bay: Updated coin warning indicator to be consistently colored
This wouldn't display as coloured when capturing Mercenary Camps or killing Heroes with Doubloons
Cursed Hollow: Fixed an issue that caused Cursed Hollow Call for Help ability warning to display incorrectly
Same as the non-standard height thing above
Now, undocumented changes, copied from an earlier post:
- Mount-like abilities will no longer be able to have their cooldowns pinged to your team
- Chen's Combo Strikes now features a unique animation on the triggering attack
- Chen's Enough to Share has had its old animation restored
- Fixed an issue causing Kerrigan's shield healers to modify her death recap
- Fixed an issue causing Leoric's Drain Essence to modify his death recap
- Fixed an issue causing Force Armor to not be granted if a 4th cast of Magic Missiles hits an enemy Hero while the 1st cast of Magic Missiles is active
- Fixed an issue causing Mecha Tassadar to ride the Toy Train incorrectly if he is using the skin specific mount
submitted by
Spazzo965 to
CursedHollow [link] [comments]
2024.05.23 10:46 TheBoneJarmer Stuck with C socket connection timeouts
To start I like to give some background. I have worked with sockets in both C# and Java for different kinds of applications ranging from game servers to web servers. So I am quite familiar with it at this point. One of them is on GitHub:
AdvancedSockets. Also, while I work on both Windows and Linux I primarily use Linux
desktop.
This month I decided I like to learn more about doing socket programming in C++ as a project I am working on could benefit from this. A quick research pointed me to some SO articles and tutorials. But all of them are using the socket API in C. Not once did I find anything about a high-level socket library in C++.
Okay.. no prob right? I decided to give C sockets a try. Surely it isn't that hard? After all I got experience already! And sure enough it didn't take me long to get a TCP client up 'n running. But then.. I learned. It only works on *NIX systems. Yep. For some reason, Windows does it differently. Imagine my surprise when I learned it required a near complete rewrite of my code because now I had to approach it differently just for WinSock.
Okay, a couple of days and cursing later. I managed to make a TCP client that connects to my humble Java server both on Linux and Windows. Cool. Now, time for timeouts. Doing so in C# and Java is easy enough. Surely it cannot be such a problem in C, right? Setting read and write timeouts was easy enough. Just using setsockopt and I am good to go. Now as for connection timeouts. Maybe also with setsockopt? Nope, need to unblock the whole damn socket and need to do stuff with either select or poll apparently. Never read anything about them and neither did I find any useful docs aside from the manual text I get in CLion. SO articles make me only more confused about the subject too.
And if that isn't bad enough. Some answers on SO claim I should avoid select all together and use poll instead. But I fail to find any good examples or tutorials about the use of poll while I find examples for select. And who is to say it is even the right approach as of today? Honestly it is getting frustrating at this point. I am not interested in writing a TCP socket class like this. I am only interested in using a TCP socket class. I only went this far because it didn't seem to be so much work at first. But I am having a hard time wrapping my head around it. Therefore I would like to ask:
- Is there actually good documentation for socket programming in C?
- How to set connection timeouts the right way?
- Is there actually an up-to-date cross-platform C++ sockets library that I can use instead?
TLDR;
Screw socket programming in C. Any good tutorials on C sockets and how to set a connection timeout with a C socket the right way? Is there actually an up-to-date cross-platform C++ sockets library that I can use instead?
My current progress can be located here:
https://github.com/thebonejarmearqanore-sockets.
submitted by
TheBoneJarmer to
cpp_questions [link] [comments]
2024.05.23 10:45 ahead-market YI Q1 2024 Earnings: Mixed Results with Operational Efficiency Gains
YI reported a revenue decline of 4.6% to $488.7 million in Q1 2024, but achieved operational profitability and reduced operating expenses by 20.6%.
Key Metrics
| | |
Revenue | $488.7M | -4.6% |
Gross Profit | $28.9M | |
| Operating Expenses | $28.4M |
| Operating Expenses Growth | -20.6% |
| Net Income | $0.5M |
Segment Performance - B2B (revenue - $3452.009M, profit - $190.906M, growth - -3.7%) - B2B segment includes product and service revenue. Product revenue decreased by 3.7% and service revenue decreased by 1.4% year-over-year.
- B2C (revenue - $76.42M, profit - $17.627M, growth - -32.3%) - B2C segment includes product and service revenue. Product revenue decreased by 32.3% and service revenue decreased by 33.4% year-over-year.
Business Highlights - Turned to Quarterly Operational Profitability for the First Time
- Operating Expenses as a Percentage of Revenues Decreased 120 Basis Points YoY to 5.8%
- Achieved Positive Operating Cash Flow
- Successfully elevated operational efficiency after disciplined expense optimization across the whole organization.
- Made novel supply chain advancement that will unlock new growth opportunities, highlighted by our launch of a new delivery and transit model for streamlining logistics and saving fulfilment costs.
Guidance Future Business Drivers: - Delivering one-stop shopping experiences supported by the most comprehensive and cost-effective product portfolio. - Strengthened partnership with pharmaceutical companies. - Strategic investments in operational efficiency. - Relentless commitment to digitalization and AI innovation.
Expectations: MISS
The reported revenue of $488.7 million is significantly below the analyst's expectation of $3.26 billion for the current year, indicating a substantial discrepancy. However, the company has managed to turn to quarterly operational profitability and reduce operating expenses, which were not specifically forecasted by analysts.
submitted by
ahead-market to
ahead_market [link] [comments]
2024.05.23 10:44 Thataveragebiguy Video games
Games being released buggy and unfinished, everything having dlc that cost as much as the base game, extra download able content, pay to win items, games being 100% online cosmetic items that do fuck all but cost a fortune.
Some of these things are fine in moderation or if it goes with the style of game but it's EVERY SINGLE FUCKING GAME!
Train simulator for example has over $2000 worth of dlc! That's fucked up.
GTA 5 is a relatively short game with no extras whatsoever, most of the game is online which is unplayable because of idiots that ruin it for you by blowing you up the second you log on or just fucking you about in lobbies.
Pokemon go, yes it's free to play but it's hard for new players to get into as you need so much money for some events and coins which is very difficult for rural players.
Fifa, being the exact same game every year just with different skins and slightly better graphics but somehow people still pay for it.
And for a game to have most of these features is insane. Like what's the point in ingame currency IF YOU CANT MAKE THE MONEY IN GAME! You always have to pay for it so why even have in game money?
Open world games are barely games, it's just a whole host of side quests and mini games that are never ending. Like the witcher 3 for example. I've had that game since lock down and I tried my best to do everything on the map but it just ended up being mind numbing grinding which I'm sure some people like but I don't and it's a big part of what's on the map. Assasians creed and fall out are other good examples of this.
Mobile games are pretty bad. Constant ads, pay for everything or be constantly behind everyone else with no hope for any decent progression and being bombarded with notifications to log in every day or you loose your streak even though there's no worth while price for it.
It's all just a big money grab which I get, they need money, but why pay over $100 to pre order a game that you get later than promised and is so full of bugs it's unplayable.
Yes some bugs are always going to happen, yes schedules change, but it's honestly every single game.
I miss the days of completed games being released, you get the entirety of the game, for one price and everyone had to put in the same effort to get the fancy end game items rather than just buying them online.
I know, this is the way the world is now. Completing the story and having some post game stuff was always fun in pokemon but now completing the main story isn't enough, you've gotta complete hours of post game "content" which is usually online stuff or boring grinding or dlc that you need to pay a fortune for.
Absolutely keep these features, in some game, not all of them in every game. Make more offline content for those that don't like playing online and for the love of all that is holy, complete a game before its released, fuck your corporate deadlines, I'd rather wait for a game I can actually play and enjoy.
And finally some games need to know when to die like world of warcraft or Minecraft. The spaghetti code on these games is insane making it very hard for them to add something new in the game without fucking up something old. I would happily pay monthly for wow and Minecraft actually cared about their customers to make their games better.
And finally LISTEN TO YOUR CUSTOMERS. Do they not do any research anymore? Like the entire community asked for this one very specific thing and you added a very shitty knock off version that kinda resembles it.
The whole industry just infuriates me right now.
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2024.05.23 10:43 ZealousidealLeader11 Yes, all this really happend!
2024.05.23 10:40 Alacer_Stormborn War of The Gods
Sometimes I wish I had two extra sets of hands and fingers. I spend a couple hours writing ideas one through three down, and in the meantime ideas six and seven are already fading. I just can't write it all down fast enough.
This is a settting utterly unrelated to any of my previous work. I hope you enjoy it.
The sound was deafening. Each thump of the godhammers fully drove the breath out of Darian’s lungs. Scintillating tears into the aster glittered maliciously across the fields, the parallax of the stars within the only hint of their fathomless depths. The earth itself bled with the wounds of combat, great rivers of molten red oozing across what was once a verdant plain stretching across the horizon.
Darian fell to his knees beneath another salvo of the godhammers, gasping for the air forced from his chest once again. Across the field of mayhem, another gilded God fell. The curious absence of sound that came with another astral rip left his ears ringing, and when he blinked, the soon to be dead form of golden flesh had been lost to another of those malevolent gashes. If he squinted, he could even see where the air itself was sucked into the void, rustling the ichor-soaked grasses just beneath the hole in the world. And still, the Gods came—towering oh so high—to rain their fury upon the ranks to his left and right. Lightning and fire, winds and rain—all of it paled in comparison to the gilded bolts of Godly power. All of it save the godhammers.
Even as scores of his own fell, Darian had focus only for one thing—the next target. The gargantuan figure of blinding gold, moving ponderously slow for its size, had taken another mile-long step forward. He could feel the earth buckle under the God's footfall. His gaze had narrowed, tunneling as the elemental energy within and around him fled—channeled so carefully, so swiftly, into the godhammer beside him. As the mass of metal and crystal began to hum once more, Darian thought back. Just a year ago, humanity had made that fateful discovery. The Gods themselves were frauds. Not in their godliness, nor in their Reign, but in their place within the world. They had usurped what was not theirs.
As the godhammers thumped their gut-wrenching salvos once more—and another God fell into the abyss—Darian’s vision wavered. He was running out of energy. It was frustrating. The very energy of the Gods was their undoing. Their golden machinations were the cause of his people's unraveling. In a world where the elements had reigned supreme, where the minds of the earth, and sea, and sky roamed free, the Gods—the Goh’Dharin—were interlopers.
They came from beyond the stars themselves. They fell into the Astral sea, and sought to conquer. When the Elemental Lord of that plane cast them out, they began again. Through Fire, through Water, through Air, and through Earth. It was only when they fell into the Confluence between it all—so it was learned—that the great elemental titans, off-spring of the Lords, were found to be corruptible. That was an interesting thing to Darian. The idea that he, in another age, would have been nothing more than a construct of earth and fire were it not for the influence of the Gods. Theirs was an energy unlike anything within the five planes. It was an insidious thing, this “Life” of theirs.
The war could maybe have been avoided were it not for those clairvoyants said to have originated from the Astral and the Sea. They were the ones to discover the why of it all. The Gods infected others, harvested the results, and used it all to make more of themselves. The elementals of the planes had been made into a macabre combination of breeding stock and harvest.
The screech of gilt lightning overhead brought Darian back to the now. It was dangerous, that golden tinge. It spoke of Godly energy, and it had become clear that the Gods could just as easily take as give. The rather unfortunate nature of that infectious “Life” meant that, once taken away, those previously afflicted simply ceased to be. There was no returning to a prior elemental state. In that way, it was important to avoid the stuff. Or, as Darian intended, to deal with it outright.
With a throaty yell, the man slammed his fist into the churned mud beneath his feet. A mighty effort and a yank of his arm brought not just his hand free, but a towering spire of bedrock too. And just in time. The golden lightning striking for his heart met an unyielding stone instead. Molten rock splattered wildly, but Darian paid little heed. Another of the Gods had taken a step forward, and he needed to ready his godhammer once more. It was a wonderful example of diplomacy, that thing. A messy contrivance capitalizing on all of the specialties of each of the races, from the Sylvan folk of water and aster, to his own Dwarven people of fire and earth.
The concept, at its core, was simple. Open a hole into one of the Planes, and strand the Gods for the elemental Lords to deal with. Of course, with how haphazardly it had all been thrown together, the effect was hardly consistent. It seemed more common for the astral plane to consume a God than any of the others. And just as well—Darian shuddered to think of the havoc that the ichor would inevitably wreak within the earth. Better that most of it went to the stars.
And if a thing could be more noxious than the “Life” these Gods forced upon the elements, it was their “Death.” A dark, metallic brown liquid, it oozed and ate through anything it touched, sinking with unfathomable density to the lowest points it could reach. Better that the stuff be lost in the aster than fester within the earth or water. But even as Darian had that thought, he couldn’t help but feel concern for the aster itself. The realm of stars. The lights beyond the clouds. What might that murky fluid do to the stars themselves? Darian shuddered quietly.
His attention was forced back to the chaos at hand when a deluge of water knocked him off his feet. He had no time for confusion or affront, because a bolt of blinding gold shattered the godhammer he had just been standing beside. The resulting implosion would have taken him with it were it not for the foresight of the Sylvan sending him down this newly made river.
He and they exchanged a wave before he was carried out of sight. He wasn’t worried. Tricky though they may be, with their rules and their etiquette, the Sylvan folk were masters of strategy. It was likely he was being sent where he was needed most. It wasn’t any surprise to him when he found himself coming up on another godhammer—quite deep into the battlefield at this point—on its last legs.
Around it were Sylphs. Some seemed panicked, others appeared to be struggling with the mess. And no wonder. It was humming a dangerous tune, that thing. It was obviously damaged, and those children of the water and the air had not even the foggiest on how to fix it. If Darian didn’t step in they’d face the same fate he narrowly avoided. With that in mind, the man grunted, hauling his sopping body out of the water and striding on stocky legs to the machine. This one seemed primarily the work of his sort and the Ifrit. Unsurprising that these Sylphs were at a loss. Well, that just meant he had an easier time of taking the thing in hand.
Shouldering aside one of the more flighty fellows, he placed his hands right on the glowing red core of this particular armament. The sizzling of water turned steam was an afterthought for him. What was more important was stablizing the energies running rampant. If he could get this thing operational again, he could start firing on the asses of the Gods themselves. He grinned fiercely at the idea.
What a wonderful time to be alive.
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2024.05.23 10:37 ThrowRAdeepwatrre940 My boyfriend 27M and I 22F have been fighting, what should we do?
Hi reddit, this is my first and hopefully only post. I dont feel like I can talk to anyone I know so hopefully a bunch of strangers on the internet can help!
Me (25F) and my boyfriend (25M) have been together 10 months and were talking for a while before that. When we first got together, things were great, he really was my best friend and we laughed at everything and enjoyed spending time together and were always so excited to meet each other whenever we could. It still is that way but over the last couple of months, I feel like we have hit a couple rough patches where we were inches away from breaking up.
He is a great guy, he is patient when I have mood swings, he's got a great heart and is really close to his family and is such an intelligent guy. Everyone thinks we're great for each other and his parents are basically my surrogate parents at this point. We have always had a very playful relationship and are very affectionate with each other.
Over the past couple of months we have had multiple blowups and have just not been getting along super well. I have this tendency of shutting down the second something is wrong and I end up keeping quiet and not telling him what is wrong. It is a problem I have always had where I go quiet and deal with things by myself until I feel better and I will be alright. I can acknowledge how unhealthy it is but it has helped my cope through alot of situations.
I realized I had been doing it alot more over the last few months and it has really put a strain on our relationship. Sometimes it is because he makes a joke about something I dont like or something I say for example and then I go silent, and we go the whole night not speaking. He is very patient and always asks me repeatedly what is wrong. Apart of it has been because of how unstable I have felt with my living situation. My lease ended and I ended up moving in with him and his family for a while, and it has made me feel incredibly unsettled and just like I have no place to call my own.
His family is really loud and they all shout at each other and at the start of our relationship I said to him, I don't have any real dealbreakers (besides cheating obviously) but the one thing I cannot deal with is someone shouting at me. Not because I dont deserve to be shouted at but because I just shut down when someone shouts at me, I find it to be the least effective way to communicate and frankly I dont respect it. I just put a wall up and end up disliking the person shouting at me.
Yesterday we went to play tennis together and we were having a good time before I got tired out of nowhere, my stomach was feeling a little funny and I had the urge to puke but stuck it out. I told him I needed a couple minutes to sit but he insisted we keep going as we only had an hour booked. I said I was tired and immediately my game fell short because I was feeling lethargic. He thought I was taking the piss and not taking it seriously (because sometimes I do that) and he got very pissed off and started shouting at me that I had no right to be tired as I was working from home whereas he was out at work and had to drive back and forth and still made the effort to show up well to tennis.
It reminded me of when my dad shouted at me as a child and I just hated it.
We ended up leaving our tennis session and in the car he spent the entire ride telling me how tired he was of my mood swings and how I ruin everything we do together and how he's tired in general of my attitude. I am not typing this way to sound sympathetic I am genuinely trying to paint an honest picture. The whole car ride I stayed silent and listened because ultimately he was right. He got so mad he stopped my the side of the road and started yelling and grabbed me and this is when I started crying.
We finally got back and I went to take the bins out the whole time he was still yelling at me and he went to do them too and I pushed him because I was already pulling it but he was so insistent and when I went to grab the bin again he shoved me hard and I stumbled and cried running into the house. After there was a little more shouting and I just went to my room and he tried coming in to my room to make up and apologize but I was honestly too numb from the evening.
He kept trying to make up and at one point climbed into bed and cried and apologized for shouting and pushing me and that he never wants to hurt me and he was really sorry.
We exchanged a couple passive messages where I alluded to wanting to break up but I just am not sure what to do. Am i disrespecting myself by not leaving, I know I have alot to work on myself about and I know he puts up with alot with me, and I genuinely do love him, but I want both of us to be happy and in a healthy relationship. Is this one of those situations where we both need to work on ourselves together or apart? Please advise.
Thank you reddit.
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2024.05.23 10:36 linkenski I still feel like 3 bastardized the setting and story
I felt things were going pretty good until 3, and then 3 is deceptively good but also really damning for this as a franchise.
The Geth are codified as "emotional beings" right off the bat, and a lot of the previous "sci-fi babble" is put out of focus for more bombastic, emotional writing and "movie"-scriptwriting. Even the most amazing parts of 3 IMO suffer from going overboard into sensational > authentic writing.
I felt prior to ME3 that this was a highly cinematic series that wasn't shy of being a video game. Even ME2, which became very cinematic and "cool", still rounded off its newfound edge, by having characters talk sometimes at length about really nitty-gritty details, or often use the language of the universe itself to explain things. It wasn't afraid of being very geeky about it either, with the Rachni Concierge appearing on Illium and talking like they're larping in a DnD game. Talking to Legion just had me sitting "Huh. All right. Uh-huh." in ME2 because it felt like pages and pages of a world I didn't know being presented objectively. I loved every word of it. Even the main story in 2, thin and "irrelevant" as it is, has a lot of nice details I like, like gathering everyone around the table multiple times throughout, and people coming from different mentalities towards what has to be done. Miranda trying to remain objective, Jacob rushing ahead with fatalist logic, and Mordin and EDI delivering exposition.
There are a number of things in 3 that are retained, but even similar scenes feel watered down to me. Instead of that usual explanatory writing, an assembly-meeting on the ship has exposition by EDI that's like "This is a cannon that can synchronize to the fleet" and Shepard kinda cutting into it, "So you mean I can use this to fire with the whole fleet." where it comes across to me, as a player, like there's a mentality shift on the part of the devs that's like "The player doesn't care about that, that's boring!" but I fell in love with Mass Effect because it always allows you to dig deep into how everything works.
As a result ME3 feels very skimpy on actual lore development to me, and just kinda gives these cookie-cutter answers, like the Krogan "suddenly" having this area on Tuchanka conveniently on the exit-side of the tunnel that shows a glimpse of "oh they actually used to be super duper organized and virtuous!" but hey it's an action level and the game is on rails, so "we have no time for that, that's boring!"
And at every turn I'm like "I actually wanna talk for an hour about this stuff" but the writing is like "Ohh war is rough!" and it just moves on.
Another situation as an example is the Sanctuary Level. Cerberus is IMHO mistakenly planted as just a straight up "mwahaha" villain in this game, when ME2 decided to lift them away from that cookie-cutter role (and they were just side-fluff back then...) but they're still a little bit mysterious on the topic of "They think we should control the Reapers, yet they are themselves probably indoctrianted, or does Illusive Man really have something, and if he does, is it justified?" The theme similar to Mordin and Maelon in ME2 is in effect again, and that was pretty interesting in the wake of the impossible situation the Reapers put us in, and Garrus also had some conversations that gave ME3 some substance where he talks about "Ruthless calculous" -- the idea that if you're backed against a wall and have to choose between losing or sacrificing something, would you accept victory on immoral terms? Anyway, the Sanctuary level has this feeling of "wait, maybe... no." about Cerberus having actually been on the cusp of some reverse-engineering of the Reapers, and meanwhile Miranda's sister is taken hostage by the dad, and you confront the dad, but it's reduced to just the hostage situation. Then you kill him and all deliberations of what any of this stuff was goes out the window (literally) with him.
There's often this feeling in ME3 to me that they're using emotional writing to mask not knowing their own narrative, and it really became crystal clear at the end when the Catalyst appeared and his half-answers confuse fans into endless debating of points that have no details, and themes that aren't really informed by the rest of the story. The whole Crucible plot was a time-sink that allowed the writers to stall the entire main plot of "How to Stop The Reapers" and they postponed any answers for literally the entirety of ME3 hedging things on "The Catalyst" which is an ever-moving goal-post. First nothing is done but they say "The Catalyst is missing." Then you run errands because you need an army because "it's war". Then they go back to "Psst. We know something about the Catalyst" and you go there, it alludes to some mysterious stuff about Cycles, but then Kai Leng appears and dumbs the story down into a cartoon plot for 10 minutes.
Then you chase down Cerberus and find the Catalyst again but he's like "I'm not the Catalyst, it's the Citadel" and you're like "why couldn't we just line up the size of the thing in the blueprint and realize it ourselves..." and then you meet the Catalyst and it's like "I'm actually the boy", and the boy is like "No one has met the Catalyst before, only you" and it's like, so who the fuck designed the Crucible then? Did they know that the Citadel who is not the Prothean who didn't design the thing who wasn't the Innusannon either designed the-- etc.
Overall, I just felt like ME3 was the story where "the writers didn't know" or something, and it shines through in the dialogue where the usual "detail-porn" was traded off for cheaply emotionally manipulative "movie" writing and ends up making a lot of the story feel superficial, and at that point even the characters don't carry it well when they're lacking the plot and usual minutia to portray their likeable characteristics against an interesting lore. And perhaps more importantly, the game doesn't have its "Battle for the Citadel" or "Suicide Mission" moment of Epic Catharsis because it lacks this substance, so there is no thematically resounding moment of excellence towards the end, cuz all the buildup of details is missing this time.
I felt like ME3 was the story that bastardized the franchise.
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2024.05.23 10:35 __mac____ Relapsed and feeling out of control
Everyone talks about restricting and how it makes them feel in control but I feel the exact opposite. I am 30 and struggled with ana from 13-25 years old on/off. I considered myself fully recovered up until March when my relapse began. I was sick of being overweight and just snapped. I have lost a drastic amount in two months. Honestly I needed to lose the weight but now I don’t know how I am going to stop. I am addicted to checking the scale.
This relapse feels different than the past. This time I feel like I can do it “better than I ever could”. I love the results I am seeing but I hate the CONSTANT thoughts about losing weight. The obsessive thoughts are torture. I feel completely out of control. The two yogurts I eat in a day are hard to put down and it gives me anxiety because although I like the results I am scared. I’m scared of gaining, I’m scared of feeling ashamed after eating, I’m scared of getting sick later down the line, I’m scared of brain fog and how its impacting my work performance, I’m scared that I’m going to start losing my hair. Sometimes it takes me 20 minutes to eat one fucking yogurt and I feel like a useless human being who can’t function and that really upsets me.
Maybe I used to feel a sense of control from my anorexia as a teen but as an adult it feels different, imo. I work at a restaurant and my regulars and coworkers are all starting to make comments about my weight loss every day and it makes me so uncomfortable. I don’t know what to tell people without feeling like I’m going to shut down.
I really don’t know what to do because I definitely want to lose more. I just hate how this feels and I know I need help but I don’t don’t want to gain anything back. I just am afraid of fainting on the job or getting pulled into HR (my job is so fucking nosy)
Anyways thank you for listening to my rant. I haven’t been able to talk to anyone about this and holding it all together has been really hard. I would love to hear from anyone to feel a little less alone. (bonus points if you are over 27) 💖💖💖
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2024.05.23 10:34 thedigibazzartdb Understanding the Buyer’s Journey in Digital Marketing
| https://preview.redd.it/duxzulbq052d1.jpg?width=1080&format=pjpg&auto=webp&s=59ebe243adc0459564e7f740bacb7f45860f7588 The buyer’s journey refers to the process that potential customers go through before making a purchase. Understanding this journey allows businesses, including the best digital marketing agency in Lucknow, to tailor their strategies to meet customer needs at each stage. Awareness Stage The first stage of the buyer’s journey is awareness. In this phase, potential customers realize they have a problem or need but may not yet know what solution exists. They begin searching for information, often using broad keywords. For example, someone might search for “how to improve website traffic” without knowing that SEO services can help. As the best digital marketing agency in Lucknow, it’s essential to create content that addresses common problems and questions your target audience may have. Blog posts, social media updates, and informational videos can help raise awareness and attract potential customers. Using relevant keywords and providing valuable insights will ensure your content ranks well in search engines, drawing in those at the awareness stage. Consideration Stage Once potential customers identify their problem, they move into the consideration stage. Here, they explore different solutions and compare options. They might search for more specific terms like “top SEO strategies” or “best digital marketing tools.” To capture the interest of these users, the best digital marketing agency in Lucknow should offer detailed content that compares different solutions and showcases the benefits of their services. Case studies, whitepapers, and comparison guides can be particularly effective in this stage. Highlighting the success stories of previous clients and demonstrating your expertise can help convince potential customers that your agency is the right choice. Decision Stage In the decision stage, potential customers are ready to make a purchase. They know what solution they need and are now looking for the best provider. Searches become even more specific, such as “best digital marketing agency in Lucknow” or “top-rated SEO services in Lucknow.” At this point, your content should focus on why your agency is the best choice. Testimonials, detailed service descriptions, and clear calls-to-action (CTAs) are vital. Ensure that your website is user-friendly, with easy navigation and contact options. Offering a free consultation or a special promotion can also entice potential customers to choose your services over competitors. Post-Purchase Stage The buyer’s journey doesn’t end once the purchase is made. The post-purchase stage is crucial for building long-term relationships and encouraging repeat business. Follow-up emails, satisfaction surveys, and personalized content can help keep customers engaged. The best digital marketing agency in Lucknow should also consider implementing loyalty programs or exclusive offers for returning clients. Providing exceptional customer service and continuously delivering value will turn one-time buyers into loyal customers and advocates for your brand. Conclusion Understanding the buyer’s journey is essential for any business looking to succeed in the digital marketing landscape. By creating targeted content and strategies for each stage, the best digital marketing agency in Lucknow can effectively guide potential customers from awareness to post-purchase, ensuring a seamless and satisfying experience. Remember, the key to success lies in understanding your audience’s needs and consistently delivering valuable solutions at every step of their journey. submitted by thedigibazzartdb to u/thedigibazzartdb [link] [comments] |
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