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This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
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Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
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Movie of the Week: …That’s a lot of Hawkmoon
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As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
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Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
submitted by s810 to Austin [link] [comments]

Competitive Budget Deck Masterpost (January 2021)

i'm starting to feel like modern Yugioh is a clown car, and every time the banlist apprehends the first few clowns that lead the format, 4-5 more step out to take their place. we didn't even have Linkross in handcuffs yet before VFD took the wheel and Vanity's Ruler got into the passenger seat. happy new year
 
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
Decks are grouped into four "tiers" and listed alphabetically by tier. Decklists are built prioritizing simplicity and effectiveness on a budget. Not all of them are perfect, but this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists. Don't feel obligated to stick to the sample lists either; you should experiment and play cards that feel comfortable and/or optimal to you.
Feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 23 Jan 2021]
Previous version: October 2020 Post
 

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.
 

Drytron

Price: $100 Imgur | DuelingBook
 

Virtual World

Price: $150 Imgur | DuelingBook
 

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.
 

Altergeist

Price: $75+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist have seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, and saw recent success with a top 8 finish at LCS 9. That deck was a Dogmatika variant piloted by Lars Junginger, playing the recently released Artemis, the Magistus Moon Maiden to make it slightly easier to summon Ecclesia in some hands.
  • The Dogmatika engine is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package. Of course, the deck is also perfectly playable as pure Altergeist.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, and Evenly Matched. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Virtual World, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • The release of Blazing Vortex in early February also brings along an incredibly powerful staple card in Pot of Prosperity. Altergeist, along with virtually every other deck that enjoys running Pot of Extravagance currently, will appreciate Prosperity as well. Many OCG decks are choosing to play both Extrav + Prosperity in their decklists. Of course, Prosperity is also a Secret Rare, and is virtually guaranteed to be around $100, so this is not applicable on a budget.
 

Prank-Kids

Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Got a great boost in Phantom Rage with Prank-Kids Meow-Meow-Mu, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo.
  • Prank-Kids Place is a little pricey, currently sitting at around $17 per copy in NA. While it contributes to your overall consistency (as it's equivalent to any Prank name), you can definitely get away with cutting copies of Place if your budget is tight.
  • Notably took 1st place at the Canadian Remote Duel Invitational in mid-January, piloted by Hanko Chow.
  • This deck appreciates the inclusion of Predaplant Verte Anaconda (currently over $30 apiece in NA) which can dump Thunder Dragon Fusion to help field Battle Butler, your main win condition. It was dropped from the provided list for budget reasons, but it's a great inclusion if you have a copy already. In conjunction with cards like Link Spider, it also improves your ability to play through disruption and through Nibiru.
  • This deck has many characteristics of a great deck, but suffers from similar problems as Zoodiac in that it struggles to play through disruption on your normal summon, or cards like Ash negating your first Prank-Kid effect. The inclusion of Polymerization in the main deck helps to combat this, but also popular are builds that don't play Poly at all and instead just load the main deck with handtraps and powerful staples like Forbidden Droplet.
  • Pot of Desires is included in this example main deck to help boost consistency and overall power, but some players opt not to run it.
 

Salamangreat

Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is a tremendous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.
  • The provided list plays Rivalry + Strike, a potent option allowing you to sometimes win games even into established boards. Strike is quite solid in the current format, as even the combo decks don't usually end on ways to punish a lot of set backrow.
  • Parallel eXceed is an optional card, and can be cut in favor of more backrow or handtraps. On one hand, it allows you to more easily link climb when going second, and can easily add a Dweller or Bagooska to your board going first (Dweller is very good right now, as well). On the other hand, players may prefer to run more defensive cards instead of eXceed.
 

Subterror

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Pure Guru control is the most played variant, and is more or less a stun deck that tries to abuse Guru as much as possible. While most Guru lists online are Numeron and/or Dragoon hybrids, the pure version saw some success earlier this format at the Benelux Remote Duel Extravaganza, finishing top 4. You can watch that deck profile here, and the sample list is generally based off of that list.
    • While Dragoon isn't budget-friendly, the Numeron engine is very accessible for little cost, and is a viable variant of this deck as well. Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves. If you are interested in this version, you can check the Subterror list on the previous budget post.
  • The sample list doesn't have a complete extra deck, mainly because it doesn't play Extravagance and you barely go into the Extra Deck to begin with. Relinquished Anima is a decent option if you can shell out the $7-8 for it, since sometimes you can turn Fiendess into Anima. Apart from that, provided Extra Deck options include anti-Maximus cards for the Dogmatika matchup, and Aussa + Zoodiac Drident in case you face a Zoodiac player. Taking their Zoo monster and then slapping your Drident on top can be potent.
  • This deck usually plays Extravagance over Desires, but Desires is quite a serviceable replacement. Similarly to Altergeist, this deck also enjoys Pot of Prosperity post-BLVO.
 

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).
 

Dinosaurs

Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinosaur's strength tends to be largely meta-dependent, particularly how well it can counter the existing top decks. During the previous two combo-infested formats with decks like Dragon Link and Adamancipator running around, Dinos had several extremely impressive showing at events, such as TeamSamuraiX1's win at the first NA Remote Duel Invitational, as well as all three first-place players at LCS 7 (a 3v3 event) playing Dino.
  • In the current format, Dinosaurs are struggling. The Virtual World matchup is difficult, and it's hard for Dinosaur to build to beat all of VW, Drytron, Eldlich variants, and the plethora of rogue decks running around. Additionally, Mystic Mine is not very potent this format as both Virtual World and Eldlich have in-engine outs to the card, which is another blow to the Dinosaur strategy. Finally, the popularity of handtraps like Skull Meister and Artifact Lancea in the side or even the main deck are also reasons this deck has declined.
  • The provided variant still plays Mine, as it has utility breaking boards. Deckout is a much less reliable strategy against VW and Eldlich, but you can still stall for some turns until you can make a push for game. The addition of Cosmic Cyclone is also an attempt at neutering cards like Chuche and Conquistador.
  • If you wanted to build this deck without Mines, you would have to find replacements for quite a few cards (and frankly, Dinosaur does not have very many good ones). Most power staples are not budget, such as Lightning Storm, Talents, Droplet, etc. This deck also really appreciates Pot of Extravagance, which still sits barely out of budget range at around $25 each in NA.
  • Budget Dino must also deal with the lack of Animadorned Archosaur, an extremely powerful addition to the deck that opens up many new combos. However, sitting at around $60 per copy, the card is inaccessible on a budget.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.
 

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that was a dominant force in the meta for about half a year, but lost a lot of resilience and power with the recent bans to Linkross and Dragon Buster Destruction Sword.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc. This also means that the budget version doesn't actually care about the Linkross ban at all.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • An interesting option the deck has is to use Union Carrier to equip handtraps such as Artifact Lancea. On the opponent's turn, Hieratic Seal can be used to return the handtrap to your hand, making it live immediately. This is something you may want to consider in the main deck if you frequently have to deal with decks like Virtual World and Dinosaur. Another option is to equip Ally of Justice Cycle Reader to Carrier (they're both machines) and then bounce it to hand, as a weapon against Drytron. Carrier isn't in the example list, but this is a really interesting option to consider.
  • With Linkross out of the picture, playing Fibrax alone is an option if you either already own a copy or can afford the $20 needed to obtain one. You may have to retool your combos to incorporate Fiber, but the card can definitely add flexibility and resilience to your deck if you use it well.
 

Paleozoic Frogs

Price: $50+ Imgur | DuelingBook
  • Backrow-heavy control deck that summons its Traps to the field as monsters and pressures the opponent with Toadally Awesome
  • After being absent from the budget post for about a year, Paleo makes its triumphant return as its boss monster, Toad, returns to 3. Toad's reprint in Maximum Gold also brought this card down from $20 each to just a few bucks, making the entire deck extremely cheap.
  • As a control deck, Paleo suffers from more weaknesses compared to Eldlich, Altergeist, and Subterror. Notably, the engine tends to bleed advantage unless you've managed to maintain access to Swap Frog, and you can be quickly outpaced by stronger decks. However, in games where you can establish a Toad early, or where you can maintain control with your backrow, you can do quite well.
  • Paleo saw a surprising amount of success in various remote duel events this format, though some of that success is likely due to the format being unexplored and some sort of "new toy syndrome" as Toad recently went from 2 to 3.
  • Paleo struggles to out Dragoon, especially without access to Ice Dragon's Prison, a $40 card. An interesting option catching on in the meta lately is the use of Mirror Force cards, particularly Quaking and Storming, as they both pressure Dragoon. Still, the card puts quite a lot of pressure on this deck.
  • Speaking of Dragoon, some Paleo players opt to play that package in this deck as well. Swap Frog is a one card Dragoon as you can simply dump Ronin, turn Swap into Almiraj, and then revive Ronin to make Verte from there.
  • Fiend Griefing is presented as an interesting option which is very decent in the current meta, particularly vs Drytron. Combining it with Absolute King Back Jack is a classic combo that Paleo played a long time ago in 2017, during early Zoo formats.
 

Shaddoll (Magistus)

Price: $100+, can be closer to $50 with fewer copies of Schism Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks such as Drytron. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism.
  • The current meta is favorable for Shaddoll not only due to Winda being effective vs Drytron, but also due to Ariel being very strong against a large chunk of the format, including Eldlich variants. Her ability to banish 3 cards from the GY is so strong that some decks are splashing in Sinister Shadow Games + Ariel just for that option, which we saw played in some of the 60-card Eldlich decks at LCS 9.
    • The growing popularity of Shaddoll cards has also caused Shaddoll Schism to go up in price substantially. Currently, it's around $17, but it may continue to rise.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Invoked Shaddoll was a popular hybrid in earlier formats, but with the release of the Magistus archetype in GEIM, Shaddolls got access to Rilliona and Magistus Invocation. This is an improvement since Magistus Invocation can fuse from hand and field whereas the regular Invocation can only fuse from hand when summoning Shaddolls. Additionally, Artemis provides a super convenient way for the deck to turn any Shaddoll into a LIGHT monster, which is important for summoning Construct.
  • While the full Dogmatika package is very expensive due to Nadir Servant being a $75 card, one option is to play just one copy of Ecclesia (around $20) along with Maximus and a playset of Dogmatika Punishment. Maximus and Punishment have a ton of synergy in the Shaddoll deck in conjunction with Apkallone's GY effect, and this combination is deadly even on a budget.
  • Other normal summons such as Mathematician and even Gale Dogra are potent on this deck, and can be played in addition to Rilliona or as a replacement for her. Yet another option is to run 1 copy of the now-cheap Eldlich the Golden Lord as a LIGHT monster for Shaddoll Fusion that can easily revive itself.
  • Another popular variant is a very trap-heavy list, sometimes cutting the Magistus cards entirely. PAK and SirEmanon's YouTube channels both have their own takes on this, if you're interested.
 

Unchained

Price: $50+ Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second quite effectively. Since going second is very difficult this format, the provided list aims to go first, playing a bunch of trap cards.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events. After the December banlist, Unchained has rapidly gained popularity in online remote duel events, and is one of the more prominent rogue decks this format. This success could be because the format is generally slower compared to previous ones, and many destruction-based cards such as Torrential Tribute are very popular currently, which this deck enjoys.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into backrow or Unchained floats can very quickly be fatal. It also matches up decently into some backrow decks as well as Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.
 

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.
 

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Gradually got more and more cards back from the banlist, with Cir and Graff being unlimited on the December 2020 list. The deck is now more or less "full power" with the exception of Beatrice, who is still limited.
  • The deck aims to establish Beatrice on turn 1 backed up with trap cards. The BA cards as well as Beatrice are extremely floaty, so this deck can put up quite a fight in grind games. Fiend Griefing is a solid card in the current meta, and is excellent in the Burning Abyss deck as you can send Farfa for further disruption, Graff/Scarm for followup, or Back Jack for more traps.
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire). Nowadays, Phantom Knight decks are typically either built pure or with an extremely compact BA engine. While it's possible to play a more dedicated hybrid build, the release of PK Torn Scales combined with most key BA cards being unlimited means that it's just better to focus on one or the other.
  • Many other options are playable - Desires for draw power, playing more traps, more handtraps, etc. Consider Needle Ceiling over Torrential as it can be harder to pull off, but combos better with Trap Trick. Players with access to Ice Dragon's Prison should play it, and adventurous duelists can even opt to play Fire Lake of the Burning Abyss.
  • As a deck easily capable of churning out Rank 3 Xyzs, you also have easy access to Divine Arsenal AA-ZEUS Sky Thunder, one of the most powerful extra deck cards in the format. If this is an accessible option, it should be played.
 

Sky Striker

Price: $100+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Formerly an extremely dominant control deck, modern-day Striker no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. Some players opt for alternatives such as the Utopia Double package, which Zoé Weber played in the second EU Remote Duel Invitational last format. Another option is to simply not run it at all, and close games the old-fashioned way.
  • In previous formats, this deck was oftentimes played like an anti-meta going second deck, packing tons of removal cards and usually 3 copies of Mystic Mine in the main deck. In the current format, this strategy is a lot more difficult due to several factors - it's very hard to go second this format in general, and Mine is a lot less effective vs the top decks right now.
  • Instead, the sample list plays a going-first strategy with powerful trap cards like There Can Be Only One and Solemn Strike. It's possible to build this deck to go second, but you'd probably want to play board breakers instead of trap cards, and potentially also maindeck PSY-Framegear Gamma.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list. If your budget is tight, you can definitely cut her down to 1.
 

Zoodiac

Price: $100+ Imgur | DuelingBook
  • Xyz-focused deck with a gimmick allowing you to use any one Zoodiac as the entire Xyz material requirement for another Zoodiac. This lets you stack Zoo Xyz monsters on top of each other, making use of their effects.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. This deck is also commonly played as a hybrid deck, oftentimes with Eldlich and sometimes with Dogmatika cards. Both of these options are quite expensive, so they are not shown.
  • The deck's strength in competitive play comes almost entirely from Divine Arsenal AA-ZEUS Sky Thunder, an extremely powerful Xyz monster that Zoodiac can effortlessly make due to Zoodiac Boarbow. Zoo is also easily able to summon Zeus with many materials, allowing it to repeatedly nuke the board.
  • Budget Zoo without Zeus is extremely weak by comparison. Relying solely on Drident + handtraps is not a reliable win condition, so cards like Parallel eXceed and Pot of Avarice are included in the sample list to give this deck a boost. While Megaclops is a troublesome boss monster in some matchups, the big three decks (Drytron, Virtual World, and Eldlich) generally don't have much trouble dealing with it.
  • Even with Zeus, the deck has been struggling in the current competitive meta. Noteworthy is its performance at LCS 9, where out of a whopping 51 Zoodiac variants that entered the tournament, only 1 survived until top 16.
 

Up-And-Coming

Decks to watch out for, oftentimes due to recent online success or new support being announced. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves.
 

Tri-Brigade

Price: $100 (for now) Imgur | DuelingBook
  • Link-focused deck that plays a variety of Beast, Beast-Warrior, and Winged Beast monsters. The maindeck Tri-Brigades cheat out powerful Link monsters, provided your GY is set up. This deck also trivially access the Simorgh link, which can sometimes seal games on its own through the WIND Barrier Statue.
  • In the current format, Tri-Brigade has seen fairly sparse success, usually mixed with Zoodiac. However, BLVO gives us Tri-Brigade Kitt, a great boost to this deck and a fantastic combo piece.
  • Further support in LIOV and beyond is also very promising, making this deck a potentially solid investment for the future.
  • The Tri-Brigade core is currently quite cheap, but this could change in the future depending on hype and the market.
  • owo
 

Traptrix

Price: $100-150 Imgur | DuelingBook
  • Control deck with an extremely powerful Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • The sample list incorporates a very small Dogmatika engine. Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. Just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful. Another option is to dump El Shaddoll Apkallone, then adding and discarding Ariel in order to trigger her effect and banish 3 cards, which is insane value.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap. Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • This deck is definitely still getting support, as LIOV brings a new Link 2 and main deck monster.
 

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game.
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • Many Plunder lists play Forbidden Droplet, as it has great synergy with the cards. Without Droplet, you could fill the space with several different options. This deck chooses to play the Undine package, but you can also go for cards like Foolish Burial Goods, Salvage, Silent Angler, Tenyi Spirit - Shthana, Toadally Awesome + Bahamut Shark, or just more generic staples.
  • This deck is getting at least one more support card in LIOV, that being Ravenwing. Many people speculate that they'll also get another Patrollship of a new attribute, which would be a huge buff to the deck.
 

Honorable Mentions

  • Megalith, Madolche, Pendulum decks, Cyber Dragon, Orcust, Mermail Atlantean, Magical Musketeers, Crusadia (Guardragon), ABC, D/D, Generaider, and more - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Eldlich, Infernoid, Invoked variants, HERO, etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Chamber Dragonmaid, Cursed Eldland, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
 
 
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions.
submitted by JebusMcAzn to yugioh [link] [comments]

OpenMW VS Vanilla, A comprehensive guide to the differences

This post will take a look at Morrowind in the Gamebryo Engine (Vanilla) VS OpenMW. It will compare the two and show the differences, as well as which is recommended for various situations. This look will involve very little in the way of graphics, but it will be included. This will be a fair and unbiased guide for anyone wondering which they should be using. I hope to answer any and all questions I can in this post. Any major questions asked after this post will be added to the FAQ section at the end. I want this to be a comprehensive comparison for people to refer to when deciding which engine to use. I will be using OpenMW 0.47.0 (nightly build) for this, as well as the most recent release for MGE XE/MCP/MWSE

Modding:

OpenMW Vanilla
Number of mods able to be loaded at one time 2,147,483,646 255 *(1024 is being tested by MWSE team)
Supports Normal Maps, Specular Maps, and Parallax Texture Maps Yes Requires MCP, MGE XE.
Supports MWSE Mods/LUA Not yet, WIP LUA branch is in testing ATM Requires MWSE
Multiple data folder support Yes Requires Mod Organizer 2
Modify load order in the launcher Yes No
Supports True Type Fonts Yes No
Supports distant land and statics Yes Requires MGE XE
Supports Shaders Yes Requires MGE XE
Support for landmass mods (map expansion) Yes Requires MCP
Support for groundcover mods Yes Requires MGE XE
OpenMW is capable of loading many more mods at one time than the Vanilla engine (and far more mods than actually exist). While not all mods are compatible YET with OpenMW (most are), they are working towards that goal, including support for LUA script mods.
Both can have fancy looking graphics with "maps" on them, OpenMW has the advantage as it's just some box you tick in the launcher (as of 0.47.0), where as Vanilla requires outside programs to get the same result.
Mods that require MWSE (Morrowind Script Extender) will not work with OpenMW. They will, however, work on the Vanilla engine while using MWSE. OpenMW does have a LUA branch in testing though so it's only a matter of time.
Multiple data folder support is something that OpenMW supports, and it's amazing. What is it? Well, in Vanilla Morrowind, you would just install all your mods into the Data Files directory, then select them in the launcher (if they were an esp/esm/bsa), and play. If they were a plugin-less mesh/texture replacer, you'd do the same thing, overwriting any files it asks you to. With OpenMW you don't have to do that anymore. Instead, you can create a new folder for each mod, and install it in said folder, keeping the file structure. Then you edit the OpenMW config found in one of these places, and scroll down to where it says data="path to your Morrowind install" and add a new line that says data="path to your mod". Now this sounds like extra work, and it is, but it has a distinct advantage. If you no longer like a mod, you can simply remove it by getting rid of its corresponding data line. This preserves the Morrowind install you have, so you won't have to mess around with reinstalling, should something go wrong. It's better in the long run, and it will be streamlined in the future, but it's not difficult to do even now. Update: Vanilla Morrowind can have multiple folders thanks to Mod Organizer 2
On that same vein, OpenMW allows you to change your load order in the launcher, and will even tell you when a mod needs to be changed in the load order or if the mod requires another mod you don't have selected. No such feature exists in the Vanilla engine, and to fix your load order and check dependencies, you need outside programs like Mlox or WryeMash.
True type fonts are directly supported in OpenMW and not supported in Vanilla. This means you can use any TTF in OpenMW you wish.
Distant land and statics are supported out of the box with OpenMW 0.47.0, while Vanilla requires MGE XE. Both engines can now see all across Vvardenfell. The difference is, OpenMW doesn't need you to generate a new "Distant land and statics" file if you add or remove mods. It just works seamlessly. Vanilla requires you to use MGE XE and regenerate the file every time you add/remove mods.
OpenMW supports shaders out of the box. Vanilla will require MGE XE to do this.
When it comes to landmass mods, the Map in Morrowind gets updated. If you're using OpenMW, this is not an issue. You can add as many landmass mods you want, and the map will adjust to fit the world. Vanilla needs the help of MCP (Morrowind Code Patch).
OpenMW now supports using groundcover mods out of box in 0.47.0. Vanilla also supports ground cover, with the aid of MGE XE.
Closing thoughts on mods:
Unless you're using MWSE mods, or mods that require the code patch, OpenMW is the better choice. This is due to stability and performance, and mod potential. OpenMW's construction set allows for modding the terrain in a way the Vanilla construction set cannot. The terrain in OMWCS can be raised far above the limit in the Vanilla engine, allowing for things like increased mountain and valley sizes. Red Mountain can finally be an actual mountain. The future of Modding is bright with OpenMW, especially with LUA support coming.

Graphics:

When it comes to Morrowind, graphics seem to take a back seat most the time, still, it's an important topic to discuss. Since we covered modding, I'm going to cover Graphics from a "vanilla" look alone. This means no graphic mods.

OpenMW Vanilla
Supports fully detailed actor shadows Yes Requires MGE XE
Supports dynamic shadows for statics and land Yes Requires MGE XE
Supports full water reflections Yes Requires MGE XE and does not support actors being reflected
Supports water refraction Yes Requires MGE XE
Supports per pixel lighting Yes Requires MGE XE
Supports FOV change in game Yes No
Rain/Snow collision with statics No Requires MCP
Supports modern screen resolutions Yes Requires MGE XE/MCP
For fully detailed actor shadows, OpenMW works out of box. The vanilla engine requires MGE XE and the highly detailed actors shadows option is buggy, per MGE XE's own admission. Without MGE XE the vanilla engine has very basic and generic shadows for actors, including the Daedric Crescent Blade looking like a claymore.
Dynamic shadows for statics and land are supported out of box in OpenMW. The Vanilla engine doesn't have them without the aid of MGE XE. Even with MGE XE, the player shadows still super cede all other shadows. That means it is visible when it should not be. This issue doesn't exist in OpenMW
When it comes to water reflections, they too work out of Box with OpenMW. In game you can change the settings you want to get the desired reflections you want, including how detailed they are. Vanilla Morrowind cannot do this without the help of MGE XE, and that doesn't support actor reflections, and you have to change those settings outside of the game by running MGE XE. So if you want to fine tune them and get the best look, you may spend some time hopping in and out of Morrowind.
Water refraction is another OpenMW setting that you can mess with in game, out of box. Vanilla Morrowind requires MGE XE to get this feature and must be configured in MGE XE, not in game.
Per pixel lighting is supported out of box for OpenMW. The vanilla engine requires MGE XE/MCP to get the most out of the lighting.
FOV change is a major thing in games now, and is supported in game with OpenMW. You can change the FOV for the vanilla engine with the help of MGE XE, however that must be done while the game isn't running. This means you can change it on the fly if you want/need to.
Rain and Snow falling through objects can affect the way the game looks. This is not supported in OpenMW. The vanilla engine requires MCP to make this possible.
OpenMW supports whatever screen resolution you have, natively, without the need for external programs. Vanilla requires MGE XE/MCP to get most of that done.
Closing thoughts on graphics:
Graphically speaking it comes down to what you want and what you're willing to work with. OpenMW has many graphical features baked into the engine, and many of those are able to be changed in game, on the fly. For the Vanilla engine to get on par with that, it requires MGE XE at least. However, MGE XE does a VERY good job at what it does. Sadly, MGE XE can't change certain things while you're playing, and doesn't have the ability to reflect actors in the water. If this changes I will update this. If you want an easier time with just one program, OpenMW is for you. If you don't mind using another program to get the same features, and don't mind not being able to change things in game, then MGE XE and the Vanilla engine are for you. I would suggest using the latest version of MGE XE though, as it comes with some MWSE functionality built in.

QOL Features:

Next we will take a look at some QOL (quality of life) features. These are things that make your game experience more bearable. Without these, life might be just a bit too difficult. This section isn't about bugs. It is important to note that the features listed here won't be ALL the features, but rather some that might improve the game.

OpenMW Vanilla
Head Bobbing Yes Requires Mod
Search Inventory/Spells Yes Requires Mod and MWSE/MGE XE
Alchemy UI Improvements Yes Requires Mod and MWSE/MCP
NPCs avoid collision Yes No
Smart AI pathfinding Yes No
Smart combat AI Yes Requires Mod and MWSE
Improved third person Yes Requires Mod and MWSE/MGE XE or MCP
Toggle Sneak Yes Requires MCP
Permanent barter disposition change Yes Requires MCP
Swift spell casting No Requires MCP
Allow stealing from KOed NPCs Yes Requires MCP
Arrow de-knocer Yes Requires MCP
On-use extra ring slot No Requires MCP
Don't loot on dispose of corpse No Requires MCP
Ownership Tooltip Yes Requires MCP
Enchanted item cooldown Yes Requires MCP
Fortify max health Yes Requires MCP
Attribute/Skill uncap No Requires MCP
Sort save games by character Yes Requires MWSE mod
Delete saves in game Yes No
Works with two monitors while using full screen Yes No
Controller support Yes Requires external program
Copy/Paste into console and command auto completion Yes No
Dialogue system upgrades Yes Requires MWSE
Supports Advanced Tooltips No Requires MWSE
The first thing we have is head bobbing. Some people like it, some don't, either way OpenMW offers it. It's optional, of course. For the Vanilla engine, there are some mods like Darknut's first person enhanced that add this feature.
Searching the inventory/spells is a function baked into OpenMW. This extends to shop keepers inventories, and loot containers. This is not present in the Vanilla engine without the aid of a mod and MWSE.
In OpenMW the alchemy UI is leagues above the Vanilla engine. It allows you to see all ingredients in a single window. It also allows you to filter by ingredients in a drop down list, or by effects. The effects sorting is tied to your alchemy skill, so you can't sort for effects you don't know. This window is also resizable. In the Vanilla engine, you can't do any of that without MWSE and a mod. Even with that mod, the OpenMW interface is better. Additionally, with OpenMW, you can "batch brew" potions, allowing you to make as many as you want at a time, provided you have the skill and ingredients that is.
NPCs get in the way a lot in Morrowind. They will walk into you and be an annoyance, leading to many frustrated players "discretely" disposing of those NPCs. In OpenMW, there is an optional features that has NPCs avoid colliding with the PC when possible. No such feature exists for the Vanilla engine in any capacity, at least not that I could find. There is the "Move or take my place" mod, but that's a bit different.
OpenMW has better AI pathfinding than the Vanilla engine, meaning NPCs will no longer have issues navigating the world. This uses a similar system to Skyrim's AI pathfinding. This doesn't exist in the Vanilla engine in any capacity.
AI combat has been improved in OpenMW and is also baked into the engine. This will make them adapt to the player during combat. The Vanilla engine has something similar in a mod that requires MWSE, but it's not on par with OpenMW. Of note, however, is that with MCP the Vanilla AI will use zero cost spells (Racial abilities), which can make fighting them a bit more difficult, and deserves some credit.
Improved third person camera (Over the shoulder and shoulder switching included) comes with OpenMW as a normal feature. To get this same thing in the Vanilla engine, you either need a mod that works with MWSE OR you can use MCP.
Toggle sneak is an important thing. Too long have players strained their hands holding down the sneak button! Thankfully this is a built in feature of OpenMW, and is optional, should you wish to develop carpel tunnel syndrome. This can be changed in the launcher. For the Vanilla engine, if you want to suffer, simply do nothing. If you want sneak to be toggled however, you will need MCP.
Another feature that is well loved is the ability to keep that barter disposition buff (or debuff) when you're done trading. This is another feature that comes with OpenMW and can be toggled. The Vanilla engine requires MCP to get this feature.
Swift spell casting, like in Oblivion, can be amazing and really be a game changer. OpenMW doesn't have this feature as of the time of writing this. It IS planned for 1.0 however, and will be implemented at some point. For now, the Vanilla engine has this via MCP.
Wanna steal from an NPC you just knocked out? That's a feature you can toggle in OpenMW. The Vanilla engine allows this via MCP. I recommend using this no matter which way you play the game, it can be amusing.
Have you ever pulled your bow back, aimed at a target, then changed your mind? Lots of us have. In OpenMW you just need to re-sheath your weapon to put the arrow away and save it for another day. The Vanilla engine doesn't do this (you'd have to just shoot your shot), but with the aid of MCP you can de-knock your arrows.
You have 10 fingers and only two rings? Well with OpenMW that's the case anyway. The Vanilla engine also does this, but you can get around that using MCP, which allows you to equip one more ring, so long as it's a "cast when used" type ring.
Getting rid of bodies is a chore, more so if you don't want their loot. For OpenMW this feature isn't yet implemented, but will be in the future. For now, you just have the let them decay on their own. This won't cause any issues in OpenMW, so don't worry. The Vanilla engine doesn't have this feature either, but with the aid of MCP, you can get rid of the bodies, their loot, and the evidence.
Wanna know if someone owns something so you don't "accidentally" steal from them? Sure, but you really want to know if it's owned because you want to steal. In OpenMW, you can do just that. It's a feature that can be toggled in the launcher that allows you to see a red crosshair when looking at something that is owned. If that's not enough, you can also have the tooltip red. You can also just have a red tooltip, if you're so inclined. The Vanilla engine is able to do this too through MCP.
Feel like you're exploiting the enchanted items with "cast when used" enchants too much? OpenMW allows you to make it so you have to do the casting animation for these items (more immersive if you ask me) as a form of cool down. This is, of course, optional. The Vanilla engine can get a similar feature from MCP, just without the animation. Both can keep you from machine gun firing Vivec to death.
When you cast a "fortify health" spell in Morrowind, you don't want it to make your current health greater than your max, example 250/150. That's because if it wears off and your health with the spell is at 50/150, once the effect is gone, you're dead. OpenMW fixes this by having the spell fortify your max health, so you don't die after you just got done beating down that helpless town guard. The Vanilla engine doesn't have this functionality without the aid of MCP.
In Morrowind there is a hard limit to your skill's max level, and your attribute's max level. This limit is present in OpenMW. This limit can be taken off in the Vanilla engine using MCP, allowing you to level up indefinitely, should you so choose.
Sorting your save games is an important part of keeping your sanity when looking for a save. In OpenMW this is done by default. To get a similar function in the Vanilla engine, you will need MWSE and a mod.
On the subject of saves, OpenMW allows you to delete excess saves (should you have them) while still in game. You have to delete them in your saves folder in the Vanilla engine, as it's not an option in game.
If you have more than one screen and want to play Morrowind in full screen without having to unplug one, then OpenMW is for you. No, I don't mean windowed full screen, which you can do with the Vanilla engine using MGE XE, I mean true full screen.
Wanna use a controller for some reason? OpenMW has that built in. Just plug it in and play. It's not perfect, since you're using a controller for a game that uses a mouse cursor, but it works without fuss. For the Vanilla engine you'll have to use something like Xpadder to be able to use your controller.
Another fine feature of OpenMW is the ability to copy something from a source (let's say the UESP wiki) and paste it into the console window. The console also has auto complete features for commands by hitting the TAB key. To add to this, copy and paste also works when you want to name a potion or item. None of this works in the Vanilla engine.
The dialogue system has been upgraded as well, with quest specific topics being blue, and all others the standard gold color. The colors also change to grey when you've exhausted all possible answers to said topic, so no longer will you ask the same questions to NPCs and get the same answer, as you'll already know they will tell you something you've heard before. This is available in both OpenMW and Vanilla using MWSE.
MWSE supports a mod that allows people to add advance tooltips to items, adding things such as a bit of lore or story to the item. This features isn't present in OpenMW yet.
Closing thoughts on QOL:
When it comes down to quality of life improvements, OpenMW is the easier path. It is true that MCP has a few extra features, but those will be added into OpenMW in time. If you don't mind finding the right mods to make the Vanilla engine have the same features as OpenMW and you don't mind using multiple programs to get there, then you are set either way. It really comes down to how much work you want to put in, and how complicated you want things to really get.

Performance:

The Ogrim in the room, so to speak, is performance. It's no secret that Morrowind has a reputation for being buggy, poorly optimized, and victim to save file corruption. Over the years, the Morrowind community has fought hard against this beast, trying to tame the Gamebryo engine. This battle has been long fought, and there has been much success. Here we will look at which engine is better. OpenMW or Vanilla with MGE XE/MCP/MWSE.
There isn't much to say here really. OpenMW wins hands down. It loads faster, I've never had a crash from a stable release (and oh have I tried to crash it), and your saves are safe. Add to that, more stable fps (and higher fps) and you have a winner when it comes to performance.
Vanilla has some fixes, but they aren't perfect. MCP has an option that fixes MOST save game corruption, but not all. It also has some options that help the game to perform better. However, when I did a timed test, with the exact same load out, Vanilla with help took longer to load and had a lower fps.
Next is a table showing load times for two identical set ups. Distant land and statics (same view distance), no mods.
OpenMW Vanilla with MCP/MGE XE
Seconds from hitting "Play" on the launcher to being in game. 10.11 41.70
On average with Vanilla using MCP/MGE XE, I get 20-35 fps, sometimes I get up to 60. OpenMW is almost always at 60fps. These are both with distant land and statics turned on, and no texture mods.
Then there's the matter of bugs. OpenMW doesn't suffer from any of the original engines bugs, period. That's a winning move right there. With MGE XE and MCP and MWSE you can fix most (if not all) of the Vanilla engine's bugs, but it takes multiple programs to do that.
Another thought to take into account is that the Vanilla engine, no matter how patched, doesn't play nice when you alt+tab to another widow. It can cause Morrowind to crash. OpenMW doesn't suffer from this either.
Something else to note is that OpenMW is capable of using Multi-core processors, more ram (Vanilla could do this with the 4gb patch), and takes better advantage of modern PC hardware. For this reason, it is going to be more stable and run smoother.
Performance closing thoughts:
There really isn't much to say. OpenMW wins hands down, and it's not even close. If you want stability, performance, and safe saves, well OpenMW is the better option. The only real reason to use the Vanilla engine would be if you really want to use mods that requires MGE XE/MCP/MWSE.

What does Gabe the N'wah recommend?

If you're not keen on mods that require MWSE/MCP/MGE XE, then I recommend OpenMW. If you're on an OS that ISN'T Windows, then I recommend OpenMW. When it comes to ease of use and performance OpenMW can't be outdone. Each have mods that are exclusive. Mods made in the OpenCS can't be used in the Vanilla engine, and mods made for MWSE/MCP/MGE XE can't be used in OpenMW.

FAQ!

Q: What is OpenMW?
A: OpenMW is an engine re-implementation for Morrowind.
Q: Why do we need a new engine, isn't the old one good enough?
A: Creating a new engine has many benefits. One is that it runs natively on Mac and Linux, but there's also greater modding potential. The old engine will eventually become a thing of the past as hardware and OS changes continue to be made. There may come a time where Morrowind will need to be emulated with the old engine, much like using DosBox. We aren't there yet, but there is very real potential for that. Couple that with the fact that this new opensource engine allows for anyone to make their own port of it, and the potential is darn near limitless. OpenMW can be played on an Android device, and there is even a multiplayer port. There is also the fact that OpenMW is capable of reading and using files from Fallout 3/NV, Oblivion, and Skyrim. I'm sure you know what that means for the future of Morrowind. There's also a VR port, something that is impossible in the Vanilla engine.
Q: Is there any reason to use the old engine?
A: Yes. If you want to use certain mods, you will have to use the old engine and whatever fixes those mods require. There are also, for now, more guides on how to install mods and make Morrowind look very pretty, for the old engine. The guides thing is something I hope to get good at and fix though.
Q: When will OpenMW be done?
A: No one can really say. They've been doing 1 release a year lately, and those releases have been major, however, we don't know how close to 1.0.0 they are. Right now though, the entire game and many mods are fully playable via OpenMW. What's left to be done are under the hood changes, and adding in some more nice features for us to play with, along with some bug fixes.
Q: Isn't OpenMW only 46-47% done? Isn't that what 0.46.0 and 0.47.0 mean?
A: No. The release numbering is done in the legacy format, meaning that the first zero is reserved for the "1.0" release, where they feel like they have all they want and can focus on adding other things, the .46 is the 46th iteration of the engine to be released, and the final .0 is for minor bug fixes.
Q: Is it possible for a mod that does not require MWSE/MGE/MCP to still be incompatible with OpenMW for some strange reason?
A: Yes. If the scripting isn't done right, then it may need to be fixed. OpenMW is a bit stricter when it comes to scripting, so if the mod author was sloppy, it could require a fix.
Any other questions I will happily add to this section, but this is getting fairly long.
OpenMW Downloads
For the Vanilla Engine:
Morrowind Code Patch
Morrowind Graphics Extender
Morrowind Script Extender

If there is anything else I need to add to this, please let me know. If there are any changes I need to make, please let me know. I've never done a post like this before and I welcome any help I can get! Y'all are a bunch of beautiful fetchers!

Thank you to u/KillerBeer01, u/Aethlicious, u/psi21a and u/Mulucrulu for their contributions!
submitted by Lingering_Trees_Gabe to Morrowind [link] [comments]

The Basic Weapons for Success: PvP

Hello all!
It's no secret that Destiny 2 has objectively never been more accessible to the average user, what with the game going Free to Play on all platforms and with crossplay coming later this year, it's safe to say we're more inundated with new guardians than ever. While the PvE scene is filled with helpful guides as always on what general guns are good to watch out for, what activities to grind in order to obtain your basic work horse weapons, the average kinderguardian will be walking into the Crucible playlist right now and have little to no clue what to utilise in order to keep up with today's weapon meta. To counteract this issue, this is a guide that will consist of how to obtain relevant guns for PvP success split up into 3 segments!

The 3 sections of this guide will consist of:

Tier 1: World/Playlist Drop Weapons
These are weapons that can drop through Strikes, Crucible or Gambit, and are available to all players regardless of whether they are solo or in a clan! If you aren't sure what you're looking for having just started out or if you've always written off PvP and just now want to get into it due to that slick looking Trials armor, this section will set you up with simple to obtain weapons that will treat you well.

Tier 2: Targeted Sources (Mid-Game)
These weapons' sources will come from specific matchmade activities (Altars of Sorrow, Iron Banner, etc.) While you will not run into these naturally and will have to go out of your way to do these activities, the weapons that drop from them will reward your investment. While these activities will be easier with a group, they still have solo paths to farming weapons.

Tier 3: Targeted Sources (End-Game)
In this tier, the weapons will either come from end-game PvE activities (Secret Missions, Raids) or end-game PvP activites (Trials of Osiris). Up until this section no weapons have required DLCs, however Tier 3 will assume you have access to all 3 DLCs and the ability to LFG for a group. If you are not used to end-game activities wherein you are forced to go out of your way to find a fireteam, being a solo player or new to the game, there are various ways to do so. Destiny 2 on PC has various LFG Discords and, though I am not an Xbox player myself, I've been told there is an in-game LFG system for those platforms.

A final note before we begin the guide: regardless of perk pools and stats, weapons are very personal! If you find a gun you feel works for you & you can slay out crucible matches with it then use it, regardless of whether it's the crustiest blue hand cannon you've ever seen. In addition, these tiers do not denote a gun's worth or effectiveness, only the ease through which you may obtain it: some Tier 1 guns may feel "better" than Tier 3 guns, it's all up to you.

Tier 1

Bottom Dollar: Void Hand Cannon, 120 RPM (Source: Gambit match completions)
Bottom Dollar is a potential drop from every Gambit match completion, win or loss. Its perk pool is gargantuan, with 12 potential perks in each main perk slot, however this works in the guns favour in that it has many potential usable rolls. Feeding Frenzy + Rampage, Quickdraw + Opening Shot, Rangefinder + Opening Shot, Outlaw + Multikill Clip or any combination of all these perks will provide you with a slow but reliable PvP Hand Cannon attainable relatively simply. Simply, however, does not mean easily, as the drop rate from the end-of-playlist-activity weapons is rather low & diluted with other world drop weapons at the moment.

Frozen Orbit: Void Sniper, 72 RPM (Source: Crucible match completions)
Frozen Orbit drops in the same way as Bottom Dollar, however instead may drop from any Crucible match completion. 72 RPM snipers usually have low handling, and so either Quickdraw or Snapshot Sights is considered essential by the majority of the community. If you land a Frozen Orbit with either of these perks it will do well as a high power-cap reliable PvP sniper, though as you will see, Aggressive Frame snipers can feel sluggish and heavy in comparison to some of the other snipers on this list.

Retrofuturist: Void Shotgun, 80 RPM (Source: World drops/Gunsmith Engrams)
Retrofuturist has the potential to drop through any legendary engram, and though it may appear bland, do not overlook this as a strong & reliable gateway into shotgunning. As a lightweight frame its handling is intrinsically higher, however Quickdraw is still an S-tier perk on any Retrofuturist. For your second perk column you can pair anything with Quickdraw, however for PvP either Snapshot Sights or Swashbuckler will most likely provide you with the best neutral-game benefits. For your barrel & magazine options, either Rifled Barrel or Full Choke are your best options for any shotgun, & Accurized Rounds for your magazine perk, though magazines do not massively affect shotgun consistency in PvP.

True Prophecy: Kinetic Hand Cannon, 120 RPM (Source: World drops/Gunsmith Engrams)
True Prophecy sports an impressive perk pool full of desirable traits, however is marred by its power cap. The gun sunsets at the end of this season, a phrase that will crop up multiple times, and means that its power will be capped at a certain amount for the rest of Destiny 2 unless it is reissued in a different form. While this does not affect regular playlist activities, anything power enabled will chew through sunset weapons, & it is heavily advised not to use them in any competitive scenario. If you do manage to land a True Prophecy you will be looking for any roll with Opening Shot or Rangefinder to pair with Rampage, Explsoive rounds or Timed Payload. Any roll will perform well, however these will provide the most consistent success.

Stars in Shadow: Solar Pulse Rifle, 340 RPM (Source: Crucible match completions)
Though it may not look like much, Stars in Shadow will eat alive anyone who underestimates it, and has carried me to the Lighthouse with its strengths. Another weapon with a deep perk pool Stars in Shadow has the potential for some incredible consistency, such as Firmly Planted + Headseeker, Killing Wind + Moving Target, Surplus + Demolitionist, and the incredible Outlaw + Kill Clip. If you see a Stars in Shadow drop, do not overlook it, as the time-to-kill of High-Impact Pulse Rifles is not at all to be overlooked, and Stars in Shadow will likely be the easiest attainable one for the foreseeable future.

Xenoclast IV: Arc Shotgun, 80 RPM (Source: Strike completions)
Xenoclast is an oddity in that despite it not rolling with Quickdraw it still presents a strong option in its diverse perk pool and Lightweight Frame for any aspiring shotgunners. Interesting perks include Slideshot/Slideways + Killing Wind, Surplus + Demolitionist or any Auto-Loading Holster roll. While Xenoclast will not stretch to the lengths that other PvP shotguns will, nor will it provide the best results, it is a solid Lightweight Frame shotgun that will get the job done while you search for something better.

Honorary Mention: Felwinter's Lie: Solar Shotgun, 55 RPM (Source: Monument to Lost Lights Exotic Archive)
No list of PvP weapons would be complete without mentioning Felwinter's Lie, however it may not hold its oppressive dominance over competitive Crucible for long enough to be considered an option worth recommending for numerous reasons. First of all, the shotgun sunsets at the end of the current season, and so you will get at most 3 more months of mileage out of it in Trials of Osiris & Iron Banner before the gun becomes unworthy of your energy slot. Second, its source of the Exotic Archive makes it a guaranteed drop, however for the hefty price of an Ascendant Shard it may not be the most accessible for a player first starting out. Its rolls of Quickdraw + Opening Shot cannot be beat, and the Shot Package perk providing it with a fixed spread mean that it is among the most consistent shotguns in the history of Destiny 2, but as far as competitive options go you would be better off not getting used to having this for too long.

Tier 2

The Palindrome: Void Hand Cannon, 140 RPM (Source, Nightfall: The Ordeal Completions *May require DLC depending on the week)
The Palindrome is a returning classic from Destiny 1, and while it may no longer be present in the Kinetic slot, it still packs some killer perk options. Outlaw + Rampage, Killing Wind + Rangefinder, Quickdraw + Rangefinder, even Overflow + Rampage if you want to get especially frisky. Its drop source is its biggest obstacle, in that it will only drop when it is the rotated weapon in Nightfall: The Ordeal, and depending on the week it may be a strike that requires DLC to own. If you own everything however, Palindrome will be a consistent and powerful option, its Adept version even moreso if you eventually brave a Grandmaster Ordeal.

Blasphemer: Kinetic Slug Shotgun, 65 RPM (Source: Altars of Sorrow Moon Event/Pit of Heresy Dungeon)
While there are technically two versions of the Blasphemer, one with exclusive perks dropping only from the Shadowkeep Dungeon and one with general perks, for the purposes of PvP you need only worry about one roll: Quickdraw + Opening Shot. This roll can be acquired through completion of the Altars of Sorrow public event in Sorrow's Harbour on the Moon when the boss that day is dropping the shotgun, or at any point if you find a group for the Dungeon, but either will award you with your new Slug Shotgun. While these are not as easy to utilise as pellet shotguns, their ranges can stretch farther and being in the Kinetic slot, there are many weapons you can pair with Blasphemer. As a bonus, as far as I am aware, Altars of Sorrow and their associated weapon drops are free to all players, and so even without access to Pit of Heresy you can still obtain this weapon regardless.

Bite of the Fox: Kinetic Sniper Rifle, 72 RPM (Source: Iron Banner match completions/Token turn-ins)
Bite of the Fox is the first Iron Banner weapon on the list and it presents a unique opportunity in a Kinetic PvP sniper. Snapshot + Opening Shot will be a roll to prioritise, however the gun's ability to roll Snapshot + Moving Target may appeal to the more mobile Sniper Rifle players. The only other current Kinetic Aggressive Frame Sniper is locked behind Beyond Light's Deep Stone Crypt raid, and while it certainly does make for a good PvP Sniper, Bite of the Fox is far more attainable for the average player.

Adored: Arc Sniper Rifle, 90 RPM (Source: Forging Your Own Path quest)
Adored, while not the most unique of options, may be the only sniper some players use until it is sunset. Not only is it based on the fan favourite Sniper Rifle Beloved, it plays like it; with Snapshot Sights and Killing Wind Adored is a consistent, if potentially grind-gated option. Though the quest isn't necessarily complicated, if you choose the Crucible path to gaining Adored you will want some sniping expertise beforehand, however your efforts will be rewarded with the perfect pairing to any kinetic weapon for those longer ranges.

The Steady Hand: Kinetic Hand Cannon, 120 RPM (Source: Iron Banner match completions/Token turn-ins)
The Steady Hand provides a reliable, if slightly less powerful alternative to True Prophecy upon its eventual sunset at the end of this season. While Steady Hand's perk selection is lacking in comparison to its competition, an Outlaw + Swashbuckler roll presents some brutality, or my personal pocket pick; Quickdraw + Wellspring. There are merits to Quickdraw + Snapshot Sights too, however Steady Hand's main niche is simply being a reliable 120 RPM Kinetic Hand Cannon. It has a niche, and it fulfills it to great effect.

Extraordinary Rendition: Kinetic Submachine Gun, 750 RPM (Source: Battlegrounds Playlist/Chosen-Focused Umbral Engrams *Requires Season Ownership)
Extraordinary Rendition appears as the first PvP-oriented Submachine Gun on the list, and for good reason. Until recently, console/controller viability for Submachine Guns was next to none due to barely controllable recoil, however with recent changes the archetype is usable for short-mid range gunfights for a powerful pocket tool. Extraordinary Rendition lives up to its name with some extraordinary rolls, such as Zen Moment + Tap the Trigger, Overflow + Multikill Clip/Rampage, and a strong newcomer perk, Frenzy. Though definitely not viable on every map, SMGs are not to be overlooked, and Extraordinary Rendition makes a strong case for itself.

The Guiding Sight: Kinetic Scout Rifle, 150 RPM (Source: Iron Banner match completions/Token turn-ins)
The Guiding Sight presents a unique opportunity for a relatively easily obtainable yet incredibly deadly Scout Rifle option, with the right roll. Due to sitting just outside of the meta for many years, a good portion of the playerbase has written off Scout Rifles completely, however due to way in which The Guiding Sight interacts with the perk Iron Gaze, its stickiness will not let you down. For clarification, Iron Gaze is a perk which massively increases weapon target acquisition (which translates to aim assist in non-Bungie lingo) for the cost of range, however due to its intrinsic extreme range as a Scout Rifle, Guiding Sight reaps all the benefits with barely any of the drawbacks, as Bungie have removed all of the extreme range maps which would have utilised the lost range. If in your grind for Iron Banner weapons a Guiding Sight drops into your lap, give it a try, as it may surprise you.

Waking Vigil: Arc Hand Cannon, 140 RPM (Source: Dreaming City Activities/Shattered Throne Dungeon)
A tried and true yet incredibly deadly option, Waking Vigil has returned in updated power cap form to us this season, and it remains a high-tier Hand Cannon option for those so inclined. While the perk pool separation from Dungeon to other activities is not entirely clear, the rolls you will be chasing will be any combination of Outlaw/Rapid Hit + Opening Shot/Kill Clip depending on your playstyle. Rapid Hit + Opening Shot will present far more consistency, where as Outlaw + Kill Clip will provide lethality. As one of the only Hand Cannons left with Outlaw + Kill Clip, Waking Vigil presents a strong argument for why to go after it, plus both this and the next weapon should both be available to all players due to being drops from the Dreaming City!

Retold Tale: Void Shotgun, 65 RPM (Source: Dreaming City Activities/Shattered Throne Dungeon)
Returning along with Waking Vigil, Retold Tale's drop sources and perks are similar in both their effectiveness and lethality. Even in its updated form, the Shotgun can roll with Full Choke/Rifled Barrel, Accurized Rounds, Quickdraw and any number of perks in the in the second column, however a good combo to watch for is Quickdraw + Killing Wind for the extra bump to range. As far as energy Shotgun options go, Retold Tale will most likely be the go-to option for any serious shotgunners in end-game PvP.

Honorary Mention: Sturm: Kinetic Hand Cannon, 120 RPM (Source: Monument to Lost Lights Exotic Archive)
Sturm goes under honorary mentions due to requiring the grinding for an Exotic Cipher in order to be purchased from the Exotic Kiosk, however the grind is well worth it (plus it's available to all players!) While Sturm is an exotic it earns its place in the arsenal of any aspiring guardian with its monster set of stats, which are improved even further by its exotic catalyst. It may not be as flashy as Ace of Spades or Thorn, however neither of those can reach past 40 metres in the ways that Sturm can. For a non-sunset 120 RPM Hand Cannon option, look no further.

Tier 3

Hawkmoon: Kinetic Hand Cannon, 140 RPM (Source: Let Loose Thy Talons quest/Harbinger Mission *Season of the Hunt Content - Requires Beyond Light: Deluxe Edition)
Hawkmoon shares its strengths in much the same places Sturm does, with a couple of extra bonuses. First, the base stats of the gun itself are incredibly high and make for a consistent option to pair with almost anything. These can be improved even further by grinding for randomly rolled Hawkmoons in the Harbinger mission, though this is best attempted with a group of 3 people. Second, the Paracausal Shot perk both forces its user to pace their shots in order to make the most of it, effectively creating the perfect training tool for headshots. A well-rolled Hawkmoon will never sunset, and that immediately puts it at the top of many peoples' lists, meaning if you own the requisite DLCs to do the mission or you bought last season and never made the most of it, go grab yourself a Hawkmoon.

The Supremacy: Kinetic Sniper Rifle, 140 RPM (Source: Last Wish Raid *Requires Destiny 2: Forsaken)
Supremacy is a tried-and-true sniper rifle choice for many people. Having been in the game for many years and receiving continually increased power caps all the way to 1410, combined with an incredibly small perk pool, it is likely for a Supremacy to be both a reliable & effective choice for the Kinetic slot. Snapshot is a given, and most second column perks will be good, though some interesting things can be done with Kill Clip or Rampage.

Premonition: Void Pulse Rifle, 340 RPM (Source: Pit of Heresy Dungeon *Requires Destiny 2: Shadowkeep)
Premonition, having recently returned to us with an updated power cap, presents a far-reaching High-Impact Pulse Rifle option with solid rolls. Feeding Frenzy + HeadseekeRampage, Moving Target + Headseeker, Zen Moment + Headseeker are all solid options, and being in the energy slot means the Kinetic slot is freed up for a special weapon or Exotic. An all-around consistent choice for a primary weapon, Premonition remains one of my personal favourites.

Heritage: Kinetic Slug Shotgun, 65 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light)
On top of looking absolutely stunning, Heritage's consistency and feel make up for its somewhat difficult acquisition path. Though it cannot roll with Quickdraw, a Snapshot Sights/Reconstruction roll will ensure that in much the same situations you would be whipping out that Felwinter's, a Heritage will do so before the enemy even gets within spitting distance, and it will keep them that way due to the extra range Slug Shotguns provide.

Succession: Kinetic Sniper Rifle, 72 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light)
Sluggish but powerful, Succession manages to both look good and offer a Kinetic 72 RPM Sniper option with unique perks. Snapshot Sights in the second column means that the first column has room for perks like Moving Target and Slideways, or even Killing Wind for the increase in target acquisition. Though it may be unwieldy, Succession will put down anyone you throw it at with ease, provided you hit your shots.

Trustee: Solar Scout Rifle, 260 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light)
A surprisingly powerful option, Trustee makes up for a slower time-to-kiil by being both incredibly forgiving and consistent. Perk combinations are limitless, with Surplus + Wellspring, Reconstruction + Redirection, Reconstruction + Opening Shot, Zen Moment + Opening Shot, or even Zen Moment + High-Impact Reserves. As a faster firing Scout Rifle it has intrinsic Full Auto, letting you lay down on the trigger for as long as you want. Any time a bounty calls on Scout Rifle Kills in PvP, expect to see quite a few of these.

Sacred Provenance: Kinetic Pulse Rifle, 450 RPM (Source, Garden of Salvation Raid *Requires Destiny 2: Shadowkeep)
Aggressive Frame Pulse Rifles are notorious for hitting like a truck, and Sacred Provenance is no different. With a small perk pool and deadly perks combined with a great gunfeel, the only reason the gun isn't a no-brainer for Pulse Rifle users is its drop source. The greatest perk combination to look out for would be Rapid Hit + Kill Clip, though any combination would serve just fine when the time-to-kill is so relaxed. If you have one, make use of its extended range and give it a whirl!

Omniscient Eye: Solar Sniper Rifle, 140 RPM (Source, Garden of Salvation Raid *Requires Destiny 2: Shadowkeep)
Though nothing special, Omniscient Eye deserves a mention for its small perk pool & equally good feel. While energy 140 RPM snipers litter drop sources, Omniscient Eye brings a unique shooting experience different to most Veist Sniper Rifles that populate the 140 RPM archetype, and with snapshot it is impossible to go wrong. Where sniping is mainly based on feel for many people, Omniscient Eye may turn out to be your new slaying machine.

Igneous Hammer: Solar Hand Cannon, 120 RPM (Source: Trials of Osiris)
The first of two Trials of Osiris weapons on the list, Igneous Hammer represents the end-goal for many PvP players. A 120 RPM Hand Cannon with good range, a larger magazine and a superbly small perk pool populated by reliable combinations that complement the archetype means that Igneous Hammer is the obvious choice for a 120. Such combinations include Rapid Hit + Rampage, Outlaw + Rampage, Rapid Hit + One for All, or even Killing Wind + Moving Target. If you somehow manage to land yourself an Adept version enjoy the extra stats that come with masterworking, as this will be your first choice for an Aggressive Frame Hand Cannon for the next year to come in PvP.

The Messenger: Kinetic Pulse Rifle, 340 RPM (Source: Trials of Osiris)
A High-Impact Pulse Rifle in the Kinetic slot immediately put Messenger at the top of many aspiring eyes' lists, however the reasons for its desirability only increase when wandering to perks. While the second column contains various good options such as Kill Clip and Headseeker, the premiere perk is Desperado; a perk that increases rate of fire after reloading post-precision kill. While I could describe the perk myself, it's better to let this clip describe it to you. (Credit to TattooedFox) Outlaw + Desperado or Rapid Hit + Desperado is absolutely the way to go with Messenger, and if you decide to try your hand at Trials this weekend, you'll be delighted to find out that Saint-14's bounty is currently offering the Messenger as its reward, so go get one while you can!

Footnote: Where are all the heavy weapons?
Answer: Simple! Pick up whatever Machine Gun, Grenade Launcher or Rocket Launcher works for you and use it! Some people prefer specific heavies, such as The Wardcliff Coil or The Colony, however I find that the best heavy is absolutely the one that works best for you. Trying to force yourself to use something just because someone has said it's good would go against the whole point of this guide, and it's best for you to find one that gets you kills.

Closing Notes

Well, that was a lot of information! Feeling overwhelmed? Don't worry, the guide was designed with taking the tiers system into mind: once you feel you've got a handle of Tier 1's weapons, you can move up to attaining Tier 2's weapons, etc.
Though this was moreso designed with newer players in mind, this can apply to anyone, and even better if you get some use out of it. If the reception is positive I may design one for PvE, but for now enjoy reading!
submitted by VanillaNoodles to DestinyTheGame [link] [comments]

A Comprehensive Guide to Breach Protocol Datamining (Code Sequence Mini-Game): Cyberpunk 2077

A Comprehensive Guide to Breach Protocol Datamining (Code Sequence Mini-Game): Cyberpunk 2077
BREACH PROTOCOL: DATAMINES
For anyone curious as to how BREACH PROTOCOL DATAMINES work on the technical end, this is a comprehensive guide put together through personal research and community feedback. Hope it helps!
CHECK THIS OUT: u/govizlora made an app that can solve Breach Protocol Datamines by taking a picture of the puzzle with your phone! Haven't tried it out yet but check it out: https://www.reddit.com/cyberpunkgame/comments/kneej7/i_made_a_web_app_to_solve_the_breach_protocol/?utm_source=share&utm_medium=web2x&context=3
"WHY SHOULD I PLAY THIS MINIGAME?"
You may ask yourself: "Why am I playing this stupid mini-game?" After spending more time than I care to admit completing these datamining scenarios, even I ask myself this question at times. If you find no value in what I list here as "good reasons," I wouldn't stress giving these scenarios that much effort or attention:
-Steady Cash
-Quickhack Components
-Legendary Quickhacks

Code Sequence Mini-Game
-DATAMINES: There are specific Breach Protocols referred to as Datamines. These "Breach Protocol Datamines" contain a code oriented mini-game that upon completion net you cash, XP and Quickhack Components. (There is also a perk that increase the chance of an actual Quickhack being dropped.) You initiate this specific type of protocol by jacking into an "Access Point." !! WARNING !!: If you are in a hostile area and you jack into an Access Point, enemies will be put on "alert" mode if you fail to complete the mini-game in that first try. Not that you can't take care of business while enemies are patrolling, but it might be annoying for you stealthy types when they leaved their fixed positions.
Wall Module Access Point
-ACCESS POINTS: These are devices you can jack into to initiate a Breach Protocol Datamine mini-game. You need to have a certain level in the "Intelligence" attribute to jack in to these Access Points, which varies upon location and difficulty rating of the area. So far, I have found Access Points in small mounted wall modules, certain vending machines, computer monitors, antenna consoles, a generator and a forklift. They have a red symbol that represents them, but it can be hard to pick it out sometimes from all the other hack-able objects they tend to be close to. If you snag the perk EXTENDED NETWORK INTERFACE this helps with finding Access Points. ( Credit: u/JoblessJim )
Datamine Access Point Symbol
-JOB "THE GIFT": There is a job you can do early on called "The Gift." It seems as if this job was designed to introduce you to Datamine Breaching, as well as incentivizing the use of the Ping quickhack. However, it doesn't do too much in the way of a detailed tutorial.
Side Job: \"The Gift\"
-DAEMONS: In the Datamine scenario, there are three available daemons: DATAMINE_V1, DATAMINE_V2 and DATAMINE_V3. These daemons merit rewards when fulfilled. While you can extract one or two daemons for a successful breach, it is ideal you extract all three. How to do so will be detailed below!
A successful daemon & a failed daemon
-XP: Achieving a single daemon while failing the other two merits the same experience. At character level 2, this was 81XP for me. To clarify, if you only achieve datamine_v1 but fail the other two, you would get the same XP as only achieving datamine_v3 while failing the other two. You multiply the XP per daemon achieved, so if you win two slots then that 81 XP becomes 162 XP and so on. The amount of XP goes up with your character level and may be higher for higher level Access Points.
-CASH: Each individual daemon has a specific cash (eurodollars) reward that combines respectively but would appear to hit a cap if all three daemons are achieved. Certain locations have higher difficulty Access Points which grant you more cash upon completion. Your cash reward can also be affected the ADVANCED DATAMINE perk, which when upgraded twice allots 100% more cash from successful breaches! The game has no rental properties or passive income so there are limited ways to getting rich. At max level when completing one of these datamines and achieving all three daemons, I would make anywhere between 3 to 4.8k depending on the location of the Access Point. Almost every mission, side-job and gig has one, if not a few Access Points. Often I would leave an area with three Access Points and make an extra 5-10k eddies from datamining alone. It's a lot easier to do if you get 18-20 Intelligence and take certain perks like HEADSTART and COMPRESSION. I wasn't a net-runner and my intelligence got to 15 before hitting character level 50, and I still banked ( if not frustratingly ) off of these scenarios. ( Secret Note: Now, we probably all know about how you can glitch your way to millions, but if you don't like exploits (or fear the exploit will be patched) this is a legitimate way to make money. Plus, if you invested in Intelligence you likely can make quickhacks. Legendary quickhacks sell for 700 eddies a pop, and if you net triples for your datamine scenarios you will have PLENTY of quickhack components. )
-QUICKHACK COMPONENTS: These are the materials you use to make your own Quickhacks. While achieving higher version daemons opens you up to winning higher quality Quickhack Components, the amount of components earned seems completely random with each success. (Note: From what I can tell, you CANNOT gain item/upgrade components for crafting weapons from these datamines; only Quickhack Components used for crafting Quickhacks.) You can grab a perk called DATAMINE MASTERMIND which increases the amount of Quickhack Components acquired by Access Point by 100% if you invest two points! The perk DATAMINE VIRTUOSO increases chances of acquiring an actual quickhack (not the components) by 100% after investing two points. It seems to more consistently drop full quickhacks when you are a higher character level. As someone who couldn't make my own quickhacks, this was the only way I got legendary versions to use for myself, if not pawn them.
Quickhack Components
-EVEN THE ODDS: If you fail, you can try again. If you succeed with any one of the three available daemons, the breach ends and you are stuck with the results. You can also forcefully end the breach and whatever daemons are green while doing so will reward you and end the scenario. ( Caution: Every time you cancel out of a breach, it takes away from how much time you have to complete the sequence when it starts and can put enemies on alert while in hostile territory. Not a big deal if you learn to plan your sequences. ) Seems like saving before a breach, then aiming for all three daemons in one attempt is the most lucrative approach; especially if utilizing the perks ADVANCED DATAMINE & DATAMINE MASTERMIND.
Datamine Mastermind & Advanced Datamine Perks
-BUFFERS: Buffers are the squares that your selected characters end up in, located under "SEQUENCE REQUIRED TO UPLOAD." The more you have, the more opportunity to net triples you get; that being said, upgrading yourself to get more buffer space is CRUCIAL. You start with four, but if you progress the BREACH PROTOCOL skill to 19/20 you get a fifth buffer square added to your breaches. This makes achieving triples a lot easier. There is also better hardware you can buy that helps with this.
Breach Protocol Buffer
-BETTER HARDWARE: You can buy mods that will help with your datamine breaches. Some do things like adding 100% more time to your Breach ( Credit: u/InfectedSanta ). To get consistent triples for example, you NEED to upgrade your cyberdeck chip. I purchased one from Vic in ACT II that gave me SEVEN Buffer spaces. It makes all the difference. Here it is below:
Cyberdeck Upgrade
-STRING SEQUENCE: For the best results, you want to achieve what I call "string sequences." You do this by picking one daemon to finish first and making sure the last character of that sequence is identical to the first character of another sequence. When done correctly, you save buffer space by not having to redo each individual sequence and all of it's characters; saving buffer space because the two characters will share it. If you are lucky, you may have daemons with several matching characters, which means you can save on even more buffer space when finishing them. ( If you hover over a character with your cursor, it will show where that character is on the Code Matrix to the left. Credit: u/pedanticProgramer )
Example of a String Sequence
-IDENTIFY A WINNER: Work from RIGHT to LEFT! What you want to do is study the available sequences first, identifying where you can snag any strings and how many buffers it should take to finish all three daemon's sequences. Once done with the right side of the game, study the CODE MATRIX on the left to see if you can traverse the path of characters you mapped out. Right here you can decide whether or not the sequence and code matrix you're given is a winner. If it isn't, just exit the mini-game and jack back in!
-HELPFUL PERKS: There are several perks within the Breach Protocol tree that should significantly improve your breaches:
  • ALMOST IN!: [ Level 5 in BREACH PROTOCOL skill required ] "Increases the breach time for Breach Protocol by 20%." This can be upgraded twice.
Almost In! Perk

  • EXTENDED NETWORK INTERFACE: [ Level 7 in BREACH PROTOCOL skill required ] "Automatically highlights nearby Access Points." ( Credit: u/JoblessJim )
Extended Network Interface Perk

  • TRANSMIGRATION [ Level 16 in BREACH PROTOCOL skill required ] "Increases the breach time of Breach Protocol by 50%" This can stack with more points given. It's more helpful for people at higher levels who exit and enter the mini-game for better odds, as you lose breach time whenever you disconnect without finishing.
Transmigration Perk

  • HEAD START: [ Level 18 in BREACH PROTOCOL skill required ] "Automatically uploads the first daemon in the list at the start of Breach Protocol." This means that you start your breaches with daemon DATAMINE_V1 already green, meaning you can focus v2 and v3. This is helpful for intelligence characters whose income relies on data-mining.
Head Start Perk

  • COMPRESSION: [ Level 20 in BREACH PROTOCOL skill required ] "Reduces the lengths of the sequence to upload daemons by 1. Cannot be reduced below 2." This means that under where it says "SEQUENCE REQUIRED TO UPLOAD" each available daemon should have one less character to worry about. Super helpful for people who bank off data-mining.
Compression Perk
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HOW TO AVOID FAILING A DAEMON:
Credit: khorrshr
  1. "To successfully upload a daemon you have to feed its sequence flawlessly in that particular order taking no sidesteps/breaks/mistakes
  2. If you take sidestep (like start/continue another sequence or make a mistake) - it executes a check\. If it passes - if there is still a theoretical possibility to do that daemon (like daemon length is not longer than remaining buffer and if they are of equal length checks that you have starting symbol in your currently active string) - that daemon is reset but remains available and you have to do it again from the very 1st symbol (daemon moves to the right, some whitespaces appear before it) 2a. Exceptional case: if your "mistake" contained same symbol as 1st symbol of that daemon - same rules as in (2) apply but you start over from 2nd symbol of the daemon.*
  3. If your sidestep leaves no possibility to finish (check\ fails) - daemon fails completely and goes red.*
It doesn't matter if you started the daemon, if it has reset before, how far you got with it (unless you finished it green) - works every time.
  • Not sure if that check looks into possibilities in the matrix further than current turn. I have an impression that it doesn't. I think I had outcomes when at last turn daemon was still available with just 1 symbol to go but active string didn't contain it.
TLDR: Finish one daemon and only then continue with another. No fancy multitasking. The only choice we have in that regard - is their order and matrix moves ofc."
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Credit: mjc_08
"Yes, I came to the same conclusion - you can't work on all daemons simultaneously - they have to be completed in order or they are reset. I bought a chip with 7 buffers (street cred 11, 25000) but its still not always possible.
Edit: by not completing simultaneously I mean that you cant input a code from one daemon, then switch to a different one, then go back to the other daemon. You have to complete a whole sequence before moving on, taking advantage of any overlap."

Credit: u/slamdotswf
"Another thing to remember is that you can pick the same input over and over until you find the next one in the sequence. For example, if it's 1C 55 BD, you can type in 1C 55 55 55 BD and still get it. Helps if I screw up or didn't think it all the way through."

My Own Experience: After building on what my fellow commenters gave as a breakdown to the game, I have found a consistent approach to winning all three daemons. Here is an example sequence to work with:
Example Sequence:
The Sequence
This is a pretty easy sequence to net a triple with IF you have more than four buffers. Let's check for a string sequence...
We got strings!
Looks pretty promising right? Let's check the Code Matrix on the "left."
Can't start with 55! Let's try a different sequence!
How about...
Will this sequence work?
Congratulations!
Remember; if the first sequence you recognize can't be pathed out through the Code Matrix, look for more options! If you can't find a path, exit the breach and jack in again for a new code matrix and set of sequences!
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SUCCESSFUL OUTCOMES: To get an idea of what exactly you are getting depending on which daemon is extracted, here are some examples of my own successful results while breaching at level 2; before I got the ADVANCED DATAMINE perk. My examples below come from breaching a wall unit Access Point in a shop (Urban Commando?) in Little China, Watson district. It's where one of the earlier "Assault in Progress" side tasks is; the one with three Tyger Claws gang members you have to dispatch. It's roughly NW (10 o'clock) from Dex's limo during the early main quest "The Ride."

INDIVIDUAL:
Achieving datamine_v1 daemon alone: XP: 81 $103 x0 Legendary Quickhack Component x1 Epic Quickhack Component x2 Rare Quickhack Component x2 Uncommon Quickhack Component
Achieving datamine_v2 daemon alone: XP: 81 $206 x1 Legendary Quickhack Component x2 Epic Quickhack Component x2 Rare Quickhack Component x5 Uncommon Quickhack Component
Achieving datamine_v3 daemon alone: XP: 81 $309 x2 Legendary Quickhack Component x2 Epic Quickhack Component x5 Rare Quickhack Component x4 Uncommon Quickhack Component

DOUBLE:
Achieving datamine_v1 & datamine_v2: XP: 162 $309 x0 Legendary Quickhack Component x2 Epic Quickhack Component x4 Rare Quickhack Component x9 Uncommon Quickhack Component
Achieving datamine_v1 & datamine_v3: XP: 162 $412 x2 Legendary Quickhack Component x4 Epic Quickhack Component x7 Rare Quickhack Component x11 Uncommon Quickhack Component
Achieving datamine_v1 & datamine_v3: (2nd Attempt) XP: 162 $412 x1 Legendary Quickhack Component x3 Epic Quickhack Component x5 Rare Quickhack Component x16 Uncommon Quickhack Component

TRIPLE:
Achieving datamine_v1, datamine_v2 & datamine_v3: (ALL THREE) XP: 243 $515 x2 Legendary Quickhack Component x2 Epic Quickhack Component x6 Rare Quickhack Component x7 Uncommon Quickhack Component

DATA ENCRYPTION SHARD: There are shards you'll come across now and then that say they are encrypted. The shard's contents look like a mess of jumbled code and when encrypting them you will have to play the breach protocol datamine mini-game. It's typically tougher, sometimes having five daemons available with upwards of four characters each to fulfill!

"GHOST" TRIPLES: Not sure what else to label this phenomenon. When you achieve a triple daemon success, typically you will see all three daemons highlight green and the CODE MATRIX area on the left will go green; it's a very obvious "confirmation of success" that you have to manually exit out of. There are times when I clearly see I am going to win the third and final daemon, but when I make my selection the breach ends without the "confirmation of success" and I snap out of it to see my rewards applied back in the real world. I do believe credit is being given, but it may catch you off guard when it first happens.
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FINAL THOUGHTS:
After a few days of testing and you guys sharing your results, I have come to understand this mini-game rather thoroughly! Thank you to everyone who participated in figuring it out with me; it was kind of fun. Stay safe, CHOOMS!
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