RB Options Binary Options Trading Broker Review ...

The truth about algo-trading

Just to give you guys a realistic perspective of what a project like Retard Bot really is up against, and the difficulty of printing free money...
This shit is really really really realy hard. I've been coding every day non-stop for three (four?) months, spent $4K on data and drives to store backups of it, plus another $3K+ on the beast of a PC you need to process so much data, and I'll need to spend another $8-12K on buying more PCs to basically create a tiny supercompute cluster for RB to process machine learning. I'm 26,000 lines of code into this and probably half way done.
You have to be prepared to code your own ultra fast localized GPU accelerated database that outperforms everything else because traditional databases are way too slow to crunch through this much historical data the hundreds of millions of times needed to train the machine.
If you hope to have any chance of succeeding "taming the beast" you have to be an actual autist, obsessed with problem solving to the point of doing it months on end without stepping outside. They hire the most glorious cases of asperger genius autist godlords who never leave the basement except when their minifridge runs out of mtn dew and they have to go put more on mom's grocery list. The autists that figure this shit out are the type that squeal REEEE bc they've had too much human interaction when they see the mailman walk past a fucking window.
As someone once told me, you're up against companies that blow holes in the sides of mountains to route their fiber optic cables on a little shorter of a path so they can access trades with latency a tiny fraction of a millisecond faster than the next autist. Communication at the speed of light is something these quants get annoyed waiting for. Many of these companies waterboard their quants with mtn dew to force harder work, compiling research and IP over decades. These autists are chained to desks in dungeons with a steady drip of cocaine and coffee driving their little binary crunching brains to squeeze out one more hundredth of a percent yearly return.
It's either prove you're a genius or fail with this game. I don't underestimate how unlikely it is that my attempt would work. But I'm crazy enough to try and obsessed enough to follow through. I'm obviously autistic enough to put this much thought into a single post on Reddit... and this is how much I think through everything.
Maybe I can pull it off. The results are looking promising right now but it's too early to say for sure. Just know what you guys are getting into if you're going to try something like this. Sure use it as an opportunity to learn to code, but maybe don't sell your mom into slavery to scrape together the $3-5K you need to buy the historical options data for a project like this. I know what you're thinking. "My mom's worth at least $12K" No she's not. Don't lie to yourself autist. And if you succeed in something like this, don't fucking dance. For every one of us who makes it, 99 others just threw away their mom's retirement fund on PRPL calls.
submitted by o_ohi to retard_bot [link] [comments]

Have you ever lost to a Fake Broker

Binary options involve predicting the movements of commodity, asset or index prices over a short time. Although they may be a legitimate financial product with many licensed firms trading in them, binary options are speculative, high risk products that are almost impossible to predict, even for professionals. There are groups of scammers who use binary options to steal your money.
I would like to drop off few words about my negative and teaching experience with RB Options company. Like many others, I was contacted by the broker in 2019, and despite the fact I didn't have any knowledge about financial markets, got convinced by Peter Oaks, that I'll have all his assistance in order to make successful trades. Alright, sounds good, why not to try?
After putting a large amount on my account, Ive watched how my balance would go higher and higher. Ofcourse seeing this proof of how Im good at it, my manager Peter made me invest more over 50000 Euro. After a couple weeks of such magnificent trading, my account ended up over 340,000 Euro. An excellent opportunity to file a withdraw, no? No!! They released only 1500 in order to trick me invest more 100000. I didnt have such money at the moment and I was put on hold. Weeks after nobody would even answer my calls or my emails. It became very clear, that Ive become a victim of a huge and shameless scam. Time passed by and I was growing disappointed and very angry with my own naive.
Its really hard telling the authenticity of this online platforms only if youve had a bad experience with them after trading or doing any form of business with them. You can get in touch with an expert :hacknet (AT) cyberservices (CM) in case you have lost some amount to get it retrieved.
submitted by gregbaines to stocks [link] [comments]

An (Overly long) suggestion for RB Air.

The current state of Realistic Air Battles

Right now, we can all agree that the current state of realistic air battles is not ideal. For anyone, really. Bomber players aren't happy, fighter players aren't happy, Allied pilots are particularly unhappy and overall the game mode just isn't the draw to players it once was. It needs a fundamental redesign if it's going to ever hold onto the increasing small minority of players who like it. Let's start by breaking down what it does well, and some of the problems with its current implementation.


Unfortunately, that's kind of it. The main draw is the more realistic physics, and the gameplay depth that adds. This is also where the problems start to creep in.


The way realistic air battles are set up right now, the one stat that is more important than anything else (At least until the jet tiers) is climb rate. If you have a good climb rate, you'll have an altitude and energy advantage over your opponents, and if combined with a plane that's good at energy fighting, that's a near unbeatable combination. Meanwhile, planes that are energy fighters but are somewhat poor climbers are screwed, since they'll basically never get a chance to have the advantage in a fight. This leads to

There's a reason this phrase is so mocked. Side climbing is A) Really, really dull to do, and B) Often counterproductive. While you're off on your slow way up to 6km altitude, you get a great view of the rest of your team being completely swarmed by fighters while you sit it out. There's no good option here. Either head straight in and deal with a massive energy deficit, or take yourself out of the fight for so long that by the time you join in, the battle's already been decided.

When you take a bomber out into realistic battle, you are often a waste of a team slot. By this I mean that your contributions will not help your team win 9/10 times. Unless bombers build up to that critical mass that allows them to take out the airfield on their first run, you are just depriving your team of a fighter that could actually help them win the air war that usually results in a win.
The only exception are the over-performing bombers that can make it to the bases and back to resupply, but these are often the ones that fighter pilots hate to fight, for a variety of reasons.
Meanwhile, on the flip side, if you do manage to knock out the base, then congratulations, you've just pissed off all the fighter pilots on both teams who just wanted to dogfight. It's a similar problem for attackers too, although milder. This leads to

Bomber players want to play their bombers. Fighter players want to play their fighters. But in the current iteration of realistic battles, these are opposing desires that are forced to coexist. The balancing act required here is incredibly finicky, and it's the direct cause of the current weirdness that is bomber damage models, repair costs and neutered gunners. Basically, bombers mostly don't get what they want (Unless they abuse one of the current meta bombers), and fighters still don't get to just dogfight other fighters without worrying about dealing with bombers. No-one wins here.

I might get some flak for this, but prefacing every battle with 10 minutes of slow, monotonous climbing just to get into position (or not even make it there before getting jumped, as the case may be) really deflates my interest in the game mode. Let alone surviving your first engagement, but having to slowly return to base, repair, then slowly regain altitude while the vultures circle. Some players have the patience for this. I think it could be improved by cutting out a lot of the monotonous commuting that makes up the game mode.
So, now that that's all laid out, what's my suggestion? Firstly:


I emphasize this because the following rework will not work for everyone, and Enduring Confrontation solves a lot of these problems. With respawns and no strict time limit, who cares if you have to sideclimb? You won't be hurting your team, and you don't have to worry about being outnumbered 5 to 1 by the time you enter the battle. Meanwhile, bombers and attackers are free to farm bases and ground vehicles to their hearts content, without detracting from the experience of the fighter pilots. They can have an impact on the game without pissing everyone off, and even if they're still rather vulnerable, the fights are more spread out (Meaning they're more likely to slip through and make it back safely) and with respawns you can always just go again if you want to.
Seriously Gaijin, EC solves so many issues, why not make it a constant thing? Everyone wins
Now, on to the new gamemode variant, which I'm calling (For the moment anyway, name not yet decided)

Instant Action

Simply put, it's a middle ground between realistic and arcade battles. Realistic physics, but with the arcade focus on getting right into the action. This is not designed to cater to everyone, and hopefully EC is enough for them. So, with that in mind, a fairly major caveat

Sorry bomber and attacker pilots, but constant access to EC is the best you're going to get from me. I Just can't really think of any way to improve on what EC gives you without royally pissing off the fighter players. Maybe a bomber only game mode, but since I don't really fly bombers, I'm just not in a position to design one. Look at it this way, this new game mode gives a place for all the rabid bomber haters to go and leave you to fly in peace in EC.
Now, on to the main points:

That's right, every single plane in the game gets an air spawn. This would probably have to be balanced on a case by case basis, but simply starting each plane at the altitude that gives them the best performance (per their stat card) would go a long way to levelling the playing field. You won't have to worry about spending part of your game desperately trying to reach combat altitude before your enemies do.

Don't worry, low altitude fighters, you'll still have a role here. There would be large mid-air capture points that need to be contested, separated by altitude. Their heights would be determined by the spawn levels of the various planes. The highest one would be no higher than the ideal altitude for highest altitude fighter, the bottom one would be at or around the ideal height of the lowest altitude fighter, and the middle one would be in between the two. Their main role is to keep the fighting fairly focused, and prevent the space climbing stalling we see now. Don't worry though, they wouldn't be too crowded.
Firstly, they'd be big. Like maybe 5 km radius (Size varying by tier though, to ensure it does still take some time to clear it, even in a jet). Meaning that you could contest the zone while still being outside of combat range of the enemy. They'd be no more than 1 km tall though, to prevent the ability to just sit above the fight while still contesting.
Secondly, the ticket bleed would be rather slow, and completely halted if any enemy plane is inside the zone. Meaning it's not the end of the world if your team temporarily loses one zone, and you can quickly prevent further losses by just entering the zone. This would be helped by:

Again, might get some flak for this, but with a cap zone based gamemode like this, you need to be able to react quickly just in case one of the cap zones gets lost. That's not going to happen if all the aircraft are scattered across a wide range. However, to prevent it just turning into a giant dogfight in the middle:

By that I mean that each spawn point would be rather far removed from the others, but each one would spawn 3 planes together, into a "wing". Like with the current squadron system, these would be made up either of 3-man squadrons that are queuing up together, or randomly assigned players with similar altitude preferring aircraft.
This means that dogfights should (initially, at least) be 3v3 battles, a happy medium between duels (Where the better aircraft usually wins) and furballs (Where players die randomly because one of the 8 enemies involved struck from where they weren't looking). To encourage players to work together with their wing, they would get an RP/SL bonus for scoring kills/assisting each other in close proximity.

Aircraft would get to respawn at the same in air starting points as the initial spawn. They could even change out aircraft to better fit the battle, for instance if the enemy are dominating at higher altitudes, they could swap from low altitude to high altitude in order to contest them. However, the respawn timer would be quite long (Maybe even a couple of minutes, so that it wouldn't be preferable to simply repairing/rearming), except if your wingmates are still flying. Spawn times would be cut substantially for each wingman flying, meaning you would now be invested in both the survival of your wingmates so that you have a shorter respawn if you die, and you'd also want to play more defensively when your wingmates are down to ensure they get a shorter respawn, and could come and back you up sooner.
This should ensure the battle has a chance to flow back and forth, ensuring a team that gains an early lead doesn't just run away with the game, as can happen with the current, no respawn system. It would need to be carefully considered however, to prevent people simply suiciding to rearm/repair their aircraft instead of landing at the airfield. This probably needs something extra, a penalty for suiciding would probably be needed.

The airfield will still exist, and would need to be used to top up on ammo/repair battle damage. However, to ensure that the commute won't take too long, allowing the enemies to get an advantage, it would be rather close to the battle. Maybe a couple minutes of flying. Additionally, once repaired, planes would spawn back at their original spawn point, rather than having to laboriously climb back to combat altitude. Also, AA would be effective, meaning that if you're looking to hit someone on the airfield, you might get them, but you won't be making it home either, and the respawn from dying to AA would be longer than normal (To prevent constant 1:1 trades pissing everyone off).


That's the gist of it, at least. I know, words words words, right? But to properly design a gamemode that works for everyone, some careful thought needs to be done to ensure that it doesn't just break everything. On that note, some considerations I have:

Obviously, ordinance won't have a role. In fact, it would probably not even be selectable. But that doesn't mean that all aircraft with ordinance would be right out. There are some that would be quite good here, like the B7A2. There may also be some merit in letting the more gunshippy bombers in without bombs (BVs, I'm looking at you), just to see what they could do. Still, wouldn't want this meme to detract from the gamemode, so it would need some proper testing before being allowed in.

As I mentioned above, I foresee this being one of the biggest problems with this gamemode. While I think respawns would be key to prevent the usual snowball to defeat that the current system precipitates, balancing them with the need to repair and rearm is tricky. This would likely require the most tuning to get it just right. Probably needs a cap to the number of respawns each player gets, but this would also need more fine tuning.

Spawning everyone at their preferred altitudes is overall a good idea, but there would be some issues. Say, if one plane's ideal altitude was just high enough over another’s that they get a solid energy advantage that the other couldn't counter.
Decent low altitude fighters should be able to burn the energy of those above them with careful manoeuvring, but there might need to be some safeguards to ensure that there's an equal distribution of altitudes across both teams, at least at the start. That way, if someone wants to sit 1km above someone's head, there's an enemy counterpart who's capable of engaging them at their own altitude that they need to worry about.
This might lead to some slightly goofy matchmaking to ensure nations that lack in one role can cover all the roles (Mid-tier Germans might need to be paired with mid-tier Russians to cover their deficiencies high and low respectively). Nations that have a good mix (US, late tier Britain, Japan, Italy, etc) would probably be fine.


Wow, I wrote a lot here, huh? Congrats for making it this far. I'm sure not many will bother to. Regardless, let me know what you think. Am I missing something obvious here? It's entirely possible, I've not played that much Realistic Air Battles recently, due largely to the issues I mentioned above. Do remember, before you complain that this new game mode breaks your preferred vehicle, there would always be EC, which I would leave just as it is now, to ensure that everyone still has that as a fallback in case this doesn't work.
submitted by Aegis27 to Warthunder [link] [comments]

Hyde's visit to KC + Media Depiction

Update, 1 yea$2.8 million deal for Hyde in KC, $1.6 of which is guaranteed. That amounts to half the earnings he brought in last year in free agency.
Update #2, Rotoworld's blurb: :Even so, this deal is tremendous news for Williams' fantasy outlook given Hyde's historical lack of involvement out of the backfield as a receiver". Again, he was never terrific and kind of the only option SF had, but he caught 3.7 balls/game in his last year in San Francisco. That still counts as involvement, doesn't it?

Schefter's tweet on the matter declares that "Hyde could be a complement to Chiefs’ RB Damien Williams."
Rotoworld's blurb says:
There's no denying the Chiefs need to add depth at the position with only 2018 UDFA Darrel Williams behind postseason-standout Damien Williams at this time, but Hyde admittedly doesn't fit the profile of a back that could step in and play an every-down role in the event the former goes down. Fortunately, that's good news for Dam. Williams' current Best Ball owners as he approaches his first opportunity as a full-time starter in his age-27 season. Hyde could potentially threaten Damien's goal-line reps if the 29-year-old veteran finds a home in Kansas City.
Both Hyde's impending visit and the media reaction spurned some questions that I had a few thoughts on:
There is and was good evidence to render Carlos Hyde as a competent but mediocre back if you want. If somebody wanted to render him as a glorified Alfred Blue, they'd have some means to do so. However, prior to a late-season press into action afforded by Kareem Hunt's release and Spencer Ware's injury, I think it's also fair to say that Damien Williams was treated as an unglorified Alfred Blue, where Blue might actually have been the guy you'd prefer running the ball with Williams playing the side-gig in the passing game.
I think if the Chiefs sign Carlos Hyde and add nobody else this off-season, he's probably their main guy carry-by-carry. Doubt Williams disappears and I think there's a good chance he'd still be the better fantasy back in PPR, but with Hyde as the main ball-carrier. However, I doubt that scenario stands. I think Carlos Hyde is going to be cheaper than other free agent backs who've carried a full-time load except perhaps CJA, which is why the Chiefs are interested in him. Subsequently, Hyde's fate in KC could become similar to in CLE; KC drafts a back who doesn't take over right away, leaving Hyde as the main runner for the first 1/3 of the season before being displaced if KC hits the nail on the head with an early/mid-round back
submitted by Sow_Crates to DynastyFF [link] [comments]

Switch 101: Daily News (08/03/18) - 11 games released, 8 games announced, Direct happened, and more!




Game Releases:


EARTHLOCK - EU/NA Release - €24.99 | $29.90 | £22.49 - eShop Link - Website - Trailer - Metacritic

Enter a beautiful world haunted by its fateful past and join a party of unlikely heroes on their journey to rescue Amon's uncle from an ancient cult and uncover the secret of EARTHLOCK.
  • Explore the magical world of Umbra.
  • Fast-paced and highly strategic turn-based battles.
  • Harvest magical materials to craft helpful items and perks on your home island.
  • Utilize Your Talent Table: combining a classic 'skilltree' and equipment to customize your character's progression.
  • Alternate between 6 playable characters.
  • Grow your friendships between different character pairs for a strategic advantage in combat.
  • Help the people of Umbra along they way to unlock more useful items.

Bleed 2 - EU/NA Release - €14.99 | $14.99 | £13.49 - eShop Link - Website - Trailer - Metacritic

A furiously fun and fast-paced arcade action game, Bleed 2 welcomes back pink-haired heroine Wryn, the world's greatest – and only remaining – hero, as she fights to defend the globe from an invading force of villains. Master the art of air-dodging and bullet-reflecting to stylishly take down a relentless barrage of bad guys and bosses (and naughty kittys!), and make sure Wryn lives up to her title as the Greatest Hero of All Time!
  • 7 intense levels with over 25 boss fights
  • Unique controls let you shoot, dodge, reflect bullets and slow time all at once
  • 4 difficulty levels that remix enemy placement and boss patterns
  • 2-player local co-op for all modes
  • Endless Mode: Test yourself against a gauntlet of randomly-generated levels and daily challenges
  • Challenge Mode: Fight up to three bosses at the same time
  • Arcade Mode: Tackle the game on a single life.

Midnight Deluxe - EU/NA Release - €3.99 | $3.99 | £3.99 - eShop Link - Website - Trailer - Metacritic

In this golf-like game with a perpetual darkness setting, your task is to guide a little square-shaped fairy, named Midnight. Use your controller or touch-screen controls, to launch Midnight into the night sky, but watch out! The world of Midnight is a dangerous one thanks to the likes of spikes, circular saws and plenty of other dangerous objects and even if you do manage to get Midnight into the safe zone, to advance to the next level, there’s the added challenge of trying to complete each level in the least amount of shots as possible to get all three Stars.
  • 70 engaging levels that get progressively harder.
  • Enhanced graphics that are even greater than those seen in 36 Fragments of Midnight.
  • Controller support added: Touch-screen controls have also been added for the players who would rather use their fingers.
  • A soothing piano soundtrack throughout to complement gameplay.

World Conqueror X - EU/NA Release - €9.99 | $9.99 | £8.99 - eShop Link - Website - Trailer - Metacritic

This entry in the long-running series offers varied missions, with a strong focus on history to add intrigue to each battle. Across dozens of battles and multiple modes you manage a diverse range of troops and military units in turn-based conflict, utilizing advanced strategies such as air defenses, while always being mindful of battlefield environments and cities. You can level up your HQ, capture enemy strongholds and also strengthen your own cities, build landmarks and gain access to powerful Generals. Battles take place on the ground, at sea and in the air, requiring careful strategy for victory. There are two main modes that combine to offer many hours of challenging strategic warfare. Scenario Mode includes Axis and Allied missions from WWII in Europe and in the Pacific, as you experience key historic battles from both sides. There are 40 missions (plus tutorial stages) to conquer. You can also engage in Conquest Mode, choosing a starting point of 1939 or 1943. Choose from over 20 countries and seek strategic and military dominance over your foes.
  • Turn-based strategic warfare based around key events from World War II.
  • Engage in historic battles from both the Allied and Axis perspective in Scenario Mode, with 40 battles in total.
  • Build your own wartime empire in Conquest Mode, choosing from over 20 countries.
  • Develop your HQ, earning access to powerful Generals and perks to turn the tide of battle.
  • Consider all aspects of strategy – ground units, air and sea battles, establishing defenses and evolving your cities to boost your chances of success.
  • Utilise touch controls in handheld mode or use a controller for portable, desktop or TV play.
  • A Switch console exclusive.

I, Zombie - EU/NA Release - €4.99 | $4.99 | £4.49 - eShop Link - Facebook - Trailer - Metacritic

Command your zombie horde and infect the whole world! Fool the military and ensure no one stays safe – it's the Zombiepocalypse, with built-in level editor! Once you were a human, like everyone else, but that doesn't matter anymore. Your sole purpose is simple – eat as many brains as possible and turn everyone into your kind. Become a leader of your horde and infect all the humans on the map. Whenever you turn another poor human being into a brainless, green-skinned creature, you gain full control over their existence. You can command your horde to attack armed soldiers, infect helpless civilians, follow you, or await orders. Each scenario requires a different tactical approach and careful planning to achieve world domination. And if you think you're done after spreading your plague on all campaign levels, it's time for the next step – I, ZOMBIE's built- in level editor lets you build your own maps and challenge your skills just the way you like.
  • Be a zombie, eat brains!
  • Control your minions by simple commands – you might be dead, but who said the dead can't come up with great strategies?
  • Simple, arcade and puzzle-like rules – be smart, be sneaky, unleash the zombiepocalypse!
  • A comic setting – zombies are cute and funny too!
  • In-game level editor – endless fun, and even more brains!

The Men of Yoshiwara: Ohgiya - EU/NA Release - €14.99 | $14.99 | £13.49 - eShop Link - Website - Trailer - Metacritic

"The Men of Yoshiwara: Ohgiya" is a popular romance game in Japan aimed at a female audience. Step into the pleasure district of Yoshiwara with the roles of male and female reversed and enjoy a heart-rending love story. Yoshiwara, housed in the center of the island, always had a beautiful glow to it... Hoping to attend one of the banquets held every night in Yoshiwara, you, daughter to a wealthy merchant, enter the pleasure district with the bodyguard Musashi Takenouchi at your side. Once at the banquet, you find yourself presented with men so beautiful you can scarcely believe they're of this world. They beguile you with tempting eyes and practiced movements. One of them lightly whispers loves to you, and as you find yourself drawn to and suspicious of him, you want to see him again. Which one of them is it? Who will you choose?

Steredenn: Binary Stars - EU/NA Release - €12.99 | $12.99 | £11.99 - eShop Link - Website - Trailer - Metacritic

Steredenn: Binary Stars is an award-winning mashup of a classic shmup and a rogue-like, carved in big beautiful pixels, with insane boss battles. Fly solo or co-op with a friend, fighting off the worst scourges of space in a never-ending struggle for survival. Steredenn: Binary Stars is the hugely expanded version of the acclaimed Steredenn. Enjoy infinite replayability and unforgiving gameplay through intense boss fights, (almost) randomly generated environments, twisted space events and a massive arsenal of weapons. Enhance your ship during your flight with upgrades aplenty, and forge your own path across the universe!
  • QUICK, INTENSE SESSIONS: with rock-hard boss battles that'll keep you coming back for "just one more run"
  • INFINITE REPLAYABILITY: Endless arcade action, where levels are (practically) randomly-generated.
  • LOCAL COOP MODE: 2 ships, 4 weapons, 1 lifebar - test your friendships!
  • 5 PLAYABLE SHIPS: each with its own special ability and playstyle
  • MIGHTY ARSENAL: 42 weapons and 30 upgrades with tons of customisation options
  • BOSS RUSH: fight a weekly selection of epic bosses and work your way up the leaderboard
  • DAILY RUN: Try to get to number one in a special daily leaderboard where all players share the same run, guns and bosses. Be ready - you only get one chance per day!
  • ARENA: Unlock a boss by defeating it in the main game. Then, train against it in a 1-on-1 duel. Your guns, your laws, your fight.
  • THE ULTIMATE EDITION: Loads of new content, reworked balancing, scoring, optimisation & always more polish

Bit Dungeon+ - EU/NA Release - €8.99 | $8.99 | £8.09 - eShop Link - Website (Not really safe for work) - Trailer - Metacritic

You wake up what seems like hours, maybe even days later trapped in a prison cell, and your friend is missing. You find a sword in your cell and vow revenge against the beasts who took your friend - the quest to find your friend one and destroy the demons begins! Explore randomised dungeons and hack and slash your way through dangerous bosses. The difficultly increases as you become stronger and stronger. Build your character how you want with deadly passive abilities. Just like the classic quarter crunchers of old, if you die you lose everything and start all over. Can you make it to the end and save the day?
  • Large procedural dungeon generation, every time you play is different.
  • Randomly generated items.
  • 4 Player couch co-op
  • Massive Bosses
  • Unlockables
  • Multiple endings

ACA NEOGEO REAL BOUT FATAL FURY - EU/NA Release - €6.99 | $7.99 | £6.29 - eShop Link - Website - Trailer - Metacritic

"REAL BOUT FATAL FURY" is a fighting game released by SNK in 1995. Using the previous system as a base, isolating the Sweep Button, the inclusion of Combination Attacks, and other elements such as ring outs make for an even speedier and tempo-based play style. Sixteen fighters battle it out to see who is the strongest. Players can change various game settings such as game difficulty, and also reproduce the atmosphere of arcade display settings at that time. Players can also compete against each other from all over the world with their high scores.

The Trail: Frontier Challenge - NA Release - €14.99 | $14.99 | £11.99 - eShop Link - Website - Trailer - Metacritic

Are you ready to climb the tallest mountains, wear the finest clothes, and earn a fortune beyond compare? Then welcome to the New World! Welcome to The Trail: Frontier Challenge! Join pioneers from across land and sea in an epic journey across an undiscovered country! Walk down the single track path of destiny at a calm and measured pace! Get out there and make your mark upon the world, adventurer! And you are not alone in your travels! Every person you meet on The Trail is another player who will trade with you at campfires located along the way.
  • Race, collect and compete in a variety of fun challenges
  • Choose from five professions (Lumberjack, Hunter, Cook, Tailor, and Explorer)
  • Earn skill points and level up in your chosen profession to become a Master!
  • Join other players and form your very own community
  • Grow together, work together, and one day, perhaps you might even become mayor!

30-in-1 Game Collection: Volume 1 - EU Release - €14.99 | £13.49 - eShop Link - Website - Trailer - NO METACRITIC AVAILABLE

Defend your village against Vikings, climb to the top of the tower and overcome obstacles, play a round of hockey, switch colours and pass safely through gates, or play the classics such as Snake, Memory or cup game! In this abundance of pick-up-and-play games, you can play solo, or get the party started, as over half of the games have support for up to four players. This is the best and most diverse collection of challenging games available on Nintendo Switch for the price of just one game!
  • Infinite replayability with 30 thrilling games
  • Multiplayer mode with 18 games for up to four players
  • Improve your skills and level up to become the king in the high scores
  • Plenty of fun to explore in puzzle, action, sports, strategy and more!
  • Stunning hand-drawn graphics and animations

Today's News:


Nintendo Direct: Summary and Video - Press Release (GAMESPRESS MEMBERS ONLY) - RAW Imgur Link - Video

As the Direct is already being covered everywhere on this subreddit, this section will be the only area in today's post that the Direct will be featured. You can view the official summary of the direct in the press link above, or you can go to the "stickied" post at the top of NintendoSwitch, where the Moderators have pasted the press release for general discussion.

[RUMOUR] Pokemon Switch could be a complete reboot of the franchise - Source

A popular Pokemon "leaker", Chinese Riddler, posted a thread discussing that the upcoming Pokemon RPG Switch title would be a complete reboot of the franchise. What this could possibly mean is that only the original 151 Pokemon start in the game, with the rest possibly being added after you complete the story. It could also mean a brand new 3D remake of Kanto (original starting area). However most of this is speculation and the original thread by Chinese Riddler has since been removed, with the only remaining evidence of it being a ResetEra thread, that I have linked to in the link above!
Although only my opinion, I think that this would be great for the Switch version, as it would allow brand new players to play the original experience that they may have never encountered. As per usual with all of these "rumours", take everything with a biggest grain of salt that you could possibly muster; I would go for kosher salt, so you can actually see how much you take!

Game Announcements/Updates:


Code Of Princess EX - Announcement - Press Release (GAMESPRESS MEMBERS ONLY) - RAW Imgur Link - Website - Trailer - Summer 2018

Code of Princess EX remains true to the classic action RPG, while introducing HD graphics, a local co-op option and numerous other gameplay additions and enhancements. These improvements include smarter AI, updated balancing, a new character leveling-up system and overall better playability. The game features classic "hack-and-slash" gameplay where players can freely move between three different planes of action and attack enemies using a variety of powerful fighting combos, lock-on and burst systems. Over 50 different characters are playable and upgradeable throughout multiple game modes, including Campaign, Free Play and Bonus Quests. The story within Code of Princess EX follows Princess Solange of DeLuxia as she fights to restore order in a world where monsters are trying to overtake the human race. Armed with the legendary sword DeLuxcalibur, Solange assembles a team of talented fighters to join her quest. Together, they embark on an epic journey to confront the monster uprising and try to discover its secret origins.
  • Action-packed “hack-and-slash” gameplay featuring customizable RPG elements.
  • Players can freely move between three different planes of action during combat, with some projectile attacks able to travel between planes.
  • Over 50 different characters are playable throughout multiple game modes, including Campaign, Free Play and Bonus Quests.
  • RPG stats let players decide how their characters will develop and proceed through the journey.
  • Cooperative and competitive local/online multiplayer modes include leaderboards and let players tracked their coveted “Princess Points”
  • Created by former members of the original Guardian Heroes development team.
  • Characters and worlds created by legendary Capcom artist Kinu Nishimura, with art contributions from Street Fighter artist Bengus.

Swim Out - Announcement - Press Release (GAMESPRESS MEMBERS ONLY) - RAW Imgur Link - Website - Trailer - 20th March 2018

Dive into the relaxing and refreshing atmosphere of Swim Out, a strategic, turn-based puzzle game, that will transport you into a sunny day by the swimming pool, the river or the sea. Plan each of your strokes wisely and be sure to never cross any other swimmer's path if you want to peacefully enjoy the sea view on a cosy chaise-longue.
  • Over 100 levels nestled in carefully crafted landscapes, soothed by the sound of seagulls, frogs or water splashes.
  • 12 different types of swimmers each with their own way of moving around, ranging from the simple breaststroke swimmers to the more complex divers or cheeky water-bombing kids.
  • 12 different objects to interact with including buoys, fins, water guns, you can even ride a kayak!
  • 6 disruptive environmental elements like waves, crabs or jellyfish that will give your brain a work out until you swim out!

Holy Potatoes! Series - Announcement - Press Release (GAMESPRESS MEMBERS ONLY) - RAW Imgur Link - Website - Trailer - Spring 2018

Starting in spring with Holy Potatoes! A Weapon Shop?! the three titles have been basted and roasted for extra crispiness and seasoned with an overhauled user-interface, and controls better suited to console play. Holy Potatoes! We’re in Space?! follows as the second helping in summer, with Holy Potatoes! What the Hell?! rounding off the ’tato triptych of releases in the autumn.
Featured Games:
  • Holy Potatoes! A Weapon Shop?! is a wacky simulation game where players manage adorable potato smiths as they forge wonderful weapons for very unexpected heroes. There are tons of cheesy/witty puns and lots of pop culture references.
  • Holy Potatoes! We’re in Space?! is a roguelite, space adventure game with management elements. Traverse through space with Cassie and Fay to find and rescue their grandfather, Jiji, from the evil clutches of the Eclipse!
  • Holy Potatoes! What the Hell?! is a hell-themed management sim where you sort potato sinners into cooking stations to create sinfully delicious ingredients and cook up scrumptious recipes to appease the Gods of the Afterlife.

Another World - Announcement - Press Release (GAMESPRESS MEMBERS ONLY) - RAW Imgur Link - Website - Trailer - 2018

Another World tells the remarkable tale of Lester Knight Chaykin, a young and rather talented physicist. While working on an experiment using a particle accelerator, a lightning bolt strikes his lab, causing an unforeseen particle fusion. The accompanying explosion opens a hole in the fabric of space and time, teleporting Lester to a barren, alien planet. Players lead Lester through a series of dangerous environments, battling alien soldiers and wild creatures while solving unique and creative puzzles in order to survive.

Fightcrab - Announcement - Website - Trailer - TBD


EAT BEAT DEAD SPIKE-san - Website - Trailer - 22nd March 2018

Once upon a time, in an unnamed Hierarchical City, was Ragna and Dead Spike-san. Ragna, as hard as he fought, never seemed to win... Dead Spike-san, witnessing defeat after defeat, had a bright idea. If he ate more, maybe he could become stronger...? Dead Spike-san and Ragna set off on an epic(?) journey.

Enchanting Mahjong Match - Announcement - Website - Trailer - 15th March 2018

Enchanting Mahjong Match is one of the connecting game classics. The main goal of this game is to connect the identical tiles with lines and remove them from the board. In Enchanting Mahjong Match, the line can change direction only twice. Or less, of course. Also known as Mahjong Solitaire, Shisen-sho, Onet, Lianliankan.
  • Challenge yourself to 140 levels.
  • Easy to play, gets challenging as you level up.
  • Use special item to break through difficulties.
  • 28 beauties has its own fantastical artwork to delight you.
  • Replay each level as many times as you like.
  • Supports five languages (English, Japanese, Simplified Chinese, Traditional Chinese, Korean).

Smoke and Sacrifice - Announcement - Website - Trailer - 2018

Smoke and Sacrifice is an open-world, narrative-driven RPG, where exploiting living ecosystems is the key to your survival. Craft, fight, survive and explore the huge open world in this beautifully hand-painted, gothic adventure where every character has their tale to tell. Sachi’s home is the one tiny patch of fertile land which remains in an icy wasteland of a world. Her farming community thrives thanks to their devotion to the blazing Sun Tree, which replaces the lost light of the failed sun. After sacrificing her firstborn child to the Sun Tree, Sachi discovers a darker secret beneath the aura of priestly benevolence. Will she discover the truth hidden in the secret underworld, or perish in its swirling, deadly smoke? With the odds stacked against her, strange creatures challenging her every step, and the ever-looming smoke waiting to steal life and memory, will Sachi ever discover the truth of what happened to her son?

Top Reddit Posts:

  • 0920 Switch - by ‪@daisukerichard ‬on Twitter - Link - u/LockwoodE3
  • Tiny Nintendo Switch icons I designed - Link - u/drdoy123
  • It'd be nice to get some new themes other than light and dark. - Link - u/Fiale440
  • Now that Year One has come to a close, what is your Switch collection looking like? What have you enjoyed or regretted the most? - Link - u/briggy2501
If there are any errors or missed information, just let me know and I'll add it promptly.

Closing Statement:

Today has been a little busy. I haven't even included anything that was announced in the Direct and it's still full; this tends to happen on Thursday's (biggest press day of the week). SMASH looks pretty good, and I can't wait to have me some Crash Bandicoot! Let me know what you thought of the Direct and what was your highlight from today?
As per usual, thanks to all the reddit users who have given me permission to use their posts from earlier today!
Although I previously said that I would be doing a "special edition" of Switch 101 for the Direct, the post got removed, because the Mods were doing the summary themselves. However I've linked to the original Nintendo press release which is everything that was announced in the section above. Anyway I need sleep now so I'm going to have a cup of Horlicks and do that thing that I just said that I needed...BYE!
Sam ;)
submitted by SamagonTheSwift to NintendoSwitch [link] [comments]


Hey everyone! I'm sure a lot of you guys recognize me as one of the people who answer questions throughout the day on /new and know me as a helpful person. If you don't, ¯\_(ツ)_/¯
Here are some of the most common FAQs that you guys might be able learn from and have some of the most helpful answers.

I'm stuck in ChallengeRank X and am looking for tips. Any advice?

Here are some In-Depth Tips for Challengers.
If you haven't already, check out the Coaching Discord for free in-depth coaching!

I'm Prospect/Challenger and looking for teammates/LFT

I suggest checking out RocketLeagueFriends or RLCompetitive
Also, here are some In-Depth Tips for Challengers.

Any tutorials?

I suggest this big list for beginners on the sidebar by /useMegaChip97 as well as this huge list of tutorials by /useKurriboh.

Any good training codes?

RLCustomTraining and read the "Welcome" post. Also, mainly for Xbox but there's /useWayPr0tein's spreadsheet.

My teammates are holding me back from getting out of Rank X

YOU are the reason you're stuck in Rank X. Sure. You may get the occasional ball chasing teammate when solo queueing. However, you can still adapt your playstyle and succeed. One skill of solo queueing is adapting your playstyle. If you don't believe you can solo queue to higher ranks, know that MANY people (including me) have solo queued to Grand Champ.
Side note*
You want to adopt a more positive mindset when climbing or dropping ranks as you're trying to progress. Treat every loss as a learning experience for you to look back on and learn what you need to do to improve. Losing shouldn't be a thing to frown upon, but if you're losing too much and getting angry or tilted you simply just need to take a break to stop yourself from deranking further. The mindset should be about being the best at improving, to do this you need to be aware and eager to learn. It is good to critisize yourself for every wrong move you make, drill it into your mind and in time you won't be making those same mistakes again. To add onto this and I think this is the most important point, just have fun with the game!

I have _____ item and looking for trades.

RocketLeagueExchange or the new LowTierTradingRL

Season Rewards (answer will probably become useless after Wednesday the 22th)

You will get the reward for the high rank reached, regardless if you deranked or lost your rank to inactivity (applies to GC titles too).



Controller vs. Keyboard

Controller is objectively better than keyboard. You gain the ability to have analog input for turning, acceleration, and the ability for 16 possible dodges 22.5O dodges rather and only 45O with keyboard. You can the ability to have more precise turning on the ground and in the air and also can have your gas/reverse from 0-100 (analog) instead of 0 or 100 (binary). However, there are Grand Champions with keyboard, so it's not impossible.

Controller layout

Most move air roll to L1. I play claw (index finger for Circle, thumb for rest), but if you can't do that, I suggest Boost to R1. Also, powerslide to L1 isn't a bad idea (I just couldn't get used to reversing with my left middle finger).
This is a checklist of things that you should be able to do with your controls on a controller.
  • Gas and reverse on analog input, aka triggers.
  • Have a camera swivel on an analog stick
  • Have steering on a stick
  • Be able to jump and boost "at the same time" = "atst"
  • Be able to Reverse/Gas and powerslide atst
  • Be able to powerslide and boost atst
  • Be able to air roll and boost atst
  • Optional ability to be able to jump and powerslide atst (for wavedashing but there are other ways to wave dash without powerslide)
  • Ideally, nother function should be on the reverse/accleration key because it makes you go slightly fasteslower midair.
Air roll left and right are not necessary. They're personal preference and have their pros and cons (analog input of default air roll modifier vs. binary of air roll binds), but if you want to use them for half flips, very advanced techniques, or just feel like they're more intuitive, you can use L1 for air roll left and R1 for air roll right.
Most top pros don't use the binds (some use one for half flips), but there are a few bubble players that use them. In the end of the day, I personally suggest the normal air roll modifier as I like being able to choose how fast I'm rolling (analog input), but I'm not here to tell you the binds are objectively worse (since it comes down to preference).
My two/three proposed set ups

#1 (Most recommended)

Jump: X (A)
Boost: R1 (RB) * Use right index finger
Powerslide: Square (X) or L1 (LB)
Air roll: L1 (LB)
Gas: R2 (RT) * Use right middle finger
Reverse: L2 (LT)


Jump: X (A) * Fat thumb X and Circle/Square
Boost: Circle (B) or Square (X)
Powerslide: L1 (LB)
Air roll: L1 (LB)
Gas: R2 (RT)
Reverse: L2 (LT)

Low ping lag

Dunno the answer. This post from /useZizos might help PC users though.

Can't find games because of cross network issue

There have been multiple posts a day about it and we haven't had a solid answer. Know that it's happening to a lot of people on all platforms.
Let me know if I need to add anything. Thanks for reading!
submitted by TinyTimothy22 to test [link] [comments]

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