It's that time of year again, and we've got a new version of macOS on our hands! This year we've finally jumped off the 10.xx naming scheme and now going to 11! And with that, a lot has changed under the hood in macOS. As with previous years, we'll be going over what's changed in macOS and what you should be aware of as a macOS and Hackintosh enthusiast.
Has Nvidia Support finally arrived?
What has changed on the surface
A whole new iOS-like UI
Broken Kexts in Big Sur
What has changed under the hood
New Kernel cache system: KernelCollections!
New Kernel Requirements
Secure Boot Changes
No more symbols required
Broken Kexts in Big Sur
MSI Navi installer Bug Resolved
New AMD OS X Kernel Patches
Other notable Hackintosh issues
Several SMBIOS have been dropped
Extra long install process
X79 and X99 Boot issues
New RTC requirements
Legacy GPU Patches currently unavailable
What’s new in the Hackintosh scene?
Dortania: a new organization has appeared
Dortania's Build Repo
True legacy macOS Support!
Intel Wireless: More native than ever!
Clover's revival? A frankenstein of a bootloader
Death of x86 and the future of Hackintoshing
Getting ready for macOS 11, Big Sur
Has Nvidia Support finally arrived?
Sadly every year I have to answer the obligatory question, no there is no new Nvidia support. Currently Nvidia's Kepler line is the only natively supported gen. However macOS 11 makes some interesting changes to the boot process, specifically moving GPU drivers into stage 2 of booting. Why this is relevant is due to Apple's initial reason for killing off Web Drivers: Secure boot. What I mean is that secure boot cannot work with Nvidia's Web Drivers due to how early Nvidia's drivers have to initialize at, and thus Apple refused to sign the binaries. With Big Sur, there could be 3rd party GPUs however the chances are still super slim but slightly higher than with 10.14 and 10.15.
What has changed on the surface
A whole new iOS-like UI
Love it or hate it, we've got a new UI more reminiscent of iOS 14 with hints of skeuomorphism(A somewhat subtle call back to previous mac UIs which have neat details in the icons) You can check out Apple's site to get a better idea:
A feature initially baked into APFS back in 2017 with the release of macOS 10.13, High Sierra, now macOS's main System volume has become both read-only and snapshotted. What this means is:
3rd parties have a much more difficult time modifying the system volume, allowing for greater security
OS updates can now be installed while you're using the OS, similar to how iOS handles updates
Time Machine can now more easily perform backups, without file inconsistencies with HFS Plus while you were using the machines
However there are a few things to note with this new enforcement of snapshotting:
OS snapshots are not calculated as used space, instead being labeled as purgeable space
Disabling macOS snapshots for the root volume with break software updates, and can corrupt data if one is applied
What has changed under the hood
Quite a few things actually! Both in good and bad ways unfortunately.
New Kernel Cache system: KernelCollections!
So for the past 15 years, macOS has been using the Prelinked Kernel as a form of Kernel and Kext caching. And with macOS Big Sur's new Read-only, snapshot based system volume, a new version of caching has be developed: KernelCollections! How this differs to previous OSes:
Kexts can no longer be hot-loaded, instead requiring a reboot to load with kmutil
OS Snapshots are now verified on each boot to ensure no system volume modifications occurred
apfs.kext and AppleImage4.kext verify the integrity of these snapshots
While technically these security features are optional and can be disabled after installation, many features including OS updates will no longer work reliably once disabled. This is due to the heavy reliance of snapshots for OS updates, as mentioned above and so we highly encourage all users to ensure at minimum SecureBootModel is set to Default or higher.
Note: ApECID is not required for functionality, and can be skipped if so desired.
Note 2: OpenCore 0.6.3 or newer is required for Secure Boot in Big Sur.
No more symbols required
This point is the most important part, as this is what we use for kext injection in OpenCore. Currently Apple has left symbols in place seemingly for debugging purposes however this is a bit worrying as Apple could outright remove symbols in later versions of macOS. But for Big Sur's cycle, we'll be good on that end however we'll be keeping an eye on future releases of macOS.
New Kernel Requirements
With this update, the AvoidRuntimeDefrag Booter quirk in OpenCore broke. Because of this, the macOS kernel will fall flat when trying to boot. Reason for this is due to cpu_count_enabled_logical_processors requiring the MADT (APIC) table, and so OpenCore will now ensure this table is made accessible to the kernel. Users will however need a build of OpenCore 0.6.0 with commit bb12f5for newer to resolve this issue. Additionally, both Kernel Allocation requirements and Secure Boot have also broken with Big Sur due to the new caching system discussed above. Thankfully these have also been resolved in OpenCore 0.6.3. To check your OpenCore version, run the following in terminal: nvram 4D1FDA02-38C7-4A6A-9CC6-4BCCA8B30102:opencore-version If you're not up-to-date and running OpenCore 0.6.3+, see here on how to upgrade OpenCore: Updating OpenCore, Kexts and macOS
Broken Kexts in Big Sur
Unfortunately with the aforementioned KernelCollections, some kexts have unfortunately broken or have been hindered in some way. The main kexts that currently have issues are anything relying on Lilu's userspace patching functionality:
Big Sur dropped a few Ivy Bridge and Haswell based SMBIOS from macOS, so see below that yours wasn't dropped:
iMac14,3 and older
Note iMac14,4 is still supported
MacPro5,1 and older
MacMini6,x and older
MacBook7,1 and older
MacBookAir5,x and older
MacBookPro10,x and older
If your SMBIOS was supported in Catalina and isn't included above, you're good to go! We also have a more in-depth page here: Choosing the right SMBIOS For those wanting a simple translation for their Ivy and Haswell Machines:
iMac13,1 should transition over to using iMac14,4
iMac13,2 should transition over to using iMac15,1
iMac14,2 and iMac14,3 should transition over to using iMac15,1
Note: AMD CPUs users should transition over to MacPro7,1
iMac14,1 should transition over to iMac14,4
Currently only certain hardware has been officially dropped:
"Official" Consumer Ivy Bridge Support(U, H and S series)
These CPUs will still boot without much issue, but note that no Macs are supported with consumer Ivy Bridge in Big Sur.
Ivy Bridge-E CPUs are still supported thanks to being in MacPro6,1
Ivy Bridge iGPUs slated for removal
HD 4000 and HD 2500, however currently these drivers are still present in 11.0.1
Similar to Mojave and Nvidia's Tesla drivers, we expect Apple to forget about them and only remove them in the next major OS update next year
Due to the new snapshot-based OS, installation now takes some extra time with sealing. If you get stuck at Forcing CS_RUNTIME for entitlement, do not shutdown. This will corrupt your install and break the sealing process, so please be patient.
X79 and X99 Boot issues
With Big Sur, IOPCIFamily went through a decent rewriting causing many X79 and X99 boards to fail to boot as well as panic on IOPCIFamily. To resolve this issue, you'll need to disable the unused uncore bridge:
With macOS Big Sur, AppleRTC has become much more picky on making sure your OEM correctly mapped the RTC regions in your ACPI tables. This is mainly relevant on Intel's HEDT series boards, I documented how to patch said RTC regions in OpenCorePkg:
For those having boot issues on X99 and X299, this section is super important; you'll likely get stuck at PCI Configuration Begin. You can also find prebuilts here for those who do not wish to compile the file themselves:
For some reason, Apple removed the AppleIntelPchSeriesAHCI class from AppleAHCIPort.kext. Due to the outright removal of the class, trying to spoof to another ID (generally done by SATA-unsupported.kext) can fail for many and create instability for others. * A partial fix is to block Big Sur's AppleAHCIPort.kext and inject Catalina's version with any conflicting symbols being patched. You can find a sample kext here: Catalina's patched AppleAHCIPort.kext * This will work in both Catalina and Big Sur so you can remove SATA-unsupported if you want. However we recommend setting the MinKernel value to 20.0.0 to avoid any potential issues.
Legacy GPU Patches currently unavailable
Due to major changes in many frameworks around GPUs, those using ASentientBot's legacy GPU patches are currently out of luck. We either recommend users with these older GPUs stay on Catalina until further developments arise or buy an officially supported GPU
What’s new in the Hackintosh scene?
Dortania: a new organization has appeared
As many of you have probably noticed, a new organization focusing on documenting the hackintoshing process has appeared. Originally under my alias, Khronokernel, I started to transition my guides over to this new family as a way to concentrate the vast amount of information around Hackintoshes to both ease users and give a single trusted source for information. We work quite closely with the community and developers to ensure information's correct, up-to-date and of the best standards. While not perfect in every way, we hope to be the go-to resource for reliable Hackintosh information. And for the times our information is either outdated, missing context or generally needs improving, we have our bug tracker to allow the community to more easily bring attention to issues and speak directly with the authors:
Kexts here are built right after commit, and currently supports most of Acidanthera's kexts and some 3rd party devs as well. If you'd like to add support for more kexts, feel free to PR: Build Repo source
True legacy macOS Support!
As of OpenCore's latest versioning, 0.6.2, you can now boot every version of x86-based builds of OS X/macOS! A huge achievement on @Goldfish64's part, we now support every major version of kernel cache both 32 and 64-bit wise. This means machines like Yonah and newer should work great with OpenCore and you can even relive the old days of OS X like OS X 10.4! And Dortania guides have been updated accordingly to accommodate for builds of those eras, we hope you get as much enjoyment going back as we did working on this project!
Intel Wireless: More native than ever!
Another amazing step forward in the Hackintosh community, near-native Intel Wifi support! Thanks to the endless work on many contributors of the OpenIntelWireless project, we can now use Apple's built-in IO80211 framework to have near identical support to those of Broadcom wireless cards including features like network access in recovery and control center support. For more info on the developments, please see the itlwm project on GitHub: itlwm
Note, native support requires the AirportItlwm.kext and SecureBootModel enabled on OpenCore. Alternatively you can force IO80211Family.kext to ensure AirportItlwm works correctly.
Airdrop support currently is also not implemented, however is actively being worked on.
Clover's revival? A frankestien of a bootloader
As many in the community have seen, a new bootloader popped up back in April of 2019 called OpenCore. This bootloader was made by the same people behind projects such as Lilu, WhateverGreen, AppleALC and many other extremely important utilities for both the Mac and Hackintosh community. OpenCore's design had been properly thought out with security auditing and proper road mapping laid down, it was clear that this was to be the next stage of hackintoshing for the years we have left with x86. And now lets bring this back to the old crowd favorite, Clover. Clover has been having a rough time of recent both with the community and stability wise, with many devs jumping ship to OpenCore and Clover's stability breaking more and more with C++ rewrites, it was clear Clover was on its last legs. Interestingly enough, the community didn't want Clover to die, similarly to how Chameleon lived on through Enoch. And thus, we now have the Clover OpenCore integration project(Now merged into Master with r5123+). The goal is to combine OpenCore into Clover allowing the project to live a bit longer, as Clover's current state can no longer boot macOS Big Sur or older versions of OS X such as 10.6. As of writing, this project seems to be a bit confusing as there seems to be little reason to actually support Clover. Many of Clover's properties have feature-parity in OpenCore and trying to combine both C++ and C ruins many of the features and benefits either languages provide. The main feature OpenCore does not support is macOS-only ACPI injection, however the reasoning is covered here: Does OpenCore always inject SMBIOS and ACPI data into other OSes?
Death of x86 and the future of Hackintoshing
With macOS Big Sur, a big turning point is about to happen with Apple and their Macs. As we know it, Apple will be shifting to in-house designed Apple Silicon Macs(Really just ARM) and thus x86 machines will slowly be phased out of their lineup within 2 years. What does this mean for both x86 based Macs and Hackintoshing in general? Well we can expect about 5 years of proper OS support for the iMac20,x series which released earlier this year with an extra 2 years of security updates. After this, Apple will most likely stop shipping x86 builds of macOS and hackintoshing as we know it will have passed away. For those still in denial and hope something like ARM Hackintoshes will arrive, please consider the following:
We have yet to see a true iPhone "Hackintosh" and thus the likely hood of an ARM Hackintosh is unlikely as well
There have been successful attempts to get the iOS kernel running in virtual machines, however much work is still to be done
Apple's use of "Apple Silicon" hints that ARM is not actually what future Macs will be running, instead we'll see highly customized chips based off ARM
For example, Apple will be heavily relying on hardware features such as WX, kernel memory protection, Pointer Auth, etc for security and thus both macOS and Applications will be dependant on it. This means hackintoshing on bare-metal(without a VM) will become extremely difficult without copious amounts of work
Also keep in mind Apple Silicon will no longer be UEFI-based like Intel Macs currently are, meaning a huge amount of work would also be required on this end as well
So while we may be heart broken the journey is coming to a stop in the somewhat near future, hackintoshing will still be a time piece in Apple's history. So enjoy it now while we still can, and we here at Dortania will still continue supporting the community with our guides till the very end!
Getting ready for macOS 11, Big Sur
This will be your short run down if you skipped the above:
Lilu's userspace patcher is broken
Due to this many kexts will break:
WhateverGreen's DRM and -cdfon patches
Many Ivy Bridge and Haswell SMBIOS were dropped
See above for what SMBIOS to choose
Ivy Bridge iGPUs are to be dropped
Currently in 11.0.1, these drivers are still present
For the last 2, see here on how to update: Updating OpenCore, Kexts and macOS In regards to downloading Big Sur, currently gibMacOS in macOS or Apple's own software updater are the most reliable methods for grabbing the installer. Windows and Linux support is still unknown so please stand by as we continue to look into this situation, macrecovery.py may be more reliable if you require the recovery package. And as with every year, the first few weeks to months of a new OS release are painful in the community. We highly advise users to stay away from Big Sur for first time installers. The reason is that we cannot determine whether issues are Apple related or with your specific machine, so it's best to install and debug a machine on a known working OS before testing out the new and shiny. For more in-depth troubleshooting with Big Sur, see here: OpenCore and macOS 11: Big Sur
RESULTS of the State of the Game Survey: September 2020
Hi all, It’s time for the results! Thank you to everyone who took the time to respond - we had over 1,750 responses, which is great! These insights wouldn’t be possible without your time and support. As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels. Now let’s get into it!
PreviousSurveyResults: April_2020_State_of_the_Game_Survey ~ Demographics ~ 53.8% began playing FE:H in February 2017, with 20.0% more joining during the first year of the game. 12.0% of respondents joined during the second year, 8.7% joined during the third, and 4.0% joined during the fourth year (the last ~7 months). The age range breakdown of respondents is as follows:
(2.6%) 12 – 15 years old
(15.0 %) 16 – 18 years old
(23.4 %) 19 – 21 years old
(21.8 %) 22 – 24 years old
(25.8 %) 25 – 30 years old
(8.2 %) 31 – 40 years old
(1.0 %) 40+ years old
75.8% of respondents identified as Male, 18.4% as Female, and 3.0% as Non-binary. 24.6% of respondents have never missed a daily login, while a further 38.8% have missed less than a month’s worth of logins, 11.7% missed 1-2 months, 9.9% missed 3-6 months, 5.8% missed 7-12 months, and 4.7% missed over a year’s worth. 33.5% report being F2P, while 28.7% have spent less than $100, 18.3% spent between $100 - $499, 7.3% spent between $500 - $999, and 8.7% have spent over $1000. 46.6% last spent money on FE:H during the fourth year of the game (the last 3 months), while 6.6% last spent money during the third year of the game, 5.8% last spent during the second year of the game, and 5.1% last spent money during the first year of the game. ~ Summoning ~ “Which of the following banners have you used orbs on at least once?”
~ Summoning Mechanics ~ 33.7% spent orbs on the Hero Fest banner AFTER Intelligent Systems announced how they would be compensating players for the Hero Fest banner glitch, compared to 61.7% who did not. 30.5% say that knowing about the compensation for the Hero Fest banner glitch caused them to spend more orbs on the banner than they would have otherwise, compared to 41.5% who say it did not. 28.0% did not spend orbs on the Hero Fest banner. 34.3% feel positively or very positively about the quality of 4* focuses on regular banners, compared to 26.9% who feel negatively or very negatively. 69.7% feel positively or very positively about the quality of 4* focuses on seasonal banners, compared to 7.8% who feel negatively or very negatively. 53.8% report that the system guaranteeing a free 5* after 40 summons generally makes them summon more, while 5.4% report that it generally makes them summon less and 36.1% report no change in their summoning habits on New Heroes banners. “If all New Heroes Banners used the permanent 40-summons-for-a-guaranteed-5* system that CYL4 used, how would your orb-spending habits on New Heroes banners change?”
(1.8%) I would spend fewer orbs than I did before
(22.3%) I would spend the same amount of orbs I usually do
(10.3%) I would spend more orbs than I did before
(62.2%) My spending would depend more on the Heroes offered
~ Choose Your Legends IV ~ “Which CYL4 Brave Heroes have you summoned, whether from the guaranteed choice banner or the regular banner?”
Of the summoning milestones on the CYL4 banner:
(20.2%) did not reach any of these summoning milestones
(79.7%) reached 40 summons
(41.0%) reached 80 summons
(19.8%) reached 120 summons
(11.1%) reached 160 summons
45.7% say that the free 5* hero at 40, 80, 120 and 160 summons caused them to spend more on CYL4 than they would have otherwise, while 50.3% say it did not. 22.8% say that the potential use of a new Brave Hero in future F2P Guides for content such as Hero Battles influenced their Brave Heroes summons, compared to 74.0% who say it did not. “If you could only get ONE of the new Brave Heroes, which one would you choose?”
“Which Brave Hero do you believe is the overall strongest?”
“Which Brave Hero do you believe is the overall weakest?”
“Which Brave Hero do you believe has the best art?”
“Which set of Brave Heroes is your favorite overall?”
23.6% feel positively or very positively about the addition of Jorge as the CYL4 GHB hero, compared to 33.0% who feel negatively or very negatively. 86.3% believe CYL5 should add further protections against vote botting, compared to 4.4% who do not. 70.1% believe CYL5 should require Nintendo Account sign-in to vote, compared to 12.6% who do not. ~ Feh Pass and Resplendent Heroes ~ 41.2% feel negatively about the addition of the Feh Pass (down 15.8% from the last survey), compared to 11.6% who feel positively (up 1.5% from the last survey). 46.1% are neutral (up 14.3% from the last survey). 40.2% have purchased the Feh Pass, compared to 59.8% who have not. This is a 9.5% increase compared to the last survey, following a 6.7% increase before that. Of those who have subscribed to Feh Pass, 17.4% have purchased Resplendent Heroes separately (up 12.9% from the last survey), compared to 82.6% who have not. “Which Resplendent Hero has your favorite art?”
“Which Resplendent outfit theme is your favorite?”
~ Miscellaneous ~ 15.8% feel positively about the introduction of Harmonized Heroes, compared to 31.3% who feel negatively. 29.5% have a Harmonized Hero, compared to 70.1% who do not. 14.6% feel positively or very positively about the Resonant Battles game mode, compared to 51.5% who feel negatively or very negatively. 4.6% say that the Resonant Battles game mode influenced them to pull for Harmonized Heroes, compared to 94.5% who say it has not. 34.8% believe the new Arena maps are better than the maps they replaced, while 7.4% believe they are worse, and 36.7% believe they are about the same. “How often do you use Auto Dispatch in Aether Raids?”
(34.3%) All of them, always
(0.2%) All of them, in Light Season
(3.6%) All of them, in Astra season
(24.3%) Only sometimes
(37.6%) I never use it
“IV Mango” is the preferred term for Trait Fruit according to 32.2% of respondents, followed by “IVcado” at 28.9%, “Fruit” at 7.6%, and “Dragonfruit” at 6.6%. The remaining 24.7% prefer to just call them Trait Fruit. 39.3% say they will use their first Trait Fruits on a Heroic Grails unit, while 32.9% say they will use them on a Summonable unit, and 1.3% say they will use them on an Askr unit. 58.7% prefer Stat Boosts for Legendary Heroes, compared to 26.3% who prefer Pair-Up. 56.5% generally prefer Regular Duo Heroes, compared to 8.8% who prefer Harmonized Duo Heroes. 1.8% say that the update that raised the minimum hardware/software required to play the game affected their ability to play FE:H, compared to 95.8% who say it did not. ~ Recurring Miscellaneous ~ “Which game do you want a New Heroes banner from the most?”
(26.0%) Three Houses (-1.9%)
(9.7%) Radiant Dawn (+0.5%)
(7.7%) Sacred Stones (+0.2%)
(7.5%) Awakening (-3.1%)
(6.4%) Genealogy of the Holy War (-1.3%)
(6.1%) Path of Radiance (-0.9%)
(6.0%) Gaiden / Shadows of Valentia (+2.7%)
(5.9%) TMS #FE (+1.9%)
(5.4%) Blazing Blade (+1.3%)
(5.0%) Fates (+1.0%)
(4.2%) Thracia 776 (+0.8%)
(2.4%) Binding Blade (+0.6%)
(0.8%) Shadow Dragon and the Blade of Light / Shadow Dragon (-1.0%)
(0.8%) Mystery of the Emblem / New Mystery of the Emblem (-1.1%)
“How much do you care about your rank in the following modes?”
(2.90/5.00 average) Arena
(2.82/5.00 average) Aether Raids
(2.48/5.00 average) PvE game modes with player ranking boards
(1.82/5.00 average) Arena Assault
“How have recent changes to FE:H changed your opinion on the game as a whole?”
(39.3%) My opinion was positive and has stayed positive
(5.7%) My opinion used to be negative, but has turned positive
(9.9%) My opinion used to be positive, but has turned negative
(5.1%) My opinion was negative and has stayed negative
~ Intelligent Systems Approval Ratings ~ The approval ratings are calculated by the proportion of Approve responses compared to the number of both Approve and Disapprove responses. Percent who approve of the way Intelligent Systems is handling:
74.6% - The addition of new heroes / characters to the game (+11.9)
69.4% - The gacha mechanics and summoning banners (+5.5)
59.2% - The story/plot (+9.4)
85.2% - Unranked PvE game modes (Hero Battles, Forging Bonds, Tactics Drills, Lost Lore, Hall of Forms) (-1.2)
50.7% - Ranked PvE game modes (Voting Gauntlets, Tempest Trials, Grand Conquest, Allegiance Battles, Rokkr Sieges, Mjolnir's Strike) (-2.6)
34.6% - Arena (-6.2)
48.0% - Arena Assault (+6.7)
45.8% - Aether Raids (+12.7)
40.5% believe Intelligent Systems cares about its Free to Play userbase (up 10.1% from the last survey), while 34.7% do not. This continues the upward trend from the previous survey, bringing us to 8.8% down from where we were before the February drop). 42.9% approve of the way Intelligent Systems is handling Fire Emblem: Heroes as a whole (up 14.8% from the last survey), while 16.9% disapprove. This continues the upward trend from the previous survey, bringing us to only 2.5% down from where we were before the February drop).
A NOTE ABOUT METHODOLOGY: The overall approval ratings question above has traditionally been the exact percent of Approve responses, as a proportion with both Neutral and Disapprove responses. Note that this is different than the way approval is calculated for individual modes (the proportion of Approve responses compared to the number of both Approve and Disapprove responses), where Neutral responses are excluded. The difference in calculation has continued this way in order to maintain comparability with previous survey results. For comparisons sake, the overall approval rating trend going by raw Approval percentage over the last 4 surveys is: 50.6% (Dec) -> 22.9% (Feb) -> 28.1% (Apr) -> 42.9% (Sept) Whereas the overall approval rating trend going by proportion of Approve/Disapprove with the Neutrals excluded over the last 4 surveys is: 82.2% (Dec) -> 41.0% (Feb) -> 51.3% (Apr) -> 71.7% (Sept).
~ Bonus Questions ~ “Who is your Favorite Hero added since the last survey?”
Dimitri (Brave) is the winner, followed by Edelgard (Brave), then Claude (Brave).
“What would be the best Harmonized Hero (a pair of two heroes from different games) and why?”: Rather than selecting a subset of responses this time, the link below is to a google sheet of almost all unique responses. I cleaned it up a little bit to remove “idk” type answers, duplicates, and partial string duplicates, so don’t worry if you don’t see your exact response in it. [Full Responses]. ~ Feedback ~ As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious; feedback messages also included:
“There once was a CYL4 banner / That hit my orbs hard like a hammer / The very next day / FloomMom Duo came our way / Now I'm stuck bartering with a loan planner”
“bonk, go to survey jail”
“Am I also allowed to put in "Norne and Azura" for a Harmonized Hero pair? No reason.”
“Brace yourself. Winter (armours) are coming!” “Brave Hector's refine has made me so very happy with it's inclusion. Go shove your bow up your butt Legendary Chrom.”
“Give me villager alts or give me death”
“I expect the next survey to come with +12 to attack, null follow up, and special cooldown reduction.”
“The true best Harmonized Hero would be Azura and Roy since it would make me uninstall the game and never want to play a gacha ever again”
“My headcanon for the dream storyline is that the evil fairies have the Summoner off picking up pebbles that look like orbs. Fredrickson would be proud.”
“Where's the most wanted unit to add to the game question so I can shout my want for Seteth into the void?”
“I no longer dab, for Legendary Seliph has finally appeared.”
And greetings from Argentina, the Bahamas, Brazil, Chile, Colombia, Finland, Germany, Greece, Hong Kong, Ireland, Russia, South Korea, Sweden, the UK, Vietnam, the Pacific Northwest, Alaska, Toronto, and St. Louis, as well as from many fictional locations!
And some personal/meta comments:
“Any chance we end up seeing another Super Serious Survey in the not-so-distant future?” -> I could not believe it’s been over a year since the last one! We’ll have to do one soon!
“Feels like the end of an era, not having to count all my five stars” -> I know, right? I may have it return in a side survey for the most hardcore of respondents at some point, since some people are asking about it and it would be good to get data on it every once in a while.
“I was looking through your Nornes skills and saw you haven't given her live for bounty yet! It's the best skill for her, what are you doing!?” -> I am a fraud :( I have given her Live for Honor though :P
“What do you hope for in FEH?” -> Norne alt, Resplendent Jaffar, and Shamir
Multiple people mentioned that they had returned after a long break and were surprised to see Norne instead of Azura! Welcome back!
I also missed a bunch of other possible Trait Fruit nicknames, which I knew would inevitably happen. Sorry!
Note: Please don’t ask me to feature your feedback comment; it’s the only guaranteed way to not have your comment added! Finally, the suggestion to have separate options for serious vs non-serious feedback was a good idea, I’ll try that out on the next survey! ~ Closing Remarks ~ If you missed out on responding to this survey when it was available, consider subscribing to FEHSurveys. This subreddit serves as a place to organize FE:H-related surveys, make new releases more visible, and make it easier for users to see when surveys are active. Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
The Challenges of Designing a Modern Skill, Part 3
Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.
Introduction to Part 3
Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments. Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.
3-C – Skill Design Philosophy, Continued
3-12 - Balancing
What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale. A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
XP Rate: how fast you gain XP.
Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.
3-13 - Skill Bloat
What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting. The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting. On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic. So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.
3-14 - Skill Endgame
Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end. However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH. So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years. A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).
3-15 - Alternate Goals
From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture. If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone. To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.
3-16 - The Combat No-Touch Rule
So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat: This space has been reserved for unintelligible squabbling. With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design. I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.
3-17 - Aesthetics
I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go. Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between? While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow? Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit. But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe. But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.
3-18 - Afterword
Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.
5-0 - The OSRS Team and the Design Process
If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.
5-1 - Designing a Skill
Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players. The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you. This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself? Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog? It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.
5-2 - Presentation and Beta Testing
So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog. You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters. Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually? Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds. Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.
5-3 - Development Effort
If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice.Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll. Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete? Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time. However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function,especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills. With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.
5-4 - The Problems of Democracy
Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process. But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship. Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured. Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase. But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change. But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority. These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss. But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage. But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems. The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.” So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.
6-0 - Conclusion
I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it? Maybe. Thanks for reading. Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
i'm new in this forex stuff (not even starting yet) & first time visiting Forex. But i've read that forex basically gambling (guessing either it goes up or down, and you got previous data as reference). I'm also read about foolproof gambling tricks that works in real life roulette. Basically it goes like this :
bet $1 on red - if you win, repeat step 1.
if you lose, bet $3. if you win, repeat step 1.
if you lose again, bet $6. if you win, repeat step 1.
if you lose again, bet $14. if you win repeat step 1.
if you lose again, bet $31. if you win, repeat step 1
so, can this be apply on forex trading? (there's lot ads about forex trading apps, thinking to try it) can't profit big, but seem cant lose either. might be a good strategy. any thought? edit 1 : what i mean in this forex is binary options, which some forex trading apps operates. edit 2 : it takes 5 unlucky trading before $55 account blown off. is that really common to get 5 unlucky trading in a row? edit 3 : here's the math (cnp from reply) some forex apps (like expert option or olymp trade) operate on binary option (this is unregulated securities?) where usually they give 80% return on trade. the math goes like this :
$1 trade and win = $0.80 profit
lose then $3 trade and win = $2.4 - $1 (lose) = $1.4 profit
lose then $6 trade and win = $4.8 - $4 (lose) = $0.8 profit
lose then $14 trade and win = $11.2 - $10 (lose) = $1.2 profit
lose then $31 trade and win = $24.8 - $24 (lose) = $0.8 profit
profit means got back your initial too
edit 4 : some reply said **binary options type forex trading apps** are scam & fraud. bummer. maybe trading via smartphone isnt easy as i thought. edit 5 : still, add some ability to reading indicator & chart could help avoiding 5 unlucky trading in a row. damn, if i'm a programmer, i'll make a trading bots based on this idea xD
The narrative of Euro Truck Simulator 2 or why Spec Ops: The Line isn’t the only best single-player campaign of 2012
Too long, won’t read: I see stories and moral choices in a game that has neither. Obligatory sorry for my English. For this whole post to make sense (to me at least), I want to preface that I am the kind of casual/hardcore gamer that plays casually only a few games that do not fit any “perceived” genre. Put it simply, the list of games I have played for more than 200 hours each includes League of Legends (mostly with bots nowadays but still), Monster Hunter World, World of Warships, Skyrim, Witcher 3, Spec Ops: The Lines (yes the 2012 depressing single-player game for over 200 hours), Call of Duty 1 and 2 (only the single-player campaign, yes again for more than 200 hours), Civilization 5 and 6, Shogun 2 Total War, Islanders, Cities Skylines, Banished, Valkyria Chronicles 1 and 4, and Guild Wars 2 (MMORPG, I was a raider). From this list, I tend to think of myself as a “young” gamer that wants a lot of stimulation and excitement from gameplays and can perform quick reaction or demanding mechanics. It also shows my interest in storytelling (within games and in general), watching Yatzhee’s Zero Punctuation and Raycevick in addition to, for example, Lessons from the Screenplay (screenplay, duh), Lindsay Ellis (academic theory on films and musicals), and Sideways (academic theory on music). So if you know Euro Truck Simulator 2 (ETS2), you’ll be wondering what the hell am I writing here. For those that don’t know, ETS2 is a purely mechanical game with no narratives or moral choice. The primary gameplay loop is you are a trucker, you pick a job and drive the cargo across Europe. The secondary gameplay loops contain configuring the truck so it can run faster and smoother. And with each job, you earn money to buy garages, hire drivers and expand your fleet of trucks. But the intended value of the game is in the driving and modding the truck. In the word of Yatzhee of ZP, this is a “dad’s game”, games that aim for realism to the point of grindy and boring that reminds “dad” of his boring accountant job before he retired. Yeah, it goes well in my game list. I came to ETS2 completely coincidental. Last week, I was looking for a new game when I see Bus Simulator is free on iOS (yes, I play gacha on mobile too, thankfully never cross the 50 hours mark). After ramming my bus into the first car I see, I remembered “hey there’s this game called ETS2” and Steam was having a discount. So I played the demo, bought the base game, and nearly 24 in-game hours and 3 interesting insights later, here we are. 1/Mechanic I don’t even know how to drive in real life. But I can braindead driving 900km from Poland to France in half an hour and it’s relaxing. 2/Stories This is the main reason why the game captivates me. The first “revelation” when I boarded a ferry to go from France to the UK. I instantly ran into a car as soon as I drove out of port, not realizing that the UK is this backward country that drives on the left side instead of on the right side like every other civilization. Then it made me question how truckers deal with this issue when they have to make frequent delivery across the English Channel. And then the floodgate opened. Perhaps this is more me being nostalgic than the game “having a story”, but the game did well putting me in the shoes of the trucker and reminded me of all of the stories I heard about the trucker life. In my home country, truckers drove from north to south in mere days, driving at night with a co-driver to make sure they deliver on time or stopping quickly at a rest stop for a bite or a nap. The game doesn’t have a co-driver, doesn’t have a “hunger” mechanic, only tells you to stop at a gas station and hit buttons to imagine “sleeping”. But in the routine stops for gas and sleep, I subconsciously roleplayed those stories I heard, imagined the real lives of people having to run at night to avoid traffic or speeding on the highway to make deadline. I remembered the truckers sharing knowledge of which roads to take to avoid toll or take detours, which roads have cameras or polices, or even which rest stop has nice food. I even remembered horror stories of truckers having a family in one city and flirting and impregnating waitresses or innocent local girls. The game doesn’t have any of these. It just has driving. I guess I appreciate how the game doesn’t try to force a story. It just mimics lives to an extent and let me fill in the blank. In a weird way, it plays like a Grand Theft Auto sandbox where following the traffic rules and imagining the complex life of the person whose car I just take is as fun as actually running over that person. 3/Moral choice I hope I am a good in-game person. I pondered my choices while playing the Witcher to make the NPCs happy. I imagined the nonexistent lives of citizens in all the city-builder or empire-building games I play to motivate me to become a benign ruler. I try to do the same in ETS2, following the traffic rules, trying to deliver the cargo in time so a kid will have a computer for a birthday, or a farmer gets the much-needed tractor for work. And then I discover “Option”, which can remove the speed limit and traffic offense. The moment I ram my truck headfirst into a sedan in a roundabout in downtown Amsterdam at 20:32 then laughed maniacally as I drove away onto the highway was when I kissed my Reddit lurker life goodbye. It was a trivial yet paradoxically fantastic moment for me when I realized how I was “making a choice” in a game that doesn’t have this bucket of choice. The car I just rammed into does not have a person inside, does not have a life, isn’t running home for dinner after a long day of work. It was just a game mechanic designed to take 400 Euros away from me. Yet, I kept thinking about that moment for the rest of the drive to Paris. While ramming into the firefighters trying to clean up a traffic accident on the highway. I remembered the discourse on binary choice mechanic back in the day when games force players to choose between “good” and “bad” as if life is as straight forward as that. Or games like Frostpunk or This War is Mine that forces a consequence on your decision, hinting that what you did was morally wrong, even if you agree with it or not. Euro Truck Simulator 2 does not have this mechanic. It isn’t even designed to take part in this discussion. All it has is driving. So either I am deranged enough to be a novelist or Euro Truck Simulator 2 tells a greater horror than a First Person Shooter military shooter does. Thank you for coming to my Ted Talk.
“Attention all crew; I repeat - Attention all crew.” the ship - wide loudspeaker announced. He and the runtime of Flowers had their arms buried deep in the guts of a Goat gear hauler trying to reconnect its aft starboard repulser module and looked at each other questioningly. With a series of snaps, a waldo from Flowers’ forearm began snapping in the connections on their side, as he thought his own manipulators from both of his forearms and they began plugging in the nine pin connectors on his side. “Mr. Drake and Runtime Flowers to Ops. Mr. Drake and Runtime Flowers to Ops. “Dout leader Mri’x to Ops. Dout leader Mri’x to Ops.” The mostly-human and the robot-looking vessel for his AI friend both produced wondering looks. “Runner!” the mostly-human, Mr. Drake yelled out into the maintenance bay. A Mwraht, a slender bipedal humanoid coated in fur and wearing their moccasin like deck boots and the ubiquitous brown leather smock vest they favored, suddenly appeared, wippingits hands. It was M’arh, a student on the ship learning ship engineering and maintenance from the human and AI perspective. It regarded Drake with an earnest expression in its tilted almond-shaped eyes. “Please run to ops and let them know we’ll be along shortly,” M’arh smiled and mouthed something, and the translator, in a fair facsimile of what M’arh’s voice would sound like if the Mwraht’s mouth could form the words said “At once,Instructor”, and took off. “They never cease to puzzle me.” Flowers said in a voice synthesised and engineered to sound like an erudite Free Wales Easterner with a touch of Old Earth, fitting the bolts on the deflector on his side as Drake thought out a data probe and began running diagnostics on the repulser. Drake looked at him quizzingly, as he split his attention between the connectivity check and his other hand began bolting on the deflector on his side. “There are nuances to their speech, as well as odorant aspects to what he said that you cannot hear or smell, though I have been working on an idea where you could.” Flowers said as he began hooking up the power cables on their side. “Ok…” Drake said as he mentally pushed the diagnostics over to Flowers and pulled a ratchet from the fairing lip he had set it earlier, tightening down the deflector bolts. “Meat bags” Flowers said, shaking his sensor pod. “Your kind are so oblivious!” Flowers announced, withdrawing their arms and standing up to their full two meter height. “And I see your frustration with biological markers at not knowing what I am talking about. Monkey-assed murder hobo meat bags.” Flowers said in a dead pan.He went over and began cleaning it’s arms and legs with an orange-based degreaser. “That is Monkey-assed Augmented murder hobo meat bag to you, you synthetic shit!” Drake said, laughing, joining Flowers at the cleaning station, and began using the same cleaner on his replacement arms. “And I still have no idea what you are talking about.” The humans and Mwarht in the maintenance bay all stopped what they were doing and looked on. In most instances, those words were an invitation to murder. The other Runtimes there, some Flowers, some Neptunian Wind, ignored it and kept working. Flowers sighed, an unnecessary vocalization only, for emphasis. “They adore humans and revere you as something akin to a living deity. The Dout leaders here know you lead the teams that first boarded their ships and took on the Drix raiders to save them. They know you then lead the teams that boarded the Drix slaver destroyer and carried out retributionary subjugation for what the Drix had been doing on the Mwraht ships. “They do not know how you then petitioned the Order and led raids into Drix territory and assaulted the slaver worlds.” Flowers looked at their human friend, and saw the distress in his eyes. Both knew the augmented human, and a small army of fellow Augies and Runtimes had taught the Drix in the clearest way possible to stay out of human space and leave the Mwraht alone in such a clear and brutal fashion whose necessity still bothered the human. Flowers lowered their voice, straightening their friend’s work smock. “M’arh’s grandsire was on that first ship you boarded. Mri’x mother was on that ship and was the one about to be eaten and raped by a Drix, the one you pulled off of her and punched, it’s head rupturing.” Even though they could see their words were causing him distress, Flowers continued. “They love all humans, but they excrete a pheromone musk that is akin to the same one they excrete in their religious ceremonies, but slightly different, when they interact with you, or after a few beers and they talk to you. Their sub vocalizations are completely adoring and submissive when it comes to you. Some of the females and a non-zero number of males fantasize about being ‘taken’, or mated, by you. You idiot.” “Fuck.” “That was implied.” “You fucking pretentious Rooba. You know what I meant.” “Flowers laughed. “Yes, we do. I still love the word play, though.” “I really wish you had been with me. I know, you were tied up on that Artifact World, but I sometimes wish you had been there, to keep me in check. I was not in a good place.” He brushed himself off, found his coffee mug and set off for the passageway that led to Ops. “I have told you before, be glad I wasn’t. Your response was far more measured and restrained than my would have been. It is a flaw in our Matrices. Slavery brings out the ‘murder-bot’ in us, and no one in the Order can figure out why.” “I know that you have the facts of my actions, but it was like I was in the Second War, again. And we both know what a bloodthirsty asshole I was then.” The human, if that term even applied to their friend anymore, remembered what a monster he had been in the Alpha Centauri and Tau Ceti theatres of the Second War. The pain and humiliation of what he had been was written plainly on his face. “You destroyed three hundred and eighty three of my Runtimes, roughly half of which was in single combat. And that was before the Holies shredded your limbs. The Purists still consider you a living dataphage, akin to human allegories of Satan. My kind uses you as one of many examples of why we must never war with Humanity again. “And, strangely enough, the Seekers consider you both a Singularity to be understood and an objective: to breed with you, thinking you are a key to their evolution.” He stopped dead and looked at Flowers shocked. “I will provide logs to prove these statements.” The Seekers were the strangest of the AI’s, in his opinion. They had made themselves biological Runtime vessels, biological bodies, that they wore like clothing, compiling experiences seeking to understand Humanity, their Creators, and evolve past the limitations of being an AI. Not to become human, but to become something that was both the best of AI and Human essences and so much more. “So, I’m a Classical hero to the Mwraht and a boogey man and bad example to the AIs that they want to breed. Great.” Drake pinched his nose and shook his head. “You did not know any of this, I take it?” Flowers asked. “The second war was almost two hundred years ago. When the Order brought me in, you were already a member and I thought they were going with the whole forced-to-learn-each-other thing when they sent us out on that mapping mission; like they did with the Iberrians and the Chinese. I thought the other AI just had a thing about me from the War, which is understandable. “And I had no idea about the rest. I thought that the Mwraht just thought I was the cool teacher.” He shook his head and leaned up against the wall, massaging his temples one-handedly. “Idiot murder hobo.” Flowers said, realizing now that their friend, while brilliant, was oblivious. At that point, Mri’x came around the corner, his fur a glossy black with dark grey stripes. Mri’x looked at Flowers sternly, then nodded at Drake as he passed. Drake looked at Flowers questioningly, who nodded. Both had caught that Mri’x had cut his translator as he passed and caught a gutteral call. “It was a vulgar corollary to ‘Talking Waste Receptacle’. Quite elegant, really.” Drake shook his head and began his way to Ops again. “Send me the specs on the hearing and smelling upgrades. I think I need to upgrade again.” As fast as thought, the files were there, as well as one to improve his language skills with them. * * * Captain Sarah Rees of the Union of Independent Stars Exploratory Vessel SS University of New Cardiff was looking over holographic charts at the central tank with her XO, Lt. Commander Martin. Both had the mocha skin common to Westerlies of Free Wales, she a pixie of a woman shorter than even some of the Mwraht with close shaved hair beginning to show grey. Mr. Martin was taller, but still dwarfed by most of the rest of the human crew. He was a vicious social climber who didn’t care for the civilian crew, though a misstep on his part when he was still Stellar Navy had made him as much of a civilian as anyone else in the crew, a fact he often forgot. And for some reason he loathed the three AI aboard, and looked down his nose at the Mwraht. This led to all sorts of headbutting with Drake’s group of Operations Specialists and Drake himself; who largely ignored and dismissed the little shit. “Leader Mri’x, Mr. Drake. Thank you for joining us. M’arh informed us you couldn’t pull away. Flowers, thank you for coming as well.” Rees said as she moved around to the far side of the tank, in a darkened room full of people at work stations worked with either data plugs or AR sets. Flowers took no insult. They readily accepted that they were Drake’s Executive Officer for his group, and their ego, as such, wasn’t as easily bruised as a human’s” Flowers gave a nod with their sensor pod and took a manipulators-behind-the-back stance the humans were fond of. “Thirty minutes ago” Rees continued, “we picked up a GP general distress beacon from a system that was on our research list. We will be bypassing the next two on the list and based on the current agreements with the Galactic Parliament, we will be going to full power and make best speed for the system in question. It is in uncharted space as far as we, the GP and the Conclave are concerned.” The GP, the System Confederacy, the UIS and the AI Conclave had all agreed to adopt what was essentially humanity’s Maritime Law and all ships receiving the signal were required to render aid. Drake took all of this in and thought out a series of commands to the six Kodiak Class corvettes in the retired Assault Cruiser’s forward hanger, beginning their startup sequence and pinged the comm devices of all of his Operations Specialists. Flowers looked over and nodded. Little known to the crew, except the Captain, those ships could be armed to the teeth with a minimum of work. Flowers sent his command to arm them, the ship systems’ pinged Drake as confirmation and he agreed. Drones began opening the hull and loading the weapons packages, removed fairings that covered weapons ports and began preflighting the weapons, as another set began bringing the ships to life. “We will be ready when needed, Captain. Option two.” Flowers announced. She smiled in somber appreciation. She was glad she had the option. She was about to race into an unknown system to answer a vague distress call with zero intelligence. While this was going on, in the aft bay, hundreds of drones were coming to life as Mri’x brought his group to action. With a thought Drake and Flowers authorized the release of weapons to Mri’x so his drones could be armed. Mwraht drones were some of the best in either race, outside of the Conclave, and the AIs had even adopted many of the construction techniques the Mwraht used, especially their alloy that allowed a small fusion bottle to power the EM Cavity engines, weapons and shields. The fact that the Order had given literal tons of precious metals and set up arcologies for the Mwraht in payment had made the Refugee Mwraht colonies some of the richest ones in known space. Mri’x subvocalized and his translate stated “drones will be ready as well, Leader.” “Thank you, Leader.” Captain Rees said with a bow of her head, then began drawing plans up in the tank. “We know little, but we are past the signal shell, and there is nothing but the beacon and normal noise. “The system is a stable red dwarf binary one, the stars holding about a light-hour from each other, at their closest. We expect that based on stutter, a few terrestrial bodies inside the orbit of a mid-sized gas giant, that is three light-hours out from the outermost orbit of the primaries. We see some wobble that there are a few solid bodies out from the gas giant.” The tank then zoomed on a rough solar system as described, the gas giant was a solid neon green sphere on the display, with a ‘Jx3.1’ tag on it. Three times the mass of Jupiter. The thing wasn’t a true Super Jupiter, but it would play holy hell with the system, and make modelling a lot more hard. The problem was that it exhibited 3.1 times more gravitational influence on its stars than Jupiter did, but that didn’t say how big it actually was. They wouldn’t know that until they came out of the Trough and then Alcubierre drive. The telescopes were essentially useless at this point. “The system is slightly below the gravitic trough we are riding, so we will exit the trough and make best speed in A-Space to it. We will bring the STL drives up to 110% before doing so. After we drop the A-Drives, we’ll make best speed to the signal, scanning as we go. We will do a 150% burn and aerobrake if it is a planet, or cut the drives, rotate and crash burn if it is a ship.” Wow, thought Drake. She is damned serious about this. Those maneuvers would make them extremely visible yet incredibly hard to hit; and give them a high-G escape route if needed. But all of this was also going to play hell with the student-crew of the ship, who had long grown accustomed to 0.6G. It would also mean the Mwraht, who were still adapting to the higher-than-their-normal gravity would need to be in their special acceleration couches. They would still be able to operate their amazing drones, but not much else. The couches took an hour to cycle up to protect the Mwraht, and an hour to cycle off after they weren’t needed. The moves the Captain was planning were not a thing to undertake lightly. She suspected something. Drake pushed more commands at the Kodiak and gave all weapon system controls to Flowers for all of their ships. The Kodiak corvettes were very deceptive Q-Ships. They looked like Massive trans-atmospheric cargo shuttles, but each one had the armor, power plant, FTL and STL drives of a frigate - and the weapons of a Destroyer. Flowers turned to him, head tilted in their predefined “Are you bloody serious?“ look. Drake just nodded once. This exchange wasn’t lost on anyone there. The Captain looked at Drake in an interrogatory fashion “Armed up the Kodiaks and positioning them for a hot launch, if needed.” The Captain smiled grimly and nodded. “We are planning on a rescue mission, will those changes reduce any capacity for the primary mission?” she asked. “No, Captain.” Flowers answered for them. She nodded and carried on. “Mri’x, obviously, you’ll be couched for this, and I sincerely apologize for that. But something about this has my hackles up.” “As are mine. GP ships do not have automated distress beacons, someone activated it. But we are three thousand light years from GP space, the closest GP race being the Drix.” He approached the holo tank and began expanding the map. “We call this space the Greater Void. It was the territory, long ago, of the ones we called-” the translator cut out at that point and was replaced with the gracile being’s raspy growl. Mri’x looked perplexed and growled again. “I see our translators have been modified to allow the uttering of The Nameless Ones true name.” The map zoomed out farther. Soon, all of the mapped and a few of the suspected Dark Matter Troughs were displayed. They were like shadow arms of the galaxy, spiraling out from the core, a few of them wrapping themselves all the way around the galaxy. “The ones you call the Fae are originally from here,” he indicated, a star not unlike Earth’s, almost a thousand light years from the star they were headed to, but smack dab in a grey band of a different Dark Matter Trough. It was a great curving grey patch that went coreward from the Earth-like star, passing within about fifty lightyears of Earth. The Fae were a recent mystery the Tides of the Universe had dumped upon the shores of Humanity just after the Second War, right before the Fall of Earth. When they sent their pleas for Asylum out, they sent information about themselves. They were the barely viable population that had been running for three centuries in their great world ships made from hollowed out asteroids. What they had been running from was even to this day unclear, but in their tongue meant Dark Brethren. The fact that tongue seemed to contain roots that became Sanskrit was a huge thing. They were tall, whip-thin and pale people who breathed a lower oxygen percentage at lower pressures than humanity, and their normal gravity was about a third of what humanity After First Contact, genetic samples proved they were, or had started out as human, roughly a hundred thousand years ago. “This is the Coreward Flow from what you call the Crux-Scutum Arm through the Orion Arm, and to the Perseus Arm. The Drix call this whole area their equivalent word and meaning for Hell. Their myths say this is where the Monsters live. “The Rest of the GP races call this The Red Zone, it is forbidden to fly here, and if you do, there will be no rescue. So of course this is where my people ran when we fled the Drix.” Mri’x moved the hologram out again, showing this outer rim area that was the Red Zone included Earth, and all known human and AI settled worlds, of all the separate factions combined. “The area is full of thousands of worlds your kind could land on, little to no protection required, unlike the Fae, who it would crush and pressure cook, as it would most of the races in the Galactic Parliament.” He zoomed in on an area at the far end of the Trough. “We ran here, and Mwarht Home is here.” He showed a system in a blue circle. Zooming out again he highlighted the Drix Combine, Coreward of and on the far side of the destroyed system the Fae had come from, hundreds of light years separated the three systems. “We ran through the system the Fae came from when we ran from the Drix. We needed water and anything to recharge our ship farms' biological cycles. “There were no solid planetary bodies in that system, just vast fields of debris where rocky planets were. No moons, no ice giants. Just the star, a larger red dwarf and gas giants and numerous asteroid belts. There were massive radiological signals throughout the system, and tons of debris. Something destroyed this system. In a way, it was a blessing for my people. The ice and debris were easily mineable for what we needed. We even found artifacts of the people that had once existed there. This is where we got our improved FTL drives and much of our weapons and armor technologies.” Mri’s looked somewhat ashamed. It was a racial shame. They hated, deep down, living on the detritus, cast-offs and charity of other races. Before the Drix they had been proud though primitive peoples who had yet to discover flight or antibiotics, let alone space flight. Easy pickings for the Drix. “All of that was about one thousand lightyears from the system we are headed to, a few weeks' travel with your drives, months or years with Galactic Parliament standard drives. This area is one of mysteries and many, many dangers. Any race that could shatter every solid body in a star system is not to be taken lightly.” Mri’x looked up to his Captain, or as they called her ‘Leader of multiple Douts’. “Thank you, Mri’x. Drake?” “We will be ready for pretty much anything. I’d like to request permission for Flowers and Winds of Neptunes to take out their Scout bodies and launch just before we start braking, if we do.” He said. Winds appeared as a hologram of the planet Neptune, and pulsed in cadence with the words it spoke. “As you wish, Grand Master.” and winked out. “Good plan, Drake. I take it you all will be on the Kodiaks with your crews?” “Yes, Ma’am. I’ll leave four of them here, to bring the Field Engineering and field Science students down if the scene is safe. I’ll leave one set up for medical and Flowers can fly it down, if that becomes needed.” “Very well. We are about eight hours out, if we stick to the plan. We leave the Trough in two hours. Drake, M’rizx, set up what you need. Mr. Martin, please take the Conn and give the Old Girl her legs, she needs to run. I’ll be meeting with the different department heads next.” * * * A/N: Lurker posting something HFY for the first time. A rough draft of something bigger I'm slowly working on.
Beginning|Previous Premier Valast felt a tingle. It began at the base of his spine and traveled moved upward, sending warm fuzzy feelings all throughout his body as it made its way to his brain and inserted itself in his conscious thoughts. After all of the misery. After all of the failures. For once, something had gone right. How delightful. How extravagant. How deserved. The Humans had made a mistake. Clearly, they had thought to expand upon their treachery, believing themselves to be invincible. Their monstrosity of a vessel had appeared just as their last one had, within Halcyon's inner perimeter. After their ruse of parlay, their beast had commenced belching out weapons of mass destruction, clearly in an attempt to retrieve the encryption key and the elite assassin-thief they had dispatched under the guise of a Witness. They thought Halcyon weak. Defenseless. Not true! Not true at all! Kinetics. Valast laughed aloud, his rib cage heaving out great guffaws. Accelerated mass! More laughter. The savages thought to bring such inelegance against the might of the Combine? They mistook their prior fortune for competence. Their one-time success for future capability. Alas, poor Humans, the truth of your inadequacies is made manifest! The brief gap in the defenses brought on by the improbable chain of events that had resulted in their arrival had been filled. For all of their destructive potential, their weapons were useless. Valast continued to cackle, his hindclaws scrunching up the soft material of his pillow, as he watched the Humans receive their punishment for their insolence. The Humans had made assumptions. Perhaps assumptions were fine in their backwater corner of the galaxy, but here, among civilization, assumptions could be quite dangerous indeed. It was quite unwise to assume Halcyon would leave the inner perimeter exposed. They must have thought their Evangi co-conspirators would leave the gates open for them, as the traitor Neeria had done when she had given them access to a Combine wormkey in the first place. Sadly for the Humans, their four-armed friends had been exposed for what they were. A great many of the Evangi now lay motionless on the floor of a Halcyon mainway, a fitting end to their perfidy. Halcyon had stood since the beginning, and it would continue to stand long after the Human infestation had been expunged from the Combine Space. Perhaps the Humans should have spent more time pondering the nature of the place before they had meddled with forces they clearly did not understand. Halcyon existed in defiance of the chaotic nature of the neutron star it orbited. Its survival required an solution to the objects such a gravity well attracted. Halcyon had many such solutions, weaved together to maintain a delicate balance. Among them were the inertial dampeners. The screen in Valast's paws bloomed with colors, indicating firings of Halcyon's inertial dampeners. Each blossom of color was an attempt by the Humans to deploy weapons in clear violation War Accords, cementing Humanity's position as a menace to decent civilization. Had Valast not commanded Bo'Bakka'Gah to take the necessary precautions, the devastation would have been significant. Lines of crimson sailed through the blooms of color. Valast's whiskers twitched, his eyes squinting as it tracked one of these lines. The solution was not perfect. The intertial dampeners in close proximity to Halcyon were a final precaution, and their purpose was narrow. They were a fine net, meant to indiscriminately capture any residual high-speed astral particulate that had escaped the outer defenses. Their efficacy diminished at an exponential rate in proportion to the size and mass of the object they acted upon. Thus far, they had been quite successful at preventing the Humans from making use of their weapons, but dampeners had no effect on the Human vessels. Even if the dampeners could be used for such a purpose, their indiscriminate nature would have required the cessation of all space born travel within Halcyon, an unacceptable disruption to the workings of the Combine's capitol. The Humans' small spherical vessels were thus capable of traveling unimpeded throughout Halcyon space, tracing their crimson lines behind them as they did so. Such a thing did not overly worry Valast. They could not fire their weapons, and they were susceptible to electromagnetic disruption, rendering them easy targets for the Peacekeepers. Were Valast not otherwise consumed with the affairs of state, he would perhaps take to the front line and dispatch a few himself. Sadly, his bravery would find no opportunity for direct expression beyond the valor found in the privilege of command competently exercised. The whiskers ceased their twitching and some cheer returned. It would not be long before the meddlesome Human spheres were swatted from the sky and the encryption key recovered. Then they would dispatch the Human warship. Then Humanity. He need only wait. ----------- "Get spread. Get small." Sana called out. Had to buy time. Had to get a handle on the situation. Not her first rodeo, but it was the first time where she had no idea what the hell she was riding. Maybe the aliens were riding her. Maybe it wasn't a rodeo, maybe it was just a slaughter. That was the problem. No one knew anything. The callsigns in her local were dropping like flies. Squaddies getting wiped without so much as a peep. The eggs in Science were saying EMPs, but the balls were supposed to be fixed against that frakkery. Sensors said the balls were still there even after they went dead, so maybe they were right. Couldn't think about that now. Couldn't think about anything but the mission. Captain Sana Bushida had a shit-shuttle to bring to station. She needed to get from A to B. Normally the quickest point-to-point was a line, but the baddies were coming in from all sides. Trying to corral her in. So be it. She could handle a long and squiggly with the juice she had in the four balls attached to the cockpit. Only question was how long they'd be up for. Whatever they were using on the balls wasn't touching her. She was good, but she wasn't that good. Guess they wanted her kicking and screaming. Predators, not scavengers then. Frakk 'em. Right in their stupid alien faces. Sana's brain shunted command signals as fast as her eyes to parse the readouts in her pilot pod. Dodging. Weaving. Diving. Dipping. Half those words didn't even apply to space, but they felt right. Float like a butterfly, run like cheetah on amphetos. She'd sting 'em later. Run run run, fast as you can. You can't catch me, I'm the shit-shuttle can. Swipe. Swipe. Two smaller ships moved in a pincer formation, one cutting off her angle around the larger ship she was skimming around. Sana let out a giggle, as she shoved the shuttle in another direction. "You thought you had me, crapdonkey? You never had me. You're gonna be seeing my ass all day." The giggle somehow transformed into a roar halfway through as a third ship appeared in her view, coming out from its hiding place on the other side of the large ship. "SCREW YOU!" They weren't going to win. Losing wasn't an option. Swipe. Patterns emerged as the ballet played out. Certain ships were the herders. The small annoying frakks that always seemed to be moving around her flanks. Other ships were the receivers. They were the big boys. The ones who just floated there like giant shits in space. Lazy frakks just waiting to be fed some shit-shuttle. Fine then. New info. New tactics. New rule: Get around the herders, never get closer to the receivers. Herders bad. Receivers bad-der-er. As long as she was a step ahead of the herders and two steps away from the receivers, she'd be fine. Problem was they were more agile than her. Problem was there was more of them. Problem was the friendly callsigns on her readouts kept disappearing. Problem was that she was stuck in here instead of out there where she belonged. Ninety-nine problems... Swipe. Swipe. All she needed was a line of sight. A place where she could get a whiff of open space and just gun it. Navigate the maze. Get through it. Light at the end of the tunnel. Glass is half full. Metaphor. Analogy. Idiom. The stream of consciousness flowed out of her, expressing itself in her verbiage and in the desperately navigating shuttle some distance away. Step forward. No steps backward. Okay, maybe one step backward, but it'll be okay. She'd take the step forward soon enough. Just...needed...a...line. Alpha, Beta, Charlie, and Delta was gone. It was just her. Swipe. Swipe. The fate of the world. The shit-shuttle must survive. Swipe. Swipe. The gap opened. She saw it. They didn't. "There it is bitches!" All four balls slammed the thrusters on. It wasn't a direct bee line to the Oppenheimer but it was good enough. She just needed to get out of the hornet's nest and into open space so she could keep pouring on the acceleration. She didn't know how much juice the herders had, but it was all she had going for her at this point. Bitter bile rose up in her throat as the shit-shuttle surged forward, leaving A through D behind. Her squaddies. Her friends. Abandoned. She should be out there. She could be. She just needed to get the mission done. She was so close. She was putting distance between her and the baddies. Just a few more minutes...the link cut off. Her thoughts were shunting into a wall. She swiped, her eyes scanning the readouts. Alcubierre - Shuttle - Cockpit (Ejection)(DISTRESS) no longer appeared. For once, Sana was speechless. --------------------- Kai retched air. There was nothing else to throw up at this point. He'd given everything he had to give, and it was now floating about the cockpit in a viscous cloud. He was fairly certain Neeria was collateral damage in the matter. If she were ever to regain consciousness, she'd find she had been provided with a fresh coat of puke paint. At this point, being blind was something of a boon. Congratulations were owed to the sadist in the pilot's seat though, he hadn't emptied his stomach like this since flight sims. He'd raise his hand in salute if it weren't for the incredible g-force shifts whipping him around like a rag doll as the pilot attempted to avoid whatever was out there. Some of the maneuvers seemed impossibly complex, as if the cockpit was navigating through an impassable morass of enemies. Or perhaps the pilot was just drunk. Either seemed possible. The whipsawing continued. Back. Forth. Round and round. Acceleration never seemed to continue in a single direction for more than a few seconds. They were going in circles. They had to be. Finally, it appeared the pilot had decided on a direction as Kai was slammed back into his chair as the cockpit rocketed forward under sustained acceleration. They must have broken through. Or the pilot had fallen asleep at the controls with the throttle down and they were all doomed. Either way. At this point, Kai was just eager for it to be over. The acceleration continued. He felt like he was being crushed. Like an enormous hand was pressing against him, trying to squeeze all of his organs out through his eyes. Whatever was powering the cockpit now was beyond the parameters of the shuttle's acceleration compensators. His vision began to dim and his joints ached. Pain surged up in his right arm, which was still contorted within the goo. He was fairly certain a bone had just snapped. "Oppenheimer..ETA," Kai managed to gasp out, drawing the breath back into his lungs with some effort. "The shuttle is not currently on course to intercept with the UWDFFOppenheimer." "Joan." Kai wheezed. "Connect. Joan." The acceleration cut off. Kai took a huge gulp of air, the relief immediate. "Comm-link. Fleet Admiral Joan Orléans." No response. Kai tried again. Silence greeted him. Grumbling, he raised his left wrist toward his face. He stuck out his tongue and smeared it along the wrist console's interface. None of the expected beeps and chirps sounded out. It was dead, and, he suspected, so was the cockpit along with whatever had been propelling him. No life support. No way to call out for help. No way to do anything but sit there. For all intents and purposes, they were a hunk of space junk drifting off into the black oblivion. Fair enough. It was a fitting end. Helpless. Hopeless. Kai tried to muster some anger at the situation, if only to distract him from the pain coursing through his body, but found he was up to the task. It was easier to be motivated when there was something to do. Some way he could impact the situation. But there was nothing to do but wait. Maybe he'd live. Probably he'd die. He didn't mind it, that was the same binary he faced every other day. It was a bit more present in his mind than it normally was, but the truth was that he was overdue for demise. He'd given death the slip more times than anyone had a right to. Still. It bothered him. Not the death part. The not doing what he set out to do part. He had run through walls, both literal and figurative, to make it this far. He didn't know what making it back to the Oppenheimer would mean for Humanity, but it had to be better than not making it. The encryption key -- what did it do? What could it do? Would it be doable? Neeria -- could she guide them? Could she help them navigate the treacherous galaxy Humanity was just beginning to play a part in? There were so many questions. The answers could matter. Kai tried to remember how much time they had. Without life support, the supply of oxygen would rapidly begin to deplete. He supposed it didn't matter, since he had no idea whether Neeria breathed, what Neeria she breathed, or the rate she consumed it. His space suit had a few hours of stored supply, but it was designed to work in conjunction with his helmet. Without the wrist console, he'd need to find some way to manually vent it. That was something to do. Small, but perhaps meaningful. Anything to tilt the scales just a little bit more in their direction. Just a few more minutes of air could make a difference. "Seconds matter," Kai wheezed out. His breath was wet and tasted of iron. He'd worry about that later. Air first. It wasn't much of a plan, but it was better than nothing. He hoped Joan's plans were faring better. ------------------- The Admiral's Bridge was awash in a sea of red. Multiple views vied for primacy as the situation continued to deteriorate. So far, the Oppenheimer itself had withstood the sustained EMP assault directed its way, but the same could not be said for the battle balls. Callsigns continued to blink out of existence with every passing second. The Oppenheimer had immediately attempted to provide supporting fire, but its kinetic weaponry was similarly disabled. Whatever the circumstances had been that had allowed the Alcubierre to destroy an alien vessel, they were clearly no longer relevant to the situation at hand. Without kinetics, the vast majority of Humanity's space-born projective power was effectively nullified. Science was looking into explanations and alternatives, but it would take time. The Oppenheimer's EMP arrays had succeeded in firing, but the alien vessels appeared to be impervious to that form of assault. It was unclear whether they possessed EMP hardening around core processes similar to the Oppenheimer or they had other means of deflecting attacks of that nature. In the absence of an alternative, the Oppenheimer was continuously discharging the EMP arrays as they became available, attempting to test for weaknesses. The energy drain from the sustained fire was easily accommodated by the altered physics of local space, but it was unclear whether alien defenses could be worn down by continuous assault. Other oddities were appearing as the situation unfolded. The aliens did not field any tactical fighters that their sensors could identify. There were ships of different sizes, but, thus far, no vessels had moved to directly engage the balls. Kai's cockpit was being corralled by a series of smaller ships working in conjunction with the larger ones, but that was it. Joan considered it, trying to parse out deeper meanings from the absence. Human conflict, both Earthside and in space, had always heavily relied on tactical fighters. They had numerous advantages in terms of firepower projection and significantly increased tactical dynamism in a battle zone. Either the aliens had never considered the approach, or it was considered suboptimal within this environment. Joan squinted, watching as the battle ball's callsigns dropped from the battle status view. She tilted her head. "This environment," she muttered to herself, her eyes drawn to the EMP array firing status. The recharge bars filled and expended. Filled and expended. Each cycle representing an incredibly powerful pulse of electromagnetic energy at the speed of light. Speed of light. Speed. The answer struck her. The ramifications of the answer were displeasing. Plans must be altered. Contingencies reconsidered. The Black Fork was too optimistic. Their position was considerably worse than hoped for, but not entirely beyond anticipated outcomes, which had included their immediate destruction upon arrival in the system. They simply had fewer tools than she desired. Tactical fighters had low utility when combat operated at the speed of light. There was no yield on agility, because no thruster could move faster than light could travel. There was no evading a lightspeed weapon at these distances. Unless a tactical fighter could retain functionality under fire, which the death balls so far could not, they were a pointless extravagance. At best, they could serve as a momentary distraction, particularly when their weapons were inoperable. The unique characteristics of Humanity's birthplace were a hindrance here. Kinetics were the logical path for weaponry to take in an environment where destructive output was a matter of maximizing scarce energy resources. They were also the easiest, most natural extension from their Earthside forebears. Humanity had begun development of lightspeed weapons, the EMP and the Griggs pulse among them, but they placed tremendous strain on ship systems. The Oppenheimer, as a dreadcarrier, was among the few Earth spaceships that contained a full battery of EMP arrays. Due to the extremely demanding specifications, only a Pulser class ship could make use of a Griggs pulse. Had Humanity known what it faced just beyond its doorstep, it would have invested its research and development resources differently. Too late now. The game was not lost yet, they simply must play the hand they were dealt to its greatest effect. A display flashed from green to red and moved toward the center of the wall, increasing in size. Simultaneously, three other displays shifted in color, position and size, in a chain reaction. Joan frowned. Or perhaps the game was lost, and she was only just realizing it. The shuttle cockpit's callsign, along with the four balls that had attached to it, had disappeared. Her hands darted up and began a series of gestures, swiping North to South as she removed some filters from the local space scan and South to North as she applied others. She exhaled. The shuttle had not been destroyed, only incapacitated. It was careening through space away from the cluster of alien ships closest to Halcyon, though a few were in rapid pursuit. The pursuers had acceleration in their favor, but the shuttle's current course brought them toward the Oppenheimer. Joan flicked a few fingers, pulling the course data from the local scan and pushing it into the timer view.
Pursuers to Shuttle: 1m6s
Tactical Fighter to Shuttle: 38s
Oppenheimer to Shuttle: 53s
G4 Fleet First Arrival: 1m42s
Oppenheimer to Exit: 3m0s
Before Joan could issue the order, the nearest balls peeled off and immediately began an intercept course with the shuttle. Joan pulled up the command-chain, it appeared that Captain Bushida had decided to be proactive. Very well, but it would not be enough. The balls were more likely than not to be incapacitated before they could be used in any rescue effort. This required a more substantial intervention if the outcome were to be changed. Joan pushed a new course heading into her comm-link with Ragnar. "Captain, I am moving us off of the Black Fork standing orders." Ragnar glanced at the course heading. "That's even further in." Joan nodded, "It's the only way we'll recover the cockpit. The balls can't get the job done." "There's a risk the Oppenheimer won't get it done either. They're holding back," Ragnar replied, his eyes scanned off screen, bouncing between the various readouts and inbound requests. "Doesn't make any sense they'd only have EMPs. They've got more." "Likely. My current belief is that they will refrain from further escalation until they have either secured the cockpit or believe they can no longer retrieve it. Each moment of escalation from them has been in response to an action on our part directed at the cockpit." Ragnar wiped the back of his sleeve against his brow, mopping up the sweat. "Must be something important." "Must be. The prize is likely worth the pain here, Ragnar. Retrieving the cockpit is the top priority. Preservation of ourselves is an ancillary concern." "G4 is only a few out. We can hold that long," Ragnar said. "Get the job done, Captain," Joan ordered and then cut the comm. Ragnar was a sophisticated battlefield tactician. The overlap between them was significant, and the differences between them were accretive to both. They both knew there was another card to be played, it was just a matter of whether Humanity could adapt to it. Joan opened another comm-link. "Chief Adeyemi." The Chief blinked a few times as the interjection, as if being pulled from a daze. "Idara!" Joan exclaimed. "Where's Science at?" Idara wet her lips, "We've gathered the data and mapped it to a few different explanations...but we need more--" "You don't have it. Best guess, go." "Some sort of inertial dampening field. Effects smaller objects. Weakens as the objects get larger. Only affects objects moving a certain speed. Only affects objects in space. Our kinetics are getting caught. Bigger objects, like the fighters, like the Oppenheimer, are fine. Bullets fired inside of the Oppenheimer are fine. "Any sense on source?" Idara shook her head. "But it doesn't effect the fighters. Doesn't effect energy based weapons." "From what we can see, that's right." Joan's eyes drifted toward the tracker on Kai's cockpit. Hurtling through space. "Idara, when the Alcubierre was heading for Proxima Barrier, your modeling said the ship would survive the impact, correct?" "Yes, Admiral. There isn't an equal an opposite reaction. Actor has primacy in these physics." Joan stared at Idara, lost in thought. The Chief shifted uncomfortably, "Is there something else--" "I have what I need," Joan replied, cutting the comm. She pulled up the status tracker on the balls. Over eight-five percent of launched fighters had already been incapacitated. The Oppenheimer still retained a final wing in its hangers, numbering approximately a hundred and twenty additional balls. Joan watched the timers ticking down. They needed to go on the offensive. To find a way to tilt the situation in their favor. Even if they retrieved the cockpit, it was a long way back to the wormhole, and a long time to survive before G4 appeared. If the aliens had an ace up their sleeve, that would be the time to play it, when they had nothing to lose, and everything to gain. She re-opened the comm with Ragnar. "Captain, I think we can even the odds a bit." "I'm all ears, Admiral." Joan pushed a series of orders to Ragnar. He glanced at them and then glared at her, "You want-- "Yes, Captain, that's what I want." "But they'll be destroyed," Ragnar responded. "Not if they're moving fast enough. Get whoever we can get back into the hangers, launch the rest without the pilots. Target the ships. Target Halcyon." Ragnar stared at her, "Halcyon? That's a civilian--" "Captain, I want those balls dumped and under full steam at the designated targets. That's an order." Ragnar opened his mouth and then shut it. A hand came off screen and formed a salute. The comm was dropped shortly after. Almost immediately, the tactical fighters shifted flight plans and began their retreat toward the Oppenheimer. Simultaneously, the wing residing within the *Oppenheimer'*s hangers shifted from stand-by to active. Soon they would be launched, pushing top acceleration toward Halcyon. No EMP would be able to stop them. If the aliens had another card to play, Joan hoped this would force it out and maybe, just maybe, buy enough time for G4 to make an appearance. She just needed a little time. Just needed to survive long enough for the Pulsers to arrive. Seconds mattered. Next. Be sure to leave a comment or an upvote if you're enjoying Alcubierre. If you want a sense of how much it matters to me,here's a very emo journal entry documenting it. Click this linkor reply withSubscribeMe!to get notified of updates to THE PLATYPUS NEST. I have been conducting a strange experiment on myTwitterwhich people seem to be enjoying. I found an AI bot that randomly posts impactful images every few minutes. I've decided to craft a narrative on top of these random images called "The Human Archives."
VR is not what a lot of people think it is. It's not comparable to racing wheels, Kinect, or 3DTVs. It offers a shift that the game industry hasn't had before; a first of it's kind. I'm going to outline what VR is like today in despite of the many misconceptions around it and what it will be like as it grows. What people find to be insurmountable problems are often solvable. What is VR in 2020? Something far more versatile and far-reaching than people comprehend. All game genres and camera perspectives work, so you're still able to access the types of games you've always enjoyed. It is often thought that VR is a 1st person medium and that's all it can do, but 3rd person and top-down VR games are a thing and in various cases are highly praised. Astro Bot, a 3rd person platformer, was the highest rated VR game before Half-Life: Alyx. Lets crush some misconceptions of 2020 VR:
The buy-in is $400 on average, not $1000 as that is Valve Index pricing.
Motion sickness is easily avoidable for most people by sticking to games that have 1:1 fully synced or mostly synced body movement like Beat Saber or even Alyx with teleportation.
Most VR games offer locomotion options so teleporting is certainly not a required norm.
You don't need a PC or console; Oculus Quest is the start of the new norm where headsets are self-contained.
You are not required to stand or move about. VR has always allowed you to relax in the same way as traditional gaming by sitting on the couch with a gamepad.
VR isn't anti-social. It's actually the pinnacle of social communication devices. What it is (currently) is potentially isolating depending on how you use it.
People will disabilities often think VR is not for them, when in all likelihood it probably is, because most disabilities work fine with VR and even have a lot to gain from the use of it.
The setup of VR is much faster and quicker than it was just a few years ago thanks to inside-out tracking and standalones. A Quest user can get going within 10 seconds.
So what are the problems with VR in 2020?
Low resolution and low FoV.
Wireless isn't standard.
Only a few released AAA exclusive games.
Potential for eye strain and headaches.
Some headsets feel really outdated. (PSVR)
Full body avatars don't align correctly.
Despite these downsides, VR still offers something truly special. What it enables is not just a more immersive way to game, but new ways to feel, to experience stories, to cooperate or fight against other players, and a plethora of new ways to interact which is the beating heart of gaming as a medium. To give some examples, Boneworks is a game that has experimental full body physics and the amount of extra agency it provides is staggering. When you can actually manipulate physics on a level this intimately where you are able to directly control and manipulate things in a way that traditional gaming simply can't allow, it opens up a whole new avenue of gameplay and game design. Things aren't based on a series of state machines anymore. "Is the player pressing the action button to climb this ladder or not?" "Is the player pressing the aim button to aim down the sights or not?" These aren't binary choices in VR. Everything is freeform and you can basically be in any number of states at a given time. Instead of climbing a ladder with an animation lock, you can grab on with one hand while aiming with the other, or if it's physically modelled, you could find a way to pick it up and plant it on a pipe sticking out of the ground to make your own makeshift trap where you spin it around as it pivots on top of the pipe, knocking anything away that comes close by. That's the power of physics in VR. You do things you think of in the same vain as reality instead of thinking inside the set limitations of the designers. Even MGSV has it's limitations with the freedom it provides, but that expands exponentially with 6DoF VR input and physics. I talked about how VR could make you feel things. A character or person that gets close to you in VR is going to invade your literal personal space. Heights are possibly going to start feeling like you are biologically in danger. The idea of tight spaces in say, a horror game, can cause claustrophobia. The way you move or interact with things can give off subtle almost phantom-limb like feelings because of the overwhelming visual and audio stimulation that enables you to do things that you haven't experienced with your real body; an example being floating around in zero gravity in Lone Echo. So it's not without it's share of problems, but it's an incredibly versatile gaming technology in 2020. It's also worth noting just how important it is as a non-gaming device as well, because there simply isn't a more suitably combative device against a world-wide pandemic than VR. Simply put, it's one of the most important devices you can get right now for that reason alone as you can socially connect with no distancing with face to face communication, travel and attend all sorts of events, and simply manage your mental and physical health in ways that the average person wishes so badly for right now. Where VR is (probably) going to be in 5 years You can expect a lot. A seismic shift that will make the VR of today feel like something very different. This is because the underlying technology is being reinvented with entirely custom tech that no longer relies on cell phone panels and lenses that have existed for decades.
The resolution will be around the equivalent of 1080p monitors, so you'd probably be looking at 4K x 4K per eye or higher.
The field of view will be 30-40% higher.
Eye strain and headaches will be solved via varifocal displays and VR will become even more comfortable visually than 2D displays, as they still have these issues which can be only be solved in stereoscopic displays.
Isolation will be solved with mixed reality reconstruction enabling the real world to bleed into VR on a per object basis in real time. VR headsets are now in all senses MR headsets. (VR+AR in one device)
There will be plenty of non-gaming apps gaining bigger traction like some sort of social space or event-based app.
PlayStation and Xbox will both support VR and a PSVR2 headset will have launched.
That's enough to solve almost all the issues of the technology and make it a buy-in for the average gamer. In 5 years, we should really start to see the blending of reality and virtual reality and how close the two can feel Where VR is (probably) going to be in 10 years
VR is now effectively photorealistic in the visual and audio department and it's extremely hard if not impossible at times to tell the difference between the real world and the virtual world.
Quite a number of people start to live big chunks of their lives in VR.
Light-field 6DoF video will be common allowing you to move inside live videos or a playback of a video that are in every way indistinguishable from reality, at least visually/audibly.
Streaming becomes mainstream as an option to consume games and it is now starting to become feasible to stream VR games as well.
VAR start to replace traditional displays and devices with monitors, phones and handhelds especially on their way out, but TVs very likely still hold a strong presence due to their communal nature.
If consoles still exist, their new features are now focused mostly on VR and how to integrate as seamlessly as possible into the VAR experience. Traditional gaming is still likely the most popular way to play, but consoles must find ways to market towards the new.
VAR are the new norm for work, education, communication, entertainment and a lot of aspects of daily life.
AAA VRMMORPGs start to get popular and become the new standard for the genre, revitalizing it.
The metaverse starts to form in some small way, not yet reaching the magnitude of something like the OASIS, but still a very large and versatile world or web of worlds where the phrase "Do anything, go anywhere, become anyone, be with anyone" is the truest it's ever been.
In short, as good as if not better than the base technology of Ready Player One which consists of a visor and gloves. Interestingly, RPO missed out on the merging of VR and AR which will play an important part of the future of HMDs as they will become more versatile, easier to multi-task with, and more engrained into daily life where physical isolation is only a user choice. Useful treadmills and/or treadmill shoes as well as haptic suits will likely become (and stay) enthusiast items that are incredible in their own right but due to the commitment, aren't applicable to the average person - in a way, just like RPO. At this stage, VR is mainstream with loads of AAA content coming out yearly and providing gaming experiences that are incomprehensible to most people today. Overall, the future of VR couldn't be brighter. It's absolutely here to stay, it's more incredible than people realize today, and it's only going to get exponentially better and more convenient in ways that people can't imagine.
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