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Picture Book Publishing 101-Preparing your manuscript

I've gotten a few requests for my primer on publishing a picture book. I've broken it into 3 parts. Part 1 is below and covers what your manuscript needs to succeed. Part 2 focuses on how the industry works and part three covers how to write a query letter. I'm not claiming to be an expert in all things picture book related, so do your own research on everything you read here. If you find these helpful, you can do me a solid by ordering books from one of my writing peers or leaving them reviews. I'll leave a list of my favorites at the end of the last post.
Publishing 101-Your Manuscript

You’ve written your story, now it’s time to turn it into a manuscript that convinces an agent or editor it’s publishable. Like movies and television, picture books have their own rules. Understanding and following them will increase your chances. Of course, there's always the odd book that breaks the rules, but you’ve got better odds if you follow them than if you hope to be the exception.
Word Count
The majority of picture books today are 500 words or less. Less is okay, (WHERE THE WILD THINGS ARE comes in under 100 words and is a classic) but going over decreases your odds of capturing an agent or making a sale.
Page Count
A standard picture book is 32 pages. There are a few different ways they are put together, but after title pages, dedications and copyright info, your left with either 12 or 15 spreads. While you editor will make the final decisions on what goes on each page, it pays to attempt to layout your story to make sure it fits into this format. (See http://inkygirl.com/inkygirl-main/2015/11/4/free-picture-book-thumbnail-templates-for-writers-and-illust.html for examples of picture book templates) Talking about our template leads us to…
The Hook
Your hook is what convinces everyone to buy your book. What is unique about your book? Marketable? What is going to make an agent or editor believe they can sell it? Every story needs a great hook. You’ll know if you have one if you can sum it up in one sentence. This is similar to an elevator pitch or logline from a movie. (For example: Cujo was pitched as Jaws with paws.) Some people also use a mix and match as part of the description. Children of Blood and Bone (great book!) is Harry Potter meets Black Panther. A simple formula to get started is Hero + Problem + consequence of failure.
Page Turns
Page turns are important parts of your story. What is pulling the reader through the story? What makes them want to turn the page? Each spread should ask a question. Using the template, sketch out the action on each spread. Once you’ve got a rough idea of the pacing, write your story down, putting each page on a separate post it note. Stick these notes in a mentor text (a book that's similar to your manuscript), and read it aloud to your kids or even in front of a mirror. You’ll be amazed at what will jump out at you.
Pacing/Story Arc
Think about the movies or television shows you’ve seen recently. Which ones left you excited? Were you full of anticipation for what happened next? Were there parts that dragged? Moments that left you confused? Did the ending take too long? Good stories often follow a similar pattern in order to build suspense and create a meaningful character arc.
There are certain moments, or beats, that every story arc needs to hit. We meet our hero and are introduced to their world. A problem is presented, the hero is called into action! He or she tries and fails to solve the problem, but just as things look darkest, our hero finds a way to prevail! They return to their world changed.
This is sometimes referred to as The Hero’s Journey. It’s also known as the Save the Cat method. (Check out https://www.studiobinder.com/blog/save-the-cat-beat-sheet/ for examples.) It’s the formula most modern entertain follows. Marvel in particular has perfected this formula. Everything they do in an hour long TV show or two hour movie, we do in our 500 word picture book.
Not every story will hit every one of these beats, but it’s a great guideline to ensure your story builds to its climax and resolves the conflict at the right time. Most picture books also end on the last page with what is referred to as a wink to the reader. One last joke to make the reader laugh or wonder what will happen to the character next.
Dialogue
Dialogue is a momentum killer. Use it only where absolutely necessary and no more than three lines if possible. Keep the action focused on your character and their progress toward their goal.
Adverbs
Don’t use adverbs. 99 times out of 100, they detract from the story. Say, “he dashed” instead of “he ran quickly.” She bawled or sobbed instead of she cried loudly etc.
Art Notes
Your illustrator is chosen by your publisher. Sometimes you will have the chance to give input, but most of the time you won’t. In your head, you may know exactly what your character looks like, what she wears, what her room looks like, etc. You might be tempted to write detailed notes for the artist for each page. At best, the illustrator will ignore these. At worst, your manuscript will end up in the rejection pile. The only time you should use art notes is to describe something that is not apparent, in contrast to your text, or a joke of some sort. For example:
“It’s a beautiful day,” Sally said
[Art Note: It’s rainy and miserable]
State this as succinctly as possible so not to distract from the story. Let the reader’s imagination fill in as many of the details as they can.
For more tips, check out Josh Funk’s guide for writers here https://www.joshfunkbooks.com/resources-for-writers
Revision
Once you’ve polished your manuscript, it’s time to share it. Before submitting to editors and agents, it’s best to have unbiased peers take a look. Our stories are like our children. It’s easy for us to overlook their flaws due to how devoted we are to them. Critique services and editors for hire are a dime a dozen online, but I don’t recommend them. Anyone talented enough to be worth it either already works in publishing or charges waaaaay to much. Your best bet is to find a critique group.
A critique group is a group of aspiring authors who work together to help revise each other’s manuscripts. The best critique groups help strengthen each other’s manuscripts while providing support throughout the revision and submission process. A good one isn’t easy to find, and you may go through a few before you find the right fit. But they are worth it.
Now, where to find one. Remember how I said you didn’t have to spend money? There are two options here that I think are worth the investment as they will provide learning opportunities, networking, and even submission opportunities.
#1. Join the Society of Children’s Book Authors and Illustrators (SCBWI). It’s about $80 for a yearly membership and they provide access to a ton of resources, from conferences and workshops to critique groups. I’m stingy, and I’ve never regretted my membership. There are forums and regional advisors who will help you connect with a group.
I’m a part of The New England Chapter (NESCBWI) (founded by Jane Yolen) and attend their conference every year in Springfield. It’s worth attending as they have great workshops, plenty of agents and editors to meet, and a chance to network and find critique partners. It’s where I met my critique group. Most regional chapters have a yearly conference, along with 2 national conferences in New York and LA.
#2. 12x12 is an online writing group with a goal of producing a polished manuscript each month of the year. Membership is only open from January-February. Each month there are webinars and some submission opportunities. There is an online forum where members help each other with query letters, manuscript revisions, or finding critique partners. 12x12 helped me land 1st my agent.
Once you’ve made it through Revision, your ready to write your query letter and begin submitting. I’ll tackle that one next 😊
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Why would anyone pay 29 dollars and 99 cents for fantasy strike?!

I'm dividing this post into 8 parts (with this being part 1/8) and the TLDR is at the bottom of part 8 for those who don't like reading ​
Okay, so within a few days from the time that I post this, fantasy strike will be released on the switch. To be more specific, it's being released on July 25 2019. David Sirlin (or Sirloin, or Sorelamb, or Sourlion, or Serialemon however the hell you wanna spell it) even wrote an article on the fantasy strike website talking about this, but that article didn't specify what the price of the game would be, so I had to go to this other article to see. https://www.touchtapplay.com/fighting-game-fantasy-strike-launches-on-nintendo-switch-next-month/

Fantasy Strike will be released on the Nintendo Switch eShop on July 25th for the price of $29.99 USD

When I read this, the first thing I thought was "WTF!?" he is going to release this game on the switch for.... THIRTY DOLLARS?!!? WHY??!!!! It was PERFECTLY FINE AT 20, MAN! In fact, I would say that the price should be LOWERED, not RAISED. This is such a BIG motherfucking oopsie and I bet pewdiepie would 100% agree with me on that. I mean, you've already got several people writing steam reviews and complaining, talking about how the price of the game is too much for a game with so little, and if you don't believe me, you can just go look at some of those reviews to see for yourself. You can also find people here on reddit, on steam, the fantasy strike forums itself, and even also within the fantasy strike discord itself, also complaining about the price of the game, and you're telling me you want to raise the price to 30 dollars, thus resulting in even more complaints and upset people????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The other day, one upset customer brainfraud whose discord account is now deleted, was brave enough to confront David Sirlin in his discord, demanding to know why there weren't any surprises within the game, and why the price of the game was at 20 dollars and not something lower. Here's the screenshot of that conversation, also, if you think I'm taking any of this shit outta context or something, you can just go in their discord and search "the game being 20 dollars was a big part" and find it and read it fully. https://i.imgur.com/dirY8lQ.png

Now get this, ladies and gentlemen: Sirlin told the customer that the reason he thinks his game is worth 20 dollars and will be worth 30 dollars for the Switch is because it, and I quote, "Took hundreds of thousands of dollars and years to make" and "will take hundreds of thousands more dollars to finish too". There are 3 major fucking issues with this stupid-ass argument of his, and I'm gonna be a nice person, address these issues with that argument, and educate David Sirlin so that he can learn a valuable thing or two and greatly improve.

The first major problem with this argument is that just because it "Took hundreds of dollars and years to make" doesn't necessarily justify it being at 20 dollars. You can invest "hundreds of dollars and years" into making a mud pie, but that wouldn't automatically make those mud pies worth 20 dollars, let alone 30. The same thing goes for games that very few people are giving a damn about. There are game developers who put more effort and invest more into their games than Sirlin does, yet they choose to be nice and sell the game for less money. Sometimes they even make it playable for free. Others will genuinely believe that their game is worth more than 30 dollars and will sell it for more, and others will start the price of the game at something like 50 or 60 dollars, but then drop it to like 30, 20, or 10 dollars or something. You once had to pay money for Counter Strike Global Offensive, but now it is free on steam. Games like Street Fighter V costed a full 60 dollars when it first came out, but eventually dropped to like 30 or 20 dollars because the developers of that game decided that 60 dollars was not a fair price and lowered it. When I was a kid, we had to pay good money for Gameboy Advance, Sony PSP, and Nintendo DS Lite games before emulators became a thing and then we would have access to all of these games for free. There are many more examples, but these are just a few that I could think of at the top of my head.

The second major problem with this argument is that, not only does it not take into account the fact that sometimes you can make just as much money selling the game at a lower price, if not more, but it also completely ignores the whole concept of supply and demand, which is that if there is a low supply and high demand for something, then it makes sense to have a high price for it, while if there is high supply and low demand, then it makes sense to have a low price for it. Steamcharts shows that fantasy strike has little to no players, so maybe it did make sense to have the game at 20 or 30 dollars back in 2017 when it first came out on steam, just to see if there would be a high demand for it or a low demand for it, but now we see that there is just a very low demand for fantasy strike, so it would just make sense to either lower the price of the game or keep it at 20 dollars, but certainly not raise it. There are exceptions, like the aforementioned Counter Strike Global Offensive which could keep selling for money but is instead free, but that high demand for fantasy strike that you were hoping for isn't existing.

I also said that you can oftentimes make just as much money selling things at a lower price, if not more, and that can be proven too. You just need to look at successful stores such as Walmart, which have very cheap and low prices, and yet still have hundreds if not thousands of customers daily and make so much money daily, simply because there is a high supply and high demand for their product, as well as low prices to attract far more customers than they would if they had high prices, but there just isn't that high of a demand for fantasy strike and there never really was.

You can also consider the following scenario: You are currently trying to sell fantasy strike for it's default price, which is 20 dollars. Some people have decided that they are interested in buying your product. Let's call these 7 people Ai, Bi, Ci, Di, Ei, Fi, and Gi (cause I'm too goddamn lazy to come up with better names). Ai and Bi have 30 dollars to spare, Ci has 20 dollars to spare, while Di, Ei, Fi, and Gi, only have 10 dollars to spare, so those 4 can't afford fantasy strike while the other 3 people can. In this case, you would be making a total of 60 dollars selling fantasy strike, because Ai, Bi, and Ci can pay 20 dollars each for it and play, but Di, Ei, Fi, and Gi can't pay for it. Now imagine what would happen if people now had to pay 30 dollars for fantasy strike. Suddenly, only Ai and Bi could buy it, while the other 5 friends can't buy it, so you would still technically be making a total of 60 dollars selling fantasy strike, but then the game wouldn't have as many players, and then people would be complaining about not only the unfair price, but also the low player population. So what would be the best thing to do in this situation? You could simply lower the price of the game to 10 dollars so that Ai, Bi, Ci, Di, Ei, Fi, and Gi can all afford it and pay 10 dollars each for it, and guess what? Not only are you making a total of 70 dollars selling fantasy strike instead of just the usual 60, despite lowering the price, but also, there are now more players and the player population has grown. Now let's take this 1 step further and say that, instead of just 7 people looking to buy your game, there are 7 million people looking to buy your game. 1 million of them can afford to pay up to 30 dollars, and another million can afford to pay up to 20 dollars, but the other 6 million can only afford to pay up to 10 dollars. Do you want to make a total of 70 million dollars, 40 million dollars, or 30 million dollars? If you want to make only 30 million, raise the price of the game to 30 dollars and make 6 million people unhappy because they can't afford it. If you want to make only 40 million, keep the price at 20 dollars and make 5 million people unhappy. If you want to make 70 million, lower the price to 10 dollars and make all 7 million of those people very happy, which is what I would definitely do. This is the kind of thing that game developers, business owners, salespeople, money-makers, and any and all entrepreneurs need to consider when determine the prices of their products for their customers. You want to try to opt for a bigger and larger playerbase, as well as more customers and more money, not less. In other words, you can't simply just think in terms of "I will make the price 20 dollars and then raise it to 30 because I put time and money into it". This is why many of your other games like that "Kongai" crap and that so-called "Chess 2" were both a sheer mess, because you think in such incredibly simplified terms and you don't look at the bigger picture, and I will go into more detail about Kongai later.

Here is the third problem with that argument: The idea that the value of something should be based on how much "time," "effort," or "money" that was invested into it is known as "The Labor Theory Of Value". Wikipedia fully, and more accurately (i guess?) defines the Labor Theory Of Value as "a heterodox theory of value that argues that the economic value of a good or service is determined by the total amount of "socially necessary labor" required to produce it, rather than by the use or pleasure its owner gets from it (demand) and its scarcity (supply)." Sirlin even said, and I quote, "I'm not hating on pucnh planet, but I mean....Fantasy Strike costs massively more to develop so you sure hope it can sell more." So he really does believe that fantasy strike will sell more than Punch Planet simply because it costed "massively more to develop". https://i.imgur.com/ZwSnSKC.png Remember the mud pie argument that I used earlier, about how you could invest so much into a mud pie and it still wouldn't automatically mean that selling it for 20 dollars is fair? Yeah, that mud pie can also cost "massively" to develop and it still wouldn't mean that putting it at 20 dollars is fair. That is the common mud pie argument used to easily debunk the Labor Theory Of Value, and I've used it to debunk Sirlin's idea that the amount that he invests into fantasy strike justifies it's unfair price. Ben Shapiro also uses the mud pie argument to debunk the Labor Theory Of Value in this youtube video. https://youtu.be/Y9O-NoccXQQ?t=192

Not only that, but, nobody really knows how much "time" "energy" "money" or "effort" you really put into fantasy strike. How much money and time did you invest into designing fantasy strike's graphics? 50 dollars 40 days 2 hours and 30 seconds? How much money and time did you invest into creating the models? 40 dollars 100 days 3 hours and 11 seconds? How much money and time did you invest into programming everything? 200 dollars 10 days 5 hours and 56 seconds? We don't know any of this, and I doubt you even kept track of exactly how much you invest into all these things? Yet you want to make us pay 20 dollars, and then 30 dollars when the game comes out? Thus reducing the amount of players who can afford it and then resulting in an even lower and worse player population? Even one of your own buddies agrees that fantasy strike is better off being sold at 10 dollars. He says, and I quote, "if it was $10 it would never die" https://i.imgur.com/om7U36y.png So why not take this person's advice? How do you trust this person enough to put 'em in charge of moderating your discord, but not enough to suggest to you that you should lower the price of the game???

Those are the 3 problems I have with that terrible argument.

Did I forget to mention that, when you're paying 30 dollars for fantasy strike on the switch, you aren't paying just 30 dollars? No, you're also gonna have to pay an additional 20 dollars EVERY MOTHERFUCKING YEAR just to play fantasy strike online because in 2018 NiN10Doh decided to start charging money for their dogshit paid online membership. https://www.youtube.com/watch?v=t2MbclhRzmg

So that means you're paying a total of 50 dollars which will result in even more complaints, and if for whatever reason you stop paying the required monthly or yearly cost or you miss the deadline or something... well fuck you; not only can you not play fantasy strike online anymore, but you also lose any saved data that you had, and the developers keep your money, even though playing online was completely free on the previous Nintendo consoles like the Wii U, 3DS, and Nintendo DS. You can even just stick to the steam version and not buy fantasy strike on the stupid switch console at all, where you only have to pay 30 dollars and you are not charged any additional fees to play online (and sometimes you can get it for even less when there are special sales going on such as Black Friday). In fact, if you have a copy of fantasy strike on steam, but your friend or family member doesn't and they want to play too, you can simply use steam's family sharing feature to allow their steam account to play your copy of fantasy strike, thus saving them money, instead of having both you and your friend each dish out a combined total of 100 dollars to play online on switch.

Now, here's Sirlin's article on the fantasy strike website about the game being released on July 25 2019. http://www.fantasystrike.com/blog/2019/fantasy-strike-will-launch-on-nintendo-switch-playstation-4-pc-on-july-25

Let's read it, shall we?

We’ve been working on Fantasy Strike for FOUR YEARS, so it’s with great excitement that we finally announce the upcoming launch of the game. On July 25th 2019, it will come to Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux).

First of all, it's already on Steam and you're acting like it hasn't been out on steam yet when it has, since 2017. It's just, only now, coming to the switch and playstation, so it should say "It has been on steam for years now and it will come to Nintendo Switch and Playstation 4" period, not "it will come to Nintendo Swtich, Playstation 4, and Steam". Secondly, didn't Sirlin himself admit several times in his discord that developing, porting, releasing, and selling the game on linux proved to be a horrible idea, due to the fact that only like 10 people purchased it? https://i.imgur.com/7Ld3lrn.png Why is he still trying to sell the game on Linux when he could just stick to Windows and Mac and save money?

Over the years, we’ve vastly improved the graphics of the game,

You call this a vast improvement?? https://www.youtube.com/watch?v=0MCka4Z_fNQ

Also here is what fantasy strike looked like in 2016 for comparison. https://www.youtube.com/watch?v=BjsC3oSgFzg

The only big difference is a few of the animations, but.... it doesn't really look like a vast improvement, does it?

In fact, I find the 2016 graphics in this youtube video to be way better and more 3D'ish than the current version, so it looks like it got worse in the current build. https://www.youtube.com/watch?v=u8MmuY_WoOU In fact, there's even a stage that looks like the classic Street Fighter training stage with the grey checkerboards and the big red line in the middle, which isn't in the latest version. Here are the two of them, side-by-side https://i.imgur.com/tiRdO1V.png

We’ve especially worked on the online play, both the technical side and the UI side to make it all as smooth as possible.

Then why did you sit idly by and ignorantly allow "an insidious matchmaking bug" TO RUN RAMPANT AND MESS UP THE ONLINE PLAY FOR OVER 1.5 YEARS STRAIGHT?????? Oh, I know why you took so long to fix that bug; because you and your discordians were too busy sitting idly by, HOPING, HOPING, HOPING, HOPING, HOPING, and endlessly HOPING over and over that fantasy strike would do well on the consoles, right? https://i.imgur.com/LHrhF5O.png or maybe it's because you were just too busy "vastly" improving graphics, adding "innovative" features", and putting crappy laggy glitchy tutorial videos in the game that barely work and barely help, instead of prioritizing bugs/gltiches and fixing them, because polishing some little graphics is way more important than fixing the one thing that was outright killing your game, am I right? I'll go more into detail about that later, but let's just continue. After all, when Super Smash Brothers Ultimate first came out, that game also had a matchmaking bug where you would choose a ruleset and then get thrown into a match with completely different rules that what you selected, and Nintendo at least had the decency to quickly patch that bug within like a few weeks. Hundreds of people were still pissed and outraged about it though https://www.reddit.com/smashbros/comments/a494rq/online_in_its_current_state_is_very_concerning/ https://www.reddit.com/Games/comments/a4hrn3/the_online_features_for_smash_bros_ultimate_are/ https://www.reddit.com/SmashBrosUltimate/comments/a43p9d/smash_ultimate_online_is_actuallyterrible_please/ so one of your mates who said in your discord that super angry "is far more likely to lead to action of some sort" wasn't kidding when they said this, because they're right. People were super angry about this matchmaking bug and it got Nintendo's attention which lead to them fixing the bug, because naturally, anger can sometimes be a good motivator (although it's also wise to keep anger in check too). Let this be a lesson to learn David Sirlin, and another opportunity to improve your I.Q..... graphics can wait; you need to prioritize bug fixes over graphics, especially ones that kill your game, then maybe you wouldn't be stuck in this fucking financial mess of yours that you put yourself in. https://i.imgur.com/w2EgP4L.png

We’ve traveled across the country to over a dozen trade shows and conventions such as Evolution, Penny Arcade Expo, PlayStation Experience and NorCal Regionals. The response at all these has been phenomenal with our booth packed almost all the time. The thing we’ve heard repeatedly at every single event is: “Great game,

Yeah, it's so "great" until they go into the online matchmaking and get their asses kicked by a tournament-winning professional champion grandmaster player like CWheezy22 then quit the game because it's still too hard for them, despite the controls being simplified. https://i.imgur.com/nzxR8yM.jpg They will even cry about how "there are no surprises" and how "there is no secret tech i can pull out vs a lvl91 player" https://i.imgur.com/pDlew9d.png I bet that's what happened when you tried to sell the game on linux; a bunch of people bought the game, played it, realized that it was still too hard for them despite having simple controls, could not handle getting wrecked by someone with thousands of hours of playtime, and then quit, thus deterring other people from buying the game since there were now very few and fewer players. Did you even tell these people at the trade shows that they could get it on steam instead of having to wait for the full console releases?

Also, to the person in the fantasy strike discord who asked 'what are "surprises" in this context?' and didn't understand what the customer meant when he was talking about how "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," "this omniraptor guy im playing against knows every matchup and every move, ect there is nothing i can surprise him with," "my point still stands, there are no surprises," "if your casual in another game maybe you have tricks that other ppl dont know about gimmicks because the rosters are so large even pros have trouble with low tier chars sometimes because they arnt played often," "there is 10 chars and they have the basic functions if you play the game you're not going to be sutrprised by anything," https://i.imgur.com/YeYKta7.png allow me to shed some light on what the customer meant when he said that.

You see, there's an old saying by Mark Twain that goes, "There are some things that can beat smartness and foresight. Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot."

This little paradigm is something that is present a lot in fighting games that aren't really simple, but aren't really so complicated either as people make them out to be, and it does greatly contribute to all the hype and excitement of many fighting games, even if you may not realize it. The last part of that quote, "he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot" is the most important part in a fighting game where so-called "noobs" tend to beat "much better" players. What this means is that, because many of these fighting games, as well as card games such as Yu-Gi-Oh to a certain extent, have so many characters and so much little tricks and nuances within various characters (and no I'm not referring to something basic like Lum's C move in fantasy strike that throws a random projectile), even the best players in the world of those fighting games have to constantly worry about some random person that they've never seen before come out of nowhere and doing "the thing he ought not to do" and catching the expert out. When random players who are considered to be not very good at the game or fairly new to the game come out and take down professional champions using uncommon risky tactics, it's very exciting, and the crowd often gets so hyped up! In fact, it's far more exciting than when someone who is much closer to said champion's "skill level," or equal to that skill level, beats said champion using normal fundamentals. So generally speaking, it's great, hype-inducing, and so much fun when you see players who are "bad" at the game win with obscure characters and tactics against a professional champion, then when you simply see two equals going at it. We generally like when players, whether they are very good at the game or not, are able to find extremely creative ways and play styles to outplay their opponent that go against the "norm," "metagame," or "meta strategy" of how their character should be played.

When that customer said "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," he was NOT referring to "exploitable bugs" at all. Even if he was referring to some bug, there is not wrong with looking for exploitable things and using whatever means necessary to win competitively, so long as the so-called "bug" is legal in tournament play, and if it isn't legal, or if it's game-breaking, then it should either be patched in an update or banned outright. Remember that in the very early days of fighting games, combos were once a "bug" that people "exploited". Sometimes a small bug like that (so long as it didn't break the game or destroy it or crash it or something) can actually add depth to a game and make it more fun and interesting, which it why it was purposefully left unpatched, and actually lead to actual combos being implemented in many future games, like the early "bug" combos in the early days. The customer wasn't referring to that, though. He was referring to the fact that Ultra Street Fighter 4 had a total of 44 characters, all of which had vastly different strategies, strengths, weaknesses, play styles, gimmicks, and tricks up their sleeves. To learn all 44 of those characters, learn each and every one of their play styles, gimmicks, weaknesses, and tricks, and develop a solid counter-strategy for each and every single one of them, would be far too tedious and boring to be worth the effort for most people, even for the best champion players. However, at the same time, whether you're a champion or a noob, you can't just NOT learn anything about other different characters in Ultra Street Fighter 4 and expect to do very well in highly competitive events. So what do the best players do in this situation? They simply pick around 10 or 20 of those 44 characters who they strongly believe are widely considered "high-tier" or "top-tier," as well as characters that they strongly believe they will have some serious trouble dealing with in tournament brackets (like if a certain character is considered to be a low-tier or bottom-tier character but still has a strong/even matchup against 1 or 2 of the top-tier characters that said best player mains) and those best players will just try to develop counter-strategies for those characters instead of trying to develop one for each and every one of the 44 characters, because, realistically, if there is a character who is SO TERRIBLE and widely considered to be BOTTOM-TIER, like Ultra Street Fighter 4's Dan, who barely wins you any tournaments, then it makes sense to completely ignore said character and not play them or learn them. Then, since everybody is now fully aware that Dan is the "worst" character in the game, everybody knows that nobody will really play Dan. So realistically, when champions are figuring out what their list of characters, to focus on and to develop solid counter-strategies for in the metagame, should look like, they will almost always start by scratching Dan off of that list, and they won't waste their time learning and developing a counter-strategy for Dan, because nobody plays Dan due to him being the "worst" character to play, because, why would you waste time developing a clear-cut counter-strategy for something that you're pretty much never going to have to see or worry about or deal with in any competitive tournament or event? So to answer that question, 'what are "surprises" in this context,' well, in this case, Dan himself would be the "surprise" in this context! The customer could win by playing Dan, because people lacked knowledge of the character, because they didn't see the point in looking to gain any knowledge of the character or develop any clear-cut counter-strategy against him since it's been established that the character is the worst in the game and nobody will really be playing him anyways, as it doesn't make sense to play something that is the worst when you are trying to maximize your odds of winning. You would play a "better" character which will raise your odds of winning, so players wouldn't really have to worry about Dan all that much, because it just made more sense to try to develop counter-strategies against much stronger, more popular, and higher-tier'd characters like Akuma or Cammy or something, since characters like those would be the characters that most people would be playing, especially in all those highly competitive tournaments, and it just makes sense to prepare to face-off against those characters multiple times, since it's just most likely that many people would be playing them. Does this prove that Ultra Street Fighter 4 is complex and unbalanced? Yes. However, does that automatically mean that this is a bad thing, or that Ultra Street Fighter 4 is a bad game overall because of this? No, because as I've just explained, the customer was actually able to use all of that complexity to his advantage and still score wins against "better" players despite playing such an "awful" character.

The way I view "complexity" in fighting games is that it's usually a double-edged sword. It can be greatly beneficial to a game to have some major complexity if done right, since it could lead to some interesting, surprising, and exciting things, like the customer winning despite playing the worst character, but could also be detrimental if done very poorly and badly. The same thing goes for "imbalance". Having imbalance can be really good, and can even add some more depth to the game, if it results in hype situations where decent players can still win against "very good" players despite playing "horrible" characters simply because of Mark Twain's paradox (applied to fighting games) where, because the character is established to be the worst, nobody plays them, and because nobody plays them, nobody feels the need to learn about them, and because nobody knows them, someone plays them and is now at an advantage because nobody knows them, then people realize that they need to learn about them because noobs are winning with them, and then suddenly nobody can win with them any more because everyone now knows them, so people stop playing them, and then people forget about them eventually..... until someone plays them again, and the whole thing repeats itself from there. However, when the imbalance is so bad like with Akuma from Super Street Fighter 2 Turbo, or Meta Knight from Super Smash Brothers Brawl, it really hurts the game, and does far more harm than good.

That is an example of Mark Twain's quote being applied to something like Ultra Street Fighter 4. Most "smart" players would play a "high" or "top" tier character in Ultra Street Fighter 4 to maximize their odds of winning, and they don't "need to fear the second best swordsman in the world" who is in this case, the person who also plays a more common top-tier character because that "best swordsman" smart player has studied the matchup against that top-tier character because everyone knows that a lot of people will be playing that top-tier character and it makes perfect sense to be fully prepared to face at least several players playing that top-tier character. Playing someone obscure like Dan would be an example of pure "awkwardness and stupidity" since it is would usually be viewed as awkward and stupid to play the worst character that hardly anyone looks at or thinks about, and the customer did just that. The customer behaved just like the "ignorant antagonist who has never had a sword in his hand before" in Mark Twain's quote, "he doesn't do the thing he ought to do," (which is play a higher tier'd character) "and so the expert," (who is, in this case, the so-called skilled player playing a top-tier character) "isn't prepared for him" (the skilled player isn't prepared to face-off against the customer's Dan because the skilled player didn't bother to learn and study that matchup); "he does the thing he ought not to do" (which is play the horrible bottom-tier Dan); "and often it catches the expert out and ends him on the spot" (in other words, the customer surprises the expert who doesn't know how to fight Dan, and manages to score wins).

Core-A-Gaming made a video talking about why button-mashing hardly works, and he says, and I quote, "one of the most memorable street fighter matches was at DreamHack 2013; an unknown amateur Ryu who went by the tag, 'Ghandi' had such a bizzare playstyle, he tilted his more orthodox opponent and ended up beating him". It's another classic example of someone behaving like the "ignorant antagonist" and taking advantage of the complexity and beating "better" players than him with various surprises that neither him nor the better player knew anything about, thus creating so much hype and excitement.

The reason Mark Twain's paradigm works so well, has to do a specific quote in Sun Tsu's "The Art Of War" that goes, "If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." In order words, in a fighting game as complex as the customer's Ultra Street Fighter 4, the customer knew the enemy (the people who would play the high-tier and top-tier characters and the strengths and weaknesses of those characters) and also knew himself (his character that is considered to be the worst) so he "need not fear the result" of a hundred battles (he can score wins because of his knowledge) while the enemy knew themself (their top-tier characters) but didn't know Dan.

Fantasy strike throws Mark Twain's idea of an expert oftentimes getting caught off guard by a noob, as well as Sun Tsu's idea of people of all skill levels having to worry about their enemy knowing something vital that they don't, completely out the window. Then David Sirlin goes on to say in the discord that "The depth doesn't come from doing techniques no one has thought of yet. It comes from the difficulty in making a large number of good decisions every single round." but what if the so-called "good decisions" INVOLVES doing something no one has thought of yet? Then you're hurting a lot of the depth in the game while leaving barely enough to keep it at least somewhat interesting for a small handful of players. Take a look at this tournament footage of fantasy strike and tell me, at what point do the commentators get all hyped up? 'Cause all I see is that they're bored and not interested in what they're commentating, unlike the commentators from the footage of other games who get really excited when the popular skilled player is caught off guard by someone who is unheard of.

There are hundreds more examples out there with many different games of many different genres, but these are just a few that immediately came to mind. In fantasy strike, it's easy and straight-forward to develop a counter-strategy for every character. It isn't like in the other games where even the best players can't develop a strategy for everything, but in fantasy strike, you can have all of the best strategies down-packed because of how simplified it is, and then there isn't really much meaningful decision-making because of how restricted all of the characters are (no crouching, no dashing, no advanced things that players can take advance off) and fantasy strike completely removes the opportunity for players who are bad at the game to behave like Mark Twain's "ignorant antagonist" and surprise better players, by "knowing the enemy and knowing oneself" according to Sun Tzu. Fantasy strike gains quite a bit of depth because of "the difficulty in making a large number of good decisions every single round" but also loses quite a bit of depth too because of the fact that you cannot possibly strive for something that will catch the experts off guard.
To a certain degree, it does "makes sense that good players are going to have enough familiarity with the cast that you cannot surprise them with some normal thing a character has" like is said in the discord, but at the same time, it also makes sense that spectators and commentators get super-excited at how even the best players have to worry about some random person (newbie or not) who's only been playing for like a few weeks or months to be coming out of nowhere and catching them off guard with something that they've never developed a perfect counter-strategy for and beating them in a match, since fighting games generally benefit from having a lot of room for weird surprises and wild creativity, since that stuff is hype-inducing and attracts new players too. When the game is so "simple" to the point where you see the exact same 2 people (CWheezy and Neb) in the grand finals of just about of every fantasy strike tournament, it tends to get stale and boring for spectators. People like when different people win, not just a teeny tiny handful of experts who developed a perfect counter-strategy for just about everything. When this person in the discord says "so basically, the problem is that you have to actually get better at the game in order to win," well, the thing is, because fantasy strike is too simple for it's own good, while also still trying to be "deep" at the same time, there isn't really a whole lot to "actually get better at" to begin with. You just form a counter-strategy for all the characters, master a few fundamentals, make all the "correct decisions" in-game, and you're good to go. Hell, you can even get assistance in the fantasy strike forums for forming easy, reliable, and near-perfect counter-strategies against characters like Grave, Geiger, Rook, Valerie, Jaina, and Midori, as well as having each and every one of these strategies memorized and down-packed, all while improving those basic counter-strategies effortlessly should they start to become stale, thus further shutting down the fun hype-inducing concept of the "ignorant antagonist" surprising the "expert". The fact that everything has been dumbed way down prevents players who may not be great players from finding any complexity or imbalance that they can use to their advantage to give themselves a fighting chance against professionals. The fact that everything has been dumbed way down means that many of the players who DO "actually get better at the game in order to win" like that person in the discord says, such as Rexford2684 will quickly run out of things to improve upon after they've developed their basic yet powerful counter strategies, and likely get bored of the game. People played the game for dozens if not hundreds of hours and mastered just about everything that they needed to master, and then moved on from the game after getting bored, while even fewer people like CWheezy and Neb stuck around to keep playing for thousands more hours.

I have to stop here due to reddit's 40000-character limit and continue with Sirlin's article in the comments.
submitted by GOODBYE_JOJO- to Kappa [link] [comments]

Why would anyone pay 29 dollars and 99 cents for fantasy strike?!

I'm dividing this post into 8 parts (with this being part 1/8) and the TLDR is at the bottom of part 8 for those who don't like reading


Okay, so within a few days from the time that I post this, fantasy strike will be released on the switch. To be more specific, it's being released on July 25 2019. David Sirlin (or Sirloin, or Sorelamb, or Sourlion, or Serialemon however the hell you wanna spell it) even wrote an article on the fantasy strike website talking about this, but that article didn't specify what the price of the game would be, so I had to go to this other article to see. https://www.touchtapplay.com/fighting-game-fantasy-strike-launches-on-nintendo-switch-next-month/

Fantasy Strike will be released on the Nintendo Switch eShop on July 25th for the price of $29.99 USD

When I read this, the first thing I thought was "WTF!?" he is going to release this game on the switch for.... THIRTY DOLLARS?!!? WHY??!!!! It was PERFECTLY FINE AT 20, MAN! In fact, I would say that the price should be LOWERED, not RAISED. This is such a BIG motherfucking oopsie and I bet pewdiepie would 100% agree with me on that. I mean, you've already got several people writing steam reviews and complaining, talking about how the price of the game is too much for a game with so little, and if you don't believe me, you can just go look at some of those reviews to see for yourself. You can also find people here on reddit, on steam, the fantasy strike forums itself, and even also within the fantasy strike discord itself, also complaining about the price of the game, and you're telling me you want to raise the price to 30 dollars, thus resulting in even more complaints and upset people????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The other day, one upset customer brainfraud whose discord account is now deleted, was brave enough to confront David Sirlin in his discord, demanding to know why there weren't any surprises within the game, and why the price of the game was at 20 dollars and not something lower. Here's the screenshot of that conversation, also, if you think I'm taking any of this shit outta context or something, you can just go in their discord and search "the game being 20 dollars was a big part" and find it and read it fully. https://i.imgur.com/dirY8lQ.png

Now get this, ladies and gentlemen: Sirlin told the customer that the reason he thinks his game is worth 20 dollars and will be worth 30 dollars for the Switch is because it, and I quote, "Took hundreds of thousands of dollars and years to make" and "will take hundreds of thousands more dollars to finish too". There are 3 major fucking issues with this stupid-ass argument of his, and I'm gonna be a nice person, address these issues with that argument, and educate David Sirlin so that he can learn a valuable thing or two and greatly improve.

The first major problem with this argument is that just because it "Took hundreds of dollars and years to make" doesn't necessarily justify it being at 20 dollars. You can invest "hundreds of dollars and years" into making a mud pie, but that wouldn't automatically make those mud pies worth 20 dollars, let alone 30. The same thing goes for games that very few people are giving a damn about. There are game developers who put more effort and invest more into their games than Sirlin does, yet they choose to be nice and sell the game for less money. Sometimes they even make it playable for free. Others will genuinely believe that their game is worth more than 30 dollars and will sell it for more, and others will start the price of the game at something like 50 or 60 dollars, but then drop it to like 30, 20, or 10 dollars or something. You once had to pay money for Counter Strike Global Offensive, but now it is free on steam. Games like Street Fighter V costed a full 60 dollars when it first came out, but eventually dropped to like 30 or 20 dollars because the developers of that game decided that 60 dollars was not a fair price and lowered it. When I was a kid, we had to pay good money for Gameboy Advance, Sony PSP, and Nintendo DS Lite games before emulators became a thing and then we would have access to all of these games for free. There are many more examples, but these are just a few that I could think of at the top of my head.

The second major problem with this argument is that, not only does it not take into account the fact that sometimes you can make just as much money selling the game at a lower price, if not more, but it also completely ignores the whole concept of supply and demand, which is that if there is a low supply and high demand for something, then it makes sense to have a high price for it, while if there is high supply and low demand, then it makes sense to have a low price for it. Steamcharts shows that fantasy strike has little to no players, so maybe it did make sense to have the game at 20 or 30 dollars back in 2017 when it first came out on steam, just to see if there would be a high demand for it or a low demand for it, but now we see that there is just a very low demand for fantasy strike, so it would just make sense to either lower the price of the game or keep it at 20 dollars, but certainly not raise it. There are exceptions, like the aforementioned Counter Strike Global Offensive which could keep selling for money but is instead free, but that high demand for fantasy strike that you were hoping for isn't existing.

I also said that you can oftentimes make just as much money selling things at a lower price, if not more, and that can be proven too. You just need to look at successful stores such as Walmart, which have very cheap and low prices, and yet still have hundreds if not thousands of customers daily and make so much money daily, simply because there is a high supply and high demand for their product, as well as low prices to attract far more customers than they would if they had high prices, but there just isn't that high of a demand for fantasy strike and there never really was.

You can also consider the following scenario: You are currently trying to sell fantasy strike for it's default price, which is 20 dollars. Some people have decided that they are interested in buying your product. Let's call these 7 people Ai, Bi, Ci, Di, Ei, Fi, and Gi (cause I'm too goddamn lazy to come up with better names). Ai and Bi have 30 dollars to spare, Ci has 20 dollars to spare, while Di, Ei, Fi, and Gi, only have 10 dollars to spare, so those 4 can't afford fantasy strike while the other 3 people can. In this case, you would be making a total of 60 dollars selling fantasy strike, because Ai, Bi, and Ci can pay 20 dollars each for it and play, but Di, Ei, Fi, and Gi can't pay for it. Now imagine what would happen if people now had to pay 30 dollars for fantasy strike. Suddenly, only Ai and Bi could buy it, while the other 5 friends can't buy it, so you would still technically be making a total of 60 dollars selling fantasy strike, but then the game wouldn't have as many players, and then people would be complaining about not only the unfair price, but also the low player population. So what would be the best thing to do in this situation? You could simply lower the price of the game to 10 dollars so that Ai, Bi, Ci, Di, Ei, Fi, and Gi can all afford it and pay 10 dollars each for it, and guess what? Not only are you making a total of 70 dollars selling fantasy strike instead of just the usual 60, despite lowering the price, but also, there are now more players and the player population has grown. Now let's take this 1 step further and say that, instead of just 7 people looking to buy your game, there are 7 million people looking to buy your game. 1 million of them can afford to pay up to 30 dollars, and another million can afford to pay up to 20 dollars, but the other 6 million can only afford to pay up to 10 dollars. Do you want to make a total of 70 million dollars, 40 million dollars, or 30 million dollars? If you want to make only 30 million, raise the price of the game to 30 dollars and make 6 million people unhappy because they can't afford it. If you want to make only 40 million, keep the price at 20 dollars and make 5 million people unhappy. If you want to make 70 million, lower the price to 10 dollars and make all 7 million of those people very happy, which is what I would definitely do. This is the kind of thing that game developers, business owners, salespeople, money-makers, and any and all entrepreneurs need to consider when determine the prices of their products for their customers. You want to try to opt for a bigger and larger playerbase, as well as more customers and more money, not less. In other words, you can't simply just think in terms of "I will make the price 20 dollars and then raise it to 30 because I put time and money into it". This is why many of your other games like that "Kongai" crap and that so-called "Chess 2" were both a sheer mess, because you think in such incredibly simplified terms and you don't look at the bigger picture, and I will go into more detail about Kongai later.

Here is the third problem with that argument: The idea that the value of something should be based on how much "time," "effort," or "money" that was invested into it is known as "The Labor Theory Of Value". Wikipedia fully, and more accurately (i guess?) defines the Labor Theory Of Value as "a heterodox theory of value that argues that the economic value of a good or service is determined by the total amount of "socially necessary labor" required to produce it, rather than by the use or pleasure its owner gets from it (demand) and its scarcity (supply)." Sirlin even said, and I quote, "I'm not hating on pucnh planet, but I mean....Fantasy Strike costs massively more to develop so you sure hope it can sell more." So he really does believe that fantasy strike will sell more than Punch Planet simply because it costed "massively more to develop". https://i.imgur.com/ZwSnSKC.png Remember the mud pie argument that I used earlier, about how you could invest so much into a mud pie and it still wouldn't automatically mean that selling it for 20 dollars is fair? Yeah, that mud pie can also cost "massively" to develop and it still wouldn't mean that putting it at 20 dollars is fair. That is the common mud pie argument used to easily debunk the Labor Theory Of Value, and I've used it to debunk Sirlin's idea that the amount that he invests into fantasy strike justifies it's unfair price. Ben Shapiro also uses the mud pie argument to debunk the Labor Theory Of Value in this youtube video. https://youtu.be/Y9O-NoccXQQ?t=192

Not only that, but, nobody really knows how much "time" "energy" "money" or "effort" you really put into fantasy strike. How much money and time did you invest into designing fantasy strike's graphics? 50 dollars 40 days 2 hours and 30 seconds? How much money and time did you invest into creating the models? 40 dollars 100 days 3 hours and 11 seconds? How much money and time did you invest into programming everything? 200 dollars 10 days 5 hours and 56 seconds? We don't know any of this, and I doubt you even kept track of exactly how much you invest into all these things? Yet you want to make us pay 20 dollars, and then 30 dollars when the game comes out? Thus reducing the amount of players who can afford it and then resulting in an even lower and worse player population? Even one of your own buddies agrees that fantasy strike is better off being sold at 10 dollars. He says, and I quote, "if it was $10 it would never die" https://i.imgur.com/om7U36y.png So why not take this person's advice? How do you trust this person enough to put 'em in charge of moderating your discord, but not enough to suggest to you that you should lower the price of the game???

Those are the 3 problems I have with that terrible argument.

Did I forget to mention that, when you're paying 30 dollars for fantasy strike on the switch, you aren't paying just 30 dollars? No, you're also gonna have to pay an additional 20 dollars EVERY MOTHERFUCKING YEAR just to play fantasy strike online because in 2018 NiN10Doh decided to start charging money for their dogshit paid online membership. https://www.youtube.com/watch?v=t2MbclhRzmg

So that means you're paying a total of 50 dollars which will result in even more complaints, and if for whatever reason you stop paying the required monthly or yearly cost or you miss the deadline or something... well fuck you; not only can you not play fantasy strike online anymore, but you also lose any saved data that you had, and the developers keep your money, even though playing online was completely free on the previous Nintendo consoles like the Wii U, 3DS, and Nintendo DS. You can even just stick to the steam version and not buy fantasy strike on the stupid switch console at all, where you only have to pay 30 dollars and you are not charged any additional fees to play online (and sometimes you can get it for even less when there are special sales going on such as Black Friday). In fact, if you have a copy of fantasy strike on steam, but your friend or family member doesn't and they want to play too, you can simply use steam's family sharing feature to allow their steam account to play your copy of fantasy strike, thus saving them money, instead of having both you and your friend each dish out a combined total of 100 dollars to play online on switch.

Now, here's Sirlin's article on the fantasy strike website about the game being released on July 25 2019. http://www.fantasystrike.com/blog/2019/fantasy-strike-will-launch-on-nintendo-switch-playstation-4-pc-on-july-25

Let's read it, shall we?

We’ve been working on Fantasy Strike for FOUR YEARS, so it’s with great excitement that we finally announce the upcoming launch of the game. On July 25th 2019, it will come to Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux).

First of all, it's already on Steam and you're acting like it hasn't been out on steam yet when it has, since 2017. It's just, only now, coming to the switch and playstation, so it should say "It has been on steam for years now and it will come to Nintendo Switch and Playstation 4" period, not "it will come to Nintendo Swtich, Playstation 4, and Steam". Secondly, didn't Sirlin himself admit several times in his discord that developing, porting, releasing, and selling the game on linux proved to be a horrible idea, due to the fact that only like 10 people purchased it? https://i.imgur.com/7Ld3lrn.png Why is he still trying to sell the game on Linux when he could just stick to Windows and Mac and save money?

Over the years, we’ve vastly improved the graphics of the game,

You call this a vast improvement?? https://www.youtube.com/watch?v=0MCka4Z_fNQ

Also here is what fantasy strike looked like in 2016 for comparison. https://www.youtube.com/watch?v=BjsC3oSgFzg

The only big difference is a few of the animations, but.... it doesn't really look like a vast improvement, does it?

In fact, I find the 2016 graphics in this youtube video to be way better and more 3D'ish than the current version, so it looks like it got worse in the current build. https://www.youtube.com/watch?v=u8MmuY_WoOU In fact, there's even a stage that looks like the classic Street Fighter training stage with the grey checkerboards and the big red line in the middle, which isn't in the latest version. Here are the two of them, side-by-side https://i.imgur.com/tiRdO1V.png

We’ve especially worked on the online play, both the technical side and the UI side to make it all as smooth as possible.

Then why did you sit idly by and ignorantly allow "an insidious matchmaking bug" TO RUN RAMPANT AND MESS UP THE ONLINE PLAY FOR OVER 1.5 YEARS STRAIGHT?????? Oh, I know why you took so long to fix that bug; because you and your discordians were too busy sitting idly by, HOPING, HOPING, HOPING, HOPING, HOPING, and endlessly HOPING over and over that fantasy strike would do well on the consoles, right? https://i.imgur.com/LHrhF5O.png or maybe it's because you were just too busy "vastly" improving graphics, adding "innovative" features", and putting crappy laggy glitchy tutorial videos in the game that barely work and barely help, instead of prioritizing bugs/gltiches and fixing them, because polishing some little graphics is way more important than fixing the one thing that was outright killing your game, am I right? I'll go more into detail about that later, but let's just continue. After all, when Super Smash Brothers Ultimate first came out, that game also had a matchmaking bug where you would choose a ruleset and then get thrown into a match with completely different rules that what you selected, and Nintendo at least had the decency to quickly patch that bug within like a few weeks. Hundreds of people were still pissed and outraged about it though https://www.reddit.com/smashbros/comments/a494rq/online_in_its_current_state_is_very_concerning/ https://www.reddit.com/Games/comments/a4hrn3/the_online_features_for_smash_bros_ultimate_are/ https://www.reddit.com/SmashBrosUltimate/comments/a43p9d/smash_ultimate_online_is_actuallyterrible_please/ so one of your mates who said in your discord that super angry "is far more likely to lead to action of some sort" wasn't kidding when they said this, because they're right. People were super angry about this matchmaking bug and it got Nintendo's attention which lead to them fixing the bug, because naturally, anger can sometimes be a good motivator (although it's also wise to keep anger in check too). Let this be a lesson to learn David Sirlin, and another opportunity to improve your I.Q..... graphics can wait; you need to prioritize bug fixes over graphics, especially ones that kill your game, then maybe you wouldn't be stuck in this fucking financial mess of yours that you put yourself in. https://i.imgur.com/w2EgP4L.png

We’ve traveled across the country to over a dozen trade shows and conventions such as Evolution, Penny Arcade Expo, PlayStation Experience and NorCal Regionals. The response at all these has been phenomenal with our booth packed almost all the time. The thing we’ve heard repeatedly at every single event is: “Great game,

Yeah, it's so "great" until they go into the online matchmaking and get their asses kicked by a tournament-winning professional champion grandmaster player like CWheezy22 then quit the game because it's still too hard for them, despite the controls being simplified. https://i.imgur.com/nzxR8yM.jpg They will even cry about how "there are no surprises" and how "there is no secret tech i can pull out vs a lvl91 player" https://i.imgur.com/pDlew9d.png I bet that's what happened when you tried to sell the game on linux; a bunch of people bought the game, played it, realized that it was still too hard for them despite having simple controls, could not handle getting wrecked by someone with thousands of hours of playtime, and then quit, thus deterring other people from buying the game since there were now very few and fewer players. Did you even tell these people at the trade shows that they could get it on steam instead of having to wait for the full console releases?

Also, to the person in the fantasy strike discord who asked 'what are "surprises" in this context?' and didn't understand what the customer meant when he was talking about how "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," "this omniraptor guy im playing against knows every matchup and every move, ect there is nothing i can surprise him with," "my point still stands, there are no surprises," "if your casual in another game maybe you have tricks that other ppl dont know about gimmicks because the rosters are so large even pros have trouble with low tier chars sometimes because they arnt played often," "there is 10 chars and they have the basic functions if you play the game you're not going to be sutrprised by anything," https://i.imgur.com/YeYKta7.png allow me to shed some light on what the customer meant when he said that.

You see, there's an old saying by Mark Twain that goes, "There are some things that can beat smartness and foresight. Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot."

This little paradigm is something that is present a lot in fighting games that aren't really simple, but aren't really so complicated either as people make them out to be, and it does greatly contribute to all the hype and excitement of many fighting games, even if you may not realize it. The last part of that quote, "he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot" is the most important part in a fighting game where so-called "noobs" tend to beat "much better" players. What this means is that, because many of these fighting games, as well as card games such as Yu-Gi-Oh to a certain extent, have so many characters and so much little tricks and nuances within various characters (and no I'm not referring to something basic like Lum's C move in fantasy strike that throws a random projectile), even the best players in the world of those fighting games have to constantly worry about some random person that they've never seen before come out of nowhere and doing "the thing he ought not to do" and catching the expert out. When random players who are considered to be not very good at the game or fairly new to the game come out and take down professional champions using uncommon risky tactics, it's very exciting, and the crowd often gets so hyped up! In fact, it's far more exciting than when someone who is much closer to said champion's "skill level," or equal to that skill level, beats said champion using normal fundamentals. So generally speaking, it's great, hype-inducing, and so much fun when you see players who are "bad" at the game win with obscure characters and tactics against a professional champion, then when you simply see two equals going at it. We generally like when players, whether they are very good at the game or not, are able to find extremely creative ways and play styles to outplay their opponent that go against the "norm," "metagame," or "meta strategy" of how their character should be played.

When that customer said "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," he was NOT referring to "exploitable bugs" at all. Even if he was referring to some bug, there is not wrong with looking for exploitable things and using whatever means necessary to win competitively, so long as the so-called "bug" is legal in tournament play, and if it isn't legal, or if it's game-breaking, then it should either be patched in an update or banned outright. Remember that in the very early days of fighting games, combos were once a "bug" that people "exploited". Sometimes a small bug like that (so long as it didn't break the game or destroy it or crash it or something) can actually add depth to a game and make it more fun and interesting, which it why it was purposefully left unpatched, and actually lead to actual combos being implemented in many future games, like the early "bug" combos in the early days. The customer wasn't referring to that, though. He was referring to the fact that Ultra Street Fighter 4 had a total of 44 characters, all of which had vastly different strategies, strengths, weaknesses, play styles, gimmicks, and tricks up their sleeves. To learn all 44 of those characters, learn each and every one of their play styles, gimmicks, weaknesses, and tricks, and develop a solid counter-strategy for each and every single one of them, would be far too tedious and boring to be worth the effort for most people, even for the best champion players. However, at the same time, whether you're a champion or a noob, you can't just NOT learn anything about other different characters in Ultra Street Fighter 4 and expect to do very well in highly competitive events. So what do the best players do in this situation? They simply pick around 10 or 20 of those 44 characters who they strongly believe are widely considered "high-tier" or "top-tier," as well as characters that they strongly believe they will have some serious trouble dealing with in tournament brackets (like if a certain character is considered to be a low-tier or bottom-tier character but still has a strong/even matchup against 1 or 2 of the top-tier characters that said best player mains) and those best players will just try to develop counter-strategies for those characters instead of trying to develop one for each and every one of the 44 characters, because, realistically, if there is a character who is SO TERRIBLE and widely considered to be BOTTOM-TIER, like Ultra Street Fighter 4's Dan, who barely wins you any tournaments, then it makes sense to completely ignore said character and not play them or learn them. Then, since everybody is now fully aware that Dan is the "worst" character in the game, everybody knows that nobody will really play Dan. So realistically, when champions are figuring out what their list of characters, to focus on and to develop solid counter-strategies for in the metagame, should look like, they will almost always start by scratching Dan off of that list, and they won't waste their time learning and developing a counter-strategy for Dan, because nobody plays Dan due to him being the "worst" character to play, because, why would you waste time developing a clear-cut counter-strategy for something that you're pretty much never going to have to see or worry about or deal with in any competitive tournament or event? So to answer that question, 'what are "surprises" in this context,' well, in this case, Dan himself would be the "surprise" in this context! The customer could win by playing Dan, because people lacked knowledge of the character, because they didn't see the point in looking to gain any knowledge of the character or develop any clear-cut counter-strategy against him since it's been established that the character is the worst in the game and nobody will really be playing him anyways, as it doesn't make sense to play something that is the worst when you are trying to maximize your odds of winning. You would play a "better" character which will raise your odds of winning, so players wouldn't really have to worry about Dan all that much, because it just made more sense to try to develop counter-strategies against much stronger, more popular, and higher-tier'd characters like Akuma or Cammy or something, since characters like those would be the characters that most people would be playing, especially in all those highly competitive tournaments, and it just makes sense to prepare to face-off against those characters multiple times, since it's just most likely that many people would be playing them. Does this prove that Ultra Street Fighter 4 is complex and unbalanced? Yes. However, does that automatically mean that this is a bad thing, or that Ultra Street Fighter 4 is a bad game overall because of this? No, because as I've just explained, the customer was actually able to use all of that complexity to his advantage and still score wins against "better" players despite playing such an "awful" character.

The way I view "complexity" in fighting games is that it's usually a double-edged sword. It can be greatly beneficial to a game to have some major complexity if done right, since it could lead to some interesting, surprising, and exciting things, like the customer winning despite playing the worst character, but could also be detrimental if done very poorly and badly. The same thing goes for "imbalance". Having imbalance can be really good, and can even add some more depth to the game, if it results in hype situations where decent players can still win against "very good" players despite playing "horrible" characters simply because of Mark Twain's paradox (applied to fighting games) where, because the character is established to be the worst, nobody plays them, and because nobody plays them, nobody feels the need to learn about them, and because nobody knows them, someone plays them and is now at an advantage because nobody knows them, then people realize that they need to learn about them because noobs are winning with them, and then suddenly nobody can win with them any more because everyone now knows them, so people stop playing them, and then people forget about them eventually..... until someone plays them again, and the whole thing repeats itself from there. However, when the imbalance is so bad like with Akuma from Super Street Fighter 2 Turbo, or Meta Knight from Super Smash Brothers Brawl, it really hurts the game, and does far more harm than good.

That is an example of Mark Twain's quote being applied to something like Ultra Street Fighter 4. Most "smart" players would play a "high" or "top" tier character in Ultra Street Fighter 4 to maximize their odds of winning, and they don't "need to fear the second best swordsman in the world" who is in this case, the person who also plays a more common top-tier character because that "best swordsman" smart player has studied the matchup against that top-tier character because everyone knows that a lot of people will be playing that top-tier character and it makes perfect sense to be fully prepared to face at least several players playing that top-tier character. Playing someone obscure like Dan would be an example of pure "awkwardness and stupidity" since it is would usually be viewed as awkward and stupid to play the worst character that hardly anyone looks at or thinks about, and the customer did just that. The customer behaved just like the "ignorant antagonist who has never had a sword in his hand before" in Mark Twain's quote, "he doesn't do the thing he ought to do," (which is play a higher tier'd character) "and so the expert," (who is, in this case, the so-called skilled player playing a top-tier character) "isn't prepared for him" (the skilled player isn't prepared to face-off against the customer's Dan because the skilled player didn't bother to learn and study that matchup); "he does the thing he ought not to do" (which is play the horrible bottom-tier Dan); "and often it catches the expert out and ends him on the spot" (in other words, the customer surprises the expert who doesn't know how to fight Dan, and manages to score wins).

Core-A-Gaming made a video talking about why button-mashing hardly works, and he says, and I quote, "one of the most memorable street fighter matches was at DreamHack 2013; an unknown amateur Ryu who went by the tag, 'Ghandi' had such a bizzare playstyle, he tilted his more orthodox opponent and ended up beating him". It's another classic example of someone behaving like the "ignorant antagonist" and taking advantage of the complexity and beating "better" players than him with various surprises that neither him nor the better player knew anything about, thus creating so much hype and excitement.

The reason Mark Twain's paradigm works so well, has to do a specific quote in Sun Tsu's "The Art Of War" that goes, "If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." In order words, in a fighting game as complex as the customer's Ultra Street Fighter 4, the customer knew the enemy (the people who would play the high-tier and top-tier characters and the strengths and weaknesses of those characters) and also knew himself (his character that is considered to be the worst) so he "need not fear the result" of a hundred battles (he can score wins because of his knowledge) while the enemy knew themself (their top-tier characters) but didn't know Dan.

Fantasy strike throws Mark Twain's idea of an expert oftentimes getting caught off guard by a noob, as well as Sun Tsu's idea of people of all skill levels having to worry about their enemy knowing something vital that they don't, completely out the window. Then David Sirlin goes on to say in the discord that "The depth doesn't come from doing techniques no one has thought of yet. It comes from the difficulty in making a large number of good decisions every single round." but what if the so-called "good decisions" INVOLVES doing something no one has thought of yet? Then you're hurting a lot of the depth in the game while leaving barely enough to keep it at least somewhat interesting for a small handful of players. Take a look at this tournament footage of fantasy strike and tell me, at what point do the commentators get all hyped up? 'Cause all I see is that they're bored and not interested in what they're commentating, unlike the commentators from the footage of other games who get really excited when the popular skilled player is caught off guard by someone who is unheard of.

There are hundreds more examples out there with many different games of many different genres, but these are just a few that immediately came to mind. In fantasy strike, it's easy and straight-forward to develop a counter-strategy for every character. It isn't like in the other games where even the best players can't develop a strategy for everything, but in fantasy strike, you can have all of the best strategies down-packed because of how simplified it is, and then there isn't really much meaningful decision-making because of how restricted all of the characters are (no crouching, no dashing, no advanced things that players can take advance off) and fantasy strike completely removes the opportunity for players who are bad at the game to behave like Mark Twain's "ignorant antagonist" and surprise better players, by "knowing the enemy and knowing oneself" according to Sun Tzu. Fantasy strike gains quite a bit of depth because of "the difficulty in making a large number of good decisions every single round" but also loses quite a bit of depth too because of the fact that you cannot possibly strive for something that will catch the experts off guard.
To a certain degree, it does "makes sense that good players are going to have enough familiarity with the cast that you cannot surprise them with some normal thing a character has" like is said in the discord, but at the same time, it also makes sense that spectators and commentators get super-excited at how even the best players have to worry about some random person (newbie or not) who's only been playing for like a few weeks or months to be coming out of nowhere and catching them off guard with something that they've never developed a perfect counter-strategy for and beating them in a match, since fighting games generally benefit from having a lot of room for weird surprises and wild creativity, since that stuff is hype-inducing and attracts new players too. When the game is so "simple" to the point where you see the exact same 2 people (CWheezy and Neb) in the grand finals of just about of every fantasy strike tournament, it tends to get stale and boring for spectators. People like when different people win, not just a teeny tiny handful of experts who developed a perfect counter-strategy for just about everything. When this person in the discord says "so basically, the problem is that you have to actually get better at the game in order to win," well, the thing is, because fantasy strike is too simple for it's own good, while also still trying to be "deep" at the same time, there isn't really a whole lot to "actually get better at" to begin with. You just form a counter-strategy for all the characters, master a few fundamentals, make all the "correct decisions" in-game, and you're good to go. Hell, you can even get assistance in the fantasy strike forums for forming easy, reliable, and near-perfect counter-strategies against characters like Grave, Geiger, Rook, Valerie, Jaina, and Midori, as well as having each and every one of these strategies memorized and down-packed, all while improving those basic counter-strategies effortlessly should they start to become stale, thus further shutting down the fun hype-inducing concept of the "ignorant antagonist" surprising the "expert". The fact that everything has been dumbed way down prevents players who may not be great players from finding any complexity or imbalance that they can use to their advantage to give themselves a fighting chance against professionals. The fact that everything has been dumbed way down means that many of the players who DO "actually get better at the game in order to win" like that person in the discord says, such as Rexford2684 will quickly run out of things to improve upon after they've developed their basic yet powerful counter strategies, and likely get bored of the game. People played the game for dozens if not hundreds of hours and mastered just about everything that they needed to master, and then moved on from the game after getting bored, while even fewer people like CWheezy and Neb stuck around to keep playing for thousands more hours.

I have to stop here due to reddit's 40000-character limit and continue with Sirlin's article in the comments.
submitted by qaxwesm to Kappa [link] [comments]

[Misc] META Mod-update (some questions, 2 polls and a bot)

Hello everyone!
It's been a while since we've had a meta post. The idea is it gives community an opportunity to feed back to the mods what's working, what isn't and so on.
We have also had some thoughts about what we would like to change, and would like your opinions on that too.
General Questions
Specific questions/polls
Self-promotion
1) The mods have been in discussions about our self-promotion rules recently. Currently they are far stricter than Reddit's site-wide rules, which can be found here. The tl;dr is that if you do self-promote on Reddit, it should take up no more than 10% of your posts.
"It's perfectly fine to be a redditor with a website, it's not okay to be a website with a reddit account."
Our current rule is that there is no self-promotion allowed, full-stop. This means that us mods are removing posts that are sometimes very useful, but have a self-promotional aspect, or banning accounts which are posting links to possibly useful blog-posts, because it doesn't meet our rules.
Please vote in the poll if you want your opinion considered, and/or respond with your views.
Poll #1
Matched betting
2) We have had a big rise in the number of posts/comments relating to matched betting (this possibly links to issue 1, but let's put that to one side for the moment. I have seen opinions ranging from "this is a sensible UKPF approach" to "OMG THIS IS A CONSPIRACY MODS ARE OBVS PROFITING".
I have a few views on this, personally. I have used account opening offers to gain approximately £1,000 in total from bookmakers. I never continued past that point. I am concerned that matched betting can devolve into gambling, or that people will misunderstand or mis-place bets/lays and that it is very much not a risk-free venture (though it is low risk if the right approach is taken).
As always, even if the sub takes an official stance on matched betting, all affiliate links etc. are banned as per our rules.
edit: Money Saving Expert's forums have a matched betting section, with the following disclaimer:
Matched betting posts on this board must be RISK FREE. Matched betting makes use of bookmakers’ free bet offers to gain a risk-free qualifying bet by making two bets where the odds cancel each other out so that you make a profit regardless of outcome.
This is complicated, and posts by themselves should never be relied on. I agree to do my own research, independently check, double and triple check every detail and take every precaution to ensure a matched betting offer I take up is appropriate for me and risk-free.
Posting gambling offers is prohibited, and I may be barred if I repeatedly do it. I agree posting about gambling offers on the Forum is strictly against the rules and understand if I breach the rules the MSE Forum team may withdraw my permission to post.
Posts may be hidden without notice. If long-established users of this board collectively feel a post is risky, they can hide it for the MSE Forum Team to review. The MSE Team will err on the side of caution, so if it looks or feels risky it won’t come back.
Posts on here do not reflect MSE’s view. This Forum is user-generated posts are written by the general public, not MSE, so are not necessarily the viewpoint of MoneySavingExpert.com.
Please tick to confirm you’ve read it. And we mean PLEASE READ IT, this isn’t a pointless box-ticking exercise. We mean it; if you don’t understand and accept the info above we don’t want you using the board.
Poll #2
...and one more thing
We are in the final stages of testing a reputation-bot (you will see a new mod, ukpf_bot, has been added). You can see how this works in practice at a subreddit like /excel. Our plan is that regular helpful users can earn permanent upvotes (probably £s) and a £ count will be kept in their user-flair. This should allow new question-askers to quickly understand if a user is a regular helpful commenter.
We will update you further once we're ready to test it on the subreddit.
submitted by q_pop to UKPersonalFinance [link] [comments]

[REVIEW] 18k Cartier LOVE bracelet 4 diamonds (PG) from Wenzhi Chen

Just a heads up, this is going to be another long review with a ton of personal opinions, and probably a fair amount of formatting issues. I'm actually doing this review from my new laptop, and this is only my second post to reddit in general so... please be patient with me. I will try to section it out so that you have the option of only reading the parts you are interested in.

GENERAL OVERVIEW

Item: Cartier 18k pink gold LOVE bracelet, 4 diamond size 16
Seller: 10/10 - Wenzhi Chen
WeChat: jewelry66888
Price: 9.5/10 - Originally 1800USD; I paid 1785 with upgraded diamonds
Timeline: an exercise in patience... j/k 8/7-9/4yes you read that right
Ordered: August 7th
Bracelet PSP: Sent August 22nd
Paid: too many times, but succeeded with TransferWise August 30th
Shipped: September 1st DHL
Arrived: September 4th
Authentic from Cartier, Authentic from Fashionphile - size 17
PSPs
My Pics:
Arrival day
After 5 weeks of weatear
TL;DR Overall Rating: 10/10

SELLER: 10/10
Wenzhi was such a breeze to work with again, and such a sweet person. I began talking about ordering the bracelet the day after I received my Cartier wedding band because I was so impressed. After he offered to upgrade the diamonds at no charge, I asked if he would be okay with me writing a review here on the ring I had just received, and one for the bracelet as well. He seemed very grateful, but I don't consider that any type of compensation. I freely offered to review these items because I was completely blown away by his level of customer service! I did want it mentioned just to keep everything clear. All the delays we faced were not his fault, and he was incredibly kind throughout the whole ordeal.

PRICING: 9.5/10
I originally received a picture with all the love bracelet styles with the price overlaid, marking this at 1800USD. WC's pricing is all inclusive in my experience, but I would recommend asking to be sure. That means packaging, boxing, shipping, everything. I don't like rep boxes, and so we discussed pricing for a few days. Once we settled on 1785USD, he offered to upgrade the diamonds at no cost and I happily agreed. I don't know, nor do I particularly care to know, the exact diamond size/grading. It looks good to me, and I have full trust in Wenzhi when he tells me he upgraded the diamonds. Could I be wrong? Possibly. Do I care? Especially since he upgraded for free, I can honestly say that I don't. I'm beyond happy with the product that I received. I wouldn't usually recommend doing business like that, but hey; do as I say not as I do 🤷‍♀️
Could it be cheaper? Absolutely. But the rep business is just that, a business. I don't knock the hustle, especially when I'm able to get things just about as close to cost as I personally think is ethical. If I had to wager a bet, I'd guess that even everything, this bracelet's base material cost was close to 1200USD. But that's not factoring in the labor, the fact that this is absolutely not regulated market, and it's incredibly accurate. These people absolutely deserve to make money doing their job. So could it have been cheeper? Of course. But any cheeper and I'd be feeling incredibly uncomfortable. To make it noticeably cheeper would mean terrible shortcuts; not real gold/diamonds, inaccurate detailing, poor workmanship, essentially slave labor, etc.

TIMELINE: 10/10
This was honestly not Wenzhi's fault. It also wasn't mine. If I were being, in my opinion, unfair I would have given this a 3/10. I tried and tried and tried to actually pay Wenzhi and nothing was working. Western Union denied my transfer twice (I'm not sure why, but they won't do anything with me in general anymore). My bank wouldn't transfer the funds. My partner's bank wouldn't transfer for me because I wasn't a member there. I tried possibly using superbuy's expert service, but the fee's were absolutely insane when tacked onto the price of the bracelet. Same thing with basetao. I then tried to see if Wenzhi had any other payment option, and he didn't. I then decided to try to set up and use TransferWise because I was at my wits end. I had already tried sending money three times. I must have spent close to 6k (that was returned to me omg) while trying to send this money. I swear, WU must have flagged me for some reason because they won't let me do transfers to someone in the same city anymore... After a lot of trail and error with TW directly, the money was on it's way, and arrived safely after a few days. It was an awful exercise in patience, and even thinking back on it I have flashbacks of anxiety. But I persevered, and I survived, and throughout the whole time Wenzhi was so supportive and kind. After that whole debacle, DHL took a snail's pace of a whole 2 days. At least something in this transaction went smoothly.

ACCURACY: 9.5/10 CCW
I would give this a solid 10/10. However I'm certain something might be off from the authentic. It's entirely possible. But even with wearing it all day every day for weeks, and doing so much research, I can't find anything that's not accurate. The screws turn 3 times each to lock/unlock the bracelet. The motif's are beautiful, clean, curved, perfect. It weighs 31grams. The width is a spot on 6mm. The diamonds for the authentic bracelet are supposed to be approximately .11carats. That means as a round brilliant cut they should measure approximately 3mm across. These diamonds are perfect. I have seen other love bracelets, and most of them get the size of the diamonds wrong. Not only can I always see that, but it's one of those things that once you notice it you can never unsee it. I personally think that's the biggest call out in regards to the diamond versions. You can save literally a few bucks, or you can get what I believe to be as close to perfection as humanly possible.
I've still seen a lot of people mention that this particular factory's pink gold is inaccurate. I said it before, and I'll probably say it 100 more times. I think it's, at most, a half shade "pink"er than the authentic. If that. I spent quite literally hours upon hours looking and researching pictures from every possible place I could think of. Pink gold acts like a chameleon. Every batch is a slightly different color, theres no getting around that. I'd go so far as to say that it's almost scientifically impossible to have them be the exact same because how pink gold is made. It can absolutely be close enough that it's not noticeable with the naked eye, but to do that every time you make a batch of pink gold would be essentially impossible. It's a very common complaint in the purse forum that their pink gold pieces don't match exactly. Not only that, but since gold is so reflective, the surroundings can absolutely change how the gold color is perceived. I took the first two pics from TPF and the last two from a video. The last two are from a video filmed in a white studio, under studio lights, and it still can change from a more yellow gold color to an almost completely red color in the same lighting conditions. Depending on where you are, what's around you, the time of day, the type of lightbulb, everything can affect how our eyes perceive pink gold. Especially such a "light" pink gold from Cartier.
The ONLY possible inaccuracy I can think of would be the inside hallmarks. I don't know, nor do I care. I wear the bracelet. No one should be taking it off me to see. If someone wants to try it on, too bad I don't have the screwdriver with me. This bracelet is meant to be worn and LOVEd, not left in your jewelry box at home. Even if someone manages to see the inside, it looks close enough to me. The typefont looks correct for all engravings, it isn't to harsh, looks to be the correct size, etc. However Cartier has changed their inside markings so often that it's impossible to know. This style has been in production for almost 50 years. Things change (Céline comes to mind 😭) and the serial number wouldn't be in their database linked to me. But in my own opinion, the only reason you'd be so incredibly paranoid about the inside marks, is if you were trying to sell it as authentic. Which I'm not, so I'm not bothered. My cousin who owns authentic Cartier held her yellow gold bracelet next to mine and it was identical.

QUALITY: 10/10
It's real gold. It's a beautiful shade of 18k pink gold. I'm so allergic to so many different metals (thanks ma) I might as well be a walking gold tester. It feels like gold. It behaves like gold. The diamonds are real. I haven't had them checked by a professional. I've felt no need to. They look gorgeous under my loupes. I'm not a pro, I just happen to have a very expensive and 100% (not) mild obsession.

WEAR & TEAR: 10/10
I've had this for almost 6 weeks at this point, and I've been wearing this thing on my arm every day since it arrived. I only took it off twice, once for a hospital visit and once more when I took the new pictures today. It behaves like gold. It has gotten absolutely covered in tiny little microscopic scratches from daily activities. But that hasn't dulled the shine a little bit. It's still so incredibly reflective that when I hold my arm up to my face and look at my reflection I can see the lines on my lips. I personally think that the color of the gold has changed already. A common complaint with pink gold pieces from Cartier is that over time they appear to be more yellow. I tried my best to capture that in the pictures earlier, but it's so hard to photograph. I don't think I succeeded. The latest pictures I took in indirect sunlight are the closest to the true color of the gold. While I'm wearing it however, my own natural skin tone does make it pull more yellowish. Since I've received it, I could swear it's loosing its rosiness little by little. I absolutely love it. It almost looks like a Chanel "beige gold" more than a "pink" gold. I love yellow gold. I love pink gold. I love beige gold. I love color shifts. I love everything about this bracelet. Unlike my review for the ring I ordered, I will not be making the same mistake and polishing my bracelet. I think it's showing it's wear with such grace and class. Some people on tpf will comment that polishing the pink gold will bring back it's rosiness. I personally am not at the point of wanting to polish it. I absolutely adore how it looks. I loved how it looked out of the packaging, and I love how it looks now. I don't particularly want it back to the super hi-shine mirror like finish that comes with a polishing.

WARNING - MISC. JUMBLED THOUGHTS:
This is where it's going to get incredibly personal, strange, and a way for me to ponder various things. Everything in this review is to reflect my own personal opinions. We don't all have to agree, and that's fine. I don't even agree with what I think sometimes (I hope it'll make sense if you keep reading). But to deny how this one particular purchase has affected me would be dishonest. I would like to share some of that with you, and see if anyone else might have something to add. Hopefully I'm not a total crazy person.
I buy reps because I know how the retail business works. I've learnt too much about society/the fast fashion industry/business and how things work to not feel devastated about the state of affairs. I buy reps because I don't want to be overcharged. I don't want to pay the ridiculous markups that come with a certain name. I am fine buying some things authentic, and not with others. Jewelry is one of those things I would never buy at retail cost. So sue me for trying to be smarter about spending money and not employing unnecessary middlemen. With that being said, this bracelet has absolutely changed me in a way I wasn't anticipating.
I no longer care how accurate a rep bag might be (to a certain degree, but some of y'all on here are terrifyingly obsessive). I don't care to be as meticulous about my clothing and appearance that I might have been. For someone to comfortably spend around 11-12 thousand dollars on a luxury item means that they are far better off financially that a vast majority of people. Even if no one recognizes it, I feel so much more chic, so much more put together because of this tiny little bracelet. I never use to consider myself materialistic, but this experience might be shifting my view because of that. I feel less worried about strangers judging me, or even possibly getting called-out for carrying reps. It's so strange, and I'm having a really hard time articulating it. I'm no longer stuck with _______, I chose to _______. I didn't run out of time to blow out my hair, I had better things to do. I no longer feel embarrassed I forgot to clean my white sneakers, I intentionally let them look worn. I don't feel like my bags for adventures are an indication of my socioeconomic class, they are in spite of. I no longer feel forced to think of brand names fashion for inspiration with my personal style to feel fashionable, I am free to dress regardless of what's in style for the moment. I feel so much more confident and comfortable in general. I never in a million years would have thought that this tiny and fairly insignificant bracelet would give me a boost in self confidence I wasn't even aware that I might need. This bracelet has suddenly and inexplicably validated my collection of reps in a way I wasn't expecting and in a way I didn't consciously think possible.
I've even seen it mentioned on here a few times in different ways:
-I'm a student can I realistically carry _____?
-I don't think it fits my career so I don't bring ______ to work
-How realistic is it for me to have ________?
-How do I explain to _______ how I can afford _______?
-Can anyone call me out for _________?
The answers should always be up to you. If you want it, go for it. You never need to justify your purchases to other people you know, let alone strangers. As long as you aren't drowning in debt from your spending habits, I say you do you. And I always thought so before this. It's so strange, and I've got to stop this thought process somewhere or I'll just go on forever. But seriously, please let me know if it's at all even coherent.

If you read everything, you are a rockstar in your own way~

TL;DR - I'm on my way to owning my own horde of gold 🐉
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I have been a matched betting enthusiast for years and now I am teaching it for free to everyone.

Hey beermoneyukers!
After years working in my 9-5 job as a website developer for a large corporation I decided I could not face selling my soul any longer lols and packed in my job.
Since then, I had a stint working as a freelancer whilst also making a healthy side income via matched betting. And over the past 9 months I’ve been building a website that teaches people how to do the same.
There are a lot of websites out there that teach matched betting, but most require a monthly subscription and most have long articles that can be a bit dry and hard to follow.
So instead, I built a website, Team Profit, that:
  Is completely free
  Uses animated video guides to teach people (link)
  Has infographics to accompany all video guides
  Provides step by step guides for 25+ bookmaker offer which will make you £600+ risk free (link)
I have amended the video script over 50 times to try to make it as concise and helpful as possible, hopefully they are a good watch!
Any feedback on the videos, guides, blog or anything else, please let me know, I spend every day adding new content and improving existing content.
If you are thinking of learning matched betting and making £600+ risk free, please check it out!
www.teamprofit.com
 
MEGA FAQs GUIDE TO MATCHED BETTING
 
The video guides I posted above will teach you everything about matched betting.
However, I figure no harm in me writing down everything I know about matched betting in an FAQ style layout. Hopefully this will be useful to you.
I have tried to answer every question as concise as possible / no rambling :D
I have split the FAQs into the following sections:
 
INTRODUCTION
1) What exactly is matched betting and how I do make money risk free?
2) How popular is matched betting?
3) Does it involve gambling?
4) How much money will I need to start?
5) How much time will it take me to learn matched betting?
 
OFFERS & YOUR PROFIT
1) How much money can I make matched betting from the welcome offers (new customer only)?
2) How much is a free bet worth in actual cash profit?
3) After I have finished the Welcome Offers, how much money can I make matched betting each month from Daily Offers (existing customer offers)?
4) What type of Daily Offers are available?
 
BOOKMAKERS AND BETTING EXCHANGES
1) Which bookmakers have the best welcome offers?
2) Which bookmakers have the best offers for existing customers?
3) What is mug betting?
4) What is a betting exchange?
5) How do we use a betting exchange?
 
ADDRESSING COMMON CONCERNS
1) How sustainable is matched betting?
2) Will it impact my credit rating?
3) Do the bookmakers have terms to stop customers from withdrawing?
4) Do I need to know about sports?
 
WHICH WEBSITES TEACH MATCHED BETTING - YOUR OPTIONS
1) Where can you learn matched betting?
 
ADDITIONAL FAQS
1) Depositing and withdrawing
2) Sending identification documents
Any questions that haven’t been answered please add a comment and I’ll add the FAQ and answer.
 
INTRODUCTION
 
1) What exactly is matched betting and how I do make money risk free?
There are more than 25 online bookmakers in the UK. In order to attract new customers, they each offer free bets, known as ‘Welcome Offers’.
In total they offer over £800 in free bets to new customers.
In order to receive the free bet, bookmakers require you to place your first bet. An example offer is ‘Bet £5, Get £20 free bet’.
The risk is that you could lose both the £5 bet (your own cash) and the £20 free bet.
By using a technique called matched betting, we remove this risk.
This is because we match our first £5 bet on the bookmaker with a £5 bet on a betting exchange on the opposite outcome (this is known as a ‘lay bet’).
For example, we bet £5 on Man Utd to win on the bookmaker, and £5 on Man Utd not to win on the betting exchange.
As we have now bet on all outcomes, regardless of whether Man Utd win, draw or lose, we will neither win nor lose money. However, we have received the £20 free bet!
With the £20 free bet, we can now repeat this process by betting on say Liverpool to win on the bookmaker and Liverpool not to win.
This time, because we are using a £20 free bet but our winnings are paid out in cash, we will always make a profit.
We repeat this process for 25+ bookmakers, one by one. In total we can convert the £800+ in free bets to over £600+ in actual cash profit, in very little time at all.
 
2) How popular is matched betting?
Matched betting isn’t new and has been around since at least 2005.
However, it is only since 2015 that it has really increased in popularity due to the rise of websites teaching matched betting. You can see this trend here: Google Trends Link
By looking at the various matched betting sites popularity, a reasonable estimate is at least 25,000 people in the UK are matched betters. You can see a review of sites that teach matched betting in the ‘Which websites teach matched betting?’ section below.
 
3) Does it involving gambling?
This is the most common assumption with matched betting. You’d be forgiven for thinking that it did involve gambling simply because the name ‘matched betting’ would suggest it did.
However, matched betting does not involve gambling, you will never be risking a penny.
Because we are always covering the opposite outcome occurring, there is never any risk we will lose money. Furthermore, we still receive the free bets which we will where we make our profit.
The profitability and risk free nature of matched betting has been reviewed in the Daily Telegraph and the Guardian
 
4) How much will I need to start?
You can start with as little as you want, however the lowest I would recommend starting with would be £25.
With £25, you can start your first bookmaker welcome offer and make a deposit into your first betting exchange, meaning you can start making a profit.
For more details, see this Starting with £25 guide.
The downside, with only £25 you are restricted by having to wait for withdrawals before you can move onto the next offer.
Therefore, I would say an optimal amount to have available for your cash flow would be in the region of £200 as this allows you to complete multiple welcome offers simultaneously.
 
5) How long will it take me to learn matched betting?
To learn the principles of matched betting, it will take up to 20 minutes.
To become familiar with completing your first offer, I would set aside another 30-60 minutes so you can take your time and ensure you are completing it correctly.
For example, the video guides on Team Profit last a total of 21 minutes (8 minutes for the explainers videos and 13 minutes to watch the step-by-step real time example). Although they last just 21 minutes, some users watch certain parts of the video again to become comfortable with the process.
It is very much recommended to avoid trying to learn matched betting by yourself. There are thousands of experienced matched betters who can help you. For more details on this, see the ‘Which Websites Teach Matched Betting’ section.
If you need any help anytime, please do comment in this Reddit thread and I’ll help you out.
 
OFFERS
 
1)How much money can I make matched betting from the welcome offers (new customer only)?
From the welcome offer, you can make approximately £1,000 cash profit.
There are 25+ bookmaker offers available on sports for at least £600 profit. These are relatively straightforward offers and good value in terms of time to complete. It would take around 12 hours to complete these offers, which works around £40 / hour tax free. You can complete them over any time period you like.
There are at least another 5 bookmaker offers, such as Bet365 and BetVictor, though these require more time, you could make around £100 to £200. They require more time because the bookmaker requires you to bet many more times before you can withdraw.
Plus 20+ offers across casino and bingo, though some are not risk free and typically take more time to complete, but you should be able to make at least £200 profit from these offers.
So overall, there is an easy £600 profit risk free, then up to another £400 if it’s worth your time to do them.
 
2) How much is a free bet worth in actual cash profit?
A £10 free bet is worth between £5 to £8 in actual cash profit.
The reason for the range is because the higher odds you choose for your free bet, the more actual cash profit you will make.
For example, if you bet on a football team with odds of 2.0, the £10 free bet will convert to around £5 cash profit. Whereas if you bet on a football team that is unlikely to win, with odds of say 6.0, the £10 free bet will convert to around £8 cash profit.
Note though, the higher odds you choose, the more you will need in your betting exchange account in case the bet wins. For a detailed explanation with examples, read this free bet profit article.
 
3) After I have finished the Welcome Offers, how much money can I make matched betting each month (from existing customer offers)?
Anywhere from £100 to £1,000+ per month.
Bookmakers continue to run free bet offers to retain their customers, I refer to these as Daily Offers.
Daily Offers are typically less valuable than the welcome offers but still worth completing.
For example, rather than ‘Bet £5 Get £20’ that they offer to new customers, they may instead run ‘Bet £20 Get £10’ and on a particular football match.
I would say for people with a day job, aiming for between £300 to £500 a month is realistic. In terms of time required, for every hour you spend, you should make around £30 tax free.
So to make £300 a month, expect to spend around 2-3 hours a week. I’d say to earn more than this, you will likely need to accept a lower hourly rate and do some of the low value offers too.
If you are looking to make £1,000+, I’d expect you would have to be near full time and also be fortunate to keep your enough of your bookmaker accounts open for 12+ month period (what is mugging bet FAQ below).
 
4) What type of offers are available for existing customers?
 
Easy offers:
The most common easy offer on football matches is Bet £20 Get £10 free bet. Many bookmakers run this offer, though it will usually be on a particular football match.
The most common easy offer on horse racing is usually on SkyBet, who will run simple offers such as ‘Get £25 free bet if your horse comes 2nd or 3rd’.
There are also easy casino offers, such as ‘£5 risk free’, where you spin on slots and hope to win, if you don’t they’ll refund up to £5 of losses.
These offers can make you up to £300 per month (or £500 on a good month with European football) and are easy for those with a day job.
 
Harder offers:
If you are looking to make more than £300 to £500 a month, then you will need to spend time on Saturday’s completing horse racing offers on Channel 4 racing and during the week too, though Saturday’s are the most profitable.
Plus you will need to do more advanced offers such as football accumulator refunds, each way offers, though I will leave these aside given they could have their own separate thread :p
If you’d like to understand where you can learn more about these offers, see ‘Which sites teach matched betting?’ FAQ below.
 
BOOKMAKERS AND BETTING EXCHANGE
 
1) Which bookmakers have the best welcome offers?
 
There are 3 formats of bookmakers welcome offers.
 
‘Bet £X Get £Y free bet’ - these are the most straightforward. Simply place your first bet and receive a free bet.
This format of welcome offer, ranging from Bet £5 Get £20 to Bet £50 Get £50, is available on Coral, SkyBet, BetBright, Betfred, Paddy Power, BetStars, William Hill, Stan James, Betway, Ladbrokes, TitanBet, 32Red and MarathonBet.
 
‘Refunds’ (also known as Risk Free offers) - these are similar to Bet £X Get £Y free bet. The only difference is you only receive your free bet if your first bet loses, hence I refer to these offers are refund offers.
This format of welcome offer is, ranging from £10 to £50 refunds, is available on Bwin, Dafabet, UniBet, Totesport, 188Bet, SuperLenny, Genting and 888Sport.
 
‘Multi Bets’ - these welcome offers require multiple bets to be placed before receiving your reward. It can take form of a bonus which requires to bet £X amount until you can withdraw any winnings, or the form of a cash reward once you have bet £X amount.
This format of welcome offer is available on Bet365, BetVictor and some other bookmakers, however they often require such a large amount of betting that I haven’t included them in this list.
The quickest to complete are the Bet £X Get £Y due to their simplicity, then the next best are the ‘Refunds’ offers.
The Multi Bet offers can be very valuable (e.g. Bet£365’s offer is worth over £150 profit risk free) but can also require much larger deposits in order to place the bookmaker bets and lay these bets in your Exchange.
 
For details of each bookmaker offer, see this Welcome Offer List & Guides
 
2) Which bookmakers have the best offers for existing customers?
 
Bookmakers vary in their level of generosity to existing customers. This is a little subjective, but in my opinion, this is the ranking of bookmakers for existing customers:
 
Best: Bet365
Bet365 run a £50 Risk Free offer most months (sometimes twice a month during popular football months) which is worth £35. It is very quick to complete (less than 10 minutes) so for £35 to £70, or around £500 a year, it is a great offer.
Plus they have one of the best horse racing offers, up to a £50 risk free bet if your pick a winning horse with high odds. This is a profitable offer worth around £20-£30 a week, or up to £1,000 to £1,500 a year.
 
Second Best: SkyBet
SkyBet run regular £5 to £25 free bet offers on horse racing and football, plus regular £5 risk free offers in SkyVegas.
 
Third & Fourth Best: Coral and Paddy Power
Both these sites run regular horse racing, price boosts and football offers (Bet £20 Get £10 in particular), at least £20 to to be made on every week from these two sites.
 
Good: William Hill, Ladbrokes, BetStars, Stan James, Betway, Bwin, Betfred, Totesport, 188Bet, 888, BetVictor
All these bookmakers run offer(s) each week so it’s worth ensuring you have completed the welcome offer for each of these sites so you can take advantage of their daily offers for existing customers.
 
3) What is mug betting?
If you are only ever betting when you receive an offer, the bookmaker will no longer allow your account to receive free bet offers (this is known as being ‘gubbed’).
To get around this, you should place ‘mug’ bets. ‘Mug’ bets are simply bets that a ‘mug’ punter would place. Mug bets include £1 accumulators (betting on several teams to win) and betting on favourites without an offer.
Most advice suggests that for every offer you receive, you should place 2-3 mug bets.
If you are gubbed, it does kinda suck when you receive the email, as you can no longer profit from the bookmaker’s offers.
It is also becoming increasingly common as bookmakers are noticing more suspected matched bettors, due to its increasing popularity. My advice is to make money whilst you can and take sensible precautions to try to keep your account active.
For more details, see this Mug Betting article
 
4) What is a betting exchange?
A betting exchange is a marketplace for customers to bet between each other on the outcome of particular events. This differs from a traditional bookmaker because an exchange also gives you the ability to be the bookmaker yourself and take bets from other exchange users.
Standard bookmakers generate profit by offering odds that are in their favour. Betting exchanges explained in terms of how they generate revenue is they charge a commission on any winnings a player receives.
The two market leading betting exchanges are, Betfair and Smarkets.
For more details, Betting Exchanges Comparison.
 
5) How we use betting exchanges?
When matched betting, a betting exchange is used to place our lay bets (the opposite bet to our trigger bet). So when we place the trigger bet with the bookmaker on one outcome to release the initial free bet, we must also cover the opposite outcome so that if the bookmaker bet does lose we still win on the lay bet - making it risk free!
Similarly when we are placing the free bet bet with the bookmaker we then lay off that bet using the exchange and because we’re using a free bet but being paid out in cash, this is how we turn free bets into withdrawable cash.
We only ever use betting exchanges for lay bets.
 
ADDRESSING COMMON CONCERNS
 
1) How sustainable is matched betting?
Matched betting over the past 6-9 months has become harder. Most bookmakers have realised they are thousands of matched betters taking advantage of their offers and so have either reduced the generosity of their offers or have made the daily offers more complicated.
However, there is still intense competition between the bookmakers, meaning they will always run special offers to an extent.
By spending a few hours a week, you can still make £300 to £500 a month, whereas in past year(s) this figure could have been £500 to £800.
The biggest issue matched betters face is being ‘gubbed’. As explained in the mug betting FAQ, this is when a bookmaker restricts you from receiving free bets and bonuses.
There are various theories as to how a particular bookmaker decides to to gub a customer. Reasons include taking up too many offers, winning a high % of bets, withdrawing regularly, placing bets far in advance or at irregular times.
The truth is nobody really knows precisely why people gubbed. However, you can expect to get gubbed at some point from a particular bookmaker, it may be 2 months, it may be 2 years, it is hard to know.
I really think though that everyone can make up to £1,000 from the Welcome Offers and at least £300 to £500 a month without any problems. I think the issues comes when you are making £1,000+ every month which sooner or later bookmakers will catch up that you are taking up a lot of offers.
Having said this, some people say they have been making £1,000+ every month for years, so maybe it is possible if you are using a wide variety of bookmakers and consistently placing mug bets.
 
2) Will it impact my credit rating?
Having betting activity on your bank statement does not impact your credit rating.
The only thing to be wary of when making betting deposits and withdrawals is that it can affect your application for a mortgage. So if you’re planning on applying for a mortgage in the near future then I’d recommend using a separate bank account to that which you’ll be applying for the mortgage with.
 
3) Do the bookmakers have terms to stop customers from withdrawing?
The vast majority of welcome offers do not have any withdrawal restrictions.
A handful of welcome offers do but this will be state in the terms and conditions. It is much easier though to use a matched betting website as they will clearly highlight the key terms of each offer (see ‘Which websites teach matched betting’ section below).
Casino offers will almost always have withdrawal restrictions, however for the matched betting welcome offers we are focusing on sports betting.
 
4) Do I need to know about sports?
Not at all! You do not need a sports background or have any sort of betting knowledge, many matched betters do not know anything about sport or betting before learning matched betting.
You may learn matched betting a little faster if you have sports betting experience but it really isn't important at all.
 
WHICH WEBSITE TEACH MATCHED BETTING - YOUR OPTIONS
 
There are 30+ websites that three key stages to matched betting:
Stage 1) Learning matched betting
Stage 2) Completing the Welcome Offers (for new customers)
Stage 3) Profiting in the long term from Daily Offers (for existing customers)
Below I have tried to cover the main sites that will help you with each of these stages.
 
In summary, I may be biased :p but I think the:
Stage 1) and Stage 2) best approach is to use TeamProfit.com
Stage 3) Join a paid membership site, either OddsMonkey.com, ProfitAccumulator.co.uk or ProfitMaximiser.co.uk to continue to make money from the Daily Offers.
 
FREE SITES:
 
TeamProfit.com (link)
I really believe Team Profit is the best site to learn matched betting and complete the welcome offers, but compare us to the other sites and see what you think!
Learn matched betting with animated videos (link)
25+ Welcome Offers using the step by step guides (link)
A free Facebook group to provide help to you anytime you need (link).
 
MoneySavingExpert.com (link)
The advantage of MoneySavingExpert is the sheer volume of content, covering all aspects of matched betting.
The disadvantage of MoneySavingExpert it is not well structured as it is just one forum with a long lists of posts so it takes quite a while to find relevant threads and miss key information.
 
MatchedBettingBlog.com (link)
The advantage of MatchedBettingBlog is the clear layout of the daily offers posted each day for with step by step instructions. It’s a good site to check to avoid missing the best and easier daily offers. The forum community also helps to post additional offers on top of those listed on the homepage, and also provides general advice on completing daily offers.
The disadvantage of MatchedBettingBlog is it is relatively limited in terms of teaching matched betting and does not provide a clear list of welcome offers. Also, for those looking to make £500+ every month, it doesn’t provide any software to help with the more advanced types of matched betting with daily offers, such as horse racing refunds and accumulator refunds, that the paid member sites offer.
Additional free matched betting sites include:
Matchedbettingfree.co.uk (link) (Reddit thread link)
Freebets4all.com (link)
 
PAID SITES:
 
Paid sites usually charge £15 to £25 a month.
In return, they will teach matched betting, provide list of welcome offers and provide daily offers too. Additionally, most paid sites will also provide software that helps to make you more money plus save you time.
 
OddsMonkey.com (link | non)
OddsMonkey charge £15 per month or £150 per year.
They are the most well known provider of matched betting software. Earlier this year, they added the full range of matched betting services, so now they provide all of the below:
Tutorial articles
Welcome offer step by step guides
Daily offers calendar
Software: OddsMatcher, Horse Racing Refunds, Tennis Refunds, range of calculators and spreadsheet
Forum
The advantage of OddsMonkey is the exceptional value. They have the best range of software and tools for matched betters to maximise their profits, are consistently bringing up new tools at no added cost. At only £15 per month it is one of the best options to consider.
The only disadvantage is the forum is not as busy as the next two options, ProfitAccumulator and Profit Maximiser. Though the forum is still a sufficiently active to ensure any questions have you are answered quickly.
 
Profit Accumulator (Link - Chazmer87's I don't have one | non)
Profit Accumulator charge £23 per month or £150 per year
Profit Accumulator helped to bring matched betting to the main stream with a highly active community. There are clear similarities between OddsMonkey and Profit Accumulator in terms of their high standard of software and offers.
The advantage of Profit Accumulator is their very active community. There is a great deal of advice in virtually every aspect of matched betting and the information is all well structured. Plus they have a very good offers coverage.
The only disadvantage to Profit Accumulator is the higher cost. The membership itself is £23 per month, plus their version of the Horse Racing Refunds software is £10 per month, or £115 a year. So in total you are paying £33 per month versus OddsMonkey’s £15 per month.
 
Profit Maximiser (Link | non)
Profit Maximiser is run by the original matched betting guru Mike Cruickshank.
Mike has been building software for matched betters for many years and has a very active Facebook Group.
Each piece of software is sold separately, I believe the below is accurate, each have their own £1 free trials:
Bonus Bagging £27 plus VAT - provides a list of all welcome offers and teaching (Link | non)
Profit Maximiser £97 plus VAT - provides all daily offers (Link | non)
Each Way Sniper £47 plus VAT - provides a horse racing betting system (Link)
Accumulator Generator £149 plus VAT - provides a football betting system (Link)
I believe Mike may have a couple more tools, if so I’ll edit this post if you could please comment / send me a message.
The advantage of Mike’s products is that there is no monthly recurring fee, so if you intend to do this for many months, it may work out profitable to do so. Plus from what I understand their Facebook Group finds some lucrative casino loophole offers faster than other matched betting providers.
The disadvantage of Mike’s products is that you have to buy each product separately rather than having it all within one simple account. Additionally, the total cost if you were to buy all 4 above listed products is £320 + VAT (total cost £384) whereas you could receive all these tools for £15 per month from Oddsmonkey. Having said that, Mike’s products do come with a £1 free trial, just be careful to cancel before the trial ends if you don’t want to continue.
Additional free matched betting sites include: Yes Bets link
Pure Profit link
 
ADDITIONAL
 
1) Depositing and withdrawing
To ensure you qualify for the Welcome Offer, use a bank card to deposit into your newly set up bookmaker account. Most sites will allow Paypal too though check the terms and conditions.
If you use Skrill or Neteller, typically you will not qualify for the Welcome Offer (bookmakers have this rule to prevent fraud) but you can check the terms and conditions.
Withdrawing is easy, you should receive your funds within 1-3 working days depending on the bookmaker.
 
2) Sending identification documents
Occasionally, bookmakers may require to send in identification documents (passport or drivers licence for example) and a copy of your bank card. This is to prevent fraud. This usually happens if you are not listed on the Electoral Roll or there is a difference between your home address and billing address. Simply take a photo of the documents they ask for and email them back.
 
THAT COMPLETES THE MEGA FAQ GUIDE TO MATCHED BETTING!
 
If you have any questions, comments or suggestions, please do post a comment thanks!
 
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[Table] IAmA: We are Stoic Studio and Austin Wintory (Composer) and we are launching The Banner Saga next week - Ask Us Anything!

Verified? (This bot cannot verify AMAs just yet)
Date: 2014-01-10
Link to submission (Has self-text)
Questions Answers
What's the biggest thing that changed between your original concept in the kickstarter 2 years ago and the final game? Alex: Wow, that's a loaded question. I'd have to say there's almost nothing left of the original concept, especially in terms of scope and design, and I mean that in a good way. The story has gone through at least 5 major revisions, the combat and usability has had major changes over a dozen times. Travel gameplay has changed significantly. I guess the important thing is that design is a pretty iterative process. If you sit down and write a design doc for the game and think you're done, you're going to have a crappy game. It's a good start, then you implement the systems, play them, and change them over and over until they all work together harmoniously. In that regard the most valuable thing Kickstarter allowed us to do was a ton of iterations, instead of having to settle on the first thing we thought of.
Specifically, I'd say we went from a game that would have had maybe 8-10 different characters, been 5-6 hours long and would have been more about your caravan in general to a game with 25+ characters, 12+ hours long and a hell of a lot of character development and branching decisions.
Arnie: Hrm…would take a long time to answer this correctly. In short the game is just far, far larger than what we originally planned. Much in the story changed as well once we started implementing, all for the better. The game that will soon be in your hands is worlds largemore polished/better than what we pitched on the KS video. In fact, go watch that video, look at the combat shots, then go look at what we have now. Night and day. I must add, none of this would have been possible without the backers and we've always felt the pressure to raise the bar to match the level of support we received. All went into the game and we've had to support ourselves for a year longer than we expected to from our own savings…so we're really happy to be launching in a few days.
Battle AI -- Did you build it from scratch? Where did you draw inspiration from? How competent would you say it is? Can it stand a chance against seasoned Factions players? John: The AI was built from scratch, and I really enjoyed making it.
I drew quite a bit of inspiration and experience from Factions itself, and the AI plays in many ways like I would play .. no surprise, since I trained it.
The AI was deliberately made to be mostly deterministic. There is some randomness involved in how and when they choose to use their abilities. But regardless of what they choose to do, they always choose what they see as their best possible option.
Although the AI is largely deterministic, the number of factors that they consider makes it very complex, so you won't necessarily be able to figure out exactly what a given AI will do, but you should be able to develop a feel for the types of moves they will make. So in that sense it should be somewhat like playing another human.
How much damage will I do.
Will i be in a position to make a killing blow next turn.
What is the total amount of damage threat can I project from tile.
What is the total amount of damage threat projected toward me at a tile.
Will my attack put my enemy within range of being killed with one more hit.
How close will i remain to my allies, and will i be isolated and cut off.
Str damage.
Armor damage.
Stars used.
Projected threat.
Danger to self.
Kill enemy now.
Delta difference in enemy threat.
Put enemy within one-shot range.
Positioning relative to allies.
Etc...
Aside from that, certain abilities (AOEs, buffs, auras, etc...) have special targeting and positing rules and weights that the AI tries to optimize.
Since we added the Training Tent to Camp, you can play scrimmages against fighters from your own caravan as often as you like. In that way you can really practice and get to know the AI.
Very detailed - very interesting! I'm guessing the Training Tent will be the foundation of bringing AI to Factions? John: Sounds reasonable.
Are you gonna be doing anything special for the Faction's 1-year anniversary date (Feb 25th)? Take a vacation and sleep in.
Has there been any feedback you've taken from (p)reviews that you've used to change from the preview build because of it? Yes, absolutely. In particular we increased and improved the tutorialization, and tuned the difficulty curve for the battles during the first hour or so of play. We added the 'Training Tent', a place in Camp where you can do training battles against your allies as often as you like.
How are the preorder sales looking so far? Have they been enough to consider making chapter 2? Looking good. I can only think about chapter 1 right now :)
Someone in the official game forums (Kuba) said he won't be able to be at this AMA and asked 2 questions. Copy & Paste of the forum: 1) How many pages of text in total (dialogue, item descriptions, menus, etc.) are in the game? 2) Is Stoic planning to do localizations? If yes, which languages and what do they think about fan-based localization? Alex: 1) It's an interesting question, because I don't really know. The way dialogue is inputted into the game means there isn't one big document with all the text, which makes doing a word count trickier. But, if I had to guess I feel like I've written a small novel at least. You won't see all that text unless you play through every possible branch. The amount of writing in the game is one of the reasons we couldn't commit to voice acting for the first game: it would be a huge, expensive endeavor. 2) We are definitely planning to localize. I believe our top two languages based on users and surveys is German and Russian, and we'll do as many more as makes sense. As for fan localization, it's not out of the question. We've thought about crowd-sourcing it before.
John: And there are about 300,000 lines of code, which would be the equivalent of a stack of paperback novels about 8 feet high, I think. I'm on my second keyboard :)
How big a hit do you think you took in PR from releasing factions? (if there was any) Alex: Our launch of Factions could have been more clear, that's for sure, and it didn't help that we were trying to do "Early Access" just a couple months before Steam instituted Early Access, so people didn't know what to make of the game. At this point though, things have definitely settled, and Factions is going to be a great platform to keep putting out new content between major releases. I'm paraphrasing, but I recall an article where Riot said something like "If we don't make at least one major mistake a year we're not doing it right...".
The reason I ask is because lots of people seemed to be confused and upset about its release calling it pay to win (even though it's obviously not even remotely ptw) and were under the impression that it was the full release (even though it was made clear that it wasn't). Despite the early confusion, Factions has been an enormous boon. We had over 200k people come through the game who had never heard of TBS before, and the great improvements to combat for the Saga were almost entirely because of our active tester community.
Also, when are you updating factions with the new unit types and such? will that come with the single player release? After the Saga releases and we come back from break, we'll be making some pretty major updates to Factions. Looking forward to talking details on that a little later!
I've heard that your journey continues even if you lose a battle. Could you successfully complete the game even if you lose every battle? Is a perfect/near perfect record required for the "best" endings? Alex: A perfect run is by no means necessary for the "best" ending. We went out of our way to make sure there's no best way to play the game. In fact, the entire focus of the game is that we want the player to accept what happens as "their story" and keep going, which is why losing a fight doesn't end the story. In most cases it will result in some casualties, a loss of morale or supplies and, depending on the fight, might get someone in your party killed.
No need to go to the link, unless you want to. I have made some suggestions for a Co-op in the long walls of text in this Steam Forum Link to steamcommunity.com. I would like to stress that for the main part of The Banner Saga to be kept solely for single-player alone, but some Co-op elements would be nice. I cannot speak for everyone but I find just fighting other players a bit boring. As for myself I usually enjoy fighting the computer AI and teaming up with my fellow Vikings. Basically what I am wondering is if there is going to be any thought given to Co-op whatsoever in the future for Factions? Alex: Co-op was in fact one of the first things we ever wanted to do with Factions and it's been unfortunate we haven't found the time before now. We even came up with a pretty compelling way to do it that wouldn't slow down the gameplay (allies would both move simultaneously, and would have to coordinate with each other on where to move/who to attack). We'll be looking into updating Factions again now that the single-player game is in the bag and hopefully this feature makes it in.
Are you going to add Linux support? John: PC and Mac at launch, and then Linux some time later, as fast as I can! Most likely several months time. I am the only programmer, so please bear with me :)
Hey Stoic threesome, what games are you guys looking forward to this year? John: The next Act of Kentucky Route Zero.
Alex: I've got such a back log at this point it's ridiculous. As for upcoming games I'm really excited about Quadrilateral Cowboy, Transistor, Mirror's Edge 2, all the space sims that are suddenly appearing. Least excited about: anything with zombies in it.
Tryggvi -- Are you considering to make him available after pre-order (or as a paid-DLC)? I am asking considering the criticism about exclusive in-game content. Saga #2 -- Assuming sales go well, what would the ETA be? Even a rough one...? Arnie: Heya Aleo! Tryggvi will not appear in CH1 unless you pre-order. He *may appear down the road in other chapters or side-stories. Now about Saga#2…lets just get #1 out the door before thinking about that. ;)
Hi guys! Not surprisingly, I have a couple questions about the crest reward from KS. People have been wondering - are there any specifics about how latecomers' crests will be added? Do they just need to submit on the forum and they will get scooped up? Also - is the Weaver's Hut for customizing banners still going to be implemented in Factions (or the Saga), or is that out? John: On the crest uploader, it tells you if your crest is PENDING, APPROVED, or FINAL. Once it is FINAL, it means that the crest has made it into a build. Whether that build is the live build, or an upcoming patch is not specified on the crest uploader page. I can say that as of right now, everything marked FINAL is in the game build that will go live on Feb 14. I expect we will put out a patch a week or 2 after launch, based on any issues that arise when everyone piles in. At that point, we will include all the remaining outstanding crests.
What inspired you all to leave your steady jobs at Bioware and to try and make something of your own. Did any of your family/friends try to talk you away from running your own business and if so how have you handled their hesitations? John: We all wanted to make something that we felt passionate about, and that was all ours. At a large company, you are making a game for lots of different people, and for lots of different reasons. A large company necessarily has to make a game that will sell to and appeal to a large audience. With just the 3 of us, we can simply make a game that we love, and hope that enough other people love it too!
Arnie: Good question, a really good one. What inspired me to leave my job was that I was increasingly seeing my life planned out long into the future. I was making good money and in x-# of years would pay off my house and send the kids to college and the retire when I was x-years old…etc. It frightened me. Along with this went the overwhelming desire to start designing and calling the shots on my *own games again. When I was in high school I'd design turn based games up in my room for hours and weekends on end. It was the most brilliant time, specially when I was grounded or something, I really looked forward to be "stuck" in my room, because then I would have the time to come up with designs/worlds. Once I started doing games professionally I realized it's big business. There are rooms of 8-10 people per meeting with marketing and business guys and…it's hardly about coming up with inventive new approaches to some thing you feel deeply about. You learn to gauge what these people are looking for, then provide them with it and that's how you get ahead and earn more money and whatnot. I felt like I was drying up and losing my first love of simply making fun games. To add, there's nothing wrong with what I said above, many people love to be in that situation of working on a large team and playing a part in a huge undertaking, it just wasn't for me. In a nerdy way I think of it in terms of a guild run…do you like going on dungeon crawls in games with 1 or 2 friends or do you like attacking a dragon with 40+ guild mates? Neither is better or worse, it's just what you're into. It took me some months to talk my wife into it and it's been a ton of work for her as well. In the past year she's basically kept the whole house together. Feeds us all, mows the lawn, cleans the pool, takes my sons to cub scouts…etc, everything. All of us at Stoic have poured everything we've got into this game, our time, our money, our energy and looking back (I think I talk for us all here) we wouldn't change a thing. Wow…sorry for the long post. I could actually write a lot more but will stop.
Hi guys, love love love the game. I've followed the game since the Kickstarter. I know crowdfunding has changed the business of making games quite a bit and it seems like a lot of indie devs choose to put out their games themselves, I assume to save on cost along with other pros and cons. Could you talk about your decision to release the Banner Saga with a publisher as opposed to self-publishing? John: For us, having only 3 people is a strength when it comes to actually making a game, but a weakness when it comes to dealing with the thousand other things required when promoting the game. We simply don't have personal bandwidth to make sure press has everything they need, to persue promotional opportunities, etc... So having an indie publisher working with us has really taken alot off of our plate and allowed us to focus on finishing the game. We are very pleased with how VE is helping us.
Hello guys, haven't really heard from you for a while in a chat :p. Alex: Hi Net! Well, assuming there's a big enough demand we'll be moving ahead on the 2nd and 3rd games of the trilogy in order and updating Factions in between. Now that we've got the foundation of the game in place and are really familiar with the tools it should be pretty smooth sailing. I see the scope as being roughly the same but I'm sure we'll want to add unique features to each game. As for giving out an ETA, we've learned our lesson on that one...
I know you (Alex and the creators) were originally were going to score the game yourselves. In what way has Austin shaped the game with his immense talent (big fan, right here, as he knows :)) and what was it like working together? Thanks! Arnie: I was originally going to score the game, though you'd have to use the term 'score' loosely. I am *not a composer, but was going to do as well as I could. We had originally planned a much smaller project, one in which we were all going to just do everything, though we've never done it before. We bought a tiny microphone and we were breaking sticks for foley sounds and whatnot…a true indie project. Once we received so much support from our KS Backers the kid gloves came off and we were able to reach out to a few professionals to help. When we were looking for a composer Alex posed a question "If we could get any composer in the entire world, who would it be? Let's reach out to them, what could it hurt?" We emailed Austin and the rest is history. He has turned out to not just be a guy doing the music for TBS, he's turned out to be one of the team. We have feedback on the music, but he makes the final call. He's the hardest working guy I have ever been around, completely tireless and never settling for anything other than perfect. Working with him has been a huge boon to both us and the players.
Thanks to all three of you for your answers! I really cannot wait for next week. Truth be told I'm not usually a strategy game player, but your beautiful illustrations and Austin's score has won me over and I'm more than willing to try. Best of luck with the launch :) Play the game on easy mode and you shouldn't have difficulty getting through the game to see the art/music. Hope you like it!
Thus far, what has been your favorite part of The Banner Saga to work on? Alex: I think this is something of a secret of game development, but making a game is rarely fun until you get to the last 10%. Before that it's terrifying, and it's an unholy grind. You don't even know if it's going to turn out fun but here you are scraping away at it for 15 hours a day. That's not just The Banner Saga, but every project I've ever worked on. That's not to say there aren't fun parts along the way when you add a neat feature or see something big come together, but for me? The absolute best part is the last three weeks when everything is getting down to being final and you can look at the whole picture and put the final polish on. You'd be surprised at how much better the game gets at the very last minute.
To be specific, the most fun I've had with the game is when new abilities go into combat. That's when unpredictable and awesome things start happening. While I love writing and I take a lot of satisfaction from it, it often feels more like wrestling an ape into submission.
Arnie: Working on an album cover for a Grammy Nominated composer.
I look at the AAA gaming industry right now and my 'theory' is that publishers are partly, if not mostly, to blame for much of the sod we now see. So I must ask, is Stoic planning on going under a publisher to fund your future products? John: We started this studio to be independent, and to make the game we wanted to make. That won't change. It has been extremely positive to have just the 3 of us totally in charge of the direction and vision of the game.
Alex: Oh ho ho, you asked something I'm more than happy to talk about.
The games industry really has an interesting relationship with publishers. And yes, a publisher can take things too far trying to maximize their short-term profits, burning out developers and players with low-effort sequels, etc. But in the bigger picture, publishers aren't really the problem. They're not "forcing" anything on the public- quite to the contrary they spend all their time, money and effort trying to figure out exactly what the public wants. That's no easy task, but the unfortunate truth is that the more successful a publisher is the better they are at giving people what they want. It's the same with the film industry. Tired of seeing the same dumbed-down repetitive dreck? You have to stop buying it, and convince everyone else to stop too. It's practically the democratization of entertainment, and in most cases the majority wins.
In my opinion what's great about this point in time is that indie devs can make a damn good living for themselves with all the creative freedom in the world and AAA publishers can look at those successes and make something like it with a multi-million dollar budget. I can't say whether Everquest Next is going to be a huge success but I'm really hoping that it turns out great. That game would have never happened without Minecraft.
Kickstarter is an extraordinary tool for making bigger and better original games. In my opinion the only thing that's going to hold back Kickstarter is the backers themselves, who moan and threaten to sue every project that doesn't do exactly what they expected, or projects that don't pan out. That's going to happen, it's part of the risk. It happens to publishers all the time. The value isn't in getting "that one game" you wanted, but elevating the entire games industry. You gotta have a long view of the whole process.
Right now we're working with a team called Versus who are helping us with marketing and promotion and it's been absolutely great. They've taken so many time-consuming and frankly unappealing tasks off of us so we can focus on game development, and they don't have any influence on the game. Smaller, boutique publishers are becoming a real thing just like the indie developer scene. On that topic, I don't see us ever taking money from a publisher to develop a game, or giving up the IP rights. Unless you're desperate to have a $50 million budget, it's just not necessary.
Any estimation on the length of the game? Like how many hours it will last? Largely depends on your choices and your speed during combat scenarios but somewhere between 8-12 hours for the average person.
Rewind & Restart -- If you were suddenly back in 2012, what would you have done differently and what would you have done the same? I know it's a long question, but you could just point out some obvious mistakes and some "strong move" you made along the way. John: From a technical perspective.
Creating an automated continuously-integrating build system from the beginning was a huge advantage that helped for the entire project. It was extremely time consuming, though, even with the generous volunteer help we received on it. It would have been well worth it to contract a professional build engineer for a few weeks to get it perfected, rather than burning alot of my time on something that is not my expertise.
Building the entire game in a test-first manner using Test Driven Development (TDD) was a huge win. Unfortunately, halfway through the project, and Adobe update broke our entire test running framework, so we were only able to enjoy the benefits of TDD for the first half of the project. That was of course a very formative part of the project, so it was a win.
Using Heroku for the Factions servers was a huge time saver.
I've burned a lot of time developing metrics and analytics both for Factions, and The Banner Saga. Althoough it is a fascinating subject, it is not my expertise and it cost me alot of time. It may have been worth contracting some help there, and I expect that I will try to find an analytics expert for guidance to help us for a few weeks in a the future.
My cousin Josh DM'd for some of you at PaxEast last year, my question is, to what extent have pen and paper rpgs influenced Banner Saga? Arnie: Tell Josh we said "Hi"! It was the highlight of our PAX trip to be honest. I've been involved with pen and paper games since I was about 9 (I'm 43 now). Over the last decade though I simply have not had time to play. Pen and paper games (D&D in particular) have influenced everything I've done in games. I'd actually love to work on a pen and paper computer game in the future and already have quite a bit of work done on the idea. :)
John: Aye we loved playing at Pax East!
FWIW we prototyped the entire combat system on a large paper grid with stand-in tokens and tiny stat sheets for months before we implemented the digital prototype. Even after the digital combat system was implemented, new classes have been prototyped on paper, still.
Will there be more customization available to the player in comparison to Factions? Alex: We had a few options when we started designing the game. We could either have a few characters with high customizability, or a lot of characters that are each unique. We went with the large cast of characters. You don't change their outfits or weapons, but you get so many different personalities throughout the story that we feel like what you're doing is customizing your team with what you like, instead. It's easy to forget that this project really did start off modest in scope and we looked at other games to see what the expectations are. Our inspirations like Final Fantasy Tactics, Shining Force and Fire Emblem all favored a large cast over custom appearances.
I know this may be premature, but if you get an even bigger budget the next time around, what kinds of new features would you like to include in Chapter 2 of The Banner Saga? What could we look forward to if everything goes well? John: It's hard to say, and I definitely won't make any promises. But as the tech director I would be happy to get some programming help that would make a simultaneous multi-platform, multi-language launch feasible. With just me programming right now on Chapter 1, I have to take chewable programming bites one at time :)
Arnie: More fully animated cut-scenes. I love cut-scenes.
Hello Stoic! Really hoping for the best on your game, already pre-ordered so I am just waiting for the game to release. P.S. If this game works out to all the hype would you mind if I make the 4 hour trip to buy you guys a drink? Alex: This was the result of a few things all coming together. The Old Republic was winding down on production, and we thought it was the right time to strike out on our own. I think most developers have that game idea they want to make some day, we were just incredibly lucky to be able to follow through with it.
Arnie: Drinks, you bet. Bring a fat wallet, John enjoys lots.
Was Part 1 of the Banner Saga the “Factions” piece of the game or is part one what will be release on the 14th? On another note love the art style, love the music. Arnie: Thanks! To answer your question, Factions is a separate game using the same combat design/ui/assets, but is not needed to play the Saga and vice-verse. We hope Factions is the place people will go between the Sagas to have fun with their friends. Both games take place in the same world and same timeline.
Stoic, I'm part of a very small two-man indie game operation and when we see games like The Banner Saga coming from similarly tiny studios it gives us a ton of motivation to keep moving forward! What would you say to all the little indie teams out there struggling with their own projects with just a few team members to pool from? John: Control your scope, and re-evaluate your progress, schedule, and estimated completion time on a regular basis. Weekly. Cut unecessary features earlier rather than later. The hardest part is actually executing to completion -- as they say, the last 20% of the game represents 80% of the work.
Alex: Heck, if now isn't the right time for indie development, I don't know when is. I would say don't try to compare yourself to other games and studios. We've had a lot of experience making games and were incredibly lucky to get the funding we did, and tried to take it as far as we could. But a lot of times that's not necessary to making a successful game. You need a good idea and solid execution. Iterate quickly, and get lots of feedback. A lot of small developers make dozens of games before coming up with the one that finds an audience. One of the hardest things is always finding a good team who have time and energy. And as John says... finish it!
Arnie: Know your strengths and weaknesses and design with your strengths in mind. To add to Johns comment I will say it again "Control your scope". Also, "Control your scope".
Without giving any spoilers - who is everyone's favorite characters and why? John: Tryggvi - because he is nuts and has an awesome necklace worthy of a parade.
Alex: I'm biased because I wrote all of them, but my personal favorite to write is Krumr. He's one of the oldest varl in the world and he's gotten to that old-person age when you don't care what others think of you.
Arnie: I like Krumr. There's a particular scene that really shows haw badass that character is. (just saw Alex said the same thing)
Did you ever test combat with units that take up 1x2 squares or 3x3 squares? I wondered if non-human creatures might have different sizes. Have you played around with battles that involve more than just "kill all enemies"? (like moving to a certain space, or surviving for a certain number of rounds) Did you ever experiment with adding height to combat maps? Or is that too hard to animate? Arnie: 1) yes, but 1x2 squares throws a monkey wrench into some things like animation. We bailed on it for Ch1, but who knows what the future will hold…the Horseborn come to mind… 2) Yes, this was also put on the back burner but we've talked about it. 3) Height would be meaningless unless we attached range modifying factors to it, which would throw off our balance, so we bailed. Also, yes, the way our art is done with the animations (all 2d) it would become difficult to develop towards.
All the new classes will be avaliable on factions? John: We hope to gradually introduce the classe to factions. They are incredibly fun to play. We will need to do some balancing, because the balance for PVP is different for PVE in the saga. Some of the abilities and stats that are extremely fun in saga would be simply overpowered in PVP.
With the world of the banner saga being so rich and the art style being as it is, have you considered doing any Lore comics and short stories? Arnie: I came from the world of comics and would like to get my feet wet there again. Unfortunately right now it's full bore on The Banner Saga. We have a team of 3 and cannot lose anyone for any amount of time or the entire production just grinds to a halt.
What about Xbox and PlayStation? Will we ever see The Banner Saga there? You bet, Myll! After we launch the Saga we'll be looking into porting it.
What has been the most fun class to play for you guys? Alex: For me, probably a toss-up between Spearman and Mender. The spearman might have the most options of any combat class in the game, making it always fun to use him. The thing I like about the Mender is that he'll fry your own units if you don't get good about positioning, but if you make the effort to learn how to make his abilities work he's far and away the most devastating unit in battle.
Arnie: I like Rook (Hunter) a lot. Oddly enough I don't often use his overpowered ability too often, I use him to break. He can attain a natural 3 break + 3 for a rank 5 item + 3 willpower…9 break in one round. Love it! Aside from that his ability is a blast to line up trying to maximize the amount of units that will respond to his Mark prey.
If it's still up -- What about GoG.com? Will the game appear there? When? Seems like no pre-orders there... We had some delays with GoG. We're still working it out.
Outside of the amazing free multiplayer game TBS: Factions, are there any plans to support Local multiplayer or multiplayer game modes Specifically tailored for Lan parties? John: No plans for local multiplayer right now, but that does sound fun.
How would you sum up The Banner Saga in 5 words? Alex: Best thing I've ever made.
Best score by Austin Wintory.
Frosted Beards In Catastrophic Relief.
Are there still plans to port the game to the PS3 eventually? We did promise PSN, but we'll be evaluating which PSN's exactly in the future. Sorry for the vague response…just being truthful. :)
Kicking myself for missing the kickstarter. If the first game sells well enough with a demand for a continuation of the story, will you be hosting a kickstarter(s) for the sequels? Beautiful game, can't wait to play it. Amazing work :) Arnie: Thanks for noticing the game! We're not sure yet what our plans are for another run at KS. Hope you like the Saga!
What would you do for a Klondike bar? John: I like your approach: Ask not what a Klondike bar would do for you, ask what you would do for a Klondike bar.
Greetings! I'm just looking for clarification. Will this game be a single player driven game? I tried playing factions but wasn't into the pure multiplayer experience. Alex: Yes, The Banner Saga is a single-player, story driven RPG.
Last updated: 2014-01-14 16:33 UTC
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