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What are the best free gambling games for mobile that don't use real money?

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What are the best free gambling games for mobile that don't use real money?

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What are the best free gambling games for mobile that don't use real money?

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Can I gamble online or mobile app for real money in NYC?

If i were to go to a legit online casino website on my laptop or download a gambling app on my phone and gamble with real money, is it legal to do that with NYC city limits?
Or do I have to take a long trip over the water to NJ, do it there on my phone/laptop, and come back?
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#WEWANTCHANGE - GUIDE - UPVOTE THIS!! SO THE DEVS/YOUTUBERS CAN SEE IT /ANSWER TO RAIYUDEN FEEDBACK VIDEO

#WEWANTCHANGE - GUIDE - UPVOTE THIS!! SO THE DEVS/YOUTUBERS CAN SEE IT /ANSWER TO RAIYUDEN FEEDBACK VIDEO
!!Update 5!!: Rhymestyle made a video. Touched on a lot of problems. The video got 64k views. Almost no one disagreed in the comments. (1week ago)Watch it here: https://www.youtube.com/watch?v=6NItJt40tMg

Rhymestyle: \"Toshi, we've gotta talk!\"
Update 4: 6 Youtubers addressed the curent state of legends so far. Newest addition DBZoom: https://www.youtube.com/watch?v=-nmJ3Bx_Wv0
HOT Update 3!!!!: Lets Fight will give Energy Tanks with the next Patch. They listen, if we voice our concerns like this. Here are the ingame news: https://www.reddit.com/DragonballLegends/comments/ld325h/lets_fight_3_is_permanent_all_lets_fight_now/ Keep going!

Power of community unity
Update2: 3 Youtubers voiced their concerns in the past 10 days.
FINALLY a bigger youtuber did a critique/suggestion video. While I do have a different approach, it is important everyone starts doing this and starts giving feedback.
We all know what happens next! We have to do something about it

Here is your step by step guide!!

EDIT: UPDATE 02/05 2021!

(YOUTUBERS THAT MADE A FEEDBACK VIDEO)

  1. Raiyuden Critique/Feedback https://www.youtube.com/watch?v=mryuiRmdlIM
  2. Lebra Critique/Feedback https://www.youtube.com/watch?v=46joK2rXxLk
  3. Yaro G Critique/Meme https://www.youtube.com/watch?v=KuYJVDVgqsc
  4. RikuTheBest Feedback https://www.youtube.com/watch?v=Oe3OA80Kgwk&t=4s
  5. DBZoom Reaction https://www.youtube.com/watch?v=-nmJ3Bx_Wv0
  6. RHYMESTYLE https://www.youtube.com/watch?v=6NItJt40tMg

(1. Preparation) WHAT YOU CAN DO RIGHT NOW


Copy/Paste (2. ACTION below) INTO YOUTUBERS comment sections and upvote
Dragonball Youtuber List (their social media link are on the top right on their channel pages):
  1. DaTruthDT https://www.youtube.com/useDaTruthDT
  2. Nanogenix https://www.youtube.com/c/Nanogenix/featured
  3. Rhymestyle https://www.youtube.com/useMrRhymestyle
  4. KaggyFilms https://www.youtube.com/c/KaggyFilms/featured
  5. Ndukauba https://www.youtube.com/usendukauba1
  6. D-Free https://www.youtube.com/channel/UC5NKcRdDZTC-AIF-WCdZtmg
  7. RikuTheBest https://www.youtube.com/useRikuXPaine
  8. Bradical https://www.youtube.com/channel/UCiw7oQnb47XCPQn8oFf71SA
  9. Raiyuden https://www.youtube.com/channel/UC3jgWojjhT3bZFWF28WJZ4Q
  10. Goresh https://www.youtube.com/c/Goresh/featured
  11. Lebra https://www.youtube.com/channel/UCBW5gfd_noaKaSpgYgq4MGw
  12. Yaro G https://www.youtube.com/channel/UC22B-d9670iu_qPFXNoa5ag
Facebook Global: https://www.facebook.com/DBLegends.Official/
Twitter Global: https://twitter.com/db_legends?lang=enTwitter JP: https://twitter.com/db_legends_jp?lang=en
Join Dragonball Legends Facebook groups and spread the message:
97k members https://www.facebook.com/groups/DBLegendsGame
31k members https://www.facebook.com/groups/220406652085354/
--------------------------------------------------------------------------------

(2. ACTION) Copy/PASTE the following:

#WEWANTCHANGE DBL COMMUNITY
->1 Go to dbl legends reddit or raiyuden(youtuber) and share your feedback)
->2 Adjust your google playstore rating to 4,3,2 or 1 star (based on your opinion)
->3 Write Reviews (your opinion) :
Leads by example /u NXRJ
2.
https://preview.redd.it/smz9ihp80of61.png?width=657&format=png&auto=webp&s=958c9be62e661a9a23f09a276959c5efa0cfa190
3.

https://preview.redd.it/ghs0cuuh0of61.png?width=644&format=png&auto=webp&s=d21f324cbd07380358acc8cdb484284e93199f17
->4 MOST IMPORTANT: Keep the Rating until changes are IMPLEMENTED!!!! EMPTY PROMISES ARE WORTH SHIT.
->5 Tell everyone you know to do the same, even if they are happy with the game right now. The devs can't do shit until the management/investor guys (that 100% don't play the game) receive our feedback where it hurts.
---------------------------------------------------------------------------------------

(3 Spread the message)

A Hint to this this thread

B Post your feedback here

---------------------------------------------------------------------------------------

(WHAT WHALES/Japanese citizens CAN DO)

  1. Make sure you mobilize your community with a positive message. Tell them what you like to see and also make sure to lead by example. Even if you just show your community that you rate the game down to 3 stars, your community will follow. Talk about the movement, talk about the suggestions made here.LEAD BY EXAMPLE
  2. COLLECT FEEDBACK PRINT IT OUT AND DELIVER IT in waves directly to dimps headquarter in OSAKA, japan. Some gache youtubers even rented a car with a digital billboard and parked in front of the headquarter. Media even reported about it and that forced the management to step in front of the community to promise changes.
The YOUTUBER that puts in the most effort to deliver a positive change, most likely will beswarmed with new subscribers and will be hailed as saint. So put your money were yourmouth is and get creative.
  1. Use your connections and tell the devs, to forward our message to the management.
  2. Only money speaks. Lower reviews result in lower player spending and reduced new player downloads. THESE ARE THE ONLY METRICS THE MANAGEMENT/INVESTORS CARE ABOUT. So we have to talk to them in the only language they understand. FEEDBACK WILL ONLY BE USEFUL, IF THE THREAT OF LOWER MONTHLY REVENUE is accompanied with it. Use that fact to your advantage.
  3. Lastly, you guys should form some kind of alliance. So whenever the greed gets out of hand you can collectively intervene. YOU GUYS HAVE THE BIGGEST LEVERAGE TO MAKE THE GAME BETTER.
The customer is king for every business. We need to remind them of that.

WHY DO YOU EVEN PLAY THE GAME?

Remember the times, when rates were way higher? UST Banners? etc.
- Is it the gacha/gambling (excitement) aspect?
- bi weekly new characters and updates?
- Team Building Aspect (Z Ability, Equipment, Tags?)- Story?
- Mobile only?
- gameplay

My opinion:

The Good:
For me, it's the the update cycles with new characters and the feeling of looking forward to always know, that there is always a character that is missing.
Gameplay is alright.
The Bad:
Pay $100+ for full Zenkai7 (one unit balance patch), 14 star units, LF Zenkai with horrible rates, PVP is super fun /s
- Compared to any other dragonball game the balance is shit. You have a huge roster an only a small portion is really playable. And only if you invest a lot of money to make them 6+ stars or zenkai (if they have one)
- Gamemodes (events) outside of pvp are not fun, just grindy.
- pvp is a shitfest, because balance is almost non existing and instead of having a huge character roster which to choose from (like any other dragonball game) old characters are just not usable (everything master pack 1,2,3,(4) that is not zenkai'd

WHAT I WISH LEGENDS WAS:

A tenkaichi 2/3 xenoverse2, figter z light with gacha, teambuilding, amazing long term game modes and balanced pvp, where almost every character is usable. (Which it is at it's core)
Rememeber these? Legends is basically a toned down version of past glory (Ultimate Tenkaichi was terrible though)

WHAT THEY NEED TO DO (in my opinion)

1. Introduce long term gamemodes

Dragonball games had so many great game modes in the past
(There is so much inspiration they can draw from dokkan, budokai 1-3, tenkaich1-3, raging blast 1-2, xenoverse 1-2, dragonball heroes, other gachas or even mmos)
Seriously look at the game modes of old dragonball games.

2. REBALANCE

Remember the past
- Every old character should have a farmable way to zenkai them.
- Zenkai power lvl should always be about 25 to 30% below the newest 10 to 15 units, so they always are usable (like any other db game, for diversity)
- A new farmable zenkai lvl should be introduced every few months, for the oldest characters. (z8-99) so every character stays somewhat relevant.
These 3 points alone make legends a vastly different games, since you suddenly can work towards and use every character, like a real pvp game (fighter z)
- Lastly an inspiration from seven deadly sins grand cross -> let us turn heroes>extremes> sparkings -> look at how they do it and why ( makes even bad characters somewhat usable)

3. INTRODUCE MORE SKILL/SKILL BASED Characters

Mor Skill mor fun
- More Character mechanics to play around (UI Goku, cover change, cover rescue, gogeta red stance, blast armor etc.)- Character specific art cards. (There is way more you can experiment with, other than blast and strike, for example combine 2 blast for a heavy blast, or 2 strikes for a heavy combo -> strategic element)

4. COSMETICS

A prime example of how to do cosmetics right (without stat boni) - 7 deadly sins grand cross
Just hear me out on this one. I played a gacha that had shallot like costumes for every frickin character. You could even buy different hairstyles. (Seven deadly sins- grand cross) and people spend a shitton of money on these type of things (fortnite, league of legends etc.).Just watch this video and get a feel, what it would look like (without stat boni of course): https://www.youtube.com/watch?v=ppWKdsZBT28

5. The "little" Stuff


Content? Let me be clear. Login Bonus is no content, rehashed events we already did a year ago are no content, year old legends roads are no content, year old storys are no content. AND 5 MINUTE EVENTS or SKIP TICKET (Android 21) GRINDING FIESTAS are no content either. Space Time Rush is content, coop grinding is boring grind shit- no content, pvp is content. main story is content. Everything fun is good content, everything else is just boring shit we have to do in order to enjoy \"MAIN content\"
- More Events, more Energy, more c, more everything
- Pity timer for featured units!!!! (other gachas have it too)
- Raid boss is available until time is over
- Bring UST back
- TIme for Master Pack 4
- Step ups need to be great again.
- Edit: Guilds are useless. I'm sure there are gachas that handle that aspect way better. Learn from them. Remember it has to be F U N
- About shallot (sigh*) use his fucking potentialhttps://www.reddit.com/DragonballLegends/comments/atfwh3/shallot_megathread_the_unused_potentialideas_and/
- (Placeholder)

CONCLUSION:What would we get after all these changes?

Companies should stop exploiting our love for dragonball.

THE Dragonball Legends YOU DESERVE

A game you want to play the entire time, without ever getting finished.

A game you want to spend a lot of money on, since you know you always can use your characters

A game that stays exciting the entire time.



Sincerely

YOUR Dragonball Legends Community

TLDR: What we want from legends and how to get it. Step by Step Guide.
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Losing touch extended version - now with ideas for changes

Hello all
Some days ago I made a post that got a bit of attention (scopely_you_are_losing_touch_with_your_playerbase).
But my post did not focus enough on what can be done to help alleviate some of the problems we are seeing in the game right now. So therefor I will try to do a better job of that in this post. It’s not going to be perfect, probably not even close, but I really hope it can spark a discussion that Scopely, Cerebro in particular, can take some points from and try to make this game that we like so much, and make it that much better.
Before we go into the nitty gritty, I would like to say thank you for all the positive feedback I got on the last post. I had feared that it there would be a lot people throwing mud at each other or starting to bash Scopely. But most of you kept it sober and constructive, so I hope we can keep that tone.
With that said, this post can be a bit more dividing of the community, cause we all have one thing that we think is the most important thing to fix. And some of the solutions I am going to propose might not hit the spot for you or at all, but I hope it sparks a discussion.
This is going to be a long post, and I know that it will not go down as well as the first one, for one it is simply too long, but also because it gets too focused on what changes I would like to see. Cause we can all agree on that we want changes, but when we then have to discuss what those changes are, then we get more divided. I really want to point out that I don't expect everybody to agree on what I have written. And also that my native language isn't English, but I hope that my points still gets across.
But lets get into it...

Red Stars

We are going to start out with what I personally find to be the biggest issue in the game right now. I know that RTA is a more hot topic right now, but I find red stars to be the biggest issue.
Right now red stars are a double edged sword. Cause when you get the 5+ red drop on the new character you of course get happy. But with the droprates in mind, most of the time red stars leave you with a sour taste.
Getting 3 red stars or lower on a new good character is so deflating that even id you got good pulls on your last 2 characters, that goodwill is out the window straight away.
So what can we do to make red stars a bit better? I think the solution is in the silvegold promotion credits. If silver credits was added to red stars so that when you get a duplicate character, then you also get some promotion credits.
Here is how one solution could be, the numbers might have to change a bit, but this is just the general idea.
1-2 star dupe: 1 silver promotion credit
3-4 star dupe: 2 silver promotion credit
5 star dupe: 3 silver promotion credit
6 star dupe: 1 gold promotion credit
7 star dupe: 2 gold promotion credit
These are just numbers to showcase the idea. If we look at my pulls for Bishop then this is what it would have netted me (all my pulls where dupes apart from the 3 star Bishop):
20 1-2 star pulls = 20 silver credits
19 3-4 star pulls = 38 silver credits
6 5 star = 18 silver credits
Total = 76 silver credits.
Now that is not a lot, and I don’t think that would break the promotion system. But I do think that it would help with the bad feeling about red stars.
With this system red star orbs are still the driving factor, and if you get lucky then you still get happy, but now when you get unlucky, then at least you progressed a bit still by having more promotions credit.
I would also like to get rid of the promotion store. We have enough randomness in the game. If we could promote characters straight from the character screen, then the system would feel a lot better.
I get that the store is probably there to make people burn some cores when they are chasing that on character they want to bring up.
Also, let us update them way faster. Right now over a month passes on most new characters before they are even added to the store.
I think the worries from Scopely is that we would start hoarding, and then only spend on the “best” new characters. But I really don’t see that as a problem in the long run. Cause with the added focus on wider rosters you will still have to bring up more characters instead of focusing on a few.

RTA and the Battlepass

So this is the hottest topic right now, at least with the people that I talk to.
If we look to other games battlepasses are generally a positive thing, but in almost all of them they are also something that you can get done by playing the game as usual. I play PUBG and while the battlepass here is something that divides the community a bit, it is one that I like. Some days I just have to get some kills and I progress. Other days I have to get kills with a crossbow (I’m not good enough to get that done), but its all something I can do by playing the game as usual, I just have to pick up some other weapons than the “meta”.
Battlepasses are created for two things:
· Have people log in every day.
But in MSF people already have to do that, so the battlepass doesn’t do anything at all for that.
· Have people spend extra money, especially in FTP games.
If spenders got the possibility to buy all the prizes we get from the battlepass for 20$ without having to grind it out, then I am 100% sure that way more people would buy it. But with the current way its tied to the RTA I actually think you are just losing money.
The current form of battlepass that is implemented is really just an offer with extra steps.
In MSF you have tied the battlepass to a single gamemode, and that takes all the possible fun out of that game mode. No people I have talked to likes RTA, not 1 person has something positive to say about it actually. But when you ask around, then a lot of people really started to like the balanced draft.
So what can we do to make this a bit better?
Solution 1: make us able to complete the objectives in other gamemodes. And if you really want us to grind the RTA also, then make it count double so that there is an incentive to play it if you want to get it over with as fast a possible.
And that is where I think the biggest problem with RTA is right now. Its not fun, it is only a grind. The way I play it is to open RTA and press auto when I’m at work. I don’t even look at it, I just wait for the winneloser screen to pop up, and then go in and do it again. I get annoyed when people are slow, or if they don’t load in.
As I see it there are 0 positive things about RTA right now. And the biggest problem I have is that no one I asked could actually find a way to make RTA fun with the current setup.
Leagues and events could be a saving grace. But since we don’t even know what Scopley have in mind about these we can’t event try to make that better. I’m afraid that events is just like the battlepass, but I think that leagues could take RTA in the right direction. Cause if you make RTA about winning and trying your best, then its suddenly competitive instead of just a mindless grind.
And I think it goes without saying, but I’m going to do it anyways, please revert the changes you made in 5.1 about quitters.

Doom raid

After my original post I was told that the Doom raid wouldn’t actually be for a limited time. And that changes my view a lot. Cause I do like that there are new and hard/almost impossible challenges. I was only worried if it was a limited that most people wouldn’t ever be able to get in there before it was taken down. But if its there to stay, then I don’t mind the current difficulty, even though I won’t step in there for at least another 6 months at best.
But the point about the prizes still stand. They are simply not enough. Not even close actually. And right now only the top alliances are even able to get them, so you have created a “the rich getting richer” scenario, cause the prizes in there are what makes you able to compete in there.

Availability of new characters

I personally don’t mind the cadence of new releases of characters, new characters are what drives the game forward. But you have to make them available faster. The last couple of releases we have seen them added to orbs pretty fast (Longshot or Shatterstar was even added as their event was going on), and that is a small step in the right direction. But lets take a look at the most grievous current unfarmable character, Beast, he has been in the game for over 7 months (possible longer, I couldn’t find the exact date he was released.) without being farmable. That is simply not good enough.
I know that he didn’t sell that well, and that Scopely has probably tried to wait with making him farmable to see if they could make more money of him, especially now that he actually seems to have a good place on the Axmen, I get it. I personally unlocked Beast at 3 stars, and I have not used him in anything than a throwaway blitz team. Is that fun? Is that something that makes me want to invest further into him? I think you know the answer.
A possible solution to this problem is to add them to some of the stores faster. I understand why you are hesitant to add anything newish to the blitz, raid or arena store. Cause people now have so many credits stockpiled that any further income on them once they are added are out the window. But I think you can add them at a much higher price point in the stores. That does two things:
You now give people something to use their credits on that they actually want, and at a higher price you are getting people to deplete their resources faster and taking both the blitz and arena store economy to a place where we once again have to make decisions on what to invest into. But at least you are giving us something to invest into. As of right now I have 150k blitz credits, so when you added Electro at 500, that wont even make a dent into that economy. But if you added new characters faster at a premium price, lets say 5-10,000 credits. Then you are giving us something to invest in, and you are bringing the economy to a better place. They of course shouldn’t stay at the premium price forever, at given intervals they should have their prices reduced until they hit the 500 credits that normal characters in the store has.
I personally don’t mind that a few select characters are orbs only for a while. I get why they are that. But I also understand the frustration that a lot of players feel about orb only characters. I only mention this so that a discussion can spark from it.
If we look at the prices on buying new characters I think we can all agree that they are too high. But I get why they are high and I don’t think that will change. I personally don’t find it to be that big of a problem, but I understand why a lot of people do. I also think the problem would be alleviated a bit, if we could start farming them in one way or the other sooner. Then players who really want the newest characters can pay and be ahead of the meta, and the people who can’t/won’t pay can still try to catch up without having to wait half a year, where the ones they can now farm are probably power crept anyway.

New player problems

This is only something that I have heard a bit about, and only mention it so that others can chime in.
But right now there is a huge scarcity of blue ability mats. And there is no real good way of farming or even buying them.
I think the problem stems from the powerlevel of characters, so now newer players don’t have to spend time on the lower raids that actually give these mats like we did when we started out. It doesn’t take a long time for a new player to be able to get into an alliance that does at least U6 or even U7, where these mats aren’t something they get.
A simple solution that I could see working out is to simply remove green and blue ability mats from the game. I doubt that Scopley are making any money on these mats, and for people that have played a long time these mats are a non issue and never will be cause we have pretty much infinite of them.
As I said, I don’t know too much about this problem as I only just heard about it on a stream not so long ago. But I wanted to add it to the list anyways. And there are probably more new player problems that I don’t even know of. So please add that to the discussion below, but also please try to be constructive about it, not just “We want more”.

Skillitary/new teams videos

We like that we can see new teams in action, but when you showcase them you have to be upfront about them. Skillitary has left a sour taste in the mouth of most people who bought into them.
Yes, they can win against Marauders if brought up to the same level, but its still a gamble and more luckbased than playing with actual skill (on pun(isher) intended). But if you miss that first disrupt on Stryfe, then the whole team just crumbles. So if you showcase a new team as the new team to take out the “big bad”, then they have to at least be able to punch up a bit on them. I’m not saying that they should just win 100% of the time, but with Skillitary they even struggle on punch downs.
If Shadowlands turn out to be as big of a letdown as Skillitary I think that will make you lose a lot of goodwill and at this point in the game, that will be very hard to gain back.

War

I am generally pretty fine with war and how it plays out. There are two pain points that keeps popping up tho. The most obvious one is the matchmaking sometimes makes you go up against unwinnable opponents. And that does make it feel very bad. But I also understand why you can’t always have it close to your own TCP. Cause who would the top alliances ever face if it was only trying to match on TCP?
If it was changed to only factor in TCP, then we would suddenly have alliances in the top leagues, who where a 10th of the biggest alliances, but they would never have to face them because of the TCP difference. So the current matchmaking system is probably the lesser of the two evils. And yes, I know that it is very demoralizing to get 50m+ punch-ups week after week. But I think that stems from a problem that is unfixable, and that is the huge TCP difference between alliances. If we take a look at Legion_of_Cabal they currently have a combined TCP of 400 million. If we look at the 100th most powerful alliance they right now have a combined TCP of 251 million. That is such a huge difference that war matchmaking will just not ever be perfect.
The second pain point of war is time spent. And in that also when you have to spend that time. Luckily my own alliance aren’t too focused on war, we are only G4. Most of the time we face alliances that wont clear us and we wont clear them. But higher up in the leagues, clearing as fast as possible is the only way to win. And that means getting on every time new energy is available, also if that means disrupting your sleep schedule to do that. I personally would never do that at where I am in life, but I understand why. I was fighting for world first in WoW back in the day, so I get why people do it. The problem is that they have to do it 3 times a week. Instead of just, in the case of WoW, when new content comes out. Its just not healthy.
I don’t have any experience in high level war in MSF, so I hope that some of you that do can weigh in on this with ideas how to make it better.

Resource bottlenecks

This is a sore point for everybody in the game. I think we all understand why bottlenecks are a thing, and we all probably understand that it is also a necessary thing in a game to have something to grind for. But in the current state of the game, there are simply way too many bottlenecks.
My proposed solution would be as follows:
Get rid of green and blue ability mats. They serve no purpose anymore other than hindering new players from catching up. Then when the next level of ability levels are introduced, then you can add new currency for that and have us start out on the same level. Spenders will then be able to get a head start as always, and that is fine. Also take away the gold cost for leveling up abilities, or at least lower them.
Get rid of training mats all together. Or change it so that they are the only currency needed to level up characters. It simply can’t be both gold and training mats unless they are giving them out a bit more freely. And I know it’s a balancing act, cause you don’t want people to have too many resources, and if we had infinite resources, that would also be bad for the game, as there is nothing fun in having everything given to you.
If the above are implemented, then I don’t even think you have to make any changes to the gold we gain now.
We of course don’t know how much money you make out of creating these scarcities, and I get it if the metrics show that you can’t just make them go away. But then at least acknowledge the problem that players are feeling about the bottlenecks. You don’t have to fix it in one big swoop.
Gear is another bottleneck, but one that I personally find better balanced. Sure, right now getting G15 isn’t easy, but I also don’t think it should be easy. A change that I would love to see however is a better way to be able to focus on the gear that we need. Right now its all random, even the offers you made us are random. But again, I get if your metrics show something else and that you are doing this to make the most profit. But sometimes the most profit is not the way to go, if the cost is that you lose players by doing it.

Help us help you

In my first post I stayed away from mentioning bugs on purpose. Bugs will happen, and if you address them as fast as possible then that is probably ok.
But you have a limitless amount of people who would gladly help you test upcoming patches for free. Right now you even have an envoy program that you clearly aren’t using to its full potential. Have them help you out with testing new features.
Just look at ISO8, when you first announced it people where up in arms about it. But you decided to have the envoys weigh in, and it has been the best and most polished feature you have ever brought out.

Finishing remarks

Right now the game is in a rut, I don’t think that is up for discussion. It is natural for a 3 year old game, mobile at that, to lose players over time. But I still believe that you, Scopley, have the bones of a game that could live on for a long time. But you need to treat it a bit more as a game than as moneymaker. It can be both, and it can be successful at both.
Make it fun again, that’s what games are about, entertainment. There has to be things that are hard or almost impossible to get, but it just can’t be every aspect of the game.
You said you wanted to look at reducing the low quality screen time, and then added RTA. I hope you can see how that makes us have trust issues.
I know this post isn’t perfect in any way, and I am very well aware that it might not change a thing. But I do hope that will, I really really do.
If you made it all the way to the end, then thank you for reading it all, or at least skimming the points that you feel are the most important.
And please, again, lets have a civil discussion about the issues we as players feel. And remember that even if we feel something is wrong, it might not actually be wrong for the game.
submitted by Moofieboo1 to MarvelStrikeForce [link] [comments]

Real Talk GME

Listen you fucking retards. Take your adderall i want an opinion.
My sense is that GME was being massively shorted despite it being relatively healthy on the books because it's obviously doomed. They've had years to move into a new field and constantly failed. Look at Kongregate, they bought that and for years idled with it. Look at Miniclip vs Kongregate.
And what I wanted to ask you clowns is what would actually fix GME? My thoughts:
My drug induced best guess is Gamestop will become Redbox. In dummy words: Gamestop will shut down physical large stores and sell games from vending machines due to increased digital sales. Gamestop used to be the place dad would go to have some smart nerd tell him which game to buy the kid so dad can see his mistress Yulia more often. Now it's literally just a smelly box with games.
So why don't they buy Redbox or another company that has logistics and tech to distribute games everywhere. There's only a handful of MUST HAVE games in any given quarter. This is a no brainer. Where is my mistake? Not enough coke?
Other opportunities:
Let me know your thoughts idiots

BUY AND HOLD
submitted by saldb to wallstreetbets [link] [comments]

FuboTV DD (First time making DD, please give advice)

I tried to make it easy to skip around if you just want to see the financials or estimates. Just scroll to them if you don't care what the company is or their sectocompetition/management. TL;DR at bottom with final thoughts.
Introduction
FuboTV ($FUBO) is an American streaming television service that focuses primarily on channels that distribute live sports, including NFL, MLB, NBA, NHL, MLS and international soccer, plus news, network television series and movies.
Launched on January 1, 2015 as a soccer streaming service, FuboTV changed to an all-sports service in 2017 and then to a virtual multichannel video programming distributor (vMVPD) model. As a vMVPD, FuboTV still calls itself sports-first but its expanded channel lineup targets cord cutters, offering a selection of major cable channels and OTT-originated features that can be streamed through smart TVs, mobile and tablets and the web. The service is available in the United States, Canada and Spain as of 2018."
From their home page:
They are the only competitors in their space of digital sports broadcasting, offer 4K streaming and upscaling of live sports, cloud DVR capability ranging from 250 or 1000 hours on standard plans, and is available on Roku, Apple TV, Amazon Fire TV, Chromecast, Samsung Smart TVs, Xbox One, Android TV, Android Smart TVs, and Android/iOS smartphones and tablets, with plans ranging from $24.99/month to $79.99/month (not including add-ons).
They have also recently acquired one company and have made plans to acquire another to allow for in-house sports betting. They have stated in a press release that they plan to release a sportsbook before the end of the year. This will push them into a broader spectrum outside of only TV and sports streaming, and into the sports betting sector along with DraftKings ($DKNG), FanDuel ($PDYPY), and Penn National Gaming ($PENN).
Plans and Add-ons
FuboTV offers three standardized plans as of February 8, 2021: the Family plan is priced at $64.99/month (normally $75.97/month), Elite at $79.99/month (normally $100.95/month), and Latino Quarterly at $24.99/month, along with offering additional add-ons. Each plan offers a range of channels, cloud DVR capabilities (which allows fast-forwarding through commercials), and casting to multiple devices simultaneously. Only the Elite plan does not offer a 7-day free trial (Channels page).
The Family plan includes 117 channels (mostly news and entertainment with roughly 40 that offer sports, including ESPN), up to 250 hours of DVR space, and casting to 3 devices at once. The quarterly prepaid includes a free upgrade to 1000 hours of DVR space and 5 casting devices at home with 3 on the go (Channels page).
The Elite plan includes 164 channels (includes an additional “47 entertainment channels”), up to 1000 hours of DVR space, and casting to 5 devices at home with 3 on the go. This plan does not offer a quarterly prepaid (Channels page).
The Latino Quarterly plan includes 250 hours of DVR space and can be streamed on up to 3 devices at once, but only has 32 channels. This plan needs to be prepaid every 3 months for a total charge of $74.97 and does not offer a monthly service (Channels page).
Upgrades include additional DVR space--1000 hours for an additional $6.99/month for the Family and Latino Quarterly--and increased device casting--an additional 2 devices at home with 3 on the go for another $9.99/month for the Family and Latino Quarterly plans. You can also add a variety of channels and sports packages (the Latino Quarterly has fewer channel add-ons compared to the Family and Elite plans, which both have the same channel varieties). Sports Plus with NFL RedZone is an additional $10.99/month, but includes all professional and college sports broadcasting services for football, basketball, baseball, hockey, tennis, fighting, etc. (Channels page).
Fubo has recently removed its former Standard plan, which included only 65 channels, up to 2 casting devices, and only 30 hours of DVR support for $60/month.
Financials and Growth
Fubo has yet to file an annual report as they have gone public in October of 2020, but they have filed a 10-Q for Q3 2020. All numbers in thousands.
Assets-
Between December 31, 2019 and September of 2020, assets have increased from $368,225 to $799,313 (a 117% increase) . Total current assets increased from $17,973 to $58,016, but accounts receivable decreased from $8,904 to $6,975--this may be attributed to the increase in prepaid subscriptions which increased from $1,445 to $12,177 which shows strong customer satisfaction and retention.
Liabilities-
Liabilities have increased from $145,049 to $290,376 (a 100% increase). The largest contributors to their liabilities are “Due to related parties” increasing from $665 to $85,847, “Warrant liabilities” increasing from $24 to $28,085, and “Accounts payable” from $36,373 to $61,679. Long-term borrowings have decreased from $43,982 to $25,905.
Revenues-
Subscription revenues increased by $53,433, totaling $92,945 for the year. Total revenues including advertisements and licensing have increased by $61,202, totaling $112,669 for the year and an increase of 47% YOY. Q4 revenue is estimated to be between $94,000 and $98,000 which would be a 77-84% increase YOY.
Expenses-
Subscriber related expenses total $114,315 for the year. Total expenses have totaled $500,249 for the year.
Subscribers-
Ended Q3 with 455,000 paid subscribers, a YOY increase of 58%, and plans to end 2020 with over 545,000, an increase of 72% YOY.
Competition
Its closest competitors are Hulu + Live TV (owned by Disney ($DIS)), YouTube TV (owned by Alphabet ($GOOG)), and Sling TV (owned by Dish Network ($DISH)).
Hulu + Live TV
YouTube TV
Sling TV Blue
Sling TV Orange
The vMVPD Sector
Cord-cutting has become increasingly popular over the last few years with consumers dropping traditional cable and satellite networks in favor of streaming services--such as Hulu, Netflix, Disney+, etc.--and vMVPD services.
In 2019 alone, 6.3 million people cut their cable connection, totaling 39.3 million. In a survey of what they might miss most from cable networks, 52% said they don’t miss anything, 23% missed live events on TV, 22% missed news, and 19% missed live sports. Although not all of those that miss aspects of cable will pay for another subscription service, the sentiment exists for a sports-focused platform that offers other large networks as well.
Another report by Parks Associates reveals that 17% of vMVPD subscribers switched from traditional TV within the last twelve months. In the same report, a survey conducted on current broadband households determined that 43% were “likely to switch to a… vMVPD within the next 12 months." The potential growth exists for the live digital broadcasting space, although it is slowing down.
With the spread of COVID and quarantines, people have been spending more time at home. When things open and quarantines end, that will be the true test for these providers as people will spend less time watching TV.
The Sports Betting Sector
Legal sports betting has taken a huge leap in recent years with the introduction of online sports betting; the ability to place wagers from anywhere at any time and have instant gratification has boomed with its slow legalization. This sector has a forecasted value of $150 billion with other competitors already having a completed project and vast market share. In 2019, DraftKings ($DKNG) and FanDuel (PDYPY) controlled 83% of the market share.
FuboTV plans to join into this space with its own sportsbook. Their recent acquisition of Balto Sports in December of 2020, whose business was in simulating fantasy sports games, is Fubo’s first step into sports wagering. They plan to create a free-to-play gaming system alongside online sports wagering.
Their next planned acquisition, which was announced in January of 2021, will be to acquire Vigtory, a sports betting and interactive gaming company. According to BusinessWire, they plan to utilize Vigtory’s “sportsbook platform and digital gaming assets, and its consumer-driven betting technology, to develop a frictionless betting experience for fubo’s customers."
These recent acquisitions set Fubo up to create an all-in-one viewing and betting experience, which could add new customers to their subscriber list and seal them into online wagering.
It has been over two years since the Supreme Court has denied the federal ban on sports betting, which would have made online betting illegal in all of the United States. Currently, more than two dozen states have legalized sports betting, but most have only legalized in-person betting. More states may be willing to legalize to take advantage of the increased revenues and taxes associated with gambling and online wagering. As of 2020, six additional states plan to legalize some form of betting, although some are only allowing in-person. There are an additional 14 states that are considering the notion to allow legal gambling, whether in-person, online, or tribal.
Management and Investors
David Gandler - CEO / Director / Co-Founder
Appointed as CEO and director in April of 2020. Prior to Fubo, Gandler had a 15 year career in marketing and advertising in local broadcast and cable TV within both general and Hispanic markets at companies such as Time Warner, Telemundo, and Scripps Networks Interactive.
Alberto Horihuela - CMO / Co-founder
In charge of marketing, Horihuela was head of Latin America for SVOD service DramaFever.
Simone Nardi - CFO
Nardi has worked as SVP and CFO of Scripps Networks Interactive where he was responsible for the finance and strategic planning for the company’s international business. Was also a key player in refinancing TVN S.A.’s billion dollar debt.
Large Investors
Analysts and Estimates
Average analyst ratings put Fubo at a Buy to Strong Buy rating with an average price target of $45.50 with a high of $60 and a low of $30. EPS estimates are estimated to be -5.23 for 2020 and -1.64 for 2021.
Currently has a short float of about 75%, but the short volume has been holding at roughly 15-20% over the last month and has drastically declined from its October short volume of over 50%.
Originally valued at $700 million less than a year ago, a current valuation of $3.19 billion is respectable for this company and is on par for its current performance.
Risks
Final Thoughts / TL;DR
With its drastic growth over the last year (400% in the last 4 months), support from FaceBank and well-known investors, and plans to join the sports betting sector, FuboTV has potential to become a household name and grow well beyond its current valuation by combining both sports broadcasting and online sports betting into one convenient place. Although unlikely to overthrow any of the current forces, it can become the best live sports broadcaster that people can turn to when they cut cable but want to keep live sports. It has many hurdles to overcome (creating their sportsbook, better marketing, increasing subscriber count, etc.) before it is any real competition to its already established competition.
At a $3.19 billion market cap and very high (75%) short interest, it will be very difficult to realize consistent growth, but it is on par for a company with almost $100 million in revenue.
My Position
25 shares at $47.30

Edit: edited final thoughts/TL;DR
Please provide feedback! First time actually researching and compiling information for a company and not just reading about them on here. Also, please ask questions to clear up any confusion; it was kinda hard to put everything together neatly, so I might have accidentally left stuff out or oveunder explained some things.
submitted by AlbibiG to stocks [link] [comments]

#NoSqueezeNeeded: a simple plan to save our people at $483.

No disclaimer as there is no financial advice here.
Position: 800 @ xx.xx
TL;DR: The squeeze is not required. We can save everybody and shoot for the stars.
My fellow 🐵, retards, a-genius and girlfriend's husband, it is now your time to shine and show the world what eating crayons and sniffing glue has done to your smooth brains.
GME is currently at $52.40, with a market cap of $3.65B. As I math badly I will rule of three and say we need a $34B valuation to reach $483.
I know... $34B seems like a lot of money, but humour me for a second and have look at this.
You have landed on page 6.
For the next few minutes, I will ask you to scroll up the top of the list and gibber if you don't find a name that, in your mind, is worth far less than GME.
Do it, I will wait...
You did your DD but it's still shocking, isn't it?
The squeeze is not required.
Now that it has sunken in:
• This sub has nearly 80000 members.
• Let's say 1% of them read this post, it's 800.
• 10% (trying to be super conservative) of the 800 have ideas about how to improve GameStop business in general and/or make the public realize the true value of the company. That's a dedicated and motivated team of 80 producing at least 1 idea, so 80 ideas.
• 2% of the 80s are actually really good and we end up with a bit more than 1 genius idea.
...and that's all we need.
A single idea to move GME's valuation to a fair region above $34B and come back for our wounded.
Now here is what I'm going to do. I'm going to update this post and the list below with the best 🥜 produced by your challenged cerebra. With a little bit of luck, we get enough traction and get pinned.
So without further ado,

How to ensure the long-term survival of GME – our plan to become an interplanetary species and settle permanently among the stars:

  1. u/schokoschlotze: Allowing digital reselling of gamekeys, unlike steam.
  2. u/Diamond_Hands_Only: They need a online gaming platform like steam so I can buy and stream all my purchased games through them from one spot. GameStop.(u/mouldysandals: GameSpot)
  3. u/OTHERMIKEtm: VR arcade with memberships. Not everyone can afford the high end computer and peripherals to have the ultimate VR experience.
  4. u/Purrnie_Sandturds: Digital crypto currency that is accepted at GameStop stores and compatible with popular mobile/app gaming platforms. Should be distributed as a shareholder dividend.
  5. u/pawn4king: Non shitty esports SaaS. Allowing me to create a local esports tourney and manage it all with the branding of GameStop. Esports gambling and leaderboards included. From local tourneys to large scale corporate events.
  6. u/wiscowhaaat: Honestly, I’d like to see them as a competitor to twitch, but also become a steam competitor, as another redditor mentioned they would like to be able to sell their digital key. The one thing I hate about GameStop is that they deal too much in figurines and Knick knacks. What they need is the ability to sell ad space, because that’s obviously where the money is based on what we’ve seen out of Facebook and Twitter, etc.
  7. u/utkant: GameStop should make play cafe, where kids can hang out and play together. Sell candy, soda, pizza, etc. Run local tournaments, regional tournaments, national, world tournaments. Sell best seller games on these places so kids can buy them to have at home if they want to.
  8. u/Alarming-Event-8788: How about being able to live bet ($) games against each other online?
  9. u/AvenDonn: Expand into all forms of gaming. Sports, tabletop, roleplaying, arcade (VR), as well as a publisher for video games. Good synergy with a steam competitor, being able to return digital "used" games for store credit or even real money is defintely a strong move.
  10. u/Walruzuma: Ummm... Pretty sure Ryan Cohen has this covered. I think he's much of the reason for the original DD on the play and why no one is worried about hodling.But what do I know. I'm just a simple cave man who does not offer financial advice. But I do offer advice about shills. Don't tell this guy anything (op: sure mate)
  11. We like the stonk.
Ladies and gentletards, synchronize Flik Flak.
💎👐🚀
submitted by ooOParkerLewisOoo to GME [link] [comments]

A Brief Introduction to Genshin Impact - AKA "That one game that looks like Breath of the Wild"

Ever since the game was announced to have a Switch port coming soon, many who have previously never heard of Genshin Impact grew intrigued. The open world in particular peaked the interest of many, especially after comparisons to Breath of the Wild were drawn. In anticipation of the port, I’d like to give a brief rundown on what the game is, and how aspects of it work. While the game is free, so there is no harm in trying it out, I’m hoping this post will serve as a guide for anyone on the fence about giving it a shot.

What exactly is Genshin Impact?
Genshin Impact is a fantasy open world action RPG from Chinese developer studio miHoYo, responsible for a couple prior games, notably mobile game Honkai Impact 3rd. Though they aren’t strangers to games, Genshin Impact is their latest, and by far most successful title yet.
The game is set on the continent of Teyvat, a vast, completely open world consisting of 7 nations associated with a different element, and a god-like figure of said element. You play the role of a traveler from a far away world, sealed in Teyvat following a confrontation with a powerful entity who separates you from your sibling. Your main driving goal is to reunite with said lost sibling. On your journey you are accompanied by a strange floating fairy thing which accompanies you and serves as both a guide as well as a quirky sidekick.
Important thing to note at this point is that the game is not currently finished. Genshin Impact is a live service game, receiving continuous content, story, and event updates every 6 weeks. At the current point, with everything there is to do at the moment, the story is less than a quarter of the way finished. The story is expected to develop over time via game updates. Currently, only 2 of the 7 regions are available to explore. As this implies, Genshin Impact isn’t the type of game you blast through in a week. It’s a long term commitment.

What is the gameplay?
Being an open world game, a big emphasis on exploration is present in the game. Several markers exist within the world that encourage travelling across the world to discover them all and have constant access to the entire world by warping to these markers. Materials from the world itself are everywhere, and are actually critical in the upgrading and improving of of your party members. In this regard, running around gathering any harvestable materials you see is highly rewarded. The world itself is vast, full of everything ranging from sheer cliffs, to dense forests, snowy mountains, beaches, and plains.
Domains, which are basically this game’s version of dungeons, are present, only unlike BOTW, they are almost entirely combat trial based, either having you defeat a certain amount of enemies, of defeat all enemies within a set amount of time, usually with sort of restriction or challenge aspect to them. Completion of these domains rewards loot such as weapons and artifacts (equippable items to make your party members stronger), which you can either use to improve your team, or upgrade your existing weapons/artifacts by infusing them into them. World bosses also exist in addition to regular enemies, which drop special materials required for upgrading your characters, Safe to say, you’ll be fighting these world bosses a lot.

What About the Combat?
Combat in this game is very much team focused. Don’t expect to have success by relying on one overpowered party member destroying everything. You have 4 party member slots, and each character in the game has a unique element associated with them. Those being Pyro (fire), Hydro (Water), Cryo (ice), Geo (earth), Anemo (wind), Electro (electricity), and Dendro (nature/plants, no current playable character has this element). Switching in and out between party members in battle to cause elemental reactions of the various elements is a huge part of the game’s combat, and thus a balanced team composition of characters of varying elements is encouraged to maximize damage potential. This might sound a little confusing, but in practice it becomes much clearer. In addition, the combat isn’t turn-based. Everything happens in real time, so you’ll need to rely on quick thinking and maneuvers in combat.
Every playable character in Genshin Impact has unique attributes and skills that set them apart from the rest, all with varying playstyles and roles. This means you have lots of freedom in terms of how you set up your party based on how you like to play or what role you want someone to fill. There are four different weapon types as well, being swords, bows, polearms, claymores, and catalysts (basically ranged magic), further increasing potential avenues for teambuilding.
Now while all this may seem like a lot of work and things to keep in mind, it’s important to remember that...

Genshin Impact is a PVE Game
You can play co-op with your friends and explore and beat dungeons together, but there is no PVP in this game at all. None. This, in essence, means there is little pressure to actually grind and make your team as good as it can possibly be. Genshin Impact isn’t a particularly difficult game. If you want, you can play with your favorites only and you’ll do fine. There’s no need to stress about using the very best characters with the very best equipped artifacts or the very best weapon. This much freedom in how you chose to build your party, and no pressure to compete in some sort of meta ultimately results in a refreshingly laid back experience, allowing one to truly experiment and see what style fits them best, at least for me.

Unfortunately, I’d be hard pressed to not mention Genshin Impact’s big catch. I’ve been painting it in a pretty positive light thus far, but now comes the time where I talk about the thing that will unfortunately put many people off of this game.

If Genshin Impact is free, how is it monetized?
Put bluntly, Genshin Impact uses a gacha monetization system. For those unfamiliar, gacha is a system where resources are spent on random items in a store. If it sounds like I’m describing a lootbox, it’s because I am.
Assuming you start playing right now, you’re only going to get access to 5 playable characters. You, 3 other party members to start you off, and another one you get by completing a challenge. Every other character in the game, of which there are 20 and counting, are only available via “wishes.” Wishes are the lootboxes. They take an ingame form of currency known as “primogems” which are trickle fed to the player via completing tasks in game, and in special events. They also just so happen to be in the store, purchasable with real money. Unlockable characters are categorized into 4 stars and 5 stars. 4 stars you can expect to obtain roughly every 10 wishes. 5 stars are much more rare, with less than a 1% chance to get one until you hit 75 wishes, in which case your odds increase until you roll one. Keep in mind, you have absolutely no control over what you get when you wish. This system exists for 4 and 5 star weapons as well, with the same system.
It’s gambling. Plain and simple. Please, do not play this game if you have an addictive personality and are the type to impulsively spend large amounts of money on games like this.
The other notable form of monetization is the resin system. Resin is essentially energy. Many things in this game cost resin to complete, such as domains and bosses. And given that domains and bosses drop essential materials for improving your team, you’ll be doing them very often. Resin regenerates over time, or is able to be purchased via the game’s aforementioned premium currency, primogems. As you can probably guess, the game artificially limits what you can do every day in order to keep you consistently playing day by day, in an attempt to get you addicted to the point where you’re more comfortable spending real money. Such is the sad reality of many games, and Genshin is not immune to these monetization tactics. The sliver lining is that money only accelerates the process or ensures you can get a character or weapon you want from a lootbox. As I mentioned, you get the premium currency just by playing the game, only they are very stingy with it.

TL;DR
If you go into Genshin Impact expecting a game that provides a story you can blast through in a week, and gameplay that respect’s the player’s time, you will be disappointed. However, if you can accept the free-to-play monetization tactics, are intrigued by the battle and exploration systems I’ve described, and just want the type of game you can play for about an hour every day, give it a shot. It’s free, so it couldn’t hurt.
I hope this post helped anyone with any doubts or concerns. I have over 100 hours into the game myself, so you have any questions, I’ll be happy to try and answer them!
submitted by SolarWirelessBattery to NintendoSwitch [link] [comments]

Everything wrong with Genshin Impact, Community and Mihoyo

This is going to be a really long post, so read it at your pace. I'll try my best to make it worthwhile but I ain't much of a good writer.

Genshin Impact has been released since 28th of September and so far the game has received a lot of mixed reactions from the players and most of them not being good ones. Let's dig into them. So this is a criticism/feedback/bitching/complaining post or whatever you like to call it.

First of all What is Genshin Impact?
This is something even the game itself doesn't know and is what's confused most of the people around and is what created the first problem. Genshin has severe identity crisis. It's a JRPG? It's a Mobile gacha game? It's a AAA title aimed for all?
The game tried to find something in between all this and created the mess we see today.
You see people trying to defend the game by saying "This is a Gacha game. This is how it works. This is how it's been for years." Now all these things are complete BS.
Genshin isn't and was never intended to be your typical mobile gacha. It tried to appeal to the mainstream audience. The instant Genshin was being developed for PC, Switch and PS4 it rose above your typical Gacha game. It wanted to cater to the mainstream crowd. Now this creates the very big problem that is the difference between Mainstream gamers like PC, PS4, Switch and Gacha Addict mobile market. While gacha addicted mobile gamers are used to being fcked over by shitty practices by those companies, the mainstream crowd is different. Some of them are completely new to the gacha system. Just accept the fact that gacha is a very bad monetization model, some games have implemented it in a nicer way which actually isn't bad, but Genshin monetization is just straight up ridiculous.
Genshin was promoted as JRPG from the very beginning instead of being your usual gacha mobile game. This is where most of the mainstream players expectations shattered. Things like being limited by stamina system for play is a norm practice in mobile games(Not all games do this but most of them do) BUT it's not in the mainstream market and this is something which is not acceptable when you go for broader market. You can't just expect them to conform to your shitty stamina system and be all happy happy. You're gonna get backlash.

Resin(this absolute piece of shit item in Genshin)
Resin system is just ridiculous. While being already bad in the first place, it's way worse compared to even the stamina system of other mobile gacha games. Almost 95% of the stuff you do in the game is locked behind resin system. You wanna farm Mora? go spend resin, you wanna farm exp? go spend resin, you wanna farm artifacts? go spend resin, you wanna farm upgrade materials? go spend resin. What's even more ridiculous is the amount you need per dungeons, bosses and the amount you get.

Resin is capped at 120. So you can run hypostasis 3 times and poof it's gone. Once you get to higher level even running hypostasis 3 times doesn't give you enough material to level up your character. The regen rate is also crap 1 resin per 8 minutes.

This doesn't stop here. One of the shittiest thing in the game is the weekly bosses.
YOU CAN FCKING FIGHT IT ONCE A WEEK AND IT'S STILL WALLED BEHIND RESIN. Can you see double the bs here. On top of being only available once a week you still need to spend 60 Resin just to collect rewards. The sheer amount of bs is ridiculous.

Let's talk Experience
To raise your character. The very first laughable thing is that beating monsters of lv60 gives you 14-15 Character exp. I mean why even have it in the first place. This is just shitty on the face of people. You need to fight monsters for months then maybe you can raise one Level of your character. The sheer amount of stupidness that fighting monsters doesn't give you Exp is just wow. You get most of the exp from those Exp Books(Adventurer's exp, Hero's Wit). And guess what you need to spend resin to get those. And what's another fcked up thing is that one run costs 20 resin and doesn't even give you enough to level up even 1 level. Yes you can get it from chests and quests but you'll run out way too soon once you reach higher levels.

Money walks in now which is Mora.
You need iirc 60000 Mora just to ascend a character and a lv35 Leyline gives you 44000. The amount of Mora you need to upgrade gears and characters is once again another very bad thing. You can spend few days farming 1 Million Mora and guess what it'll be gone in a poof once you get upgrade 3-4 artifacts(which you'll get fcked along the way. We'll get to that). Everything in the game needs mora be it levelling up character, talents, artifacts, weapons. The amount needed is 100x more than what you are earning. You'll always be short on this.

Comes in the Artifact now
You have greater chance of winning a lottery ticket than rolling good stats on the artifacts. The amount of RNG implemented on Artifacts is baffling.
First you need a good main stat(Pray to RNG), then you good secondary stats. Did you know these are also assigned via RNG. Then once you upgrade the artifact additional stats are assigned based on RNG. Once you keep upgrading the artifacts existing sub stats are upgraded(based on RNG) and more new Sub stats are assigned(Based on RNG) which are further upgraded(based on RNG). Those are whole 6-7 layers of RNG to get a good Artifact. So yeah you're better off praying of being able to kamehameha than getting a good Artifact.
You can say that no problem I'm a hardcore grinder I'll farm them till I get them. But then Resin comes and grabs your a$$ and puts you in place.
Oh did you also know that Artifact drops are RNG!? Also Domains drops multiple type of artifacts you on top praying to get a good artifact main stat, first you need to pray to get the artifact at all. And you need to do this with 6 runs per day ONLY IF YOU GRIND SINGLE DOMAIN AND NEGLECT EVERYTHING ELSE.

Now Don't ya worry because in comes the weapons upgrade materials
Weapon ascension materials are dropped from different domains and you need 20 resin per run and need to do multiple runs to get enough material to ascend your weapon.

Talent Books have joined the Chat
You thought it was over, but it was I the talent books. Yet another piece of upgrade material which drops from yet different type of domains that require resin. Higher levels require 9 per talent level to upgrade and the domain drops 1 per run.

Now what's the center of all the problems mentioned above? IT'S RESIN!
This single piece of item limits everything you can do in the game. The only thing you can do in this game without resin is just farming chests which(don't even get me started on this) are just another piece of shit in the game. Chest rewards are very very underwhelming. It's isn't worth farming them except for that Adventure Exp. Have you ever played a Open world RPG which limits 95% of the content behind such a system? This is one of the biggest bs in the game.
So yeah what's the game at higher levels? You login -> burn resin in 10 minutes -> you get trash -> you curse -> you logout -> rinse and repeat. Basically you're a trash collector.


Congratulations you've made it so far. Now that the resin is done we look at another horrendous aspect of the game that is Monetization and Gacha.
Now for all those white knights out there just accept the fact that the gacha rate is horrendous. 0.6% to get a 5 star character is way too low. As the CN guy said it's just double the rate of a glass blowing up.
Gacha has been for around quite a while. There are examples of good and bad gachas all around. BUT GENSHIN FALLS INTO THE WORST ONE.
You have 0.6 rate to get a 5 star character which is basically non existent and you get pity at 90 pulls. Here's comes another scummy part. At 90 pulls you have 50% chance to get the UP characters. See this bs. It's actually a pity but not a pity. You can pull 90 times but are still reliant on RNG to get you the desired character. Real pity comes at 180 Pulls which is just straight up ridiculous. 180 pulls are 32000 primogems and converting them to real life money that's a whopping $400 just one Freaking 5 star character. That's like whole month worth of food.
and Congrats if you got the 5 star character cuz that's not his full potential. You need another 6 of him to max him. So in worst case you're looking at $2400 just to max out one 5 star character. Holy flames this shit.
4 star rate is also so low that you rarely get them out of 10 pull pity which is just another scummy practice.
Cost for primogems is yet another crappy practice to greed money. $100 gives you 8800 primogems which are about 55 pulls. This is not even enough to hit that initial pity of 90 pulls let alone that 180 one.

Monthly Pass and Battle Pass
Another two methods of monetization that the game uses. These two are absolutely worthless. Now you may say that Monthly Pass is actually really good value. You can get 3000 Primogems for $5 which is a steal. and Yes it could have been good had the rates been decent.
Just look at what 3000 primogems net you. A 4 star character you don't want? A useless 4 star weapon? or will you hold out on to hope that it will give you a 5 star character? Even after spending money you are still reliant on that small chance to get something good.
Battle Pass. Oh don't get me started on this piece of crap. It's the single worst BP I've seen during my whole gaming life. From those ridiculous requirements which force you spend primogems to refresh resin to the locking of weekly Exp, this is just accumulation of every single crap lying around. Not even worth a shit.

Achievements
This doesn't fall under Monetization but is another bs aspect of the game that I'd like to discuss. Achievements spit in the face of the player. Collecting 100 chests gives you 10 primogems. and what's that number? That's 1/16 the amount you need for one damn pull. Even if we count the primogems you get from those 100 chests it nets you 200(2 from each) + 10 = 210 primogems which doesn't even amount to two pulls. I feel like this system is there just to mock the player.

Hats of to you. You've made it this far. Next we move on to other aspects.

COMMUNITY
First of all I'm very happy that people are shitting on these crappy practices and voicing their opinions. There's definitely no need to accept these types of things. Once you accept this, they'll go even lower next time.
Along with this I'm baffled at the people still trying to defend such scummy tactics. Take a look at these posts
https://www.reddit.com/Genshin_Impact/comments/j799kw/i_will_say_my_biggest_tip_to_enjoy_the_game_and/
https://www.reddit.com/Genshin_Impact/comments/j7atw9/my_take_on_the_negative_reviews_as_a_long_time/
I won't go into any of them. Feel free to look at them yourselves.
CN players are not happy and they're bashing the game everywhere and trying to make sure their voice is heard. This is what we also need to do. Some people say that "It's a Chinese Company. It won't matter whether you bitch here". This is 100% bs. This is not just a chinese game. It's released worldwide for everybody to play. They have people everywhere looking at stuff. So voice you complaints wherever you want official discord, forums, reddit, twitter, youtube, in game feedback.
Keep in mind if you don't speak at all nothing will ever change. Once they receive enough backlash from their playerbase things will get better. The community definitely has the power to change things,
Youtube channels
To be honest I was hoping for those youtube channels would bring up some of those concerns of the community but nope. Every single one of them is dripping wet for Genshin and just screaming into the mics.
"5 AWESOME TIPS FOR GENSHIN". "5 INSANE TIPS FOR GENSHIN". "5 SUPER DUPER INSANE TIPS FOR GENSHIN". "5 TIPS FOR GENSHIN TO LEVEL UP AND GET THAT HOT MILF IN YOUR AREA".
I don't mean to criticize those channels, they may create content they want, but a good chunk of community watches those channels so bringing issues with the game will definitely help.

"This is a Gacha Game. This is how it's supposed to be. If you don't like it quit it. You aren't enjoying the game" ---- Genshin Impact Whiteknights
First of all I have absolutely no need to hear from someone how to enjoy my game so yeah get the hell outta here with this advice.
And for all you sorry a$$ mobile gacha gaming gambling addicts out there get it through your thick skulls of yours that GENSHIN IS NOT A MOBILE GACHA GAME.
This is something even the game tries to achieve but fails very hard to do so. It wanted to be something more than your typical gacha game but in the end it's own system doomed it.
From the start Genshin is being marketed as OPEN WORLD JRPG rather than a gacha game. It also has every aspect of open world rpgs cuz that's what the game is. It is also a game that it playable on PC and console rather than mobile. 90% of the mobiles don't even run the game good. The moment Genshin touched the PC, Switch and PS4 platforms it needed to shed the skin of mobile gacha gaming concepts.
Currently the Genshin Impact for high level player is login -> burn resin in 10-15 minutes -> logout.
This is how you play Mobile Gacha games. THIS IS NOT HOW YOU PLAY PC, PS4 OR FOR THAT MATTER MAINSTREAM GAMES. This part is limited to mobile gaming. It has absolutely no place in the mainstream market cuz most of the time people play for longer hours on these systems.
Genshin is not a game that you'll play waiting at a bus stop for 5-10 minutes or waiting for your friend at the cafe. The game wants you to play it like a full RPG. and in here comes the point where the game contradicts itself.
It wants you play the game but limits it greatly or just 99% behind a stamina system.
See the absolute madness in this? This is where the greed comes in. It's where they sell Resin refills. Look at the $20 BP with extra resin, look at weekly packs in the shop selling resin. The sheer ridiculousness of the game selling you stamina just to play the game. For people waiting for the feature to pet the dogs, just hope that it doesn't cost you 20 resin to do so or they are only pettable once a week.

Even as a gacha game Genshin Impact is a big disappointment
This is coming from my experience as a gacha gamer. The game is literal crap when compared to other gacha games. You've got examples of great gacha games like Azur Lane around(I'm saying comparatively better, not that other ones don't have problems) but still it choose to go with worst ones.


I have nothing expect gratitude for you for reading this so far. Next we move on to the final segment that is the Company Itself.

Mihoyo
The final boss of all is Mihoyo itself and they themselves have been really scummy and shitty.
So far they have been completely turning a blind eye and not listening to the people at all. Starting from the very first CBT to the OBT they have received constant feedback but have completely neglected the main parts which include resin and monetization. Now keep in mind that Mihoyo is not a new company. They have been in the market for years. Their other mobile game Honkai Impact 3 is very big in CN and also quite popular in global too. Throughout constant feedback from players and being in market they have learned what's good and what's bad.
And the shittiest thing is that they choose to completely ignore it and push there scummy tactics. Let's see some of them....

The first and very obvious one being the gacha and monetization. Monetization was available during the CBT3 on CN server. It received quite a feedback due to rates being so low. But they still didn't change a thing. They just rolled it exactly the same way meaning they didn't pay any heed to the feedback regarding the monetization. They know about gacha and what's good and bad about it but still purposely chose to go with the shittiest kind of gacha.

Unskippable Cutscenes. Let's just accept it that the only reason the cutscenes are unskippable is because they want to prevent people from rerolling accounts. Though it didn't prevent them but it was their intention. That's why they even went as far as banning accounts who pulled 5 star but had no activity for 24 hours or so but didn't even touch those accounts that only had 4 stars. Criticism threads on the official forums are being deleted. Just another scummy tactic.

There have been constant bashing on CN forums since 15th, taptap score is 4.7 and on other forums too. Yet they still haven't considered any of them and are just ignoring their playerbase completely.

What's Mihoyo trying to do?
At this point it's either two possibilities one that either they didn't research enough into the mainstream audience or it's just deliberate. And the chance of it being the former is let's say 0.6
It seems like rather than catering to what the mainstream playerbase expects, Mihoyo is trying to lure them into the shady and absolute bs world of Mobile Gacha gaming. This is what garnered so much hate from the mainstream audience. While the gacha gaming addicts are used to being fcked over by these scummy tactics all year around, this is not the case with others. Some of them are even completely new to the terms like Gacha. And just accept the fact that Gacha is a horrendous system of monetization. Like Gigguk said "Who said gacha is like drugs. Drugs are way cheaper." To any sane person this model of monetization is absolute bs and it is. Even among this Monetization Genshin goes for the worst one their is. So yeah expecting a whole different player crowd to shut up and just fall into crappy and scummy practices is not gonna work and is definitely gonna blow up in your face.
And I hope that people continue to bash such systems cuz if such kind of system is accepted it will shift many other aspects to the shittier side and thing will continue to get worse. This is the reason why mobile gacha gaming is so bad. The devs pushed poorer rates and people just sat there and accepted it blowing thousands on such practices. This is the reason why something like 0.6% chance to get a 5 star character exists. It's derived from the Mobile Gacha Gaming.


What's all these complaining posts? Why don't you just enjoy the game?
FCKING STOP PROTECTING/WHITE KNIGHTING THESE SCUMMY PRACTICES. First of all get it through your thick skulls that the who are doing the so called "complaining" are doing it because they love the game and WANT IT TO BE BETTER. They aren't doing it out of spite or anything.
You can dismiss a few troll threads when a user is hating without a reason anywhere. But know that when multiple people are complaining about one thing it means there is something wrong with that. People are making long posts giving proper reasons as to why something is bad and giving a reply like "This is how it is. Quit if you don't like it." is a rotten and crappy mindset.
The reason people are taking their time to write of such lengthy posts is because they genuinely love the game and want it to be better and more awesome. That's why something called "FEEDBACK" exists in this world. As it stands the game is just heading to its doom and the people trying to prevent it are the ones who care about it. People giving crappy answers are contributing nothing to it.
And let me ask this question why do you have to fcking head crash into people who care? Is it bad that the game gets better and everybody enjoys it rather than your sorry a$$ of a gacha gambling addict.
A fact is that if things get better these so called white knights will be jumping in joy too. BUT THERE IS ONE VERY BIG DIFFERENCE. They will call it like "Wow! mihoyo is so generous. They're the best devs in the world." rather than actually crediting it to the people who made the change possible.

FINAL WORDS
The game itself is very beautiful. The awesome Open world map, absolutely banger soundtrack all are just too good. I absolutely love the game itself. But the current game system is very flawed and this needs to addressed as soon as possible.
If Genshin Impact stays like this, it will be removed from the mainstream audience. That's why changes need to occur if they want this crowd to stay, otherwise if all want is just money then they'll carry on with these shitty practices.
Know that at the end of all this if nothing is changed Genshin will just be another Generic Mobile Gacha Game where you'll save primogems for months for a char -> Get fcked by abyssal rates -> Curse the devs and game -> Go to sleep -> Rinse and repeat and if you enjoy it that's good for you. What sucks the most is that a game with so much potential will be ruined.
submitted by iT__jUsT__WoRks to Genshin_Impact [link] [comments]

Autochess: Market Status and Design Analysis [effort post]

Autochess: Market Status and Design Analysis [effort post]
This article was written with the feedback of ~300 highly engaged players from the different autochess reddit communities (TFT, DOTA Underlords, Chess Rush...), which participated in interviews and on a poll whose results are available here. They’re especially thanked by name at the end of the article.
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
https://preview.redd.it/tc2c19k4ipg61.png?width=1024&format=png&auto=webp&s=487539f51e104ee7d1aae1a6ded7447b1dee11ca
It really helps me if you check this article (or similar content) at my blog https://jb-dev.net/

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
https://preview.redd.it/abyi6d2jipg61.png?width=461&format=png&auto=webp&s=d4171bf9344a162e695a75a91d18eec8206b9123
Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.

2nd Era (2010s): Integration

By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.
https://preview.redd.it/vl6h2l7lipg61.png?width=763&format=png&auto=webp&s=414abb3da2b169966b7bf757a6116f86ef3748d2
Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two.
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
This case hints what would later happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
https://preview.redd.it/zkdv4jjqipg61.png?width=808&format=png&auto=webp&s=0e7ad39e5db4d83b6b927587b59bf1c81fe0ef85
Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor.

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
https://preview.redd.it/51jbq4jwipg61.png?width=1024&format=png&auto=webp&s=fdfcfeb82e73b48210c4d93386438268d6dcbe3b
Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve.
Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
On Autochess, the fragmentation and fast release pace came at the cost of innovation, though. These games feature few unique selling points compared to the original DOTA Autochess experience: TFT’s ‘anti-snowballing’ character selection rounds, Underlord’s bosses and fast-track mode….
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
https://preview.redd.it/8w2lrid0jpg61.png?width=854&format=png&auto=webp&s=3697396edd8af2dff3f8e25cb2dd3829635506d0
What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
  • Squires: Rather than standalone games, these are side-modes of already successful products. Under this category we would list the Battlegrounds mode in Hearthstone, or League of Legends’ TFT, and maybe even the original DOTA Autochess mod. While for sure they’ll have their own dedicated audience that only plays those modes, for most players it’s just a nice and fresh activity integrated within a broader game experience. The squires are the ones that have achieved the biggest success among the autochess genre because they don’t suffer as much backlash from the lack of gameplay depth inherent to the genre, which is harmful for the long term retention: Even if the mode eventually becomes a bit shallow, players have many other things to play, and thus are retained. As a consequence, these games can still monetize significatively by selling renewals of their Battle Passes every new season. Not enough to make them successful on the degree that was expected… but at least it’s something. Other than bringing an additional source of revenue, these modes were useful to their core games: They generated player interest by providing innovative gameplay. Hearthstone’s Battlegrounds was an amazing addition to the CCG genre, and made a lot of people come back to the game to discover the new mode and reengage.
https://preview.redd.it/1qhlvvd6jpg61.png?width=1024&format=png&auto=webp&s=c56f59cc22cf8e0d0207abc424dca9e976c5685c
SQUIRE: The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
  • Would-be Kings: These are the other two top dogs of the category. They were supposed to rule… but that looking at the numbers they don’t really seem to have ever lifted off. Under this category we would list Auto Chess: Origins and DOTA Underlords. The problem is that their standalone approach means that they suffer the most of the design issues of the genre that we’ve presented in the last section of this article (i.e. flat complexity, lack of mastery depth, lack of progression and rotative meta…). That means that they lost a lot of population over time, and therefore their Battle Pass renewal isn’t as effective at generating revenue : (
https://preview.redd.it/p2n125v9jpg61.png?width=1280&format=png&auto=webp&s=59aa81130d41566a336413dafc3e2317d80d3d24
DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments.

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
https://preview.redd.it/satixy6cjpg61.png?width=934&format=png&auto=webp&s=80623e39c57f1252b3fc5d04db1d2a20b06928e2
  • Patricks, gamers looking for a competitive-but-idle experience that doesn’t require full attention and it’s easily reconcilable with their functional adult life.
  • Grizzlies, competitive players that struggle with fast paced games that demand a high actions per minute ratio and quick reflexes (like MOBAs or competitive shooters).
  • Warmasters, highly competitive players that enjoy more the area of strategy (setting up goals and planning how to achieve them) rather than tactics (skillful execution of actions and micromanagement).

What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
https://preview.redd.it/a25azxggjpg61.png?width=962&format=png&auto=webp&s=dc3677e4203abb44d5b60cc2b55e01f4fe839f74
Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
https://preview.redd.it/e9f8s8tkjpg61.png?width=1024&format=png&auto=webp&s=825c85b7c479b3bf05fc43ac668cbd1eddf17c97
In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
https://preview.redd.it/42cbth8njpg61.png?width=951&format=png&auto=webp&s=241cd59b4468cabf2d0d24e1a4e3a703b74ada51
Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
https://preview.redd.it/52umfcvqjpg61.png?width=796&format=png&auto=webp&s=dd8095e71d025886d3c0313187ead49587459453
The DAU that we would expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
https://preview.redd.it/s07v5umtjpg61.png?width=620&format=png&auto=webp&s=ae14e6101c2c35da175150251bf592d0598fb76c
In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games have a huge snowball effect, due to the following reasons:
  • Resources lead to victories, victories lead to resources As you know, in autochess each player builds a team based on successive battles. Better battle performance will grant more gold, which is the resource used to buy units, perform shop rolls, etc… Similar to the cases we’ve already explained, this means that players that achieve early dominance will be able to to obtain more gold, use it to get better units and get more victories and gold, therefore increasing their team power faster than the rest. ‘But players can be lucky or unlucky, generating a factor that compensates for the advantage of having more resources early on‘, you may be considering. Unfortunately, this is a flawed logic, because of 2 main reasons: (1) Having more resources means more adaptability: The dominant players will be able to leverage on them to re-adapt their team, therefore outperforming the rest on a randomness-driven scenario. (2) Resources allow to buy more rolls, which diminishes the deviation generated by each individual roll.
https://preview.redd.it/srshcyzxjpg61.png?width=620&format=png&auto=webp&s=cc0313c25ed95c78b7277a7a95b6cecb4d2270b4
TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on.
  • Luck factor. The previous point goes into maintaining and increasing dominance once it has been achieved early on, but another source of frustration is that luck is a huge factor in achieving early dominance. This means that your strategic skills and smarts can be completely invalidated by a couple of bad rolls at the beginning of the match. And there’s nothing that competitive players hate more than having their match stolen by factors outside the pure clash of abilities.
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
https://preview.redd.it/eh020bi1kpg61.png?width=1280&format=png&auto=webp&s=5e98aefdec1c79141d7fe13d02acfadb13e789b7
The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing.
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:
  • Because in autochess the player builds its team from scratch, at the beginning of each match there are several turns to setup team foundations. Removing these early decisions severely decreases the teambuilding possibilities, decreasing overall depth.
  • Also, each setup phase between clashes requires a minimum time to think and perform the actions. In the last turns of a match, the game can become quite demanding on thinking and input speed.
  • Matches require a minimum amount of turns to compensate the weight of a single lucky/unlucky roll over the chances to win. Because the possible units for teambuilding appear on random rolls, the less turns there are the more luck factor the game will suffer, and as a consequence the less important the player’s strategic skills will be.
  • And if there are few turns, there are also less chances for comebacks. Because it means that players will have less setup phases to adapt and catch a player that has obtained an early advantage.
  • Finally, since the match involves 8 players, it requires a minimum of turns so that they all can fight between each other… Nevertheless, I don’t consider this a critical issue because Dota has been able to change this specific point on the knockout mode without sacrificing too much in terms of depth.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
https://preview.redd.it/jptzdrj8kpg61.png?width=1280&format=png&auto=webp&s=8f3fb34eb46b610e6ee355ba47782c804cb74186
The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
submitted by JB-Dev-Bcn to TeamfightTactics [link] [comments]

Why I think the NCR will collapse too

So, a lot of people have pointed out all the flaws in Caesar's Legion and how the faction won't last very long after the death of Edward Sallow, and hence for that reason (aside from just not wanting to live in a genocidal slave society) it isn't the best choice for New Vegas. I don't disagree with those people, but I also think that the NCR may collapse as well, and this is why I personally think Vegas would be better off becoming independent (I prefer the Yes Man ending to the Mr House one but I'm not going to get into that since this post is about the NCR).
Now, obviously every society and faction will eventually fall apart, but I mean within a human lifetime. This isn't inevitable, granted, but it will likely require major reform to be averted, and I don't think annexing New Vegas will really do anything to prevent it, in fact it might actually end up doing so would do more harm than good.
Doctor Thomas Hildern predicts that due to the projected population growth of the NCR, the country will suffer mass starvation just ten years after the events of New Vegas. Bringing a whole new city and its surrounding settlements into the fold in a region not particularly well suited to agriculture would like the problem even worse.
What's more, while the Legion as it currently exists will of course collapse, it's former soldiers aren't just going to be immediately pacified, they're likely to continue raiding the area for slaves and resources, and while divided they might not be able to threaten the NCR like they did during the two battles of Hoover Dam, they are still going to continue harassing them to the point they have to station a lot of troops in the area, while they are still dealing with enemies in other parts of the country, such as in Baja California to the south.
And bear in mind, the NCR has to transport all of its supplies by Brahmin, and since the roads are so damaged they can't even have them pull carts and instead have to carry the goods directly on them. It has few or no trucks, trains, boats or aircraft, or the infrastructure needed for these things to run on, and even the few that it has could pretty easily be sabotaged by their enemies or attacked by raiders or hostile wildlife, unless they deploy even more troops to patrol them.
Now of course, some of you might point out that these same issues would likely affect an independent Vegas as well, but aside from the fact that the Mojave is a much smaller area than California, the primary advantage of the Securitron army isn't the fact that individual Securitrons are so powerful - it's the fact that they're robots. They don't need food or water, they don't need to sleep, they don't to be paid and they don't have emotions. This means that they will never suffer the morale or logistical issues that the NCR is facing and will continue to face.
The troops are already barely scraping by during the events of New Vegas, but if the NCR due to it's over expansion and economic crises ends up unable to supply or pay its troops then they may well end up deserting, mutinying and even defecting to other factions in order to support themselves and/or their families (afterall, even Chief Hanlon had plans to sabotage the defence of Hoover Dam, so I’m sure the soldiers in the lower ranks are even more frustrated). This is especially likely considering the fact that most troops in Mojave are conscripts rather than volunteers. They're there because they were forced to go there, not because they wanted to.
The securitrons on the other hand will always obey the leader of New Vegas, be they Mr House or the Courier (FTR, Josh Sawyer himself clarified what Yes Man meant by saying he was going to reprogram his personality to become more assertive - i.e. he was now only going to listen to the Courier, and hence some other person couldn't just come along and take over like the Courier did themself).
The NCR would also struggle to recruit local soldiers because it's pretty much universally hated in the region. Jacobstown are opposed to them because they've attempted to exterminate its inhabitants, Westside don't like them because of their water dispute with them, the Great Khans hate them due to the Bitter Springs massacre and all their wars with them, the Brotherhood are still technically at war with them at the beginning of the game, the Followers are opposed to them because them because of their imperialistic aggression coupled with the fact they just denounced the organisation, the Boomers hate them because they’re not Boomers, the Kings are opposed to them because they want to maintain control of Freeside, Goodsprings are opposed to them because they don’t want to pay NCR taxes, the Powder Gangers are angry because they practically enslaved them, gambling and prostitution are banned in the NCR and so the tribes on the Strip are unlikely to support them.
Now, regardless of whether you think these grievances are justified or not, they are nonetheless present. And yes, obviously the Courier can recruit the support of the aforementioned factions in the game or convince them to make peace, but I’m talking long-term here, not just the very brief amount of time the game takes place in. If things escalate further, NCR’s unpopularity could result in locals revolting against them, especially if the Legion has been defeated and hence the NCR’s presence is no longer considered necessary to protect the local populus.
Another problem is in the internal politics of the NCR. The NCR has pretty much copy-pasted the entire political, economic and legal systems of the pre-war United States. The same United States which had itself collapsed two centuries earlier. Now, regardless of whether the US started the Great War or China or whoever else did, the fact of the matter is the excessive consumption of US, coupled with its jingoistic foreign policy at least shared part of the responsibility for the calamity.
We even see the very same issues of the pre-war US crop up in the NCR. Like the former it has a hungry need for resources, and will stop at nothing to acquire these resources, hence its desire to occupy Helios One and the Hoover Dam. In doing so it has acquired more and more enemies from the likes of the Legion to the Brotherhood to the Enclave and so many others.
The capitalist economic system of both the pre-war US and the post-war NCR demands endless growth. Choosing to simply cut its losses and pull out of the Mojave would not be acceptable as this would result in economic stagnation, hence why it simply won’t do so unless forced out by one of the other factions.
We also see the rise of large corporations like the Gun Runners and the Crimson Caravans. Much as companies like Poseidon Energy and Vault-tec had done in the PWUS, these companies have begun using their excessive wealth to provide them with a disproportionate amount influence over the NCR’s government, effectively buying politicians that support their interests, helping them maintain their monopolies over their respective industries and muscle out potential competitors by any means necessary, and effectively replacing the democratic government with an oligarchy.
Now, as awful as Caesar may be, he makes a very fair point when he says that…
Greed runs rampant. The government is corrupt, accepting bribes from Brahmin barons and landowners, to the detriment of citizens. The NCR is a loose conglomerate of individuals looking out for themselves. It's lost virtue. No one cares about the collective, the greater good. It's not built to last. I'm just hastening the inevitable.
Corruption both historically and in our modern world has been a major hamper for civilisations. If you look at the Corruption Perceptions Index (https://en.wikipedia.org/wiki/Corruption_Perceptions_Index), you’ll notice that there is a very strong correlation between a country having a high level of corruption and being economically poor and/or politically unstable.
This is because corruption makes it much harder for a country to collect taxes, enforce its laws, and do everything else it needs to do. If NCR corruption continues to run rampant, then Mr Sallow is very much correct in saying that it’s inevitable that it will be destroyed.
The rise of the aforementioned corporations also suggests that the NCR is facing a growing gap between rich and poor, as many of its citizens have been forced to squat in Freeside, suggesting a lack of housing in NCR territory. Economic inequality is associated with numerous health and social problems including obesity, drug abuse, poor mental health, crime, poor social mobility, and warfare. It has also historically led to numerous political upheavals including the French, Russian, Cuban and Iranian Revolutions.
During the NCR’s war with the Brotherhood, the latter destroyed the NCR’s gold reserves, which its currency was backed by. This forced the NCR to abandon the gold standard and adopt a fiat currency. Now, fiat currencies work in our real world because the countries/group of countries that issue the “safe-haven” currencies of the world (the Dollar, the Euro, the Pound, and the Yen) have been *relatively* stable and at peace for the last 75+ years, and hence they are generally trusted not to accrue excessive debt or to print money to excess.
The same can’t be said about the NCR. The country has been almost constantly at war ever since it was founded. Whether against the Master, or the Khans, or the Enclave, or the Brotherhood, or the Legion, or all the various raiders within or around its borders, and as I mentioned earlier, it is also on the brink of famine. This forces the country to borrow or print money in order to fund its war and relief efforts, respectively, further devaluing its currency.
In the game, NCR workers mention that the money that they are paid is worth a lot less than it should be as people in the area are reluctant to accept it instead of caps. The NCR has effectively three choices here – it can either continue paying them in NCR dollars at the current amount, which would over time decrease in effective value due to the inflation (which would likely spell disaster – if it’s workers or god-forbid, its soldiers were to see their wages gradually become worthless, they’d refuse to work or turn hostile), keep increasing it’s wages to keep up the inflation, which would result in further inflation, or just pay their wages in caps, which would set a pretty bad precedent if even the NCR’s government can’t trust its currency. If it were to abandon its currency altogether and go back to using bottle caps officially it would render all dollars worthless overnight.
California, even in our real world is notorious for its water insecurity, and real-world Californians don’t have to worry about their existing water supplies being irradiated. In New Vegas, Chief Hanlon remarks that:
Back west, you don't see too many of these. Lakes, I mean. Natural or man-made. Any kind, really. We neglected the dams or pumped all the water out a long time ago. Owens, Isabella, the San Luis. Drained the aquifers of everything they had. Just a lot of mud and dust now. It's a different feeling, watching the sun come up over the water. Takes some getting used to.
This would suggest that the NCR is facing a massive water shortage due it its unsustainable use of its water reserves. Only the Hoover Dam can really prevent a major crisis.
Now, as I mentioned earlier, the NCR gaining control of New Vegas would present a heavy burden on its already overstretched resources. But the truth is, it has kind of backed itself into a corner by even attempting to annex the region in the first place.
If it were to pull out of the region and accept the independence of New Vegas, then that would break the lure of invincibility that it has acquired though out the American South-West. Under Kimball’s leadership, numerous settlements both in Mojave and elsewhere have been annexed into the NCR against their will. If all of them, inspired by New Vegas’s success were to revolt into regain their own independence, then it would spell disaster for the NCR, as it would have to divide its forces even further to quell said rebellions.
Secondly, while Mr. House and presumably the Courier are willing to export water and electricity to the NCR, they are nonetheless going to charge heavy prices for it, and in caps, which would further deflate the value of the NCR dollar.
If the Legion were to take the dam and New Vegas, then they obviously wouldn’t been keen on supplying their enemy with water or power.
What’s more, while the NCR might still be able to defeat the Legion in a long-protracted war, due to the latter’s own internal problems, in the meantime, it would still have to defend against the Legion’s invasion.
This might actually come with some benefits, as everybody in the NCR would be united against their common enemy, and tribes and settlements on its frontiers who might have otherwise been hostile to the NCR might become supportive after learning more about the Legion, seeing the former as the lesser evil at least.
However, the amount of money and lives it would have to invest in its defence would be very difficult to source, especially without the increased tax revenues it could receive from New Vegas and from traders in the region.
While the NCR is intended to resemble the US in the 20th-21st centuries, in practice I think it better resembles the US prior to the Civil War. At that time, it was more common for a person to identify with their state first and foremost and their country second rather than the other way around.
The same holds true in the NCR – the five states that make up the union are constantly prioritising their own interests, even when this is to detriment of the nation as a whole. There are also internal disputes between them, with the Hub and Shady Sands competing with one another for economic dominance.
With the perfect storm of a famine, a currency crisis, a shortage of water, a revolt of the frontier territories and a protracted war with the remnants of the Legion, escalated internal disputes could well be the straw that breaks the camel’s back.
So, what changes would the NCR have to implement to prevent collapse? The first thing it would need to do is break up the trade monopolies that have developed. If they are split up into smaller companies and forced to compete with one another than their ability to interfere with the NCR’s political process would go away along with a lot of the corruption the NCR is plagued with.
Another thing it would have to do is adopt a much more sustainable policy towards its water resources, discouraging waste amongst its citizens and banning business practices which allow water to go to waste.
Any further expansion should take place in the much less arid north, towards Oregon, Washington and British Columbia, providing more water and arable land. Further wars should be avoided wherever possible.
The country would have to reform to become more centralised, diminishing the influence of the individual states and preventing further division of the country.
Unfortunately, I don’t see these reforms being implemented quickly enough to prevent collapse.
But then, why is New Vegas better off becoming independent? Because it presents an opportunity to create something entirely new, and better, rather than trying to recreate the very society under whose watch the world ended, and not even doing a very good job of that.
submitted by BadNameThinkerOfer to Fallout [link] [comments]

Playboy going public: Porn, Gambling, and Cannabis

NEW INFO 5 Results from share redemption are posted. Less than .2% redeemed. Very bullish as investors are showing extreme confidence in the future of PLBY.
https://finance.yahoo.com/news/playboy-mountain-crest-acquisition-corp-120000721.html
NEW INFO 4 Definitive Agreement to purchase 100% of Lovers brand stores announced 2/1.
https://www.streetinsider.com/Corporate+News/Playboy+%28MCAC%29+Confirms+Deal+to+Acquire+Lovers/17892359.html
NEW INFO 3 I bought more on the dip today. 5081 total. Price rose AH to $12.38 (2.15%)
NEW INFO 2 Here is the full webinar.
https://icrinc.zoom.us/rec/play/9GWKdmOYumjWfZuufW3QXpe_FW_g--qeNbg6PnTjTMbnNTgLmCbWjeRFpQga1iPc-elpGap8dnDv8Zww.yD7DjUwuPmapeEdP?continueMode=true&tk=lEYc4F_FkKlgsmCIs6w0gtGHT2kbgVGbUju3cIRBSjk.DQIAAAAV8NK49xZWdldRM2xNSFNQcTBmcE00UzM3bXh3AAAAAAAAAAAAAAAAAAAAAAAAAAAA&uuid=WN_GKWqbHkeSyuWetJmLFkj4g&_x_zm_rtaid=kR45-uuqRE-L65AxLjpbQw.1611967079119.2c054e3d3f8d8e63339273d9175939ed&_x_zm_rhtaid=866
NEW INFO 1 Live merger webinar with PLBY and MCAC on Friday January 29, 2021 at 12:00 NOON EST link below
https://mcacquisition.com/investor-relations/press-release-details/2021/Playboy-Enterprises-Inc.-and-Mountain-Crest-Acquisition-Corp-Participate-in-SPACInsider-ICR-Webinar-on-January-29th-at-12pm-ET/default.aspx
Playboy going public: Porn, Gambling, and Cannabis
!!!WARNING READING AHEAD!!! TL;DR at the end. It will take some time to sort through all the links and read/watch everything, but you should.
In the next couple weeks, Mountain Crest Acquisition Corp is taking Playboy public. The existing ticker MCAC will become PLBY. Special purpose acquisition companies have taken private companies public in recent months with great success. I believe this will be no exception. Notably, Playboy is profitable and has skyrocketing revenue going into a transformational growth phase.
Porn - First and foremost, let's talk about porn. I know what you guys are thinking. “Porno mags are dead. Why would I want to invest in something like that? I can get porn for free online.” Guess what? You are absolutely right. And that’s exactly why Playboy doesn’t do that anymore. That’s right, they eliminated their print division. And yet they somehow STILL make money from porn that people (see: boomers) pay for on their website through PlayboyTV, Playboy Plus, and iPlayboy. Here’s the thing: Playboy has international, multi-generational name recognition from porn. They have content available in 180 countries. It will be the only publicly traded adult entertainment (porn) company. But that is not where this company is going. It will help support them along the way. You can see every Playboy magazine through iPlayboy if you’re interested. NSFW links below:
https://www.playboy.com/
https://www.playboytv.com/
https://www.playboyplus.com/
https://www.iplayboy.com/
Gambling - Some of you might recognize the Playboy brand from gambling trips to places like Las Vegas, Atlantic City, Cancun, London or Macau. They’ve been in the gambling biz for decades through their casinos, clubs, and licensed gaming products. They see the writing on the wall. COVID is accelerating the transition to digital, application based GAMBLING. That’s right. What we are doing on Robinhood with risky options is gambling, and the only reason regulators might give a shit anymore is because we are making too much money. There may be some restrictions put in place, but gambling from your phone on your couch is not going anywhere. More and more states are allowing things like Draftkings, poker, state ‘lottery” apps, hell - even political betting. Michigan and Virginia just ok’d gambling apps. They won’t be the last. This is all from your couch and any 18 year old with a cracked iphone can access it. Wouldn’t it be cool if Playboy was going to do something like that? They’re already working on it. As per CEO Ben Kohn who we will get to later, “...the company’s casino-style digital gaming products with Scientific Games and Microgaming continue to see significant global growth.” Honestly, I stopped researching Scientific Games' sports betting segment when I saw the word ‘omni-channel’. That told me all I needed to know about it’s success.
“Our SG Sports™ platform is an enhanced, omni-channel solution for online, self-service and retail fixed odds sports betting – from soccer to tennis, basketball, football, baseball, hockey, motor sports, racing and more.”
https://www.scientificgames.com/
https://www.microgaming.co.uk/
“This latter segment has become increasingly enticing for Playboy, and it said last week that it is considering new tie-ups that could include gaming operators like PointsBet and 888Holdings.”
https://calvinayre.com/2020/10/05/business/playboys-gaming-ops-could-get-a-boost-from-spac-purchase/
As per their SEC filing:
“Significant consumer engagement and spend with Playboy-branded gaming properties around the world, including with leading partners such as Microgaming, Scientific Games, and Caesar’s Entertainment, steers our investment in digital gaming, sports betting and other digital offerings to further support our commercial strategy to expand consumer spend with minimal marginal cost, and gain consumer data to inform go-to-market plans across categories.”
https://www.sec.gov/Archives/edgadata/1803914/000110465921005986/tm2034213-12_defm14a.htm#tMDAA1
They are expanding into more areas of gaming/gambling, working with international players in the digital gaming/gambling arena, and a Playboy sportsbook is on the horizon.
https://www.playboy.com/read/the-pleasure-of-playing-with-yourself-mobile-gaming-in-the-covid-era
Cannabis - If you’ve ever read through a Playboy magazine, you know they’ve had a positive relationship with cannabis for many years. As of September 2020, Playboy has made a major shift into the cannabis space. Too good to be true you say? Check their website. Playboy currently sells a range of CBD products. This is a good sign. Federal hemp products, which these most likely are, can be mailed across state lines and most importantly for a company like Playboy, can operate through a traditional banking institution. CBD products are usually the first step towards the cannabis space for large companies. Playboy didn’t make these products themselves meaning they are working with a processor in the cannabis industry. Another good sign for future expansion. What else do they have for sale? Pipes, grinders, ashtrays, rolling trays, joint holders. Hmm. Ok. So it looks like they want to sell some shit. They probably don’t have an active interest in cannabis right? Think again:
https://www.forbes.com/sites/javierhasse/2020/09/24/playboy-gets-serious-about-cannabis-law-reform-advocacy-with-new-partnership-grants/?sh=62f044a65cea
“Taking yet another step into the cannabis space, Playboy will be announcing later on Thursday (September, 2020) that it is launching a cannabis law reform and advocacy campaign in partnership with National Organization for the Reform of Marijuana Laws (NORML), Last Prisoner Project, Marijuana Policy Project, the Veterans Cannabis Project, and the Eaze Momentum Program.”
“According to information procured exclusively, the three-pronged campaign will focus on calling for federal legalization. The program also includes the creation of a mentorship plan, through which the Playboy Foundation will support entrepreneurs from groups that are underrepresented in the industry.” Remember that CEO Kohn from earlier? He wrote this recently:
https://medium.com/naked-open-letters-from-playboy/congress-must-pass-the-more-act-c867c35239ae
Seems like he really wants weed to be legal? Hmm wonder why? The writing's on the wall my friends. Playboy wants into the cannabis industry, they are making steps towards this end, and we have favorable conditions for legislative progress.
Don’t think branding your own cannabis line is profitable or worthwhile? Tell me why these 41 celebrity millionaires and billionaires are dummies. I’ll wait.
https://www.celebstoner.com/news/celebstoner-news/2019/07/12/top-celebrity-cannabis-brands/
Confirmation: I hear you. “This all seems pretty speculative. It would be wildly profitable if they pull this shift off. But how do we really know?” Watch this whole video:
https://finance.yahoo.com/video/playboy-ceo-telling-story-female-154907068.html
Man - this interview just gets my juices flowing. And highlights one of my favorite reasons for this play. They have so many different business avenues from which a catalyst could appear. I think paying attention, holding shares, and options on these staggered announcements over the next year is the way I am going to go about it. "There's definitely been a shift to direct-to-consumer," he (Kohn) said. "About 50 percent of our revenue today is direct-to-consumer, and that will continue to grow going forward.” “Kohn touted Playboy's portfolio of both digital and consumer products, with casino-style gaming, in particular, serving a crucial role under the company's new business model. Playboy also has its sights on the emerging cannabis market, from CBD products to marijuana products geared toward sexual health and pleasure.” "If THC does become legal in the United States, we have developed certain strains to enhance your sex life that we will launch," Kohn said. https://cheddar.com/media/playboy-goes-public-health-gaming-lifestyle-focus Oh? The CEO actually said it? Ok then. “We have developed certain strains…” They’re already working with growers on strains and genetics? Ok. There are several legal cannabis markets for those products right now, international and stateside. I expect Playboy licensed hemp and THC pre-rolls by EOY. Something like this: https://www.etsy.com/listing/842996758/10-playboy-pre-roll-tubes-limited?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=pre+roll+playboy&ref=sr_gallery-1-2&organic_search_click=1 Maintaining cannabis operations can be costly and a regulatory headache. Playboy’s licensing strategy allows them to pick successful, established partners and sidestep traditional barriers to entry. You know what I like about these new markets? They’re expanding. Worldwide. And they are going to be a bigger deal than they already are with or without Playboy. Who thinks weed and gambling are going away? Too many people like that stuff. These are easy markets. And Playboy is early enough to carve out their spot in each. Fuck it, read this too: https://www.forbes.com/sites/jimosman/2020/10/20/playboy-could-be-the-king-of-spacs-here-are-three-picks/?sh=2e13dcaa3e05
Numbers: You want numbers? I got numbers. As per the company’s most recent SEC filing:
“For the year ended December 31, 2019, and the nine months ended September 30, 2020, Playboy’s historical consolidated revenue was $78.1 million and $101.3 million, respectively, historical consolidated net income (loss) was $(23.6) million and $(4.8) million, respectively, and Adjusted EBITDA was $13.1 million and $21.8 million, respectively.”
“In the nine months ended September 30, 2020, Playboy’s Licensing segment contributed $44.2 million in revenue and $31.1 million in net income.”
“In the ninth months ended September 30, 2020, Playboy’s Direct-to-Consumer segment contributed $40.2 million in revenue and net income of $0.1 million.”
“In the nine months ended September 30, 2020, Playboy’s Digital Subscriptions and Content segment contributed $15.4 million in revenue and net income of $7.4 million.”
They are profitable across all three of their current business segments.
“Playboy’s return to the public markets presents a transformed, streamlined and high-growth business. The Company has over $400 million in cash flows contracted through 2029, sexual wellness products available for sale online and in over 10,000 major retail stores in the US, and a growing variety of clothing and branded lifestyle and digital gaming products.”
https://www.sec.gov/Archives/edgadata/1803914/000110465921005986/tm2034213-12_defm14a.htm#tSHCF
Growth: Playboy has massive growth in China and massive growth potential in India. “In China, where Playboy has spent more than 25 years building its business, our licensees have an enormous footprint of nearly 2,500 brick and mortar stores and 1,000 ecommerce stores selling high quality, Playboy-branded men’s casual wear, shoes/footwear, sleepwear, swimwear, formal suits, leather & non-leather goods, sweaters, active wear, and accessories. We have achieved significant growth in China licensing revenues over the past several years in partnership with strong licensees and high-quality manufacturers, and we are planning for increased growth through updates to our men’s fashion lines and expansion into adjacent categories in men’s skincare and grooming, sexual wellness, and women’s fashion, a category where recent launches have been well received.” The men’s market in China is about the same size as the entire population of the United States and European Union combined. Playboy is a leading brand in this market. They are expanding into the women’s market too. Did you know CBD toothpaste is huge in China? China loves CBD products and has hemp fields that dwarf those in the US. If Playboy expands their CBD line China it will be huge. Did you know the gambling money in Macau absolutely puts Las Vegas to shame? Technically, it's illegal on the mainland, but in reality, there is a lot of gambling going on in China. https://www.forbes.com/sites/javierhasse/2020/10/19/magic-johnson-and-uncle-buds-cbd-brand-enter-china-via-tmall-partnership/?sh=271776ca411e “In India, Playboy today has a presence through select apparel licensees and hospitality establishments. Consumer research suggests significant growth opportunities in the territory with Playboy’s brand and categories of focus.” “Playboy Enterprises has announced the expansion of its global consumer products business into India as part of a partnership with Jay Jay Iconic Brands, a leading fashion and lifestyle Company in India.” “The Indian market today is dominated by consumers under the age of 35, who represent more than 65 percent of the country’s total population and are driving India’s significant online shopping growth. The Playboy brand’s core values of playfulness and exploration resonate strongly with the expressed desires of today’s younger millennial consumers. For us, Playboy was the perfect fit.” “The Playboy international portfolio has been flourishing for more than 25 years in several South Asian markets such as China and Japan. In particular, it has strategically targeted the millennial and gen-Z audiences across categories such as apparel, footwear, home textiles, eyewear and watches.” https://www.licenseglobal.com/industry-news/playboy-expands-global-footprint-india It looks like they gave COVID the heisman in terms of net damage sustained: “Although Playboy has not suffered any material adverse consequences to date from the COVID-19 pandemic, the business has been impacted both negatively and positively. The remote working and stay-at-home orders resulted in the closure of the London Playboy Club and retail stores of Playboy’s licensees, decreasing licensing revenues in the second quarter, as well as causing supply chain disruption and less efficient product development thereby slowing the launch of new products. However, these negative impacts were offset by an increase in Yandy’s direct-to-consumer sales, which have benefited in part from overall increases in online retail sales so far during the pandemic.” Looks like the positives are long term (Yandy acquisition) and the negatives are temporary (stay-at-home orders).
https://www.sec.gov/Archives/edgadata/1803914/000110465921006093/tm213766-1_defa14a.htm
This speaks to their ability to maintain a financially solvent company throughout the transition phase to the aforementioned areas. They’d say some fancy shit like “expanded business model to encompass four key revenue streams: Sexual Wellness, Style & Apparel, Gaming & Lifestyle, and Beauty & Grooming.” I hear “we’re just biding our time with these trinkets until those dollar dollar bill y’all markets are fully up and running.” But the truth is these existing revenue streams are profitable, scalable, and rapidly expanding Playboy’s e-commerce segment around the world.
"Even in the face of COVID this year, we've been able to grow EBITDA over 100 percent and revenue over 68 percent, and I expect that to accelerate going into 2021," he said. “Playboy is accelerating its growth in company-owned and branded consumer products in attractive and expanding markets in which it has a proven history of brand affinity and consumer spend.”
Also in the SEC filing, the Time Frame:
“As we detailed in the definitive proxy statement, the SPAC stockholder meeting to vote on the transaction has been set for February 9th, and, subject to stockholder approval and satisfaction of the other closing conditions, we expect to complete the merger and begin trading on NASDAQ under ticker PLBY shortly thereafter,” concluded Kohn.
The Players: Suhail “The Whale” Rizvi (HMFIC), Ben “The Bridge” Kohn (CEO), “lil” Suying Liu & “Big” Dong Liu (Young-gun China gang). I encourage you to look these folks up. The real OG here is Suhail Rizvi. He’s from India originally and Chairman of the Board for the new PLBY company. He was an early investor in Twitter, Square, Facebook and others. His firm, Rizvi Traverse, currently invests in Instacart, Pinterest, Snapchat, Playboy, and SpaceX. Maybe you’ve heard of them. “Rizvi, who owns a sprawling three-home compound in Greenwich, Connecticut, and a 1.65-acre estate in Palm Beach, Florida, near Bill Gates and Michael Bloomberg, moved to Iowa Falls when he was five. His father was a professor of psychology at Iowa. Along with his older brother Ashraf, a hedge fund manager, Rizvi graduated from Wharton business school.” “Suhail Rizvi: the 47-year-old 'unsocial' social media baron: When Twitter goes public in the coming weeks (2013), one of the biggest winners will be a 47-year-old financier who guards his secrecy so zealously that he employs a person to take down his Wikipedia entry and scrub his photos from the internet. In IPO, Twitter seeks to be 'anti-FB'” “Prince Alwaleed bin Talal of Saudi Arabia looks like a big Twitter winner. So do the moneyed clients of Jamie Dimon. But as you’ve-got-to-be-joking wealth washed over Twitter on Thursday — a company that didn’t exist eight years ago was worth $31.7 billion after its first day on the stock market — the non-boldface name of the moment is Suhail R. Rizvi. Mr. Rizvi, 47, runs a private investment company that is the largest outside investor in Twitter with a 15.6 percent stake worth $3.8 billion at the end of trading on Thursday (November, 2013). Using a web of connections in the tech industry and in finance, as well as a hearty dose of good timing, he brought many prominent names in at the ground floor, including the Saudi prince and some of JPMorgan’s wealthiest clients.” https://www.nytimes.com/2013/11/08/technology/at-twitter-working-behind-the-scenes-toward-a-billion-dollar-payday.html Y’all like that Arab money? How about a dude that can call up Saudi Princes and convince them to spend? Funniest shit about I read about him: “Rizvi was able to buy only $100 million in Facebook shortly before its IPO, thus limiting his returns, according to people with knowledge of the matter.” Poor guy :(
He should be fine with the 16 million PLBY shares he's going to have though :)
Shuhail also has experience in the entertainment industry. He’s invested in companies like SESAC, ICM, and Summit Entertainment. He’s got Hollywood connections to blast this stuff post-merger. And he’s at least partially responsible for that whole Twilight thing. I’m team Edward btw.
I really like what Suhail has done so far. He’s lurked in the shadows while Kohn is consolidating the company, trimming the fat, making Playboy profitable, and aiming the ship at modern growing markets.
https://www.reuters.com/article/us-twitter-ipo-rizvi-insight/insight-little-known-hollywood-investor-poised-to-score-with-twitter-ipo-idUSBRE9920VW20131003
Ben “The Bridge” Kohn is an interesting guy. He’s the connection between Rizvi Traverse and Playboy. He’s both CEO of Playboy and was previously Managing Partner at Rizvi Traverse. Ben seems to be the voice of the Playboy-Rizvi partnership, which makes sense with Suhail’s privacy concerns. Kohn said this:
“Today is a very big day for all of us at Playboy and for all our partners globally. I stepped into the CEO role at Playboy in 2017 because I saw the biggest opportunity of my career. Playboy is a brand and platform that could not be replicated today. It has massive global reach, with more than $3B of global consumer spend and products sold in over 180 countries. Our mission – to create a culture where all people can pursue pleasure – is rooted in our 67-year history and creates a clear focus for our business and role we play in people’s lives, providing them with the products, services and experiences that create a lifestyle of pleasure. We are taking this step into the public markets because the committed capital will enable us to accelerate our product development and go-to-market strategies and to more rapidly build our direct to consumer capabilities,” said Ben Kohn, CEO of Playboy.
“Playboy today is a highly profitable commerce business with a total addressable market projected in the trillions of dollars,” Mr. Kohn continued, “We are actively selling into the Sexual Wellness consumer category, projected to be approximately $400 billion in size by 2024, where our recently launched intimacy products have rolled out to more than 10,000 stores at major US retailers in the United States. Combined with our owned & operated ecommerce Sexual Wellness initiatives, the category will contribute more than 40% of our revenue this year. In our Apparel and Beauty categories, our collaborations with high-end fashion brands including Missguided and PacSun are projected to achieve over $50M in retail sales across the US and UK this year, our leading men’s apparel lines in China expanded to nearly 2500 brick and mortar stores and almost 1000 digital stores, and our new men’s and women’s fragrance line recently launched in Europe. In Gaming, our casino-style digital gaming products with Scientific Games and Microgaming continue to see significant global growth. Our product strategy is informed by years of consumer data as we actively expand from a purely licensing model into owning and operating key high-growth product lines focused on driving profitability and consumer lifetime value. We are thrilled about the future of Playboy. Our foundation has been set to drive further growth and margin, and with the committed capital from this transaction and our more than $180M in NOLs, we will take advantage of the opportunity in front of us, building to our goal of $100M of adjusted EBITDA in 2025.”
https://www.businesswire.com/news/home/20201001005404/en/Playboy-to-Become-a-Public-Company
Also, according to their Form 4s, “Big” Dong Liu and “lil” Suying Liu just loaded up with shares last week. These guys are brothers and seem like the Chinese market connection. They are only 32 & 35 years old. I don’t even know what that means, but it's provocative.
https://www.secform4.com/insider-trading/1832415.htm
https://finance.yahoo.com/news/mountain-crest-acquisition-corp-ii-002600994.html
Y’all like that China money?
“Mr. Liu has been the Chief Financial Officer of Dongguan Zhishang Photoelectric Technology Co., Ltd., a regional designer, manufacturer and distributor of LED lights serving commercial customers throughout Southern China since November 2016, at which time he led a syndicate of investments into the firm. Mr. Liu has since overseen the financials of Dongguan Zhishang as well as provided strategic guidance to its board of directors, advising on operational efficiency and cash flow performance. From March 2010 to October 2016, Mr. Liu was the Head of Finance at Feidiao Electrical Group Co., Ltd., a leading Chinese manufacturer of electrical outlets headquartered in Shanghai and with businesses in the greater China region as well as Europe.”
Dr. Suying Liu, Chairman and Chief Executive Officer of Mountain Crest Acquisition Corp., commented, “Playboy is a unique and compelling investment opportunity, with one of the world’s largest and most recognized brands, its proven consumer affinity and spend, and its enormous future growth potential in its four product segments and new and existing geographic regions. I am thrilled to be partnering with Ben and his exceptional team to bring his vision to fruition.”
https://www.businesswire.com/news/home/20201001005404/en/Playboy-to-Become-a-Public-Company
These guys are good. They have a proven track record of success across multiple industries. Connections and money run deep with all of these guys. I don’t think they’re in the game to lose.
I was going to write a couple more paragraphs about why you should have a look at this but really the best thing you can do is read this SEC filing from a couple days ago. It explains the situation in far better detail. Specifically, look to page 137 and read through their strategy. Also, look at their ownership percentages and compensation plans including the stock options and their prices. The financials look great, revenue is up 90% Q3, and it looks like a bright future.
https://www.sec.gov/Archives/edgadata/1803914/000110465921005986/tm2034213-12_defm14a.htm#tSHCF
I’m hesitant to attach this because his position seems short term, but I’m going to with a warning because he does hit on some good points (two are below his link) and he’s got a sizable position in this thing (500k+ on margin, I think). I don’t know this guy but he did look at the same publicly available info and make roughly the same prediction, albeit without the in depth gambling or cannabis mention. You can also search reddit for ‘MCAC’ and very few relevant results come up and none of them even come close to really looking at this thing.
https://docs.google.com/document/d/1gOvAd6lebs452hFlWWbxVjQ3VMsjGBkbJeXRwDwIJfM/edit?usp=sharing
“Also, before you people start making claims that Playboy is a “boomer” company, STOP RIGHT THERE. This is not a good argument. Simply put. The only thing that matters is Playboy’s name recognition, not their archaic business model which doesn’t even exist anymore as they have completely repurposed their business.”
“Imagine not buying $MCAC at a 400M valuation lol. Streetwear department is worth 1B alone imo.”
Considering the ridiculous Chinese growth as a lifestyle brand, he’s not wrong.
Current Cultural Significance and Meme Value: A year ago I wouldn’t have included this section but the events from the last several weeks (even going back to tsla) have proven that a company’s ability to meme and/or gain social network popularity can have an effect. Tik-tok, Snapchat, Twitch, Reddit, Youtube, Facebook, Twitter. They all have Playboy stuff on them. Kids in middle and highschool know what Playboy is but will likely never see or touch one of the magazines in person. They’ll have a Playboy hoodie though. Crazy huh? A lot like GME, PLBY would hugely benefit from meme-value stock interest to drive engagement towards their new business model while also building strategic coffers. This interest may not directly and/or significantly move the stock price but can generate significant interest from larger players who will.
Bull Case: The year is 2025. Playboy is now the world leader pleasure brand. They began by offering Playboy licensed gaming products, including gambling products, direct to consumers through existing names. By 2022, demand has skyrocketed and Playboy has designed and released their own gambling platforms. In 2025, they are also a leading cannabis brand in the United States and Canada with proprietary strains and products geared towards sexual wellness. Cannabis was legalized in the US in 2023 when President Biden got glaucoma but had success with cannabis treatment. He personally pushes for cannabis legalization as he steps out of office after his first term. Playboy has also grown their brand in China and India to multi-billion per year markets. The stock goes up from 11ish to 100ish and everyone makes big gains buying somewhere along the way.
Bear Case: The United States does a complete 180 on marijuana and gambling. President Biden overdoses on marijuana in the Lincoln bedroom when his FDs go tits up and he loses a ton of money in his sports book app after the Fighting Blue Hens narrowly lose the National Championship to Bama. Playboy is unable to expand their cannabis and gambling brands but still does well with their worldwide lifestyle brand. They gain and lose some interest in China and India but the markets are too large to ignore them completely. The stock goes up from 11ish to 13ish and everyone makes 15-20% gains.
TL;DR: Successful technology/e-commerce investment firm took over Playboy to turn it into a porn, online gambling/gaming, sports book, cannabis company, worldwide lifestyle brand that promotes sexual wellness, vetern access, women-ownership, minority-ownership, and “pleasure for all”. Does a successful online team reinventing an antiquated physical copy giant sound familiar? No options yet, shares only for now. $11.38 per share at time of writing. My guess? $20 by the end of February. $50 by EOY. This is not financial advice. I am not qualified to give financial advice. I’m just sayin’ I would personally use a Playboy sports book app while smoking a Playboy strain specific joint and it would be cool if they did that. Do your own research. You’d probably want to start here:
WARNING - POTENTIALLY NSFW - SEXY MODELS AHEAD - no actual nudity though
https://s26.q4cdn.com/895475556/files/doc_presentations/Playboy-Craig-Hallum-Conference-Investor-Presentation-11_17_20-compressed.pdf
Or here:
https://www.mcacquisition.com/investor-relations/default.aspx
Jimmy Chill: “Get into any SPAC at $10 or $11 and you are going to make money.”
STL;DR: Buy MCAC. MCAC > PLBY couple weeks. Rocketship. Moon.
Position: 5000 shares. I will buy short, medium, and long-dated calls once available.
submitted by jeromeBDpowell to SPACs [link] [comments]

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