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Roadmap To Zero

US United States
Sustained growth High volatility Early Seasonal (Jan) Forecasted flat Automotive Concept
Roadmap To Zero
What is Roadmap To Zero?

The Roadmap to Zero is an initiative aimed at achieving zero traffic fatalities in the United States. It focuses on a comprehensive approach that includes improving road safety, vehicle technology, and driver behavior to eliminate preventable deaths on the road.

Treendly Index Treendly Forecast Google YouTube
MOM: +212.5%
How much search volume does it get?

Is Roadmap To Zero trending?

Yes. Roadmap To Zero growing with a month-over-month change of 1.6% over the past 5 years.

This is a seasonal trend that peaks every January. The seasonal demand is forecasted to decline over the next year.


Why is Roadmap To Zero trending?

1
Increased Awareness of Traffic Safety
There is a growing public awareness of the dangers of traffic accidents, leading to increased advocacy for safer roads and policies aimed at reducing fatalities.
2
Technological Advancements
Innovations in vehicle safety technology, such as automatic braking systems, lane-keeping assistance, and advanced driver-assistance systems (ADAS), are making vehicles safer and contributing to the goal of zero fatalities.
3
Government Support and Legislation
Federal and state governments are increasingly supporting initiatives aimed at improving road safety through legislation, funding for infrastructure improvements, and public awareness campaigns.
4
Focus on Vulnerable Road Users
The Roadmap to Zero emphasizes the protection of vulnerable road users, such as pedestrians and cyclists, which is gaining traction as cities aim to create safer urban environments.
5
Data-Driven Approaches
The use of data analytics to identify high-risk areas and behaviors is helping to inform targeted interventions, making efforts to reduce traffic fatalities more effective.
6
Community Engagement
Local communities are becoming more involved in road safety initiatives, fostering a culture of safety and accountability among drivers, pedestrians, and cyclists.

What are people saying?

40 threads
AI Insights Mixed sentiment
Discussions revolve around various roadmaps that guide individuals and teams towards achieving specific goals, such as becoming fully booked coaches or implementing Zero Trust cybersecurity principles.
Coaching Roadmaps
Participants discuss strategies and blueprints for transitioning from having no clients to being fully booked as coaches, emphasizing practical steps.
Zero Trust Cybersecurity
There are conversations about the implementation of Zero Trust principles in small IT teams, focusing on practical approaches without vendor bias.
Practical Guidance
Many threads highlight the importance of actionable steps and realistic advice in various roadmaps, whether for coaching or cybersecurity.
Community Support
Users express the value of community feedback and shared experiences in navigating their respective journeys outlined in these roadmaps.
Skepticism and Critique
Some discussions reflect skepticism about certain claims, such as market potential and the feasibility of proposed roadmaps.
Common questions
  • What are the key steps in the roadmap to becoming a fully booked coach?
  • How can small IT teams effectively implement Zero Trust principles?
  • What resources are recommended for following these roadmaps?
  • Are there any common pitfalls to avoid when following these roadmaps?
  • How do these roadmaps compare to other strategies in the same field?
Pain points
  • Lack of clear guidance for beginners
  • Frustration with overly complex or unrealistic roadmaps
  • Concerns about vendor bias in cybersecurity discussions
  • Skepticism regarding the effectiveness of proposed strategies
  • Difficulty in finding community support and shared experiences
www.neogaf.com
RE:So all of these incredible games we're all excited for after this week's showcases? They're almost all UE5
007 First Light Roadmap — Update / Roadmap — TBA — IO Interactive 13Z: The ... — Game — TBD — Atlus Phantom Blade Zero — Game — October 29, 2026 — S-GAME... CrossWorlds: Year Two Expansion — DLC Roadmap — Late 2026 — Sega Spyro: A..., 2026 — System Era Star Wars Zero Company — Game — August 27, 2026...
Zacfoldor · Jun 8, 2026
discussions.unity.com
RE:[v3.0.0 RELEASED] Advanced Variables - High-Performance Reactive Architecture for Unity
... Fusion - conditional #if compilation, zero errors when packages are absent... VariableToTMPText: Reflection-based TMPro detection - zero compilation errors regardless of TMP... complete through all 5 phases. Roadmap marked as completed. What’s in...
LoveFireZ · Jun 7, 2026
hotcopper.com.au
RE:IBM & AKD1000
... capabilities continue to expand. BrainChip's Roadmap Raises the Stakes Akida is.... Size Comparison: Flipper Zero vs Flipper One Flipper Zero 100 × 40 × 25...” or cargo pocket device. The Zero is simply too small and ...
curlednoodles · Jun 7, 2026
github.com
RE:Global feed or filter for published repository-level security advisories (ecosystem-less)
... a major desktop application with zero signal available from any feed... was not on the near-term roadmap), #181073, #12226. Raising it again...
jgamblin · Jun 7, 2026
www.bungie.net
Destiny Issue or suggestion
... programming perspective, the logical development roadmap is to first fix recurring... and leaving legitimate players with zero counterplay. DIM is a fully...
Lifeistrange · Jun 7, 2026
forums.developer.nvidia.com
RE:DeepSeek-V4-Flash (official FP8) running across 2x DGX Spark — TP=2, MTP, 200K ctx, recipe + numbers
... file: - **Single Spark** (default, zero RDMA setup) — one GB10 box... repository state and deferred cleanup roadmap, see [`docs/repository-status.md`](docs...
bjk110 · Jun 7, 2026
r/NukeVFX
If you had to relearn Nuke from zero today for film/VFX, what would your exact roadmap be?
I’m about to commit seriously to learning Nuke with the goal of working in film/VFX production. Before anyone says - just watch YouTube tutorials. I’ve already decided to take a structured approach instead of random learning. I’m looking for how working compositors would actually do it if they had to start over today. I’m a 3D generalist with 15 years of experience and have been learning Houdini for 4 years, so I’m very comfortable with node-based workflows and complex software pipelines. This isn’t my first technical software journey. What I’m really trying to understand is: If you were forced to restart Nuke from absolute zero today, but your goal was to become production-ready as fast and efficiently as possible, what would your roadmap look like? What did you waste time on early that you would skip now? What actually mattered for getting hired or working in production? What would your week-by-week or month-by-month progression look like? Which paid courses (if any) were actually worth it vs fluff? What types of personal projects best simulate real comp work? I’m not trying to test the waters. I’m committing to this long-term and want to build the right foundation from day one. Would really appreciate answers from people currently working in film/VFX or who have been through the pipeline. submitted by /u/VanGoghIt to r/NukeVFX [link] [comments]
VanGoghIt · May 26, 2026
r/managers
Do Employees Actually Like Town Halls?
I’m not sure if it’s just the cynicism that comes with being in upper management, but I’ve hit a wall with Town Halls. I find them to be giant performances with almost zero substance. I’ve reached a point where I hate being part of them—both as a presenter and a viewer. ​why does it require a two-hour scripted "Apple Launch" event? If the goal is transparency, that information is often better served via internal roadmaps, public documents, or cascaded through managers. ​Spending hours watching leadership pretend they’re on a keynote stage feels like a massive waste of collective billable hours and provides almost no real value to the average employee. ​Am I missing something? Is there any legitimate reason to keep doing these, or are they just a legacy ego trip for the C-suite? submitted by /u/OfferLazy9141 to r/managers [link] [comments]
OfferLazy9141 · Apr 30, 2026
r/personalfinanceindia
Salary jumped from 7 LPA to 50 LPA base (contractor/WFH). Feeling confused about money decisions. Need advice.
Hi everyone, I’m 24 and recently had a big jump in income. I was earning around 7 LPA earlier, and now my compensation is around 50 LPA base through a remote contract role. My monthly inflow is roughly 4 lakh+. Since I’m working as a contractor, I have to manage taxes myself. I’ll likely be using 44ADA, so taxable income comes down, but I still want to plan things properly instead of wasting this opportunity. Current situation: I work from home and stay in Dehradun with family We already have our own house, so rent is zero Living expenses are quite low No major responsibilities right now Some small debt that I can clear soon My confusion is this: How much should I save vs spend vs invest? Should I upgrade lifestyle now or stay minimal for a few years? Is buying a house even realistic later in today’s economy? Since it’s a private job / contract role, how much emergency fund should I keep? Where should someone in my position park money first: mutual funds, FD, index funds, debt funds, etc? How do I avoid lifestyle inflation after a sudden jump? Honestly, I come from a middle class background so this kind of income still feels unreal and I don’t want to mess it up by making emotional purchases or poor decisions. If you were in my position, what would your roadmap for the next 3 to 5 years be? Would really appreciate advice from people who’ve handled sudden income jumps. submitted by /u/PitifulParamedic536 to r/personalfinanceindia [link] [comments]
PitifulParamedic536 · Apr 29, 2026
r/Adulting
The math of living alone doesn't work anymore. Is this forever?
The math of living alone doesn't work anymore. Is this forever? I’m beyond frustrated. It feels like our current system is explicitly designed to strip away our sense of security, independence, and overall happiness. I currently have several family members living with me. I was up early this morning ruminating on how long I should expect this arrangement to last, and the grim conclusion I reached is: probably forever. When you run the numbers, a basic survival budget forces you to defer or entirely exclude things that are critical for long-term stability. For just one person to live independently in my area, the bare-minimum estimated cost to live is $2,695 a month. How much do you need to earn: • $15.55/hr is the exact math just to pay the basic bills. • $18.30/hr accounts for taxes, but leaves you living strictly paycheck-to-paycheck with zero fun money or savings for emergencies. • $26.00/hr (or roughly $54,000/year) is what you realistically need to make just to meet the 3x income requirement for a basic $1,500 apartment and have a tiny buffer. How is anyone supposed to live independently right now? How can anyone afford to have children? Will the crushing weight of the cost of living ever actually balance out with what jobs are paying? This makes no sense... submitted by /u/TemperedAloe to r/Adulting [link] [comments]
TemperedAloe · Apr 24, 2026
r/boardgames
I simulated 36,000 games of Catan. Some conventional wisdom holds up, some really doesn't.
EDIT: A few questions coming up repeatedly, answering here: Are the agents LLM-based? No. They're heuristic Python, each ~a few hundred lines that takes the game state and picks the best legal action per a strategy-specific scoring function. No LangChain, no LLM calls, no tokens at runtime. A typical agent is something like "maximize pip count and diversity" with slight biases toward certain resources or build types based on its strategy. How much of this did you actually build yourself? Transparency: my background is Corporate Strategy and Product Management, not Software Engineering. I have strong data and technical literacy but not deep coding expertise, so I leaned heavily on Claude Code for implementation. That said, I wrote all the requirements, made every design decision, and understand how the logic works under the hood. Think of it as me being the architect and Claude Code being the contractor. Stack? Python 3.10+, pytest (800+ tests), matplotlib/pandas for analysis, reusable components (hex board, deck, dice) shared across 6 games. SimulationRunner with seeded RNG and per-game JSON output. Is it open-sourced? Not currently. Still thinking through what makes sense to share vs keep private — probably the game engines themselves eventually, but likely not the full agent and analysis stack. Runtime for 36k games? A few hours on a regular desktop. Games play out in seconds and parallelize cleanly. What's the agent roadmap? (1) A strategy archetype library mapping abstract patterns (rusher, engine-builder, etc.) onto new games once I've encoded ~15-20, (2) MCTS as a calibration benchmark to measure how close heuristics are to optimal play, (3) LLM agents used sparingly for novel strategy discovery on new games. Original Post Catan nerd here. I built a simulator that plays the game end-to-end with four different heuristic AI strategies, ran it across 36,000 games and multiple board configurations, and some of the findings ran counter to what I expected. Methodology and caveats first, then 8 findings. A couple of questions at the end. Quick note on what's in here and what to take with a grain of salt before the findings. How it was built 36,000 games total, across 3-player and 4-player configurations Four board modes: standard beginner layout, random resources only, random numbers only, and fully random (numbers and resources). The three randomized modes produced near-identical outcomes (within 3 pp on nearly every metric), so I pool them as "random" vs. the fixed "beginner" layout. Full rules: settlements, cities, all five dev card types, robber, Longest Road ("LR"), Largest Army ("LA"), bank trades, 2:1 and 3:1 port trades, and player-to-player trades Four AI agents with different strategies: BalancedBuilder ("BB"): maximizes pip count with diverse resources OreWheatSheep ("OWS"): city-focused, heavy dev card buyer, plays knights aggressively RoadBuilder ("RB"): road-first expansion, targets Longest Road PortRusher ("PR"): places near ports, biases toward hexes with the same resources as 2:1 ports, heavy bank/port trading All four produce credible Catan scores. Winners average ~10 VP, games run ~75-85 turns, and each agent's build profile matches its strategy. A "turn" means one player's individual turn, not a full round. In 4p, a full table rotation is 4 turns, so an 80-turn game means each player has taken ~20 turns. 500-2,000 games per cell depending on configuration Where the sim isn't real Catan — take these seriously Player-to-player trades use simple "does this help more than hurt?" logic with a leader-aversion rule that tightens as VP climbs. The sim captures "don't help the leader" but not negotiation, bluffing, or alliances. That said, player trades are a small slice of overall trading (~1.2 completed per player per game vs. ~8-9 bank/port trades), so this gap probably doesn't move the bigger findings much. Robber behavior is individually smart but not collectively coordinated. Agents place the robber on the highest-production opponent hex and steal from the highest-VP player, so the leader attracts individual steals, but there's no coordinated pile-on. Real players probably coordinate harder against a runaway leader. Heuristic ≠ optimal. Findings describe how specific strategies interact with the rules, not ground truth about how humans should play. On the beginner board, agents make identical placements every game (for a given agent × seat combination). Useful for clean comparison, but it means the sim can't observe how humans adapt their opening to opponents. 8 findings from the data 1. Longest Road is the most common path to 10 VP, and the fastest. LR shows up in 56-61% of wins across every condition, and it's remarkably sticky: once claimed, 85% of 3-player and 60% of 4-player games see it change hands zero times. LR-path games also end ~8 turns earlier than pure-building wins. "Grab it early and keep it" is strongly supported. https://preview.redd.it/lkpppzngiqwg1.png?width=1800&format=png&auto=webp&s=ba0f56938ce4fc145051356bb2c7ab96e7ede47a 2. The third settlement matters more than any other timing benchmark. Winners build their third settlement 6.7-8.7 turns earlier than losers, a gap 3-6× larger than any other timing difference (first road, first dev card, first city). The kicker: 10.9% of losers never build a third settlement at all vs. 0.16% of winners. If you don't expand, you're almost certainly losing (no duh). https://preview.redd.it/q77mhmxhiqwg1.png?width=1650&format=png&auto=webp&s=3564e45e60c90ee9704df95c7b5085224034419c 3. Wheat, not Ore, is the #1 resource for winners in every condition. Wheat has the biggest winner-loser production gap on both beginner and random boards. Ore comes into its own on random boards (second-strongest signal there), but on beginner it's essentially flat between winners and losers. The "Ore > Wheat > Sheep" priority framing doesn't hold; Wheat is the universal winning resource because it's used in every major build category. https://preview.redd.it/0xlz5aokiqwg1.png?width=1500&format=png&auto=webp&s=e6a17169a8459cbe97c0ba3ca4242d6527f5a2ed 4. "OWS is the optimal strategy" doesn't hold up. The best agent depends on context. Four different buckets, four different winning agents. RoadBuilder dominates 3p beginner (+10.6 pp over baseline), BalancedBuilder edges out 3p random, PortRusher wins only 4p beginner, and RoadBuilder squeaks 4p random. OWS is competitive everywhere but best nowhere. The "cities win games, just go OWS" heuristic is oversimplified — the Longest Road path outperforms on the beginner board especially. https://preview.redd.it/wpbbruamiqwg1.png?width=1650&format=png&auto=webp&s=a764626e35ac9964476ff080e49af66d475d7f91 5. The beginner board is a loaded board, not a balanced one. Seat win-rate deviations are 5-12× larger on beginner than on random boards. Broken down by agent it's even wilder: RoadBuilder wins 56% of 3p beginner games from its best seat and 10% from its worst. OreWheatSheep has a 49 pp seat range on 4p beginner. On random boards, every agent's seat range collapses below 7 pp. The advice to "learn on beginner because it's balanced" gives new players a systematically misleading experience. https://preview.redd.it/c10mtqkniqwg1.png?width=1800&format=png&auto=webp&s=1780e6bec4ab1a1dea25bb36b0e0b237fd2c6d37 6. Starting pip count barely predicts winning, and not at all on the beginner board. On beginner, the winner-loser pip gap is statistically zero. Even on random boards, the gap is under half a pip out of ~20 total. The highest-win-rate placement I saw (4p beginner, 56.4% win rate) had just 16 pips, while 20-21 pip placements won as low as 13%. Doesn't mean low pips are good — it means once you're making reasonable balanced placements, squeezing extra raw pips doesn't reliably convert to wins. Node composition matters more than dot count. https://preview.redd.it/880cjz8piqwg1.png?width=1800&format=png&auto=webp&s=c2a47be9536e937f207e2a266863d2d97f8a87fd 7. On randomized boards, having a port hurts your win rate by ~10 pp. This was the most surprising result. On beginner, ports help (the board is hand-designed with ports near productive hexes). On random boards, ports land wherever, and chasing port-adjacency pulls players into weaker placements. Caveat: human players presumably chase good ports and skip bad ones, so the real-game penalty is probably smaller. But "always try to grab a port" appears to be net-negative on random boards. https://preview.redd.it/jblddnxqiqwg1.png?width=1800&format=png&auto=webp&s=afc73ca039baab0232158c9cb47a640cdaee3485 8. Victory bonus cards are left on the table surprisingly often. Across all 36,000 games, 29% end with no Largest Army holder and 14% end with no Longest Road holder. In 3p beginner games specifically, 38% see nobody play 3+ knights to claim LA. That's 2+ VP sitting genuinely uncontested. Conventional wisdom frames LA and LR as crowded markets, but LA especially seems under-contested given the clear win-rate edge holders have. https://preview.redd.it/fcp5ic6tiqwg1.png?width=1800&format=png&auto=webp&s=bafe6a3c68f6424070e0cb5a7b43e97f64310c09 Questions for the community: Any findings here that clash with your experience? Curious where the sim might be getting something wrong because of how the agents play. Anything you'd want tested specifically? Or suggestions for how to improve the engine itself (better agents, new instrumentation, different scenarios)? Always looking for ideas. submitted by /u/Hot-Rooster1675 to r/boardgames [link] [comments]
Hot-Rooster1675 · Apr 22, 2026
r/Marathon
Hear me out: Progression, and by extension Marathon as a game is entirely too unapproachable for the ‘Average player’ because the “Power Floor” as Bungie calls it is entirely unbalanced and unrealistic for the purpose it serves
Long ass Title, even longer post, sorry, but hear me out. My loser credentials are as follows for anybody who gives a shit. Level 200 something, 380+ hours, 3 million Creds, VIP 20+ all Factions only cap 6 in 2 factions (will be important later), et cetera, et cetera. Really putting that on the table both so you know my perspective is coming from a place of love and to make it clear that I am NOT an average player, and am certainly not a casual player, as people seem to have completely forgotten what the word casual means in the year of 2026 apparently. Streamers, journalists, YouTubers, the average player, the sweats, the mom and dad gamers. All have the wrong idea about what this games biggest issue is. The game is NOT too hard, and if it is too hard, that isn’t the issue at current. The true, ultimate issue is the terrible progression rate. Lemme lay it out for you with some preamble. There’s no shortage of talk here and in other channels regarding progression, gear disparity and what it takes to develop a robust Vault, encounter difficulty, of both the PvE and PvP flavors, and how unachievable Cryo Archive’s pinnacle, the Compiler feels from the perspective of the average player’s “Power Floor” and present gear The way I see it, The real problem doesn’t necessarily lie in skill, game difficulty or the divide between the haves and have nots, nor how difficult it is to obtain high-tier gear. it lies in the fact that this game has ungodly, unrealistic and borderline sadistic expectations for the players’ individual progression. Most people are chalking the unapproachability and dwindling concurrents up to the game just being: 1). Too punishing and “Hardcore” to retain people. 2). New players and less committed players are damned to either give up, or step away from playing the game to its fullest potential because they need to “git good” and don’t have the capability to do so. 3). As the season progresses, the divide between the person with 5 hours a week to play, if that, and the person who plays 5 hours+ daily will only grow, thus alienating those with less time. While all of these factors hold merit, they singularly are not enough to deter middling skill &/or low commitment players away from the game on their own, especially when the game feels this great to play. What WILL drive players away is losing 5 games in a row, opening up their factions screen up and seeing that they have made exactly ZERO meaningful progress towards increasing their Power Floor. Nobody likes wasting hours of time to make no progress, especially given the often one-sided nature of PvP in this game where there is less room for improvement and more suffering for nothing gained. I feel for the next couple of points to make sense, we have to define what is a Power Floor, as there is a bit of confusion on what that means, but I’ll take a shot at defining it. It’s a term bungie sort of threw to the wind in the pre launch roadmap post that has stuck with me as the most important aspect of progression in this game, and is therefore the lens from which we should analyze the current state of progression. The Power floor is best described at as the most baseline, rudimentary form of gear that a player can fallback on. Over time this floor will raise to the point where the distance between the floor and the ceiling of a player’s power are nearly identical, opening the door to nuances buildcrafting and skill expression when others can match that Power Floor. Which is to say that it should always be moving UP, never DOWN. The vault and your credits ebb and flow. Some weeks you have nothing, the next you feel like a Saudi royal By base, everyone’s power floor is nothing, no shields, a pistol, 2 bullets and some pocket lint, and depending on upgrades and capstones, the floor could look like near max base stats, purple shields a button away. Purple shotguns and gold weapon mods as accessible as air. Naturally it should be difficult to achieve all of that. That’s the very mountaintop of progression in this game. To be clear, I am not advocating for the Power Floor to be able to be maxed out in a week, but there are glaring holes in this floor that need filling in. Let’s put it into perspective. 2 players. Joe and Jim. Currently as things stand there is no way to, within any stretch of the imagination Expect for Joe to Capstone 6 (all upgrades) any singular faction beyond CyAc in 3 months due to not only the astronomical material costs, but in part due to the strict relation between successful extraction and progress made. Jim on the other hand is having a ball killing Joe. Jim has fat pockets and enjoys taking the little Joe has to his name with his undeveloped Power Floor loot. Joe’s floor isn’t moving. He is stagnating, Joe WILL quit if he continues to feel like he can’t do anything to reverse course. Jim has no life. Jim is capstone 6. Jim is fewer in number than Joe, Joe and all his buddies will get burnt out and leave after losing to Jim and his buddies all day long. Jim and his friends are all that’s left, Jim and his folk get bored. They leave too. Pretty clear issue with this picture. Don’t need to spell it out I reckon. An overwhelming amount of progression requires extraction, some quests require “in a single run” and most upgrades just require too much damn salvage. (Which you obviously gotta extract with) As you level up, the margins of XP needed to hit the following level become larger, which wouldn’t be an issue if contracts actually gave meaningful amounts of XP. Biggest culprit, and funny enough probably the most contentious faction in regards to all of this is NuCaloric, the final boss of everything wrong with this games progression. We’ll use them for example’s sake. Shields are, without question the most important item in this game. I don’t care what anyone says. When the game has a TTK this fast, increasing the time it takes for another Runner to kill you is crucial to success in those runs where you have everything to gain and everything to lose. Purple shields, not even the highest ranked shield type, are tied to Capstone 6; locked behind a minimum of VIP rank 1, 14 Hazard Capsules (Gold Salvage), 37 Biolens Seeds (Purple Salvage), 118 Sparkleaf (which you gather 1 at a time btw) among a plethora of dozens of other salvage types, requiring equally absurd quantities. I don’t care how good you are, I don’t care how much you try to argue up and down about how the power floor is meant to be gradual over the course of the season- This is ridiculous. Completely unreasonably difficult for anyone but the most hardcore to achieve and even then, I’m 380 something hours and only capstone 5 with NuCal. That is simply unacceptable considering these factions wipe every 3 months. You wanna talk about burnout? This is the fast track to burnout on steroids. I have a few ideas for what could be changed but this post is already long enough as it is. Just has to be said that this is entirely unrealistic. I want to hear what you all think could be changed to improve this system for the betterment of this game, cause something has to give. This game will live and die on how Good it feels to play. The shooting, movement, and design philosophies everywhere else is top of the industry, but the progression is unnecessarily dramatic in what it asks. Joe will ask himself in response “…but is it worth it” and he will probably say hell nah. TL;DR: TOO MUCH GRIND, GOES AGAINST PHILOSOPHY OF GAME, REBUILD FLOOR OUT OF WOOD INSTEAD OF CARDBOARD. PLEASE ADJUST BUNGIE EDIT: Gonna keep this brief, didn’t expect this kind of outpour on this post, wrote this in the back of my Uber yesterday lol thanks guys 🙏 One major thing I want to say is that I love this game, but after speaking with casual friends who have found themselves disinterested after having a bad go around in the hamster wheel of doom that is this game’s progression system, I felt the need to make my opinion known. I’m not under any illusions that Bungie is ignorant to these glaring issues with progression. There are analysts and developers smarter than I who have most likely already figured out solutions to all of these problems. That being said, for this games’ survival these issues need to be pushed to the forefront of talk surrounding Marathon. The conversation needs to evolve, and all I hope is that my post has brought us closer to that evolution. Much love. submitted by /u/Jaden_Tsukuyomi to r/Marathon [link] [comments]
Jaden_Tsukuyomi · Apr 13, 2026
All threads (40)
Thread Source Author Date
RE:So all of these incredible games we're all excited for after this week's showcases? They're almost all UE5
007 First Light Roadmap — Update / Roadmap — TBA — IO Interactive 13Z: The ... — Game — TBD — Atlus Phantom Blade Zero — Game — October 29, 2026 — S-GAME... CrossWorlds: Year Two Expansion — DLC Roadmap — Late 2026 — Sega Spyro: A..., 2026 — System Era Star Wars Zero Company — Game — August 27, 2026...
www.neogaf.com Zacfoldor Jun 8, 2026
RE:[v3.0.0 RELEASED] Advanced Variables - High-Performance Reactive Architecture for Unity
... Fusion - conditional #if compilation, zero errors when packages are absent... VariableToTMPText: Reflection-based TMPro detection - zero compilation errors regardless of TMP... complete through all 5 phases. Roadmap marked as completed. What’s in...
discussions.unity.com LoveFireZ Jun 7, 2026
RE:IBM & AKD1000
... capabilities continue to expand. BrainChip's Roadmap Raises the Stakes Akida is.... Size Comparison: Flipper Zero vs Flipper One Flipper Zero 100 × 40 × 25...” or cargo pocket device. The Zero is simply too small and ...
hotcopper.com.au curlednoodles Jun 7, 2026
RE:Global feed or filter for published repository-level security advisories (ecosystem-less)
... a major desktop application with zero signal available from any feed... was not on the near-term roadmap), #181073, #12226. Raising it again...
github.com jgamblin Jun 7, 2026
Destiny Issue or suggestion
... programming perspective, the logical development roadmap is to first fix recurring... and leaving legitimate players with zero counterplay. DIM is a fully...
www.bungie.net Lifeistrange Jun 7, 2026
RE:DeepSeek-V4-Flash (official FP8) running across 2x DGX Spark — TP=2, MTP, 200K ctx, recipe + numbers
... file: - **Single Spark** (default, zero RDMA setup) — one GB10 box... repository state and deferred cleanup roadmap, see [`docs/repository-status.md`](docs...
forums.developer.nvidia.com bjk110 Jun 7, 2026
[ANN][NTU] Nethxeum | Privacy + Scarcity | RandomX | 42M Cap | No Premine
... + mandatory privacy by default. Zero premine. Zero ICO. Zero developer tax. Fair launch... Setup Yes Yes Yes No ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [ ROADMAP ] ✅ Genesis block — May 31...
bitcointalk.org Katierony8 Jun 6, 2026
RE:Global feed or filter for published repository-level security advisories (ecosystem-less)
... before CVE assignment/publication, with zero signal available from any feed... was not on the near-term roadmap), #181073, #12226. Raising it again...
github.com jgamblin Jun 6, 2026
Re: Steemit.com: Blogging is the new Mining
... that for themselves. Fair launch, zero pre-mine. THE CHAIN — AT A... status VanKushFamily.com — the full roadmap for where this is headed...
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If you had to relearn Nuke from zero today for film/VFX, what would your exact roadmap be?
I’m about to commit seriously to learning Nuke with the goal of working in film/VFX production. Before anyone says - just watch YouTube tutorials. I’ve already decided to take a structured approach instead of random learning. I’m looking for how working compositors would actually do it if they had to start over today. I’m a 3D generalist with 15 years of experience and have been learning Houdini for 4 years, so I’m very comfortable with node-based workflows and complex software pipelines. This isn’t my first technical software journey. What I’m really trying to understand is: If you were forced to restart Nuke from absolute zero today, but your goal was to become production-ready as fast and efficiently as possible, what would your roadmap look like? What did you waste time on early that you would skip now? What actually mattered for getting hired or working in production? What would your week-by-week or month-by-month progression look like? Which paid courses (if any) were actually worth it vs fluff? What types of personal projects best simulate real comp work? I’m not trying to test the waters. I’m committing to this long-term and want to build the right foundation from day one. Would really appreciate answers from people currently working in film/VFX or who have been through the pipeline. submitted by /u/VanGoghIt to r/NukeVFX [link] [comments]
r/NukeVFX VanGoghIt May 26, 2026
Do Employees Actually Like Town Halls?
I’m not sure if it’s just the cynicism that comes with being in upper management, but I’ve hit a wall with Town Halls. I find them to be giant performances with almost zero substance. I’ve reached a point where I hate being part of them—both as a presenter and a viewer. ​why does it require a two-hour scripted "Apple Launch" event? If the goal is transparency, that information is often better served via internal roadmaps, public documents, or cascaded through managers. ​Spending hours watching leadership pretend they’re on a keynote stage feels like a massive waste of collective billable hours and provides almost no real value to the average employee. ​Am I missing something? Is there any legitimate reason to keep doing these, or are they just a legacy ego trip for the C-suite? submitted by /u/OfferLazy9141 to r/managers [link] [comments]
r/managers OfferLazy9141 Apr 30, 2026
Salary jumped from 7 LPA to 50 LPA base (contractor/WFH). Feeling confused about money decisions. Need advice.
Hi everyone, I’m 24 and recently had a big jump in income. I was earning around 7 LPA earlier, and now my compensation is around 50 LPA base through a remote contract role. My monthly inflow is roughly 4 lakh+. Since I’m working as a contractor, I have to manage taxes myself. I’ll likely be using 44ADA, so taxable income comes down, but I still want to plan things properly instead of wasting this opportunity. Current situation: I work from home and stay in Dehradun with family We already have our own house, so rent is zero Living expenses are quite low No major responsibilities right now Some small debt that I can clear soon My confusion is this: How much should I save vs spend vs invest? Should I upgrade lifestyle now or stay minimal for a few years? Is buying a house even realistic later in today’s economy? Since it’s a private job / contract role, how much emergency fund should I keep? Where should someone in my position park money first: mutual funds, FD, index funds, debt funds, etc? How do I avoid lifestyle inflation after a sudden jump? Honestly, I come from a middle class background so this kind of income still feels unreal and I don’t want to mess it up by making emotional purchases or poor decisions. If you were in my position, what would your roadmap for the next 3 to 5 years be? Would really appreciate advice from people who’ve handled sudden income jumps. submitted by /u/PitifulParamedic536 to r/personalfinanceindia [link] [comments]
r/personalfinanceindia PitifulParamedic536 Apr 29, 2026
The math of living alone doesn't work anymore. Is this forever?
The math of living alone doesn't work anymore. Is this forever? I’m beyond frustrated. It feels like our current system is explicitly designed to strip away our sense of security, independence, and overall happiness. I currently have several family members living with me. I was up early this morning ruminating on how long I should expect this arrangement to last, and the grim conclusion I reached is: probably forever. When you run the numbers, a basic survival budget forces you to defer or entirely exclude things that are critical for long-term stability. For just one person to live independently in my area, the bare-minimum estimated cost to live is $2,695 a month. How much do you need to earn: • $15.55/hr is the exact math just to pay the basic bills. • $18.30/hr accounts for taxes, but leaves you living strictly paycheck-to-paycheck with zero fun money or savings for emergencies. • $26.00/hr (or roughly $54,000/year) is what you realistically need to make just to meet the 3x income requirement for a basic $1,500 apartment and have a tiny buffer. How is anyone supposed to live independently right now? How can anyone afford to have children? Will the crushing weight of the cost of living ever actually balance out with what jobs are paying? This makes no sense... submitted by /u/TemperedAloe to r/Adulting [link] [comments]
r/Adulting TemperedAloe Apr 24, 2026
I simulated 36,000 games of Catan. Some conventional wisdom holds up, some really doesn't.
EDIT: A few questions coming up repeatedly, answering here: Are the agents LLM-based? No. They're heuristic Python, each ~a few hundred lines that takes the game state and picks the best legal action per a strategy-specific scoring function. No LangChain, no LLM calls, no tokens at runtime. A typical agent is something like "maximize pip count and diversity" with slight biases toward certain resources or build types based on its strategy. How much of this did you actually build yourself? Transparency: my background is Corporate Strategy and Product Management, not Software Engineering. I have strong data and technical literacy but not deep coding expertise, so I leaned heavily on Claude Code for implementation. That said, I wrote all the requirements, made every design decision, and understand how the logic works under the hood. Think of it as me being the architect and Claude Code being the contractor. Stack? Python 3.10+, pytest (800+ tests), matplotlib/pandas for analysis, reusable components (hex board, deck, dice) shared across 6 games. SimulationRunner with seeded RNG and per-game JSON output. Is it open-sourced? Not currently. Still thinking through what makes sense to share vs keep private — probably the game engines themselves eventually, but likely not the full agent and analysis stack. Runtime for 36k games? A few hours on a regular desktop. Games play out in seconds and parallelize cleanly. What's the agent roadmap? (1) A strategy archetype library mapping abstract patterns (rusher, engine-builder, etc.) onto new games once I've encoded ~15-20, (2) MCTS as a calibration benchmark to measure how close heuristics are to optimal play, (3) LLM agents used sparingly for novel strategy discovery on new games. Original Post Catan nerd here. I built a simulator that plays the game end-to-end with four different heuristic AI strategies, ran it across 36,000 games and multiple board configurations, and some of the findings ran counter to what I expected. Methodology and caveats first, then 8 findings. A couple of questions at the end. Quick note on what's in here and what to take with a grain of salt before the findings. How it was built 36,000 games total, across 3-player and 4-player configurations Four board modes: standard beginner layout, random resources only, random numbers only, and fully random (numbers and resources). The three randomized modes produced near-identical outcomes (within 3 pp on nearly every metric), so I pool them as "random" vs. the fixed "beginner" layout. Full rules: settlements, cities, all five dev card types, robber, Longest Road ("LR"), Largest Army ("LA"), bank trades, 2:1 and 3:1 port trades, and player-to-player trades Four AI agents with different strategies: BalancedBuilder ("BB"): maximizes pip count with diverse resources OreWheatSheep ("OWS"): city-focused, heavy dev card buyer, plays knights aggressively RoadBuilder ("RB"): road-first expansion, targets Longest Road PortRusher ("PR"): places near ports, biases toward hexes with the same resources as 2:1 ports, heavy bank/port trading All four produce credible Catan scores. Winners average ~10 VP, games run ~75-85 turns, and each agent's build profile matches its strategy. A "turn" means one player's individual turn, not a full round. In 4p, a full table rotation is 4 turns, so an 80-turn game means each player has taken ~20 turns. 500-2,000 games per cell depending on configuration Where the sim isn't real Catan — take these seriously Player-to-player trades use simple "does this help more than hurt?" logic with a leader-aversion rule that tightens as VP climbs. The sim captures "don't help the leader" but not negotiation, bluffing, or alliances. That said, player trades are a small slice of overall trading (~1.2 completed per player per game vs. ~8-9 bank/port trades), so this gap probably doesn't move the bigger findings much. Robber behavior is individually smart but not collectively coordinated. Agents place the robber on the highest-production opponent hex and steal from the highest-VP player, so the leader attracts individual steals, but there's no coordinated pile-on. Real players probably coordinate harder against a runaway leader. Heuristic ≠ optimal. Findings describe how specific strategies interact with the rules, not ground truth about how humans should play. On the beginner board, agents make identical placements every game (for a given agent × seat combination). Useful for clean comparison, but it means the sim can't observe how humans adapt their opening to opponents. 8 findings from the data 1. Longest Road is the most common path to 10 VP, and the fastest. LR shows up in 56-61% of wins across every condition, and it's remarkably sticky: once claimed, 85% of 3-player and 60% of 4-player games see it change hands zero times. LR-path games also end ~8 turns earlier than pure-building wins. "Grab it early and keep it" is strongly supported. https://preview.redd.it/lkpppzngiqwg1.png?width=1800&format=png&auto=webp&s=ba0f56938ce4fc145051356bb2c7ab96e7ede47a 2. The third settlement matters more than any other timing benchmark. Winners build their third settlement 6.7-8.7 turns earlier than losers, a gap 3-6× larger than any other timing difference (first road, first dev card, first city). The kicker: 10.9% of losers never build a third settlement at all vs. 0.16% of winners. If you don't expand, you're almost certainly losing (no duh). https://preview.redd.it/q77mhmxhiqwg1.png?width=1650&format=png&auto=webp&s=3564e45e60c90ee9704df95c7b5085224034419c 3. Wheat, not Ore, is the #1 resource for winners in every condition. Wheat has the biggest winner-loser production gap on both beginner and random boards. Ore comes into its own on random boards (second-strongest signal there), but on beginner it's essentially flat between winners and losers. The "Ore > Wheat > Sheep" priority framing doesn't hold; Wheat is the universal winning resource because it's used in every major build category. https://preview.redd.it/0xlz5aokiqwg1.png?width=1500&format=png&auto=webp&s=e6a17169a8459cbe97c0ba3ca4242d6527f5a2ed 4. "OWS is the optimal strategy" doesn't hold up. The best agent depends on context. Four different buckets, four different winning agents. RoadBuilder dominates 3p beginner (+10.6 pp over baseline), BalancedBuilder edges out 3p random, PortRusher wins only 4p beginner, and RoadBuilder squeaks 4p random. OWS is competitive everywhere but best nowhere. The "cities win games, just go OWS" heuristic is oversimplified — the Longest Road path outperforms on the beginner board especially. https://preview.redd.it/wpbbruamiqwg1.png?width=1650&format=png&auto=webp&s=a764626e35ac9964476ff080e49af66d475d7f91 5. The beginner board is a loaded board, not a balanced one. Seat win-rate deviations are 5-12× larger on beginner than on random boards. Broken down by agent it's even wilder: RoadBuilder wins 56% of 3p beginner games from its best seat and 10% from its worst. OreWheatSheep has a 49 pp seat range on 4p beginner. On random boards, every agent's seat range collapses below 7 pp. The advice to "learn on beginner because it's balanced" gives new players a systematically misleading experience. https://preview.redd.it/c10mtqkniqwg1.png?width=1800&format=png&auto=webp&s=1780e6bec4ab1a1dea25bb36b0e0b237fd2c6d37 6. Starting pip count barely predicts winning, and not at all on the beginner board. On beginner, the winner-loser pip gap is statistically zero. Even on random boards, the gap is under half a pip out of ~20 total. The highest-win-rate placement I saw (4p beginner, 56.4% win rate) had just 16 pips, while 20-21 pip placements won as low as 13%. Doesn't mean low pips are good — it means once you're making reasonable balanced placements, squeezing extra raw pips doesn't reliably convert to wins. Node composition matters more than dot count. https://preview.redd.it/880cjz8piqwg1.png?width=1800&format=png&auto=webp&s=c2a47be9536e937f207e2a266863d2d97f8a87fd 7. On randomized boards, having a port hurts your win rate by ~10 pp. This was the most surprising result. On beginner, ports help (the board is hand-designed with ports near productive hexes). On random boards, ports land wherever, and chasing port-adjacency pulls players into weaker placements. Caveat: human players presumably chase good ports and skip bad ones, so the real-game penalty is probably smaller. But "always try to grab a port" appears to be net-negative on random boards. https://preview.redd.it/jblddnxqiqwg1.png?width=1800&format=png&auto=webp&s=afc73ca039baab0232158c9cb47a640cdaee3485 8. Victory bonus cards are left on the table surprisingly often. Across all 36,000 games, 29% end with no Largest Army holder and 14% end with no Longest Road holder. In 3p beginner games specifically, 38% see nobody play 3+ knights to claim LA. That's 2+ VP sitting genuinely uncontested. Conventional wisdom frames LA and LR as crowded markets, but LA especially seems under-contested given the clear win-rate edge holders have. https://preview.redd.it/fcp5ic6tiqwg1.png?width=1800&format=png&auto=webp&s=bafe6a3c68f6424070e0cb5a7b43e97f64310c09 Questions for the community: Any findings here that clash with your experience? Curious where the sim might be getting something wrong because of how the agents play. Anything you'd want tested specifically? Or suggestions for how to improve the engine itself (better agents, new instrumentation, different scenarios)? Always looking for ideas. submitted by /u/Hot-Rooster1675 to r/boardgames [link] [comments]
r/boardgames Hot-Rooster1675 Apr 22, 2026
Hear me out: Progression, and by extension Marathon as a game is entirely too unapproachable for the ‘Average player’ because the “Power Floor” as Bungie calls it is entirely unbalanced and unrealistic for the purpose it serves
Long ass Title, even longer post, sorry, but hear me out. My loser credentials are as follows for anybody who gives a shit. Level 200 something, 380+ hours, 3 million Creds, VIP 20+ all Factions only cap 6 in 2 factions (will be important later), et cetera, et cetera. Really putting that on the table both so you know my perspective is coming from a place of love and to make it clear that I am NOT an average player, and am certainly not a casual player, as people seem to have completely forgotten what the word casual means in the year of 2026 apparently. Streamers, journalists, YouTubers, the average player, the sweats, the mom and dad gamers. All have the wrong idea about what this games biggest issue is. The game is NOT too hard, and if it is too hard, that isn’t the issue at current. The true, ultimate issue is the terrible progression rate. Lemme lay it out for you with some preamble. There’s no shortage of talk here and in other channels regarding progression, gear disparity and what it takes to develop a robust Vault, encounter difficulty, of both the PvE and PvP flavors, and how unachievable Cryo Archive’s pinnacle, the Compiler feels from the perspective of the average player’s “Power Floor” and present gear The way I see it, The real problem doesn’t necessarily lie in skill, game difficulty or the divide between the haves and have nots, nor how difficult it is to obtain high-tier gear. it lies in the fact that this game has ungodly, unrealistic and borderline sadistic expectations for the players’ individual progression. Most people are chalking the unapproachability and dwindling concurrents up to the game just being: 1). Too punishing and “Hardcore” to retain people. 2). New players and less committed players are damned to either give up, or step away from playing the game to its fullest potential because they need to “git good” and don’t have the capability to do so. 3). As the season progresses, the divide between the person with 5 hours a week to play, if that, and the person who plays 5 hours+ daily will only grow, thus alienating those with less time. While all of these factors hold merit, they singularly are not enough to deter middling skill &/or low commitment players away from the game on their own, especially when the game feels this great to play. What WILL drive players away is losing 5 games in a row, opening up their factions screen up and seeing that they have made exactly ZERO meaningful progress towards increasing their Power Floor. Nobody likes wasting hours of time to make no progress, especially given the often one-sided nature of PvP in this game where there is less room for improvement and more suffering for nothing gained. I feel for the next couple of points to make sense, we have to define what is a Power Floor, as there is a bit of confusion on what that means, but I’ll take a shot at defining it. It’s a term bungie sort of threw to the wind in the pre launch roadmap post that has stuck with me as the most important aspect of progression in this game, and is therefore the lens from which we should analyze the current state of progression. The Power floor is best described at as the most baseline, rudimentary form of gear that a player can fallback on. Over time this floor will raise to the point where the distance between the floor and the ceiling of a player’s power are nearly identical, opening the door to nuances buildcrafting and skill expression when others can match that Power Floor. Which is to say that it should always be moving UP, never DOWN. The vault and your credits ebb and flow. Some weeks you have nothing, the next you feel like a Saudi royal By base, everyone’s power floor is nothing, no shields, a pistol, 2 bullets and some pocket lint, and depending on upgrades and capstones, the floor could look like near max base stats, purple shields a button away. Purple shotguns and gold weapon mods as accessible as air. Naturally it should be difficult to achieve all of that. That’s the very mountaintop of progression in this game. To be clear, I am not advocating for the Power Floor to be able to be maxed out in a week, but there are glaring holes in this floor that need filling in. Let’s put it into perspective. 2 players. Joe and Jim. Currently as things stand there is no way to, within any stretch of the imagination Expect for Joe to Capstone 6 (all upgrades) any singular faction beyond CyAc in 3 months due to not only the astronomical material costs, but in part due to the strict relation between successful extraction and progress made. Jim on the other hand is having a ball killing Joe. Jim has fat pockets and enjoys taking the little Joe has to his name with his undeveloped Power Floor loot. Joe’s floor isn’t moving. He is stagnating, Joe WILL quit if he continues to feel like he can’t do anything to reverse course. Jim has no life. Jim is capstone 6. Jim is fewer in number than Joe, Joe and all his buddies will get burnt out and leave after losing to Jim and his buddies all day long. Jim and his friends are all that’s left, Jim and his folk get bored. They leave too. Pretty clear issue with this picture. Don’t need to spell it out I reckon. An overwhelming amount of progression requires extraction, some quests require “in a single run” and most upgrades just require too much damn salvage. (Which you obviously gotta extract with) As you level up, the margins of XP needed to hit the following level become larger, which wouldn’t be an issue if contracts actually gave meaningful amounts of XP. Biggest culprit, and funny enough probably the most contentious faction in regards to all of this is NuCaloric, the final boss of everything wrong with this games progression. We’ll use them for example’s sake. Shields are, without question the most important item in this game. I don’t care what anyone says. When the game has a TTK this fast, increasing the time it takes for another Runner to kill you is crucial to success in those runs where you have everything to gain and everything to lose. Purple shields, not even the highest ranked shield type, are tied to Capstone 6; locked behind a minimum of VIP rank 1, 14 Hazard Capsules (Gold Salvage), 37 Biolens Seeds (Purple Salvage), 118 Sparkleaf (which you gather 1 at a time btw) among a plethora of dozens of other salvage types, requiring equally absurd quantities. I don’t care how good you are, I don’t care how much you try to argue up and down about how the power floor is meant to be gradual over the course of the season- This is ridiculous. Completely unreasonably difficult for anyone but the most hardcore to achieve and even then, I’m 380 something hours and only capstone 5 with NuCal. That is simply unacceptable considering these factions wipe every 3 months. You wanna talk about burnout? This is the fast track to burnout on steroids. I have a few ideas for what could be changed but this post is already long enough as it is. Just has to be said that this is entirely unrealistic. I want to hear what you all think could be changed to improve this system for the betterment of this game, cause something has to give. This game will live and die on how Good it feels to play. The shooting, movement, and design philosophies everywhere else is top of the industry, but the progression is unnecessarily dramatic in what it asks. Joe will ask himself in response “…but is it worth it” and he will probably say hell nah. TL;DR: TOO MUCH GRIND, GOES AGAINST PHILOSOPHY OF GAME, REBUILD FLOOR OUT OF WOOD INSTEAD OF CARDBOARD. PLEASE ADJUST BUNGIE EDIT: Gonna keep this brief, didn’t expect this kind of outpour on this post, wrote this in the back of my Uber yesterday lol thanks guys 🙏 One major thing I want to say is that I love this game, but after speaking with casual friends who have found themselves disinterested after having a bad go around in the hamster wheel of doom that is this game’s progression system, I felt the need to make my opinion known. I’m not under any illusions that Bungie is ignorant to these glaring issues with progression. There are analysts and developers smarter than I who have most likely already figured out solutions to all of these problems. That being said, for this games’ survival these issues need to be pushed to the forefront of talk surrounding Marathon. The conversation needs to evolve, and all I hope is that my post has brought us closer to that evolution. Much love. submitted by /u/Jaden_Tsukuyomi to r/Marathon [link] [comments]
r/Marathon Jaden_Tsukuyomi Apr 13, 2026
25 years. Multiple specialists. Zero answers. One Claude conversation cracked it.
My 62-year-old uncle in India: Kidney failure (on dialysis 3x/week) Diabetes Hypertension Stroke 6 years ago Severe migraines ONLY when lying down to sleep Doctors tried: neurologists, nephrologists, brain MRI, blood thinners. Nobody could explain the positional headache pattern. I brought everything to Claude. Over several days: Claude identified the key clue everyone missed, the headaches are positional (lying down triggers them) Pulled research showing 40-57% of dialysis patients have undiagnosed sleep apnea Read his brain MRI report I uploaded, flagged relevant findings other docs overlooked Asked about snoring. Answer: loud snoring for 25 YEARS. Daily afternoon sleeping for 25 YEARS. Calculated STOP-BANG score: 6-7/8 (very high risk) Created a complete consultation brief for the pulmonologist Translated a home care plan into Gujarati (my native language) for family We got the sleep study done. Results were alarming: → Breathing stops 119 times per night → Oxygen drops to 78% (dangerously low) → 47 oxygen desaturations per hour → 28 minutes per night below safe oxygen level We put him on CPAP. Headaches gone. 25 years of loud snoring and daily exhaustion. Every doctor attributed it to "dialysis fatigue" or "age." It was sleep apnea the entire time, potentially causing his hypertension, contributing to his stroke, and definitely causing his headaches. The sleep apnea had been hiding in plain sight for 25 years, in his snoring that our family joked about, in his afternoon naps we thought were normal. Claude didn't just identify the problem. It created a structured diagnostic roadmap, explained which specialist to see first, what tests to request, what questions to ask, picked the right CPAP machine, explained every setting, and even wrote maintenance instructions in Gujarati (my native language). A ₹30,000 CPAP machine solved what years of specialist visits couldn't. AI didn't replace his doctors. But it connected dots across nephrology, neurology, pulmonology, and ENT that no single specialist was doing. submitted by /u/the_kuka to r/ClaudeAI [link] [comments]
r/ClaudeAI the_kuka Mar 26, 2026
Let’s talk. It’s time to reset.
Let’s talk. Something happened today I’m sure we’re all aware of. This is the culmination of two years of experimentation by Epic Games. Everything that has happened has led to today. And the crazy thing is, it’s only the beginning. I’m sure there’s going to be tons of posts just like this, but I wanted to dump all my thoughts into this post. This is going to be a looooong post, there are two years worth of thought on this topic to cover. This is the opinion of a casual player who has been a fan of this game since 2018, so it will be a bunch of nerd jargon. If you want a TL;DR, it will be at the bottom of the post. If you’re willing to read, let me tell you a story. What led to today? A little over two years ago was the start of Fortnite Chapter 5. We had just come out of one of the most successful seasons of all time with Fortnite OG. Player count records were smashed and that season is often regarded as a top season by many people. It was universally loved. At the end of it was the Big Bang event, a recreation of The End event from chapter 1. But it was different. It was meant to reset the story timeline and send us in a new direction as the game was now run by a different head due to Donald Mustard’s departure the year before. What we got was pretty much that. But it wasn’t just that. The Big Bang was meant to show that now, the Fortnite we know was not just reality 0 (or whatever reality the next chapters would take place in) battle royale, but was now a metaverse. A sandbox Lego game, a celebrity guitar hero game, and a rocket league racing game all stood underneath Battle Royale as not supplemental game modes, but were attempting to be different games entirely. This was not the first time something like this had happened, as just a few months prior, the lobby menu had been reworked to feature a more Roblox-like style game selection screen, which heavily featured creator-made islands and modes. Now, there were 3 completely new modes meant to compete with Battle Royale. In December 2023, Fortnite as we knew it was dead. Fortnite the platform was born. Initially, player counts were split across all three modes, with battle royale and zero build still managing to keep the higher numbers generally, though occasionally the Lego mode would match up and in rare cases exceed the combined BR player counts. Many of these modes were met with mixed feelings. People generally liked Lego and Festival, but rocket racing was the odd one out. Though it had pretty good numbers for a while (and I myself actually liked it the most of the new modes,) there just wasn’t enough player dedication to learning the game. It was too basic, the incentive wasn’t there, and it just wasn’t as appealing as a Minecraft alternative or a modern guitar hero where you could play as Peter Griffin on vocals and your friend could be Naruto on drums. So, as the first half of 2024 rolled on, Rocket racing would release two content-filled seasons of new cosmetics, maps, and mechanics, then come to a halt that summer, despite the 2024 roadmap showing even more content was planned for the future. Since then, the only changes to the mode have been new ranked cosmetics, which have most of the time been accessible from playing ranked of any mode. Festival began to dwindle as well. Once the initial “haha funny” wore off of wearing collab skins playing in a band, people began to lose interest in the mode. New celebrity passes and jam tracks each month didn’t do much to help the stale gameplay of a type of game that isn’t meant for a live service treatment. The original Guitar hero was good for a pick up and play with friends on a Saturday night, not as a mode made for thousands and thousands of people to grind online for. Battle Stages were introduced in the summer of 2024, and were a cool alternative, but it followed the same format as the main stage where as long as you play the song as perfect as possible, you win. There wasn’t much new stuff to keep people coming back. Now, Festival is lower than it’s ever been. And next, we have the Lego mode. What started off as the most promising mode of all has become a skeleton of its former potential. Initially, it was already off to a rough start. It was a buggy mess, there were no good presets to build with, you were stuck to whatever pre-made structure templates existed, and there was a file size preventing you from building as much as you wanted. On top of it all, there was literally nothing to do. It was automatically inferior to games like Minecraft and Terraria. Once Lego Odyssey was rebranded the next year, it became significantly better. There were goals to work towards, more quest interactions, new enemy types, a big boss with a plethora of rewards, not to mention the substantial Klombo and Star Wars updates that had come before throughout 2024. The mode was on track and hitting significantly better player numbers than either of the other new modes, and there was tons of new content to keep people busy. And then, suddenly, it stopped. There was almost nothing of note. For months. Later on towards the end of 2025, we got a Ninjago update. I’ll be transparent and admit I haven’t touched the new content, but I don’t care to because my motivation to play any of it is gone. I just don’t care anymore. From what I’ve seen a lot of people talk about, it seems like the update did not do enough good. Today, the Lego mode gets about what Rocket Racing had in its first few months. As of writing, there are a little under 1,000 people online Rocket racing, 4,700 people on Festival Main stage. At its peak, there were about 850,000 people online. Th at was two years ago. 15,000 people online playing Lego Odyssey. At its peak, there were 2.4 million concurrent players. That was 2 years ago. When all of these modes first came out, there was a lot of pushback. Many people were interested and curious about the new modes, but over time have pushed back against them. They weren’t enough, it wasn’t what they wanted, etc. Epic Games was trying to force another gaming shift like what happened back in 2017, when they took Save the World and made a free-to-play gamemode of it, which eventually ended up skyrocketing in popularity far above the main game. But instead of creating an adjacent mode that compliments the original and has easier entry by being a free to play mode for a paid game, Epic used the existent popularity of Fortnite after having come off its most successful season in years to push their metaverse agenda and innovate the game. Maybe alternative modes would’ve worked. I liked rocket racing, Lego was fun for a time, and festival had its moments. Maybe with more content, more incentive, and more synergy between modes, it could’ve worked, at least for longer than it did. But there was just one problem. One big issue that came about due to their introduction: the decline of quality in Battle Royale. Chapters 5 and 6 were not up to the quality of past chapters. This was because developer time and resources were moved over from Battle Royale to the other modes. As development improved with this new structure, so did Battle Royale. But that doesn’t change the fact that nothing has been the same since Chapter 5 started. Player counts have been pretty up and down, but there is definitely a consensus that aside from a few stand-out periods of the game, the quality has definitely taken a hit. Not only has the game gotten worse, but the community has been consistently let down by the devs. Dominating metas, terrible consumer decisions, and a smaller focus on the core mode than in years past. This isn’t to say there hasn’t been success in other areas of innovation. Alongside battle royale, we now have three more additional modes, this time which are modes that actually exist as alternate battle royale versions: OG which recreates the older seasons of the game to be played now, Reload which exists as a faster-paced and mechanically different Battle Royale, and Blitz which exists as a quick play version of battle royale. Reload came out in summer 2024, OG came out shortly after the launch of chapter 6 in 2024, and Blitz came out in the summer of 2025. It has been a long period of time since all of these modes released, yet they all have consistently high player counts. These modes have become so successful that Fortnite now features four modes as their flagship titles: Battle Royale, OG, Reload, and Blitz. So where exactly did these modes go right where the others went wrong? Simple: they appeal to Fortnite’s core base. It seems like Epic Games is course correcting. Instead of centering random game modes (creator-maps aside), they’ve focused back in on their PVP modes. And of course, if the past couple of weeks have taught us anything, it’s for good reason: Fortnite itself is starting to die. Not speculation anymore, confirmed. Why? There’s a hundred different reasons, but the last few weeks and months have narrowed it down to a few possible reasons. All of this has culminated in today. What happened today? As many of you well know, we got three pieces of crazy news: - 1000 developers laid off, about 20% of their staff - Rocket racing, ballistic, and Festival Battle Stage all shutting down soon - Fortnite is losing money That last bit of info is the biggest piece of news we’ve gotten in a long time. Fortnite is not at a point where they can make back the money they are spending, and apparently it’s been that way since the beginning of last year. Im not a financial expert, but I’ve been observant of Epic’s Fortnite metaverse project since it started. By closing Rocket Racing (rip), Festival Battle Stage (eh), and Ballistic (a mode so irrelevant I haven’t even had to talk about it yet), the reckoning of Epic’s experimentation has officially begun. Over the past few years, they’ve made Fortnite into a Roblox-like experiment to test out what core gamemode ideas worked and what ideas didn’t. Where this experiment idea even came from, I have no idea. It was allegedly why Donald Mustard left the company in the first place. Now, here we are, two years later, significant investments made and failed to be as successful as they hoped. The only modes that have retained their initial success are the other Battle-Royale-based modes. Not only that, but because Epic has had to divide developer time, resources, and money across at least 10 different core game modes, Creative mode, UEFN, whatever Disney junk they’ve got planned, none of them have been up to the quality we’ve needed. It’s splintered the player base across not just these core modes, but the countless number of creative maps. We haven’t seen significant innovation in Battle Royale since Chapter 5, and that time it tried completely restyling the game as we knew it. Chapter 7, whether you’ve liked it or hated it, has been an attempt to course correct and build on the style and story that we left off at in chapter 4. But it’s kind of too little too late, because even though last season should’ve been good in theory, it wasn’t good enough to keep as many players engaged. It got so bad that fucking Steal the Brainrot had 1 MILLION CONCURRENT PLAYERS in February. People just aren’t interested in Fortnite’s modes anymore because there hasn’t been a reason to, Epic clearly hasn’t been interested and seems to only now realize what a horrible mistake it was to do this, despite this outcome having been obvious from the second we saw Jonesy riding on top of a race car back in 2023. Not to mention that Epic has been throwing money at the wall whenever they’ve pleased for forever, whether it was for collabs (this user’s post from a couple months ago always gets me: https://www.reddit.com/r/FortNiteBR/s/GPRKlrbTpa), marketing, game mode investments, Disney, giveaways, creator island funding, UEFN, you name it. They just shelved three of their core game modes. If I had to guess, Festival MainStage is next, followed by Lego Odyssey at some point in the future. The only relevant parts of those modes now are the passes which you can complete by playing any other mode anyways. But this is only the beginning. Fortnite’s losing money? Good. They should. Of course none of those employees deserved to get laid off, please don’t misconstrue what I say to mean that. I want nothing but the best for the people who do pour their heart and soul into this game. That’s what made it good in the first place. So… what’s next? Honestly, aside from Fortnite continuing to shut its modes down, I have no idea. In what world can they possibly think raising costs for VBucks and lowering the value of crew will benefit them in any way? It’s only going to make casual players and parents less likely to spend money due to the expense. If Epic continues to treat Fortnite like an experiment, continuing to throw money at the wall, ignoring its dedicated player base’s needs… then it’s possible that this is what will cause Fortnite to eventually die. It won’t be next year, maybe not the year after, but at some point soon, Fortnite’s player count will continue to dip as long as they keep making these anti-consumer, anti-fan, and anti-Fortnite decisions. As I mentioned, Epic seems to be aware what’s still driving the core gameplay: Battle Royale. It’s no coincidence that after their profits and player counts started to drop, they brought back their older storylines and characters out of nowhere. They haven’t been relevant basically at all since 2022. It’s also no coincidence that they’ve demoted Festival and Lego from being flagship modes and instead propped up their successful Battle Royale modes. I think right now what we’re seeing are two different reactions happening: 1: Epic is turtling to keep Fortnite profitable, even if it means using anti-consumer methods 2: In an attempt to recapture player attention and dedication, Epic has redirected its focus back onto modes most players genuinely care about, while also bringing back the unique aspects of the game that have been lost in the mix-up over the years. Only one of these will allow Fortnite to dig itself out of this hole it has been in. If it continues to follow the first reaction, the game will inevitably die. If it continues to follow both, the game will inevitably die. Fortnite wasn’t better when it was this huge mega conglomerate of a metaverse, it was better when it literally was the indie company and dev team, pouring their heart into something special. Fortnite doesn’t need more innovation; it needs to reset. This sentiment has been parroted so many times over the last couple of years, but after what happened today, I think it is no longer a nostalgic wish for the past, but a plea for Epic to take a look at what has happened since they’ve started their metaverse experiment, sit on it and really think about how it has gone, and do what made the game successful in the first place. If they want the game to continue being successful, or to continue at all, it doesn’t need to be a huge thing; it needs to be something people want to play. When you try to appeal to everyone, you appeal to no one. Epic Games needs to stop caring so much about what playerbase they don’t have, and start caring again about the playerbase they’ve had for years. TL;DR: Fortnite’s metaverse experiment has proven unsuccessful with today’s news of company layoffs, modes shutting down, and the loss of revenue. In the midst of this experiment, the core modes people care about have been tossed around and gone through significant ups and downs due to corporate meddling. If Epic Games wants the game to continue living, they need to hit the reset button. They need to start truly caring about not money or player count, but the people who genuinely care about the game. Otherwise, today has marked the true beginning of the end for Fortnite. To any developers who’ve read any portion of this, I’m sorry you have to go through this after the hard work you’ve been putting into the game. It’s not your fault. submitted by /u/VColyness to r/FortniteBattleRoyale [link] [comments]
r/FortniteBattleRoyale VColyness Mar 24, 2026
Huntarr - Your passwords and your entire arr stack's API keys are exposed to anyone on your network, or worse, the internet.
Today, after raising security concerns in a post on r/huntarr regarding the lack of development standards in what looks like a 100% vibe-coded project, I was banned. This made my spidey senses tingle, so I decided to do a security review of the codebase. What I found was... not good. TLDR: If you have Huntarr exposed on your stack, anyone can pull your API keys for Sonarr, Radarr, Prowlarr, and every other connected app without logging in, gaining full control over your media stack. The process I did a security review of Huntarr.io (v9.4.2) and found critical auth bypass vulnerabilities. I'm posting this here because Huntarr sits on top of (and is now trying to replace them as well!) Sonarr, Radarr, Prowlarr, and other *arr apps that have years of security hardening behind them. If you install Huntarr, you're adding an app with zero authentication on its most sensitive endpoints, and that punches a hole through whatever network security you've set up for the rest of your stack. The worst one: POST /api/settings/general requires no login, no session, no API key. Nothing. Anyone who can reach your Huntarr instance can rewrite your entire configuration and the response comes back with every setting for every integrated application in cleartext. Not just Huntarr's own proxy credentials - the response includes API keys and instance URLs for Sonarr, Radarr, Prowlarr, Lidarr, Readarr, Whisparr, and every other connected app. One curl command and an attacker has direct API access to your entire media stack: curl -X POST http://your-huntarr:9705/api/settings/general \ -H "Content-Type: application/json" \ -d '{"proxy_enabled": true}' Full config dump with passwords and API keys for every connected application. If your instance is internet-facing - and it often is, Huntarr incorporates features like Requestarr designed for external access - anyone on the internet can pull your credentials without logging in. Other findings (21 total across critical/high/medium): Unauthenticated 2FA enrollment on the owner account (Critical, proven in CI): POST /api/user/2fa/setup with no session returned the actual TOTP secret and QR code for the owner account. An attacker generates a code, calls /api/user/2fa/verify, enrolls their own authenticator. Full account takeover, no password needed. Unauthenticated setup clear enables full account takeover (Critical, proven in CI): POST /api/setup/clear requires no auth. Returns 200 "Setup progress cleared." An attacker re-arms the setup flow, creates a new owner account, replaces the legitimate owner entirely. Unauthenticated recovery key generation (Critical, proven in CI): POST /auth/recovery-key/generate with {"setup_mode": true} reaches business logic with no auth check (returns 400, not 401/403). The endpoint is unauthenticated. Full cross-app credential exposure (Critical, proven in CI): Writing a single setting returns configuration for 10+ integrated apps. One call, your entire stack's API keys. Unauthenticated Plex account unlink - anyone can disconnect your Plex from Huntarr Auth bypass on Plex account linking via client-controlled setup_mode flag - the server skips session checks if you send {"setup_mode": true} Zip Slip arbitrary file write (High): zipfile.extractall() on user-uploaded ZIPs without filename sanitization. The container runs as root. Path traversal in backup restore/delete (High): backup_id from user input goes straight into filesystem paths. shutil.rmtree() makes it a directory deletion primitive. local_access_bypass trusts X-Forwarded-For headers, which are trivially spoofable - combine with the unauth settings write and you get full access to protected endpoints How I found this: Basic code review and standard automated tools (bandit, pip-audit). The kind of stuff any maintainer should be running. The auth bypass isn't a subtle bug - auth.py has an explicit whitelist that skips auth for /api/settings/general. It's just not there. About the maintainer and the codebase: The maintainer says they have "a series of steering documents I generated that does cybersecurity checks and provides additional hardening" and "Note I also work in cybersecurity." They say they've put in "120+ hours in the last 4 weeks" using "steering documents to advise along the way from cybersecurity, to hardening, and standards". If that's true, it's not showing in the code. If you work in cybersecurity, you should know not to whitelist your most sensitive endpoint as unauthenticated. You should know that returning TOTP secrets to unauthenticated callers is account takeover. You should know zipfile.extractall() on untrusted input is textbook Zip Slip. This is introductory stuff. The "cybersecurity steering documents" aren't catching what a basic security scan flags in seconds. Look at the commit history: dozens of commits with messages like "Update", "update", "Patch", "change", "Bug Patch" - hundreds of changed files in commits separated by a few minutes. No PR process, no code review, no second pair of eyes - just raw trunk-based development where 50 features get pushed in a day with zero review. Normal OSS projects are slower for a reason: multiple people look at changes before they go in. Huntarr has none of that. When called out on this, the maintainer said budget constraints: "With a limited budget, you can only go so far unless you want to spend $1000+. I allot $40 a month in the heaviest of tasks." That's just not true - you can use AI-assisted development 8 hours a day for $20/month. The real problem isn't the budget. It's that the maintainer doesn't understand the security architecture they're building and doesn't understand the tools they're using to build it. You can't guide an AI to implement auth if you don't recognize what's wrong when it doesn't. They also censor security reports and ban people who raise concerns. A user posted security concerns on r/huntarr and it was removed by the moderator - the maintainer controls the subreddit. I was banned from r/huntarr after pointing out these issues in this thread where the maintainer was claiming to work in cybersecurity (which they now deleted). One more thing - the project's README has a "Support - Building My Daughter's Future" section soliciting donations. That's a red flag for me. You're asking people to fund your development while shipping code with 21 unpatched security vulnerabilities, no code review process, and banning people who point out the problems, while doing an appeal to emotion about your daughter. If you need money, that's fine - but you should be transparent about what you're spending it on and you should be shipping code that doesn't put your users at risk. Proof repo with automated CI: https://github.com/rfsbraz/huntarr-security-review Docker Compose setup that pulls the published Huntarr image and runs a Python script proving each vulnerability. GitHub Actions runs it on every push - check the workflow results yourself or run it locally with docker compose up -d && python3 scripts/prove_vulns.py. For what it's worth, and to prove I'm not an AI hater, the prove_vulns script itself was vibe coded - I identified the vulnerabilities through code review, wrote up the repro steps, and had AI generate the proof script. Full security review (21 findings): https://github.com/rfsbraz/huntarr-security-review/blob/main/Huntarr.io_SECURITY_REVIEW.md What happens next: The maintainer will most likely prompt these problems away - feed the findings to an AI and ship a patch. But fixing 21 specific findings doesn't fix the process that created them. No code review, no PR process, no automated testing, no one who understands security reviewing what ships. The next batch of features will have the next batch of vulnerabilities. This is only the start. If the community doesn't push for better coding standards, controlled development, and a sensible roadmap, people will keep running code that nobody has reviewed. If you're running Huntarr, keep it off any network you don't fully trust until this is sorted. The *arr apps it wraps have their own API key auth - Huntarr bypasses that entirely. Please let others know about this. If you have a Huntarr instance, share this with your community. If you know someone who runs one, share it with them. The more people know about the risks, the more pressure there will be on the maintainer to fix them and improve their development process. Edit: Looks like r/huntarr went private and the repo got deleted or privated https://github.com/plexguide/Huntarr.io . I'm sorry for everyone that donated to this guy's "Daughter College Fund". Edit 2: Thanks for all the love on the comments, I'll do my best to reach out to everyone I can. People asking me for help on security reviews, believe me when I say I did little more than the basics - the project was terrible. submitted by /u/exe_CUTOR to r/selfhosted [link] [comments]
r/selfhosted exe_CUTOR Feb 23, 2026
We are two weeks away from Shadow and Order, and Bungie remains silent to deafening levels.
To preface this, I believe that the current state of Destiny 2 is heavily reliant on the success of Marathon. Sony is keeping a very close eye out on Bungie right now, and to me, the reason why we don't have the roadmap yet despite being promised back in last September, is because not even Bungie knows the future of the game. DMG had tweeted several times over the past couple of months apologies for the delay in the delivery of the roadmap, and we are now two weeks away from the launch of Shadow and Order. All we currently know is from Paul Tassi that Shadow and Order is internally delayed until May, and that the reason why we don't have a roadmap is because current plans are apparently up in the air. Player morale is at an all-time low with zero communication from Bungie as well as the "promise" of a roadmap for the future of Destiny is beyond grasp due to Marathon taking up a majority of Bungie's resources. If they were to put all the focus into Marathon, they could at the very least tell the players, "Hey, Destiny 2 is taking a backseat right now. Marathon is our current focus." instead of having to rely on third party accounts and digging into the API. The fact that Tyson Green also has not stepped out of the shadows to address the community is very disappointing, considering the fact that when Destiny 2 was at its lowest point literally a few years ago with Lightfall, Joe Blackburn came out and addressed the community with the state of the game. How can we as a collective trust Tyson Green with the future of the game, if he won't even address his own community? At this point, it would take a miracle to have anyone from Bungie give us a roadmap or at the very least, tell us that Shadow and Order is in fact delayed. Don't make promises to your players when you know you can, in fact, NOT keep them. submitted by /u/LunarKOF to r/DestinyTheGame [link] [comments]
r/DestinyTheGame LunarKOF Feb 17, 2026
Spring Boot Roadmap From Zero to Microservices
I created a 35-week Spring Boot roadmap that is broken into three levels, beginner, intermediate, and advanced. It covers almost everything you need from absolute zero (not knowing Java programming) to expert (building with the microservices architecture). Each week consists of topics, resources, tasks, bonuses, and some notes. The resources are versatile as I included official documentations, youtube videos, and online articles. You can view it from this link and feel free to give any feedback:) https://github.com/muhammadzkralla/spring-boot-roadmap submitted by /u/Zkrallah to r/SpringBoot [link] [comments]
r/SpringBoot Zkrallah Feb 11, 2026
"We don't need a Roadmap" No New Red Stratagems, Ship Modules, or Progression.
Because you want to be "surprised", we have no singular idea where Arrowhead is taking this game because they don't want to adhere to any player expectations, but rather just have free reign to do nothing and have the scapegoat of saying they never promised anything when people start inquiring on how shockingly absent a ton of things are in the game. There has been no new red Stratagems in a year. There has been no new progression in almost over a year, there has been no new ship modules in over a year. Arrowhead. What are we doing? Where are we going? Let me be clear: A roadmap does not have to tell the player everything that's coming to the game or when. It can, however, tell us what to EXPECT from the developer and gives us an idea on what they're working on. Example: "Hey Divers! In 2026 we will be working on releasing more progression, new ship modules, and new deadly red Stratagems Shows small teaser of what and how. Of course there will be more but we'll share those detail at a later time." At this point and time it's "We'll release anything we want when we feel like it, if we do at all." At this current time, no player of this game can tell you where this game is going or trying to do outside of speculating where the story is going. That's a problem. There's zero accountability. submitted by /u/NizzyDeniro to r/Helldivers [link] [comments]
r/Helldivers NizzyDeniro Dec 20, 2025
I created a complete, free Flutter Roadmap & Course for 2025 (Zero to Advanced)
Hey everyone, ​I’ve noticed a lot of people asking where to start with mobile dev recently. I’ve spent the last few months building a comprehensive, completely free resource to take you from "I don't know Dart" to building full-stack apps. ​What’s included in the roadmap: ●​The Basics: Dart deep dive (Variables to OOP). ●​UI/UX: Mastering Widgets, Responsive Design, and Animations. ●​Logic: State Management (Provider, Riverpod, Bloc) - I explain when to use which. ●​Backend: API Integration, Firebase, and Local Storage (Hive/SQL). ●​Real World: Publishing to Play Store/App Store. ​I wrote this because I was tired of seeing basic "Hello World" tutorials that don't teach actual app architecture. ​I’m releasing this chapter-by-chapter on my blog. It’s 100% free to read (no paywalls, no signup required). ​I’d love your feedback on the structure. Does this cover everything you struggle with? submitted by /u/srfdeveloperofficial to r/FlutterDev [link] [comments]
r/FlutterDev srfdeveloperofficial Dec 13, 2025
Deep down, we all know that this is the beginning of the end of tech jobs, right?
I keep thinking about how fast AI is moving and how weirdly unwilling people are to face what it actually means. Every time someone brings up the idea that software developers, DevOps, testers, cloud engineers, analysts, designers—basically the entire modern tech stack—might not be needed in large numbers much longer, the response is always the same. People reflexively say “humans will always be in the loop” or “AI will just augment us” or “there will be new jobs.” It feels less like genuine analysis and more like a collective coping mechanism. Because if we’re being honest, “humans will still be needed” is technically true but completely misleading. Elevators still have technicians, but we don’t have elevator operators anymore. Factories still need engineers, but they don’t employ thousands of line workers. Self-checkout still needs a human nearby, but not 20 cashiers. Being needed doesn’t mean “needed in large numbers,” and deep down I think we all know this. AI is already doing the work of dozens of people: writing code, generating tests, deploying infra, fixing bugs, designing mockups, creating dashboards, analyzing logs, writing documentation, doing QA, tuning queries, planning tasks. Even if humans supervise, you don’t need 50 people supervising—you need maybe two. Maybe one. Maybe eventually none, except for rare edge cases. But people don’t want to admit that, because it’s terrifying. Tech has been a reliable, high-skill, high-demand industry for decades. People built entire identities on being a developer, or a cloud engineer, or a tester. Admitting that AI is compressing all of these roles into “describe what you want and hit enter” feels like admitting that everything we spent years learning might become economically irrelevant. So instead we repeat comforting lines about “upskilling” and “new jobs” as if saying them enough times will make the math work out. The “it will take decades” line is another defense mechanism. If you look at the last 20 months—not the last 20 years—the progress is absurd. We went from autocomplete to AI writing production code, deploying infrastructure, debugging itself, and building entire apps. If you told someone in 2021 that this would be normal, they’d think you were delusional. The trend isn’t slow; it’s accelerating, and pretending otherwise is just another way of shielding ourselves from what that implies. And the idea that “AI can’t do creative or high-level work” has already collapsed. Models are proposing architectures, designing UIs, creating product roadmaps, analyzing user behavior, and writing specs. Humans are increasingly just checking if the output looks right. The creative hierarchy flipped, and nobody wants to admit it. Humans will absolutely still be in the loop for a while—but that loop shrinks every few months. Right now humans do most of the work and AI assists. Soon AI will do almost everything and humans will approve. After that, humans will audit occasionally. At each stage, the number of people required drops dramatically. Not zero, but a tiny fraction of today. And that’s the part we’re lying to ourselves about. Not that humans disappear instantly, but that the demand for human labor stays anything like it is today. It won’t. Everyone says “we’ll still be around” as if that means millions of jobs survive. It doesn’t. One person supervising AI agents is not the same as 30 people doing the work manually. We’re not facing total removal tomorrow. But we are facing an enormous contraction in how many humans are actually needed to build and maintain software. And most people would rather cling to comforting narratives than confront the possibility that the industry as we know it simply doesn’t need all of us anymore. submitted by /u/Own-Sort-8119 to r/ClaudeAI [link] [comments]
r/ClaudeAI Own-Sort-8119 Dec 4, 2025
Vision zero: Philly shares its roadmap to reducing traffic-related deaths and injuries
submitted by /u/bengalese to r/philadelphia [link] [comments]
r/philadelphia bengalese Nov 27, 2025
Going seven days without food shows many positive health benefits in new study
If you really want to know how the body adapts during a full week without calories, you need to track many signals at once and see how they change day by day. A research team launched a study to do exactly that. They tracked how the body reorganized its chemistry across an entire week of fasting, not just on day one and day seven. The result reads like a day-by-day log of the body’s priorities as fuel runs low and internal systems adjust, deepening our understanding of how the body responds during extended periods without food. Scientists at Queen Mary’s Precision Healthcare University Research Institute (PHURI) and the Norwegian School of Sports Sciences outline a roadmap for future studies that could pave the way for new therapeutic interventions – including options for individuals who cannot fast for medical reasons. Researchers enrolled twelve healthy adults and supervised them through a seven-day, water-only fast. They collected blood before the fast, every day during it, and again afterward. Instead of checking only glucose or cholesterol, they measured about 3,000 proteins over time using proteomics, a method that can detect thousands of circulating molecules at once and capture how they rise or fall across days. This design allowed the team to link specific calendar days of fasting to precise shifts in circulating proteins. Because samples were taken repeatedly, the data show timing, direction, and coordination rather than a single snapshot. Proteins change in seven-day fast Proteins carry signals, catalyze reactions, form structures, and control activity across tissues. When their levels change together, they can reveal which systems the body is turning up or down. Looking at thousands at once turns the protein catalog into a timeline of events. That timeline shows how metabolism, immune activity, and tissue maintenance respond to zero-calorie conditions. It also shows which adjustments appear early and which arrive only after several days. The body doesn’t flip into “fasting mode” on day one. Early shifts are scattered and modest. The largest and most coordinated changes in blood proteins appear around day three, with broad reorganization that continues through the rest of the week. Nine patterns, 1,000 changes Because so many proteins were measured, the team grouped them by how they changed over time. They identified nine distinct patterns. Some proteins climbed steadily, some fell quickly and stayed low, and others spiked at specific points before moving back toward baseline. More than a thousand proteins changed significantly during the fast. Together, these patterns point to energy conservation, a transition in fuel use, and a push to protect key tissues while energy intake remains at zero. A striking signal came from proteins that make up the extracellular matrix – the network that surrounds cells and helps maintain tissue structure and cell-to-cell communication. Many of these molecules shifted during fasting, indicating that structural and signaling frameworks – not just energy pathways – adjust. One protein, Tenascin-R, stood out because it is usually discussed in the context of the nervous system. Its change in the blood during fasting raises questions about how a zero-calorie week may affect communication in or around neural tissues. The finding does not claim an answer; it sets up testable questions for future work. Hormones also change Appetite and fat-storage signals changed in telling ways. Leptin, produced by fat cells to signal “we have enough energy stored,” dropped as the fast progressed. At the same time, leptin receptor levels increased in the blood. That combination looks like a shift toward higher sensitivity as the leptin signal weakens. Other hormone-like proteins changed in directions that aren’t related to storage. FGF21 rose, consistent with increased reliance on fat and ketones. Follistatin, a protein linked to muscle and metabolic control, increased. Adiponectin tended to decrease. These changes align with a body that is mobilizing internal reserves rather than storing energy. Body changes seven-day fast The team tracked physical changes alongside the blood measurements. On average, participants lost about 12.5 pounds (5.7 kilograms) over the week. DXA (dual-energy X-ray absorptiometry) scans showed shifts in both fat mass and lean tissue, providing a more detailed picture than a simple scale reading can give. They also collected urine and measured nitrogen excretion to gauge protein breakdown. Across the week, nitrogen excretion declined, a sign that the body adjusted how it used and conserved amino acids as fasting continued. In practical terms, the body conserved more protein over time. From carbohydrates to ketones Fuel use followed a textbook sequence. In the first day or two of fasting, the body mainly burned through stored carbohydrates. As the fast continued, reliance on fat and ketones grew. The proteomic data aligned with that shift, showing a broad retuning of hormones, immune mediators, and structural proteins that matched the change in fuel. That coordination matters. It tells us the fuel swap is not a single switch. It is a gradual, coordinated shift across many systems that work together so essential functions keep going while food intake remains at zero. Seven-day fasting works This study is not a how-to guide. A seven-day, water-only fast is considered “extreme” and these took place under strict medical supervision. The study involved only twelve people, so we cannot assume the same patterns will hold for everyone. A change in a protein is not automatically good or bad; context matters. The value here lies in the map. The data show, in fine detail, how the human body reorganizes itself during a week with zero calories. Energy use shifts, but so do tissue structure signals, immune messages, and protein networks tied to long-term disease pathways. With this map on the table, researchers can test strategies that capture helpful parts of the response – like fuel flexibility or specific protein shifts – without asking people to stop eating for an entire week. The full study was published in the journal Nature Metabolism. —> https://www.nature.com/articles/s42255-024-01008-9 submitted by /u/costoaway1 to r/EverythingScience [link] [comments]
r/EverythingScience costoaway1 Nov 18, 2025
I self-taught myself math from zero to study ML at Uni, these are the resources that helped me most, a complete roadmap
When I was 29, I found out about machine learning and was so fascinated by it. I wanted to learn more after doing a few “applied courses” online. Then, by some unimaginable luck, I found out that anyone can enter ETH Zurich as long as they pass the entrance exam. There was just one problem: I couldn’t multiply two-digit numbers without a calculator. I had no formal education post the 6th grade and I never paid attention to math, and I hated it. I was very embarrassed. But it’s only hard at the very beginning. With the right resources, math becomes fun and beautiful. Your curiosity will grow once a few things “click,” and that momentum changes everything. Math and science changed the way I see and experience the world. Trust me, it’s worth it. I think the resources prevent some people from ever experiencing that “click.” Some textbooks, courses, and platforms excel at some topics and are average at best for others. Even now I spend 10–15% of my time just scouting materials before I learn anything. Below is the list I wish I had one day one. From absolute zero to Uni level math, most resources are free. Notes Non-affiliated links. If a “free” link looks sketchy, please tell me and I’ll replace it. Khan Academy tip: aim for mastery. It gamifies progress and focuses practice. My style is “learn → do lots of exercises → move fast through repetition.” A thing I didn’t have back then was ChatGPT, I used to explain concepts to my dog. Today I use ChatGPT a lot to fill that gap and challenge my thinking. ChatGPT can be a great resource, but ask it to challenge you, criticize and point out the flaws in your understanding. I would not ask it to help with exercises. I think it’s important that we do the work The very basics Khan Academy (K–8 math): https://www.khanacademy.org/math/k-8-grades Go for the mastery challenges, the system just works. Arithmetic I found adding/subtracting hard. Carries (the little numbers you add below the numbers) was just horrible; multiplication/division felt impossible for a really long time. Then I came Sal, he’s got a way of explaining things and then motivating you to try. Again, go for the mastery challenges, it’ll force you to be able to do it without tripping up. Khan Academy: Arithmetic track Geometry Khan’s geometry is great, but some videos are aged and pixelated. However, the exercises are still fantastic, and he walks you through them often. Khan Academy: Basic geometry (lines, angles, shapes, coordinate plane): https://www.khanacademy.org/math/basic-geo The Great Courses (Geometry) this one is not free, but it is incredibly intuitive. I love it. I once found it for ~$10; not sure they still sell it that way. I think it’s a subscription now. Geometry Workbook For Dummies (Mark Ryan): extra practice https://www.amazon.com/Geometry-Workbook-Dummies-Mark-Ryan/dp/0471799408 CK-12 Interactive Geometry: great for visualization (use as a supplement) https://flexbooks.ck12.org/cbook/ck-12-interactive-geometry-for-ccss Pre-algebra Prealgebra is a necessary beast to tackle before you get too far into solving for angles and such with geometry. Again, of course, Khan is a great place to start. Khan Academy: Pre-algebra: https://www.khanacademy.org/math/pre-algebra Again, full mastery challenge! Go for it! OpenStax: Prealgebra 2e: This book is a great supplement for select topics. The OpenStax book goes quite a bit further. However, because the book is self-contained, you might have to go back and read more chapters if you encounter something you don’t quite understand yet (because Khan Academy hasn’t covered it). https://openstax.org/details/books/prealgebra-2e Eddie Woo (YouTube) if x’s and y’s feel slippery, his videos are filmed in the classroom which give it some extra vibe that can motivate you. https://www.youtube.com/watch?v=sfLk9SKHsMw&list=PL5KkMZvBpo5DMdiBiiGeTIkaht6MBhhnC Trigonometry Contrary to popular belief, trigonometry is actually fun! Again, KhanAcademy is an excellent resource, but there are a lot of great textbooks out there that I loved, and I loved, like Corral’s Trigonometry and the Openstax Trigonometry. Both are free! I also found Brilliant.org fun for challenging yourself after learning something, though for learning itself I’ve never quite found it so useful. Practice, practice, practice. Try the Dummies trigonometry workbooks for additional practice. Algebra For real algebra, the KhanAcademy Algebra Track and OpenStax’s Algebra Books helped me a lot. It looks like it’s a long road, but the more you practice, the faster you’ll move. The core concepts remain the same, and I think algebra more than anything is just practice and learning the motions. I can recommend the Dummies workbook on algebra for more practice. Note: I didn’t learn the following three topics after Algebra, but you would now absolutely be ready to dip your those in them. Khan Academy: Algebra (Algebra 1 → Algebra 2) OpenStax: Algebra (as a companion) Workbook: Algebra Workbook For Dummies (more reps) Abstract Algebra I recommend beginning with Arthur Pinter’s “A Book of Abstract Algebra.” I found it free here, but your local university likely has a physical copy, which I’d recommend. I tried a lot of books on abstract algebra, and I wouldn’t recommend any others, at least definitely not to start with. It’s not that they aren’t good, but this one is so much better than anything else I’ve found and so accessible. I had to learn abstract algebra for university, and like most of my classmates, I really struggled with the exercises and concepts. But Arthur Pinter’s book is so much fun, so enjoyable to read, so intuitive and also quite short (or it felt this way because it’s so fun). I could grasp important concepts fast, and the exercises made me understand them deeply. Especially proofs that were also important for other subjects later. Linear Algebra For this subject, you can not get any better than Pavel Grinfeld’s courses on YouTube. These courses take you from beginner to advanced. I have rarely felt that a teacher can so intuitively explain complex subjects like Pavel. And it starts with building a foundation that you can always go back to and use when you learn new things in linear algebra. There are two more books that I can recommend supplementing: First, The No S**t Guide to Linear Algebra is excellent if you just want to get the gist of some important theories and explanations. Then, the Step-by-step Linear Algebra Book is fantastic. It’s one of those books that teach you theorems by proving them yourself, and there is not too many, but enough practice problems to ingrain important concepts into your understanding. If I had limited time (Pavel’s Courses are very long), I would just do the Step by Step Linear Algebra Book on it’s own. Pavel Grinfeld (YouTube): unmatched intuition, beginner → advanced. Supplements: No Bullshit Guide to Linear Algebra (great gist + clarity) Step-by-Step Linear Algebra (learn by proving with enough practice) Short on time? Do Step-by-Step Linear Algebra thoroughly. Number Theory Like abstract algebra, this was hard at first. I have probably tried 10+ textbooks and lots of YouTube courses. I found two books that were enough for me to excel at my Uni course in the end. I think they are both helpful with small nuances, and you don’t need both. I did them both because after “A Friendly Introduction to Number Theory” by Silverman, you just want more. Burton’s Elementary Number Theory would have likely done the same for me, because I loved it too. Silverman, A Friendly Introduction to Number Theory Burton, Elementary Number Theory Either is enough for a firm foundation. Precalculus I actually learned everything at Khan Academy, as I followed the track rigorously and didn’t feel the need to check more resources. I recommend you do the same and start with the precalculus track. You will become acquainted with many topics that will become important later on, which are often overlooked on other sites. These are topics like complex numbers, series, conic sections (these are funky and I love them, but I never used them directly), and, of course, the notion of a function. Sal explains these (like most subjects) well. There are one or two subjects that I felt a little lost on KhanAacademy though. Conic Sections for one. I found Professor Rob Bob to be a tremendous help, so I highly recommend checking out his YouTube channel. He covers a lot of subjects, and he’s super good and fun. The Princeton Lifesaver Guide to Calculus is one of my favorite books of all time. Usually, 1 or 2 really hard problems accompany each concept. You get through them, and you can do most of the exercises everywhere else after. It’s more for calculus, but the precalculus sections are just as helpful. Khan Academy: Precalculus — covers the stuff many sites skip: complex numbers, series, conic sections, functions. Conic sections felt thin for Khan for me; Professor Rob Bob (YouTube) filled the gap nicely. The Princeton Lifesaver Guide to Calculus (yes, in a precalc section): my all-time favorite “bridge” book—few but tough examples that level you up fast. Calculus We’re finally ready for calculus! With this subject, I would start with two books: The Princeton Lifesaver Guide (see above in Precalculus) and Calculus Made Easy by Thompson (I think “official” free version here). If you only want one, I would just recommend doing the Princeton Guide from the very beginning until the end and try to do all of the examples. Regardless of the fact that is doesn’t have actual exercises, though, it helped me pass the ETH Entrance exam together with all the exercises on KhanAcademy (though I didn’t watch any videos there, I found Calculus to be the only subject that is ordered confusingly on Khan, they have rearranged the videos and they are not in order anymore, I wouldn’t recommend it, at least to me, it was just confusing and frustrating). People often recommend 3Blue1Brown. If you have zero knowledge like I did. I’d recommend against it. It’s too hard to understand without any of the basics. After you know some concepts, it helps, but it’s definitely not for someone teaching themselves from zero it requires some foundation and then it may give you visual insights and build intuition with concepts you have previously struggled with, but importantly thought about in depth before! If you would like to have some examples but don’t desire a rigorous understanding, I can recommend YouTube channels PatrickJMT and Krista King. They are excellent for worked examples, but they explain little of anything. For a couple of extra topics like volume integrals and the like, I can also recommend Professor Rob Bob again for some understanding. He goes more in-depth and explains reasoning better than PatrickJMT and Krista King. But his videos are also much longer. Finally, if you have had fun and you want more, the best calculus book for me (now that I have actually also studied analysis) is Spivak’s Calculus. It blends formal theory with fun practical stuff. I loved it a lot, the exercises are great, and it helps you build an understanding with proofs and skills with practice. If you pick just one book: The Princeton Lifesaver Guide to Calculus. Read from start to finish and do all the examples. Paired with Khan exercises, it got me through the ETH entrance exam. Also excellent: Calculus Made Easy (Thompson) — friendly and fast. 3Blue1Brown? Great, but not for day-zero learners, imho. Watch after you have the basics to deepen intuition. Worked-example channels: PatrickJMT, Krista King (good mechanics, lighter on reasoning). More depth on select topics (e.g., volume integrals): Professor Rob Bob again. When you want rigor + joy: Spivak’s Calculus — proofs + practice, beautifully done. A Bonus: Morris Kline’s Calculus: an intuitive physical approach is nice in connecting the dots with physics. I also had to learn other subjects for the entrance exam and after all the above, doing Physics with Calculus somehow made a lot more click. Usually, people would recommend Giancoli (the Uni version for calculus) and OpenStax. I did them in full too. But, for understanding calculus was Ohanian for me. The topics and exercises really made me understand integration, surfaces, volumes, etc. in particular. I have done a lot more since and still love math, in particular probability and statistics, and if you like I can share lists like these on those subjects too. Probability and Statistics Tsitsklis MIT Open Courseware Course is amazing. He has a beautiful way of explaining things, the videos are short but do not lack depth. I would recommend this and https://www.probabilitycourse.com/ by Hossein Pishro-Nik which is the free online version of the Book. I’ve completed it a few times and I enjoy it each time. The exercises are so much fun. The physical copy of this book is one of my most valuable possessions. For more statistics, Probability & Statistics for Engineers and Scientists by Walpole, Myers and Ye, as well as the book by Sheldon with the same name. Blitzstein and Hwang have a book that covers the same topics and I think you can interchange, it builds great intuition for counting and probability in general. The free harvard course has videos and exercises as well as a link to the free book. How to use this list Start at your level (no shame in arithmetic). Pick one primary resource + one practice source. Go for mastery challenges; track progress; repeat problems you miss. When stuck: switch mediums (video ↔︎ text), then return. Keep a tiny “rules.md” of your own: what to try when you’re stuck, how long before you switch, etc. Accept that the first week is the hardest. It gets fun. Cheers, Oli P.S. If any “free” link here isn’t official, ping me and I’ll replace it. Edit: someone asked a really good question about something I forgot, you can find exams from Universities and High schools everywhere online, with solutions, just a bit of googling, MIT has a lot, UPenn too and you can practice and test yourself on those, I did that a lot. submitted by /u/obolli to r/learnmachinelearning [link] [comments]
r/learnmachinelearning obolli Sep 12, 2025
"pretty disturbing that people are blaming these people themselves instead of the system that they have no control over" Trump supporters in r/CringeTikToks ask but do not receive empathy for conservatives voting themselves off Medicaid
Source: https://www.reddit.com/r/CringeTikToks/comments/1m78dzm/in_the_end_she_still_wouldnt_have_voted_for/ HIGHLIGHTS Democrats are so toxic that they can’t win by giving things away to poor people. It’s honestly remarkable. They should easily win every election. Those poor people have been well conditioned to believe that poverty is somehow good and it’s fine that they live in poverty as long as them gays can’t get married. They always vote for culture nonsense over economics. Nope, they just realize that democratic elites despise them, which they are reminded of constantly. Probably because they keep doing stupid things like voting for republicans who keep them in poverty and blame democrats for their poverty. This complete lack of self-reflection is a big part of why democrats are powerless right now. Keep saying people are voting against their own interests when the truth is you don’t understand or care about their interests or values. Voting against your health, education, and paycheck is voting against your interests in values. Yes many republicans think Trump will help with those things, but we are see the opposite. It’s cognitive dissonance. You’re saying one thing while reality shows something else What makes you think you know a stranger you’ve never met’s interests better than they do? Comes off as extremely condescending and preachy. As opposed to Republican elites who strip workers protections and social safety nets All democrats have to do is not be insane. And yet What makes them insane? Putting males into women’s prisons is insane. Calling the BLM riots “the voice of the unheard” is insane. Closing schools for a virus that posed less risk to children than RSV was insane Filling in skate parks with sand was insane How many do you need? ah so your most important agenda items are just culture war bs. grow up. Is not wanting it to be legal to discriminate against my children because they are white a “culture war issue?” Because that is extremely important to me. lmfao what in the world is that supposed to mean. Nobody is discriminating against white children. absolutely bat shit crazy. CONSERVATIVES TRY NOT TO MAKE UP CULTURE WAR TOPICS TO BE OFFENDED ABOUT CHALLENGE: IMPOSSIBLE!!!! (14 more comments of these two arguing) Getting exactly what they wanted, a liar and con man in charge. They elected a grifter millionaire nepotist. pretty disturbing that people are blaming these people themselves instead of the system that they have no control over I think it's more of the voting for your own demise thing. do you think they would have voted for themselves to be taken off of medicare They just did. Although I understand what you mean, it states on pages 477-479 of the Project 2025 manual what was going to happen. Now it's happened. They just didn't think it would be them, and some other poor sucker was going to suffer. It was clear what he was coming to do, the sirens were going off at max volume. oh yea they should've read some obscure document that some democratic politician said was going to be implemented in its entirety that probably is written in extremely technical and jargon-stuffed language its like saying "oh well you should've known that that job wouldn't be enough" or "you should've known that you couldn't pay for your house" or "you should've known that that degree would be too expensive" its pull yourself up by your bootstraps shit. its neoliberalism. blame ourselves, don't blame the system. I get your frustration and I'm not saying the system is not a broken one. This document has been around for decades in various forms and has been implemented in small amounts ever since then. This was just the big push. Tools are available to help you understand the world around you. The language is plain, to ignore it is a self-imposed choice. There were warnings the entire time and they were ignored because some "democratic politician" was giving them. you're saying the system is broken, but fuck these people anyway, its their own fault the system has gotten inside your head too So you're listening to an admitted left wing media source in a left wing state like California? Isn't this just confirmation bias? Thank god you swooped in to defend the family destroying pedophiles. Where would trump be if he didn't have such fervent support from the uneducated masses? ... what I'm not defending anyone 🤣🤣🤣 I'm just saying reddit a left leaning site, with a post from a left leaning news organization, and taking place in a left leaning state. You've surrounded yourself in an echo chamber just like 90% of republicans. Also really cute how you act people's character and no the actual statement I made. Kinda proves my point alot of projection and deflection. stay away from kids, enabler. Says the person throwing out pedo allegations. But its adorable. Keep em coming i said defending a pedo. I used the word enabler. Is this you outing yourself? Is this the best rage bait you got? Cause seriously you could do 100 times better. rage bait? is everything a game to you? explains alot. your two primary motivations include: owning libs at any cost, fucking kids at any cost. Good. They can suffer with their decision. I mean, its hard to have empathy for them when they made such a bad choice, but I don't think wishing suffering is where its at. They knowingly and willing made a bad choice. Trump was pretty transparent about wanting revenge and owning the libs at any cost. You take the high road, and road they take keeps getting lower They made that bad choice fully knowing that the people they hate would be targeted and would suffer, and they were ecstatic about it. Now they're experiencing what they wished upon others. Oh well, they get what they voted for, and hopefully they get the natural conclusion of what they voted for. They deserve nothing less. Fucking scum. "Fully knowing", this woman clearly doesn't know much. She's misinformed, uneducated and ignorant. Im not surprised she wouldn't vote democrat when shes met with comments like "fucking scum". You catch more flies with honey than vinegar. I find it really funny that you think Harris would have helped. Best she could offer was staying on the roadmap. The status quo sucked and no candidates in the last election wanted to improve, only maintain. Maintaining the previous status quo was undeniably better for the vulnerable people who depended on that status quo, like those shown in this video. Even if Harris only maintained the status quo, that would have been better than what we are currently going through. Of the options, "status quo" is superior than "worse." Why am I not allowed to suggest that we could have had a "better" option? You can suggest whatever you want, but we had the options that we had, and it doesn't help anyone to imagine otherwise. "and it doesn't help anyone to imagine otherwise." It would help to move local elections away from First Past the Post to STV; but you're suggesting that we shouldn't even consider it because we'd have to imagine it first. Why because they refuse to vote for the other party that rejects those religion and family values? Biden was a catholic that held to zero of catholic doctrine. Life is more than economics, we have souls and she's not willing to sell hers for pills In what way do liberals reject “family values”? Provide sources and citations to back up your fucking insane claim. F u Great argument 😂 Thx F u F u 2 Took away his healthcare. What about taking away someone's money in taxes to pay for his healthcare? Because human lives are worth more than money, idk. Then why do we have money if our lives are so valuable? Commend you for wanting ideal but the reality is not that way. I don't mind helping people but the system is wasteful and inefficient. Also I like to help people that help themselves. What about people that have bad health because they over eat or smoke. A lot of the health problems that exist are self inflicted over time because of life choices. Taxpayers should pay for someone's cancer treatment because they decided to smoke all their life? You're literally almost getting to a real logical conclusion, but trying to make the opposite one lol Keep going! Look I have no issue with people needing help. We all have received it from time to time but did we keep receiving help forever? No. It needs to start with family and friends and community and work its way out. Not be chronically dependent on the government. There needs to be oversight so the people that genuinely need help get it and those capable of getting off the system to be independent are helped to do so. Is that really so unreasonable? submitted by /u/CummingInTheNile to r/SubredditDrama [link] [comments]
r/SubredditDrama CummingInTheNile Jul 23, 2025
I have zero coding experience, and the "85% problem" is real.
I just vibe-coded in Cursor (Sonnet 3.5/3.7) an entire 📚 book suggestion web app that almost made me quit several times before pushing past the 85% completion mark. This is how I fixed it: (ps: if you're an engineer you'll either laugh at me or think I'm dumb, I'm ok with both) Some things about my site: it has a back and a front end, and connects to several APIs to build the recommendations: Perplexity, Claude, Google Books, OpenLibrary (Note: I have never worked with API calls before this project) I got to the first 80% quite fast, I was in a way both shocked and excited on how fast I was going to be able to deploy my site. Until the errors, oh man, the errors: "Oh I see the issue now…" "Oh I see the issue now…" "Oh I see the issue now…" The problem: There's a point in which your code starts breaking or being rewritten by the very same agent that helped you build it, making it impossible to get to the finish (100%) line, it feels like building an endless Jenga tower that just doesn't get higher. It got even worse when Sonnet 3.7 was released, for some reason its proactivity destroyed most of the things I had already built. The solution: 1️⃣ Have Cursor build a roadmap for every feature Before building any feature, as small as it may be, describe what you want it to do, and most importantly what it should not do, be as specific as possible and then have the agent build a roadmap.md to make sure you implement the feature accordingly 2️⃣ Build a robust and thorough PRD (Product Requirements Document) When I started I thought that the PRD could live in my head, after all I'm the human building this right? I was wrong, it was not until I built a PRD.md that all of my requests referencing it helped the agent fix/build without breaking anything inside the code 3️⃣ Have Claude ask you relevant questions after submitting your prompt Additions to your prompt like: "Do you need any clarifying questions from what I just requested?" And "If unsure before making any changes, ask me to be more specific" helped enormously 4️⃣ Stop the agent if it starts executing your idea incorrectly I can't count the amount of times I shouted "NO! NO! NO!" When the agent started executing, but I was afraid to stop it, so instead I stopped it and rewrote the prompt to make sure the agent wouldn't take that route again, and again, and again until the prompt was perfect These are some of the main learnings I thought were helpful to me (as a designer that has not touched code in +5 years) so hopefully these help others into their vibe-coder career Here's the final product for those who want to play with it: http://moodshelf.io​​​​​​​​​​​​​​​​ Edit: the recommendations are built by Claude finding similar books, so in essence it’s an AI wrapper. The “front table” section is powered by Perplexity with a very specific prompt for each category *Edit 2: wow I wasn’t expecting that much hate lol submitted by /u/friden7654 to r/ClaudeAI [link] [comments]
r/ClaudeAI friden7654 Mar 14, 2025
The State of PlayStation: Leaks and Rumors Regarding Games from PlayStation Studios, PSS Visual Arts, and Bungie.
Hi, all! I just wanted to create a post here detailing the leaks and rumors surrounding PlayStation and their current slate of games from the studios within SIE. As most of us here know, PlayStation has been taking its time releasing information on their future titles, and though a PlayStation Showcase looks to be on the horizon, I wanted to take the time to piece together the puzzle they have made for us. So, without any further ado, let's look over the current state of PlayStation and its studios. ​ PlayStation Studios Naughty Dog: PlayStation Studio's biggest developer is hard at work on multiple titles--both at different stages of development. While we don’t know much about either title, Naughty Dog is known to be working on both The Last of Us Part III and a new IP. According to director Neil Druckmann himself, The Last of Us Part III is already in active development, but the last update placed it in the pre-production stage. The new IP, on the other hand, is seemingly shrouded in complete darkness as not even rumors can be found online about it. ​ The Last of Us Part III: https://earlygame.com/gaming/the-last-of-us-3 ​ Santa Monica Studio: Coming off the success of God of War: Ragnarok, one would think Santa Monica Studio wouldn't be anywhere close from announcing a new game. And while that would be true for most developers, Santa Monica Studio is simply a different breed. According to job listings, rumors, and God of War director himself Cory Barlog, a new AAA game is not only coming from SMS, but is presumably pretty far into development. On top of that, SMS is also seemingly getting started on the next installment in the God of War series with a rumored Atreus spinoff. ​ New AAA Title: https://www.videogameschronicle.com/news/sonys-god-of-war-studio-is-currently-spread-out-on-a-lot-of-different-things/ ​ Insomniac Games: The Insomniac leak gave away a lot of the studio’s future plans. Like a LOT a LOT! From those leaks, Insomniac’s current roadmap includes: Wolverine, Venom, Spider-Man 3, Ratchet and Clank, and X-Men. That is a huge lineup of titles. ​ Guerrilla Games: Buckle up everyone, Guerrilla looks to be one of the busiest PlayStation Studios out there. Fresh off the releases of Horizon: Call of the Mountain and Forbidden Wests' DLC, the Burning Shores, Guerrilla Games promises more is in store for the studio. Recently, the developer announced its intentions on developing Horizon 3, which will seemingly be the conclusion of Aloy's adventure. This project is a long way off though, so don't expect to see a teaser any time soo. On the more immediate side of things, a Horizon multiplayer title looks to be coming from the developer as well, as it was confirmed by Guerrilla back in December of last year that a multiplayer game is indeed the works. We got an unofficial first look at the title earlier this year when leaked gameplay surfaced showing an early build of the game that looked rather Fortnite-ish in style and possibly Monster Hunter in substance. Another multiplayer project in the works at Guerrilla is seemingly a Horizon MMO. The difference with this one however is that it seems Guerrilla is simply lending a helping hand as third party studio, NCSOFT, is doing most of the heavy lifting. Guerrilla is also collaborating with LEGO in attempt to develop a Horizon LEGO Game. Outside of those projects, a possible mobile game could also be in the works, though job listings seem to indicate that it could also just be a mobile version of one of the previously mentioned multiplayer games. Lastly, a Horizon Zero Dawn remaster for the PS5 looks to be on the horizon as well. ​ Horizon 3: https://www.polygon.com/23695756/horizon-forbidden-west-sequel-guerrilla-game Horizon Multiplayer Title: https://www.videogameschronicle.com/news/over-ten-minutes-of-early-horizon-multiplayer-game-footage-leaks-online/ Horizon MMO: https://www.ign.com/articles/horizon-mmo-is-reportedly-in-the-works-from-sony-and-ncsoft Mobile Game: https://hitmarker.net/news/guerrillas-horizon-multiplayer-game-could-be-available-on-mobile-1870521 Horizon Zero Dawn Remaster: https://www.theverge.com/2022/10/3/23385060/horizon-zero-dawn-remaster-forbidden-west-dlc-multiplayer-sony-playstation-5 ​ Sucker Punch Productions: One of the fan-favorite studios of PlayStation, Sucker Punch Productions has long been known for their quality single-player titles. Their focus on such games seem to be at their strongest since coming off the uber-successful Ghost of Tsushima. Though it is not confirmed, it is almost a guarantee that the game Sucker Punch is working on is Ghost of Tsushima 2. Sucker Punch has a long history of quickly following up new IPs with successful (and even better) sequels, and there's nothing to suggest that won't happen again with Ghost. ​ Polyphony Digital: The Gran Turismo developer just released its latest installment in the long-running series with Gran Turismo 7. It’s not stopping there though, as studio head Kazunori Yamauchi said in a recent interview that they have already started the development of Gran Turismo 8. Exciting times for GT fans, for sure. ​ Gran Turismo 8: https://racinggames.gg/gran-turismo/gran-turismo-8-is-already-in-development-says-kazunori-yamauchi/ ​ Media Molecule: The UK-based developer known for critically acclaimed games such as Little Big Planet 1 and 2, and most recently, Dreams, announced just recently that support for Dreams would be coming to a halt later this year. And while that is depressing news to hear, the developer did endure the fans that they are already hard at work developing their next title. While they did not disclose much information, they did say it would be a new IP. Which is definitely very exciting given how creative the studio is but also leaves open a lot of questions. Best of luck to the studio in the future. ​ New IP: https://www.videogameschronicle.com/news/media-molecule-is-ending-support-for-dreams-in-september/ ​ Bluepoint Games: The premiere studio for remakes, Bluepoint Games is best known for going back and giving a new and fresh look to older and aging games. Right now, it is unclear as to what exactly they're working on, as the only leads we have come from Bluepoint's own Marco Thrush who said in a write-up that their next game will have "original content". That can be many different things, from another remake with new and added content, to an original game in an existing franchise, or a wholly new IP. That said, there are many rumors out there regarding their new project, most of which range from a Metal Gear Solid remake to a Castlevania remake. The one rumor that I tend to go back to though is from Colin Moriarty, who said back in 2021 that he had heard through the grapevine that Bluepoint was making a Bloodborne Sequel as well as a remaster of the first game. Moriarty has a pretty good track record when it comes to leaks and it makes sense that Bluepoint would go back to the SoulsBorne series after their successful Demon's Souls remake. ​ Bloodborne 2 and Bloodborne 1 Remaster: https://in.ign.com/bloodborne-2/168187/news/bloodborne-ps5-remaster-sequel-bluepoint-games-rumour ​ Housemarque: The studio behind BAFTA GOTY, Returnal, is already hard at work developing their new title. Housemarque is reportedly in the conceptual stage of a brand new IP that is sure to be just as unique and creative as their previous titles. Of course, the news of them making a new IP also means that Returnal 2 is not happening--at least not yet. Hopefully in the future, the studio finds the time to go back and continue Selene's story, because I for one found the first game to be an extremely enriching experience. ​ New IP: https://www.videogameschronicle.com/news/returnal-studio-housemarques-next-game-will-be-a-new-ip/ ​ Bend Studio: Best known for Days Gone, Bend Studio has had a rough path to get to where they are now. First denied a chance at a Days Gone 2, and then them themselves denying to make a new Uncharted or Resistance title, they have finally chosen to make a new open-world IP with multiplayer elements. Not a lot of information to go off of besides what I have already mentioned, but hopefully we'll get a teaser at the upcoming showcase to get some kind of idea of what they're making. ​ New Open-World IP with Multiplayer Elements: https://www.videogameschronicle.com/news/sonys-bend-studio-reveals-multiplayer-plans-for-its-new-ip-alongside-a-fresh-logo/ ​ San Diego Studio: Home to the MLB: The Show series, San Diego Studio is content in not going out of its comfort zone too often. Though they do support other PS Studios from time to time, their days of making games such as Kill Strain and Drawn to Death seem to be all but over. That said, The Show series is doing better than ever and the series should continue with MLB The Show 25. ​ Team Asobi: Spun-off into its own studio after the closing of Japan Studio, Team Asobi stands as the only PS Studio dedicated towards platformers. Their mascot Astro Bot has seemingly become PlayStation's mascot the past few years. He will most definitely be the star of their next game which is said to be a 3D Action Game that is also the studio's biggest to date. Some suggest it could be a PSVR2 game or a hybrid that can be played standalone or with the VR headset attached. ​ 3D Action Game: https://www.thegamer.com/team-asobi-next-game/ ​ Firesprite: One of PlayStation's newest studios is also quickly becoming one of its biggest. Firesprite has a lot of projects it's working on just after releasing the VR title Horizon: Call of the Mountain with Guerrilla Games. This studio has a lot of potential and it shows with the sheer amount of titles that are actively in development. Though none are officially announced, job listings and industry leaks point to three games being in active development from the 300+ man studio. According to job listings, the studio is also working on a AAA narrative driven horror-adventure title for the PS5 with presumably its sister studio, Fabrik Games. Another game in the works at Firesprite is a next generation action-shooter with a heavy focus on Games as a Service. The studio is also supposedly working on a mobile game as it just created a new team inside the studio dedicated to making mobile games. ​ AAA Narrative Driven Horror-Adventure Title: https://www.videogameschronicle.com/news/new-sony-studio-firesprite-is-making-a-triple-a-horror-game-in-unreal-engine-5/ Next Generation Action-Shooter: https://www.inverse.com/gaming/sony-firesprite-studios-games-for-ps5 Mobile Game: https://www.firesprite.com/games/platforms/mobile/ ​ Firewalk Studios: Firewalk is PlayStation's newest studio and it is currently developing a new AAA multiplayer IP called Concord. The studio is comprised of talents with experience at Bungie, so expect some possible Destiny influence to be apparent in the final product. The game is very far along as Herman Hulst himself said he had played the game about two years ago now. ​ Haven Studios: Haven Studios is headed by one of the creative minds behind the Assassin's Creed series, Jade Raymond, and it is currently in production on a new AAA multiplayer IP called Fairgame$. The game is presumably still in its infant stages, so its best not to think an upcoming release is on the horizon. Probably either a 2025 or 2026 title. ​ Jason Blundell’s New Studio: According to many outlets, when Deviation Games announced its closure, Jason Blundell and the rest of his team were offered a place within PlayStation Studios. At first, many believed that he had joined a pre-existing development team, like Firewalk or Haven, but that does not seem to be the case as websites such as GamesIndustry.biz are now reporting that Blundell was given control over a brand new studio within PlayStation itself. While the studio has not been formerly revealed yet, and we don’t know the game they’re working on, many would assume that it’s something Blundell is familiar with. So a 1st-person shooter should be the go-to prediction here. ​ New Studio: https://www.gamesindustry.biz/report-sony-forms-new-studio-of-former-deviation-games-devs ​ Valkyrie Entertainment: Valkyrie Entertainment is one of PlayStation's smaller studios, and while some might believe they are just a support studio, job listings tell a different story. According to recent job listings, the Guns Up! developer is planning on developing an unannounced strategy game. While the listing doesn't specify if the game is for console or mobile, I think it would be safe to assume that a sequel or spiritual successor to Guns Up! could be on its way. ​ Unannounced Strategy Game: https://gamerant.com/god-of-war-studio-next-game-valkyrie-entertainment-strategy/ ​ Neon Koi: Neon Koi was picked up a few years ago as a studio dedicated to mobile games. It has two locations and is made up of developers from the studios behind Clash of Clans and Angry Birds. Currently it is in the process of making a new unannounced AAA mobile live service action game. ​ New Unannounced AAA Mobile Live Service Action Game: https://www.engadget.com/sony-launches-play-station-studios-mobile-with-savage-game-acquisition-121602038.html ​ Nixxes Software: Picked up by PlayStation for its expertise in porting console games to PC, Nixxes Software has already shown to be a great addition to the PlayStation Studios family with its many successful ports. They look to be utilized even more going further as PS ramps up its development on PC. ​ XDEV: So, XDEV is a bit different compared to the rest of the pack as it acts as a co-development arm for PlayStation Studios in the same vein as Xbox Game Studios Publishing does for Xbox. XDEV has grown over the past few years to cover more regions than just Europe, and is helping develop more games than ever they have before. Any game you see being published by SIE that isn't being developed by a first-party studio, XDEV probably had a hand in developing. Here are the list of games they are helping to make: ​ Death Stranding 2: https://www.gamesradar.com/death-stranding-2-guide/ ​ Convallaria: https://www.gematsu.com/2022/11/convallaria-to-be-published-by-sony-interactive-entertainment ​ Lost Soul Aside: https://www.playstationlifestyle.net/2022/11/22/lost-soul-aside-release-date-2024/ ​ Project Ooze: https://www.gameshub.com/news/news/ps5-exclusive-game-ooze-new-ip-leak-reddit-37725/ ​ Gravity Well's AAA multiplayer title: https://www.reddit.com/r/GamingLeaksAndRumours/comments/smzgdm/playstation_potentially_partnering_with_gravity/ ​ Sumo Digital's Project Carbon: https://80.lv/articles/upcoming-playstation-games-supposedly-leaked-via-alleged-sie-document/ ​ Ballistic Moon's Horror Title: https://www.gematsu.com/2022/08/sony-interactive-entertainment-and-ballistic-moon-working-on-new-game-according-to-motion-capture-actor-resume ​ Swizzle Kiss' Horror Title: https://www.playstationlifestyle.net/2022/05/20/ps5-horror-game-swizzle-kiss/ ​ SIE PSS Visual Arts: Formerly known as Visual Arts Service Group, PSS Visual Arts has a long history with PlayStation, usually involving motion capture. However recently they have started to develop video games in-house. We all know the story about the Last of Us Remake but just recently, its been announced that Visual Arts will be getting another chance at making a new game. This time, it is rumored to be either an Uncharted 1 Remake or Uncharted 5. They are formerly partnering with Naughty Dog this time out. ​ Uncharted Title: https://gamerant.com/naughty-dog-pss-visual-arts-aaa-game/ ​ Bungie: At last we come to Bungie, PlayStation's biggest developer. While development for Destiny 2 is still going strong, it is also winding down. As Bungie looks to the future, so do we. According to the developers themselves, they have many projects in the works, though it is likely that none of them are Destiny 3. Of those projects, the one consistent game that keeps popping up in job listings, leaks, and rumors is Matter. Another game is an extraction shooter called Marathon which was recently confirmed and announced at the PlayStation Showcase. And lastly, there is a Destiny mobile game that is still on track to be released as well. ​ Matter: https://gamerant.com/bungie-matter-new-ip-leaks-rumors-2022-updated-loot-rpg/ ​ Marathon Extraction Shooter: https://www.forbes.com/sites/paultassi/2022/10/20/report-claims-bungie-is-reviving-marathon-as-a-pvp-extraction-shooter/ ​ Destiny Mobile Game: https://www.ign.com/articles/bungie-destiny-mobile-game ​ I hope everyone found this helpful! submitted by /u/Celeborn2001 to r/PS5 [link] [comments]
r/PS5 Celeborn2001 May 7, 2023
A Clear roadmap to complete learning AI/ML by the end of 2022 from ZERO
I've always been a tech enthusiast since I was a Kid I'm 18 now and I always wanted to learn how it works and make it myself, I've got myself into a good college but had to sacrifice my branch of bachelor in computers and choose electronics (because my score wasn't enough), I wish to learn but I do not have any clarity on where to start and where to go what I'm looking for is to pursue a degree in CS masters but I'll have to learn everything by myself so if any of you have a clear roadmap please let me know submitted by /u/Ishannaik to r/learnmachinelearning [link] [comments]
r/learnmachinelearning Ishannaik Nov 3, 2021
In a pre-shadowkeep interview, Luke Smith stated that "it's easier to make the numbers work when you're independent". Yet, Y3 EV is worse than Y2 or Y1. What gives?
Source for the quote btw. (Happens at about 21:10) Full Article: Destiny 2's next year will depend on how players like this one full quote: Jason Shreier, "Yeah is it fair to say that you guys, now that you're self publishing and no longer have to be beholden to your [partners], Is it fair to say that you're happier with lower profit margins, lower playerbases than you might've been a year ago?" Luke Smith, "We're gonna be happy when we get to keep makin' the thing. y'know, we look at our team and we have a real responsibility to make something that's awesome for our fans that allows our team to keep doing it. And, without thinking too much about the profit margins and the numbers, it's certainly easier to make work when you're self publishing; and that aligns really good with like "hey, lets focus on the people who love this game, and y'know, our core players are our advocates, so lets build something awesome for them. Something we're all gonna love, and make it easier to recommend the game to their friends," that's the whole point of what we're trying to do, [...]". There's more, but it's not quite relevant to the above quote. ​ ​ Dispelling the notion that Bungie isn't making money -Bungie made the steam top selling list, as did R6S, CSGO, DOTA2, Warframe, Sekiro, GTAV, PUBG, MH-W and more. Not only did Bungie make this list, it put itself on it in three months, when most of these games have been on here years Here's the list, but it's not in any particular order. (It seems to change every click) Some estimated revenues for these games. (Numbers are not likely to be accurate, but they DO give us the ballpark we're playing it. It's huge, btw) CSGO: approximately $414 million in 2018, and rising higher and sharper with each passing year. R6 Siege: approximately 440 million in 2018, and climbing every year PUGB: approximately $1.028 Billion in 2018. MH-W: approximately $467 million in 2018. _____________________ So what do Bungie's prospects look like? The 3rd best selling game of 2017 Activision received $370 Million from Destiny in 2018 at roughly the time of the split, and before the announcement that they'd move to steam, Activision was expected to lose anywhere from $300-$374 Million in 2019 by dropping Destiny in 2019. Activision is expected to miss out in$496 Million from Destiny in 2020 ______________________ Under Activision, Bungie earned about 20-35% of the total revenue of the Destiny franchise depending on the revenue generated. So, if the 370 Million number for Activison's 2018 earnings is correct, that means Bungie earned around $74M-$130M in revenue in 2018. I couldn't find a good post-SK number for 2019, but thanks to the steam list, we have a good idea of the money gained; a ballpark figure of around $400 Million. Eververse was originally introduced to make Activision more accepting that D2 wouldn't be coming out in 2016, hoping to make up some lost revenue. So while these numbers likely are not exact or completely accurate (aside from Bungie's/Activison's split of the cash), they do give us a useful ballpark to see where Destiny's money-making ability lands. In other words, Bungie is probably making a shitload of money from Destiny 2, and several times more than they used to when they were with Activision. ​ On top of this, up until Season of Dawn, Destiny 2 was hovering between the 3rd and 4th most played game on Steam every day. Typically hitting anywhere from 150k-200k until around November, where the numbers hover more around 130k. Destiny 2 is one of steam's most played games of 2019, and the largest the playerbase has been since launch. Not only is Destiny 2 purchased a lot, it's played a lot! Yet, the game's content has received less rewards than ever before. ​ These number's don't say anything about profit, but they are far far greater than Bungie was making with Activision. If they aren't profiting, something's up. ​ Dispelling the notion that EV is currently funding content for the game. During year 1, the game received a plethora of free content. -Iron Banner always had new armor and guns -Trials always had new armor -Factions actually existed, and received new armor -In Season 2, (Curse of Osiris), the game received a bunch of cosmetics AND gameplay items for FREE, in the form of nightfall rewards. On top of this, the Contender's Shell came out, which occasionally dropped bright engrams (Lootboxes) after raid encounters. -In Season 3, this continued. Factions each had their own exotic ornament tied to them, as well as Zavala's own exotic ship available from rank-ups. -Lootboxes still dismantled into bright dust, the prismatic matrix was introduced, and all EV items were obtainable just by playing. -Spire of Stars contained not one, but TWO emotes. One was luxurious toast, the other a "pass the ball" emote. -S3 also saw the whisper mission, which had it's own ship introduced from a puzzle. It was later revealed in the director's cut that Whisper had roughly fully funded Zero Hour on its own, at a time when the playerbase was rather weak. a Handful of free new maps were also introduced. -the Mars open world also had its own exotic sparrow for finding all of one of Mars's collectible, and the Moments of Triumph contained an exclusive exotic ship. -In both S2 and S3, Crucible and Vanguard received new armor ornaments, S2 being mostly reskinned while S3 being the most extensive model changes. ____________________________ -In season 4, Crucible received a new armor set, and a new Vendor (the drifter) was introduced. Vanguard received an old world drop touch up for new armor. Two new guns (might've been 3?) were given to Zav/Shaxx. Four new pvp maps were introduced -There were a handful of cosmetics that were introduced, but all but the Taken Sparrow were legendary model touch ups or D1 imports. Two of the armor sets introduced in Forsaken were D1 imports with minor detail changes. -Iron banner received new guns and armor, but Trials and Factions were nowhere to be found, to this day. -In S4, EV grew greatly. Legendary weapon ornaments were introduced, as well as ghost projections. New emotes, ships, ghosts, and sparrows were all more detailed and intricate than ever before. -S5, Black Armory, saw the removal of Seasonal Vendor Refreshes, as well as the removal of the prismatic matrix. However, IB still saw new armor, and there were SEVERAL exotic cosmetics to be earned in game. -In S6, we'd received our first real batch of "Silver only" items. earned exotic cosmetics were nowhere to be found. -In S7, this trend continued. no new IB armor or guns, all of menagerie was touched-up old items, some from D1. The raid weapons were reskins. Earned cosmetics were legendary reskins/touchups. Not only was the EV stocked full, it had DOUBLE the unique exotic items that S6 had, and EV was basically the only source of new items in the game. -event and seasonal bright engrams with new items no longer existed in S7 __________________________ -In S8, bright dust was moved to single-time bounties, with the repeatable bounties offering a minuscule quantity of dust to be ineffectual. -Raid armor was reskininned and tocuhed up S2 eververse armor -For the first time in a major, yearly Destiny release, Vendors were not refreshed -World loot was not updated. -bright engrams continued to not drop new items, and items you did get didn't turn into dust -The season pass was introduced as another monetization path for Bungie. while technically "earnable" it's an extension of the EV in that the items in it can be acquired through silver purchases of a level. This is why they've put actual new and cool items in it, because they still have a chance to make an extra buck off of it. -No new iron banner guns, Trials and Factions still entirely missing. one single new map for pvp. -In S8, it appeared that all of the items that were meant to be achievement based items were not in fact in the game, but had been put into the Eververse store. This was technically untrue, but still fits the complaints since launch (thread not actually since launch but summarizes it best) that game-relevant items being in the EV only and not the game fucking sucks. This is something that Bungie has not only understood in the previous years and seasons of D2 quite well, but also in their previous online games, not just Destiny 1. See Halo Reach's original unlock system, and Spartan customization as a whole. Looks matter, and Bungie knows it - especially in a game about loot. -the prices for EV cosmetics are through the roof, typically being more than the season itself. -BOTH NEW STRIKES DON'T EVEN HAVE EMBLEMS, LET ALONE UNIQUE LOOT -In S9, there is a single new armor set in the game. Iron Banner S1 has been reused again. a single old pvp map reintroduced. there's rumblings of trials being worked on, but factions are still completely missing. -EV is slightly better. a measly 80% (up from 50% in SK) of items will be available for bright dust, compared to the 99-100% we could get from dust or engrams just months ago. -For every new exotic released since SK, an ornament for it was immediately available for silver only, with an EV splash page asking you to buy the ornament, often before you've even started the quest. _________________________ -In year one, for all its faults, EV seemed to actually fund stuff. There was new vendor gear each season, handfuls of new weapons were added to the world loot pool, and all EV items were earnable! -In year 2, EV grew, and the game was cut back a bit. It still brought in new stuff for IB, vendors were refreshed once in Forsaken, but as the seasons went on content soured, and EV grew. -In Y3, EV is bloated. new item releases are minimal, while Macro-transactions are new every month. In S9, the game had a single new armor set introduced for each class, while the eververse contained 2, maybe 3 depending on if you count the season pass as EV, but it's certainly not pure gameplay. ​ In short, Eververse no longer funds new free content. It did in Y1, and somewhat less so in Y2, but absolutely doesn't in Y3. ​ Does it fund updates? -In Y1, we had full month-by-months roadmaps of where the game was going, with each month having a list of features for the future that Bungie was hoping to complete and ship. This is no longer the case, with roadmaps being for when we're finally no longer gated out of content, rather than new features. -In Y2, we didn't get regular gameplay updates like we did in Y1. We did get balancing every 3-4 months -In Y3, we've gotten balancing every 3 months, just like Y2. Armor 2.0 was introduced, as well as finishers (more EV cash) and a nightfalls update that didn't even update old nightfall loot into random rolls. I'd also argue that Gameplay updates like A2.0 were included regardless of EV. Even in D1 gameplay updates were brought in through the expansions before the EV even existed. -To this day, bungie still takes an inordinate amount of time to do even minor tweaks and touches. ​ Dispelling the notion that Destiny 2 is free to play We still pay for new content. Seasons and Expansions, are all paid. Destiny 2 is free to TRY, but if you want to actual new and fun and relevant stuff, fork it over. ​ In closing/TL:DR Bungie is making more money as an independent studio than they've ever been with Destiny. If EV had stayed the same, they'd still be making 3-4x the amount of money they used to simply because they're independent now. Yet, EV is in my opinion the worst it's been over the years, with new loot being a small pile while EV sits on a mountain of items, being updated several times per season while the actual game struggles to be updated ONCE per season. Bungie is putting the bare minimum into the actual game, while their storefront takes all priorities. Cosmetics are part of the loot game too, just like guns, yet even so much as armor ornaments without a silver string attached are nowhere to be found. By Luke Smith's own admission, it's easier to make the numbers work when you're independent. It clearly doesn't need to be this way. Eververse is genuinely eating away at the resources for a very core part of Destiny - its items. Filling content with worthwhile rewards, especially at the top prestigious end, is being denied and consumed for more macrotransactions. So, what gives Bungie? Are you actually building a game we all enjoy and want, or a storefront with a game attached to it? ​ Other fun, useful, and somewhat relevant threads on the state of EV and how it feels to play with throughout D2's life and recency: 'Curse Of Osiris:' Eververse And Bright Engrams Feel Like They're Slowly Breaking 'Destiny 2' Bungie (Luke Smith) :"We need to make strikes more rewarding!". Also Bungie :"Let's give the 3 new nightfalls no nightfall specific loot" As a day 1 player, I have spent about 160 bucks for this game and almost all its dlc. Having to pay upwards of 10 bucks for the coolest cosmetic items (which I can't earn through gameplay) doesn't give me the feeling that my money was well spent. Very simply, Bungie: buying gear will never — ever, ever, ever — feel as good as earning gear. Putting so much in Eververse is making your game feel worse. So iron banner gets an armour set recycled for the 2nd time, shaxx and zavala will be dropping the same thing for the last 15 months now but Eververse will be fully stocked for the season, the dawning and crimson days. This is beyond absurd Eververse is broken. There's 11 new exotic sparrows and ships this season, not a single one is earned, they're all from eververse Hey Bungie just a heads-up, $15 for an ornament isn't considered a MICRO transaction "Create sustainable player progression and chase through Destiny 2’s Bright Engram" -Senior Progression Designer, Bungie Career Listings We’re at a point where Tess Everis gets a significant refresh every season but Zavala, Shaxx, Dead Orbit, New Monarchy, FWC, and world drops get nothing. Destiny 2 wins "Buyers remorse" award at The r/XboxOne Game Of The Year Awards 2017. The Harpy Shell should have been either a raid drop or a vex offensive drop. Bungie Continuously Beats Its Playerbase To A Pulp submitted by /u/Goldenspacebiker to r/DestinyTheGame [link] [comments]
r/DestinyTheGame Goldenspacebiker Jan 13, 2020