Monday, April 1, 2019

Assassin's Creed Odyssey Made Me Fall In Love With Games Again! (Monday Musings 65)

I didn't post Monday Musings last week so apologies!

This post is intentionally vague to avoid as many spoilers as possible.

My friend so thoughtfully bought me AC Odyssey (the same friend who bought me Ys 8: Lacrimosa of Dana) and it brought me back from being burned out with gaming (due to the strenuous demands of gaining viewer numbers for streaming).

I know it's in fashion to make fun of Ubisoft games - just like Call of Duty series, even though every time I see people streaming CoD, the gameplay looks so precise and fluid, brilliantly so that I never understand the hate - but AC: Odyssey hits all of my gaming buttons!

First, you can chose your avatar's gender, and instead of having the tired silent hero who just stands there not reacting to anything, the hero actually has personality. I appreciate how you can chose to be either Alexios or Kassandra. It's always a good thing to have a choice.

But if you can only be a particular hero with no option for customization, that hero better be well-fleshed-out, as with Sora from Kingdom Hearts, as opposed to William from Nioh. Despite hundreds of hours playing Nioh, I can't find a molecule of personality in William; he has no personality. 

I chose to be Kassandra and found her personality compelling - she's a wonderful mix of having a good sense of humor, being blunt at times, other times exhibiting wisdom, and using cheesy pick-up lines that work.

The NPCs and side quests are also memorable and quite well-done. Although there are so many side missions, and quite a few are fetch quests, or sorties to go out and kill enemies, those are primarily to boost your experience, as some are timed missions (i.e. you have 24 hrs to a few days to complete). However, the primary side quests flesh out the world, story and characters very well and are rather complex and sometimes startling.

The side quests that stick out are the minotaur quests (that have ever branching out story lines) I also appreciate missions which delineate a cultist's personality and story in depth, which compels you to do these major side missions. Others have very colorful NPCs that I won't soon forget. I was actually surprised when killing one such enemy, to find out that she was a cultist in the end, when she was merely considered an elite warrior. Not to say that all cultists you kill have these long-drawn out characterization, but quite a few do, which is refreshing.

The story is compelling, and although it follows the save-the-world formula, there's political intrigue and deep lore, unlike the Monster Hunter series (which is one of my favorite franchises) where it's simply a matter of a monster threatens the village, and you go kill it. Further, you really want to kill these enemies since they're portrayed so well, as so disgusting you enjoy defeating them.

The cultists are disgusting, but they're not caricatures, they're very much like real people. I know it's not kosher to discuss politics, but one such cultist reminds me of our very own cabinet member who's justifying ripping immigrant children from their mothers.

Though I'm new to AC, haven't played one until Odyssey, it has a lot of lore explained rather well during gameplay, which I appreciate--I read online summaries of prior AC games, and Odyssey does a great job summarizing the mysteries in-game.

Throughout, both in the main campaign and side missions, there are many things to do so that you won't be bored. Once I get tired of killing legendary beasts, I tackle clearing out the Ubisoft-requisite bandit and soldier camps, solve puzzles (Ainigmata Ostraka tablets that give you a puzzle to find various items), hunt down cultists using clues, fight in the Arena, participate in battle skirmishes siding with either the Athenians or Spartans, and finally, leveling up my ship, weapons, armors, and abilities.


Although I tend to hate any combat related to water, I found the naval battles in Odyssey extremely fun, which adds another gameplay component to keep combat varied. It's ever so satisfying to ram into ships, shooting arrows and javelins, then initiate boarding to finish off the enemies!

Indeed, there's just so much to do, and with the quest markers off button, I'm always exploring and looking forward to what's around the next corner. Instead of groaning when new quests show up, I get excited to see a main side mission marker on map (it only shows when you're close to the area) because of the quality of the side missions. I do groan, however, whenever I see yet another timed mission, but I tend to ignore those unless I want the experience, money or resources.

Some of the main story quests involve investigations, figuring out puzzles by hunting down clues, so it's not just going from one track quest marker to the next. It's exciting to uncover the various Cult members, and unearthing the keys.

The over-world is absolutely gorgeous with varied terrains and verticality that encourage exploration. I love the caves and tombs, finding treasures and fighting enemies along the way. Although not the most complex level design, it was fun exploring, moving storage crates to open up to another area. 

I wondered why, despite the lack of diversity of enemies, the fighting in Odyssey never gets old, just as it doesn't in the Souls and Monster Hunter series. The combat appears to be a cross between Souls and Nioh but that in Odyssey might be even more addictive than Souls'.

Although the Souls series has such huge diversity of enemies, and even within the same Hollow enemy set, each Hollow has different attack patterns. However, if you level up so high, you can easily 1hko all these Hollows. Even though the squishy sound of killing Hollows never gets old, but clearly it no longer becomes challenging.

For one thing, I so appreciate how the enemies in Odyssey level up along with you, so despite being only half way through the game, I'm at level 41 (I believe the max level enemies is 50). Therefore, I'm never able to 1hko an enemy using melee, except when I use assassination abilities. 

Since I can't aim, I haven't been using ranged tactics, primarily relying on melee and fighting the enemies as you do in Souls and Nioh. Again, the melee falls between the two. The enemies are not so easy to kill (because of how the game levels up with you) as in Souls, but they don't take forever to kill as in Nioh, so it's the perfect balance between those two great franchises (Nioh 2 will be coming out).

It's so addictive to dodge, and if you time it right, it slows down time, during which you can close the distance and whack the enemy. There's also just as addictive a parrying mechanic that is as satisfying as that in Souls and Nioh.

The Warrior Ability I tend to use is the "Shield Breaker", which satisfyingly rips off shields, and the even more hysterical "Ring of Chaos" that damages and pushes all the enemies back, stunning them. What I love about both of those abilities is that they never 1hko, rather they give you breathing space to then land further attacks.

Even at the highest tier, 3, Ring of Chaos has never been able to kill whole groups of enemies, though the ability makes me laugh out loud when you see enemies flying a couple of meters away from you, landing on their backs.

Precisely because of these addictive combat mechanics, never being over-powered as in the Souls series, and having to dodge/parry attacks as well as using abilities in a well-placed, timed manner, the combat is always fun despite Odyssey having limited enemies (humans, bears, cats, dogs). 

And I haven't even touched upon the ranged and assassination approaches, which add extra layers of combat mechanics, that I can see being just as addictive as the head-on melee approach. Since I'm midway through the game, I'm using a little bit more ranged and assassination, and they appear to be just as fun as my rushing in blind attacking everything with my beloved heavy blade weapon.

Since I unlocked the passive ability of Assassin, "Stealth Master", it allows you to more easily sneak up on enemies, and again, it never gets old backstabbing and 1hko unsuspecting enemies! I believe I was only successful in assassinating all enemies in maybe 2 or 3 camps without alerting them. If I do alert them, the cheese strat appears to run away from the camp and come back to continue your assault.

I can see players getting tired of clearing out bandit and soldier camps, but I actually look forward to doing so, to see if I can clear out entire camps through stealth. Key strat here is to make sure you trap the brazier alarm so they can't call reinforcements!

The sound effects also hit my gaming addiction spot. The crunch of footsteps, the whoosh sounds of successful parrying and dodging, the satisfying "pock pock" sound when your eagle, Ikaros, finds an important item, stealing/looting drachmae (the coin sounds are quite ESMR), and the like.

I enjoy the music but there's only a few musical themes throughout the game, so it gets repetitive very quickly. However, the solution is to listen to my own music while playing the game.

I agree with a lot of the reviews I read about Odyssey, that it's an RPG following in the steps of Witcher 3 because it has good story, characters and complex missions that flesh out the world and lore. 

My major gameplay complaint about Odyssey is that I can't figure out when we can or cannot crouch, or perhaps my character is in fact crouching, but I can't tell from the animation. Sneaking up to an enemy, I press crouch, but I'm only leaning a bit forward. But other times, the animation clearly shows a crouch position.

The other issue is dealing with what appears to be infinite amount of bounty hunters - there's a red meter showing how many are after you, up to 5. Your red meter increases when you steal or kill humans except for bandits. The problem is after killing 1 bounty hunter, another resurrects. Further, anytime you kill a mercenary that also increases your red meter further, and you're soon up to 2, of which these 2 also resurrect infinitely, rapidly going to 5 as you're committing murder.

The first time I was clearing out a camp, it was easy to get rid of the 1 bounty hunter, but as described above, due to the red meter mechanics, it quickly went to 5.

Fighting 5 mercenaries at the same time, including all the soldiers, was ridiculous. I think a better mechanic would be once you eliminate the 1 bounty hunter, he or she should not be replaced.

Since I wasn't very good at stealth killing enemies (this prevents the red meter from increasing), my strategy in clearing out soldier camps are the following. First, I would see what the objectives are in clearing the soldier camp. These objectives tend to be looting treasure chest(s), burning war supplies, and taking out the captain(s).

I trap the brazier alarm to prevent more enemies from arriving. Next, I run around the camp looting the treasure, burning the war supplies, which lead to all soldiers being aggro'd. I quickly got good at running away from them, stealing and looting along the way.

Finally, I run away from the camp, push the button for night-time, then target and kill only the captains, avoiding killing the other soldiers to prevent the red meter from increasing.

In terms of technical issues, the game crashed twice, and sometimes the screen freezes. However, that has significantly improved with the recent patch, so only a couple of times did the screen freeze, but at least the game resumes. The good news is that I've never lost progress since the game auto-saves.

The other major issue is the long loading screens (not as notoriously long as Bloodborne's pre-patch), so hopefully they'll patch that out.

I'm only mid-way through the game and already played 100 hours, but there's so many activities that I haven't even completed. It's definitely the type of game that has re-playability, as I'm definitely going to do NG+, getting all my abilities maxed out and of course getting all trophies and achievements.

In conclusion, for me, Odyssey does everything right such as character and world-building, a good story with interesting main and side quests with colorful NPCs, great combat mechanics (a lot of open-world games seem to struggle with combat), graphics, varied types of quests that include exploration and investigation, and most of all, it's fun. Indeed, I would say I love Odyssey as much as I do Monster Hunter: World.

For those reasons above, I consider Odyssey a masterpiece - it made me fall in love with gaming again. 

Have you played Odyssey, and if so what are your thoughts?

The How of Happiness Review

Friday, March 29, 2019

12 Highest Paying URL Shortener to Earn Money Online 2019

  1. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  2. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  3. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  4. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  5. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  6. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  7. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  8. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  9. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  10. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  11. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  12. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

Hebrew V Philistine. Biblical Rampant Game

The Philistine chariots prepare to ride down some Hebrews. Underestimating their foe they retire from the field without striking a blow. The Hebrew light javelin tore through their ranks.

Stream Key Podcast: Is Being A Variety Twitch Streamer Worth It?

Is Being A Variety Twitch Streamer Worth It Link

After streaming for about 2 months, GreenChord and SuperV1D were ABSOLUTELY CORRECT, in order to become Partner, you DO HAVE to sacrifice a lot, including sleep, no breaks/vacation! 

The question becomes: is it worth becoming Partner? For me, it's a no so far...

This synopsis was an eye-opener.

At any rate, here's the synopsis:
  1. SuperV1D guest, Twitch Affiliate, TruGaming Sponsor
  2. He streams pretty much everything when the game comes out
  3. He started streaming Minecraft as its the only game that his computer can play, then got new computer and streamed variety
  4. When he was 10 yrs old, Youtube started out, and he wanted to make videos, so he combined two things he liked the most which are superman and video games, and combined. He added the 1 for V1D
  5. Motivation--he likes hearing people saying that their day is better and not feeling as depressed because of him, that's what keeps him going
  6.  Variety streamer--not tied down to 1 game or 1 genre
  7. Pros of Variety Streaming:
    1. Get to try out everything, find out what you and your audience like 
    2. You don't get tired of playing the same game over and over again
    3. May prevent burnout
    4. Your personality is key, b/c you're not known for just playing one game that might get stale
    5. Flexibility in case the game you play dies down  
    6. Showing people different games and broadening your viewers' horizon and can reach out to new viewers as well
  8. Cons of Variety Streaming:
    1. You're not going to grow as fast as an established LoL streamer
    2. for instance, some of his viewers come to him for the game, and may leave when he switches games
    3. It takes a lot of practice to develop your personality to be a variety streamer than if you focus on one game
    4. You're not going to pick up as many viewers when you play a new game
  9. Great analogy of Variety vs. Single Game
    1. You planted a seed in a lot, and it's already hard enough to focus on that and grow that
    2. But variety, you have to plant a bunch of seeds all over the place, so even harder to work on all those plots
    3. So you can't focus on that one game that you can be known for, so you have to be known for your personality
  10. Creating your identity as a variety streamer:
    1. Finding out what works and what doesn't 
    2. A lot of trial and error
    3. He reports to start whatever he wants, and then keep changing games and then narrow down the games that works based on viewership stats
    4. Sometimes hard to tell why your viewers changed, was it due to the game itself, was it the stream, and/or something that's out of your control that increased or decreased views
    5. But often, there are some games that draw in more views: so that will tune the personality of your stream
    6. SuperV1D loves Persona 5, but found out over time that hs viewers will NOT come to watch him play Persona, so he has to play another game
  11.  Controversy:
    1. "Just stream for fun, that's all that matters":
    2. He disagrees--indeed, he finds streaming inherently fun, but you want to push more viewers. I totally agree with that.
    3. Because it's soul crushing to see your viewers plummet no matter how you try to ignore the numbers
    4. This is even when you absolutely don't care about making Twitch a career or getting Partner, it's just hard on the ego to see lower audience numbers
    5. Analogy is you work at McDonald's but you don't do that for career, but rather, you want to use it as a stepping stone for something bigger
  12. You got to play the games that grow your audience
    1. So he played Roblox even though he doesn't like it, but it got him viewers. Agree: it's more fun to have more viewers who can interact with your chat. But he made Roblox fun for him.
    2. If you want to grow your channel, you have to sacrifice a little and play the games your audience wants
    3. "you're only here for the viewers" that's SO true b/c by streaming on Twitch, you're doing it for viewers, otherwise, just game and NOT stream (exactly!). You're inherently streaming for the viewers, that's why you're streaming, even if it's your friends, you're streaming for them.
  13. His views can plummet from 30s to singles
  14. While it IS soul crushing when views drop, you expect it to happen as a variety streamer, but even more soul crushing for the single game streamer, b/c what if you get a large drop suddenly for what you've always been doing.
  15. Guest feels that as a Variety streamer, you have to kind of promise to play the game again b/c your viewers who came in to see you expects to see you play it again
  16. He caters more to the viewers than planning out a specific game schedule. He makes his schedule for his viewers, which makes good sense! 
  17. He states schedules should be flexible, otherwise someone may only see him on Monday b/c he plays that game
  18. He does a general multiplayer game on one day, and then Follower Friday where he only streams the game that they want to see, and all the days in b/w, he plays what he wants
  19. He reports that his base watches him for his personality, regardless of the game he's playing, so if you play your most favorite games, then you will have more fun and you'll put on your best face.
  20. A game dies in popularity or you get sick of the game, but how do you keep those viewers when you must move onto a new game?
    1. He reports that there'll always be a game that will replace it. 
    2. SuperV1D reports you can play a game of a similar genre, and find out what chat would like as a backup game
    3. SuperV1D replaced Minecraft with Terraria, and then weaning his viewers off those games slower, and then they end up liking him and will stick around and see his other games
  21. Variety vs. Single gaming
  22. SuperV1D notes he was single gaming b/c of his hardware capabilities, or if that's the only game you like and just stream that
  23. Established streamer and you're a single gamer, it's hard to jump to variety, so best to:
    1. Start your stream off with your single game, from the very beginning, announce as soon as possible that you will play a game later down the road
    2. So when it's time to come to change the game, the chat knows b/c you keep telling them over and over that you're going to do a different game, and it won't be a shock
    3. Someone only streamed Destiny had thousands of viewers, then changed game, and his stream died
  24. Two he watches mainly:
    1. Lirik and Sodapoppin
    2. He's trying to mirror what they're doing
    3. Sodapoppin is totally random per SuperV1D b/c he can stream whatever game he wants given his popularity
    4. Lirik has a niche: survivor games and then will play a random game near the end of his stream
    5. SuperV1D reports that he doesn't have a niche like Lirik
  25. Finding your identity is very important which is a whole another subject
  26. Why did SuperV1D decided to do variety?
    1. He plays a lot of games, knows a lot of unknown games.
    2. his reasoning is that he's playing games anyway, he might as well stream, that's why he decided on variety
  27. SuperV1D's one advice:
    1. Don't give up! 
    2. so many times when he wants to quit, but then he perseveres, and viewers increased!
    3. if you really want to do this, just don't give up. 
    4. because once you give up, you fail
    5. SuperV1D reports that you can be successful even with 2 viewers, which is true
    6. stay committed, you will be discouraged when your numbers stagnate/drop, but he feels that the hard work will pay off
Q/A:
  • How SuperV1D handles IRL issues
  • Look into mobile IRL streaming when there are days that you can't stream
  • If you usually do 4 hrs, at least stream for 1 hr
  • PUBG supersaturated with viewers, but he loves PUBG so much should he stream a game that he doesn't love as much
  • what if you want to play a game you love so much, but not popular.? He reports to schedule the game and it can be flexible. (my input, or play the game off-stream)
  • He has a feeling that Code Vein will be big, and to consider streaming that if you love the genre
  • He reports you have to roll with the wave, and once it crashes, make sure you still play it and slowly transition to a new game
  • GreenChord mentions book 20 Immutable Laws of Marketing: very good idea to go with a trend! See if your viewers want to see you stream it, and if so, play the trending game
  • Twitter how to use it for your channel--GreenChord put out a whole article on it
  • you have to post a LOT for Twitter, 4 times a day and you have to comment a lot
  • This shows that streaming is HARD WORK! (this is why sadly, I agree, you may have to sacrifice too many things to be Partner, so it may not be worth it for me)
  • What games should you stream when you start streaming
    • He sees more stream success from bigger, more established games
    • Follow what your chat likes
    • Play games that get you views
  • If you're getting viewers from bigger games, then play those bigger games
  • You may be smaller in PUBG directory, but you may have more viewers, but if you play a smaller game, you may be listed higher, but not as many viewers 
  • SuperV1D posts twitter that automatically sends to instagram
  • "How can you tell if you should do variety streaming"
    • SuperV1D struggles with this every day
    • the way he gets out of that mindset, play the 1 game for 1 week straight, if you can't, then you're a variety streamer, b/c it'll be hard to play 1 game for years if you want to be a single game streamer
  • Stream as much as you can
  • He reports to not take breaks in streaming AT ALL (sadly this IS TRUE YET AGAIN to gain Partner, which is why Partnership may not be worth it for me in the end)
  • SuperV1D recommends to sacrifice the sleep to get larger blocks or hours to stream (NOOO! but in reality this is TRUE FOR PARTNERSHIP for most people who are working full-time and/or have a family)
  • Recommends having some sort of schedule of what games you'll be streaming, but he says it's not the be all, end all

    Dead Island: Definitive Collection [Updated To V1.1.2 + MULTi8] For PC [9.5 GB] Highly Compressed Repack

    Dead Island: Definitive Collection - is a collection of survival horror action role-playing video game developed by Polish developer Techland and published by German studio Deep Silver for Microsoft Windows.

    Featuring: Definitive Collection contains Dead Island Definitive Edition, Dead Island: Riptide Definitive Edition and a brand new stand-alone 16-bit game Dead Island Retro Revenge. Dead Island Definitive Edition and Dead Island: Riptide Definitive Edition are fully remastered versions of Dead Island and Dead Island Riptide including all released DLC and patches plus Dead Island Retro Revenge: A brand new stand-alone 16-bit game set in the style of a classic side-scrolling action/endless runner within the Dead Island universe.
    1. FEATURES OF THE GAME

    • Plus caught in the Midst of an Epic Zombie Outbreak on the tropical island of Banoi, your only thought is: Survive.
    • Featuring epic Dead Island: Smash heads, Crack skulls, and Slice up with the visceral Astounding Melee Combat.
    • Contains Dead Island & its Undead successor, Dead Island: Riptide Bundled with all the previously released DLC.
    • Brand new standalone 16bit game set in the style of a classic sidescrolling action within the Dead Island universe.
    • Introducing: Welcome to the Epic Zombie apocalypse experience of a Lifetime plus, now more Beautiful than ever.

    Game is updated to latest version
    ▪ Dead Island Retro Revenge - Updated to version 1.0
    ▪ Dead Island Definitive Edition - Updated to version 1.1.2
    ▪ Dead Island Riptide Definitive Edition - Updated to version 1.1.2

    2. GAMEPLAY AND SCREENSHOTS
    3. DOWNLOAD GAME:

    ♢ Click or choose only one button below to download this game.
    ♢ You need μTorrent program to download torrent files, download here.
    ♢ View detailed instructions for downloading and installing the game here.
    ♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

    DEAD ISLAND: DEFINITIVE COLLECTION [v1.1.2 + MULTi8] - DOWNLOAD LINKS
    http://pasted.co/af29b5ae       https://pastebin.com/raw/9EYeguHE
    PASSWORD FOR THE GAME
    Unlock with password: pcgamesrealm

    4. INSTRUCTIONS FOR THIS GAME
    ➤ Download the game by clicking on the button link provided above.
    ➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
    ➤ When the download process is finished, locate or go to that file.
    ➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
    ➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
    ➤ Congratulations! You can now play this game for free on your PC.
    ➤ Note: If you like this video game, please buy it and support the developers of this game.
    Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.









    5. SYSTEM REQUIREMENTS:
    (Your PC must at least have the equivalent or higher specs in order to run this game.)
    • Operating System: Windows 7, Windows Vista, Windows 8, Windows 10 | requires 64-bit
    • Processor: Intel Core i5 Processors GHz or higher for better gaming experience
    • Memory: at least 4GB System RAM
    • Hard Disk Space: 26GB free HDD Space
    • Video Card: Geforce GTX 560 Ti or AMD Radeon HD 6870 1GB VRAM or higher graphics
    Supported Language: English, French, Italian, German, Spanish, Russian, Czech, Polish and language.
    If you have any questions or encountered broken links, please do not hesitate to comment below. :D

    Prince Of Persia The Sands Of Time For Pc Free Download By Tngamer



    Before downloading make sure that your PC meets system requirements.
    • Windows 98/ME/2000/XP
    • 800 MHz Pentium III, AMD Athlon or equivalent
    • 1.5 GB free Hard Disk Space
    • 64 MB Video Card
    • 256 MB RAM
    • Sound Card: DirectX 9.0 Compatible Sound Device

    Game Size==============1.2GB

    Download – RIP – Specs – Overview
    Type of game:
     Adventure

    PC Release Date: November 6, 2003
    Developer:
     Ubisoft
    How to Install?

    1. Extract the file using Winrar. 
    2. Open "Prince Of Persia – The Sands Of Time" folder, double click on "setup" and install it.
    3. After installation Complete, double click on "PrinceOfPersia" icon to play the game. Done!


    Thursday, March 28, 2019

    Implementing Weighted, Blended Order-Independent Transparency

    Why Transparency?

    Result from the Weighted, Blended OIT method described
    in this article. Everything gray in the top inset image has some
    level of transmission or partial coverage transparency.
    See also the new colored transmission method in my next article!

    Partially transparent surfaces are important for computer graphics. Realistic materials such as fog, glass, and water as well as imaginary ones such as force-fields and magical spells appear frequently in video games and modeling programs. These all transmit light through their surfaces because of their chemical properties.

    Even opaque materials can produce partially transparent surfaces within a computer graphics system. For example, when a fence is viewed from a great distance, an individual pixel may contain both fence posts and the holes between them. In that case, the "surface" of the opaque fence with holes is equivalent to a homogeneous, partly-transparent surface within the pixel. A similar situation arises at the edge of any opaque surface, where the silhouette cuts partly across a pixel. This is the classic partial coverage situation first described for graphics by Porter and Duff in 1986 and modeled with "alpha".

    There are some interesting physics and technical details that I'm simplifying in this overview. To dig deeper, I recommend the discussion of the sources and relation between coverage and transmission for non-refractive transparency in the Colored Stochastic Shadow Maps paper that Eric Enderton and I wrote. I extended that discussion in the transparency section of Computer Graphics: Principles and Practice.



    The Challenge

    Generating real-time images of scenes with partial transparency is challenging. That's because pixels containing partly transparent surfaces have multiple surfaces contributing to the final value, and the order in which they are composited over each other affects the result. This is one reason why hair, smoke, and glass often look unrealistic in video games, especially where they come close to opaque surfaces.

    One reason that transparency is challenging is that ordering surfaces is hard. There are many algorithms for ordering elements in a data structure, but they all have a cost in both time and space that is unacceptable for real-time rendering on current computer graphics hardware. If every pixel can store ten partially transparent surfaces, then a rendering system would require ten times as much memory to encode and sort those values. (I'm sure that 100 GB GPUs will exist in a few years, but they don't today, and when they do, we might not want to use all of the memory just for transparency.) It is also not possible to order the surfaces themselves because there is not necessarily any order in which multiple surfaces overlap correctly. For example, as few as three triangles can thwart the sorting approach.

    Recently, a number of efficient algorithms for order-independent transparency (OIT) were introduced. These approximate the result of compositing multiple layers without the ordering constraint or unbounded intermediate storage. This can yield two benefits. The first is that the worst cases of incorrectly composited transparency can be avoided. No more bright edges on a tree in shadow or characters standing out from the fog they were hiding in. The second benefit is that multiple transparent primitives can be combined in a single draw call. That gives a significant increase in performance for scenes with lots of foliage or special effects.

    All OIT methods make approximations that affect quality. A common assumption is that all partially-transparent surfaces have no refraction and do not color the objects behind them. For example, in this model "green" glass will make everything behind it look green by darkening the distant surfaces and adding green over the top. A distant red object will appear brown (dark red + green), not black as it would in the real world.

    Weighted, Blended Order-Independent Transparency is a computer graphics algorithm that I developed with Louis Bavoil at NVIDIA and the support of the rendering team at Vicarious Visions. Compared to other OIT methods, it has the advantages that it uses very little memory, is very fast, and works on all major consoles and PCs released in the past few years. The primary drawbacks are that it produces less distinction between layers close together in depth and must be tuned once for the desired depth range and precision of the applications. Our I3D presentation slides explain these tradeoffs in more detail.


    A glass chess set rendered with our technique.

    Since publishing and presenting the research paper, I've worked with several companies to integrate our transparency method into their games and content-creation application. This article shares my current best explanation of how to implement it, as informed by that process. I'll give the description in a PC-centric way. See the original paper for notes on platforms that do not support the precisions or blending modes assumed in this guide.

    Algorithm Overview

    All OIT methods make the following render passes:
    1. 3D opaque surfaces to a primary framebuffer
    2. 3D transparency accumulation to an off-screen framebuffer
    3. 2D compositing transparency over the primary framebuffer
    During the transparency pass the original depth buffer is maintained for testing but not written to. The compositing pass is a simple 2D image processing operation.

    3D Transparency Pass

    This is a 3D pass that submits transparent surfaces in any order. Bind the following two render targets in addition to the depth buffer. Test against the depth buffer, but do not write to it or clear it. The transparent pass shaders should be almost identical to the opaque pass ones. Instead of writing a final color of (r, g, b, 1), they write to each of the render targets (using the default ADD blend equation):

    Render TargetFormatClearSrc BlendDst BlendWrite ("Src")
    accumRGBA16F(0,0,0,0)ONEONE(r*a, g*a, b*a, a) * w
    revealageR8(1,0,0,0)ZEROONE_MINUS_SRC_COLORa

    The w value is a weight computed from depth. The paper and presentation describe several alternatives that are best for different kinds of content. The general-purpose one used for the images in this article is:

    w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);

    where gl_FragCoord.z is OpenGL's depth buffer value which ranges from 0 = near plane to 1 = far plane. This function downweights the color contribution of very-low coverage surfaces (e.g., that are about to fade out) and distant surfaces.

    Note that the compositing uses pre-multipled color. This allows expressing emissive (glowing) values by writing the net color along each channel instead of explicitly solving the product r*a, etc. For example, a blue lightning bolt can be written to accum as (0, 10, 15, 0.1) rather than creating an artificial unmultiplied r value that must be very large to compensate for the very low coverage.

    Using R16F for the revealage render target will give slightly better precision and make it easier to tune the algorithm, but a 2x savings on bandwidth and memory footprint for that texture may make it worth compressing into R8 format.

    Sample GLSL shader code is below:
    #version 330

    out float4 _accum;
    out float _revealage;

    void writePixel(vec4 premultipliedReflect, vec3 transmit, float csZ) {
    /* Modulate the net coverage for composition by the transmission. This does not affect the color channels of the
    transparent surface because the caller's BSDF model should have already taken into account if transmission modulates
    reflection. This model doesn't handled colored transmission, so it averages the color channels. See

    McGuire and Enderton, Colored Stochastic Shadow Maps, ACM I3D, February 2011
    http://graphics.cs.williams.edu/papers/CSSM/

    for a full explanation and derivation.*/

    premultipliedReflect.a *= 1.0 - clamp((transmit.r + transmit.g + transmit.b) * (1.0 / 3.0), 0, 1);

    /* You may need to adjust the w function if you have a very large or very small view volume; see the paper and
    presentation slides at http://jcgt.org/published/0002/02/09/ */
    // Intermediate terms to be cubed
    float a = min(1.0, premultipliedReflect.a) * 8.0 + 0.01;
    float b = -gl_FragCoord.z * 0.95 + 1.0;

    /* If your scene has a lot of content very close to the far plane,
    then include this line (one rsqrt instruction):
    b /= sqrt(1e4 * abs(csZ)); */
    float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
    _accum = premultipliedReflect * w;
    _revealage = premultipliedReflect.a;
    }

    void main() {
    vec4 color;
    float csZ;
    ...
    writePixel(color, csZ);
    }

    2D Compositing Pass

    The compositing pass can blend the result over the opaque surface frame buffer (as described here), or explicitly read both buffers and write the result to a third.
    Render TargetSrc BlendDst BlendWrite ("Src")
    screenSRC_ALPHAONE_MINUS_SRC_ALPHA(accum.rgb / max(accum.a, epsilon), 1 - revealage)

    I use epsilon = 0.00001 to avoid overflow in the division. It is easy to notice if you're overflowing or underflowing the total 16-bit precision. You'll see either fully-saturated "8-bit" ANSI-style colors (red, green, blue, yellow, cyan, magenta, white), or black dots from floating point specials (Infinity, NaN). If the computation produces floating point specials, they will typically also expand into large black squares under any postprocessed bloom or depth of field filters.

    Sample GLSL shader code is below:
    #version 330

    /* sum(rgb * a, a) */
    uniform sampler2D accumTexture;

    /* prod(1 - a) */
    uniform sampler2D revealageTexture;

    void main() {
    int2 C = int2(gl_FragCoord.xy);
    float revealage = texelFetch(revealageTexture, C, 0).r;
    if (revealage == 1.0) {
    // Save the blending and color texture fetch cost
    discard;
    }

    float4 accum = texelFetch(accumTexture, C, 0);
    // Suppress overflow
    if (isinf(maxComponent(abs(accum)))) {
    accum.rgb = float3(accum.a);
    }
        float3 averageColor = accum.rgb / max(accum.a, 0.00001);


    // dst' = (accum.rgb / accum.a) * (1 - revealage) + dst * revealage
    gl_FragColor = float4(averageColor, 1.0 - revealage);
    }


    Examples

    I integrated the implementation described in this article into the full open source G3D Innovation Engine renderer (version 10.1). The specific files modified to implement the technique are:


    [Nicolas Rougier also contributed a Python-OpenGL implementation with nice commenting and reference images as well. I'm hosting it at http://dept.cs.williams.edu/~morgan/code/python/python-oit.zip.]

    All of the following images of the San Miguel scene by Guillermo M. Leal Llaguno were rendered using G3D's implementation. To show how it integrates, these include a full screen-space and post-processing pipeline: ambient occlusion, motion blur, depth of field, FXAA, color grading, and bloom.

    The inset images visualize the accum and revealage buffers. Note the combination of glass and partial coverage surfaces.





    Here are examples on other kinds of content:




    Note that this reference image fixes a typo from the one in the I3D presentation:
    the alpha values are 0.75 (not 0.25 as originally reported!) and are given before computing the premultiplied values. So, the blue square is (0, 0, 0.75, 0.75) in pre-multiplied alpha and (0, 0, 1, 0.75) with unmultiplied color.
    I'm using a different weighting function from the I3D result as well.




    Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Rocket Golfing and work on the Skylanders series. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.