Thứ Ba, 21 tháng 2, 2017

Waching daily Feb 21 2017

Hello Everyone

In this Video You Can Know About Jio Prime membership

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For more infomation >> Jio Prime Membership | 30 Gb Data For 303 Rs - Duration: 2:45.

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For more infomation >> POLICE CAR CHASE | Action| CRASHED| toy cars police| cars for kids |videos for kids - Duration: 10:33.

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1000 SUBSCRIBERS SPECIAL!! + Q&A + ANNOUNCEMENTS - Duration: 2:08.

Alright.

*whispers* (Alright, do that!)

(No signal screen w/ 1kHz Sine Wave)

Hey! What's up people?

nlg here!

I wanna thank you all guys,...

...girls and the other ones.

We did it!

One FREAKING thousand subscribers!

Can you believe that?

Thank you all!

I have 5 announcements for you!

Alright, let me start.

(No signal screen w/ 1kHz Sine Wave)

NUMBER ONE

Recently, I left my other channel.

Which is N-L-G-Z-R-G-N Music,...

...that I played Launchpad.

It had only gotten 100 subscribers in a year.

So I left that channel behind,...

...made it an a-*struggles to say*-archive.

And now, I'll upload Launchpad videos on this channel.

The ones who are coming from the nlgzrgnMusic,...

...thank you all for a 2nd time!

Thank you for being with me on my adventure.

So, all the 'nlg stuff will be in this channel.

Extra Options, Launchpadding videos and any other stuff.

(No signal screen w/ 1kHz Sine Wave)

NUMBER TWO

I'll make a Q&A.

Just ask me anything.

Comment your questions below.

I'll read them all and answer them with another video.

(No signal screen w/ 1kHz Sine Wave)

NUMBER THREE

This one is for the future of my, aw, our Extra Options mod.

I've started a poll on my Twitter.

This will take a week.

So you'll decide the future of the Extra Options mod.

The link is in the description.

I want your votes there.

(No signal screen w/ 1kHz Sine Wave)

NUMBER FOUR

Few months ago, I posted a Need for Speed challenge video,...

...a challenge came from Lumanator,...

...he wanted me to finish the Final Pursuit...

...with the slow version of BMW M3 GTR.

I decided to make that a series,

You had a lot of requests on this.

So, I'll collect all this requests,...

...put them in a list,...

...and select them randomly to make challenge videos.

Just "Challenge Me!" on Underground, Underground 2, Most Wanted or Carbon.

Maybe more in the next months.

So, anything about the gameplay.

Finish an event in a limited time,...

...or a specific car,...

...or use a mod.

Or any trainer.

(No signal screen w/ 1kHz Sine Wave)

Aaand, lastly, NUMBER FIVE

Thank you again and again!

I still cannot believe that I passed 1000 subscribers.

Guys, girls and the other ones.

THANK YOU ALL!

See you on another video.

Goodbye for now.

Have a nice day, or a night!

For more infomation >> 1000 SUBSCRIBERS SPECIAL!! + Q&A + ANNOUNCEMENTS - Duration: 2:08.

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Ali Sh & Rza - Levlâ (Official Music Video) - Duration: 4:11.

For more infomation >> Ali Sh & Rza - Levlâ (Official Music Video) - Duration: 4:11.

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Should Blizzard Balance Cards in WILD? - Hearthstone - Duration: 9:38.

Whats up guys its me Jeremy!

As many of you guys might know, not too long ago Blizzard made the decision to separate

the constructed formats into standard and wild.

Now they made it pretty clear that standard was the main competitive format, and the one

they wanna support, and that definitely makes sense, since it helps Blizzard sell new cards

and keeps ladder and tournaments fresh and balanced.

Still though the fact that wild is in the game means that it's definitely a format

that people play and enjoy, which brings us to the question: should Blizzard patch or

balance wild if the format gets out of control?

While the answer might seem like an obvious "yes" there's definitely arguments and

merits for both sides so let's go over some of those!

So first let's talk a little bit about what wild represents as a format.

It's actually pretty easy to compare wild to something like vintage in magic the gathering,

since both are formats where all cards in the game are allowed and both serve two basic

purposes.

They let players who got into the game early still enjoy playing with some of the cards

they got to play with before, and they let players looking to play with really powerful

cards do that.

The obvious difference is that Magic's been around forever and so their oldest format

has built a huge card base, whereas in hearthstone wild isn't insanely more broken compared

to standard, but logically speaking as more and more hearthstone expansions come out,

wild decks will get better and better, since access to more cards will allow for stronger

decks, so it's pretty safe to say that the power level difference between standard and

wild will keep growing until wild is a pretty broken format while standard remains about

the same.

So basically wild will eventually get more and more powerful, until the point where one

or a few decks are ridiculously strong and everything else becomes pretty much unplayable.

So getting more into patches and balance, Blizzard actually can balance wild both directly

and indirectly.

One fairly easy way to balance it indirectly is simply to release new cards that are really

strong in the decks in wild that are too weak, or release cards that counter existing really

strong decks.

There are a few problems with this though.

First of all while just releasing strong cards might balance the format it doesn't actually

make it weaker, it just raises the strength of other decks and so makes the format even

more powerful.

Direct counters to cards also aren't a perfect solution, since tech cards can be unreliable

if you don't draw them, and wild tends to be a really fast format due to the power level.

The other problem of course, is that printing strong cards or really powerful tech cards

can warp standard, and obviously Blizzard would wanna avoid ruining their favored format

to balance their less favored one.

In fact it's actually the opposite, because any nerfs that happen in standard actually

end up affecting wild, while any nerfs that happen to cards only in wild have no effect

on standard.

Now some people might think that these nerfs are a good thing for wild, because hey nerfs

are nerfs and nerfs=balance right?

Well not exactly, because standard nerfs are based on the standard format, and format warping

cards in standard that need nerfs might not even be playable in wild.

Or maybe Blizzard nerfs a card that makes sense to nerf in standard, but that nerf completely

destroys the balance of wild.

This problem is actually unique to hearthstone and other electronic card games with multiple

formats, since paper card games can't actually change cards, they just ban them in certain

formats.

It will be really interesting to see how Blizzard actually deals with this if it becomes a problem,

but that's a different topic entirely.

So since balancing wild indirectly is riddled with problems, let's talk about the merits

and problems of Blizzard balancing wild directly, with buffs and nerfs to cards.

The merits of balancing wild are essentially the merits of balancing any card game directly.

The developers get to make changes that will balance out the game and make a lot of decks

viable creating a fun and diverse format.

It also means that Blizzard can make a lot riskier decisions when it comes to releasing

cards, since they can change them later.

It also means that Blizzard has to do less internal testing on the wild format, because

if they set a precedent for balancing it often, it won't matter if they let some crazy OP

deck slip through the cracks.

Now that all sounds great, but there are a few problems with this.

First of all wild is played vastly less than standard.

Almost all tournaments are played in the standard format, or some variation of it like BatStone

for example, and the majority of streamers and content creators play almost all standard.

Since there's much less of a drive for players to play the format competitively because there's

no tournaments or points for finishing well on ladder, a lot of people don't spend money

to build decks in wild.

Moreover, a lot of old school players already have all the cards they need to play wild,

and since they buy new cards for standard that they would have bought anyway, Blizzard

makes a lot less money off wild.

This essentially means that there's no incentive for them to devote as many resources to wild,

so they likely do a lot less testing on it, and probably don't care about balancing

it as much.

The other problem is that players might not even be happy if Blizzard did balance it a

lot.

People who want a fairly balanced meta can go play standard, which Blizzard at least

makes an effort to keep balanced, whereas people that want to play completely degenerate

decks go play Wild.

The Wild community generally likes completely broken things, and they would probably be

upset if it was changed a lot to make it less broken.

The final problem with balancing wild, is that Blizzard might not actually need to at

all!

We did talk about earlier how more and more cards will eventually lead to a few dominant

decks, but after a certain point, even more cards can actually open up the path to format

diversity.

Lets imagine that at some point far in the future there's a combo deck in wild that

kills on turn six pretty consistently, and it's the best deck in the format.

After ten expansions and a lot more cards, there's now three decks that kill on turn

six.

After ten more expansions, there's now four decks that kill on turn six, but three decks

that have a good way to stop that combo.

After 100 more expansions, there's decks that kill on turn 5, but also decks that are

fairly inconsistent and can kill on turn four, and also decks that lose to everything else

but can beat these combo decks.

Obviously these are pretty ridiculous expansions, but the general point is that while a certain

deck may be dominant for one expansion, the decks in wild only get better and better and

so the format will pretty much balance itself.

And it's pretty much to Blizzard's advantage to let it do so, since they get to devote

their resources to standard but keep the less played format moderately playable.

Sure there's probably a doomsday scenario eventually where enough expansions come out

that wild is so broken that whoever goes first wins every time, but not only is that period

in time ridiculously far away, but also Blizzard can just step in at that point and ban/nerf

a bunch of stuff, or maybe after that many expansions there'll be a couple different

formats with varying amounts of cards and they'll be ok with letting wild stay broken.

All in all, Blizzard definitely could balance wild a little from time to time, and most

players probably wouldn't mind too much, but the resources they have to put in versus

the actual benefit of balancing that format makes it seem unlikely that Blizzard will

balance wild at all.

Not to mention that as we get more cards in the hundreds and thousands, the format becomes

increasingly more difficult to balance, and Blizzard would have to devote more and more

time to it.

That's why we think that standard will be balanced fairly frequently or as needed, while

wild will generally be left untouched, but who knows anything could happen!

Those are some of our thoughts on balancing the wild format, what do you guys think?

Let us know in the comments!

And it looks like that's gonna be it from me, if you enjoyed the video drop a like,

subscribe if you want, thanks for watching, and I'll see you guys next time!

For more infomation >> Should Blizzard Balance Cards in WILD? - Hearthstone - Duration: 9:38.

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Deagle Ace # 1 - Duration: 1:29.

For more infomation >> Deagle Ace # 1 - Duration: 1:29.

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Remnants of a Realm | Episode II | Steel Vigil, Elemental Resistance & Belts - Duration: 10:28.

Hey Eorzeans, I'm Lukile Bravestone, and welcome back to another episode of Remnants

of a Realm!

In the last episode we took a look at the Gelmorra Ruins in the Black Shroud, the shield

wielding mages, and the two handed Staffs, or staves – both words are acceptable.

A question I got a lot of in the comment section of that video was "Isn't Gelmorra Ruins

related to Palace of the Dead."

And yes, that is true.

However not in the way that you might think.

Gelmorra is a massive underground city, tunneling all around the Black Shroud - underground.

Palace of the Dead is entered via Issom-Har near Quarrymill in the South Shroud, through

a hole caused by the calamity.

You are in fact entering Gelmorra's residential district.

As I mentioned in the previous video, the Gelmorra Ruins was the only known structure

built on ground level, and what it's purpose was, will most likely never be known.

Okay, enough of that.

Let's move on to today's location!

Steel Vigil!

First of all, let me address the Haurchefant in the room.

Coerthas was not covered in snow in 1.0.

That could have been an episode in itself come to think of it.

Anyway, back in 1.0, Coerthas was massive.

It included the Coerthas Central Highlands, Coerthas Central Lowlands, Coerthas Eastern

Highlands, Coerthas Eastern Lowlands and Coerthas Western Highlands.

Apparently, Coerthas Western Lowlands does not exist.

Ishgard was placed on top of Coerthas Central Highlands, and was protected by four fortresses,

called "Vigils".

These were called Dusk Vigil in the West, Stone Vigil and Steel Vigil in the Center

and Dusk Vigil in the east.

These were all part of the Ishgardian defense perimeter, all of them having direct and clear

view of Ishgard and it's surroundings.

These vigils all looked the same, nothing distinguishing them from one another, and

they had no actual significance in the game.

It is obvious that these were just set dressings at the time, with a possible purpose planned

at a later stage, that would never come.

At least not in this incarnation of the game.

But our focus is on Steel Vigil.

Stone Vigil's lesser brother.

This was the second Vigil to be standing in the Central Highlands.

It's shape was that of all its brethren, but unlike it's brother Stone Vigil, it

was not easily accessible.

Unlike Stone Vigil which was easily seen from the Gates of Judgement, Steel Vigil was hidden

far up into the mountains.

If you wanted to visit Steel Vigil, for whatever reason, you had to traverse through rough

and dangerous terrain, with high level monsters just waiting to kill you.

Or you could use this aetherial gate via Camp Dragonhead.

Once you made it to Steel Vigil, you would soon find… nothing.

Nothing at all besides a building similar to the more accessible Stone Vigil.

Now after the Calamity, Coerthas changed.

The Dragonsong War went into high gear, and the Calamity disrupted the aetherial balance

in the region, causing endless snow to fall, covering Coerthas in a blanket of death and

cold.

Sometime during the 5 years between the Calamity and now, House Haillenarte, the caretakers

of Steel Vigil, abandoned the fortress, leaving it vulnerable to the Dravanians attack.

Soon after it was abandoned, Steel Vigil fell – hard.

Massive damage to the structure caused it to cave in on itself, and the Vigil was destroyed

beyond repair.

Soon after, its brother, Stone Vigil would also fall in the hands of the Dravanians,

albeit with less damage to the actual structure.

Steel Vigil, although not having a plot function, it is still used as a location for FATEs and

as a backdrop for certain fights and quests.

It is interesting to look at the architecture of the 2.0 Steel Vigil compared to 1.0 Steel

Vigil.

As you will see in pretty much every episode of this series, 1.0's structures were usually

smaller in scale and with less detail.

It also seems that the vigils have different designs from one another, compared to the

copy/paste design we saw in 1.0.

These could have been improvements made as the Dragonsong War intensified, but it does

seem a bit unlikely that Dusk Vigil went from this to this in less than 5 years before it

too, got abandoned and fell.

It is also intriguing to remember that there is still one vigil we haven't heard from

since 1.0 – Dawn Vigil.

Will we ever return there?

So that was Steel Vigil and it's brothers.

Now let's move on to a nice little leftover from 1.0 still present in 2.0.

Elemental Resistance.

In 1.0, elemental resistance was a confusing, but powerful stat, if properly utilized.

Already at the character creation screen you were presented with an element wheel.

Your clan would decide your starting elemental attributes.

Each element had a value that corresponded with your character's resistance.

They were: Fire, Ice, Wind, Earth, Lightning and Water.

In 1.0, gear often had elemental resistance, and it was often recommended by a lot of statics

at the time to stock up on certain elemental resistance gear before heading into farming

or raids to reduce damage taken.

Although the percentage of resistance was hard to figure out (even today, people are

arguing what actual difference it makes) it seemed to range from around 10% - 20% maximum

resistance, which is a substantial amount if you count in really hard hitting bosses.

However it is important to note, that this elemental resistance went both ways, forcing

players to strategize over what spells and attacks to use, to further damage the targets.

And just like attribute points you would get from leveling your class level, you would

get elemental points as well, to further build up your elemental resistance.

It seems the calamity's elemental imbalance caused this to lose it's effect though,

as elemental resistance is nothing but an insignificant panel in your character window.

During the development of 2.0, the dev team realized that elemental resistance would cause

massive imbalance in the new battle system and class/jobb overhaul they had in mind.

Especially considering the Black Mage now having two aspected spells, Blizzard and Fire.

The easy fix was to make the elemental resistance stats irrelevant, lowering the potency of

these stats to insignificant levels.

In the character creation screen the elemental stats will still show up, but your base resistance

is set to 50, and the bonus points are received upon selecting your patron deity.

And the extra stats you get are… well, miniscule.

Today, they are nothing but remnants of a time past.

Left in the character stats window because they either didn't have time, or because

they maybe wanted to make them relevant at some stage, but never went forward with it.

Whatever their reasons may have been, the stats are no longer relevant.

Even if you meld elemental materia to your gear in every single slot, the difference

it makes on your damage taken is small.

Was it a good idea to remove this?

Let me know in the comments.

Now let's get to the feature that's no longer in the game.

A highly requested feature: Belts!

And yes, I hear you, we have belts, but again – visually the belts you have equipped is

most likely not represented on your gear.

When you equip a belt, nothing happens to your gear, it just remains the way it was

before you equipped the belt.

Well let's wind the clock back to 1.0, and hey presto – belts are actually visible

on your character.

Taken for granted in 1.0, this feature made it possible to mix and match gear to make

them look unique and pretty.

Or ugly, depending on the gear.

This system was just "there" and no one really gave it much thought.

But it was during the alpha of 2.0 things started to look different.

In 1.0, all starting gear was based on your starting class, and the gear was literally

just a weathered version of gear you could obtain in the game.

In 2.0 they changed this to be different for each race and gender, so Lalafells, Roegadyns,

Elezen, Miqo'tes and Hyurs got their own unique looking starting gear.

And would you look at that!

This gear had the belt already on the gear, and equipping different belts did not change

this.

The reason they did this was apparently to ensure the designers' vision for the gear

would not be ruined by someone wearing belts that didn't fit… but this has always felt

like… pardon the strong language… bullcrap.

How does a different belt ruin your design vision more than… this – simply wearing

the wrong set of shoes or gloves or even chestpiece.

I think we all know the real culprit here……..

Go away, you're not welcome here!!

Shoo!

Even though the visible belts were removed, they were added onto the new gear, so your

gear now always comes with a belt attached to the chest piece, if it fits the design.

However, the 1.0 gear I mentioned earlier did not get that treatment.

So all the early gear from 1.0 has no belt around the waist.

This makes them look rather unfinished.

If you look closely at this gear, you can very clearly see the dents where the belt

was supposed to go around.

Ah.

Belts…

How I miss you.

Or do I?

I don't know anymore.

Anyway, that's it for this episode.

Thank you so much for watching.

Leave a like if you enjoyed this video and subscribe if you want more!

And tell me in the comment section what you think about the topics of this video.

How do you feel about the story of the Vigils?

Do you miss elemental resistance?

And do you want belts back?

#FreeTheBelts I'll be back next week with another mind-bending episode.

Until then, may you ever walk in the light of the crystal!

BYE!

For more infomation >> Remnants of a Realm | Episode II | Steel Vigil, Elemental Resistance & Belts - Duration: 10:28.

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VIDEO: Woman Carrying Bag Infested With Bugs On CTA Red Line - Duration: 0:26.

SINCE LAUNCHING ALL OF THAT IN

ENGLEWOOD, IT HAS THE LONGEST

EIGHT DAYS WITHOUT A SHOOTING.

THIS HAS TO BE CLEANED

AFTER A MAN SPOTTED BUGS.

HE POSTED THIS VIDEO WHAT HE

SAID WAS BUGS ON A WOMAN'S BAG

AND NOTIFIED THE TRAIN'S

CONDUCTOR WHO GOT EVERYONE OFF.

ANOTHER RED LINE TRAIN WAS

REMOVED AFTER A RIDER SAID HE

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