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Wall Street Week Ahead for the trading week beginning August 17th, 2020
Good Saturday morning to all of you here on stocks. I hope everyone on this sub made out pretty nicely in the market this past week, and is ready for the new trading week ahead. Here is everything you need to know to get you ready for the trading week beginning August 17th, 2020.
Stocks are ignoring the lack of a stimulus package from Congress, but that could change - (Source)
Stocks could hang at record levels but gains may be capped until Congress agrees to a new stimulus package to help the economy and the millions of unemployed Americans. Stocks were higher in the past week, and the S&P 500 flirted with record levels it set in February. In the coming week, there are some major retailers reporting earnings, including Walmart, Home Depot and Target, but the season is mostly over and the market is entering a quiet period. There are minutes from the Fed’s last meeting, released Wednesday, and housing data, including starts Tuesday and existing sales Friday. Investors had been watching efforts by Congress to agree to a new stimulus package, but talks have failed and the Senate has gone on recess. There is a concern that Congress will not be convinced to provide a big enough package when it does get to work again on the next stimulus round because recent economic reports look stronger. July’s retail sales, for example, climbed to a record level and recovered to pre-pandemic levels. “The juxtaposition of getting more fiscal stimulus and better data has paralyzed us in our tracks … we’ve seen this sideways [market] action,” said Art Hogan, chief market strategist at National Alliance. “It feels like we need more action from Congress, and the concern is the longer we wait, the better the data gets and the less impactful the next round of stimulus will be.” Some technical analysts say the market may pull back around the high, to allow it to consolidate gains before moving higher into the end of the year. The S&P 500 reached an all-time high of 3,393 on Feb. 19. Hogan said he expects stocks to tread sideways during the dog days of August, but they could begin to react negatively to the election in September. He also said it is important that progress continue against the spread of Covid-19, as the economy continues to reopen. Peter Boockvar, chief investment strategist at Bleakley Advisory Group, said the market could have a wakeup call at some point that the stimulus package has not been approved. “I think it will cross over a line where they care,” he said. “I think the market is in suspended animation of believing there will be a magical deal.” Boockvar said he expects a deal ultimately, but the impact is not likely to be as big as the last round of funding. “What they’re not grasping is any deal, any extension of unemployment benefits, is going to be smaller than it was, and the rate of change should be the most important thing investors focus on,” he said. “Not the binary outcome of whether there’s a deal or no deal. There’s going to be less air going into the balloon.”
It’s the economy
Still, economists expect to see a strong rebound in the third quarter, and are anticipating about about a 20% jump in third-quarter growth. But they also say that could be threatened if Congress does not help with another stimulus package. Mark Zandi, chief economist at Moody’s Analytics, described the July retail sales as a perfect V-shaped recovery, but cautioned it would not last unless more aid gets to individuals and cities and states. Democrats have sought a $3 trillion spending package, and Republicans in the Senate offered a $1 trillion package. They could not reach a compromise, including on a $600 weekly payment to individuals on unemployment which expired July 31. President Donald Trump has tried to fill the gap with executive orders to provide extra benefits to those on unemployment, but the $300 federal payment and $100 from states may take some time to reach individuals, as the processing varies by state. He has also issued an order instructing the Treasury to temporarily defer collection of payroll taxes from individuals making up to $104,000. “I think in August and September, there will be a lot of Ws, if there’s not more help here,” said Zandi, referring to an economic recovery that retrenches from a V shape before heading higher again. “It’s clearly perplexing. It may take the stock market to say we’re not going to get what we expect, and sell off and light a fire.” Zandi said it could come to a situation like 2008, where the stock market sold off sharply before Congress would agree to a program that helped financial companies. “We need a TARP moment to get these guys to help. Maybe if the claims tick higher and the August employment numbers are soft, given the president is focused on the stock market, that might be what it takes to get them back to the table in earnest,” he said, referring to the Troubled Asset Relief Program that helped rescue banks during the financial crisis. He ultimately expects a package of about $1.5 trillion to be approved in September. The lack of funding for state and local governments could result in more layoffs, as they struggle with their current 2021 budgets, Zandi said. Already 1.3 million public sector jobs have been lost since February, and there will be more layoffs and more programs and projects cancelled. The impact will hit contractors and other businesses that provide services to local governments. “The multipliers on state and local government are among the highest of any form of support, so if you don’t provide it, it’s going to ripple through the economy pretty fast,” he said. Economists expect to see a softening in consumer spending in August with the more than 28 million Americans on unemployment benefits as of mid-July no longer receiving any supplemental pay. “The real irony is things are shaping up that September is going to be a bad month, and that’s going to show up in all the data in October,” Zandi said. “They are really taking a chance on this election by not acting.”
This past week saw the following moves in the S&P:
The S&P 500 Index is a few points away from a new all-time high, completing one of the fastest recoveries from a bear market ever. But this will also seal the deal on the shortest bear market ever. Remember, the S&P 500 Index lost 20% from an all-time high in only 16 trading days back in February and March, so it makes sense that this recovery could be one of the fastest ever. From the lows on March 23, the S&P 500 has now added more than 50%. Many have been calling this a bear market rally for months, while we have been in the camp this is something more. It’s easy to see why this rally is different based on where it stands versus other bear market rallies:
They say the stock market is the only place where things go on sale, yet everyone runs out of the store screaming. We absolutely saw that back in March and now with stocks near new highs, many have missed this record run. Here we show how stocks have been usually higher a year or two after corrections.
After a historic drop in March, the S&P 500 has closed higher in April, May, June, and July. This rare event has happened only 11 other times, with stocks gaining the final five months of the year a very impressive 10 times. Only 2018 and the nearly 20% collapse in December saw a loss those final five months.
As shown in the LPL Chart of the Day, this bear market will go down as the fastest ever, at just over one month. The recovery back to new highs will be five months if we get there by August 23, making this one of the fastest recoveries ever. Not surprisingly, it usually takes longer for bear markets in a recession to recover; only adding to the impressiveness of this rally.
“It normally takes 30 months for bear markets during a recession to recover their losses, which makes this recovery all the more amazing,” said LPL Financial Chief Market Strateigst Ryan Detrick.. “Then again, there has been nothing normal about this recession, so maybe we shouldn’t be shocked about yet another record going down in 2020.”
When a Few Basis Points Packs a Punch
US Treasury yields have been on the rise this week with the 10-year yield rising 13 basis points (bps) from 0.56% up to 0.69% after getting as high as 0.72% on Thursday. A 13 bps move higher in interest rates may not seem like a whole lot, but with rates already at such low levels, a small move can have a pretty big impact on the prices of longer-term maturities.
Starting with longer-term US Treasuries, TLT, which measures the performance of maturities greater than 20 years, has declined 3.5% this week. Now, for a growth stock, 3.5% is par for the course, but that kind of move in the Treasury market is no small thing. The latest pullback for TLT also coincides with another failed attempt by the ETF to trade and stay above $170 for more than a day.
The further out the maturity window you go in the fixed income market, the bigger the impact of the move higher in interest rates. The Republic of Austria issued a 100-year bond in 2017, and its movements exemplify the wild moves that small changes in interest rates (from a low base) can have on prices. Just this week, the Austrian 100-year was down over 5%, which is a painful move no matter what type of asset class you are talking about. This week's move, though, was nothing compared to the stomach-churning swings from earlier this year. When Covid was first hitting the fan, the 100-year rallied 57% in the span of less than two months. That kind of move usually occurs over years rather than days, but in less than a third of that time, all those gains disintegrated in a two-and-a-half week span from early to late March. Easy come, easy go. Ironically enough, despite all the big up and down moves in this bond over the last year, as we type this, the bond's price is the same now as it was on this same day last year.
At the headline level, July’s Retail Sales report disappointed as the reading missed expectations by nearly a full percentage point. Just as soon as the report was released, we saw a number of stories pounce on the disappointment as a sign that the economy was losing steam. Looked at in more detail, though, the July report wasn’t all that bad. While the headline reading rose less than expected (1.2% vs 2.1%), Ex Autos and Ex Autos and Gas, the results were much better than expected. Not only that, but June’s original readings were all revised higher by around a full percentage point. Besides the fact that this month’s report was better underneath the surface and June’s reading was revised higher, it was also notable as the seasonally-adjusted annualized rate of sales in July hit a new record high. After the last record high back in January, only five months passed until American consumers were back to their pre-Covid spending ways. For the sake of comparison, back during the Financial Crisis, 40 months passed between the original high in Retail Sales in November 2007 and the next record high in April 2011. 5 months versus 40? Never underestimate the power of the US consumer!
While the monthly pace of retail sales is back at all-time highs, the characteristics behind the total level of sales have changed markedly in the post COVID world. In our just released B.I.G. Tips report we looked at these changing dynamics to highlight the groups that have been the biggest winners and losers from the shifts.
100 Days of Gains
Today marked 100 trading days since the Nasdaq 100's March 20th COVID Crash closing low. Below is a chart showing the rolling 100-trading day percentage change of the Nasdaq 100 since 1985. The 59.8% gain over the last 100 trading days ranks as the 3rd strongest run on record. The only two stronger 100-day rallies ended in January 1999 and March 2000.
While the Nasdaq 100 bottomed on Friday, March 20th, the S&P 500 bottomed the following Monday (3/23). This means tomorrow will mark 100 trading days since the S&P 500's COVID Crash closing low. Right now the rolling 100-day percentage change for the S&P 500 sits at +46.7%. But if the S&P manages to trade at current levels tomorrow, the 100-day gain will jump above 50%. It has been 87 years (1933) since we've seen a 100-day gain of more than 50%!
Whether you want to look at it from the perspective of closing prices or intraday levels, the S&P 500 is doing what just about everybody thought would be impossible less than five months ago - approaching record highs. Relative to its closing high of 3,386.15, the S&P 500 is just 0.27% lower, while it's within half of a percent from its record intraday high of 3,393.52. Through today, the S&P 500 has gone 120 trading days without a record high, and as shown in the chart below, the current streak is barely even visible when viewed in the perspective of all streaks since 1928. Even if we zoom in on just the last five years, the current streak of 120 trading days only ranks as the fourth-longest streak without a new high. While the S&P 500's 120-trading day streak without a new high isn't extreme by historical standards, the turnaround off the lows has been extraordinary. In the S&P 500's history, there have been ten prior declines of at least 20% from a record closing high. Of those ten prior periods, the shortest gap between the original record high and the next one was 309 trading days, and the shortest gap between highs that had a pullback of at least 30% was 484 tradings days (or more than four times the current gap of 120 trading days). For all ten streaks without a record high, the median drought was 680 trading days.
Whenever the S&P 500 does take out its 2/19 high, the question is whether the new high represents a breakout where the S&P 500 keeps rallying into evergreen territory, or does it run out of gas after finally reaching a new milestone? To shed some light on this question, we looked at the S&P 500's performance following each prior streak of similar duration without a new high.
STOCK MARKET VIDEO: Stock Market Analysis Video for Week Ending August 14th, 2020
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STOCK MARKET VIDEO: ShadowTrader Video Weekly 8.16.20
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(VIDEO NOT YET POSTED!) Here are the most notable companies (tickers) reporting earnings in this upcoming trading week ahead-
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Walmart Inc. $132.60
Walmart Inc. (WMT) is confirmed to report earnings at approximately 7:00 AM ET on Tuesday, August 18, 2020. The consensus earnings estimate is $1.20 per share on revenue of $134.28 billion and the Earnings Whisper ® number is $1.29 per share. Investor sentiment going into the company's earnings release has 81% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 5.51% with revenue increasing by 2.99%. Short interest has decreased by 12.5% since the company's last earnings release while the stock has drifted higher by 0.6% from its open following the earnings release to be 9.9% above its 200 day moving average of $120.64. Overall earnings estimates have been revised higher since the company's last earnings release. On Tuesday, August 11, 2020 there was some notable buying of 12,381 contracts of the $135.00 put expiring on Friday, August 21, 2020. Option traders are pricing in a 4.9% move on earnings and the stock has averaged a 2.3% move in recent quarters.
NVIDIA Corp. (NVDA) is confirmed to report earnings at approximately 4:20 PM ET on Wednesday, August 19, 2020. The consensus earnings estimate is $1.95 per share on revenue of $3.65 billion and the Earnings Whisper ® number is $2.01 per share. Investor sentiment going into the company's earnings release has 84% expecting an earnings beat The company's guidance was for earnings of $1.83 to $2.06 per share. Consensus estimates are for year-over-year earnings growth of 65.25% with revenue increasing by 41.53%. The stock has drifted higher by 31.0% from its open following the earnings release to be 57.7% above its 200 day moving average of $293.24. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 14, 2020 there was some notable buying of 3,787 contracts of the $460.00 call expiring on Friday, August 21, 2020. Option traders are pricing in a 7.7% move on earnings and the stock has averaged a 4.0% move in recent quarters.
Alibaba Group Holding Ltd. (BABA) is confirmed to report earnings at approximately 7:10 AM ET on Thursday, August 20, 2020. The consensus earnings estimate is $1.99 per share on revenue of $21.13 billion and the Earnings Whisper ® number is $2.11 per share. Investor sentiment going into the company's earnings release has 83% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 8.74% with revenue increasing by 26.22%. Short interest has increased by 30.1% since the company's last earnings release while the stock has drifted higher by 25.0% from its open following the earnings release to be 20.0% above its 200 day moving average of $211.59. Overall earnings estimates have been revised lower since the company's last earnings release. On Friday, August 7, 2020 there was some notable buying of 12,935 contracts of the $300.00 call expiring on Friday, November 20, 2020. Option traders are pricing in a 6.2% move on earnings and the stock has averaged a 3.1% move in recent quarters.
JD.com, Inc. (JD) is confirmed to report earnings at approximately 5:50 AM ET on Monday, August 17, 2020. The consensus earnings estimate is $0.38 per share on revenue of $26.98 billion and the Earnings Whisper ® number is $0.46 per share. Investor sentiment going into the company's earnings release has 78% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 52.00% with revenue increasing by 23.25%. Short interest has increased by 16.7% since the company's last earnings release while the stock has drifted higher by 24.1% from its open following the earnings release to be 36.9% above its 200 day moving average of $45.34. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 14, 2020 there was some notable buying of 12,799 contracts of the $62.00 call expiring on Friday, August 21, 2020. Option traders are pricing in a 8.0% move on earnings and the stock has averaged a 6.4% move in recent quarters.
Home Depot, Inc. (HD) is confirmed to report earnings at approximately 6:00 AM ET on Tuesday, August 18, 2020. The consensus earnings estimate is $3.71 per share on revenue of $31.67 billion and the Earnings Whisper ® number is $3.75 per share. Investor sentiment going into the company's earnings release has 78% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 17.03% with revenue increasing by 2.69%. Short interest has decreased by 39.8% since the company's last earnings release while the stock has drifted higher by 16.7% from its open following the earnings release to be 22.4% above its 200 day moving average of $229.20. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 14, 2020 there was some notable buying of 3,323 contracts of the $300.00 call expiring on Friday, August 28, 2020. Option traders are pricing in a 4.2% move on earnings and the stock has averaged a 2.5% move in recent quarters.
Lowe's Companies, Inc. (LOW) is confirmed to report earnings at approximately 6:00 AM ET on Wednesday, August 19, 2020. The consensus earnings estimate is $2.93 per share on revenue of $21.29 billion and the Earnings Whisper ® number is $2.97 per share. Investor sentiment going into the company's earnings release has 78% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 36.28% with revenue increasing by 1.42%. Short interest has decreased by 19.2% since the company's last earnings release while the stock has drifted higher by 25.9% from its open following the earnings release to be 31.2% above its 200 day moving average of $117.67. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 7, 2020 there was some notable buying of 1,994 contracts of the $170.00 call expiring on Friday, August 21, 2020. Option traders are pricing in a 6.0% move on earnings and the stock has averaged a 5.8% move in recent quarters.
Target Corp. (TGT) is confirmed to report earnings at approximately 6:30 AM ET on Wednesday, August 19, 2020. The consensus earnings estimate is $1.56 per share on revenue of $19.30 billion and the Earnings Whisper ® number is $1.64 per share. Investor sentiment going into the company's earnings release has 75% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 14.29% with revenue increasing by 4.77%. Short interest has decreased by 36.8% since the company's last earnings release while the stock has drifted higher by 10.0% from its open following the earnings release to be 18.0% above its 200 day moving average of $115.73. Overall earnings estimates have been revised higher since the company's last earnings release. On Monday, August 10, 2020 there was some notable buying of 4,479 contracts of the $135.00 call expiring on Friday, September 18, 2020. Option traders are pricing in a 6.3% move on earnings and the stock has averaged a 7.7% move in recent quarters.
Sea Limited (SE) is confirmed to report earnings at approximately 6:30 AM ET on Tuesday, August 18, 2020. The consensus estimate is for a loss of $0.47 per share on revenue of $1.03 billion and the Earnings Whisper ® number is ($0.36) per share. Investor sentiment going into the company's earnings release has 74% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 34.29% with revenue increasing by 136.16%. Short interest has decreased by 8.5% since the company's last earnings release while the stock has drifted higher by 91.7% from its open following the earnings release to be 98.1% above its 200 day moving average of $63.87. Overall earnings estimates have been revised lower since the company's last earnings release. On Tuesday, August 4, 2020 there was some notable buying of 4,000 contracts of the $110.00 put expiring on Friday, January 15, 2021. Option traders are pricing in a 12.9% move on earnings and the stock has averaged a 16.7% move in recent quarters.
Niu Technologies (NIU) is confirmed to report earnings at approximately 3:00 AM ET on Monday, August 17, 2020. The consensus earnings estimate is $0.07 per share on revenue of $88.07 million and the Earnings Whisper ® number is $0.11 per share. Investor sentiment going into the company's earnings release has 57% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 30.00% with revenue increasing by 13.97%. Short interest has increased by 18.9% since the company's last earnings release while the stock has drifted higher by 129.8% from its open following the earnings release to be 90.3% above its 200 day moving average of $10.94. Overall earnings estimates have been revised higher since the company's last earnings release. The stock has averaged a 3.7% move on earnings in recent quarters.
BJ's Wholesale Club, Inc. (BJ) is confirmed to report earnings at approximately 6:45 AM ET on Thursday, August 20, 2020. The consensus earnings estimate is $0.57 per share on revenue of $3.64 billion and the Earnings Whisper ® number is $0.60 per share. Investor sentiment going into the company's earnings release has 73% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 46.15% with revenue increasing by 8.79%. Short interest has decreased by 3.2% since the company's last earnings release while the stock has drifted higher by 33.8% from its open following the earnings release to be 46.7% above its 200 day moving average of $28.27. Overall earnings estimates have been revised higher since the company's last earnings release. On Wednesday, August 12, 2020 there was some notable buying of 2,119 contracts of the $50.00 call expiring on Friday, September 18, 2020. Option traders are pricing in a 12.4% move on earnings and the stock has averaged a 10.0% move in recent quarters.
VR is not what a lot of people think it is. It's not comparable to racing wheels, Kinect, or 3DTVs. It offers a shift that the game industry hasn't had before; a first of it's kind. I'm going to outline what VR is like today in despite of the many misconceptions around it and what it will be like as it grows. What people find to be insurmountable problems are often solvable. What is VR in 2020? Something far more versatile and far-reaching than people comprehend. All game genres and camera perspectives work, so you're still able to access the types of games you've always enjoyed. It is often thought that VR is a 1st person medium and that's all it can do, but 3rd person and top-down VR games are a thing and in various cases are highly praised. Astro Bot, a 3rd person platformer, was the highest rated VR game before Half-Life: Alyx. Lets crush some misconceptions of 2020 VR:
The buy-in is $400 on average, not $1000 as that is Valve Index pricing.
Motion sickness is easily avoidable for most people by sticking to games that have 1:1 fully synced or mostly synced body movement like Beat Saber or even Alyx with teleportation.
Most VR games offer locomotion options so teleporting is certainly not a required norm.
You don't need a PC or console; Oculus Quest is the start of the new norm where headsets are self-contained.
You are not required to stand or move about. VR has always allowed you to relax in the same way as traditional gaming by sitting on the couch with a gamepad.
VR isn't anti-social. It's actually the pinnacle of social communication devices. What it is (currently) is potentially isolating depending on how you use it.
People will disabilities often think VR is not for them, when in all likelihood it probably is, because most disabilities work fine with VR and even have a lot to gain from the use of it.
The setup of VR is much faster and quicker than it was just a few years ago thanks to inside-out tracking and standalones. A Quest user can get going within 10 seconds.
So what are the problems with VR in 2020?
Low resolution and low FoV.
Wireless isn't standard.
Only a few released AAA exclusive games.
Potential for eye strain and headaches.
Some headsets feel really outdated. (PSVR)
Full body avatars don't align correctly.
Despite these downsides, VR still offers something truly special. What it enables is not just a more immersive way to game, but new ways to feel, to experience stories, to cooperate or fight against other players, and a plethora of new ways to interact which is the beating heart of gaming as a medium. To give some examples, Boneworks is a game that has experimental full body physics and the amount of extra agency it provides is staggering. When you can actually manipulate physics on a level this intimately where you are able to directly control and manipulate things in a way that traditional gaming simply can't allow, it opens up a whole new avenue of gameplay and game design. Things aren't based on a series of state machines anymore. "Is the player pressing the action button to climb this ladder or not?" "Is the player pressing the aim button to aim down the sights or not?" These aren't binary choices in VR. Everything is freeform and you can basically be in any number of states at a given time. Instead of climbing a ladder with an animation lock, you can grab on with one hand while aiming with the other, or if it's physically modelled, you could find a way to pick it up and plant it on a pipe sticking out of the ground to make your own makeshift trap where you spin it around as it pivots on top of the pipe, knocking anything away that comes close by. That's the power of physics in VR. You do things you think of in the same vain as reality instead of thinking inside the set limitations of the designers. Even MGSV has it's limitations with the freedom it provides, but that expands exponentially with 6DoF VR input and physics. I talked about how VR could make you feel things. A character or person that gets close to you in VR is going to invade your literal personal space. Heights are possibly going to start feeling like you are biologically in danger. The idea of tight spaces in say, a horror game, can cause claustrophobia. The way you move or interact with things can give off subtle almost phantom-limb like feelings because of the overwhelming visual and audio stimulation that enables you to do things that you haven't experienced with your real body; an example being floating around in zero gravity in Lone Echo. So it's not without it's share of problems, but it's an incredibly versatile gaming technology in 2020. It's also worth noting just how important it is as a non-gaming device as well, because there simply isn't a more suitably combative device against a world-wide pandemic than VR. Simply put, it's one of the most important devices you can get right now for that reason alone as you can socially connect with no distancing with face to face communication, travel and attend all sorts of events, and simply manage your mental and physical health in ways that the average person wishes so badly for right now. Where VR is (probably) going to be in 5 years You can expect a lot. A seismic shift that will make the VR of today feel like something very different. This is because the underlying technology is being reinvented with entirely custom tech that no longer relies on cell phone panels and lenses that have existed for decades.
The resolution will be around the equivalent of 1080p monitors, so you'd probably be looking at 4K x 4K per eye or higher.
The field of view will be 30-40% higher.
Eye strain and headaches will be solved via varifocal displays and VR will become even more comfortable visually than 2D displays, as they still have these issues which can be only be solved in stereoscopic displays.
Isolation will be solved with mixed reality reconstruction enabling the real world to bleed into VR on a per object basis in real time. VR headsets are now in all senses MR headsets. (VR+AR in one device)
There will be plenty of non-gaming apps gaining bigger traction like some sort of social space or event-based app.
PlayStation and Xbox will both support VR and a PSVR2 headset will have launched.
That's enough to solve almost all the issues of the technology and make it a buy-in for the average gamer. In 5 years, we should really start to see the blending of reality and virtual reality and how close the two can feel Where VR is (probably) going to be in 10 years
VR is now effectively photorealistic in the visual and audio department and it's extremely hard if not impossible at times to tell the difference between the real world and the virtual world.
Quite a number of people start to live big chunks of their lives in VR.
Light-field 6DoF video will be common allowing you to move inside live videos or a playback of a video that are in every way indistinguishable from reality, at least visually/audibly.
Streaming becomes mainstream as an option to consume games and it is now starting to become feasible to stream VR games as well.
VAR start to replace traditional displays and devices with monitors, phones and handhelds especially on their way out, but TVs very likely still hold a strong presence due to their communal nature.
If consoles still exist, their new features are now focused mostly on VR and how to integrate as seamlessly as possible into the VAR experience. Traditional gaming is still likely the most popular way to play, but consoles must find ways to market towards the new.
VAR are the new norm for work, education, communication, entertainment and a lot of aspects of daily life.
AAA VRMMORPGs start to get popular and become the new standard for the genre, revitalizing it.
The metaverse starts to form in some small way, not yet reaching the magnitude of something like the OASIS, but still a very large and versatile world or web of worlds where the phrase "Do anything, go anywhere, become anyone, be with anyone" is the truest it's ever been.
In short, as good as if not better than the base technology of Ready Player One which consists of a visor and gloves. Interestingly, RPO missed out on the merging of VR and AR which will play an important part of the future of HMDs as they will become more versatile, easier to multi-task with, and more engrained into daily life where physical isolation is only a user choice. Useful treadmills and/or treadmill shoes as well as haptic suits will likely become (and stay) enthusiast items that are incredible in their own right but due to the commitment, aren't applicable to the average person - in a way, just like RPO. At this stage, VR is mainstream with loads of AAA content coming out yearly and providing gaming experiences that are incomprehensible to most people today. Overall, the future of VR couldn't be brighter. It's absolutely here to stay, it's more incredible than people realize today, and it's only going to get exponentially better and more convenient in ways that people can't imagine.
*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
New Season – Keener’s Legacy
A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
New Manhunt tasking you to take on 5 rogue agents over a 12-week period starting June 23rd. Bring down all five to unlock the new Healing Trap skill variant.
New Global Event Hollywood
New Apparel Event Phoenix Down
New Leagues Termite, Luna, Huntsman and Titan.
2 new Exotics
1 new Gear Set
2 new Named Weapons
2 new Named Gear
1 new Brand Set
Participating in the activities above will earn players Season experience contributing to their Season level.
Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.
Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.
New Raid - Operation Iron Horse
The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
New bosses, puzzles and rewards!
Level 40 version available on June 30th, followed the next week by the level 30 version.
Discovery mode will become available at a later date.
2 new Exotics
2 new Gear Sets
New cosmetic rewards
Further details will become available closer to the raid’s release in late June.
Balance and Bug Fixes
Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
Missing Localized Audio
We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized. If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options. As work continues, we will update you on the progress of the integration here on the forums and on State of the Game. Thank you and stay safe!
SRS Sniper Rifle: Mantis
Your scoped view displays additional information about enemies not targeting you
Your scoped view highlights enemy weakpoints
Headshot and weak point damage against enemies not targeting you amplified by 50%
Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
Status effects also apply a damage over time debuff for 10s
Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
Double Barrel Rifle: The Ravenous (Operation Iron Horse)
On trigger-pull, fire both barrels at once
When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
Hits from one shoulder will detonate all of the opposite shoulder's primers when present
When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
Primer effectiveness is doubled at 10 stacks
Magnum Pistol: Regulus (Operation Iron Horse)
Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
High accuracy and base damage
New Gear Sets
Eclipse Protocol (Season 2)
Core: Skill Tier (Yellow)
2: +15% Status Effects
3: +15% Skill Haste and +30% Hazard Protection
4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
Foundry Bulwark (Operation Iron Horse)
Core: Armor (Blue)
2: +10% Armor
3: +3% Armor Regeneration
4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
Future Initiative (Operation Iron Horse)
Core: Skill Tier (Yellow)
2: +30% Repair Skills
3: +30% Skill Duration and +15% Skill Haste
4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
New Gear Brand
Walker, Harris & Co.
Core: Weapon Damage (Red)
1: +5.0% Weapon Damage
2: +5.0% Damage to Armor
3: +5.0% Damage to Health
New Named Weapons
Mechanical Animal (SIG 556) with Future Perfection
Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Harmony (Resolute MK47) with Perfectly In Sync
Hitting an enemy grants +20% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
New Named Gear
Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
New Skill Variant
The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
Weapon Talent: Future Perfect
Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Weapon Talent: In Sync
Hitting an enemy grants +15% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
Chest Talent: Headhunter
After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
Reduced how many elites will spawn in the following mission:
Manning National Zoo
Coney Island Ballpark
Coney Island Amusement Park
Camp White Oak
Space Administration HQ
Federal Emergency Bunker
Added all new season 2 weapons/gear to general loot pools
Updated item power distribution to have a better spread between minimum and maximum for all difficulties
Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
Regular loot from loot containers in Missions now scale with mission difficulty
Targeted loot from loot containers in Missions now scales with mission difficulty
Loot containers part of living world activities now scale with global difficulty
Increased targeted loot drop chances for all mission and Control Point difficulties
Added new season 2 brand to targeted loot rotation
Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
Increased named item drop chance in regular Dark Zone loot
Increased named item drop chance in targeted loot everywhere
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
Coyote's Mask drop from Coyote no longer has a minimum season level requirement
Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
Increased the amount of scaling loot from the big Control Point reward container
Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
Added Named Items to both Open World and Dark Zone vendors
Increased prices for Named Items
Increased item power for all vendors
Vendors no longer sell Superior quality items at maximum level
Added Field Proficiency cache to SHD level-up after reaching the maximum season level
Increased crafting material rewards for spending SHD level points in the Scavenging category
Added Season/SHD experience gain on Conflict level-up
Rogue Agent Encounters
Every Rogue Agent killed will now drop loot
Rogue Agent encounters no longer occur during time trials
Control Point Officers
Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
Reduced the likelihood of Control Point Officers being downed in combat
Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
New Season Pass Holder Project Slot.
Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
Weekly SHD Requisition Project Slot
Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
Legendary Mission Project
After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
+8% Swap Speed
+8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
Leadership: Bonus Armor increased to 15% from 12%
Spike: Skill Damage Duration increased to 15s from 8s
Reformation: Skill Repair Duration increased to 15s from 8s
Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
Global Damage Modifiers
Reduced all PvP weapon damage by -20%
Additional Damage Modifiers
Increased MMR PvP weapon damage by 12.5%
Reduced Assault Rifle PvP weapon damage by -15%
Reduced Shotgun PvP damage by -12.5%
Reduced SMG PvP damage by -10%
Reduced Pistol PvP damage by -10%
Reduced Rifle PvP damage by -5%
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate. Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
Specific Damage Modifiers
Increased Double Barrel Shotgun PvP damage by 16.6%
Reduced Pestilence PvP damage by -10%
Reduced Classic M1A damage by -5%
Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
No longer automatically applies burn status effect to the nearest enemy in range.
Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
* Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
Gear Set Modifiers
Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
Added visual UI feedback when in range of another marked target.
Efficient: Reduced specialization armor kit bonus from 100% to 50%
Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
Note: UI will still show the old duration, but will be fixed in a later update.
Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
Increased Striker Drone damage by 30%
Increased Assault Turret damage by 55%
Reduced Firestarter Chem Launcher PvP damage by -20%
Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
AK-M – 15.8% damage increase
F2000 – 14.3% damage increase
Military AK-M – 13.2% damage increase
Black Market AK-M – 13.2% damage increase
FAL – 12.0% damage increase
FAL SA-58 – 12.0% damage increase
FAL SA-58 Para – 12.0% damage increase
SOCOM Mk 16 – 11.4% damage increase
Tactical Mk 16 – 11.4% damage increase
Mk 16 – 11.4% damage increase
AUG A3-CQC – 11.2% damage increase
Honey Badger – 10.9% damage increase
FAMAS 2010 – 10.6% damage increase
ACR – 9.7% damage increase
ACR-E – 9.7% damage increase
Military G36 – 9.5% damage increase
G36 C – 9.5% damage increase
G36 Enhanced – 9.5% damage increase
Carbine 7 – 8.7 % damage increase
Military P416 – 7.4% damage increase
Custom P416 G3 - 7.4% damage increase
Police M4 – 6.8% damage increase
CTAR 21 – 8.6% damage increase
Classic M60 – 12.5% damage increase
Classic RPK-74 – 12.4% damage increase
Military RPK-74 M – 12.4% damage increase
Black Market RPK-74 E – 12.4% damage increase
Military M60 E4 – 9.2% damage increase
Black Market M60 E6 – 9.2% damage increase
Military L86 LSW – 8.5% damage increase
Custom L86 A2 – 8.5% damage increase
IWI NEGEV – 2.6% damage increase
Stoner LMG – 2.0% damage increase
M249 B – No changes
Tactical M249 Para – No changes
Military MK46 – No changes
MG5 – No changes
Infantry MG5 – 3.2% damage decrease
Model 700 – 14.9% damage increase
Hunting M44 – 13.5% damage increase
Classic M44 Carbine – 12.5% damage increase
G28 – 11.4% damage increase
SOCOM Mk20 SSR – 9.3% damage increase
SR-1 - 8.6% damage increase
Custom M44 – 8.1% damage increase
M700 Tactical – 8.1% damage increase
M700 Carbon – 8.1% damage increase
Covert SRS – 6.0% damage increase
SRS A1 – 6.0% damage increase
Surplus SVD – 2.9% damage decrease
Paratrooper SVD – 2.9% damage decrease
UIC15 MOD – 21.6% damage increase
1886 – 21.3% damage increase
LVOA-C – 12.1% damage increase
M1A CQB – 10.7% damage increase
Lightweight M4 – 10.5% damage increase
G 716 CQB – 8.7% damage increase
SIG 716 – 6.7% damage increase
ACR SS – 3.7% damage increase
SOCOM M1A – No changes
M16A2 – No changes
USC .45 ACP - 2.8% damage decrease
Urban MDR – 5.5% damage decrease
Military Mk17 – 11.8% damage decrease
Police Mk17 - 11.8% damage decrease
Classic M1A - 12.6% damage decrease
Tommy Gun – 38.8% damage increase
PP-19 – 29.6% damage increase
Enhanced PP-19 – 29.6% damage increase
MP7 – 27.5% damage increase
MPX – 17.7% damage increase
M1928 – 20.0% damage increase
P90 – 15.6% damage increase
Converted SMG-9 – 15.8% damage increase
Black Market T821 – 15.4% damage increase
Police T821 – 15.4% damage increase
Vector SBR .45 ACP – 14.7% damage increase
CMMG Banshee – 12.5% damage increase
Police UMP-45 – 12.0% damage increase
Tactical UMP-45 – 12.0% damage increase
AUG A3 Para XS – 11.8% damage increase
Enhanced AUG A3P – 11.8 % damage increase
Tactical AUG A3P – 11.8% damage increase
Converted SMG-9 A2 – 11.6% damage increase
MP5A2 – 10.0% damage increase
MP5-N – 10.0% damage increase
MP5 ST – 10.0% damage increase
Tactical Vector SBR 9mm – 5.9% damage increase
M870 Express – 23.3% damage increase
Military M870 – 23.3% damage increase
Custom M870 MCS – 23.3% damage increase
Super 90 – 23.2% damage increase
Marine Super 90 – 23.2% damage increase
Tactical Super 90 SBS – 23.2% damage increase
SASG-12 – 21.3% damage increase
Tactical SASG-12 K – 21.3% damage increase
Black Market SASG-12 S – 21.3% damage increase
SPAS-12 – 18.6% damage increase
KSG Shotgun – 9.0% damage increase
Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
586 Magnum – 68.8% damage increase
Police 686 Magnum – 68.8% damage increase
Maxim 9 - 23.5% damage increase
D50 – 17.5% damage increase
First Wave PF45 – 13.5% damage increase
Custom PF45 – 9.7% damage increase
Military M9 – 8.7% damage increase
93R - 7.7% damage increase
Snubnosed Diceros – 6.5% damage increase
Officer's M9 A1 – 6.3% damage increase
Diceros – 5.9% damage increase
M45A1 – 9.5% damage decrease
Tactical M1911 – 9.5% damage decrease
M1911 – 7.3% damage decrease
Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
Damage increased by +11.2%
Increased optimal range from 27m to 40m
Optics mod bonus increased from +0% to +30% Headshot Damage
Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
Added functionality that provides additional headshot damage, full talent is now:
When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
(New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Damage increased by +7.8%
Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
Damage increased by +32.8%
Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
Optimal range increased by 33.3%, from 15m to 20m
Long range effectiveness increased by 19%, from 42m to 50m
Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
Hitting 75 body-shots grant +90% weapon damage for 45s.
Hitting 30 leg-shots grant +150% reload speed for 45s.
(New) Buffs refresh when out of combat.
Damage increased by +2.6%
Damage increased by +11.1%
Optics mod bonus increased from +35% to +45% Headshot Damage
Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
(New) Hits grant +2% weapon damage. Stacks up to 30.
Headshots consume all stacks, repairing your shield for 3% per stack.
No longer highlights enemy weakpoints when aiming.
Damage increased by +12.5%
Muzzle mod bonus reduced from +20% to +10% Stability
Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
Magazine mod bonus reduced from +15% to +10% Reload Speed
Added functionality to provide extra non-explosive damage as well, full talent is now:
This weapon fires on trigger pull and release.
If both bullets hit the same enemy, gain a stack.
(New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
Damage increased by +7.7%
Text updated to clarify a new target isn’t marked until after the 5s buff.
Damage increased by +11.0%
Damage increased by +18.9%
Optics mod bonus increased from +5% to +10% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
Damage increased by +16.7%
Optics mod bonus increased from +5% to +15% Critical Hit Chance
Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
Magazine base capacity reduced from 60 to 50
Muzzle mod bonus changed from +10% Stability to +10% Accuracy
Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
Added functionality to add bonus armor, full talent is now:
(New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
Added functionality that makes your hit do headshot damage, full talent is now:
While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
(New) This deals headshot damage to anywhere you hit.
Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
Added functionality to provide hive skill haste, full talent is now:
(New) Grants +15% Hive skill haste per skill tier.
(Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
Allies receiving this effect are unable to benefit from it again for 120s.
Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
Cannot be staggered by explosions.
Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
(New) All stacks lost 10s after moving.
Gear Set Changes
Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
Backpack Talent (New)
Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
Main Talent (PVE)
Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
Main Talent (PVP)
Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
Backpack Talent (New)
Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
"Poker Face" backpack talent is now a baseline effect:
Flip an additional card on headshots
Backpack Talent (New)
“Ace in the Sleeve”
Amplifies 1 extra shot when revealing your hand
3-piece Headshot Damage bonus is now additive, rather than multiplicative
Increased 3-piece Headshot Damage bonus from +20% to +30%
Now repairs 20% of your armor in addition to granting 50% bonus armor
Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Reduced the number of stacks lost on missed shots from 3 to 2
No longer reduces number of stacks lost on missed shots
(New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Damage transfers on the initial bullet that marks a new target
Increased 3-piece Repair Skills bonus from +15% to +30%
Brand Set ChangesAlps Summit Armament
Increased 1-piece Repair Skills bonus from +15% to +20%
Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
Increased 3-piece Repair Skills bonus from +15% to +20%
Incoming Repairs brand set bonus increased from +15% to +20%
Increased 1-piece Headshot Damage bonus from +10% to +15%
Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
Increased 3-piece Headshot Damage bonus from +10% to +15%
Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
Increased 2-piece Stability bonus from +10% to +20%
Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
Increased 2-piece Reload Speed bonus from +10% to +20%
Increased 3-piece Stability bonus from +10% to +20%
Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
Stinger Hive base damage reduced -20%
Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
Blinder Firefly base blind duration reduced from 6s to 5s
Banshee Pulse cooldown increased from 20s to 30s
Banshee Pulse base confuse duration reduced from 5s to 4s
Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
Shock Trap base radius increased from 2m to 2.5m
When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
What is the most recommended platform for Bitcoin trading?
Hi, One of my clients is paying me my weekly salary with bitcoins, and since some of it is money I can afford to lose, I wanted to do some scalping with it (by using demand/supply zones on candlestick charts). For such purpose, what is the best platform I could use for that? I liked Coinbase Pro but is not available to my country. And the only other two options I've read about are BitMex and Bitfinex. Are these reliable? Or there are safer options available? Thanks for any help in advance!
MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch. For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor. Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight. V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again. In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR). Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)
MAME Testers Bugs Fixed
02603: [Sound] (cinemat.cpp) tailg: Phasor sample plays incorrectly. (Aaron Giles)
Toy Story 3 (Lexibook) [Sean Riddle, Kamaal Brown, David Haywood]
unknown 'TE06' [TeamEurope, Roberto Fresca]
Unknown Compumatic ProSPDP based darts machine [jordigahan, ClawGrip]
VideoJet Kiu Games [Sean Riddle, David Haywood]
Virtual TV Ping Pong [TeamEurope, David Haywood]
Yataimura Kingyosukui (4-player, China, Ver 1.000) [Darksoft]
New clones marked as NOT_WORKING
Funhouse (L-2) [PinMAME]
Funhouse (L-2, prototype PA-1 System 11 sound) [PinMAME]
Laser Ball (L-2, PROM sound) [PinMAME]
Last Action Hero (1.04 France) [PinMAME]
Last Action Hero (1.07) [José Renato Castro Milanez, Sergio Munemori]
Magic Card - Wien (Sicherheitsversion 1.2) [TeamEurope, Roberto Fresca]
Nove Diamante (bootleg) [Ioannis Bampoulas]
New working software list additions
fmtowns_cd: Akiko - Premium Version, Cal III - Kanketsu-hen, Chiemi & Naomi, Curse, Eikan wa Kimi ni 2 - Koukou Yakyuu Zenkoku Taikai, FM Towns Application Catalog CD-ROM - Original Soft-hen, G5 (HMA-206), Gambler - Queen's Cup, Gokuraku Mandala, Hyper Fetishism, Illust Hyakka - Yamashita Hideki no Ikiiki Cut-shuu, Iris-tei Serenade, Jouhou Club - Card Processor Ver. 1.1, Mahjong Musashi, Manami no Doko made Iku no? 2 - Return of the Kuro Pack, The Manhole (1990-08-01), Marionette Mind, Mirage 2 - Torry, Neat & Roan Fairladies in MagicLand, Noushuku Angel 120%, Shamhat - The Holy Circlet (FM Towns Marty version), Tenshin Ranma, Two Shot Diary, Viper-V12 RS, Viper-V8 Turbo RS, YES! HG - Erotic Voice Version [redump.org, r09]
Rayman IV (Rayman - Sunshine of Trip) (unlicensed) (protection hacked) [RibShark]
Crash Advance IV (unlicensed) (protection hacked), Digimon - Ruby and Sapphire (unlicensed) (protection hacked), The Lord of the Rings IV - The Fellowship of the Ring (unlicensed) (protection hacked), Pokemon - Sapphire Version (unlicensed) (protection hacked), Rayman IV (Rayman - Puteshestviye Solnechnogo Sveta) (unlicensed) (Russian) (protection hacked), Sonic 3 - Fighter Sonic (unlicensed) (protection hacked), Super Mario DX (unlicensed) (protection hacked), Teenage Mutant Ninja Turtles 2 (unlicensed) (protection hacked), Ultraman - Confrontation Between Justice And Evil (Ul'traman - Konfrontatsiya mezhdu spravedlivost'yu i zlom) (unlicensed) (Russian) (protection hacked), X-Man - Armour of Might (X-men) (unlicensed) (Russian) (protection hacked) [taizou]
Bloodwych (Quest & Glory Compilation) (Euro), Bloodwych (USA), Budokan - The Martial Spirit (5.25"), The Colonel's Bequest (3.5"), The Colonel's Bequest (5.25"), Dragon's Lair (5.25"), F29 Retaliator, Lakers vs Celtics and the NBA Playoffs (3.5"), Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) (5.25"), Leisure Suit Larry in the Land of the Lounge Lizards, Mario Andretti's Racing Challenge, Speedball 2 - Brutal Deluxe (Euro, 3.5"), TV Sports Basketball (3.5", USA, EGA/TANDY version), TV Sports Basketball (3.5", USA, VGA version), TV Sports Basketball (5.25", UK, EGA/TANDY version), TV Sports Basketball (5.25", UK, VGA version), Xenon 2: Megablast [ArcadeShadow]
SCO XENIX System V Development System version 2.1.3 [archive.org, Davide Cavalca]
IBM Personal Computer Interactive Executive (PC/IX) 1.00 [WinWorld, Davide Cavalca]
ibm5170: B-17 Flying Fortress (5.25"), Corridor 7: Alien Invasion (demo), Maniac Mansion: Day of the Tentacle (France), Out of this World (USA, 3.5" DD), Out of this World (USA, 5.25" HD), Sam & Max Hit the Road (Germany) [ArcadeShadow]
pc98_cd: F15 Strike Eagle III, if 2 - Invitations from Fantastic Stories, Manami no Doko made Iku no? 2 - Return of the Kuro Pack, Phobos, Pro Student G (ALS-0010), YES! HG - Erotic Voice Version, Yuurou - Transient Sands [redump.org, r09]
Desktop Special Edition 1.0, European Language Module 1.1, European Language Module 1.3.1, Hot Mix 5, Hot Mix 7, IndiZone 1.0, IRIX 5.2 for Indy R4600PC and Challenge SX, IRIX Patch 126.96.36.199, ONC3/NFS for IRIX 6.2 Version 1, ONC3/NFS for IRIX 6.2 with Indigo2 IMPACT 10000 Version 1, Support Advantage 10/94, Support Advantage 6/95, SupportFolio 2/97, SupportFolio 4/97 [darkstar]
Disney/Pixar Wall-E (China) [tenyuhuang, Ryan Holtz]
Les Bisounours - Le monde merveilleux des Bisounours (France), Nickelodeon Bob L'éponge - Une journée dans la vie d'une éponge (France) [DisizDream]
Disney/Pixar Cars 2 (France), Disney/Pixar Toy Story 3 (France), DreamWorks Kung Fu Panda - La mission de Po (France), Football Challenge (France), Martin Le Dauphin (France), Nickelodeon Dora L'Exploratrice - Les adventures de Dora Apprentie Mécano (France), Sporti'Folies (France) [DisizDream, Ryan Holtz]
Action Mania (USA), Disney/Pixar Toy Story 3 (USA), Marvel Spider-Man & Friends - Secret Missions (USA), Soccer Challenge (USA) [Sean Riddle, TeamEurope, Ryan Holtz]
mobigo_cart: Disney Jake and the Neverland Pirates (USA, alt), Disney Princess (USA, alt), Disney/Pixar Brave (USA), Dreamworks Shrek - Forever After (US), NAND User Cartridge (unknown data, set 1), NAND User Cartridge (unknown data, set 2), Sesame Street - Elmo and Abby - Nature Explorers (USA) [TeamEurope]
novag_ssensor4: Quartz Chess Clock [Berger]
pc98_cd: DOR Special Edition '93, DOR Special Edition '93 (alt), Kanji Land 3-nen, Kyrandia II - The Hand of Fate, Lemon Cocktail Collection, Lip 3 - Lipstick Adventure 3, Mirage 2 - Torry, Neat & Roan Fairladies in MagicLand [redump.org, r09]
pi_storyreader_cart: Disney Blanca Nieves y los siete enanos (Spain), Disney El Rey León (Spain), Walt Disney Peter Pan (Spain) [TeamEurope, ClawGrip]
Basketball (EU) [ClawGrip, TeamEurope]
Basketball (US) [Sean Riddle, David Haywood]
vsmileb_cart: Teletubbies (France) [DisizDream]
Merged pull requests
6825: docs: Improved analog joystick mapping documentation, and added health warnings. [Firehawke]
6837: debugger: Added loadr and saver commands for loading or saving data to/from a memory region. [bombzj]
6838: fmtowns_cd.xml: Added 28 new entries, and replaced 22 entries with improved dumps. [redump.org, r09]
6844: gigatron: Hooked up CPU output callback, fixed program counter wrapping, and added CPU input callback. [Sterophonick]
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Disclaimer: This is my arbitrary summary for myself, so there could be some misunderstandings. If you want the full picture, I recommend reading the full thread. But, for a guy who just settles with 'less than perfect' summary, why not sharing my own? Billy-IF All the key research questions in coordicide have been answered. The challenges lying are implementing and testing our solution. We are implementing our solution into the Pollen Testnet and typing it up into our research specifications**(the specifications, while not complete, will hopefully be made publicly available soon).** **After these tasks are done, our solution will go through a rigorous testing phase.**During this time, we will collect performance data, look for attack vectors, and tune the parameters. domsch the only way for IOTA and crypto-currencies in general to be adopted is via clear and strong regulatory guidelines and frameworks. We often have the situation where a company reaches out to us and wants to use the IOTA token, but they are simply not able to due to uncertainties in regards to taxes, accounting, legal and regulatory questions. The EU is taking a great stance with their new proposal (called MICA) to provide exactly this type of regulatory clarity and guidance we need. So we are very happy about that and see this as a great development for the adoption of IOTA. We are very active in INATBA (in fact Julie is still on the board), are in the Executive Committee of the Digital Chamber of Commerce (https://digitalchamber.org) and are actively working with other regulatory bodies around the world.I think thatespecially in 2021, we will be much more pro-active with our outreach and efforts to push for more regulatory guidance (for the IOTA Token, for Tokenization, Smart Contracts, etc.). We are already talking with companies to start case studies around what it means to use the IOTA token - so that will be exciting. domsch actual product development, will really help us to convince regulators and lawmakers of what IOTA is intended for and where its potential lies. DavidSonstebo We are actively participating in regulatory matters via entities such as INATBA, as well as with local regulators in individual countries to help shape regulations to favor the adoption of crypto. once the use cases can display real-world value, then deployments will happen regardless. serguei_popov "The multiverse" is quite an ingenious and promising idea that has many components. Actually, quite some of those are being incorporated to the Coordicide already now. The most "controversial" part, though, is the pure on-Tangle voting -- Hans thinks it should work fine while I think that it can be attacked Billy-IF Several of our modules have been devloped jointly with researchers in academia. For example, our rate control module is being developed jointly with professor Robert Shorten **and his team at Imperial College. Moreover,**our team has published several papers in peer reviewed journals and conference proceedings, We are also making sure the entire protocol is audited. First, we have a grant given to Professor Mauro Conti specifcally to vet our solution. you may hear an announcement regarding a similar grant to a second university.Second, eventually will offer bug bounties on our testnet. Lastly, we will hire some firm to audit our software and our protocol. domsch I would say thatthe entire enterprise and also the broader crypto-community is certainly actively following our developments around Coordicide**.** Once that is removed, and with the introduction of Tokenization and Smart Contracts as Layer 2 solutions, there is no reason not to switch to IOTA. there are probably even more who will reach out once we've achieved our objective of being production ready. serguei_popov Our objective is to have Honey ready within the first half of 2021. we are very confident that Coordicide will happen in time. Billy-IF For Chrysalis, we will implement a deposit system. In order for an address to receive dust (which will be explicitly defined as any output with value less than a certain threshold), that address must already have a minimum balance (either 1 MIota or 1 KIota).The total ordering in conflict white flag makes this solution incredibly easy to implement. this solution in the Coordicide needs alterations, because of the lack of total ordering. HusQy_IOTA Sharding is part of IOTA 3.0 and currently still in research. there are of course some hard questions that need to be answered but we are pretty confident that these questions can and will be answered. Billy-IF **Having these layers helps keep the protocol modular and organized.****Indeed,****it is important to be able to track dependencies between the modules, particularly for standardization purposes.As your question suggests, a key component of standardization is the ability to update the standard(no living protocol is completely static).**Standardization will be accompanied by a versioning system, which tracks backwards compatibility. Billy-IF Well, let me try to clear these things up. -The congestion control mechanisms are indifferent to the types of messages in the tangle. Thus non-value transactions (data messages) will be processed in the same way as value transactions (value messages). Thus, in times of congestion, a node will require mana in order to issue either of them. -You will not need mana to simply “set up a node” and monitor the tangle. However, in order to send transactions (or issue any messages) you will need mana in times of congestion. IF_Dave **The next big one is next month:**Odyssey Momentum; This is a huge multi-day DLT focussed hackathon with a lot of teams and big companies/governments involved working on solutions for the future. The IOTA Foundation is a Ecosystem member of Odyssey and we will be virtually present during the hackathon to help and guide teams working with IOTA. Billy-IF Coordicide will not fail. We are working very carefully to make sure that coordicide is a success, and we will not launch Iota 2.0 until it has gone through the proper testing. domsch Everyone internally and also our partners are very confident in the path that we've defined. Failure is not an option for us :) HusQy_IOTA We will most probably see a slight delay and see Nectar early 2021 instead. DavidSonstebo No, IF is not running out of money, this narrative has been repeated for 3 years now, yet we're still operating. Of course, bear markets impact our theoretical runway, but The IOTA Foundation is hard at work at diversifying revenue streams so that we become less and less dependent on the token holdings. IF_Dave We are constantly working on getting more exchanges to list IOTA, we however do not pay for listings Some exchanges require a standard signature scheme with the introduction of ed25519 in Chrysalis phase 2 that will be introduced and no longer be a restriction. HusQy_IOTA Being feeless is one of the most important aspects here since a new technology usually only gets adopted if it is either better or easier to use than existing solutions. if it enables new use cases that would be completely impossible with the existing infrastructure. That is the single biggest reason why I think that IOTA will prevail. An example for such a "new" use case is the Kupcrush use case presented by Terry domsch there are so many amazing use cases enabled with IOTA I would say that****the most specific use cases which gets me really excited is conditional access control based on IOTA payments - in particular for the sharing economy. IOTA Access + IOTA tokens really enable so many exciting new possibilities. Billy-IF In fact, with coordicide research coming to an end, we have already started to look into sharding**.**Indeed, sharding will provide the scalability needed to handle the demands of an IoT enabled world. Billy-IF We have designed Iota 2.0 to not have large concentrations of power. Unlike PoS systems, Iota will not be a block chain and thus will not be limited by a leader election process. in a DAG, people can information in parallel, and so nodes with small amounts of mana can create messages at the same time with large mana holders. Billy-IF **In any DLT, "voting" needs a sybil protection system, and thus "voting power" is linked to some scarce resource.****Typically the allocation of any resource follows some sort of Zipf distribution, meaning that some people will have a lot, and others not.**The best we can do is to make sure that the little guys get their fair share of voting power. HusQy_IOTA With Chrysalis and coordicide we are finally moving to being production ready which will most probably also lead to a bigger market share as partners will start to use the technology which will increase the demand for tokens. HusQy_IOTA Privacy features are currently not being researched and it might be hard to support that on layer1 but privacy features could definitely be implemented as a 2nd layer solution domsch We focus on making the base layer of IOTA (namely transactional settlement) as secure and fast as possible. Many of the greater extensions to this core functionality are built on layer 2 (we already have Streams, Access, Identity and now also Smart Contracts) HusQy_IOTA There are discussions about increasing the supplyto be able to still have micro transactions if the token would i.e. cost a few hundred dollars per MIOTAbut we have not made a final decision, yet. IF_Dave We think we have a edge over other technology especially when it comes to fee-less transactions allowing a lot of use-cases that would otherwise be impractical or impossible.Adoption is not a given but a useful technology will be utilized with the right functionality, DavidSonstebo **why we have such a widespread strategy of driving IOTA, not only its development but in industry, academia, regulatory circles, raising awareness, funding ecosystem efforts etc.**I am confident in the position we are in right now. There is a clear demand for financial disruption, data security, and automation. someone has to assemble a killer application that meets the demand; IF is pushing for this with partners Billy-IF Our goal is to have at least 1000 TPS. Billy-IF Personally, I think our congestion control algorithm is our greatest innovation. our algorithm can be used in any adversarial setting requiring fairness and consistency.Keep an eye out for a blog post that I am writing about it. HusQy_IOTA about proof of inclusion? I have started implementing a proof of concept locally and the required data structures and payload types are already done but we won't be able to integrate this into goshimmer until we are done with the current refactoring of the code. Jakub_Cech **Many of the changes that are part of the Chrysalis would have made it and will make it into Coordicide.**Like the atomic transactions with binary layout. The approach we took was actually opposite - as in, what are the improvements we can already make in the current network without having to wait for Coordicide, and at the same time without disrupting or delaying Coordicide? Billy-IF All the key research questions in coordicide have been answered. in reality, the biggest research challenges are behind us. Jakub_Cech When Chrysalis part 2 will be live? We are still aiming for 2020****as still reflected at roadmap.iota.org. **We want to have a testnet where everyone can test things like the new APIs on, and some initial implementations of specific client libraries****to work with.**This will also allow us to test the node (both Hornet and Bee)implementations more in the wild. The new wallet will also be tested on that testnet. The whole testing phase will be a big endeavor, and, at the same time, we will also start auditing many of the implementations, Billy-IF We are in contact currently with OMG, and they are advising us on how to draft our specifications in order to ease the standardization process. Coordicide, or Iota 2.0, actually provides us a chance to start off with a clean state, since we are building it from the ground up with standardization in mind. IF_Dave The focus at this point is delivering Chrysalis and Coordicide. DeFi could possibly be done with Smart contracts at a given moment but it's not a focus point at this stage. domsch about price? We are quite frankly not worried about that. Knowing everything that we have in the pipeline, our ecosystem and how everything around IOTA will mature over the next few months, I am sure that the entire crypto ecosystem will wake up to IOTA and its potential. **Many participants in the market still have outdated information from 2017 about us, so there is certainly some education to do.**But with Chrysalis and the Coordicide progress, all of that will change. domsch At the core of it, the IOTA Foundation is a leader in trust protocols and digital infrastructure.We will always remain a R&D organization at our core, as there is a lot more development we can lead when it comes to make our society and economy more fair, trustless and autonomous. I certainly see us evolving into a broader think-tank and expert group to advise governments and large corporations on their strategies - in particular around data, identity and IoT. HusQy_IOTA barely any cryptocurrency gets used in the real world. IOTA will soon start to actually be used in real world products and it is likely that this will also have an impact on the price (but I can't really give any details just yet). domsch ISCP (IOTA Smart Contract Protocol) is based on cryptographic consensus via BLS threshold signatures. That means a certain pre-defined amount of key holders have to come together to alter the state of the contract****or to send funds around. **If majority of the nodes are offline, the threshold will not be reached and the contract cannot be executed anymore.**There are various ways in howwe are lookingat this right now onhow to make SC recoveryand easy transitions possible. **The beauty of ISCP is that we have a validator set which you can define (can be 3 or it can be 100+), and via an open selection process we can really ensure that the network will be fully decentralized and permissionless.Every smart contract committee (which will be its own network of course) is leveraging the IOTA ledger for security and to make it fully auditable and tamper-proof.**Which means that if a committee acts wrong, we have cryptographic proof of it and can take certain actions. This makes our approach to smart contracts very elegant, secure and scalable. Billy-IF No, we will not standardize Iota 1.5. Yes, we do hope that standardization will help adoption by making it easier for corporates to learn our tech. serguei_popov In general, I also have to add thatI'm really impressed by the force of our research department, and I think we have the necessary abilities to handle all future challenges that we might be facing. Billy-IF In coordicide, i.e. Iota 2.0, yes all nodes have to process all transactions and must receive all data. Our next major project is sharding, i.e. Iota 3.0 which will remove this requirement, and increase scalability. FPC begins to be vulnerable to attack if the attacker has 30%-40% of the active consensus mana. HusQy_IOTA There is no doubt about coordicide working as envisioned. HusQy_IOTA When will companies fully implement iota tech? Soon(TM) :P Billy-IF Well first, we are going to make sure that we dont need a plan B :) Second, our plans for the actual deployment are still under discussion. Lastly, we will make sure there is some sort of fail safe, e.g. turning the coordinator back on, or something like that. Billy-IF All the key research questions in coordicide have been answered, and each module is designed. Billy-IF What will be standardized is the behavior of the modules, particularly their interactions with other nodes and wallets. Implementation details will not be standardized. The standardization will allow anyone to build a node that can run on the IOTA 2.0 network. DavidSonstebo Tangle EE has its own Slack (private) and calls, so the lack of activity can probably be explained in that fashion. Coordicide will have an impact on all of IOTA :) There's certainly a lot of entities awaiting it, but most will start building already with Chrysalis v2, since it solves most pain points. Billy-IF If there are no conflicts, a message will be confirmed if it receives some approvals. We estimate that this should happen within 10-20 seconds. To resolve a conflict, FPC will typically take another 4 minutes, according to our simulator. Since conflicts will not affect honest users, most transactions will have very short confirmation times. Billy-IF a colored coin supply cannot exceed that of all Iota. You could effectively mint a colored coin supply using a smart contract, although there would be performance downsides. There are no plans to increase the supply.The convergence to binary will not affect the supply nor anyone's balances. HusQy_IOTA Both, Radix and Avalanche have some similarities to IOTA: - Avalanche has a similar voting scheme and also uses a DAG - Radix uses a sharding approach that is similar to IOTAs "fluid sharding" I don't really consider them to compete with our vision since both projects still rely on fees to make the network work. Centralized solution can however never be feeless and being feeless is not just a "nice feature" but absolutely crucial for DLT to succeed in the real world. Having fees makes things a lot easier and Coordicide would already be "done" if we could just use fees but I really believe that it is worth "going the extra mile" and build a system that is able to be better than existing tech.
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