Craftsman 24 snowblower belt replacement

Going from addiction to other addictions

2023.06.04 07:12 grapes5678 Going from addiction to other addictions

I want to start off by saying that I don’t really have some big childhood trauma or anything that I think would be causing this (or so I think).
So it’s been about two weeks and I have been watching what I eat (a lot of ketoish foods). I have done diets in the past too but somehow it’s affecting me differently (OR I’m just realizing it now).
I have about 40 lbs to lose to be at my goal weight (what I was before marriage and 2 kids). Ever since I started keto I swear like immediately I have needed to replace my food/sugar addiction with some other kind of addiction. Like initially all I could think about was having alcohol, even though I don’t drink that much (maybe biweekly and even that is in social events or if my husbands drinking). All of a sudden I wanted to drink to feel better or drink alone. I felt like that for the first 4-5 days and then since then I’ve been thinking about sex 24/7 and that’s all I want to do all day. Like 15 year old boy type thinking about sex. I’m a mid 30s woman. I just keep DAYDREAMING of doing something to get dopamine and like nothing is working. There’s this constant need that’s not being met. I don’t know how to handle this. I had some therapy through my work for free but I only have two sessions and in that type of therapy they basically just ask me what’s wrong and the only advice I’ve gotten is to change how I think about things. I think the kind of therapy that deep dives into what’s wrong with you and how to fix it you have to pay out of pocket which I don’t have money for. Anyway my point is did anyone else experience this type of addictive thing? I don’t have like 100 lbs to lose so I never felt like I had a food addiction but it’s so bad.
submitted by grapes5678 to loseit [link] [comments]


2023.06.04 07:07 HenryEJ7 Netgear Modem Connection Status: Poor

Any idea what's wrong here?
I have Xfinity's 1.2 G plan. Speedtest only reaches between 750-810 Mbps. When I go into my Netgear CM2000 modem settings it says Connection Status Poor. When I click on it this info shows:
Cable Connection
Cancel Apply
Cable Diagnostic
Status: Poor
Action:
[Downstream Power Level]
Try these actions (Click the Refresh button after each step):
1) Make sure the coaxial cable is tightly connected.
2) Remove any unnecessary splitters.
3) Replace any required splitters.
4) Contact your service provider for troubleshooting help.
CM Status:
Downstream Status:
Upstream Status:
Refresh Save Cable Diagnostic Info
Advanced Information
Frequency Start Value
This field below allows you to modify the frequency the cable modem start with its scan during initialization and registration. Enter the new start frequency and restart the cable modem for it to take effect.
Starting Frequency
0
Startup Procedure
Procedure Status Comment
Acquire Downstream Channel 621000000 Hz Locked
Connectivity State OK Operational
Boot State OK Operational
Security Enabled BPI+
IP Provisioning Mode Honor MDD IPv6 only
Downstream Bonded Channels
Channel Lock Status Modulation Channel ID Frequency Power SNR Correctables Uncorrectables
1 Locked QAM256 37 621000000 Hz 4.7 dBmV 38.3 dB 0 0
2 Locked QAM256 13 465000000 Hz 8.0 dBmV 41.5 dB 0 0
3 Locked QAM256 14 471000000 Hz 7.5 dBmV 41.3 dB 0 0
4 Locked QAM256 15 477000000 Hz 8.3 dBmV 41.4 dB 0 0
5 Locked QAM256 16 483000000 Hz 6.9 dBmV 41.1 dB 0 0
6 Locked QAM256 17 489000000 Hz 7.8 dBmV 41.1 dB 0 0
7 Locked QAM256 18 495000000 Hz 6.6 dBmV 40.7 dB 0 0
8 Locked QAM256 19 507000000 Hz 6.0 dBmV 40.4 dB 0 0
9 Locked QAM256 20 513000000 Hz 6.3 dBmV 40.3 dB 0 0
10 Locked QAM256 21 519000000 Hz 5.9 dBmV 40.2 dB 0 0
11 Locked QAM256 22 525000000 Hz 5.4 dBmV 40.0 dB 0 0
12 Locked QAM256 23 531000000 Hz 6.3 dBmV 40.1 dB 0 0
13 Locked QAM256 24 537000000 Hz 4.7 dBmV 39.6 dB 0 0
14 Locked QAM256 25 543000000 Hz 5.3 dBmV 39.6 dB 0 0
15 Locked QAM256 26 555000000 Hz 5.4 dBmV 39.5 dB 0 0
16 Locked QAM256 27 561000000 Hz 4.2 dBmV 39.0 dB 0 0
17 Locked QAM256 28 567000000 Hz 4.9 dBmV 39.1 dB 0 0
18 Locked QAM256 29 573000000 Hz 5.0 dBmV 39.1 dB 0 0
19 Locked QAM256 30 579000000 Hz 4.1 dBmV 38.8 dB 0 0
20 Locked QAM256 31 585000000 Hz 5.0 dBmV 39.0 dB 0 0
21 Locked QAM256 32 591000000 Hz 4.4 dBmV 38.6 dB 0 0
22 Locked QAM256 33 597000000 Hz 5.4 dBmV 38.6 dB 0 0
23 Locked QAM256 34 603000000 Hz 3.9 dBmV 38.4 dB 0 0
24 Locked QAM256 35 609000000 Hz 5.4 dBmV 38.6 dB 0 0
25 Locked QAM256 36 615000000 Hz 4.5 dBmV 38.3 dB 0 0
26 Locked QAM256 38 627000000 Hz 4.7 dBmV 38.1 dB 0 0
27 Locked QAM256 39 639000000 Hz 5.0 dBmV 37.8 dB 0 0
28 Locked QAM256 40 645000000 Hz 4.9 dBmV 37.4 dB 0 0
29 Locked QAM256 41 651000000 Hz 10.4 dBmV 37.0 dB 0 0
30 Locked QAM256 42 657000000 Hz 5.0 dBmV 38.0 dB 0 0
31 Locked QAM256 43 663000000 Hz 4.2 dBmV 38.4 dB 0 0
32 Locked QAM256 44 669000000 Hz 2.8 dBmV 38.0 dB 0 0
Upstream Bonded Channels
Channel Lock Status US Channel Type Channel ID Symbol Rate Frequency Power
1 Locked ATDMA 1 2560 Ksym/sec 10400000 Hz 37.8 dBmV
2 Locked ATDMA 2 5120 Ksym/sec 16400000 Hz 37.8 dBmV
3 Locked ATDMA 3 5120 Ksym/sec 22800000 Hz 38.3 dBmV
4 Locked ATDMA 4 5120 Ksym/sec 29200000 Hz 39.3 dBmV
5 Locked ATDMA 5 5120 Ksym/sec 35600000 Hz 38.8 dBmV
6 Locked ATDMA 6 1280 Ksym/sec 39600000 Hz 39.8 dBmV
7 Not Locked Unknown 0 0 0 0.0 dBmV
8 Not Locked Unknown 0 0 0 0.0 dBmV
Downstream OFDM Channels
Channel Lock Status Profile ID Channel ID Frequency Power SNR / MER Active Subcarrier
Number Range Unerrored
Codewords Correctable
Codewords Uncorrectable
Codewords
1 Locked 0 159 690000000 Hz 4.18 dBmV 38.4 dB 1126 ~ 2969 12638811 208499 0
2 Not Locked 0 0 0 Hz 0 dBmV 0 dB 0 ~ 4095 0 0 0
Upstream OFDMA Channels
Channel Lock Status Modulation / Profile ID Channel ID Frequency Power
1 Not Locked 0 0 0 Hz 0 dBmV
2 Not Locked 0 0 0 Hz 0 dBmV
Extended Upstream Transmit Power
Current System Time:Sat Jun 03 23:53:02 2023
System Up Time:00:09:03
submitted by HenryEJ7 to Internet [link] [comments]


2023.06.04 06:53 Environmental_Pea98 Help? Wiring Issue??

Help? Wiring Issue??
2016 Chrysler 200s 2.4L has 107000km
I just would like to say i bought this car with no prior research, i now know its garbage lol. Ive put alot of money into it and would like to keep it around even if its a piece of junk.
Context: My battery died May 1st, not a big deal it was a 7 year old battery. Replaced the battery and now every single light inside and out of my car is flickering. Traction control goes on and off randomly, video is hard too tell theyre flickering but mostly just wanted to show the battery volage. This only happens when my engine is on, when its just on battery it doesnt happen.
Solution: My bf is a mechanic, he replaced the battery. He assumed it was my alternator along with a few others.(he was busy and couldnt replace it himself so he sent me to one ran by his buddy and is very reputable) I take my car to the shop to get a new one, they also agree thats the issue.
Alternator get replaced, it makes things even worse, every light on my dash comes up and after multiple attempts to fix it they finally put my old alternator back in and test it. They were unsure why my lights are flickering but the battery was holding (and still is) holding a charge.
Then assume its a wiring issue, so they said they cleaned all of the groundings and looked over everything and said it was all good. I got my car back and for about 3 days everything was back to normal.
For the past few weeks its been doing this still. I watch my battery voltage 24/7, it never dips below 13.6 so its definitely holding a charge.
Any ideas what could be the issue? The only codes i have on my engine are:
Electrical Failure on L2 and L3. This has been on my engine since i bought the car (long before any issues)
submitted by Environmental_Pea98 to autorepair [link] [comments]


2023.06.04 06:53 IAMA_GrillBTW A LO I put together. I haven't plugged it in yet, but I was hoping some of you guys could look it over and see if there's any glaring issues before I do! Will also update when I do end up plugging it in.

  1. Paraphernalia - Anti-Flicker
  2. Unofficial Skyrim Special Edition Patch [USSEP] [XB1]
  3. Simple Workaround Framework
  4. Campfire: Complete Camping System [XB1]
  5. Reconciliation: QOL and Bugfixes
  6. Reconciliation: Gameplay and Quest Alterations
  7. Reconciliation: AE
  8. Lux - Resources
  9. Lux Via v1.6 (Master File)
  10. Lux Orbis - Master File
  11. Lux - Master File
  12. Reconciliation: AiO AE - USSEP Patch
  13. Cheat Room (XB1)
  14. Quest Debugger (XB1)
  15. Rev's Save Limiter - Automated Save System
  16. Visible Favorited Gear
  17. Sos Ahst Mulaag: Blood is Power
  18. Reconciliation QOL - Sos Ahst Mulaag Patch
  19. Vokrii Maxx
  20. Throw Stone -- Simple Distraction Tool (Enhanced)
  21. TLS - Tinvaak Los Suleyk: Speech is Power
  22. TLS - AE Patch
  23. Odin - Skyrim Magic Overhaul / Odin - Summons Redone merge
  24. Wearable Lanterns [XB1]
  25. Wearable Lanterns Nordic Lantern Replacer
  26. Merchant - A Trading Expansion
  27. Merchant - A Trading Expansion: Prices Addon Patch
  28. Real Armies - Civil War Soldier Overhaul
  29. Diverse Skyrim SSE
  30. Diverse Skyrim SSE - USSEP Patch
  31. Honor The Dead
  32. Sensible Interface
  33. Nordic SkyHUD
  34. Creation Club Farming - Tweaks Enhancements and Quest Expansion by AndrealphusVIII
  35. Goldenglow Is Yours
  36. Thieves Guild Requirements: With Taking Care of Business Optional Files
  37. The Choice is Yours
  38. The Choice Is Yours - Wintersun Patch
  39. The Choice Is Yours - AE patch
  40. JaySerpa's Quest Expansion Bundle
  41. JaySerpa's Quest Expansion Bundle / USSEP Patch
  42. Audio SFX Overhaul
  43. Audio SFX: No Ghosts Patch
  44. DAWN: Dramatic Atmospheres, Weathers, & Nature
  45. Volumetric Mists- Mainland and Solstheim (Performance version)
  46. Lux (v6.3)
  47. Lux / Anniversary Edition CC Patch Bundle
  48. Lux / USSEP Patch
  49. Smoking Torches & Candles
  50. XP32 Maximum Skeleton Special Extended Plus
  51. Movement and Behaviors Enhanced 2.0 for XP32
  52. VioLens - A Killmove Mod SE [XB1]
  53. Comprehensive First Person Animation Overhaul - CFPAO
  54. Pauly's Very Attractive Skyrim 2 AIO - Optimized & Enhanced
  55. Pauly's ARTS 2 Remix
  56. Fences that Fit
  57. Diversity of Trees [XB1]
  58. Patch Diversity of Trees - AE Edition [XB1]
  59. Aberrant Flora
  60. Ililili Grass Fields
  61. 50% Less Vanilla Trees Bundle
  62. No Grassias by Knight4Life
  63. Landscape Fixes For Grass Mods
  64. Reconciliation: AE - Landscape Fixes for Grass Mods Patch
  65. Believable weapons
  66. changes npc clothes ( Elaborate Textiles )
  67. SkyRaD's Skyrim - aMidianBorn Fashions 4E 1K-512
  68. Equipment Flexibility Project - Optimised
  69. R.A.S.S. (Shaders and Effects)
  70. Magical Forces & FX Bundle - Lite
  71. All The Little Things
  72. AI Overhaul 1.8.2 Lite
  73. Hero- A Fort Takeover And Bounty Hunter Bundle
  74. AFT AE
  75. JaySerpa's Quest Expansion Bundle / AFT AE Patch
  76. Immersive Patrols (Large Battles)
  77. Immersive Patrols Simplified
  78. Laro's Creature Overhaul - Full
  79. Bella Beauty AND THE BEASTS Bundle
  80. Fatherland: Children
  81. Vanilla Hair Remake - Replacer
  82. Vanilla Hairs - Salt And Wind (1K) By Mashanen And Jasperthegnome
  83. Serendipitous: Rewards of the Weary Traveller
  84. Serendipitous - AE Patch
  85. Reconciliation AiO AE - Serendipitous Patch
  86. Shalidor's Armaments - Artifacts Enhanced
  87. Shalidor's Armaments - Extended Armory
  88. Shalidor's AE Patch
  89. Shalidor's - Serendipitous Patch
  90. Reconciliation AiO - Shalidor's AiO Patch
  91. USSEP - Shalidor's Armaments Patch
  92. Race Edits Patch: Reconciliation QOL - Shalidor's Armaments - Sos Ahst Mulaag
  93. Conjurer's Forge 4
  94. Conjurer's Forge 4 AE Patch
  95. CF4 - TLS Patch
  96. Shalidor's Armaments - CF4 Patch
  97. Reconciliation AiO AE - CF4 Patch
  98. CF4 - Odin Only Patch
  99. CF4 - USSEP Patch
  100. Wildcat Archery Skill Set
  101. Scales Like Broadswords - House of the Dragon Edition
  102. Scales Like Broadswords Missing Mods Patch
  103. [XB] The Old Gods: A Dragon Overhaul Base Mod
  104. Sacrilege - Minimalistic Vampires of Skyrim [XB1]
  105. Monoliths Of Mundus
  106. Shalidor's Extended - Monoliths of Mundus Patch
  107. Stìgr Virðing - Pathway to Honor
  108. Stìgr Virðing - Ghosts of the Tribunal Patch
  109. Reconciliation AiO - Stìgr Virðing Patch
  110. Stìgr Virðing - USSEP Patch
  111. Pantheon - Worship and Prayer: Reconciliation/Stìgr Virðing Edition
  112. Bushcraft: A Camping and Survival Overhaul
  113. Bushcraft - Wintersun Patch
  114. CF4 - Bushcraft Patch
  115. Reconciliation AiO AE - Bushcraft Patch
  116. Bushcraft - USSEP Patch
  117. JK's Interiors AiO
  118. JK's Interiors AIO AI Overhaul Patch
  119. JK's Interiors AiO Fishing Patch
  120. JK's Interiors AiO Thunderchild Patch
  121. JK's Interiors AIO Lux Patch
  122. JK's Interiors AIO USSEP Patch
  123. Ancient Roads and Ruins Deluxe PLUS
  124. Ancient Roads and Ruins Deluxe Plus Compatibility Patch
  125. JK's Skyrim AiO
  126. JK's Interiors AiO JK's Skyrim AIO Patch
  127. Reconciliation - JK's Skyrim AiO Patch
  128. Civilization - A Multi-Area Edit Bundle
  129. Civilization / AI Overhaul Patch
  130. Civilization / Lux Patch
  131. Civilization / USSEP Patch
  132. Leafeater's 3-in-1 Tree Overhaul-JK's
  133. DAWN Waters w/ Natural Waterfalls
  134. Crusader - A Dawnguard Bundle (Sacrilege Version) 1K
  135. Lux / ClefJ's Fort Dawnguard patch
  136. Lux Via plugin (v1.5.1)
  137. Civilization / Lux Via Patch
  138. Lux Orbis v3.0
  139. JK's Interiors AiO Lux Orbis Patch
  140. Lux Orbis / Saints and Seducers Patch
  141. Civilization / Lux Orbis Patch
  142. Lux Orbis / USSEP Patch
  143. [XB1] Guard Torch Remover
  144. LODs for Nordic Ruins and The Ruins
  145. Snow Equalizer
  146. Alternate Perspective - Alternate Start
  147. Alternate Perspective - MBE 2.0 For XP32 Patch
  148. Alternate Perspective - AE Patch
  149. LoveKing's Ini Tweaks
  150. Lux - Brighter Template
So, this is my LO I've been working on. I used the Halls of Ysgramor LLO. My template says I'm using 4.86g currently. How does it look?
submitted by IAMA_GrillBTW to SkyrimModsXbox [link] [comments]


2023.06.04 06:49 YoungSansSouci 2014 mustang corner headlamp assembly ?

2014 mustang corner headlamp assembly ?
i was wondering if there was a corner headlamp assembly for a 2014 mustang bc i wanna change things up and the headlights aren’t my favorite look on her. does anyone know if that’s even possible ?
submitted by YoungSansSouci to Mustang [link] [comments]


2023.06.04 06:43 fitzafnu MD port authority planned Patapsco CAD site

Background:
The Maryland Port Authority has to constantly dredge the Baltimore Harbor, shipping terminals, and shipping channels to keep them open. Much of the dredge removed from the Baltimore harbor and Patapsco River near old industrial sites is contaminated with heavy metals, oils, and other toxic "forever" chemicals. The Maryland Port Authority (MPA) has to dry and store this dredged material in special "containment sites" because it is unsafe for human exposure. (See https://maryland-dmmp.com/). Before the 1970s, this material was often dumped back into the Chesapeake Bay. After ecological awareness arose in the 1970s and dumping was regulated, MPA was forced to create diked land-based dredge containment facilities to dry and store dredged material.
These sites, once created, are forever contaminated. MPA has done its best to create these sites where they make the least impact - often in already-contaminated abandoned industrial areas. MPA also creates conservation areas to make amends for the harm, makes clean dredge available for shoreline restorations and construction projects, makes contaminated dredge available for re-use research, and in some cases recreates islands lost to erosion (Hart-Miller Island, Poplar Island, and James and Barren Islands) using dredged material.
After significant pushback from communities near Hart-Miller Island for decades and years of litigation, MPA shut down the Hart-Miller dredge containment facility before its completion and shifted their attention to creating dredge containment sites near Baltimore in already-contaminated industrial areas next to Fort Armistead (Cox Creek DMCF) in Anne Arundel County and in Masonville next to Brooklyn. Ongoing dredging activities and plans to fill these sites to heights of 60 feet or higher with contaminated dredge and their runoff are already a significant concern for the quality of the water and the aquatic life in the Patapsco and its tidal tributaries. A potentially even greater concern is that because MPA is running out of land-based locations to contain contaminated dredge, it now plans to create Confined Aquatic Dredge (CAD) sites in the seabed of the Patapsco River to essentially bury contaminated dredge underwater in the sea floor. The first MPA full scale CAD site is planned to be built one mile off the shore of the communities of Stoney Beach and Riviera Beach near the entrance to Stoney Creek.
The planned Patapsco CAD site will be up to 220 acres in size. MPA plans to remove clean seabed material from the site for several months and make it available to construction companies and for shoreline restoration efforts and then replace it with contaminated dredge material for several more months sometime in the next year. MPA asserts that unlike historic dredge dumping, this CAD site will be "capped" and "safe". However, there will inevitably be a significant release of contaminants and turbidity into the Patapsco from this activity and permanent impact within and near the CAD site. Contaminated dredge material suspended in water can't be totally contained. Moreover, long-term ecological impacts from leaching and seabed shifting can't be predicted.
Concerns:
Northern Anne Arundel communities near the planned CAD site are very concerned about several potential issues related to its creation:
  1. The noise from planned 24/7 dredging for several months at a time as well as spotlighting at night since this will be over a mile closer to Stoney Beach and Riviera Beach than the shipping channel.
  2. The safety of residents in nearby waters to swim, fish, and engage in watersports on the Patapsco and in Stoney Creek, Cox Creek, and downstream tributaries during and after dredging from exposure to chemical and biological toxins released into the water.
  3. The impact of such dredging on aquatic life and ecosystems including waterfowl that depend on it.
  4. The long-term ecological impact on the CAD site, nearby shorelines, and the tidal waters around it.
  5. The potential short and long-term geographical extent of ecological and human exposure to released toxins given unpredictable winds, currents, storms, tidal swings, and sea level rise.
We have questions related to these concerns and would like a greater understanding of how impacts will be measured and mitigated and what the potential risks to our communities might be - including being exposed to chemical and biological toxins. Of particular concern if this program moves forward is how will toxins be measured, where will they be measured, how will communities be notified if toxins in the water around their shoreline reaches harmful levels, and what might the long-term effects of such toxins be that might settle around our shorelines?
While we are concerned, we also appreciate that MPA is creating conservation sites such as the Swan Creek Wetlands next to the Cox Creek facility and making clean dredge material available at little or no cost to communities engaged in shoreline restoration efforts - including Stoney Beach which is planning an important natural shoreline project to protect a highly eroded natural area at our point where the Patapsco meets Stoney Creek. This greatly reduces the cost of shoreline restoration.
submitted by fitzafnu to maryland [link] [comments]


2023.06.04 06:03 WolfOfPort 1989 bmw 5 series im interested in buying jw if anyone has any opinions or thoughts on this year and model

1989 bmw 5 series im interested in buying jw if anyone has any opinions or thoughts on this year and model
Below market value by a decent amount given cons. If they seem like easy fixes/good car will go through with it
submitted by WolfOfPort to BMW [link] [comments]


2023.06.04 05:26 BLUEBERRRRCAKE Ain't reading that alat 😂📖

"Finally, it's here!" Makayla said, as she gets off the couch, and opens the front door. She was pretty young, being 17 years old. Blonde hair, blue eyes, beige skin, she was "cute". There was a box at the doorstep,
"My Super Bomberman R copy is finally here!" She took the box, takes it home, and opened it. "Iron sand?" Makayla questioned, "What a ripoff!" She was angry, really angry. It took 5 minutes for her to calm down. "Oh well, its better than nothing." Makayla touched the iron sand.
The iron sand shocked Makayla, "OW!" She exclaimed. "That hurt!" She looked all over her body and found nothing. Except for the red spot on her fingertip, "OH MY GOD IM BLEEDING!" She went to the bathroom to get herself a bandage, but that was not the case. She figured that out when the red spot was growing, until her right hand looked like a glove. In fact, it was a glove! Her right hand was red, and had a capital "N" on the back. Then her fingers started getting closer and closer, until all of her fingers merged together.
The same happened with her left hand, except it was blue and had a capital "S" on it. Makaylet was creeped out, and questioned, "Wait, these gloves look familia-"She was interrupted by a sudden pain in her legs, she found out that she was wearing black shoes with a red stripe on her left foot, and a blue stripe on her right. Both of her arms and legs became very pale, smoothed out, and shrunk. "Urk, i am in so much pain..." Makanet groaned. She was in so much pain, That she didn't notice her pants and shirt merging together and turning light blue, and a black belt with a golden buckle formed around her waist.
Makgnet's breasts shrunk into her body, her
womanhood was pushed out of her, so she screamed and whimpered in pain. A white scarf formed on his neck with red and blue
tips on each end. She shrunk tremendously to the size of the cardboard box the iron sande
was in, "GAHHHH!!!" Makgnet then noticed that his voice became more masculine.
"What? my voice! MY VOICE!!!" He was panicking more than before, and his head turned light blue, while his face was turning black. His nose, mouth, eyelids, eyelashes, and ears, disappeared, but was still able to talk, smell, and hear, then his head rounded into a circle. The colors of his eyes merged into one color, and turned bright yellow. A golden magnet-like shape grew out of his
forehead. He noticed his hair falling out when a white triangle with a light blue ball top of it grew out of his head.
When the physical changes were done, Magnet went into the bathroom and climbed all the way up to see himself in the mirror.
"Oh my god... Im Magnet bomber!, what
will my parents think of this..." He said, thinking about what he wants to do. That's when he got the worst migraine he ever had in his entire life. "AGGGGH! THIS IS SO
PAINFUL!" He said, trying to get medication, but this was no ordinary migraine, as his memories were getting replaced. The trip to the amusement park, gone, the toenail incident, gone. All he remembers is being technologically smart and one of the 5
dastardly bombers. "Where am i... THIS IS NOT MY LAIR! I GOT TO GET OUT OF HERE!" Magnet bomber had to go undercover for the last few days, and then he decided to live in the forest.
submitted by BLUEBERRRRCAKE to deviantarthell [link] [comments]


2023.06.04 04:53 risk71 Prius gurus? Wannabe mech stumped

2010 Prius. Very rough idle. Codes P0016 P0340 P0403 P3190 Back story: Car was running fine, then, one day it started running like it was missing terribly, warning light, check engine, etc.
It ran similar to this event before and we figured out it was the egr cooler fully plugged, and EGR valve.These were replaced. Car ran fine for a while.
Then we had a head gasket issue. We replaced the head gasket. Car ran fine for a while.
Brings us to current event. Driving fine then terrible running, shaking, dash lights up, won't run. This was six months ago. It has sat since then. At the time, the codes were related to the timing/crank and cam sensors being out of sync.
I assumed that the chain, which had never been replaced as far as we know (bought used about 50k ago) either was stretched, the tensioner was bad or possibly slipped a tooth etc.
So, this past week I did the timing chain. New Toyota OEM chain, guides, tensioner, timing sprockets, oil sprockets, oil pump chain. The works.
When disassembling the crank timing oil chain sprocket was found broken right at the keyway. The chain was essentially holding it in place. One the chain was removed it just fell.off The crank sensor timing plate behind it, they keyway was all hammered and the timing sensor plate was sloppy on the crank because the keyway was hammered. This is something I have never seen, granted I've only done about a dozen timing belts and chains in the last 30 years, so I have very limited experience.
Anyway, I ordered a new sensor plate from Toyota. I had the new sprocket already. I assembled everything. Ensuring that the cams and crank were timed correctly, then before putting the covers back on permanently, I spun it by hand and ensured that the crank pulley/dampener and timing marks on the cam sprockets all lined up as they were supposed to. All looked great, so I put it all back together.
Car batteries were dead. Of course from sitting so long. Put a jump pack on it and then turned the car on.
It started. Ran and purred like a kitten for about 10 seconds then started running like it was missing terribly. Shaking etc.
I put it in neutral and it idled fine. Wouldn't increase RPM because the check engine lights and etc all can back on, but it idled in neutral great! Put it in drive with foot on the brake and it started the violent sharing and stumbling, back to neutral, and it idled fine. Back to park and it started shaking and stumbling again.
Shut it off. Cleared the codes.
Started it again. Same behavior as before. Starts. And runs like it great for about 10 seconds then suddenly doesn't know what time it is... in neutral, purrs like it's supposed to, into park and shakes and misses like before.
Initially when I say the broken sprocket and sloppy crank sensor plate, I thought that may have been the reason this all started. The crank sensor couldn't consistently pick up the timing and confused everything things else. Now Part of me thinks that this violent shaking and stumbling may have been what broke the sprocket and allowed the key way for the sensor to get sloppy.
So here I am. With the codes above showing.
Could the ECM be bad? What else could be the issue? The oil drained had no coolant. The coolant had no oil.
I need help further diagnosis.. I am pretty handy.. I know enough to get my self in trouble.. as you can see.
Is there something I can do without tearing down the timing chain cover again?
Edited .. added the below info. I have found that the 12v battery will not hold a charge so I think it was only starting under the power of the jump pack and not the battery. Once the 60.seconds of "start engine" power from the jump pack, times out. The motor dies. Of course in neutral the traction battery does not charge and I can't keep it running in park because of the violent shaking. Could it be just really weak spark? Would the spark voltage required change from park to neutral? It seems so odd that neutral seems to run fine but park/drive no Bueno..
submitted by risk71 to MechanicAdvice [link] [comments]


2023.06.04 04:39 lvhockeytrish Facebook OP looking for set of silverware accidentally sold at a garage sale (NOT me, no affiliation, just boosting)

submitted by lvhockeytrish to vegaslocals [link] [comments]


2023.06.04 04:28 chbmg Easy Fixes To Make Survivors and Demons Happy – Saber, Please Read

NOTE: This is a very long post. There’s a tl;dr summary at the bottom
Background:
This is coming from a long-time lurker, first time poster, and an Evil Dead fan for decades. For background, I have previous game dev experience, including Unity and Unreal, so I’m (mostly) not talking out my ass, and I've played both sides of this game roughly equally for more hours than I’d care to admit (primarily solo q, sometimes survivor with friends, and otherwise just playing demon when survivor queue times are high, as they have been many times since release). Usually, I just play whichever side has the lowest queue time.
Despite its flaws, this has been one of my favorite games of all time. The original development team was clearly passionate about the Evil Dead. The art, audio, and overall atmosphere are excellent and have superb attention to detail. I love all the random chatter from my survivor, the feeling of rushing through the woods as the Kandarian demon, and the intensity of a close game regardless of who wins. However, most of us would agree that this game has been held back by very poor "balancing" patches since release, as evidenced by polls on this subreddit confirming it is indeed the most frustrating problem.
We've endured shemps duping, brokenly OP characters, fear looping, and many other game-breaking exploits throughout. Bugs can be tolerable and are even to be expected, but the "fixes" almost always cause new issues and take far too long. It is painfully obvious that there has been very little time or effort expended on these issues by the post-release support team. Some patches have been so bad that they shouldn’t even make it to QA, let alone production – I’d be ashamed, esp. given that some of these issues can be fully and precisely patched in a few lines of code. I don’t need to see the source code to know that – even a rat’s nest of blueprints and disorganized C++ code can’t justify it.
I can only hope the skeleton crew that's continuing support for this game will take a few hours to address these issues. More importantly, I hope someone higher-up will recognize that this game still has millions of copies floating around and a lot more opportunities for profit, so it’s worth it to invest just a little time/thought into balance to keep new players and veterans happy. Frankly, each issue could be hammered out in minutes by someone familiar with the codebase, but I know it takes some time for building and testing across multiple platforms - days is fine, weeks/months is insane, esp. given the current state of the game.
I think it is important to first precisely define how the game is unbalanced, and how this imbalance can ruin the fun of many matches. Based on previous posts and my own personal experiences playing with friends and family at various skill levels, the following pattern becomes clear:
3+ Bad/Low-Level Survivors – Essentially 99% Demon Win
2+ Bad Survivors, All Others Decent to Excellent – Heavily demon-sided (~90% Demon Win)
1+ Bad Survivor, All Others Decent to Excellent – Somewhat demon-sided (~70% Demon Win)
All Survivors Decent, Not Very Cooperative/Sharing – About Equal (~50/50 on Win)
All Survivors Decent, Mostly Cooperative – Somewhat survivors-sided (~70% Survivor Win)
All Survivors with Good Skills/Teamwork/Knowledge – Heavily survivors-sided (~90% Survivor Win)
All Survivors with Excellent Skills/Teamwork/Knowledge – Essentially 99% Survivors Win
Note: Skills/teamwork/knowledge are not necessarily related to prestige level nor gameplay style, though usually survivors with prestige levels have stuck with the game long enough to at least be “decent” (even if they’re still not perfectly cooperative/sharing/etc.). This pattern is only somewhat altered by the demon’s skill level – new/low-level demons skew much more to higher survivor win rates in every scenario, and excellent high-level/prestige demons playing the current “meta” demon skew toward higher demon win rates. Any level 45+ demon that’s decent to good and usually plays non-meta demons like the current versions of Warlord or Necro (that’s me) will likely not skew these results.
I believe my personal experience is a microcosm of the overall balancing issue, and we’ve seen posts on this subreddit that consistently confirm the above pattern. It should be painfully obvious by now to anyone who’s played both sides long enough, and it should also be even more painfully obvious to any developers/publishers pouring over analytics data for the game. What adds insult to injury is that, at the more extreme ends of the pattern, a lot of toxicity emerges. Many survivors go into flashlight-clicky mode when they have the upper hand, and many demons retaliate by dancing with possessions over corpses or other means, whether it’s in the current match or against some innocent victims in the next match (I’ve sometimes been guilty too – I usually just take a break when toxic matches get to me and I turn toxic, but I’m truly sorry to anyone who’s had to deal with any of this crap from me)
Anyway, what will happen if the above pattern continues over time? Well, newer players who are consistently getting absolutely destroyed and possibly taunted at the same time (as either survivor or demon) will either (a) quit the game, or (b) get better. Now, run through that scenario while looking at the pattern and assume the game remains roughly in the current state. There will be more and more new/”bad” survivors quitting the game entirely, and a smaller portion that will only stick with the game if they level up and “git gud” over many hours (becoming good to excellent players). The same thing will happen to demon players. What happens when all we have left are good to excellent survivors and good to excellent demons? Well, check the chart again. Every match will be at least heavily survivor-sided if not a guaranteed win. Survivors get bored, even most masochistic veteran demon players give up, queue times for survivors reach new heights, and the game “dies.” This sequence of events has happened at various times in the game’s lifecycle, but I fear it’s headed toward extremes that will eventually make the game unplayable.
Obviously, it’s no fun to win virtually every time and it’s no fun to lose almost every time. Competitive games are most fun when you have close matches – ideally, there’d be a win rate of about 50% for either side. “But wait,” you say, “the pattern above indicates that there already IS a roughly 50/50 balance for that scenario!” And yes, that’s true. But how many matches are actually like that? How many matches have you personally played that felt close and competitive the whole time? It certainly wasn’t common when we had strong SBMM, and it isn’t common without SBMM either. Why? Because players who stick with the absolutely brutal intro to this game today are almost guaranteed to at least become good/high-level players with solid game mechanics/knowledge (though some will still become toxic/uncooperative teammates or toxic demons). Those who don’t become competent players are virtually guaranteed to quit in frustration, some after just the first several matches where they are either getting consistently annihilated by all the veterans, or clearly being “allowed” to win if the other side takes pity. In essence, the game is just plain brutal for HOURS on end for newer players and can become stale for solid veteran players. For veterans, we have survivors who team up with 3 other veterans (boring due to easy wins, low challenge), demons who can only win by repetitively attacking an inanimate stationary book (boring due to minimal ability to challenge survivors throughout match), or demons who see 2+ bad survivors and have to decide whether to let them win or immediately stomp them to move on (both of which can be boring due to low challenge, and frankly feel bad if harassing beginners). I absolutely LOVE any close matches, win or lose, but they are unfortunately exceptionally rare.
Clearly, the goal of balancing patches should be to make as many matches as close as possible. How? Well, it’s very simple – give beginners a chance and give veterans a challenge. Specifically, force or incentivize gameplay that elevates beginners, challenges veterans, prevents toxicity, and basically “evens the playing field” so that the chart above reads more like “20% through 80%” win rates for survivors rather than 1% through 99%. Thus, the fixes below mostly take aim at mechanics that are abused by veterans of the game or seek to better prepare beginners. Additionally, nearly each of the fixes below can be implemented with the equivalent of just a few lines of code.
I fully believe that this game can achieve a decent balance as a 4v1 asymm. It only seems impossible because the patches for balancing have often failed to address root causes and/or caused new issues. The game can be more welcoming for newcomers (both survivors and demons alike) while still having a lot of the same learning curves and leveling systems to reward higher level play without it becoming outright oppressive to either side.
Anyway, based on a lot of previous posts and my own observations, here are some easy fixes for the next patch:
1. Revert demon traps to their previous behavior (i.e. make it so possessed survivors can be walked into a trap) and fix the fear looping mechanic for SchemeBaal specifically
The latest "fix" for this had a workaround from the community within hours to fear loop survivors anyway and nerfed all other demons for no reason.
This can be easily resolved by reverting to the previous code/blueprints/whatever (or hell, going back to the previous build if necessary), and then implementing a simple solution for Schemer. This solution requires a scalpel, not a sledgehammer, so it should apply ONLY to Schemer. I can think of two easy possibilities, either of which would only need a few lines of code.
First possibility: If a survivor has set off a trap that was set by using the Schemer's special ability, then that trap now has a normal cool down and cannot be "reset" again by Schemer's current use of the special ability. This would allow Schemer to set a trap manually, possess a survivor, run them into it, get the trap reset immediately by their special ability, but then only run the survivor into the same trap a 2nd time. Thus, Schemer would still be the demon associated with traps and fear, but wouldn't be able to loop a survivor in one spot endlessly. A survivor that's slightly separated wouldn't necessarily immediately die, but a demon could still down a lone wolf by harassing, lowering health, raising fear, and then doing this method.
Second possibility: The trap setting special ability of Schemer could be disabled when Schemer possesses a survivor. This may nerf Schemer specifically a tad bit too heavily, but is still a far better fix than what we've got. It's also super easy to program with something like the following pseudocode:
If (demon.ability == true && demon.name == "Schemer" && demon.possessing == true)
demon.ability = false;
2. Implement a stamina cost for vaulting windows/railings (e.g. the stamina cost could be the same as dodging)
This helps keep gameplay fair for both sides. It's clearly unfair and unfun to have a demon that can easily fear loop a survivor to death even if their teammates aren't far away, and the same holds true for a survivor that can "loop" a demon and never die. Survivors can still use objects, dodges, and other means to postpone death if they're alone (as I've done myself and seen done as demon) but it's at least possible for a demon to get in an occasional hit and whittle down health (i.e. it cannot be done indefinitely, at least if vaulting also uses stamina). Alternatively, at least give demons the ability to vault all the same objects as survivors, such as railings, so a 1v1 chase is fair – it just doesn’t feel great when a survivor jumps over a porch railing and looks back to flashlight click your possessed unit, knowing that there’s somehow zero threat in this 1v1 encounter in a 4v1 game due to a simple exploit. Personally, I think just adding a stamina cost would be fine to try at least, and many others in this community seem to agree. Plus, it should again only be a few lines of code to adjust the stamina bavariable of a survivor whenever he/she vaults.
3. Edit the text for the "hints" when a match is loading. There are absolutely no CLEAR tips about giving the right resources to the right players, nor hints about any newer demons (i.e. the hints have never been updated)
Regardless of which side we've played, we all know solo q for survivors is a total crap shoot. None of us started playing this game knowing that we should be gathering supplies for ourselves AND our teammates, dropping shemps for support, dropping ammo for hunters, etc. Many players quit before learning these things and there is no in game explanation for them (besides one single vague tip I can remember about how you can share resources with teammates, but no clear indication of sharing based on class).
I think the lack of instructions for basic team play is one of the major causes of low player retention for the game. The tutorials are helpful for basic controls, but there needs be a lot more emphasis on the basics of this game that many of us on this subreddit take for granted.
I’d start by making sure the following tip text is the first to be shown to all players for a few matches after this is patched in:
“Stay close to your teammates and focus on the current objective to survive. Going off to loot alone is very dangerous”
(yes, veteran players can often get away with this, but man, it feels terrible playing on either side and watching someone just wander off to loot the whole game)
The other tips could be a lot more direct:
“Players should stay within the blue aura of leaders whenever possible to get additional buffs”
“Warriors should generally be given the best melee weapons but do little ranged damage”
“Hunters should generally be given the best ranged weapons but do little melee damage. Drop ammo for them if they ask”
“Support players are generally weakest, but can heal or shield all their teammates by using shemps and amulets near them. Drop spare shemps for support”
Now, the above “tip texts” at the loading menu are super quick and easy to add to the game. However, if the developers would like to go a little above and beyond, it would be amazing to add some additional text boxes within the game to warn players about bad choices. For example, there could be blinking text in the center bottom half of the screen for awhile if you’re carrying another survivor’s specialty weapon and they don’t have one (or if yours is a higher rarity). Also, there could be similar warning text that you’ve wondered more than, say, 100m from your team. Again, just trying to give simple, clear instructions to beginners (and those that are somehow still selfishly playing after reaching level 25+). And yeah, there are always arguments and exceptions to be made about how to play optimally, but some updated/clear tips could go a long way.
4. Implement a bonus XP on the results screen after a match is over that gives each side a bonus based on how many points the other side gained. Also, fix demon leveling based on survivodemon level
This one sounds a little weird and complicated, but it's really not. What I'm saying here is that veteran survivors should be rewarded for taking it easy on a baby demon, and a veteran demon should be rewarded for taking it easy on baby survivors.
Basically, regardless of which side you play or if you win or lose, I believe you should get a bonus XP based on how the other side did. For example, let's say you're a veteran pup player that gets matched to novice survivors and down them all with a power possessed basic before they even get the first map piece. In this case, those survivors will have very little points after the match (maybe even under 1000 per person) and the demon should get no bonus reward. The survivors here should at least get a bonus for enduring the slaughter and staying in the match. Let's say the demon takes it easy on them though, let's them progress, maybe even just throws AI at them (hell, I've personally spawned a boss and walked them to good crates when they're clearly new and can barely take on bots). Let's say they get 10k points per player this way - the demon now gets bonus XP for good behavior.
I'd say that there should be a bonus XP for each player if the other side reaches a certain point threshold, say 30k, or if the survivors are wiped before first objective (as in, survivors get a bonus for enduring such a match and demon gets no bonus). This would help discourage immediately stomping new players and help retain them (remember everyone, this game will die if it's just a few hardcore people with long queue times all doing cheesy strats and stomping anyone who dares try joining as a newbie).
Anyway, in psuedocode, something like this could work:
If (survivor.totalscore >= 30000)
demon.bonusxp = 3000;
If (demon.totalscore >= 30000)
survivor.bonusxp = 3000;
[Loop thru survivors to apply bonus to each - obviously, these values can be tweaked]
Obviously, you may have survivors or demons who go AFK and then it may make it impossible for the other side to get a bonus. Therefore, there could also be some basic code for checking if someone is AFK (i.e. hasn’t not moved more than a certain small distance in a decent amount of time, hasn’t set a trap or possessed anything in a certain time, etc.). Frankly, I have no idea how we still don’t have AFK checks – just about any other online game I’ve ever played automatically disconnects you if you’re not playing.
As a bonus idea to this bonus idea, you could also cancel ALL XP points for a player for a round in which he/she is toxic, such as a check for repetitive flashlight clicking. I find this irritating whether I'm a survivor or a demon (and I def didn't deserve a bunch of XP the few times I've been guilty of it when I felt a demon was being toxic). I don't think there's an easy way to detect all toxic demon behavior with code, but it would be trivial to keep track of flashlight clicking in code. Maybe if a demon is "hovering" (dancing) directly over a dead body too long with a possessed unit or survivor, then they also have their XP completely canceled for the round - that would also be easy to check via code. The key to promoting good, non-toxic behavior would be to implement these checks without specifying precisely how many flashlight clicks count or how long dancing over a corpse counts – just note that specific toxic behavior will result in zero XP for the round for the offender and automate it in code.
Finally, as another incentive for fair play, the leveling up of demons should be dependent on the level of the survivors they are harassing AND on the demon’s current skill tree level. In other words, there should be modifiers so that new, low-level demons get leveled up more by the same actions as high-level demons, such as downing a player, and there should also be modifiers so that high-level demons cannot get leveled up as much by harassing low-level survivors, such as constantly downing a newbie, but can get slightly more leveled up by downing a high-level survivor. This goes back to the idea of elevating beginners and challenging veterans, esp. since it’s incredibly frustrating to be constantly singled out as a brand-new survivor. This could be something like:
Demon:
Lvl 1-24: x1.5 for demon leveling up
Lvl 25-44: x1.3 for demon leveling up
Lvl 45: x1.1 for demon leveling up
P1+: x1.0 for demon leveling up
Survivor (being attacked, hitting traps, or otherwise affected by demon):
Lvl 1-24: x0.5 for demon leveling up
Lvl 25: x1.0 for demon leveling up
P1+: x1.1 for demon leveling up
Specific examples:
Lvl 10 demon somehow downs a P3 survivor – demon levels up 1.5 x 1.1 = 1.65 times as much as now
Lvl 45 demon downs a Lvl 4 survivor – demon only levels up 1.1 x 0.5 = 0.55 times as much as now
P5 demon downs a P5 survivor – demon levels up 1.0 x 1.1 = 1.1 times as much as now
5. Disable the ability to start both the dagger and pages objectives at the same time
This "split cap" method is usually only used by high-level teams and can be almost impossible to counter by anyone who isn't a very experienced demon, at least on certain maps or when these objectives are at certain locations. I've managed to counter it myself most of the time as demon, but it can be very hard to deal with, esp. given that survivors are resurrected after either objective finishes. Depending on the map and RNG (esp. light sources at objectives and other variables), it can be impossible to counter.
Basically, if the timer is running on either objective, it should be impossible to start the other objective. This still allows creative play by high-level coordinated teams (e.g. maybe Pablo hides at the next objective waiting to kick it off immediately while waiting for others to race there by car). It also feels a lot more fair, particularly to less experienced demons.
Again, this could be fixed in just a couple lines of code. Literally, just check if a timer is running for daggepages and if so, don’t allow interaction with the other objective.
6. Add a call out in the in-game communication wheel to say "demon is on me” or “I need help” for survivors
We know from polls on this sub that most people are dropping into solo q most of the time (I’m sure Saber’s own analytics could prove this too). Also, many people don't have or don't want to use a headset. These are just common facts for most online games.
I know some people have resorted to using the "need matchsticks" chat option to indicate they're being attacked by a possessed unit but this is frankly absurd. We need a simple chat option for survivors for this. Honestly, if the text for “I need matchsticks” were simply replaced with “I need help!”, I'd be satisfied because I often need help fending off a possessed unit or boss a lot more than I need matchsticks in solo q.
This should be easy to add to the game (it’s more than a few lines of code and would require minor image/text adjustments and possibly kicking off existing voice lines, but should still be doable). I’m pretty sure that most characters already have a voice line recorded that could work (I picture Scotty already literally saying “I need help”) and if not, we’ve already been shown that voice lines don’t really have to match their context anyway (I picture Mia saying “fire’s lit. Anybody needs fire, it’s here” when turning on her flashlight – so hell, just make that what she says when she uses “I need help” on the wheel – we’ve already accepted she’s crazy anyway and the text would be clear at least).
7. Keep car possessions consistent on all maps. Demons either can't possess them until they "spawn" when survivors are near (like Castle Kandar) or they can possess them at any time anywhere
Personally, I think that it should only be possible to possess cars when survivors have "spawned" them by being close to them like on the Kandar map. The method of flipping all cars on a map at the start of a match is generally only used by a few high MMR demons and feels cheesy to me (I also feel it's cheesy to drive 3 cars to each objective, but cars are always going to be divisive and they can also be used to cause a lot of damage at objectives at least).
I think car possession should've followed the lore of AvED, kept survivors inside, and done something different like having both driver and demon fighting for control of the vehicle, like maybe survivor controls keep randomly reversing while demon controls it normally and the driver tries to counter the demon driving until infernal energy runs out - survivors take a little damage whenever the car crashes. However, this idea is complex, so I'll stick to easy fixes.
No matter what, it just seems like the ability to possess cars should be consistent across all maps and it should be easy to implement, esp. since there's already code/logic for the two scenarios.
8. Add a single menu option at the main menu when choosing a game mode to select "random"
This could immensely help queue times. I know there are others like me who just want to play and don't care about whether they're survivor or demon.
This may take a tiny bit more work to implement than some of the pieces above (e.g. need a little artwork for the button, menu programming, some matchmaking programming, etc.) but it would help queue times, which have been problematic at various times in this game's life cycle.
9. Adjust RNG based on the overall levels of survivors
Again, this goes back to elevating beginners and challenging veterans. I’ve been in too many games with all prestige survivors that can split up and loot a large portion of the map without fear of consequence until each character has his/her own purple/gold specialty weapon (which also goes back to looping/vaulting endlessly and depends on map, demon character, etc.) – those games are a wash for demon. On the other hand, I’ve been in too many solo q matches where people are bringing grey weapons to defend the book and hobbling in without shemps knowing it’s just a slaughter. I’d really like to be in more balanced matches where veteran teams don’t all have perfect weapons for an easy win, and novice players don’t all hobble around with garbage for a guaranteed loss.
As a simple fix, it would make sense to simply increase the odds of chests being purple/gold if 2 or more survivors are under P1, and decrease those same odds if all survivors are P1 or above (in all other cases, odds can remain the same). And yeah, I know prestige does not perfectly equal pure skill, but odds are you’re at least “decent” at the game if you’ve made it that far (if not good or excellent). This RNG adjustment for chests could be multiplied by whatever Ed brings to the table. For example, if the decrease for all prestige players is to have 0.75x the amount of purple/gold chests and the increase Ed brings is 1.5x, then there would still be slightly more purple/gold chests on the map than normal even for all prestige players (and a lot more good chests for new players, who definitely could use the boost).
10. Give out more XP/SP – we need more double XP/SP events and there should be a bonus given to any low-level players (say, anyone who hasn’t gotten a single character to P1) to get and retain new players
This last point shouldn’t need much explanation. The community obviously overwhelming voted to have more double XP/SP events. It would take such an incredible number of hours to P5 every single character that I’d imagine only those who have literally played non-stop for thousands of hours since release could have done it already. For some, like me, who only took a brief hiatus from the game since release, it feels like a herculean task to even get 1 or 2 characters to P5 on either side. Such events literally help with balance by elevating beginners and they also give a reason for veterans to return. Queue times were noticeably lower during the last event, even though it was poorly announced, clearly timed to try and mess with TCM (which is just a bad look, esp. since there was nothing for this game’s own anniversary), and wasn’t even VISIBLE in the game menus. Despite all this, it was still a success. Saber, unless you’re actively trying to eliminate your player base, it makes no sense to not do these regularly. And since you timed it to try to pull attention away from TCM, it would seem as though you want to retain players (or you’re just petty, but I’m guessing you’re more motivated by profits than such emotional considerations).
Anyway, more XP/SP please. Also, please put some kind of indication that an event is planned and/or is actively occurring in your game. I mean, it could literally be a freaking sprite on the main menu screen with some text announcing a double XP event and the duration – this is really basic stuff.
Finally, I don’t think anyone here would argue with giving away a large number of spirit points to every newish player the next time they open the game. I think a one-time bonus of at least 100K would be very reasonable for anyone who has not reached P1 for any character. I personally know several people IRL who would be back to playing the game if this were done (and almost certainly give you money for DLC when they get a chance to actually enjoy the game in a semi-competitive way) – these people just don’t have the time or patience to grind through hours of straight losses to even have a chance.
Closing thoughts:
I know there are a lot of other great ideas from the community on future content for the game (maps, characters, etc.) so I've just tried to stick to simple, easy to implement fixes for the developers.
Saber, this game could still generate a lot of (mostly passive) revenue if you support it well. There are many of us who are ready to throw money at any random DLC or cosmetic (myself included as a huge Evil Dead fan). However, the fans will only stick around to throw money at the game if the basic fundamental gameplay is somewhat balanced and glaring exploits/bugs are addressed. Seriously, if it's tweaked to feel good to play either side without major exploits being used by anyone, I (and many others) would keep throwing money at literal outfit accessories that could be crafted by a single 3d artist - it should more than pay for servers and labor, at which point you're just watching the money roll in.
Anyway, I've tried to stick to easy fixes that could improve the game for both novices and veterans. It would be easy to just say "buff the other side" whenever queue times are long for one side. At this time, it's obvious that average to excellent demon players are at a disadvantage when compared to equally skilled survivor players (as evidenced by queue times). I also remember times when demon queue times were long and I just played survivor because a certain demon was overturned or using cheesy exploits, so more people wanted to play demon.
However, I've been honestly sad that playing either side has just not felt good lately. It doesn't feel good to sit in a long queue for survivor, and it definitely doesn't feel good to crush noobs or get crushed by full prestige teams on coms. I can count on one hand the number of fun/close matches I’ve played in the last several dozen – I’d love to play more like those. Even if none of the changes above happen, I'd at least enjoy receiving some love for the older demons so they're at least fun to play and a challenge to go against (Plaguebringer Witch getting her original movement speed back, Necro and Warlord getting some minor buffs in any areas since they're pretty universally considered weak right now, etc.) – I mention these buffs in case you want to fall back on the tired old “just buff the other side” method.
Saber, please implement some quick and easy fixes for this game . Even if you're just in it for the money at this point, I'm literally here wanting to throw more money at this game, but only if some basic balancing changes are made. If the next patch surgically tweaks some major pain points rather than bludgeoning fundamental gameplay elements, then I'll be here waiting to throw money at any random DLC you've got. Otherwise, I'll sadly have to find another game (as many others have or will, given the overall sentiments after this latest patch and some patches before it). You can still turn the ship around - you have 3 million copies of this game floating around. That's literally millions of fans who likely want to return to the game and throw money at DLCs if the gameplay experience is fun. It's up to you now.
Tl;dr Summary:
The game can be balanced by elevating novices and challenging veterans. Here’s how…
  1. Revert demon traps to their previous behavior (i.e. make it so possessed survivors can be walked into a trap) and ACTUALLY fix Baal specifically
  2. Make vaulting cost stamina
  3. Edit/create hints for new players at the match loading screen that are clear and direct
  4. Give out a bonus XP for "good behavior" (not demolishing newbies), cancel XP for “toxic behavior” (flashlight clicking as survivor, dancing on corpses as demon), level up demon based on levels of victims
  5. Do not allow dagger and pages objectives to run simultaneously
  6. Add a call out in the in-game communication wheel to say "I need help" for survivors
  7. Keep car possession rules consistent on all maps
  8. Add a "random side" menu option to be able to play either survivor or demon, whichever happens to get matched first
  9. Adjust chest rarity RNG based on the overall level of survivors
  10. More XP/SP events. Also, give a bonus 100K+ SP to anyone with zero prestige characters
submitted by chbmg to EvilDeadTheGame [link] [comments]


2023.06.04 04:26 Awkward_Wishbone1745 Got Lucky Today

Got Lucky Today
2008 54,000 miles Exterior is an 8/10 with a little surface rust under the paint above the wheel wells. Interior is mint. Everything works like new.
submitted by Awkward_Wishbone1745 to DodgeDakota [link] [comments]


2023.06.04 04:23 SportsThreadderBot Match Thread: Vancouver Whitecaps FC vs Sporting Kansas City Major League Soccer

FT: Vancouver Whitecaps FC 1 - 1 Sporting Kansas City

Vancouver Whitecaps FC scorers: Ryan Gauld (88')
Sporting Kansas City scorers: Alan Pulido (20')
Venue: BC Place
LINE-UPS
Vancouver Whitecaps FC
Yohei Takaoka, Tristan Blackmon, Sergio Cordova, Andres Cubas, Ryan Gauld, Julian Gressel, Mathias Laborda, Luis Martins, Ranko Veselinovic, Pedro Vite, Brian White
Subs: Simon Becher, Sebastian Berhalter, Isaac Boehmer, Javain Brown, Deiber Caicedo, Matteo Campagna, Ryan Raposo, Alessandro Schopf, Russell Teibert
________________
Sporting Kansas City
Kendall Mcintosh, Marinos Tzionis, Alan Pulido, Daniel Salloi, Erik Thommy, Jake Davis, Nemanja Radoja, Remi Walter, Andreu Fontas, Logan Ndenbe, Robert Castellanos
Subs: John Pulskamp, Tim Leibold, Robert Voloder, Roger Espinoza, Cameron Duke, Felipe Hernandez, Gadi Kinda, Stephen Afrifa, Khiry Shelton
MATCH EVENTS
1' Vancouver awarded a throw-in in their own half.
1' Ball safe as Kansas City is awarded a throw-in in their half.
2' Lukasz Szpala signals a free kick to Kansas City in their own half.
2' Throw-in Kansas City.
4' Throw-in for Vancouver in their own half.
6' Can Kansas City capitalize from this throw-in deep inside Vancouver's half?
7' Kansas City awarded a free kick in their own half.
7' Free kick Vancouver.
7' Robert Castellanos is booked for the away team.
12' Vancouver have a goal kick.
13' Vancouver's Julian Gressel is on target but unsuccessful.
14' Throw-in for Kansas City at BC Place.
14' Kansas City's Alan Pulido gets in a shot on goal at BC Place. But the effort is unsuccessful.
16' Attention is being given to Kansas City’s Marinos Tzionis and play has been suspended briefly.
17' Kansas City's Marinos Tzionis is back in action after a slight knock.
18' Lukasz Szpala signals a Vancouver throw-in in Kansas City's half.
18' Lukasz Szpala awards the away team a throw-in.
20' Corner awarded to Kansas City.
20' Goal! Kansas City take a 0-1 lead through a well-placed header from Alan Pulido. Erik Thommy with an assist there.
22' In Vancouver a free kick has been awarded the home team.
24' Vancouver have been awarded a corner by Lukasz Szpala.
27' Lukasz Szpala signals a free kick to Kansas City.
30' Free kick for Vancouver in their own half.
32' Throw-in high up the field for Vancouver in Vancouver.
32' Ball goes out of play for a Kansas City goal kick.
33' Ryan Gauld for Vancouver gets in a strike but fails to hit the target.
33' It's a goal kick for the away team in Vancouver.
33' Free kick for Kansas City in the half of Vancouver.
38' Kansas City have been awarded a corner by Lukasz Szpala.
38' Corner awarded to Kansas City.
39' Throw-in for Vancouver at BC Place.
39' Brian White (Vancouver) has been booked and must now be careful not to get a second yellow card.
39' Lukasz Szpala signals a free kick to Kansas City in their own half.
40' Play has been temporarily suspended for attention to Logan Ndenbe for Kansas City who is writhing in pain on the pitch.
42' Tim Leibold (Kansas City) has replaced the possibly injured Logan Ndenbe at BC Place.
43' A throw-in for the home team on the opposite half.
44' Vancouver push upfield but Lukasz Szpala quickly pulls them for offside.
45' Kansas City awarded a free kick in their own half.
45+1' Lukasz Szpala awards Vancouver a goal kick.
45+2' Throw-in for Vancouver in the half of Kansas City.
45+5' In Vancouver a free kick has been awarded the home team.
45+6' Sergio Cordova (Vancouver) gets in a header on goal but the attempt is cleared.
45+7' Can Vancouver get the ball into an attacking position from this throw-in in Kansas City's half?
45+9' Vancouver are whistled for offside.
45+9' Vancouver to take a throw-in in Kansas City territory.
48' Corner awarded to Kansas City.
49' Kansas City have been awarded a corner by Lukasz Szpala.
49' Kansas City's Remi Walter attacks the ball with his head but his effort fails to hit the target.
49' Goal kick for Vancouver at BC Place.
51' Free kick for Kansas City in their own half.
52' Lukasz Szpala signals a throw-in for Kansas City, close to Vancouver's area.
53' Vancouver to take a throw-in in Kansas City territory.
55' Ball safe as Kansas City is awarded a throw-in in their half.
56' Alan Pulido is down and play has been interrupted for a few moments.
57' Lukasz Szpala awards the home team a throw-in.
57' Alan Pulido for Kansas City is back on the field again.
58' Vancouver awarded a throw-in in their own half.
58' Throw-in for Vancouver close to the penalty box.
59' Ball goes out of play for a Kansas City goal kick.
60' Vancouver drive into the zone and Brian White is presented with a brilliant opportunity. But his strike hits the upright!
60' Kansas City awarded a free kick in their own half.
61' Vancouver's Brian White has run offside.
63' Lukasz Szpala signals a free kick to Kansas City in their own half.
63' Andres Cubas for Vancouver has been booked by Lukasz Szpala and receives a first yellow card.
65' In Vancouver Kansas City drive forward through Marinos Tzionis. His shot is on target but it's saved.
66' Alessandro Schopf is replacing Mathias Laborda for the home team.
66' Lukasz Szpala awards Kansas City a goal kick.
67' Vancouver drive forward at breakneck speed but are pulled up for offside.
69' At BC Place, Daniel Salloi has been yellow-carded for the away team.
69' Kansas City have a dangerous throw-in.
71' Throw-in for Vancouver in the half of Kansas City.
71' Peter Vermes is making the team's second substitution at BC Place with Khiry Shelton replacing Marinos Tzionis.
72' The away team have replaced Alan Pulido with Gadi Kinda. This is the third substitution made today by Peter Vermes.
73' Corner awarded to Vancouver.
75' It's a goal kick for the away team in Vancouver.
76' Deiber Caicedo is on a sub for Andres Cubas for Vancouver.
76' The home team replace Sergio Cordova with Simon Becher.
77' Free kick for Kansas City in their own half.
77' Throw-in Kansas City.
77' Kansas City are coming forward and Gadi Kinda gets in a strike, it misses the target, however.
77' Goal kick for Vancouver at BC Place.
78' Free kick for Kansas City in the half of Vancouver.
78' Ryan Gauld (Vancouver) has received a yellow card from Lukasz Szpala.
79' Throw-in for Vancouver in their own half.
79' A throw-in for the away team on the opposite half.
80' Gadi Kinda (Kansas City) gets a yellow card.
80' Lukasz Szpala signals a free kick to Vancouver in their own half.
81' Vancouver have been awarded a corner by Lukasz Szpala.
81' Vancouver's Ryan Gauld breaks free at BC Place. But the strike goes wide of the post.
81' Kansas City have a goal kick.
83' Lukasz Szpala awards Kansas City a goal kick.
85' Vancouver have been awarded a corner by Lukasz Szpala.
88' Goal! The home team are now level through a Ryan Gauld penalty.
89' Throw-in for Vancouver at BC Place.
90' Free kick for Vancouver in their own half.
90' Kansas City needs to be cautious. Vancouver have an attacking throw-in.
90' Kansas City make their fourth substitution with Roger Espinoza replacing Erik Thommy.
90+1' Vancouver make their fourth substitution with Sebastian Berhalter replacing Pedro Vite.
90+1' Free kick Vancouver.
90+1' Kansas City awarded a free kick in their own half.
90+2' In Vancouver, Gadi Kinda (Kansas City) misses the target with a header.
90+2' Goal kick for Vancouver at BC Place.
90+3' Kansas City awarded a free kick in their own half.
90+4' Lukasz Szpala signals a Vancouver throw-in in Kansas City's half.
90+5' Vancouver are caught offside.
90+6' Kansas City's Kendall Mcintosh has been booked in Vancouver.
90+8' Deiber Caicedo of Vancouver gets in a strike, but is off target.
90+8' It's a goal kick for the away team in Vancouver.
SportsThreadder automatically generates match threads for soccer matches. You can request it for your subreddit
submitted by SportsThreadderBot to SportsThreadder [link] [comments]


2023.06.04 03:57 EricaTakesWhisks My experiences with Kyleena versus Skyla IUD

I had my first IUD (Skyla) inserted in February of 2016 after switching from a hormonal birth control pill. With diet and excercise, I lost 35 lbs in 3 months. I still spotted once per month, but didn't have a full period, never had cramps, bloating etc.
In May of 2019 I had to have my Skyla replaced. I wanted to keep the same IUD but Planned Parenthood said they did not stock it - they only had the Kyleena and the Mirena for their hormonal options. With the (crappy) insurance at the time, PP was my only option, so I went with it.
In the months that follwed, I started experiencing anxiety, had constant bloating, put on about 15 pounds with no lifestyle changes and started crying really easily. My doctor at the time basically said it was my life changes at the time (work was stressful, my knee surgery recovery was frustratingly slow, etc.) and put me on anti-anxiety meds/anti-depressants. Within a year, even with medication my anxiety became crippling, and my dosage had to be more than doubled. In the 4 years that I had the Kyleena, I gained 60 lbs total and could not lose it no matter what crash diet I tried (and with my wedding in 2022, believe me - I tried EVERYTHING). I also never had a period with Kyleena - not once in 4 years, but my boobs hurt 24/7 and I went up multiple cup sizes.
After having some weird symptoms pop up out of the blue (uterine muscle spasms that were not painful but felt like my uterus was vibrating/expelling my IUD) I had my Kyleena removed on May 18th, 2023 and had a new Skyla inserted the same day at my Primary Care Provider's office.
In the 2-ish weeks since replacing Kyleena with Skyla I have lost 10 pounds, my boobs don't hurt anymore, my bloating is completely gone, and so is my anxiety. I haven't felt the least bit anxious or emotional, and my husband/family have noticed a significant upswing in my mood. I feel more like myself than I have in a long time. I feel passionate about everything again, and can keep a workout schedule for the first time in years (before I'd have anxiety about when to workout, going to the gym, driving to the gym, everything else I could be doing at home, etc.).
I know there were other factors that had a role in my experience - my knee surgery/recovery, COVID/pandemic impacts on my life and society as a whole, etc. but I feel like an entirely new person and the only thing that changed recently has been my IUD.
I know that everyone's experience is different with birth control, including IUD's, but if you're struggling with the same things I was and nothing else seems to resolve it, it might be worth finding out if your birth control method is to blame. 🤷‍♀️
submitted by EricaTakesWhisks to birthcontrol [link] [comments]


2023.06.04 03:48 lalasmooch How much should I expect to pay to have my belts replaced?

I know almost nothing about cars unlike the wonderful people on this subreddit, so any help is appreciated.
My car (2007 Hyundai Tuscon, just over 155k on the clock) has started making the dreaded high pitched squealing noise that gets louder the more I accelerate. Google tells me this is the fanbelt, and I understand possibly the timing belt will need replacing at the same time. Our last service the mechanic also mentioned these were in early stage of wearing and would be needing replacement eventually, so not totally unexpected.
I just started a new job where I am using my car lots more, travelling to different jobsites all around Brisbane and carrying equipment that makes public transport not an option. So I plan/need to get it fixed asap. We usually take the car to the Hyundai dealership mechanic, but understand this is quite a 'premium' option and may get a better price with other mechanics. I am going to look for quotes this week, but was hoping you guys might know a ballpark figure of what something like this will cost to have done?
Bonus points if anyone can recommend an awesome, honest/reliable mechanic in the outer north Brisbane area (moreton bay region but can travel further if its worth it). Any help is greatly appreciated, thank you so much. Happy Sunday everyone. 💕
submitted by lalasmooch to CarsAustralia [link] [comments]


2023.06.04 03:39 dogglesnake ChocoPro 314 🍫 Ken Ohka & Cherry return, EGG TART (Hagane Shinno & Chie Koishikawa) VS GanPro’s Shota (Debut!) & Miya Yotsuba. Tomorrow Morning at 4 am EDT, Live & Free on YouTube!

ChocoPro 314: GanPro Returns Need something to do tomorrow morning (or to check out after you wake up!)? Ichigaya has you covered! The Special Early Morning Episode features Akki teaming up with “May” Suruga once again to take on the Showa Era shooters, Mei Suruga (classic) taking on Smiling Violence Sayaka, and EGG TART welcomes Shota (teaming with Ichigaya’s Lucky Charm, Miya!) for his first official appearance on the regular show. Let’s Go, ChocoPro!
🍫 CLICK HERE FOR THE LINK! ChocoPro 314 🍫 Ken Ohka & Baliyan Akki VS Tokiko Kirihara & Cherry, Mei Suruga VS Sayaka, and EGG TART (Hagane Shinno & Chie Koishikawa) VS GanPro’s Shota & Miya Yotsuba! It airs TOMORROW at 4 am EDT / 1 am PDT / 9 am BST / 5 pm JST. Live and Free on YouTube!
This link will be updated with a direct one when available

Don't forget to Adjust Your Volume, Wrestling is Loud!

Change the stage, escape the normal! ChocoPro is built different. Find out why wrestlers like it so much: Find a new home on the bleeding edge. (This is not your regular wrestling show.) Join us for this episode, or check out the back catalog of 17 wonderful Seasons on the Gatoh Move ChocoPro YouTube channel...260+ episodes with stories and pro-wrestling like you've never seen. New to the promotion? It features a roster of skilled veterans, rising stars, and wonderful guests fighting in the ChocoPro Arena: Ichigaya Chocolate Square. Subscribe for more content than just the live matches! (AEW Watch Alongs, Discussions, Interviews, Food Challenges, etc) Even if you can't catch it live, don't sweat it! It will still be available on the channel.

Ken Ohka 🤠 (as May Suruga) & Baliyan Akki ♠️

VS

Tokiko “Otoki” Kirihara 💃 & Cherry 🍒

Best Bros?

Ken Ohka, the hero of Ganbare Pro-wrestling, is basically a regular part of ChocoPro as well at this point. When he’s not working with food at DDT’s restaurant Ebisco Sakaba with Obi or getting the crowd roaring at GanPro, he’s spearing someone out of their boots in Ichigaya! This man is enthusiastic about everything he does, even when he is occasionally pretending to be Mei Suruga. Now that “May Suruga” has been officially recognized, be careful not to be overwhelmed by his charm. Baliyan Akki & Mei, the regular Best Bros, are one of the greatest Tag Teams out there. Baliyan Akki keeps a serene attitude while dealing out some of the most devastating strike combo’s you’ll ever witness. The “Zephyr of Ichigaya” is among the best when it comes to in ring quality, but how well will he handle this replacement Mei? Ken & Akki have teamed together in the past (especially in GanPro!), but this false version of the beloved tag team is still untested. How will the Apple Substitution go? Can the Ace find that awesome synergy with a different “Mei”?
Cherry Comaneci returns!? The Showa Era Shooters Tokiko “Otoki” Kirihara & Cherry are two of a kind! Will these two show the boys the power of their physical perfection? Otoki is a very down to earth fighter for the most part, bringing a vicious realism that is a bit more visceral than a lot of the high characters of ChocoPro! Though the Iron Claw user might occasionally pull off a Comaneci Taunt or torturous twist, she's known for her ungodly kicks and throws...She was a champion Kickboxer, after all! Mischievous Fortune Teller Cherry also brings a lot of ground work and technical prowess, being able to slickly roll into pins and armbars. Cherry is one of the scariest grapplers to grace Ichigaya, considering she even gives a rough time to a lot of the power fighters! Can the False Best Bros bring down these dynamic pair?

Mei Suruga 🍎

VS

Sayaka 👗

Apple Violence

Whether you know her as the Apple Goblin or the Big Apple Girl, Mei Suruga is a vast sea of charisma. The real Red Fairy of Ichigaya tends to convert new viewers into her “dummies” quite quickly, even the coldest heart finding it hard to resist her charm and explosive wrestling ability...despite her being so utterly rotten most of the time! She is undeniably a rising star of the Joshi world...making appearances for STARDOM, TJPW, DPW, AEW, Evolution Girls, DDT, and many more! Though the Goblin tends to appear mostly in tags at Ichigaya these days, singles are a rare tasty treat for her: Mei loves getting an opportunity to be a goblin the entire match! With her 5th Anniversary in the rear view, the Apple Road continues...with a pit stop in violence city.
“I'm gonna kill you! Yayyyyy!” While she has become infamous for her unsettling quotes, “Smiling Violence” Sayaka is known more for her ungodly striking power. Those explosive forearms and pinpoint dropkicks stagger even the toughest opponents! Sayaka’s unnerving cheerfulness while she does brutal things provides her with a big presence in the square. That unattached joy will eventually be the stuff of legends! (After all, she’s “happy to beat someone”!) Don't forget, Sayaka hangs out around Minoru Suzuki and survives to tell the tale...This photogenic phenom is on the rise, keep an eye on her! After the Lucky Violence team managed to deliver some brutality during the Birthday Gauntlet, Sayaka will be delighted to bring more pain to the Apple Goblin.

EGG TART (Chie Koishikawa 🏵️ & Hagane Shinno ⚔️)

VS

GanPro’s Shota ⚾ & Miya Yotsuba 🍀

Mr. SHOWTIME

Chie Koishikawa & Hagane Shinno, the combination known as EGG TART, are a hot and cold team. Opposites definitely attract, and the polar attraction results in some of the craziest team attacks you will ever witness! “Too Much Energy” Chie brings an uncontrollable excitement wherever she goes (including to the recently rebooted GanJo), sprinting around the Square and delivering lightning quick striking...often from the air! Her tightly locked Stretch Mufflers and eye catching arm drags will have you shouting as much as she does. The Frantic Fencer is one of the most popular characters in all of ChocoPro! Her Wintery partner on the other hand is a remorseless killing machine...and the Super Asia Champion. Hagane’s icy ferocity usually brings about ugly thuds via heavy striking and brutal slams. The “Cold Killer” earned his epithet by easily dispatching some of the best the promotion has to offer. This ageless assassin only shows emotion around his chaotic partner...and together they amplify each others personalities. These two have limitless potential, and now that Hagane has the Big Blue Belt they will also have limitless enemies looking for an opportunity! Speaking of which...
Shota, GanPro’s charismatic underdog technician, finally makes his official ChocoPro Debut! He might give off some of the same vibes as “Generic Masa” from long ago, but there is nothing generic about Shota! This world traveling jump suit enthusiast impresses everywhere he goes, so expect Ichigaya to be no different. Anticipate a lot of flowing transitions and crisp technique! With an unbeatable in ring IQ and a talent for complex pinning skills, “Mr. SHOWTIME” is going to be a great support for his Rookie partner: The Avatar of the Fifth Generation, Miya Yotsuba! “Ichigaya’s Lucky Charm” Miya brings a strength empowered style that is quite flashy (especially that Miya Hammer)! Our new powerhouse has begun a series of difficult matches against her seniors (joining gangs and facing clowns, fortune tellers, drunks, cannibals, and the truly wild), in order to speed up her adjustment to Ichigaya’s strange (and vicious) world. Teaming up with guests is a common theme in ChocoPro, so this will be a great test for the Mint-Green Bruiser...especially with a guest this good! Good Luck, Miya!
Let’s Go ChocoPro, Let’s Go GanPro!
Come and see the wild creativity that produced Two of the Seven AEW Women's World Champions! (Both of which have appeared on ChocoPro!) You'll be wondering if you're seeing future champs, as well. ChocoPro is the Frontier of Pro Wrestling! Match after match of hard hitting, chaotic, fun bouts with a friendly online audience. We're quickly growing, and you're welcome to come along!
Here are some Frequently Asked Questions:

“What is this?”

ChocoPro is a free online promotion run by AEW's Emi Sakura, that takes place in the legendary Ichigaya Chocolate Square! It features a steady pace of live Episode releases, fan interaction, season long story arcs, and much more! A place where the turnbuckles are replaced with 14th floor windows, the ropes are often replaced with fans, unforgiving walls provide creative avenues for skills otherwise unthinkable, and you can take solace in knowing that the referees usually do nothing. While it might be a shocking change at first, the intensity and storytelling will leave you wanting more.

“Why are they fighting in ____?”

Short answer is that it is a cost effective, unique venue with a better availability schedule and allows the roster access for training. Emi Sakura has been using this place for a long time, and you might be surprised at some of the names that have used it (even outside of ChocoPro!). There are a few in-ring Episodes and Gatoh Move has in ring shows with crowds on the YouTube channel. Think of it like the Hart Dungeon but as a promotion, if that helps!

”What are the rules?”

While special match stipulations will usually be explained before the respective matches, the general rules of ChocoPro are simple. Pins only count on the Chocolate Mat and are not broken by the edge or Wall. Submissions usually only count on the Chocolate Mat, and ARE broken by reaching the edge or wall (sometimes ceiling...). Double pins and Double submissions are legal (and encouraged) in ChocoPro Tag matches, meaning cohesive teams will always have the advantage! Count Outs only exist if specified, since many matches stray from the comfort of the Chocolate Square into the streets (and the rest of the building itself!) There is a Time Limit for each bout (based on card placement and importance) and the Referee has discretion (even if they tend to do nothing most of the time!). Every Ref is different, some have different levels of bias and speed.

“How can I support them?”

Watch the show! Even if you can't see it live, the views matter! Like & Subscribe! You can join the Channel's membership for different tiers of perks...but also, you can buy single episode Sponsorship, Digital autographed photos, and more on their shop site as well as purchase shirts from PWTees (which features some great options!) If you'd like to donate or purchase a main wall sponsorship, you can via Paypal or Patreon...and don't forget to cheer for your favorites! (especially if you want to do a superchat!)

”How come there aren’t a lot of comments on the threads?”

ChocoPro is a YouTube show, meaning the discourse happens live...in the chat! Those that comment in the threads on here tend to do so in order to help new viewers that might be intimidated by the fast moving chat. Don’t be afraid to just dive in though, the community is friendly.

“Why are you posting this here? / Are you paid for this?”

This is a wrestling forum, and I'm trying to broaden the horizons of others! There is a lot of good wrestling out there...Plus growing the fan base means more people for me to joke around with! I honestly do believe this is what a lot of fans are looking for, even if it is too different for some! But different tastes are good. Variety is the spice of life. This is a labor of love (it really doesn't take that long) considering how much work they do to put on so many shows...for free!
If you have any other questions, feel free to ask me on here or on Twitter, where I’m everywhere! ChocoPro is going to the UK!
Season Tracker: We're 14/18 into Season 18! (Each Season is usually around 18 episodes)
submitted by dogglesnake to SquaredCircle [link] [comments]


2023.06.04 03:32 metaldrumcore 3rd gen dodge value

3rd gen dodge value
I picked up another diesel in a trade but honestly I don't like the 3rd gen near as much as the 1st or 4th gen dodges and prefer my power stroke over a Cummins anymore. I have had to do over $1k in work to it just getting things straight and still needs 4x4 u-joints (clicks when engaged in 4x4 due to slop) and the fan clutch bearing is squeaking. KBB and NADA say it is worth between 12k and 14.5k ok private sale even though it has 361k miles. That's good condition.
It has zero rust, one dent in the tailgate, a couple small dings in the passenger door and that's it. Interior is near perfect except for some light carpet staining. dash has no cracks.
Previous owner put brand new tires on it before selling it (less than 1k on them now), ranch hand front bumper, replaced the injectors, had a shop rebuild the transmission, studded it, deleted it, tuned it, fass fuel pump, g&r diesel sump pump kit, fuel pump delete, and bed lined it.
I got it aligned, replaced sway bar bushings, sway bar end links, front shocks, rear brake rotors/pads/parking brakes, replaced driver parking brake cable, replaced idletensionedrive belt, replaced turbo oil drain o-rings, and changed the oil.
It drives like a dream, pulls great, and is a good truck. Just not what I want. What price should it be at? I'm having a hard time selling it.
submitted by metaldrumcore to Diesel [link] [comments]


2023.06.04 03:23 SportsThreadderBot Match Thread: Colorado Rapids vs San Jose Earthquakes Major League Soccer

FT: Colorado Rapids 0 - 0 San Jose Earthquakes

Venue: Dick's Sporting Goods Park
LINE-UPS
Colorado Rapids
Marko Ilic, Daniel Wilson, Andreas Maxso, Moise Bombito, Cole Bassett, Sam Nicholson, Connor Ronan, Bryan Acosta, Keegan Rosenberry, Kevin Cabral, Jonathan Lewis
Subs: Michael Barrios, Calvin Harris, Danny Leyva, Alex Gersbach, William Yarbrough, Braian Galvan, Steven Beitashour, Ralph Priso, Lalas Abubakar
________________
San Jose Earthquakes
Daniel, Paul Marie, Rodrigues, Tanner Beason, Miguel Trauco, Jackson Yueill, Carlos Gruezo, Jamiro Monteiro, Benjamin Kikanovic, Jeremy Ebobisse, Cristian Espinoza
Subs: JT Marcinkowski, Jonathan Mensah, William Jacob Richmond, Tommy Thompson, Daniel Munie, Ousseni Bouda, Carlos Akapo, Michael Baldisimo, Judson
MATCH EVENTS
1' Serhii Boiko signals a Colorado throw-in in San Jose's half.
1' Can Colorado get the ball into an attacking position from this throw-in in San Jose's half?
2' Throw-in for San Jose in the half of Colorado.
4' Corner awarded to San Jose.
6' Serhii Boiko awards the away team a throw-in.
7' Colorado have been awarded a corner by Serhii Boiko.
8' Colorado to take a throw-in in San Jose territory.
9' Colorado have been awarded a corner by Serhii Boiko.
9' A throw-in for the home team on the opposite half.
11' San Jose have a goal kick.
13' Goal kick for San Jose at Dick's Sporting Goods Park.
13' Corner awarded to Colorado.
13' Colorado surge into the attack at Dick's Sporting Goods Park but Cole Bassett’s header is off-target.
13' Serhii Boiko awards San Jose a goal kick.
14' Serhii Boiko signals a free kick to Colorado.
15' Cole Bassett (Colorado) gets in a powerful header but the ball is cleared away.
16' Corner awarded to Colorado.
16' Jeremy Ebobisse of San Jose gets in a strike, but is off target.
16' It's a goal kick for the home team in Commerce City.
18' Colorado's Bryan Acosta misses with an attempt on goal.
18' Ball goes out of play for a San Jose goal kick.
19' Serhii Boiko awards Colorado a goal kick.
21' Goal kick for San Jose at Dick's Sporting Goods Park.
21' Throw-in San Jose.
24' San Jose needs to be cautious. Colorado have an attacking throw-in.
25' Ball goes out of play for a San Jose goal kick.
26' Serhii Boiko signals a San Jose throw-in in Colorado's half.
27' Free kick San Jose.
29' It's a goal kick for the home team in Commerce City.
30' Colorado have been awarded a corner by Serhii Boiko.
31' Keegan Rosenberry gets his shot on target but fails to score for Colorado.
32' Corner awarded to San Jose.
33' A throw-in for the home team on the opposite half.
33' Colorado to take a throw-in in San Jose territory.
34' Throw-in for San Jose at Dick's Sporting Goods Park.
35' Colorado awarded a throw-in in their own half.
36' Ball safe as Colorado is awarded a throw-in in their half.
36' Can San Jose get the ball into an attacking position from this throw-in in Colorado's half?
37' San Jose are pushing forward but Benjamin Kikanovic's finish is wide of the goal.
37' Colorado have a goal kick.
39' Colorado have been awarded a corner by Serhii Boiko.
39' Colorado attack but Cole Bassett's header doesn't find the target.
39' Serhii Boiko awards San Jose a goal kick.
41' Serhii Boiko signals a free kick to Colorado in their own half.
44' San Jose awarded a free kick in their own half.
44' Moise Bombito (Colorado) has received a first yellow card.
44' Throw-in for San Jose in the half of Colorado.
45' Throw-in for Colorado in their own half.
47' Colorado's Bryan Acosta is on target but unsuccessful.
47' Colorado have been awarded a corner by Serhii Boiko.
47' It's a goal kick for the away team in Commerce City.
48' Serhii Boiko awards the home team a throw-in.
50' Ball goes out of play for a San Jose goal kick.
51' Corner awarded to San Jose.
51' Moise Bombito has been booked for the second time in this match - the red card is coming out!
51' In Commerce City a free kick has been awarded the away team.
54' Serhii Boiko signals a throw-in for San Jose, close to Colorado's area.
55' Goal kick for Colorado at Dick's Sporting Goods Park.
57' Colorado to take a throw-in in San Jose territory.
58' Can San Jose get the ball into an attacking position from this throw-in in Colorado's half?
58' The home team replace Cole Bassett with Michael Barrios.
59' Free kick in a good position for San Jose!
59' Kevin Cabral for Colorado has been booked by Serhii Boiko and receives a first yellow card.
60' Colorado have a goal kick.
60' San Jose drive forward at breakneck speed but are pulled up for offside.
61' Free kick for Colorado in their own half.
61' Throw-in for Colorado in the half of San Jose.
61' Throw-in for San Jose in their own half.
62' Corner awarded to San Jose.
63' San Jose are too eager and fall into an offside trap.
64' Colorado have been awarded a corner by Serhii Boiko.
64' Free kick for San Jose in their own half.
65' Ball goes out of play for a Colorado goal kick.
66' San Jose's Benjamin Kikanovic gets his shot away but it misses the target.
66' Serhii Boiko awards Colorado a goal kick.
71' A massive blow for Colorado as Connor Ronan misses from the spot.
71' San Jose are caught offside.
74' Michael Barrios for Colorado drives towards goal at Dick's Sporting Goods Park. But the finish is unsuccessful.
74' Colorado have a dangerous throw-in.
74' Throw-in San Jose.
75' Ball safe as Colorado is awarded a throw-in in their half.
76' San Jose advance rapidly upfield but Serhii Boiko blows for offside.
76' Luis Gonzalez Gallaguer (San Jose) is making a first substitution, with Tommy Thompson replacing Benjamin Kikanovic.
76' Carlos Akapo is on a sub for Paul Marie for San Jose.
77' Colorado awarded a free kick in their own half.
78' Free kick for San Jose in the half of Colorado.
79' Ralph Priso is replacing Connor Ronan for Colorado at Dick's Sporting Goods Park.
79' Robin Fraser is making the team's third substitution at Dick's Sporting Goods Park with Braian Galvan replacing Jonathan Lewis.
80' Free kick Colorado.
81' Colorado awarded a throw-in in their own half.
82' Throw-in for Colorado at Dick's Sporting Goods Park.
82' Throw-in for Colorado at Dick's Sporting Goods Park.
83' It's getting dangerous! Free kick for San Jose close to the penalty box.
84' Colorado have a goal kick.
85' Can San Jose capitalize from this throw-in deep inside Colorado's half?
86' San Jose have been awarded a corner by Serhii Boiko.
87' In Commerce City San Jose attack through Cristian Espinoza. The finish is off target, however.
87' Goal kick for Colorado at Dick's Sporting Goods Park.
87' The home team have replaced Bryan Acosta with Danny Leyva. This is the fourth substitution made today by Robin Fraser.
88' Robin Fraser is making the team's fifth substitution at Dick's Sporting Goods Park with Lalas Abubakar replacing Sam Nicholson.
88' Throw-in for San Jose close to the penalty box.
89' Serhii Boiko signals a free kick to San Jose.
90' It's a goal kick for the home team in Commerce City.
90+3' Throw-in high up the field for San Jose in Commerce City.
90+4' Serhii Boiko awards San Jose a goal kick.
90+5' Corner awarded to San Jose.
SportsThreadder automatically generates match threads for soccer matches. You can request it for your subreddit
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2023.06.04 03:19 gurret [NA] Free From Peace (PvP/PvE) - Mild RP --- [176.57.143.23:30600]

***[FREE FOR EVERYONE]*** ↔ **Modded!** ↔ **Text Based Role Playing** ↔ **Wiped 05/30!** ↔ **24/7**
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SERVER INFORMATION


Hosted via G-Portal : Dallas
\Server Admin\**
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SERVER RULES


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FEATURES

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IMPORTANT INFORMATION

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Once, there was a time when tranquility embraced the world, and humanity lived in harmony with nature. But that was before the scourge of the undead, a relentless zombie outbreak, shattered the fragile equilibrium.
It began with a single infection, an isolated incident that swiftly escalated. The virus spread like wildfire, turning ordinary people into mindless creatures driven by insatiable hunger. Panic gripped the cities, and chaos reigned as the dead outnumbered the living.
As the infection spread, society crumbled beneath its weight. Governments collapsed, leaving a void where order and structure once stood. People grew desperate, fighting for their own survival amidst the maddening chaos. The world descended into a realm of fear and violence, where trust became a scarce and treasured commodity.
In this dystopian nightmare, pockets of survivors clung to their humanity, desperately seeking refuge and safety. But with each passing day, their numbers dwindled as the horde closed in, hunting them relentlessly. The once bustling streets became silent and desolate, now tainted with the stench of death.
Humanity had lost all peace with the world. The natural beauty that once adorned the Earth now withered under the weight of despair. The songs of birds and the gentle rustle of leaves were replaced by the groans and moans of the undead, echoing through the empty alleyways.
Yet, amidst the darkness, a flicker of hope remained. Some refused to surrender to the overwhelming darkness. They banded together, fighting tooth and nail to protect what little they had left. The survivors forged alliances, sharing resources and knowledge, pooling their strength in the face of impending doom.
But with each passing day, the struggle became more arduous. The line between life and death blurred, and even the survivors faced a relentless battle for their own sanity. The weight of loss and despair threatened to consume them, but they fought on, unwilling to let the zombies steal their last vestiges of humanity.
And so, as the world burned and the undead roamed freely, these valiant souls clung to the belief that somewhere, somehow, there was still a glimmer of peace left to be found. They fought not only to survive but also to restore what had been lost.
It was a grueling journey, with sacrifices and heartbreak at every turn. But their resilience and determination burned bright, a beacon of hope in the darkest of nights. They held onto their shared vision of a world where peace would once again reign, where the sounds of laughter and joy would echo through the streets instead of anguished cries.
The story of how humanity lost all peace with the world during the zombie outbreak was one of tragedy and devastation. But within that tale, there was also the story of those who refused to surrender, who fought against the odds, and who dared to dream of a future where the missing peace would be restored to humanity once more.
- Lamp
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MOD LIST

RavenCreek;Otr;Arsenal(26)GunFighter[MAIN MOD 2.0];Brita;Brita_2;BB_CommonSense;zReBetterLockpicking;MoreSimpleTraits;VehicleRepairOverhaul;tsarslib;autotsartrailers;AquatsarYachtClub;amclub;ATA_Bus;LitSortOGSN;BetterSortCC;ReducedWoodWeight2x41;VISIBLE_BACKPACK_BACKGROUND;BCGRareWeapons;BCGTools;TheyKnew;TMC_TrueActions;simpleStatus;PlayersOnMap;pkmntradingcards1.2;MoodleFramework;MoreDescriptionForTraits4166;FuelAPI;MoreCLR_desc4mood;CraftHelperContinued;DRAW_ON_MAP;EQUIPMENT_UI;FH;fuelsideindicator;improvedhairmenu;OutTheWindow;KillCount;manageContainers;MiniHealthPanel;ProximityInventory;REORDER_THE_HOTBAR;ShowSkillXpGain;SkillRecoveryJournal;88chevyS10;80kz1000;MakePaths;qdx_item_condition;EliazBetterBagsBackpacks
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