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One Piece 500K subscribers Survey Result!

It's time for the result of our latest survey! And it had 7252 participant! So thank you everyone that took time to answer those questions.
You should be able to see the answer if you go there : https://docs.google.com/forms/d/1KfHOyWHQTyFEEeAYvCZRxBc3_ZGZxJn6ZUztiwMdVjE/edit

Community section :

What country are you from?

Country U.S.A. Germany India Australia Canada U.K. Bazil France Spain Sweden
Percentage 33.1 % 7.4% 5.4% 5% 4.8% 4.4% 3.1% 3.1% 2.1% 1.7%
Is nice to see that we have users from all around the world, even if nearly 50% are from English speaking countries.
Image 1.

How old are you?

The average age of a /OnePiece user is 23.62 years old. We have roughtly 10% of users that are underaged, and 10% that are 30 years old or more.
Image 2.

Gender

Gender Male Female Other
Percentage 88.6% 8.9% 2.5%
There is no surprise there.
For the others, we have some Gender Fluids, transgenders, Bigenders, quite a lot of Non-binary, a Loli, a Furry, and nearly a 100 Oden (You wish), as well as some rude people, but I won't put up what they said.

Manga or Anime?

Both Manga Only Anime Only
49.8% 46.2% 4%
No real surprise here either. Considering the subreddit has a lot of spoilers and is focussed around the chapter release, it's obvious there are only a few Anime Only people here. So thank you for Sticking Around, even if it the best place to avoid spoilers.

For approximately how long have you been following One Piece?

1 Year or less 2 years 3 years 4 years 5 years 6 years 7 years 8 years 9 years 10 years or more
8.7% 6.2% 6.8% 6.1% 8.1% 7.1% 6.7% 7.1% 4.6% 38.5%
Nearly 40% of our users have followed the series for 10 years or more. (To give an idea, this mean they followed the series since Before the timeskip, as chapter 597 was released at the end of August 2010).
For the rest, we have roughly the same number of new readers that stays with the series. So it's quite good to bring new blood and not have a decrease of new readers.

Where does One Piece rank on your list of favorite manga?

N°1 Top 3 Top 5 Top 10 Bellow Top 10
70.1% 21.6% 5% 2.6% 0.6%
Well, you are in /OnePiece after all. So it's kinda obvious the manga is either your favorite or in your top 3.
If it isn't your number 1, what series are better than One Piece for you?

Do you own One Piece Merchandise?

No Manga Volumes Figurines Clothes Poster DVD/Blu-ray
44.2% 33.1% 24.5% 18.4% 17.2% 6.3%
Those are some good numbers I would say, 55.8% of users have some merchandise and are probably supporting the series (depending on where you bought those)
For the OTHERS answers given, some good ones are : autograph from dub VA of brook, Alvida pre devilfruit bodypillow, Chopper teddy bear, Sountracks, Custom made and 3D printed Keychain, Databook.

Subreddit Section :

Do you visit OnePiece mostly on mobile or on desktop?

Mobile or Apps Both Desktop
50.6% 29.5% 19.9%

If you are using desktop, are you using the old version of reddit? Or the redesign?

Redesign Old version
63.3% 36.7%
It seems like most users are using Mobile and Apps, as well as the redesign on desktop, so it's probably time to pay more attention to that than to the old version, this way we can get banners/flair for users that are on the new version of reddit.

How often do you make : a submission on OnePiece?/Comment?/read the rules?

Submission :
Never Rarely Sometimes Often Very often (Daily)
67.1% 24.7% 5.6% 1.6% 1%
Comments :
Never Rarely Sometimes Often Very often (Daily)
41.2% 32.7% 17.6% 6.7% 1.8%
Check the rules :
Never Rarely Sometimes Often Very often (Daily)
49.1% 17.1% 13.7% 8% 12%
This really shows that there are a lot of lurkers on the subreddit. Most of you won't ever post or comment on the subreddit. With 8% of users creating submission and 25% commenting.
As for the rules, there isn't any surprise since nearly every post respect the rules. (Only 1/5 of the post needs to be removed), so thank you to all of those that read them.

Content you enjoy the MOST/the LEAST.

Content you enjoy the most :
Theories/Discussion Fanart Polls Cosplay Merchandise Youtube Video Media (Photo and Video)
89.6% 47.9% 19.7% 16.7% 14.4% 14.1% 11.7%
So without surprise, people in this subreddit enjoy the Theories/discussions the most out of every type of post, it's then followed by the Fanarts.
Which is good since like 75% of posts made are Discussion (50% total)/Fanarts (25% total).
Content you enjoy the least:
Youtuber Video Merchandise Cosplay Media Fanart Polls Theories/Discussion
36.7% 35.1% 31% 15.7% 15.3% 6.9% 4.2%
Here there aren't any content that most users enjoy the least, but it still seems like users don't want to see that much Merchandise or Cosplay post. (Youtuber video are very rare)
Also, a quick reminder, Discussion/Theories are mostly found by sorting by New. This is where you will see all of them, as it's hard for them to show up on the front page of the subreddit (but if it shows up on Hot, then it's a very good one).

Do you only use the subreddit for the Spoiler and Chapter Discussion thread?

No Yes
63.4% 36.6%
It's nice to see that roughly 2/3 of the users are here for more than just the Spoilers and Chapter discussion. But there is still a huge part that only use the subreddit for that.

Do you want the spoilers gone from this subreddit?

No Yes
86.7% 13.3%

Rate your overall experience on OnePiece.

Here it's seems that out of 10, the Overall Experience on /OnePiece is 8.35
Image n°3

One Piece related questions :

Who is your favorite Straw Hat?

Luffy Zoro Nami Usopp Sanji Chopper Robin Franky Brook Jinbe
34.8% 29.1% 1.3% 6% 10.1% 1.8% 6.5% 2.4% 5.4% 2.6%

Who is your least favorite Straw Hat?

Luffy Zoro Nami Usopp Sanji Chopper Robin Franky Brook Jinbe
0.8% 3.3% 10.6% 15% 6.5% 21.3% 4% 19.2% 8.3% 11.1%
As it was expected, Luffy is the Favorite Straw Hat for a lot of peopel, he's also the Straw Hat with the fewest "Least Favorite". After him Zoro is second favorite, followed by Sanji, Robin, Usopp, Brook, with the other Straw Hat having very few votes (and Nami having the Least "Favorite" Straw Hat.)
After that, it seems like Chopper, Usopp, and Franky are the one people like the least out of the Straw Hat.
I know it was a hard question for some of you, but the result are still interesting to know.

Which Strawhat has the saddest backstory?

Robin Brook Sanji Chopper Nami Other
50.9% 25% 9.3% 7.1% 5.8% 1.9%
The Straw Hats with the saddest backstory is Robin! Followed by Brook, then Sanji, Chopper and Nami.

What is your favorite Yonko crew?

Red Hair Whitebeard Big Mom Beast Blackbeard
34.7% 31.1% 14% 10.6% 9.5%
So the favorite Emperor's crew are the Red Hair Pirate! Which is very impressive since we haven't seen much of them. I guess Oda better delivers when it come to see them in action after Wano.

Who is your favorite Admiral?

Garp Aokiji Fujitora Kirazu Akainu Sengoku Green Bull
28.4% 28.2% 20.8% 15.8% 4.7% 1.7% 0.5%
While Garp was only a Vice Admiral, he was put in the poll, and he won it! Whitout him, it's Aokiji that is the favorite, followed by Fujitora.
Image 4

Who is your favorite Supernova (outside the Straw Hat)

Law Kid Bonney Urouge Bege X Drake Hawkins Apoo Killer
63.5% 12.4% 5.5% 4.5% 4.3% 4% 2.8% 1.7% 1.3%
Who else than the character that nearly managed to defeat Luffy in the 5 popularity poll? Law is the Favorite Supernova outside of the Straw Hat!

Which is your favourite canon arc in One Piece?

The Favorite Canon Story arc are (You could vote for more than 1) :
Position Story arc Result
N°1 Enies Lobby 43.3%
N°2 Marineford 39.8%
N°3 Wano 30.2%
N°4 Water 7 23.3%
N°5 Impel Down 19.6%

Which is your least favourite canon arc in One Piece?

The Least Favorite Canon Story arc are (You could vote for more than 1) :
Position Story arc Result
N°1 Long Ring Long Land Arc 37.2%
N°2 Fishmen Island 16.9%
N°3 Syrup Village 15.8%
N°4 Thriller Bark 10.1%
N°5 Punk Hazard 9.7%

Favorite Cover Story?

Position Cover Story Result
N°1 Enel's Great Space Operations 24%
N°2 From the Decks of the World : "The 500.000.000 Man Arc" 11%
N°3 The Stories of the Self-Proclaimed Straw Hat Grand Fleet 10.7%
N°4 Ace's Great Blackbeard Search 9.8%
N°5 Straw Hat's Separation Seria 9.6%

Character Design in One Piece :

Do you like the female character designs in One Piece?
Yes No I have no opinion.
63% 19% 18%
Do you like the male character designs in One Piece?
Yes No I have no opinion.
89.6% 0.9% 9.5%
It's true that Oda isn't the best when it comes to Female character design. However it seems like the majority of users don't have a problem with that.

Are fight a determining factor for your enjoyment of the series/arc?

Yes No
52.6% 47.4%
Now this is rather surprising I must say. What do ou thing about this?

What is/are your (absolute) favourite aspect(s) of One Piece?

From the result we have, it seems like the World-Building is the favorite part of One Piece (With 88.6% of voters choosing this).
It's followed by The Adventure (69%), The characterization (54.4%), the Inter-character relationship (49.4%), the Action (36%) and the Art Style (26.2%).
And those result are obvious. Some of the most upvoted chapters of this subreddit are when we have huge world building moment, like 907 (Shanks talks to the Elders), or 957 (ULTIMATE).

Post-Timeskip is?

On Par with Pre-TS Better than Pre-TS Worse than Pre-TS
59.8% 28.2% 12%
This question is one of the most asked. With a lot of vocal voices saying that post TS is worse than Pre-TS.
It's different for sure, but now we know how the community feels about that.

If you could eat a Devil Fruit, what type would you want?

Paramecia Zoan Logia
28.9% 8.6% 62.5%
Most people could choose to eat a Logia, and it seems like becoming a Furry is the lesser choice in this subreddit.

The Final Antagonist of One Piece will be :

With 48.5% it's Blackbeard!
Really? That is surprising for me since it's obvious that Oda will make the SH fight against the World Government after they find the One Piece. And I honestly don't see Blackbeard being the final Antagonist because of that.
So people who voted for this, what was your reasoning for it?

What is One Piece Biggest Flaw?

Some of the biggest flaws mentionned are :
  • The Pacing
  • The Lack of characters' death outside of Flashback
  • The Anime.
Which are all fair flaws to the series.

Random Questions about the Series :

As of Wano, is Jimbei stronger than Zoro?

Yes No Yes but Zoro will be stronger soon
9.8% 60.3 29.9%
I guess people really want Zoro to always be the second strongest no matter what... I expected this result, but I was still disappointed...

Was Zoro as strong as Luffy just after the timeskip?

Yes No
31.5% 68.5%
I... Really? 31.5% said yes?

Will Sanji get laid by the end of the story?

Yes No
49.6% 50.4%
Nearly the perfect split, and it's easy to see why it's very divisive. (Also shows that every vote counts).

Will Usopp be part of the 1 Billion Club by the end of the story?

Yes No
76.4% 23.6%

The Straw Hats will go to Laugh Tales :

Before fighting the WG After Fighting the WG
71.1% 28.9%
It's been hinted at a lot that the SH will go to Laugh Tales before taking on the WG. So for me it feels rather strange to have more than 1/4 voting for them reaching the final island after.

Who will be the one to defeat Kaido? (So give the last hit)

With 66.3% of the votes the one who will give the last hit to Kaido is : Luffy!
Followed by 11.5% with someone else (that isn't Law/Kid/Zoro/Big Mom/Scabbard/Admiral) and 11% by one of the Scabbard.
Zoro received 6.4% of the votes.

Who will be the first SH to realize their dream?

Luffy Zoro Nami Usopp Sanji Chopper Robin Franky Brook Jinbe
16.2% 12.5% 3.2% 32.7% 7.8% 1.8% 15% 6.8% 2.8% 1.2%
Most users believe that Usopp will be the first one to realize his dream!
I also think the same as it's the easiest Dream to realize really. I could bet you it will happen in Elbaf.
After that, we have Luffy and Robin, and it make sense since their dreams are linked. Both can be done once they reach Laugh Tales.

How many members will the crew have at the end? (With Luffy)

And most people want 11 members total in the crew! (With 28.6%), 27.5% wants 12 members, wile 19.8% want the crew to be complete right now with Jinbe.

Who do you think wins in a 1v1 : An Emperor or an Admiral?

Yonko Admiral
92.3% 7.7%
If you are active on the subreddit, you know it's one of the question that creates the most discussion/arguments about.
So it's nice to know the overall opinion of the subreddit on this question (Doesn't mean it's always correct mind you).

Is Mihawk emperor's level?

Yes No
57.7% 42.3%
Also a very divisive question on this subreddit.

Is Aokiji emperor's level?

Yes No
38.3% 61.7%

Is Akainu emperor's level?

Yes No
66.2% 33.8%
So they fight for 10 days in a very close battle. With Akainu winning in the end, but after a long and hard fight. And one is Emperor's level while the other isn't?
Really? I find that hard to understand.

If Oden was alive would he be stronger than Mihawk

Yes No
63.7% 36.3%

How strong was Oden at the time of his death?

The strongest Top 3 Top 5 Top 10 Top 20 < Top 20
1.4% 15.4% 32.5% 37.5% 11.9% 1.4%
I like Oden, but sometimes I feel like people are overestimating him.

Who is stronger between Shanks and Mihawk?

Shanks Mihawk
85.6%% 14.4%
This is also one of the question creating the most arguments on this subreddit, after all Mihawk is the World Strongest Swordman. But Shanks is an Emperor and became one after losing his arm.

Is Kaido stronger now that 20 years ago?

Yes, he's stronger Same level Weaker
64.5% 26.3 9.2%

Had Ace survived, would Wano be liberated by now?

Yes No
17.9% 82.1%

Could the Marines take on ALL the Yonko at the same time ?

Yes Yes in Marineford only No 2 at the same time 3 at the same time
2.4% 3.3% 68.6% 23% 2.7%
This question is also linked to how you see the Emperor vs Admiral. So depending on which side you are on, you are more likely to pick Yes or No.

Which character do you want focus on next?

Rank Character %
N°1 Vegapunk 24.7%
N°2 Dragon 18.8%
N°3 Shanks 14.6%
All very good choices, and all of them are character we have known for a long time without really knowing.

Will Blackbeard find the One Piece before Luffy?

Yes No
18.7% 81.3%

How strong is Monkey D. Dragon?

The strongest Top 3 Top 5 Top 10 < Top 10
3% 18.8% 31.8% 37.5% 8.9%
Here, most people seems to think that Luffy's father, Garp's son is part of the strongest characters of the series. Oda better respond to our expectations then.
As for his Bounty : Well, 31.6% think it will be more than 6 Billions and 28.1% think it will be between 5-6 billions.
That remind me, I once made a poll asking people what Sabo's bounty would be (since we knew it was getting revealed in a magazine soon). So maybe I will do the same for Dragon? That could be nice.

Who is currently the strongest Emperor?

Kaido Shanks Blackbeard Big Mom
43.1% 26.4% 26.3% 4.2%
I wonder if the recent chapters made people change their perception on this...

What are the fights you would want to see?

Fight %
Blackbeard vs Shanks 55.5%
Garp vs Rocks 54.9%
Garp vs Roger 54.8%
Mihawk vs Shanks 52.6%
Akainu vs Aokiji 44.6%

How long do you think One Piece has left? (At a rate of 40 chapters a year)

Image 5.
As you can see, most people think One Piece has at least 5 years left to go on. We will know Oda is terrible with respecting his own objectives. And this is good. The more One Piece the better.

On a scale from Spandam to Whitebeard/Roger, How strong is Im?

For this question, it seems like most people put Im at the same level as Whitebeard/Roger with 28.6% voting Im being there.
I honestly don't know how strong I want Im to be.

What arcs, after Wano, do you want?

The arcs people want the most are :
Arc %
Elbaf 79.8%
Laugh Tales 68.6%
Vegapunk 67.5%
The Final War 66.3%
Red Hair Pirates 38.2%
So arcs teased for years (Elbaf/Laugh Tales/Final War) and about character that people want to see (Vegapunk/Red Hair pirates).

How is Blackbeard able to use multiples Devil Fruits?

Reason %
More than 1 soul 29.5%
Weird Body 29.7%
Yami Yami 35.2%
Other 5.6%
It's one of those question were people have very different opinion about. And right now there isn't really a major concensus in the fandom, even if the theory about it being related to the Yami Yami is more popular.
In the Other catergory, there was the Cerberus Devil Fruit option, Blackbeard being a Triplet, him being actually 2+ kids in a trenchcoat, him being a failed Vegapunk experiment, having several stomachs him being pregnant (Stop reading fanfiction), him putting the power inside his rings, being a great guy and him being a cunt.

Haki is :

Image 6
Overall, People like Haki in the series, with a 4.38 out of 5!

How many arcs are left after Wano?

Image 7
Here, it seems like the answer for the community would be 4-5 arcs left. Which would then make (base don the How long One Piece has left), like a year per arc on average.

The final war of One Piece will be :

Reason %
SH+RA vs WG+Marines vs BB 50.8%
SH+RA vs WG+Marines 37.6%
SH vs RA vs WG 6.8%
Other 4.8%
I just don't see Blackbeard being in the final war, as my opinion is that he will be dealt with before it. For the other answers, there was Straw Hats vs Blackbeard Pirates, Family of D vs vs im sama, Total civil war in marines, Straw Hat vs Shanks, Straw hat vs Pound, Zoro vs World Goverment, Dugongs vs buggy.

Will Luffy die at the end of One Piece?

Will Luffy die? %
Yes 28%
No 72%
An ending were Luffy died wouldn't be a good ending for me. He needs to survive and go on more adventures.

Are Shakky and Rayleigh Mihawk's parent?

Answer %
Yes 10.2%
No 89.9%

Will the crew still be together at the end of the series?

Answer %
Yes, they will keep going on adventure together.| 57.6% o, they will move on, like the Roger Pirates| 42.4%
Like with Luffy living, I want the Crew to stay together, and sail together for many more adventures. I could see them taking breaks from time to time, but them staying together would be the best ending for me.

Can the Red Line be destroyed with Ancient Weapons?

Answer %
Yes 91.9%
No 8.1%

What is the biggest mystery left to be revealed?

The most common answers were : The Void Century, the Will of D, Im, The One Piece, Joy Boy, Luffy's mother and Who is Pandaman?

What is the One Piece?

Here, there was plenty of : "No idea", The friends we made along the way, a Devil Fruit, Knowledge, Uranus, History, a book, my mom.

What sort of Devil Fruit do you want to see in the story?

The most common answer was : Water Logia! Followed by Wind Logia and people wanting more mythical Zoans.

What is the craziest theory you believe?

Here are a few of them :
  • Shanks is a Celestial Dragon
  • That Vegapunk is going to flip a switch in the Pacifista programming to fight the marines at the end.
  • Luffy's mom was a celestial dragon
  • Devil fruits are all artificial from the void century
  • That Finland doesn't exist
  • Zoro is going to get Rodger's disease
  • D's were the original Celestial Dragons
  • Weevil was made by Vegapunk using Whitebeard's cells and then was discarded until Bakkin picked him up
  • One of the Roger Pirates (probably Scopper Gaban) is on Laugh Tale waiting for whoever finds it, sort of like how Crocus and Rayleigh seem to be positioned to monitor rookie pirates
  • Onigashima is an Oarz like skeleton and Big Mom is gonna bring it to life.
  • The different races came from other planets/moons
  • Tama is a Kurozomi
  • Ussop is a descendant of Mont Blanc Nolan
  • Luffy hatched from an egg.
  • The fish that bit Shanks's arm off was Joyboy's pet
  • Bon chan is Kin'emon's son
  • Oda no longer draws the manga
  • bonney and ace having a child
  • That Perospero is going to help kill Big Mom.
  • Dragon being former Admiral
What are your favorites?
And here it is, the 500K survey! Took me far too long to make, as I underestimated the time needed to sort the answer and create this post. Like damn.
I hope you enjoyed it. The anwers for the Survey Saga will be up next in some time.
submitted by Kirosh to OnePiece [link] [comments]

# /r/Peloton Pre-TDF Survey 2020

Gentlemen, Ladies and those otherwise addressed - we know you've been waiting for a good thing, and the survey results are finally ready!
The answers were collected from you all during August 2020 with 1428 unique replies. That's a participation of 0.5% of all subscribers! That's really not too bad, when you keep in mind how popular these kind of surveys are. But we here at /peloton want to show you that this is all about presenting the information in the subreddit to cater better to our audience!
Updated after a few hours to include some more historical data the final edit that for some reason wasn't copied properly
Year 2013 2014 2015 2016 2018 Mar 2018 Aug 2019 2020
Results 2013-06-12 2014-06-25 2015-08-07 2016-11-17 2018-03-06 2018-08-20 2019-07-22 2020-10-12
Replies 351 598 1395 892 630 928 986 1428
Without further ado, let's get cracking on the response

You and Cycling

1. Where do you live?

Country 2015 2016 2018 Mar 2018 Aug 2019 2020
USA 32% 28.3% 22.84% 25.32% 20.23% 24.59%
UK 18.6% 17.6% 14.70% 20.13% 15.48% 14.80%
Netherlands 6.4% 9.4% 11.50% 11.58% 10.01% 11.01%
Germany 3.73% 3.4% 4.95% 6.39% 7.84% 6.65%
Denmark 3.9% 3.6% 4.31% 3.79% 7.64% 5.79%
Belgium 3.8% 2.7% 8.15% 3.57% 5.78% 5.36%
France 2.01% 1.08% 2.88% 2.27% 5.26% 3.50%
Canada 4.9% 7% 6.39% 4.22% 4.95% 4.50%
Australia 5.2% 4.7% 3.83% 4.00% 4.33% 3.93%
Slovenia 0.73% 0.32% 1.30% 1.14% 2.14%
Norway 2.58% 1.8% 1.60% 1.95% 2.58% 1.86%
Sweden 1.08% 1.09% 1.44% 1.41% 1.75% 1.43%
Ireland 1.00% 1.09% 1.44% 1.19% 0.72% 1.36%
Portugal 1.65% 1.8% 2.40% 1.52% 1.34% 1.14%
Italy 1.45% 1.44% 0.65% 1.03% 1.07%
Largely the same picture as ever, with the US leading the way, the UK in second and then a sliding scale of Europeans countries. Slovenia continues to pick its way up the pile for obvious reasons!
World Map to demonstrate

2. What's your age?

u17 17-19 20-25 26-30 31-35 36-40 41-50 51+ Total
2015 2.22% 12.04% 41.51% 24.66% 10.68% 4.87% 2.94% 1.08% 1395
2016 1.5% 8.9% 40.8% 24% 12% 5.4% 5.2% 2% 887
2018 Mar 1% 7.1% 33.5% 27.4% 16.2% 7% 5.7% 2.1% 617
2018 Aug 1.7% 9% 33.9% 26.4% 15.5% 7% 5% 1.5% 905
2019 1.5% 6.6% 33.2% 27.5% 16.4% 7.1% 5.8% 2% 972
2020 1.3% 6.8% 31.7% 28% 16.6% 7.2% 5% 2.5% 1420
Pretty much the same as last year, with the usual reddit demographics of majority 20 somethings dominating.

3. What's your gender?

'13 '14 '15 '16 '18 (1) '18 (2) '19 '20
Male 97.2% 97% 94.9% 93.4% 93.3% 93.6% 95.1% 94.9%
Female 2.8% 2.7% 4.8% 5.3% 5.3% 5.4% 3.7% 4.8%
Other - 0.33% 0.29% 0.78% 0.76% - -
Non-Binary - - - - 0.64% 0.99% 1.2% 0.4%
More normality here for reddit.

4. How much of the men's season do you watch/follow?

Type March '18 (%) August '18 (%) 2019 (%) 2020 (%)
Grand Tours 84.7 92.0 90.2 87.3
Monuments 79.1 74.9 79 75.9
WT Stage races 67.4 62.4 70.5 71.7
WT One day races 73.3 59.8 62.3 60.7
Non WT Stage races 32.6 16.7 17.4 25
Non WT One day races 34.8 13.7 17.4 20.7
Literally everything I can consume 35.9 18.1 21.1 27.1
Whilst GT following may be down (somehow), all the lower level stuff is up, which makes sense considering how desperate we have been for any racing during the season shutdown.

5. Do you maintain an interest in women's professional road racing?

Do you maintain an interest in women's professional road racing? '19 '20
Yes 49.8 49.2
No 50.2 50.8
Still very much a half/half interest in women's cycling on the subreddit.

6. How much of the women's season do you follow?

The following is true for the half of you that follows womens cycling.
How Much %
Just the biggest televised events 63.15%
Most of the live televised/delayed coverage stuff 29.08%
All televised racing 5.09%
Down to .Pro & beyond 2.69%

7. How long have you been watching cycling?

How Long %
Under a year 2,95%
1-3 years 19,50%
4-6 years 19,85%
7-9 years 14,10%
10-12 years 13,81%
13-15 years 7,15%
15-20 years 10,73%
20-25 years 6,17%
25 years + 5,75%
Simplified the years a little this time, but whilst we have a fair number of newbies, most people have picked the sport up since around 2013/14.

Sporting Favourites

8. Do you have like/dislike feelings about WT teams?

Once more, 14.4% of people really don't have feelings on the subject.
Of those that do:
AG2R Astana Bahrain Bora CCC Cofidis Quick-Step EF FDJ
Like 352 213 127 770 156 116 847 724 423
Meh 775 620 773 415 889 896 310 448 700
Dislike 52 356 263 31 112 141 71 37 53
Karma 300 -143 -70 739 44 -25 776 677 370
Israel Lotto Michelton Movistar NTT Ineos Jumbo Sunweb Trek UAE
Like 135 364 517 231 101 304 925 279 383 118
Meh 740 764 626 646 931 414 282 805 765 734
Dislike 302 40 52 326 121 562 53 97 42 331
Karma -167 324 465 -95 -20 -258 872 182 341 -213
So, the most popular team this year is Jumbo-Visma, followed by Quick-Step & Bora-hansgrohe. Least popular are Ineos & UAE.
As per usual, no one cares about NTT & CCC, with nearly 81% of users rating NTT as meh. Pretty damning stuff.
Lastly, we have the usual historical comparison of how teams have fared over time, normalised to respondents to that question on the survey.
Things to note then, firstly that the Astana redemption arc is over, seeing them back in the negative, maybe Fulgsangs spring issues helped aid that? The petrodollar teams of UAE & Bahrain are stubbornly negative too, with Israel keeping up the Katusha negative streak. Meanwhile, at the top end, EF & Jumbo go from strength to strength, whilst some others like Sunweb are sliding over time - their transfer policies no doubt helping that.

10. Do you ride a bike regularly?

Answer 2018Mar 2018Aug 2019 2020
For fun 61.5% 63.4% 59.9% 62.9%
For fitness 59.3% 59.6% 54.8% 59.8%
For commuting 46% 46% 45.6% 40%
For racing 20.6% 20.6% 15.9% 17.7%
No, I don't 14.2% 12.9% 14.8% 13.6%
Still a fairly small group of racers out of all of us

11. Out of the sports you practice, is cycling your favourite?

Yes No
58,29% 41,71%
A new addition to the survey prompted by a good point last time, just over half of us rate cycling as the favourite sport we actually do.

12. What other sports do you follow?

Sport #
Association Football / Soccer 50.78%
Formula 1 35.81%
American Football 26.27%
Basketball 22.46%
Track & Field 17.58%
Esports (yes, this includes DotA) 17.30%
Rugby 14.27%
Skiing 14.12%
Ice Hockey 13.63%
Baseball 12.15%
Motorsports (Not including F1) 10.59%
Cricket 10.52%
Tennis 9.53%
Chess 8.97%
Triathlon 8.69%
Biathlon 8.12%
Snooker 7.06%
Golf 6.92%
Swimming 6.85%
Ski Jumping 6.78%
Climbing 5.72%
Martial Arts 5.65%
Handball 5.44%
Darts 5.01%
Speed Skating 5.01%
Football always tops the charts, and Formula 1 continues to rank extremely highly among our userbase. Those who have a little following below 5% include Sailing, Fencing, Surfing, Boxing & Ultra-Running.
Other cycling disciplines
Sport #
Cyclocross 22.10%
Track Cycling 14.34%
MTB 8.97%
BMX 1.20%

13. Out of the sports you follow, is cycling your favourite sport?

Yes No
61.79% 38,21%
Good. Makes sense if you hang out here.

Subreddit stats

14. How often do you participate in a /Peloton Race Thread whilst watching a race?

2015 2016 2018Mar 2018Aug 2019 2020
I always participate in Race Threads during races 2.8% 2% 2.2% 4% 2.5% 3%
I follow Race Threads during races 41.7% 36.7% 38.1% 42.1% 42.5% 38.9%
I often participate in Race Threads during races 16.8% 19% 16.5% 18.9% 15.2% 13%
I rarely/never participate in Race Threads during races 38.7% 41.3% 43.1% 35% 39.8% 45.1%
Slightly less invested than before, reverting back to an older trade.

15. How do you watch Races?

Method 2018Mar 2018Aug 2019 2020
Pirate Streams 62% 46.5% 50.2% 47.9%
Free Local TV 55.7% 64.5% 59.6% 53.9%
Desperately scrabbling for Youtube highlights 37.9% 30.2% 28.2% 24.9%
Paid Streaming services 32.3% 35.4% 38.3% 46.3%
Year on year, paid streaming services go up - the increasing availability of live content legally continues to improve, and so do the numbers on the survey.

16. Where else do you follow races live (in addition to watching them)?

Type 2018Mar 2018Aug 2019 2020
/Peloton race threads 86.2% 83.4% 80.2% 76.9%
Twitter 30.5% 34.7% 33.3% 38.3%
PCS Liveticker - - 30.2% 32%
Official tracker (if available) 24%
The Cyclingnews liveticker 26% 23.5% 21.5% 18.9%
Sporza (site/ticker) 1.89% 9.5% 10.8% 10.8%
NOS Liveblog - 6.8% 7% 9.2%
Steephill 0.52% 13.5% 10.2% 8.2%
/Peloton discord 6.5% 5.4% 7.5% 7.2%
Other cycling forums 15.1% 8.1% 7.6% 7%
feltet.dk - 2.2% 5.4% 5.2%
Facebook 3.8% 5.4% 4% 4.2%
BBC Ticker - 3.5% 2.1% 4.1%
DirectVelo - 1.3% 1.6% 1.8%
Non Cycling Forums - 1.3% 1.2% 1.2%
/cyc/ - 1.3% 1% 0.6%
/peloton IRC ~0 0.8% 0.4% 0.5%
The PCS liveticker continues to have a strong following, whilst the cyclingnews ticker slowly slides into less usage over time.

17. Do you use /Peloton mostly in classic reddit or redesign when on the desktop?

Type 2018 Aug 2019 2020
Classic 75.1% 67.2% 46.2%
Redesign 24.9% 32.8% 53.8%
Time to abandon ship. The end has come.

18. With what version of reddit do you browse the sub?

Version 2019 2020
Official App 17.9 31.1
Desktop Classic 37.8 25.8
3rd Party App 18.3 17.2
Mobile Web 12.4 14.7
Desktop Redesign 13.7 11.2
Phone browsing is very much in vogue.

19. How did you find the sub?

How %
Through other forms of reddit, f.e. /bicycling 48.33%
Too long - can't remember 38.65%
Google search 9,11%
My friend told me 2,28%
I wanted to talk about my exercise bike 0.78%
Twitter 0.5%
Lantern Rouge Youtube 0.28%

Other bits and bobs

20. Did you think back in March we would see any more racing this year?

Yes No
52,81% 47,19%
Despite the threat, we have seen racing again

21. Will we manage to fulfill the rest of the UCI calendar without further Covid-19 issues postponing more races?

Yes No
25.3% 74.7%
Sorry to you 25%, Amstel, Roubaix & a bunch of other races have falled foul of COVID-19 related cancellations.

22. When did you become aware of Alexander Foliforov?

When %
Before the 2016 Giro 3,25%
22nd May, 2016 15,55%
On /pelotonmemes in 2020 21,13%
Who? 60,07%
If you didn't know of the man, watching him demolish the Giro field in 2016 on the stage 15 ITT should help to gain understanding

23. Who will win the 2020 Tour de France?

Rider %
Roglic 52,12%
Bernal 16,57%
Pinot 9,24%
Dumoulin 7,9%
N.Quintana 2,82%
Pogacar 1,41%
Richie Porte 0,35%
We can safely say that most of us were wrong about this one.
That's not a lot of confidence in Richie Porte either, the man who was to finish on the third spot of the podium. Alexander Foliforov (0,23%) had just a tiny number of votes less, and that man wasn't even in the race.

24. What for you was the defining cycling moment of the previous decade?

We had a lot of brilliant suggestions, but these were the clear five favourites when we tabulated the results.
Honorable mentions go to the Giro 2018, which had Tom Dumoulin winning, and of almost identical fascination to many of you - Tom Dumoulin going on someones porta-potty in the middle of the stage.
Little bit of recency bias perhaps, but that's better than ignoring that this was for the last decade and firmly insisting Tom Boonens 2005 WC win was the biggest thing. Special shoutout to almost all the Danes present in /peloton who voted for Mads Pedersens WC win last year. It's an understandable reaction.

25. Any suggestions for the Survey?

New Questions
We promise to feature one of these suggestions in the next survey
Suggestions
We will try to implement this. But it will also skew results.
About the Survey
The subscribers are torn on Women's cycling, nearly a 50/50 split there as the survey showed - The moderators at /peloton are firmly in the "more cycling is better" basket, and we will continue to get as good coverage of womens cycling as possible.
Are you trying to give the moderators PTSD? Because this is how you give the moderators PTSD.

26. Any suggestions for the sub?

ALSJFLKAJSLDKJAØLSJKD:M:CSAM)=#/()=#=/")¤=/)! - Your moderator seems to be out of function. Please stand by while we find you a new moderator
The Weekly threads are great for these types of questions, where several people can contribute and build up once it is understood which information is relevant.
Our experience is that "limited" will never be so, if we're going to moderate it fairly. Moderating is not a popularity contest, but believe it or not, we're actually trying to be as fair as possible. and for that, we need rules that are not subjective. Unless you have a stationary exercise bike.
All of these are good suggestions, but remember that all of you can also contribute - The mods are sometimes stretched thin, specially in the middle of hectic race schedules. It's easier if one of you has a way to contact a rider or a person of interest and can facilitate the initial communication.
We've worked on this! The Official Standard is now as follows: [Race Thread] 202x Race Name – Stage X (Class)
This sounds as a nice community project for the after-season, and hopefully many of you subscribers can contribute.
Come with suggestions on how to tidy it up!
We have chastised all the mods. They are now perfectly trained in gender-neutral pronouns. Be well, fellow being.
If we can implement this for hard liquor, you know we will.
The spoiler rule is one that is discussed frequently - in general - some users absolutely hate it, but a majority love it. Perhaps we'll include a question in the next survey to see how this divide is exactly.
We actually do - whenever there is a matter of life or death, we think public information is more important than a spoiler rule. But at the same time, we try to collect all the different posts into one main thread, so to keep things focused and letting very speculative posts meet with hard evidence from other sources.
This is a tough ask of the internet. While we can agree that voting should be done accordingly to what insights they bring, not subjective opinions, it is very hard to turn that type of thinking around. We can ask of you, our subscribers, that you please think twice about hitting that downvote button, and only do so because of you think a post is factually incorrect, not because it differs with your own subjective opinion.
That's the primary analysis of the survey! Feel free to contribute with how you experience things here!
submitted by PelotonMod to peloton [link] [comments]

RESULTS of the State of the Game Survey: September 2020

Hi all,

It’s time for the results!

Thank you to everyone who took the time to respond - we had over 1,750 responses, which is great! These insights wouldn’t be possible without your time and support.

As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels.

Now let’s get into it!
 
Previous Survey Results:
April_2020_State_of_the_Game_Survey

~ Demographics ~

53.8% began playing FE:H in February 2017, with 20.0% more joining during the first year of the game. 12.0% of respondents joined during the second year, 8.7% joined during the third, and 4.0% joined during the fourth year (the last ~7 months).

The age range breakdown of respondents is as follows:

75.8% of respondents identified as Male, 18.4% as Female, and 3.0% as Non-binary.

24.6% of respondents have never missed a daily login, while a further 38.8% have missed less than a month’s worth of logins, 11.7% missed 1-2 months, 9.9% missed 3-6 months, 5.8% missed 7-12 months, and 4.7% missed over a year’s worth.

33.5% report being F2P, while 28.7% have spent less than $100, 18.3% spent between $100 - $499, 7.3% spent between $500 - $999, and 8.7% have spent over $1000.

46.6% last spent money on FE:H during the fourth year of the game (the last 3 months), while 6.6% last spent money during the third year of the game, 5.8% last spent during the second year of the game, and 5.1% last spent money during the first year of the game.

~ Summoning ~

“Which of the following banners have you used orbs on at least once?”
  • (86.8%) A New Future (CYL 4)
  • (60.2%) Overseas Memories (3H Summer)
  • (59.8%) Dark Burdens (Fallen Heroes)
  • (57.9%) Legendary Heroes: Edelgard
  • (55.2%) Legendary Heroes: Corrin
  • (53.1%) Book IV Mid: Mirabilis and More
  • (52.9%) Hero Fest
  • (52.2%) Pirate’s Pride
  • (44.5%) Mythic Heroes: Hel
  • (44.2%) Mythic Heroes: Mila
  • (43.7%) Bridal Beloveds
  • (39.6%) Summer Passing (Sacred Stones Summer (mostly))
  • (37.5%) Legendary Heroes: Seliph
  • (31.1%) Light and Shadow (New Mystery)

“Which of the following banners did you use the most orbs on?”
  • (44.8%) A New Future (CYL 4)
  • (8.6%) Overseas Memories (3H Summer)
  • (5.9%) Legendary Heroes: Corrin
  • (5.8%) Dark Burdens (Fallen Heroes)
  • (5.5%) Pirate’s Pride
  • (4.9%) Legendary Heroes: Edelgard
  • (4.5%) Hero Fest
  • (3.5%) Mythic Heroes: Hel
  • (3.0%) Bridal Beloveds
  • (2.8%) Book IV Mid: Mirabilis and More
  • (2.5%) Summer Passing (Sacred Stones Summer (mostly))
  • (2.5%) Legendary Heroes: Seliph
  • (2.3%) Mythic Heroes: Mila
  • (1.7%) Light and Shadow (New Mystery)

“What was your favorite banner?”
  • (37.4%) A New Future (CYL 4)
  • (10.9%) Dark Burdens (Fallen Heroes)
  • (8.9%) Pirate’s Pride
  • (8.5%) Overseas Memories (3H Summer)
  • (5.7%) Hero Fest
  • (5.4%) Legendary Heroes: Corrin
  • (3.3%) Legendary Heroes: Edelgard
  • (2.9%) Legendary Heroes: Seliph
  • (2.6%) Book IV Mid: Mirabilis and More
  • (2.6%) Bridal Beloveds
  • (2.5%) Summer Passing (Sacred Stones Summer (mostly))
  • (2.3%) Light and Shadow (New Mystery)
  • (1.5%) Mythic Heroes: Hel
  • (1.4%) Mythic Heroes: Mila

“Did you spend money specifically to summon on any of the banners below?”
  • (17.6%) A New Future (CYL 4)
  • (10.3%) Overseas Memories (3H Summer)
  • (8.9%) Legendary Heroes: Corrin
  • (6.8%) Dark Burdens (Fallen Heroes)
  • (6.6%) Pirate’s Pride
  • (6.5%) Legendary Heroes: Edelgard
  • (5.8%) Hero Fest
  • (5.1%) Bridal Beloveds
  • (4.9%) Mythic Heroes: Hel
  • (4.8%) Book IV Mid: Mirabilis and More
  • (4.8%) Mythic Heroes: Mila
  • (4.8%) Summer Passing (Sacred Stones Summer (mostly))
  • (3.4%) Light and Shadow (New Mystery)
  • (3.3%) Legendary Heroes: Seliph

~ Summoning Mechanics ~

33.7% spent orbs on the Hero Fest banner AFTER Intelligent Systems announced how they would be compensating players for the Hero Fest banner glitch, compared to 61.7% who did not.

30.5% say that knowing about the compensation for the Hero Fest banner glitch caused them to spend more orbs on the banner than they would have otherwise, compared to 41.5% who say it did not. 28.0% did not spend orbs on the Hero Fest banner.

34.3% feel positively or very positively about the quality of 4* focuses on regular banners, compared to 26.9% who feel negatively or very negatively.

69.7% feel positively or very positively about the quality of 4* focuses on seasonal banners, compared to 7.8% who feel negatively or very negatively.

53.8% report that the system guaranteeing a free 5* after 40 summons generally makes them summon more, while 5.4% report that it generally makes them summon less and 36.1% report no change in their summoning habits on New Heroes banners.

“If all New Heroes Banners used the permanent 40-summons-for-a-guaranteed-5* system that CYL4 used, how would your orb-spending habits on New Heroes banners change?”
  • (1.8%) I would spend fewer orbs than I did before
  • (22.3%) I would spend the same amount of orbs I usually do
  • (10.3%) I would spend more orbs than I did before
  • (62.2%) My spending would depend more on the Heroes offered

~ Choose Your Legends IV ~

“Which CYL4 Brave Heroes have you summoned, whether from the guaranteed choice banner or the regular banner?”
  • (78.0%) Dimitri
  • (73.4%) Claude
  • (65.7%) Edelgard
  • (56.6%) Lysithea

Of the summoning milestones on the CYL4 banner:
  • (20.2%) did not reach any of these summoning milestones
  • (79.7%) reached 40 summons
  • (41.0%) reached 80 summons
  • (19.8%) reached 120 summons
  • (11.1%) reached 160 summons

45.7% say that the free 5* hero at 40, 80, 120 and 160 summons caused them to spend more on CYL4 than they would have otherwise, while 50.3% say it did not.

22.8% say that the potential use of a new Brave Hero in future F2P Guides for content such as Hero Battles influenced their Brave Heroes summons, compared to 74.0% who say it did not.

“If you could only get ONE of the new Brave Heroes, which one would you choose?”
  • (36.8%) Dimitri
  • (28.9%) Edelgard
  • (22.9%) Claude
  • (7.8%) Lysithea

“Which Brave Hero do you believe is the overall strongest?”
  • (60.7%) Edelgard
  • (21.9%) Dimitri
  • (7.9%) Claude
  • (1.2%) Lysithea

“Which Brave Hero do you believe is the overall weakest?”
  • (61.2%) Lysithea
  • (13.7%) Claude
  • (7.0%) Dimitri
  • (1.7%) Edelgard

“Which Brave Hero do you believe has the best art?”
  • (32.9%) Claude
  • (27.3%) Dimitri
  • (20.1%) Lysithea
  • (13.3%) Edelgard

“Which set of Brave Heroes is your favorite overall?”
  • (24.2%) 1st CYL (Ike, Lucina, Lyn, Roy)
  • (19.4%) 2nd CYL (Ephraim, Celica, Hector, Veronica)
  • (11.2%) 3rd CYL (Alm, Camilla, Eliwood, Micaiah)
  • (39.9%) 4th CYL (Claude, Dimitri, Edelgard, Lysithea)

23.6% feel positively or very positively about the addition of Jorge as the CYL4 GHB hero, compared to 33.0% who feel negatively or very negatively.

86.3% believe CYL5 should add further protections against vote botting, compared to 4.4% who do not.

70.1% believe CYL5 should require Nintendo Account sign-in to vote, compared to 12.6% who do not.

~ Feh Pass and Resplendent Heroes ~

41.2% feel negatively about the addition of the Feh Pass (down 15.8% from the last survey), compared to 11.6% who feel positively (up 1.5% from the last survey). 46.1% are neutral (up 14.3% from the last survey).

40.2% have purchased the Feh Pass, compared to 59.8% who have not. This is a 9.5% increase compared to the last survey, following a 6.7% increase before that.

Of those who have subscribed to Feh Pass, 17.4% have purchased Resplendent Heroes separately (up 12.9% from the last survey), compared to 82.6% who have not.

“Which Resplendent Hero has your favorite art?”
  • (13.4%) Cordelia
  • (12.8%) Eliwood
  • (8.7%) Eirika
  • (8.4%) Olwen
  • (7.5%) Sophia
  • (7.3%) Minerva
  • (6.0%) Azura
  • (5.7%) Lyn
  • (5.2%) Ike
  • (4.1%) Sanaki
  • (4.0%) Roy
  • (3.7%) M!Robin
  • (2.3%) Hector
  • (1.6%) Linde
  • (1.3%) Alm

“Which Resplendent outfit theme is your favorite?”
  • (16.3%) Muspell
  • (15.0%) Askr
  • (14.8%) Nifl
  • (11.5%) Embla
  • (11.5%) Hel
  • (10.3%) Ljosalfheimr

~ Miscellaneous ~

15.8% feel positively about the introduction of Harmonized Heroes, compared to 31.3% who feel negatively.

29.5% have a Harmonized Hero, compared to 70.1% who do not.

14.6% feel positively or very positively about the Resonant Battles game mode, compared to 51.5% who feel negatively or very negatively.

4.6% say that the Resonant Battles game mode influenced them to pull for Harmonized Heroes, compared to 94.5% who say it has not.

34.8% believe the new Arena maps are better than the maps they replaced, while 7.4% believe they are worse, and 36.7% believe they are about the same.

“How often do you use Auto Dispatch in Aether Raids?”
  • (34.3%) All of them, always
  • (0.2%) All of them, in Light Season
  • (3.6%) All of them, in Astra season
  • (24.3%) Only sometimes
  • (37.6%) I never use it

“IV Mango” is the preferred term for Trait Fruit according to 32.2% of respondents, followed by “IVcado” at 28.9%, “Fruit” at 7.6%, and “Dragonfruit” at 6.6%. The remaining 24.7% prefer to just call them Trait Fruit.

39.3% say they will use their first Trait Fruits on a Heroic Grails unit, while 32.9% say they will use them on a Summonable unit, and 1.3% say they will use them on an Askr unit.

58.7% prefer Stat Boosts for Legendary Heroes, compared to 26.3% who prefer Pair-Up.

56.5% generally prefer Regular Duo Heroes, compared to 8.8% who prefer Harmonized Duo Heroes.

1.8% say that the update that raised the minimum hardware/software required to play the game affected their ability to play FE:H, compared to 95.8% who say it did not.

~ Recurring Miscellaneous ~

“Which game do you want a New Heroes banner from the most?”
  • (26.0%) Three Houses (-1.9%)
  • (9.7%) Radiant Dawn (+0.5%)
  • (7.7%) Sacred Stones (+0.2%)
  • (7.5%) Awakening (-3.1%)
  • (6.4%) Genealogy of the Holy War (-1.3%)
  • (6.1%) Path of Radiance (-0.9%)
  • (6.0%) Gaiden / Shadows of Valentia (+2.7%)
  • (5.9%) TMS #FE (+1.9%)
  • (5.4%) Blazing Blade (+1.3%)
  • (5.0%) Fates (+1.0%)
  • (4.2%) Thracia 776 (+0.8%)
  • (2.4%) Binding Blade (+0.6%)
  • (0.8%) Shadow Dragon and the Blade of Light / Shadow Dragon (-1.0%)
  • (0.8%) Mystery of the Emblem / New Mystery of the Emblem (-1.1%)

“How much do you care about your rank in the following modes?”
  • (2.90/5.00 average) Arena
  • (2.82/5.00 average) Aether Raids
  • (2.48/5.00 average) PvE game modes with player ranking boards
  • (1.82/5.00 average) Arena Assault

“How have recent changes to FE:H changed your opinion on the game as a whole?”
  • (39.3%) My opinion was positive and has stayed positive
  • (5.7%) My opinion used to be negative, but has turned positive
  • (40.1%) Neutral
  • (9.9%) My opinion used to be positive, but has turned negative
  • (5.1%) My opinion was negative and has stayed negative

~ Intelligent Systems Approval Ratings ~

The approval ratings are calculated by the proportion of Approve responses compared to the number of both Approve and Disapprove responses.

Percent who approve of the way Intelligent Systems is handling:
  • 74.6% - The addition of new heroes / characters to the game (+11.9)
  • 69.4% - The gacha mechanics and summoning banners (+5.5)
  • 59.2% - The story/plot (+9.4)
  • 85.2% - Unranked PvE game modes (Hero Battles, Forging Bonds, Tactics Drills, Lost Lore, Hall of Forms) (-1.2)
  • 50.7% - Ranked PvE game modes (Voting Gauntlets, Tempest Trials, Grand Conquest, Allegiance Battles, Rokkr Sieges, Mjolnir's Strike) (-2.6)
  • 34.6% - Arena (-6.2)
  • 48.0% - Arena Assault (+6.7)
  • 45.8% - Aether Raids (+12.7)

40.5% believe Intelligent Systems cares about its Free to Play userbase (up 10.1% from the last survey), while 34.7% do not. This continues the upward trend from the previous survey, bringing us to 8.8% down from where we were before the February drop).

42.9% approve of the way Intelligent Systems is handling Fire Emblem: Heroes as a whole (up 14.8% from the last survey), while 16.9% disapprove. This continues the upward trend from the previous survey, bringing us to only 2.5% down from where we were before the February drop).

A NOTE ABOUT METHODOLOGY: The overall approval ratings question above has traditionally been the exact percent of Approve responses, as a proportion with both Neutral and Disapprove responses. Note that this is different than the way approval is calculated for individual modes (the proportion of Approve responses compared to the number of both Approve and Disapprove responses), where Neutral responses are excluded. The difference in calculation has continued this way in order to maintain comparability with previous survey results.
For comparisons sake, the overall approval rating trend going by raw Approval percentage over the last 4 surveys is: 50.6% (Dec) -> 22.9% (Feb) -> 28.1% (Apr) -> 42.9% (Sept)
Whereas the overall approval rating trend going by proportion of Approve/Disapprove with the Neutrals excluded over the last 4 surveys is: 82.2% (Dec) -> 41.0% (Feb) -> 51.3% (Apr) -> 71.7% (Sept).

~ Bonus Questions ~

“Who is your Favorite Hero added since the last survey?”
  • Dimitri (Brave) is the winner, followed by Edelgard (Brave), then Claude (Brave).
  • Full results here: [Graph]

“Who is your Most Wanted Hero added since the last survey?”
  • Tibarn (Pirate) is the winner, followed by Corrin (F, Legendary), then Micaiah (Duo, Bridal).
  • Full results here: [Graph].

“What would be the best Harmonized Hero (a pair of two heroes from different games) and why?”:

Rather than selecting a subset of responses this time, the link below is to a google sheet of almost all unique responses. I cleaned it up a little bit to remove “idk” type answers, duplicates, and partial string duplicates, so don’t worry if you don’t see your exact response in it.

[Full Responses].

~ Feedback ~

As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious; feedback messages also included:

  • #FloofMomGang #GiveLeoAGoodFuckingAltForOnce #NowiRefineWhen #TelliusNewHeroesPlz #ElinciaResplendentWhen #JusticeForDedue #PleaseRemoveLChromInstysIAmBeggingYouICantLiveLikeThisAnymore
  • “There once was a CYL4 banner / That hit my orbs hard like a hammer / The very next day / FloomMom Duo came our way / Now I'm stuck bartering with a loan planner”
  • bonk, go to survey jail”
  • “Am I also allowed to put in "Norne and Azura" for a Harmonized Hero pair? No reason.”
  • “Brace yourself. Winter (armours) are coming!” “Brave Hector's refine has made me so very happy with it's inclusion. Go shove your bow up your butt Legendary Chrom.”
  • “Give me villager alts or give me death”
  • “I expect the next survey to come with +12 to attack, null follow up, and special cooldown reduction.”
  • “The true best Harmonized Hero would be Azura and Roy since it would make me uninstall the game and never want to play a gacha ever again”
  • “My headcanon for the dream storyline is that the evil fairies have the Summoner off picking up pebbles that look like orbs. Fredrickson would be proud.”
  • “Where's the most wanted unit to add to the game question so I can shout my want for Seteth into the void?”
  • “I no longer dab, for Legendary Seliph has finally appeared.”
  • And greetings from Argentina, the Bahamas, Brazil, Chile, Colombia, Finland, Germany, Greece, Hong Kong, Ireland, Russia, South Korea, Sweden, the UK, Vietnam, the Pacific Northwest, Alaska, Toronto, and St. Louis, as well as from many fictional locations!
And some personal/meta comments:
  • “Any chance we end up seeing another Super Serious Survey in the not-so-distant future?” -> I could not believe it’s been over a year since the last one! We’ll have to do one soon!
  • “Feels like the end of an era, not having to count all my five stars” -> I know, right? I may have it return in a side survey for the most hardcore of respondents at some point, since some people are asking about it and it would be good to get data on it every once in a while.
  • “I was looking through your Nornes skills and saw you haven't given her live for bounty yet! It's the best skill for her, what are you doing!?” -> I am a fraud :( I have given her Live for Honor though :P
  • “What do you hope for in FEH?” -> Norne alt, Resplendent Jaffar, and Shamir
  • Multiple people mentioned that they had returned after a long break and were surprised to see Norne instead of Azura! Welcome back!
  • I also missed a bunch of other possible Trait Fruit nicknames, which I knew would inevitably happen. Sorry!

Note: Please don’t ask me to feature your feedback comment; it’s the only guaranteed way to not have your comment added!

Finally, the suggestion to have separate options for serious vs non-serious feedback was a good idea, I’ll try that out on the next survey!

~ Closing Remarks ~

If you missed out on responding to this survey when it was available, consider subscribing to FEHSurveys. This subreddit serves as a place to organize FE:H-related surveys, make new releases more visible, and make it easier for users to see when surveys are active.

Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
 
 
Weekly/Important Megathreads:
Weekly Discussion Megathread
Tempest Trials+: Dancing Affinity Megathread
Forging Bonds: Beyond Blood Rebout Megathread
Limited Hero Battles Megathread
submitted by ShiningSolarSword to FireEmblemHeroes [link] [comments]

How to build libaom-AV1 to be as fast as possible, compile it with new grain synthesis options, and making rav1e faster

Hello everybody. As you already know, even with tuned settings, encoding in AV1 can be quite slow, so optimizing the current AV1 encoders to be as fast as possible is very useful, as even a 5% speed increase is a very nice improvement over time.
In this post, I will be discussing about 3 things: how to build libaom-AV1 to be faster via compiler optimizations on Ubuntu 20.04+, compiling it with the new grain synthesis options, and making rav1e faster(along with some tricks to increase its efficiency nicely.
Let’s start with compiler optimizations. To compile aom on Ubuntu distros, you will need to install:
To install them all at once on Ubuntu 20.04+, you can just do this to install the dependencies:
sudo apt install cmake git perl yasm nasm python3
Compiling aom itself is quite easy once you know what to do, but since we’re doing compiler optimizations, it’s important to clarify some of the steps, since some of them require going outside of the terminal(or not).
Let’s explain what some of the more involved steps do: the part about git fetch is actually pulling in changes in regards to the new grain synthesis option, and to patch the current build of aom with it, as it has still not been merged with the master.
The CMake part is used to configure what options to pass at compile time. - D_BUILD_SHARED_LIBS=0 makes sure not to compile aom with shared libraries to make sure some of the later options work. The -DCMAKE_BUILD_TYPE=Release makes it so that the -O3 compiler optimizations for C and C++ code are applied. Then, you have the more important compiler flags for CMAKE_C and CXX(C++) : -flto -O3 -march=znver2.
What these do is activate LTO(link time optimization) which links files together and remove some unneeded code because of this, which makes the final executable more efficient, the -O3 option is overkill and is used to make sure O3 optimizations are still applied, and -march optimizations are used to tune the compiler according to a certain CPU architecture, which is Zen 2 in this case(this can provide a 1-2% boost in performance overall, and is usually closer to 1% for video encoders due to have hand written assembly optimizations). You can also just use -march=native if you’re not sharing the binary.
The final C_FLAGS_INIT=”flto=8 -static” is used to specify LTO in the linker flags, and to make sure to build AOM statically.
However, to apply these optimizations correctly., you also need to export some values into LDFLAGS. On Ubuntu 20.04+(and probably older versions of Ubuntu), you need to activate “Viewing hidden files” in your favorite GUI file manager. You will then see a file called “.profile”, which is what you’ll need to copy this line to:
export CFLAGS="-flto -O3 -march=znver2" CXXFLAGS="-flto -O3 -march=znver2" LDFLAGS="-flto -O3 -march=znver2"
The -march flag can be changed to native if you only plan to use this on your machine, or znver2 for Zen 2, znver1 for Zen 1 and Zen+, and skylake for 6th to 10th Gen Intel Core CPUs.
Of course, there are some disadvantages to LTO: compiling will take longer, and will take more RAM, but the benefits are there.
 
Overall, on a 3,8GHz locked Ryzen 7 3700X with 32GB of 3800MHz dual channel RAM on Kubuntu 20.10 on the 5.9 kernel, using the aom-2.0.0-954 build, I get these results for encoding a movie(The Lego Movie) with these settings
--threads=4 --tile-columns=1 --tile-rows=0 --cpu-used=6 --good --end-usage=q --cq-level=20 --arnr-strength=4 --arnr-maxframes=10 --enable-fwd-kf=1 --lag-in-frames=35 --bit-depth=10 --aq-mode=0 --enable-keyframe-filtering=2 --enable-qm=1 --enable-chroma-deltaq=1 --mv-cost-upd-freq=2 --enable-dnl-denoising=0 --denoise-noise-level=6 --disable-trellis-quant=3 
 
Encode with normal release optimizations: 366,3 minutes
Encode with normal release optimizations and -march optimizations: 361,7 minutes
Encode with -march, release optimizations(-O3) and LTO: 342,7 minutes
 
As you can see, all these improvements add up to a 7% speed increase, with most of the speedup being from the LTO optimizations(about 5%). There are other optimizations that could still be done to further increase the speed of AV1 encoders., like 2-pass compiling or PGO featured here: https://old.reddit.com/AV1/comments/i3okaw/how_to_increase_libaoms_speed_by_37/
Now, the main reason to use the new grain synthesis is that it uses a different way to apply the grain synthesis. The original way of doing grain synthesis is that it takes the original stream, denoises it, while analyzing the grain patterns to create a grain table to apply the grain synthesis during decoding, and then the encoder encodes the denoised frame.
This method has 2 disadvantages
  1. It makes the first-pass super slow.
  2. It denoises the image fed to the encoder, which means there can be some lost details.
The new method does mostly the same things, but actually deactivates the external denoiser entirely. This has 3 big advantages:
  1. It is an order of magnitude faster in the 1st pass. It’s actually the same speed as the default behaviour.
  2. Details loss is only present in the encoding process, which means at normal watching bitrates, this results in non-negligible increase in detail retention.
  3. Unlike the normal grain synthesis method, it does not mess much with the rate control, which means a CQ22 file with this method will have about the same file size as a normal CQ22 encode. It does have the side effect that at very high bitrates, this can result in added grain, but the CQ usually needs to be really low for this occur, even with native 10-bit content.
Comparison of all methods: https://slow.pics/c/pm3051Qc
It does have the disadvantage that at very low bitrates, it produces a slightly worse result, but this rarely occurs, so that’s not much of an issue.
To use the new feature in the aom build done above, use –enable-dnl-denoising=0 and the –denoise-noise-level=XX setting you want.
Let’s get onto compiling rav1e, and building it to be faster. This is where it gets a bit harder. You’ll need to install a recent version of Rustup, which will install all the necessary dependencies to compile Rust programs.
To download and install rustup along with the other dependencies, just follow this link: https://www.rust-lang.org/learn/get-started
Or use this command directly: - curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
And follow what it tells you to do. After the installation is finished, logout and log in back, or restart, and type in “rustc –version”. If you have rustc 1.47.0, you’re golden.
Afterwards, download the rav1e git-master(git clone https://github.com/xiph/rav1e.git rav1e) Go into the folder and find a file called “Cargo.toml”. Look for a “profile.release” flag, and change the options to this:
 
[profile.release]
opt-level = 3 lto = true
Go back in the terminal, and you should be able to compile rav1e by following these commands:
This should build the rav1e executable, but not install to the uslocal/bin directory(in my experience) where most manually compiled programs are installed, which is why the last line is included. From all of this, you should have a decently faster rav1e just from doing this.
Bonus for those who want to cross-compile aomenc for Windows on Linux(Ubuntu 20.04+) https://pastebin.com/7P7qr76c
submitted by BlueSwordM to AV1 [link] [comments]

Looking for suggestions to improve encrypted /boot on Debian

Below is my install procedure
# For starting from install disc: # Advanced Options -> Rescue mode -> Execute shell in Installer environment # For this example we are assuming the drive with to setup is /dev/sda # Format virtual drive to have 1 large primary partition and mark it as bootable echo -e "o\nn\np\n1\n\n\na\nw" | fdisk /dev/sda # Encrypt entire volume # Default iter is 2000 and takes 22 seconds for grub to decrypt, adjust accordingly cryptsetup -v --cipher aes-xts-plain64 --key-size 512 --hash sha512 --iter-time 50000 --use-random --verify-passphrase luksFormat --type luks1 /dev/sda1 # or if that takes too long to type: # cryptsetup -v -c aes-xts-plain64 -s 512 -h sha512 --use-random -y luksFormat --type luks1 /dev/sda1 # Open for formating cryptsetup open /dev/sda1 sda1_crypt mkfs.xfs /dev/mappesda1_crypt # If you are doing this from a standard debian system and you don't have debootstrap run the following: # apt install -y debootstrap coreutils # bootstrap core mount /dev/mappesda1_crypt /mnt debootstrap --arch amd64 bullseye /mnt http://ftp.us.debian.org/debian/ ## If you see: # E: Invalid Release file, no entry for main/binary-$ARCH/Packages # known good values are amd64 and i386 ## It means you provided an invalid Architecture name (like x86_64 or x86) # Chroot to get to work mount -t proc none /mnt/proc mount --bind /sys /mnt/sys mount --bind /dev /mnt/dev cp /etc/resolv.conf /mnt/etc/resolv.conf chroot /mnt/ 3. Basic setup ## Optionally you can add the following lines to /etc/apt/sources.list # deb http://ftp.us.debian.org/debian bullseye main # deb-src http://ftp.us.debian.org/debian bullseye main # deb http://ftp.debian.org/debian/ bullseye-updates main # deb-src http://ftp.debian.org/debian/ bullseye-updates main # deb http://security.debian.org/ bullseye/updates main # deb-src http://security.debian.org/ bullseye/updates main # *DO NOT FORGET TO SET ROOT PASSWORD!* passwd apt update apt install -y locales debconf # For rescue mode you need to run: # export TERM=vt100 dpkg-reconfigure locales # Restore old value: # export TERM=bterm apt install -y sudo vim mg apt purge -y nano select-editor # You need to set up your /etc/fstab: echo "/dev/mappesda1_crypt\t/\txfs\tdefaults\t0\t0" > /etc/fstab # Now to inform initramfs what to pass blkid | grep '/dev/sda1:' | echo "sda1_crypt\tUUID=$(awk -F'"' '{print $2}')\tnone\tluks" > /etc/crypttab # Make sure to install grub to /dev/sdb so that you don't mess up your desktop. grep -v rootfs /proc/mounts > /etc/mtab apt install -y grub-pc linux-base linux-image-amd64 cryptsetup ## If you see: # E: Sub-process /usbin/dpkg returned an error code (1) ## Don't worry about it, we are going to fix it later # Turn on grub's support for crypto echo 'GRUB_ENABLE_CRYPTODISK=y' >> /etc/default/grub grub-mkconfig -o /boot/grub/grub.cfg grub-install /dev/sda update-initramfs -u -k all ## If you see: # cryptsetup: WARNING: Invalid source device $UUID ## You forgot to prefix UUID= before your id in /etc/crypttab *You now can reboot and finsh the rest in the system* # Since we are manually setting everything up: export HOSTNAME=concernedgnu { cat <<-EOF 127.0.0.1 localhost 127.0.1.1 $HOSTNAME # The following lines are desirable for IPv6 capable hosts ::1 localhost ip6-localhost ip6-loopback ff02::1 ip6-allnodes ff02::2 ip6-allrouters EOF } >| /etc/hosts # Add our first user, set their password and add them to sudo useradd -m [User] passwd [User] usermod -G sudo -a [User] chsh [User] # Fix the broken packages apt install -f # Turn on network so we can add packages dhclient # Install posix standard tools apt update tasksel install standard # Add network-manger apt install -y network-manager nmtui # Remove need to type luks password twice dd bs=512 count=4 if=/dev/urandom of=/crypto_keyfile.bin chmod 400 /crypto_keyfile.bin cryptsetup luksAddKey /dev/sda1 /crypto_keyfile.bin # in /etc/crypttab replace none with /crypto_keyfile.bin blkid | grep '/dev/sda1:' | echo -e "sda1_crypt\tUUID=$(awk -F'"' '{print $2}')\t/crypto_keyfile.bin\tluks,keyscript=file" > /etc/crypttab # create /usshare/initramfs-tools/hooks/file (750 permissions) with the below content: :::::::::::::: START :::::::::::::: #!/bin/bash set -e PREREQ="cryptroot" prereqs() { echo "$PREREQ" } case $1 in prereqs) prereqs exit 0 ;; esac . /usshare/initramfs-tools/hook-functions # Hooks for loading keyctl software into the initramfs copy_exec /crypto_keyfile.bin exit 0 :::::::::::::: END :::::::::::::: chmod 750 /usshare/initramfs-tools/hooks/file # and then create it's match in /lib/cryptsetup/scripts/file (750 permissions) with the following content: :::::::::::::: START :::::::::::::: #!/bin/sh decrypt_file () { cat "$1" return 0 } if [ -z "$1" ]; then echo "$0: missing key as argument" >&2 exit 1 fi decrypt_file "$1" exit $? :::::::::::::: END :::::::::::::: chmod 750 /lib/cryptsetup/scripts/file update-initramfs -u -k all # You can verify that the keyfile and /lib/cryptsetup/scripts/file are both in the initrd with: lsinitramfs /boot/initrd.img-* | less *You may now logout and finish the rest as user* # Install Desktop utils if required sudo apt install -y xinit slim i3-wm dmenu x11-xserver-utils # If you skipped the guix option for space reasons: # sudo apt install -y gpg rxvt-unicode emacs git tig most firefox-esr 
submitted by concernedgnu20190124 to linuxadmin [link] [comments]

The Challenges of Designing a Modern Skill, Part 3

Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.

Introduction to Part 3

Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments.
Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.

3-C – Skill Design Philosophy, Continued

3-12 - Balancing

What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale.
A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
  • Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
  • XP Rate: how fast you gain XP.
  • Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
  • Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
  • Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.

3-13 - Skill Bloat

What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting.
The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting.
On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic.
So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.

3-14 - Skill Endgame

Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end.
However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH.
So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years.
A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).

3-15 - Alternate Goals

From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture.
If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone.
To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.

3-16 - The Combat No-Touch Rule

So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat:
This space has been reserved for unintelligible squabbling.
With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design.
I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.

3-17 - Aesthetics

I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go.
Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between?
While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow?
Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit.
But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe.
But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.

3-18 - Afterword

Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.

5-0 - The OSRS Team and the Design Process

If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.

5-1 - Designing a Skill

Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players.
The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you.
This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself?
Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog?
It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.

5-2 - Presentation and Beta Testing

So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog.
You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters.
Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually?
Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds.
Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.

5-3 - Development Effort

If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice. Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll.
Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete?
Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time.
However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function, especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills.
With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.

5-4 - The Problems of Democracy

Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process.
But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship.
Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured.
Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase.
But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change.
But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority.
These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss.
But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage.
But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems.
The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.”
So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.

6-0 - Conclusion

I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it?
Maybe.
Thanks for reading.
Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
submitted by ScreteMonge to 2007scape [link] [comments]

nginx reverse proxy configuration settings?

Hey all,
After recently working through my nginx reverse proxy configuration, I noticed mine, while working as expected, could be structured much cleaner than it currently is.
So I'm curious about two things
  1. How others have structured their nginx.conf, sites-enabled/default, conf.d/jellyfin.conf. and any other config files they may have. It seems the best practice is to define each area within its own config file. For example, http headers configured in conf.d/http_headers.conf and included in nginx.conf
  2. What specific settings do others use for both security and performance for jellyfin - obviously the jellyfin docs have nginx settings listed, but curious what others do beyond these.
For context, I run a local static website along with proxying to jellyfin and I'm sure I could be doing things better than I currently am.
Here's my nginx.conf for example:
## ================================= ## to test configuration for errors ## run: gixy /etc/nginx.conf ## ================================= user www-data; worker_processes auto; pid /run/nginx.pid; include /etc/nginx/modules-enabled/*.conf; events { worker_connections 1024; multi_accept on; } http { charset utf-8; sendfile on; tcp_nopush on; tcp_nodelay on; server_tokens off; log_not_found off; types_hash_max_size 2048; # size Limits & Buffer Overflows client_body_buffer_size 128K; client_header_buffer_size 16k; client_max_body_size 32M; large_client_header_buffers 4 16k; # timeouts client_body_timeout 10; client_header_timeout 10; keepalive_timeout 5 5; send_timeout 10; server_names_hash_bucket_size 128; server_name_in_redirect off; # MIME include /etc/nginx/mime.types; default_type application/octet-stream; # logging access_log /valog/nginx/access.log; error_log /valog/nginx/error.log; # Diffie-Hellman parameter for DHE ciphersuites ssl_dhparam /etc/letsencrypt/ssl-dhparams.pem; # SSL Settings ssl_session_cache shared:le_nginx_SSL:10m; ssl_session_timeout 1d; ssl_session_tickets off; ssl_prefer_server_ciphers on; ssl_protocols TLSv1.2 TLSv1.3; ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384:ECDHE-ECDSA-CHACHA20-POLY1305:ECDHE-RSA-CHACHA20-POLY1305:DHE-RSA-AES128-GCM-SHA256:DHE-RSA-AES256-GCM-SHA384; # OCSP Stapling ssl_stapling on; ssl_stapling_verify on; resolver 8.8.8.8 8.8.4.4 valid=60s; resolver_timeout 5s; # virtual Host Configs include /etc/nginx/conf.d/*.conf; include /etc/nginx/sites-enabled/*; # gzip Settings gzip on; gzip_http_version 1.1; gzip_vary on; gzip_disable "MSIE [1-6]\.(?!.*SV1)"; gzip_proxied any; gzip_comp_level 1; gzip_min_length 10240; gzip_buffers 16 8k; # what gzip will compress gzip_types text/plain text/css text/xml application/json application/javascript application/rss+xml application/atom+xml image/svg+xml; } 
jellyfin.conf:
server { listen 80; listen [::]:80; server_name $webAddress; set $jellyfin 192.168.20.203; # only domain name requests allowed if ($host !~ ^($webAddress)$ ) { return 444; } # only get,head,post requests allowed if ($request_method !~ ^(GET|HEAD|POST)$ ) { return 444; } # Redirect to HTTPS if ($host = $webAddress) { return 302 https://$server_name$request_uri; } return 404; } server { listen 443 ssl http2; listen [::]:443 ssl http2; server_name $webProxyAddress; set $jellyfin 192.168.20.203; # if they come here using HTTP, bounce them to the correct scheme error_page 497 https://$server_name:$server_port$request_uri; # only domain name requests allowed if ($host !~ ^($webProxyAddress)$ ) { return 444; } # only get,head,post requests allowed if ($request_method !~ ^(GET|HEAD|POST)$ ) { return 444; } # block download agents if ($http_user_agent ~* LWP::Simple|BBBike|wget) { return 403; } # SSL certs ssl_certificate ...; ssl_certificate_key ...; ssl_trusted_certificate ...; # HTTP security headers -- JELLY DOC add_header X-Frame-Options "SAMEORIGIN"; add_header X-XSS-Protection "1; mode=block"; add_header X-Content-Type-Options "nosniff"; add_header Content-Security-Policy "default-src https: data: blob:; style-src 'self' 'unsafe-inline'; script-src 'self' 'unsafe-inline' https://www.gstatic.com/cv/js/sendev1/cast_sender.js; worker-src 'self' blob:; connect-src 'self'; object-src 'none'; frame-ancestors 'self'"; # HTTP security headers -- added for A+ rating add_header Strict-Transport-Security "max-age=63072000; includeSubdomains; preload"; add_header Referrer-Policy 'strict-origin'; add_header Expect-CT 'enforce, max-age=3600'; add_header Feature-Policy "autoplay 'none'; camera 'none'"; add_header Permissions-Policy 'autoplay=(); camera=()'; add_header X-Permitted-Cross-Domain-Policies none; # password security auth_basic "Restricted Content"; auth_basic_user_file /etc/nginx/.htpasswd; # proxy Jellyfin - copied fron jellyfin docs location / { proxy_pass http://$jellyfin:8096; proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header X-Forwarded-Proto $scheme; proxy_set_header X-Forwarded-Protocol $scheme; proxy_set_header X-Forwarded-Host $http_host; # Disable buffering proxy gets very resource heavy proxy_buffering off; } # location block for Jellyfin /web - copied from jellyfin docs # purely for aesthetics location ~ ^/web/$ { proxy_pass http://$jellyfin:8096/web/index.html; proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header X-Forwarded-Proto $scheme; proxy_set_header X-Forwarded-Protocol $scheme; proxy_set_header X-Forwarded-Host $http_host; } # websocket Jellyfin - copied from jellyfin docs location /socket { proxy_pass http://$jellyfin:8096; proxy_http_version 1.1; proxy_set_header Upgrade $http_upgrade; proxy_set_header Connection "upgrade"; proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header X-Forwarded-Proto $scheme; proxy_set_header X-Forwarded-Protocol $scheme; proxy_set_header X-Forwarded-Host $http_host; } } 
default
# set access rate limit: only allow 4 requests per second limit_req_zone $binary_remote_addr zone=one:10m rate=4s; # caching map map $sent_http_content_type $expires { default off; text/html epoch; text/css 5m; application/javascript 5m; ~image/ 5m; } server { listen 80 default_server; listen [::]:80 default_server; server_name $webAddress; # only get,head,post request allowed if ($request_method !~ ^(GET|HEAD|POST)$ ) { return 444; } # only domain name requests allowed if ($host !~ ^($webAddress)$ ) { return 444; } # redirect to HTTPS if ($host = $webAddress) { return 301 https://$host$request_uri; } return 404; } server { listen [::]:443 ssl http2; listen 443 ssl http2; server_name $webAddress; root /vawww/html; index index.html; # if they come here using HTTP, bounce them to the correct scheme error_page 497 https://$server_name:$server_port$request_uri; # redirect errors to 404 page error_page 401 403 404 /404.html; # set 503 error page error_page 503 /503.html; # only domain name requests allowed if ($host !~ ^($webAddress)$ ) { return 444; } # only get,head,post requests allowed if ($request_method !~ ^(GET|HEAD|POST)$ ) { return 444; } # block download agents if ($http_user_agent ~* LWP::Simple|BBBike|wget) { return 403; } # block some robots if ($http_user_agent ~* msnbot|scrapbot) { return 403; } # caching map expiration expires $expires; # cache location ~* /.(jpg|jpeg|png|gif|ico|pdf|png|ico|woff2|woff)$ { expires 5m; } # prevent deep linking location /img/ { valid_referers blocked $webAddress; if ($invalid_referer) { return 403; } referer_hash_bucket_size 128; } # SSL certs ssl_certificate ...; ssl_certificate_key ...; ssl_trusted_certificate ...; # HTTP security headers -- A+ rating add_header X-Frame-Options "SAMEORIGIN"; add_header X-XSS-Protection "1; mode=block"; add_header X-Content-Type-Options "nosniff"; add_header Content-Security-Policy "base-uri 'self'; default-src 'none'; frame-ancestors 'none'; style-src 'self'; font-src 'self' https://fonts.gstatic.com; img-src 'self'; script-src 'self' http https; form-action 'self'; require-trusted-types-for 'script'"; add_header Strict-Transport-Security "max-age=63072000; includeSubdomains; preload"; add_header Referrer-Policy 'strict-origin'; add_header Expect-CT 'enforce, max-age=3600'; add_header Feature-Policy "autoplay 'none'; camera 'none'"; add_header X-Permitted-Cross-Domain-Policies none; add_header Permissions-Policy 'autoplay=(); camera=()'; location /nginx_status { stub_status on; access_log off; # restrict access to lan allow 192.168.1.0/24; deny all; # security auth_basic "Restricted Content"; auth_basic_user_file /etc/nginx/.htpasswd; } location / { try_files $uri $uri/ =404; # rate limit limit_req zone=one burst=10 nodelay; } } 

submitted by famesjranko to jellyfin [link] [comments]

Wall Street Week Ahead for the trading week beginning August 17th, 2020

Good Saturday morning to all of you here on stocks. I hope everyone on this sub made out pretty nicely in the market this past week, and is ready for the new trading week ahead.
Here is everything you need to know to get you ready for the trading week beginning August 17th, 2020.

Stocks are ignoring the lack of a stimulus package from Congress, but that could change - (Source)

Stocks could hang at record levels but gains may be capped until Congress agrees to a new stimulus package to help the economy and the millions of unemployed Americans.
Stocks were higher in the past week, and the S&P 500 flirted with record levels it set in February.
In the coming week, there are some major retailers reporting earnings, including Walmart, Home Depot and Target, but the season is mostly over and the market is entering a quiet period. There are minutes from the Fed’s last meeting, released Wednesday, and housing data, including starts Tuesday and existing sales Friday.
Investors had been watching efforts by Congress to agree to a new stimulus package, but talks have failed and the Senate has gone on recess. There is a concern that Congress will not be convinced to provide a big enough package when it does get to work again on the next stimulus round because recent economic reports look stronger. July’s retail sales, for example, climbed to a record level and recovered to pre-pandemic levels.
“The juxtaposition of getting more fiscal stimulus and better data has paralyzed us in our tracks … we’ve seen this sideways [market] action,” said Art Hogan, chief market strategist at National Alliance. “It feels like we need more action from Congress, and the concern is the longer we wait, the better the data gets and the less impactful the next round of stimulus will be.”
Some technical analysts say the market may pull back around the high, to allow it to consolidate gains before moving higher into the end of the year. The S&P 500 reached an all-time high of 3,393 on Feb. 19.
Hogan said he expects stocks to tread sideways during the dog days of August, but they could begin to react negatively to the election in September. He also said it is important that progress continue against the spread of Covid-19, as the economy continues to reopen.
Peter Boockvar, chief investment strategist at Bleakley Advisory Group, said the market could have a wakeup call at some point that the stimulus package has not been approved.
“I think it will cross over a line where they care,” he said. “I think the market is in suspended animation of believing there will be a magical deal.” Boockvar said he expects a deal ultimately, but the impact is not likely to be as big as the last round of funding.
“What they’re not grasping is any deal, any extension of unemployment benefits, is going to be smaller than it was, and the rate of change should be the most important thing investors focus on,” he said. “Not the binary outcome of whether there’s a deal or no deal. There’s going to be less air going into the balloon.”

It’s the economy

Still, economists expect to see a strong rebound in the third quarter, and are anticipating about about a 20% jump in third-quarter growth. But they also say that could be threatened if Congress does not help with another stimulus package.
Mark Zandi, chief economist at Moody’s Analytics, described the July retail sales as a perfect V-shaped recovery, but cautioned it would not last unless more aid gets to individuals and cities and states. Democrats have sought a $3 trillion spending package, and Republicans in the Senate offered a $1 trillion package. They could not reach a compromise, including on a $600 weekly payment to individuals on unemployment which expired July 31.
President Donald Trump has tried to fill the gap with executive orders to provide extra benefits to those on unemployment, but the $300 federal payment and $100 from states may take some time to reach individuals, as the processing varies by state. He has also issued an order instructing the Treasury to temporarily defer collection of payroll taxes from individuals making up to $104,000.
“I think in August and September, there will be a lot of Ws, if there’s not more help here,” said Zandi, referring to an economic recovery that retrenches from a V shape before heading higher again. “It’s clearly perplexing. It may take the stock market to say we’re not going to get what we expect, and sell off and light a fire.”
Zandi said it could come to a situation like 2008, where the stock market sold off sharply before Congress would agree to a program that helped financial companies.
“We need a TARP moment to get these guys to help. Maybe if the claims tick higher and the August employment numbers are soft, given the president is focused on the stock market, that might be what it takes to get them back to the table in earnest,” he said, referring to the Troubled Asset Relief Program that helped rescue banks during the financial crisis.
He ultimately expects a package of about $1.5 trillion to be approved in September.
The lack of funding for state and local governments could result in more layoffs, as they struggle with their current 2021 budgets, Zandi said. Already 1.3 million public sector jobs have been lost since February, and there will be more layoffs and more programs and projects cancelled. The impact will hit contractors and other businesses that provide services to local governments.
“The multipliers on state and local government are among the highest of any form of support, so if you don’t provide it, it’s going to ripple through the economy pretty fast,” he said.
Economists expect to see a softening in consumer spending in August with the more than 28 million Americans on unemployment benefits as of mid-July no longer receiving any supplemental pay.
“The real irony is things are shaping up that September is going to be a bad month, and that’s going to show up in all the data in October,” Zandi said. “They are really taking a chance on this election by not acting.”

This past week saw the following moves in the S&P:

(CLICK HERE FOR THE FULL S&P TREE MAP FOR THE PAST WEEK!)

Major Indices for this past week:

(CLICK HERE FOR THE MAJOR INDICES FOR THE PAST WEEK!)

Major Futures Markets as of Friday's close:

(CLICK HERE FOR THE MAJOR FUTURES INDICES AS OF FRIDAY!)

Economic Calendar for the Week Ahead:

(CLICK HERE FOR THE FULL ECONOMIC CALENDAR FOR THE WEEK AHEAD!)

Percentage Changes for the Major Indices, WTD, MTD, QTD, YTD as of Friday's close:

(CLICK HERE FOR THE CHART!)

S&P Sectors for the Past Week:

(CLICK HERE FOR THE CHART!)

Major Indices Pullback/Correction Levels as of Friday's close:

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Major Indices Rally Levels as of Friday's close:

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Most Anticipated Earnings Releases for this week:

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Here are the upcoming IPO's for this week:

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Friday's Stock Analyst Upgrades & Downgrades:

(CLICK HERE FOR THE CHART LINK #1!)
(CLICK HERE FOR THE CHART LINK #2!)

4 Charts That Will Amaze You

The S&P 500 Index is a few points away from a new all-time high, completing one of the fastest recoveries from a bear market ever. But this will also seal the deal on the shortest bear market ever. Remember, the S&P 500 Index lost 20% from an all-time high in only 16 trading days back in February and March, so it makes sense that this recovery could be one of the fastest ever.
From the lows on March 23, the S&P 500 has now added more than 50%. Many have been calling this a bear market rally for months, while we have been in the camp this is something more. It’s easy to see why this rally is different based on where it stands versus other bear market rallies:
(CLICK HERE FOR THE CHART!)
They say the stock market is the only place where things go on sale, yet everyone runs out of the store screaming. We absolutely saw that back in March and now with stocks near new highs, many have missed this record run. Here we show how stocks have been usually higher a year or two after corrections.
(CLICK HERE FOR THE CHART!)
After a historic drop in March, the S&P 500 has closed higher in April, May, June, and July. This rare event has happened only 11 other times, with stocks gaining the final five months of the year a very impressive 10 times. Only 2018 and the nearly 20% collapse in December saw a loss those final five months.
(CLICK HERE FOR THE CHART!)
As shown in the LPL Chart of the Day, this bear market will go down as the fastest ever, at just over one month. The recovery back to new highs will be five months if we get there by August 23, making this one of the fastest recoveries ever. Not surprisingly, it usually takes longer for bear markets in a recession to recover; only adding to the impressiveness of this rally.
(CLICK HERE FOR THE CHART!)
“It normally takes 30 months for bear markets during a recession to recover their losses, which makes this recovery all the more amazing,” said LPL Financial Chief Market Strateigst Ryan Detrick.. “Then again, there has been nothing normal about this recession, so maybe we shouldn’t be shocked about yet another record going down in 2020.”

When a Few Basis Points Packs a Punch

US Treasury yields have been on the rise this week with the 10-year yield rising 13 basis points (bps) from 0.56% up to 0.69% after getting as high as 0.72% on Thursday. A 13 bps move higher in interest rates may not seem like a whole lot, but with rates already at such low levels, a small move can have a pretty big impact on the prices of longer-term maturities.
(CLICK HERE FOR THE CHART!)
Starting with longer-term US Treasuries, TLT, which measures the performance of maturities greater than 20 years, has declined 3.5% this week. Now, for a growth stock, 3.5% is par for the course, but that kind of move in the Treasury market is no small thing. The latest pullback for TLT also coincides with another failed attempt by the ETF to trade and stay above $170 for more than a day.
(CLICK HERE FOR THE CHART!)
The further out the maturity window you go in the fixed income market, the bigger the impact of the move higher in interest rates. The Republic of Austria issued a 100-year bond in 2017, and its movements exemplify the wild moves that small changes in interest rates (from a low base) can have on prices. Just this week, the Austrian 100-year was down over 5%, which is a painful move no matter what type of asset class you are talking about. This week's move, though, was nothing compared to the stomach-churning swings from earlier this year. When Covid was first hitting the fan, the 100-year rallied 57% in the span of less than two months. That kind of move usually occurs over years rather than days, but in less than a third of that time, all those gains disintegrated in a two-and-a-half week span from early to late March. Easy come, easy go. Ironically enough, despite all the big up and down moves in this bond over the last year, as we type this, the bond's price is the same now as it was on this same day last year.
(CLICK HERE FOR THE CHART!)

Retail Sales Rock to New Highs

At the headline level, July’s Retail Sales report disappointed as the reading missed expectations by nearly a full percentage point. Just as soon as the report was released, we saw a number of stories pounce on the disappointment as a sign that the economy was losing steam. Looked at in more detail, though, the July report wasn’t all that bad. While the headline reading rose less than expected (1.2% vs 2.1%), Ex Autos and Ex Autos and Gas, the results were much better than expected. Not only that, but June’s original readings were all revised higher by around a full percentage point.
Besides the fact that this month’s report was better underneath the surface and June’s reading was revised higher, it was also notable as the seasonally-adjusted annualized rate of sales in July hit a new record high. After the last record high back in January, only five months passed until American consumers were back to their pre-Covid spending ways. For the sake of comparison, back during the Financial Crisis, 40 months passed between the original high in Retail Sales in November 2007 and the next record high in April 2011. 5 months versus 40? Never underestimate the power of the US consumer!
(CLICK HERE FOR THE CHART!)
While the monthly pace of retail sales is back at all-time highs, the characteristics behind the total level of sales have changed markedly in the post COVID world. In our just released B.I.G. Tips report we looked at these changing dynamics to highlight the groups that have been the biggest winners and losers from the shifts.

100 Days of Gains

Today marked 100 trading days since the Nasdaq 100's March 20th COVID Crash closing low. Below is a chart showing the rolling 100-trading day percentage change of the Nasdaq 100 since 1985. The 59.8% gain over the last 100 trading days ranks as the 3rd strongest run on record. The only two stronger 100-day rallies ended in January 1999 and March 2000.
(CLICK HERE FOR THE CHART!)
While the Nasdaq 100 bottomed on Friday, March 20th, the S&P 500 bottomed the following Monday (3/23). This means tomorrow will mark 100 trading days since the S&P 500's COVID Crash closing low. Right now the rolling 100-day percentage change for the S&P 500 sits at +46.7%. But if the S&P manages to trade at current levels tomorrow, the 100-day gain will jump above 50%. It has been 87 years (1933) since we've seen a 100-day gain of more than 50%!
(CLICK HERE FOR THE CHART!)

B.I.G. Tips - New Highs In Sight

Whether you want to look at it from the perspective of closing prices or intraday levels, the S&P 500 is doing what just about everybody thought would be impossible less than five months ago - approaching record highs. Relative to its closing high of 3,386.15, the S&P 500 is just 0.27% lower, while it's within half of a percent from its record intraday high of 3,393.52. Through today, the S&P 500 has gone 120 trading days without a record high, and as shown in the chart below, the current streak is barely even visible when viewed in the perspective of all streaks since 1928. Even if we zoom in on just the last five years, the current streak of 120 trading days only ranks as the fourth-longest streak without a new high.
While the S&P 500's 120-trading day streak without a new high isn't extreme by historical standards, the turnaround off the lows has been extraordinary. In the S&P 500's history, there have been ten prior declines of at least 20% from a record closing high. Of those ten prior periods, the shortest gap between the original record high and the next one was 309 trading days, and the shortest gap between highs that had a pullback of at least 30% was 484 tradings days (or more than four times the current gap of 120 trading days). For all ten streaks without a record high, the median drought was 680 trading days.
(CLICK HERE FOR THE CHART!)
Whenever the S&P 500 does take out its 2/19 high, the question is whether the new high represents a breakout where the S&P 500 keeps rallying into evergreen territory, or does it run out of gas after finally reaching a new milestone? To shed some light on this question, we looked at the S&P 500's performance following each prior streak of similar duration without a new high.

STOCK MARKET VIDEO: Stock Market Analysis Video for Week Ending August 14th, 2020

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STOCK MARKET VIDEO: ShadowTrader Video Weekly 8.16.20

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Here are the most notable companies (tickers) reporting earnings in this upcoming trading week ahead-
  • NOTABLE TICKERS REMOVED DUE TO STOCKS AUTO MOD
(CLICK HERE FOR NEXT WEEK'S MOST NOTABLE EARNINGS RELEASES!)
(CLICK HERE FOR NEXT WEEK'S HIGHEST VOLATILITY EARNINGS RELEASES!)
Below are some of the notable companies coming out with earnings releases this upcoming trading week ahead which includes the date/time of release & consensus estimates courtesy of Earnings Whispers:

Monday 8.17.20 Before Market Open:

(CLICK HERE FOR MONDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Monday 8.17.20 After Market Close:

(CLICK HERE FOR MONDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Tuesday 8.18.20 Before Market Open:

(CLICK HERE FOR TUESDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Tuesday 8.18.20 After Market Close:

(CLICK HERE FOR TUESDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Wednesday 8.19.20 Before Market Open:

(CLICK HERE FOR WEDNESDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Wednesday 8.19.20 After Market Close:

(CLICK HERE FOR WEDNESDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Thursday 8.20.20 Before Market Open:

(CLICK HERE FOR THURSDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Thursday 8.20.20 After Market Close:

(CLICK HERE FOR THURSDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Friday 8.21.20 Before Market Open:

(CLICK HERE FOR FRIDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Friday 8.21.20 After Market Close:

([CLICK HERE FOR FRIDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!]())
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Walmart Inc. $132.60

Walmart Inc. (WMT) is confirmed to report earnings at approximately 7:00 AM ET on Tuesday, August 18, 2020. The consensus earnings estimate is $1.20 per share on revenue of $134.28 billion and the Earnings Whisper ® number is $1.29 per share. Investor sentiment going into the company's earnings release has 81% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 5.51% with revenue increasing by 2.99%. Short interest has decreased by 12.5% since the company's last earnings release while the stock has drifted higher by 0.6% from its open following the earnings release to be 9.9% above its 200 day moving average of $120.64. Overall earnings estimates have been revised higher since the company's last earnings release. On Tuesday, August 11, 2020 there was some notable buying of 12,381 contracts of the $135.00 put expiring on Friday, August 21, 2020. Option traders are pricing in a 4.9% move on earnings and the stock has averaged a 2.3% move in recent quarters.

(CLICK HERE FOR THE CHART!)

NVIDIA Corp. $462.56

NVIDIA Corp. (NVDA) is confirmed to report earnings at approximately 4:20 PM ET on Wednesday, August 19, 2020. The consensus earnings estimate is $1.95 per share on revenue of $3.65 billion and the Earnings Whisper ® number is $2.01 per share. Investor sentiment going into the company's earnings release has 84% expecting an earnings beat The company's guidance was for earnings of $1.83 to $2.06 per share. Consensus estimates are for year-over-year earnings growth of 65.25% with revenue increasing by 41.53%. The stock has drifted higher by 31.0% from its open following the earnings release to be 57.7% above its 200 day moving average of $293.24. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 14, 2020 there was some notable buying of 3,787 contracts of the $460.00 call expiring on Friday, August 21, 2020. Option traders are pricing in a 7.7% move on earnings and the stock has averaged a 4.0% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Alibaba Group Holding Ltd. $253.97

Alibaba Group Holding Ltd. (BABA) is confirmed to report earnings at approximately 7:10 AM ET on Thursday, August 20, 2020. The consensus earnings estimate is $1.99 per share on revenue of $21.13 billion and the Earnings Whisper ® number is $2.11 per share. Investor sentiment going into the company's earnings release has 83% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 8.74% with revenue increasing by 26.22%. Short interest has increased by 30.1% since the company's last earnings release while the stock has drifted higher by 25.0% from its open following the earnings release to be 20.0% above its 200 day moving average of $211.59. Overall earnings estimates have been revised lower since the company's last earnings release. On Friday, August 7, 2020 there was some notable buying of 12,935 contracts of the $300.00 call expiring on Friday, November 20, 2020. Option traders are pricing in a 6.2% move on earnings and the stock has averaged a 3.1% move in recent quarters.

(CLICK HERE FOR THE CHART!)

JD.com, Inc. $62.06

JD.com, Inc. (JD) is confirmed to report earnings at approximately 5:50 AM ET on Monday, August 17, 2020. The consensus earnings estimate is $0.38 per share on revenue of $26.98 billion and the Earnings Whisper ® number is $0.46 per share. Investor sentiment going into the company's earnings release has 78% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 52.00% with revenue increasing by 23.25%. Short interest has increased by 16.7% since the company's last earnings release while the stock has drifted higher by 24.1% from its open following the earnings release to be 36.9% above its 200 day moving average of $45.34. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 14, 2020 there was some notable buying of 12,799 contracts of the $62.00 call expiring on Friday, August 21, 2020. Option traders are pricing in a 8.0% move on earnings and the stock has averaged a 6.4% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Home Depot, Inc. $280.55

Home Depot, Inc. (HD) is confirmed to report earnings at approximately 6:00 AM ET on Tuesday, August 18, 2020. The consensus earnings estimate is $3.71 per share on revenue of $31.67 billion and the Earnings Whisper ® number is $3.75 per share. Investor sentiment going into the company's earnings release has 78% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 17.03% with revenue increasing by 2.69%. Short interest has decreased by 39.8% since the company's last earnings release while the stock has drifted higher by 16.7% from its open following the earnings release to be 22.4% above its 200 day moving average of $229.20. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 14, 2020 there was some notable buying of 3,323 contracts of the $300.00 call expiring on Friday, August 28, 2020. Option traders are pricing in a 4.2% move on earnings and the stock has averaged a 2.5% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Lowe's Companies, Inc. $154.34

Lowe's Companies, Inc. (LOW) is confirmed to report earnings at approximately 6:00 AM ET on Wednesday, August 19, 2020. The consensus earnings estimate is $2.93 per share on revenue of $21.29 billion and the Earnings Whisper ® number is $2.97 per share. Investor sentiment going into the company's earnings release has 78% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 36.28% with revenue increasing by 1.42%. Short interest has decreased by 19.2% since the company's last earnings release while the stock has drifted higher by 25.9% from its open following the earnings release to be 31.2% above its 200 day moving average of $117.67. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, August 7, 2020 there was some notable buying of 1,994 contracts of the $170.00 call expiring on Friday, August 21, 2020. Option traders are pricing in a 6.0% move on earnings and the stock has averaged a 5.8% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Target Corp. $136.53

Target Corp. (TGT) is confirmed to report earnings at approximately 6:30 AM ET on Wednesday, August 19, 2020. The consensus earnings estimate is $1.56 per share on revenue of $19.30 billion and the Earnings Whisper ® number is $1.64 per share. Investor sentiment going into the company's earnings release has 75% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 14.29% with revenue increasing by 4.77%. Short interest has decreased by 36.8% since the company's last earnings release while the stock has drifted higher by 10.0% from its open following the earnings release to be 18.0% above its 200 day moving average of $115.73. Overall earnings estimates have been revised higher since the company's last earnings release. On Monday, August 10, 2020 there was some notable buying of 4,479 contracts of the $135.00 call expiring on Friday, September 18, 2020. Option traders are pricing in a 6.3% move on earnings and the stock has averaged a 7.7% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Sea Limited $126.50

Sea Limited (SE) is confirmed to report earnings at approximately 6:30 AM ET on Tuesday, August 18, 2020. The consensus estimate is for a loss of $0.47 per share on revenue of $1.03 billion and the Earnings Whisper ® number is ($0.36) per share. Investor sentiment going into the company's earnings release has 74% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 34.29% with revenue increasing by 136.16%. Short interest has decreased by 8.5% since the company's last earnings release while the stock has drifted higher by 91.7% from its open following the earnings release to be 98.1% above its 200 day moving average of $63.87. Overall earnings estimates have been revised lower since the company's last earnings release. On Tuesday, August 4, 2020 there was some notable buying of 4,000 contracts of the $110.00 put expiring on Friday, January 15, 2021. Option traders are pricing in a 12.9% move on earnings and the stock has averaged a 16.7% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Niu Technologies $20.82

Niu Technologies (NIU) is confirmed to report earnings at approximately 3:00 AM ET on Monday, August 17, 2020. The consensus earnings estimate is $0.07 per share on revenue of $88.07 million and the Earnings Whisper ® number is $0.11 per share. Investor sentiment going into the company's earnings release has 57% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 30.00% with revenue increasing by 13.97%. Short interest has increased by 18.9% since the company's last earnings release while the stock has drifted higher by 129.8% from its open following the earnings release to be 90.3% above its 200 day moving average of $10.94. Overall earnings estimates have been revised higher since the company's last earnings release. The stock has averaged a 3.7% move on earnings in recent quarters.

(CLICK HERE FOR THE CHART!)

BJ's Wholesale Club, Inc. $41.48

BJ's Wholesale Club, Inc. (BJ) is confirmed to report earnings at approximately 6:45 AM ET on Thursday, August 20, 2020. The consensus earnings estimate is $0.57 per share on revenue of $3.64 billion and the Earnings Whisper ® number is $0.60 per share. Investor sentiment going into the company's earnings release has 73% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 46.15% with revenue increasing by 8.79%. Short interest has decreased by 3.2% since the company's last earnings release while the stock has drifted higher by 33.8% from its open following the earnings release to be 46.7% above its 200 day moving average of $28.27. Overall earnings estimates have been revised higher since the company's last earnings release. On Wednesday, August 12, 2020 there was some notable buying of 2,119 contracts of the $50.00 call expiring on Friday, September 18, 2020. Option traders are pricing in a 12.4% move on earnings and the stock has averaged a 10.0% move in recent quarters.

(CLICK HERE FOR THE CHART!)

DISCUSS!

What are you all watching for in this upcoming trading week?
I hope you all have a wonderful weekend and a great trading week ahead stocks.
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Most Accurate Binary Options Strategy Livetrade Examples 3Minute Binary Options Strategy

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