Gambling Apps – Best Real Money Mobile Gambling 2021

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Google Opens Android’s Play Store to Real-Money Gambling Apps

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(/.) Google Now Permits Android Apps That Facilitate Gambling With Real Money

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Google Opens Androids Play Store to Real-Money Gambling Apps

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[Tech] Betcade shows off the look of its Android app store for real-money gambling

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Autochess: Market Status and Design Analysis [effort post]

Autochess: Market Status and Design Analysis [effort post]
This article was written with the feedback of ~300 highly engaged players from the different autochess reddit communities (TFT, DOTA Underlords, Chess Rush...), which participated in interviews and on a poll whose results are available here. They’re especially thanked by name at the end of the article.
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
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It really helps me if you check this article (or similar content) at my blog https://jb-dev.net/

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
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Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.

2nd Era (2010s): Integration

By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.
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Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two.
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
This case hints what would later happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
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Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor.

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
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Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve.
Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
On Autochess, the fragmentation and fast release pace came at the cost of innovation, though. These games feature few unique selling points compared to the original DOTA Autochess experience: TFT’s ‘anti-snowballing’ character selection rounds, Underlord’s bosses and fast-track mode….
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
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What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
  • Squires: Rather than standalone games, these are side-modes of already successful products. Under this category we would list the Battlegrounds mode in Hearthstone, or League of Legends’ TFT, and maybe even the original DOTA Autochess mod. While for sure they’ll have their own dedicated audience that only plays those modes, for most players it’s just a nice and fresh activity integrated within a broader game experience. The squires are the ones that have achieved the biggest success among the autochess genre because they don’t suffer as much backlash from the lack of gameplay depth inherent to the genre, which is harmful for the long term retention: Even if the mode eventually becomes a bit shallow, players have many other things to play, and thus are retained. As a consequence, these games can still monetize significatively by selling renewals of their Battle Passes every new season. Not enough to make them successful on the degree that was expected… but at least it’s something. Other than bringing an additional source of revenue, these modes were useful to their core games: They generated player interest by providing innovative gameplay. Hearthstone’s Battlegrounds was an amazing addition to the CCG genre, and made a lot of people come back to the game to discover the new mode and reengage.
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SQUIRE: The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
  • Would-be Kings: These are the other two top dogs of the category. They were supposed to rule… but that looking at the numbers they don’t really seem to have ever lifted off. Under this category we would list Auto Chess: Origins and DOTA Underlords. The problem is that their standalone approach means that they suffer the most of the design issues of the genre that we’ve presented in the last section of this article (i.e. flat complexity, lack of mastery depth, lack of progression and rotative meta…). That means that they lost a lot of population over time, and therefore their Battle Pass renewal isn’t as effective at generating revenue : (
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DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments.

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
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  • Patricks, gamers looking for a competitive-but-idle experience that doesn’t require full attention and it’s easily reconcilable with their functional adult life.
  • Grizzlies, competitive players that struggle with fast paced games that demand a high actions per minute ratio and quick reflexes (like MOBAs or competitive shooters).
  • Warmasters, highly competitive players that enjoy more the area of strategy (setting up goals and planning how to achieve them) rather than tactics (skillful execution of actions and micromanagement).

What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
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Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
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In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
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Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
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The DAU that we would expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
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In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games have a huge snowball effect, due to the following reasons:
  • Resources lead to victories, victories lead to resources As you know, in autochess each player builds a team based on successive battles. Better battle performance will grant more gold, which is the resource used to buy units, perform shop rolls, etc… Similar to the cases we’ve already explained, this means that players that achieve early dominance will be able to to obtain more gold, use it to get better units and get more victories and gold, therefore increasing their team power faster than the rest. ‘But players can be lucky or unlucky, generating a factor that compensates for the advantage of having more resources early on‘, you may be considering. Unfortunately, this is a flawed logic, because of 2 main reasons: (1) Having more resources means more adaptability: The dominant players will be able to leverage on them to re-adapt their team, therefore outperforming the rest on a randomness-driven scenario. (2) Resources allow to buy more rolls, which diminishes the deviation generated by each individual roll.
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TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on.
  • Luck factor. The previous point goes into maintaining and increasing dominance once it has been achieved early on, but another source of frustration is that luck is a huge factor in achieving early dominance. This means that your strategic skills and smarts can be completely invalidated by a couple of bad rolls at the beginning of the match. And there’s nothing that competitive players hate more than having their match stolen by factors outside the pure clash of abilities.
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
https://preview.redd.it/eh020bi1kpg61.png?width=1280&format=png&auto=webp&s=5e98aefdec1c79141d7fe13d02acfadb13e789b7
The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing.
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:
  • Because in autochess the player builds its team from scratch, at the beginning of each match there are several turns to setup team foundations. Removing these early decisions severely decreases the teambuilding possibilities, decreasing overall depth.
  • Also, each setup phase between clashes requires a minimum time to think and perform the actions. In the last turns of a match, the game can become quite demanding on thinking and input speed.
  • Matches require a minimum amount of turns to compensate the weight of a single lucky/unlucky roll over the chances to win. Because the possible units for teambuilding appear on random rolls, the less turns there are the more luck factor the game will suffer, and as a consequence the less important the player’s strategic skills will be.
  • And if there are few turns, there are also less chances for comebacks. Because it means that players will have less setup phases to adapt and catch a player that has obtained an early advantage.
  • Finally, since the match involves 8 players, it requires a minimum of turns so that they all can fight between each other… Nevertheless, I don’t consider this a critical issue because Dota has been able to change this specific point on the knockout mode without sacrificing too much in terms of depth.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
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The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
submitted by JB-Dev-Bcn to TeamfightTactics [link] [comments]

I work at a crooked casino. You don't gamble with money here.

Hi, everybody. My name is Sid, and I’m an addict.
It took me a long time to accept that. But when you take a job in a casino just so that you can be there all the time and try to gain an edge, you’re an addict. It’s obvious even to me. More so to my family and friends, who I barely see anymore.
It’s not pills or coke, booze or heroin that I’m hooked on. I’m addicted to gambling.
The casino that made me so obsessed is not an ordinary one, though. It’s far from ordinary.
You don’t play for money at Fantasy Casino. You play for your dreams.
I hear you laughing.
But have you ever had a really, really great dream? One that got so good you snapped awake the second it started to get really excellent?
Well, imagine that times a thousand. Times a million.
A dream so real and so perfect that all of your fantasies become reality. Time stretches out. You feel like you are there forever. A lifetime passes before your return.
Infinite wealth, the ability to fly like superman, you’re surrounded by sex and beautiful people all day as you relax in a palace built to your mind’s most exacting specifications of perfection.
But then you wake up, and in an instant it is gone.
The power, the wealth, the endless sex and supernatural powers.
Everything is suddenly NORMAL again.
And so you go back to the casino.
I went back to the casino.
But the problem with gambling is that you don’t always win. And when you lose, suddenly the winnings are gone as well, vanished without a trace. All I knew was that I had to have that feeling again.
So I went inside the giant building and then followed the secret signs which led to a door that led to a staircase going downwards.
I went down the stairs and knocked on the door marked “Private” and waited for an answer.
“Password.”
The voice on the other side of the black door waited for my response.
“Seramth Gin.” I said the unnatural words carefully and deliberately, still not knowing their meaning.
A friend had told me the password, a fellow gambler who I would later find dead in his apartment. His corpse white, bloated, and maggot-infested.
His eyes were black and filled with blood which streamed from his eye sockets like tears. He had bit his tongue clean off and his fingernails were found lodged in various surfaces throughout his apartment. Like he had been trying to claw his way out of a steel box that only he could see.
But I’m getting ahead of myself. That was later. At this point I was still hopeful for another wonderful dream. Still thankful for his advice to seek out the place.
The door opened and I walked inside. It was the same as it had been the day before, only less busy at this time – still early afternoon.
I approached the table I had been sitting at the night before.
Poker – Texas Hold ‘em: Ten dream limit – the sign read.
The rules were simple. You got a stack of chips. If you doubled them, you received a dream. If you lost them, you lost a dream.
I wasn’t concerned about losing dreams yet, I still didn’t understand exactly what that meant.
When I lost my first stack of chips, I quickly bought in again. And again. And again.
Pretty soon I realized I had lost eight dreams with no winnings whatsoever. I was in a slump. A losing streak.
I decided to go home and count my losses. Literally, since I had no idea what that even meant.
As I got up to leave the table, the dealer looked at me. His eyes were remorseless and cold.
“See the cashier on your way out,” he said, handing me eight black chips.
I gulped and walked over to the glass window where the cashier sat waiting. Handing him the eight chips, he raised his eyebrows and clicked his tongue.
“That’s a shame. Hold out your hand please.”
Two men in black suits came up behind me suddenly and stood on either side of me, intimidating in their stature and demeanour.
I did as he asked and held out my hand with the palm facing up.
The cashier pulled out a strange-looking device from beneath the counter. It had a vial of vermillion-coloured liquid at the top that was attached to the rest of it which resembled a gun with a hypodermic needle at the end.
I screamed and tried to pull away, but the two men grabbed me and held my arm through the window. Thrashing and elbowing them, I tried to get away but it was useless.
The cashier injected the stuff into my veins quickly and it felt cold and slimy going through my system. I could feel it suddenly in my heart, turning it cold and then up into my mind and my lungs and all extremities causing me to shake and violently seize. I writhed on the floor, blood pouring from my ears and my eyes.
Finally the feeling settled down into a numbness that prickled the insides of my blood vessels. It wasn’t until later, once I realized what the casino really was, that I found out what they had done.
I went home with the certainty that they had injected me with something. If winning had resulted in the greatest dream I had ever had – essentially an almost never-ending fantasy – what would happen after a loss?
Nightmares. That was what it would be. I was sure of it.
I settled into bed that night and closed my eyes, drifting off to sleep quickly after such an emotionally exhausting afternoon.
As soon as my eyes closed, they opened again and it was morning.
It felt as if I had not slept at all. My mind was fuzzy and it was difficult to focus. My eyes wanted to close again but my alarm was telling me that it was time to get up for work, so I hit the “dismiss” button and hopped in the shower.
I threw on my clothes and went out the door. At work I noticed a few people looking at me strangely, but I didn’t realize until someone pointed it out to me that my shirt was on inside-out. At this point I was still working in an office doing commodities trading and such lapses were frowned upon.
If you couldn’t focus enough to put your shirt on properly in the morning, how could you focus enough to get the work done in such a demanding environment? Millions of dollars changing hands with each transaction meant that such trivial things were put under a magnifying glass and coupled with other subsequent mistakes each following day after that, I found myself in the boss’s office by the end of the week being handed my walking papers.
Desperate for rest after days of not feeling any benefit from sleep, I went back to the casino.
They knew just by looking at me how to dig their claws in further. After a couple hours I had managed to win myself a dream.
They handed me the complimentary cocktail as they had the time before. I hadn’t realized the significance of it and still didn’t, despite the unusual vermillion colour of the drink. I swallowed it in one gulp and went out the door practically dancing and clicking my heels, ready to go home and feel rested again.
My dream that night was wonderful. Everything I had hoped for in many ways.
But not as good as the first time. I wanted that feeling back again.
Knowing that it was a dream the whole time and realizing that it was going to end seemed to shorten the fantasy, made it seem hollow and manufactured.
If I could win again maybe it would be like that first time, I thought.
The casino drew me in again and again. I found myself a zombie most days, exhausted, at my wit’s end. Ready to call it quits for good and say goodbye.
But then I would win again and it would all seem to be alright for a while.
My debt kept growing and growing with nearly every trip. The hypodermic needle would be plunged into my skin and every time they had to hold me down. Every time I would feel a little more empty. A little more hollow.
Waking up every day began to feel the same. Nothing had definition or purpose.
“You’re here all the time,” one of the goons whispered to me as they shot the needle into my vein the time after that. “Haven’t you figured it out yet? You should just get a job here and then at least you’ll be in on the secret.”
I applied the next day and got an interview with the boss. I would find out later that if you got someone to apply there you got a one dream bonus.
In his office, the well-dressed man was sitting behind a massive polished ebony desk. The room was adorned with paintings, sculptures, and other high-priced artwork. He had photos everywhere of himself shaking hands with world leaders, new and old, for hundreds of years.
His face never changed. Never aged.
“So, you want to work with us? Tired of dreamless nights without end? You want to have some relief, is that it?”
“Yes. Please. Anything. I’ve been coming here for so long and it’s an endless cycle. I want back what I’ve lost but I keep finding myself more and more in debt with each visit.”
“Ah, so do you understand it now, then? What the ‘injections’ are?”
It finally dawned on me, sitting there. Not injections at all. They weren’t putting something in us. They were taking something out. The vermillion-coloured liquid in the vials – our dreams.
“If I take a job with you, will the same rules apply? Will they still take my sleep, my rest, every time I lose?”
“Yes. We can’t have the employees living by different rules than everyone else. But we will give you an alternative injection, so that you feel well-rested when you come in for your shift.”
“I’ll do it. I need to rest. I need to get some meaningful sleep. My life has been miserable ever since coming here.”
“Well, I can’t promise that this will help,” he said, getting up from his desk with a hypodermic gun in his hand. The vial of fluid sitting atop this one was jet-black and looked evil and poisonous. He rolled up his sleeves as he primed it and I watched a few beads of it drip oil-like out of the tip of the needle.
“What the hell is that!? I don’t want that stuff in me!”
“But you need to sleep, my dear worker. I can’t have you passing out at the blackjack table like a narcoleptic! You agreed to this, after all. You wanted to rest, and the only way for that to happen is for you to have SOME sort of dream. Not everyone is as lucky as you, you know. To have that wonderful vermillion fluid in your veins. Some people come to us begging to take it from them. Some of our employees for example, the ones who do the recruitment for us, are full of this black stuff.”
“What?” I had gotten up from the chair and was backing away from him towards the door. But I found it was locked as he approached.
“First you have to tell me the password, Sid.”
“Seramth Gin.” I said the words that I had said every time to gain access to the casino, only this time I pictured the letters and rearranged them in my mind.
“Nightmares.”
He smiled as he injected me with the vial of black hate, and it went into my veins feeling hot and unpleasant. I began to sweat and the beads of it turned cold on my skin as I shivered.
I’ll sleep tonight. I might even wake up feeling rested. But as long as I live and work at that casino, I’ll be afraid to dream again. Because now my unconscious hours are occupied by the most terrifying experiences imaginable. Nightmares beyond imagining in their awfulness. That is my fate.
Unless… Just maybe, I can win one more time.
JG
TCC
submitted by Jgrupe to nosleep [link] [comments]

[ROOTED METHOD #4] Pokemod with special features like a Virtual Gotcha, Shiny Scanner, and much more! [FEB 2021]

[ROOTED METHOD #4] Pokemod with special features like a Virtual Gotcha, Shiny Scanner, and much more! [FEB 2021]

https://preview.redd.it/u3i26e3b4we61.jpg?width=1591&format=pjpg&auto=webp&s=04c6feaca499f4cb390523e3f6d88d4ccfefc861

TOPIC #1: No Partnership Disclaimer

  • I do not have a partnership with Pokemod. If you get yourself banned from their Discord group, I cannot help you get unbanned. I am simply making it known that this app exists. You are welcome to freely discuss about it in my subreddit without censorship like in PokemonGoSpoofing subreddit.

TOPIC #2: Three-Strike Discipline Policy (ban system)

  • Spoofing is cheating. Niantic says playing with 3rd party apps breaches their Term of Service. You can read all about in this [New Spoofers] All About Three-Strike System: Red Warning, Temporary Ban, & Permanent Ban 2021 post.
  • If Niantic detects you are using these 3rd party apps to play the game, you are subjective to their punishment system. Nothing is “ban proof,” and no one knows when Niantic can detect certain methods. In this case, I use the term “risk” instead of “safe.”
Risk means you have a chance like gambling at getting punished with a Red Warning/Ban.
  • Using spoofing/joystick apps and modified apps are included in this category.
  • Risk ranges from low to medium to high.
  • I rank Pokemod with a medium to high risk because of their special features.
Safe means Niantic allows you to use it, and you cannot get punished for using it.
  • Playing the game as intended by walking around outside using the official Pokemon Go app.
  • Using a Gotcha, Go Plus, Pokeball Plus, or other similar devices.
Can I spoof with my main account?
  • I am not your mother, father, and/or legal guardian, so I cannot force you into using or not using your main account. I am providing you with the information to help you determine if you want to take the risks to spoof with your main account.
  • Your alternative option is to create a new account then trade the Pokemon over to your main account. This will keep your main account safe because you are not spoofing with it.
When Pokemod becomes detected, only accounts used with Pokemod may have a chance for a strike. Strikes are tied to accounts only. If you never use your main account with Pokemod, you have nothing to worry about. Keep in mind that some features could result in Niantic skipping the 1st strike and going straight to a 2nd strike (30 day temporary ban) or 3rd strike (permanent ban).
About Pokemod's ban wave in 2019: This happened when I made a pinned post in PokemonGoSpoofing as a mod to introduce their app to everyone. Niantic employees joined their Discord group and saw tons of people posting screenshots without covering their trainer names. The group had about 300 members when I first heard about it. After I made the pinned post, it grew to 1,000+ members. Now in 2021, they have over 26,000 members.

TOPIC #3: What is Pokemod?

Pokemod is a custom app that is able to enhance your Pokemon go experience in several ways.
What is the requirements?
  • Rooted Android device with Magisk Root.
  • Android 6, 7, 8, 9, or 10 only
Is it free?
  • All the Espresso features are free.
  • If you want the premium HAL features, you need to pay $7 per month to use them.
Does it work with PGSharp?
  • No because you need a rooted device with Magisk Root.
Does Pokemod work with the Samsung Galaxy App version?
  • No, you can only use it with the Pokemon Go app from the Google Play Store.
  • I assume you can only use it with one Pokemon Go app only.
Is it worth spending $7 per month to use the virtual gotcha, shiny scanner, and all the other HAL features?
  • This answers depends on your income and if you can accept the risks if you decide to use Pokemod with your main account. This is very tempting to use on your main account because you can get a lot more shinies without spending the time to catch em all.

Espresso features = FREE:

Perfect Throw
  • Guarantees randomized excellent curve ball throws.
  • Pokémon do not attack, move or jump.
  • Completely missed balls are recovered.
Instant Catch
  • Immediately exits encounters after successfully catching a Pokémon.͏
Skip Encounter Intro
  • Immediately loads up Pokémon encounters, ready to catch.͏
    Replace Names with IVs in Encounters
  • Shows the Pokémon IVs in encounters by replacing its nameplate.
  • The names of tiny Rattatas and big Magikarps show in rainbow colors to distinguish the ones that count towards the medal.
Integrated Mock Locations Patch
  • Error 12 is bypassed without the need of Smali Patcher or TaiChi.
  • This is integrated in HAL/Espresso, all you need to do is select GPS Joystick as a Mock Location app in Developer Options.
Show Encounter IV
  • Shows a toast or notification in encounters with IVs of the Pokémon.͏
Instant Spin
  • Automatically spins Pokéstops with a single tap.
  • Beware: a miss click might trigger a cool down unintentionally.
Shows IVs in Inventory
  • Replaces Pokémon names with their IVs in your inventory list.
Mass Transfer any Pokémon
  • Allows selecting and mass transferring any kind of Pokémon, regardless of its type or favorite status.
Speed Mode
  • Disables speed check, making Pokémon load much quicker on the map.
  • Skips various dialogues and animations.͏
Fast Evolution
  • Completely skips the cut scene when evolving Pokémon.
Remind my Ball
  • Keep using the ball that you have selected in previous encounters.͏
Spawn Booster
  • Increases spawn radius and loading speed, making Pokémon located further away spawn immediately.

HAL / Cost Money features:

You still get the free features if you decide to buy a subscription to use Pokemod.
Maximum FPS
  • Unlocks the game's frame rate allowing an overall smoother and more immersive experience.
  • The exact maximum FPS value is set by the refresh rate of your device, usually 60FPS for most devices.
Team Rocket Blastoff 2: Reloaded
Block Non-Shiny Encounters (Explorer Feature)
  • Skips encounters with any non-shiny Pokémon.
Virtual Go Plus
  • Virtually emulates a fully operational Go Plus/Gotcha, including autocatch and autospin.
  • This module works like a real GO Plus/Gotcha, it still requires red pokéballs to catch and space in both bags. It doesn't make excellent throws or auto transfers on catch.͏
Shiny Scanner
  • Shows real Shinies directly in the map!
  • Scans for nearby Shiny Pokémon and by IV. Also sends a notification when one is detected and teleports if the notification is tapped.
  • Make sure to enable the notifications in HAL and your device's Settings.
  • Watch their YouTube demonstration video.
Raid Pack
  • Makes raiding faster and gives you extra seconds at raid battles.
  • Skips CP counting, Raid battle intro,
  • Gym animations and other transitions.
Touch 'n Go
  • Instantly exits the encounter when the ball touches the Pokémon, regardless of the outcome.͏
Transfer on Catch
  • Automatically transfers any Pokémon you catch, that is not: IV 100, IV 0, Shadow, Raid Pokémon, Legendary, Mythical or Shiny.
  • This module is not compatible with Touch 'n Go and doesn't transfer Pokémon caught with Virtual Go Plus.
Tap to Teleport
  • Allows you to teleport anywhere within eye range, at the tap of a finger.
  • Can be configured with either a single or a double tap while Pokemon Go is still running.
  • It requires latest GPS Joystick by app ninjas to work.
  • Watch their YouTube demonstration video.
Account Manager
  • An experimental Pokemon Go Account Manager to quickly switch between multiple accounts.
  • Only works properly with PTC accounts, for the time being.

Topic #4: Where do I get Pokemod download?

Website: https://pokemod.dev/
Discord: https://discord.gg/Pokemod
Patreon: https://www.patreon.com/pokemod
  • This is where you buy access to the HAL premium features for $7/month.
Useful stuff as always:
This is a link you can click with your mouse or press with your finger to open.
If you need anything else, be sure to check out [Click/Press Here] MEGA POST #2: Everything You Need for Android Spoofing 2021 - Guides, GPX Routes, Poke Maps, Nests, Discord Groups, & Frequently Asked Questions
submitted by TastyBananaPeppers to PoGoAndroidSpoofing [link] [comments]

Google Play Fake Reviews: Why is Google allowing this?

I've stopped purchasing on the Playstore and I stay away from it now because
  1. Google Play allows app developers to pay people to leave positive reviews (developers use Micro Jobs to do this. Despite it being against their policy.
How do I know this? Because I used to do Micro Jobs 6 odd years ago when I was bored at home..there are a LOT of micro jobs for leaving fake reviews. How it works? Theres a big list of jobs you can choose to do, IE proof read this article, download this app and come back and tell me in 120 words what you think, leave comments on selected YouTube videos, upvote YouTube videos, download an app from the Playstore and leave a 5 star reviews that says "X=Y", go to this website and click this link...ect.
  1. Google Play is allowing tons and tons off apps that are potentially dangerous to the user or are known to be dangerous to the user multimine
check out the reviews, again inundated with fake 5 star reviews and not a single real review about the app actually paying out, so what is the app collecting and sending from your phone? The developmers have the same tactic which you can see in the reviews. They pretend that you're mining ETH/BTC and not a single real person has gotten paid and the BTC that people do mine, it disappears all the time so people cannot get enough to withdraw, it's all wirtten in black and white in the reviews.
Pi Network
this has been proven time and time again to be a scam , just have a look through reddit
World News: Breaking News, All in One Feed Reader
This app developer is extremely dodgy and rude ( I've got an email trail with him). His app has gambling links in it and when you open the app a full screen ads pops up advertising his gambling website, without being able to get rid of it till its done. It is a paid app that has no ads. But it does ;) he specifically makes sure there isn't ads in this version because it's the paid version. The free has ads...but* now he's changed his Playstore app page to 'contains ads'. It doesn't contain ads from his AdSense account..he uses his own in app ads (code) to advertise his gambling website to everyone from kids up. The website is also a legitimate scam. ( I've written to Google extensively about this guy and forwarded our emails to Google as well as all the proof, Google said they'd look into it and months later they struck his app down, but only the paid one..then a few days later, he's got his app back up. He just needed to change a few backend code to comply with Google....thing is, he hasn't changed anything! His full screen ad to his scam gambling website are still all there. And who knows what his apps even sniffing out*
PHT cloud earning
This one is a scam that's collecting your data and promising kids a rich future in their fake crypto currency
Fair Go Pokies online
This is an actual gambling app that's rated for 3 year olds. I have reported it many times for months, other people have aswel, yet Google seem think Gambling apps are fine for 3+ year olds, Google have been informed about this but Google WILL NOT enforce their own policies on its developmers which is harming kids and our privacy
This is just a few off the top of my head. All these apps have extremely concerning reviews. Also all the positive reviews are all extremely fake.
How do I know they're fake? Well like I said earlier, I used to do Micro Jobs and it's full of jobs asking to leave positive reviews on their Google Play store app. If you have a look at the positive reviews in every single one of the apps I posted, you will see that all the positive reviews are exactly the same (minus a few purposefully placed grammatical and spelling errors), all say the exact same thing pretty much and look how people post the same emojis along with very similar, almost word for word reviews.
I've reported the reviews many times on these apps. And none of the obvious fake reviews have ever been removed. I believe Google to have given up on the Playstore all together. There is like 80/20 of apps that are very suspicious or are definitely fake and scans 80% Then there's 20% of real apps.
I have checked a lot of the developers out over the course of my research into this and found that most 90+% of these apps come from Asia, specifically India. Nothing against India the country, but the people are absolutely appallingly when it comes to scams. We all know that Indians are the biggest scammers, so why isn't Google doing anything about these apps? And why isn't Google doing anything about the massive amount of Indian scammers on their Playstore, let alone all the other people who are posting useless apps that aren't tested. Google is more interested in bringing in the developer fees rather than the community who buys the apps.
Most of the kids games are literal gambling apps by definition. All these free games that are not games, but money printing machines for the Devs. Put out a free app and then make it near impossible to continue after level 10 unless you pay massive prices for coins and such. Today's kids are having their gaming experience ruined by greed and their childhoods taken away from them unless they pay to progress. Do I think kids should just play games all day? No, I believe they should play outside and explore the dirt. But as a gamer myself, I believe kids should be allowed to spend hours playing video games too. When I was a kid, I'd play donkey Kong country for hrs and no paywalls to continu
I used to run my own online business a few years ago now and I used to market through Google ads, this opened me up to a magnitude of scams from Indians. Every single day I could guarantee I would have one cold call me, claiming to work for Google, wanting me to sign up through their marketing platform. Which kind you again, they claim they're working with Google.
1 of those calls was an actual person working for Google... Well actually he didn't work for Google, although his email signature says he does, he says he does and his company says they do. However, they are working contracted to Google. What they really are is just a call centre in India, that Google has outsourced their Adsense to. I confirmed he was a 'google partner' by checking out his partner id against Google's partner id check.( this is just way of saying they're a telemarketer that's contracted by Google to bring in sales to their Adsense.)
This guy wouldn't leave me alone, called me 3 times a day to try get me to put more money into my marketing, then he wanted to take over my account so he could manage it...this guy was full on trying to rob me of every cent I had. (He didn't get anything)
Every day/week the Playstore top 10 is the exact same apps. Intact they really haven't changed in a couple years. Google's Editors favourite apps, is always only ever the same apps that have paid to be Google's Editors favourite.
I left apple 8 years ago for Android...loved it! But today I feel like my expensive phone is an expensive spam farm because Google have drop the ball. I feel I miss apples clean look and lack of rubbish. Their app store is dynamically changing. I don't want to go back to apple cause their phones suck..but I'd rather an iPhone right now than be inundated with rubbish apps and nothing but fake review after fake review.
Google doesnt care about the Playstore and that's evident by my evidence in this post.
Google has allowed for almost a year now, for this one specific Gambling app aimed at kids, to exist on their store. The store is full of apps that are completely useless and apps that are so bad, they shouldn't have even been able to make it on to the playstore.
Just look at this what sort of app store is this when it allows crap like this.
Why am I writing this?
Because I'm done working for free for Google, doing a job they should be doing. But nothing I do changes anything, no matter how much you report, Google doesn't do anything. So I'm hoping maybe someone will see this and sort this shit out. Why not even have an algorithm that flags an app as a potential risk automatically when it's received X amount of 3 and blow star reviews ÷ the amount of downloads. When an all flags, you can check it out, this would solve the mass amounts of reports because you won't be having to sift through them, you'll just need to check the app out that's got flagged.
I know this is super long, it's so long that I cbf writing a TLDR because I believe it needs to be read as a whole.
And fix the top apps..how is there two QR readers in the top 8? How TF is Australia Post app in the top 20?
And Service NSW #1? 🤣
how TF is this even in the top 50 when it's rating is 1.8 stars
Why arent apps like these ones in the top ever? fuel meter
Motion Ninja
My Budget Book
Soul Browser
Pulse Messenger
Simpan
Easy Join
aCalander
submitted by biglezmaate to googleplay [link] [comments]

Autochess: Market Status and Design Analysis [effort post]

It really helps me if you check the original article & more similar at https://jb-dev.net/ !!!
https://preview.redd.it/336cy55x9pg61.png?width=1024&format=png&auto=webp&s=c89b35c152f61892f277a28203e61f192a86d260
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
u/JB: For this article I’m teaming up with my mate Victor Freso, one of my most talented folks at Pixel Noire Games, who helped me review all the games.
We also had feedback of ~300 highly engaged players from the different autochess reddit communities, which participated in an online poll whose results are available here. They’re especially thanked at the end of the article.

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.
2nd Era (2010s): Integration
By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.

![img](1vsle6y3apg61 " Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two. ")
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
Interestingly, this genre already hints what would happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
![img](3b6l2rx6apg61 " Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor. ")

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve. Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
https://preview.redd.it/081hvwjdapg61.png?width=854&format=png&auto=webp&s=34af2ba4751130a95b422ca1b7fd8c346029ab74
What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments...

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
https://preview.redd.it/zdh1jripapg61.png?width=934&format=png&auto=webp&s=162eb3f8b98024c0a69eb889ca26e7463fdd776c
What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
https://preview.redd.it/1frwgvrtapg61.png?width=962&format=png&auto=webp&s=3602c6a760664333236a2fddbc189fbab3ee3fc1
Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
The DAU trend that we expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games suffer greatly from this effect, due to the following reasons:
![img](4kbmxiqhbpg61 " TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on. ")
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
![img](4ed79ecnbpg61 " The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing. ")
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:

Soft Approach to Monetization

PC/Console approach to free-to-play is generally soft (i.e. primarily based on cosmetics, avoid pay-to-win…), while mobile tends to be quite hardcore in comparison. The softness of PC monetization is even more core to companies such as Valve and especially Riot Games, to which the “no monetization bs” is part of the brand values. This would be very hard to change without harming their reputation.
Same as in most autochess games, in TeamFight Tactics the players can only pay for different cosmetics and for a Battle Pass. Without the massively huge and engaged audience of League of Legends, this monetization approach isn’t able to generate meaningful revenue.
This is not exclusively because we mobile-first devs are a ruthless wallstreet folk which will use every dirty trick in the book to get a bit extra money… but also because mobile games are locked in competition for paid installs. This requires us to get as much revenue as possible from users, as fast as possible, in order to reinvest into players to keep on growing or avoid withering.
The business model of League of Legends or Fortnite is based on their extreme popularity: They already have massive amounts of highly engaged active users, so their strategy is to keep them playing and have a monetization system that, while doesn’t make as much money from the players as it could do on the short term, generates a decent amount of revenue over a longer period of time.
Games that have this soft f2p approach have it very hard to reach enough ARPPU to make paid users profitable, given the insanely high mobile CPIs. This may not be an issue to big IPs and games that are able to bring many organic players (Fortnite, League of Legends…), but it is a big issue for those that can’t attract such a big number of players due to their organic appeal.
Due to its core characteristics (strategic, number-based, complex…), Autochess is unlikely to be a massive appeal product, and therefore won’t fit into the cosmetics model. It’s a game that will have a smaller audience of highly engaged players, and therefore will require a more aggressive monetization to reach similar results.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
https://preview.redd.it/iw82bogsbpg61.png?width=1280&format=png&auto=webp&s=9a197aa1fcb9ace73d6795103d20a4101ce7ddb5
The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
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[New Spoofers] All About Three-Strike System: Red Warning, Temporary Ban, & Permanent Ban 2021

[New Spoofers] All About Three-Strike System: Red Warning, Temporary Ban, & Permanent Ban 2021

Red Warning from using VMOS android emulator

Three-Strike Discipline Policy from here

This is a straight copy and paste from Niantic's website, but I format to better fit on Reddit.
  • At Niantic, we strive to create a friendly and fair gameplay experience for all players. As part of that commitment, we enforce a three-strike policy against cheating. This policy may provide offenders with a series of disciplinary actions that gradually increase in severity and provide multiple opportunities to change their behavior. If offenders reform their ways, they are welcomed back into the game. However, if offenders continue cheating, they will be permanently removed from the game in accordance with the Pokémon GO Terms of Service.
  • For the purposes of this policy, we define cheating as behaviors that violate the Pokémon GO Terms of Service and Trainer Guidelines, such as falsifying location (GPS location spoofing) and accessing Pokémon GO clients or backends in an unauthorized manner, including through the use of third-party software or add-ons.
  • A strike serves as a warning. Everyone can make mistakes. That’s why we have created this policy to enable offenders to learn from their mistakes and change their ways. If you have been issued a strike, don’t ignore it. Take action to ensure that you do not commit any further transgressions. If you believe that your account was compromised or hacked, please see this article for tips on securing your account.
Keep in mind that offenders are not always offered three strikes. Some misbehaviors [see below] may result in immediate account termination without prior warning.

Strike 1: Warning

Disciplinary actions: If this strike is issued, you will see a warning message within the Pokémon GO app informing you that we have detected cheating on your account. In addition to this warning, your gameplay experience may be degraded in the following ways for the duration of the warning:
  • You may not be able to encounter rare Pokémon in the wild. These Pokémon may not appear on the map or on the Nearby Pokémon tracker.
  • You may be excluded from receiving new EX Raid Passes.
Duration: This strike will last for approximately 7 days. After this period, your gameplay experience will fully be restored.

Strike 2: Suspension

Disciplinary actions: If your account is issued a second strike, you will temporarily lose access to your Pokémon GO account. When attempting to log into the game, you’ll be presented with a message stating that your account is suspended. You will not be able to bypass this message.
Duration: This strike will last for approximately 30 days. After that period, your account access will be restored.

Strike 3: Termination

Disciplinary actions: If you receive the first and second strikes and continue to cheat, your account will be permanently banned.
Duration: Permanent

Appealing your punishment

If you believe your account has been terminated in error, you may appeal the termination. We will respond to your appeal after a complete investigation of your account. Please note that due to the high level of accuracy in our detection systems, very few terminations are ever overturned.Ban appeals must be submitted via web form. To send a ban appeal, please submit a request through our web-based Help Center and select "Ban Appeal" from the dropdown menu.

>>>> PLEASE READ <<<<

Everything below here is a collection of my thoughts, opinions, and what I read about during my time as a mod at PokemonGoSpoofing subreddit. In PokemonGoSpoofing, there is an active post and comment removal filter in the automod that makes the automoderator instantly take down your post after you post it using certain words that relate to Red Warning, Strike, and Ban. This was something I put in to solve the spam problem (anything that people complain about needs to get removed). This is why you do not see anyone posting about this topic anymore. Here at PoGoAndroidSpoofing, there is no post/comment removal filter, and you won't see any iOS users asking about if you got a RW too. Lastly, I am not responsible or liable for the loss of your account if you spoof or use third party apps with your accounts. At any given time, Niantic can change all the information. This post is to give you a general idea of what to expect and maybe answer some of your questions.

LAST KNOWN BAN WAVE as of Jan 2021

It may be possible that the Coronavirus / COVID-19 pandemic delayed the ban wave for December 2020 to Janurary 2021.
  • No Root by Downgrading Google Play Services method: none
  • No Root using PGSharp modified app directly on your device: none
  • Rooted method - Smali Patcher: none
  • Rooted method - Systemized: none
  • Rooted method - Taichi (dead method): none
  • Rooted method - Enhancer: none
  • Rooted method - Pokemod: December 2019
  • Charbot (bot): none
  • Android emulators like VMOS, Bluestacks, Nox, MuMu, and LD Player with PGSharp: December 2020, see this post PGSHARP in VMOS.
  • Apple iOS modified apps like iSpoofer and iPogo: December 2019 to January 2020

What is considered cheating by Niantic?
If you use any of these, you have a chance at getting punished if you are caught using them or become detectable.
  • Using joystick apps: GPS Joystick, Fake GPS Joystick & Routes Go, FGL Pro, Fly GPS, and etc.
  • Third party apps for Android: Defit, Pokewalk, PGSharp, Enhancer, and Pokemod.
  • Third party apps for iOS: Xspoofer, iPogo, and iTools including their dongle and software. (I will not be covering these because this is an Android only subreddit.)
  • Hex Editors: Game Guardian
  • Emulators: VMOS, Bluestacks, Nox, MuMu, and LDPlayer.
  • Botting: Charbot and whatever the iOS bot name is from PokemonGoSpoofing.
"BAN" confusion
Many people are confusing the strike system with a ban. In many other games, you do not get a warning before they punish you for cheating. If they catch you cheating, your account gets a permanent ban and that is it. Now, you have to create a new account and start all over. Here with Pokemon Go, you get TWO CHANCES before they permanently ban your account for cheating.
  • 1st strike is a warning to tell you not to do it again. You can still play on your warned Pokemon Go account, but the experience will not be the same until the warning expires after 7 days.
    • After you get this warning, you have to play legit using the official Pokemon Go app. You cannot continue to use PGSharp by turning off spoofing because this is still a 3rd party app.
Some people say you need to wait 6 months or more for this strike to disappear off your account's record before you can spoof again on the account that got the 1st strike. This record is only visible to Niantic. It may also be possible for you to get a 2nd strike after coming off the 1st strike if you attempted to spoof during the warning period or afterwards.
  • 2nd strike is a temporary ban from the game for 30 days. You open the game, and you are greeted with the Red Warning message.
    • You cannot close the message and play the game.
Some people say if you do continue to spoof and be very careful after getting your 1st strike, you can still get the 2nd strike. Once you get this strike, I would recommend you quit spoofing with the account because the next strike is a permanent ban. According to many spoofers who have received a strike in the past say there is some inconsistency in the strike system. These people claim it is possible for the 1st or 2nd strike to repeat again completely avoiding the 3rd strike. I think this is false because these people could have lost their account to the 3rd strike and are trying to get other people to suffer the same way.
  • 3rd strike is a permanent ban from the game. Your account most likely gone forever.
    • Live streaming while you spoof in Pokemon Go can result in an instantly ban without going through the 1st and 2nd strikes. Covering your trainer name is not enough to prevent them from giving you a permanent ban.
    • Botting the game or using bot-like features through certain apps can result in this. If you are lucky, you can get Red Slashed Pokemon instead of a Permanent Ban. Red Slashed Pokemon can only be transferred and cannot be used in raids, Go Battle League, gyms, and trades.
    • Placing a new unreleased Pokemon into a gym where the Pokemon is not available yet can result in a permanent ban too. How? People can screenshot your trainer and unreleased new Pokemon and report it to customer service.
    • Manipulating game values with Game Guardian or something similar. This is the only known method used to one shot players in Go Battle League. I have seen a video of someone doing this, but a guide does not exist on how to use Game Guardian with Pokemon Go. If you do not understand how to code, it is impossible for you to try to do it on your own.
According to people, it is possible to appeal the 3rd strike. I would reserve the ban appeal for the 3rd strike and would not use it for the 2nd strike because Niantic customer service might see you are lying and could give you the 3rd strike.
How do you get the Red Warning/strike?
  1. Niantic detects the spoofing method.
  2. You login into the game using that detected spoofing method and your account gets flagged.
  3. Niantic waits awhile to tag as many flagged accounts as possible.
  4. Once they have a high number, the ban wave occurs then Niantic sends out the Red Warning to all flagged accounts.
  5. You open the game and see the Red Warning.
  6. You do not believe it, so you close the game and open it again and still see the Red Warning.
  7. You rush onto Reddit and/or Discord to ask if other people are getting Red Warnings too.
Are there any "ban proof" spoofing methods?
  • Spoofing is cheating, which makes all spoofing methods not “ban proof,” and no one knows when Niantic can detect certain methods. In this case, I use the term “risk” instead of “safe.” Spoofing cannot be safe if Niantic can punish you for it.
Risk means you have a chance like gambling at getting punished with a strike.
  • Using spoofing/joystick apps and modified apps are included in this category.
  • Risk ranges from low to medium to high.
Safe means Niantic allows you to use it, and you cannot get punished for using it.
  • Playing the game as intended by walking around outside using the official Pokemon Go app.
  • Using a Gotcha, Go Plus, Pokeball Plus, or other similar devices.
Can I spoof with my main account?
  • I am not your mother, father, and/or legal guardian, so I cannot force you into using or not using your main account. I am providing you with the information to help you decide if you want to take the risks to spoof with your main account.
  • Your alternative option is to create a new account then trade the Pokemon over to your main account. This will keep your main account safe because you are not spoofing/using 3rd party apps with it.
Which spoofing method is the "safest" ?
A lot of people ask this question because they do not want to get banned. All the spoofing methods are not safe. They all carry risks as I mentioned in the above. If spoofing was safe, Niantic would have never created the Three-Strike Discipline Policy. Spoofing would have been a lot easier to setup like in 2016.
Safe = No Risk = 0% chance:
  • Playing the game as intended by walking around outside using the official Pokemon Go app.
  • Using a Gotcha, Go Plus, Pokeball Plus, or other similar devices.
LOW RISK = 1% chance:
  • Defit and Pokewalk - Used with Adventure Sync to hatch eggs and walk your buddy for candies. These apps trick the game into thinking you are walking around outside, but you are really not outside.
  • No Root by Downgrading Google Play Services with zero rubberbanding meaning you do not teleport back and forth between your real and spoofed location and zero red errors.
  • Rooted methods like Smali Patcher, Systemized, and Taichi (dead method).
MEDIUM RISK = 50%
  • Enhancer and Pokemod app - These apps give you enhance throw where you can throw 100% excellent curve ball all the time along with other special features that are not available in the low risk group.
  • PGSharp is a modified Pokemon Go app for No Root Android that works up to Android 11. This app has been out for more than nine month.
HIGH RISK = 99%
  • Using Android Emulators like VMOS, Bluestacks, Nox, MuMu, and LDPlayer.
  • Overusing automatic features in Enhancer or Pokemod that make you look like you are botting the game.
  • Botting the game with Charbot could result in account termination or Red Slashed Pokemon (they cannot be traded, put into gyms, used in raids, and used in PvP) when they detect it. The only thing you can do with a Red Slashed Pokemon is transfer it.
Red Warnings are tied to your accounts only and not to your device.
  • If you spoof on account A and B but never spoof on account C, you will never get a Red Warning on account C.
  • You can get a Red Warning on account C if you spoof with it or use it with PGSharp, Enhancer, or Pokemod.
  • Niantic does not do device bans because a device ban will require you to buy a new device in order to continue playing. Other game developers do device and/or IP address bans for people using hex editors to gives themselves free premium credits and/or items without spending real money. I have had experience with this in the past for Crime City, Modern War, Need for Speed No Limit, and some other games.
Can I have avoid getting another strike if I quit spoofing on Apple iOS?
  • If you are an iOS spoofer who has gotten a strike on your account and you switch to spoofing on Android, your 1st or 2nd strike does not go away. If you continue to spoof, you can still get the next strike.
Can a "soft ban" cause a strike?
A "soft ban" is where you failed to wait the cool down before you teleport to somewhere else to do an action. This causes you to fail to catch Pokemon and cannot get items from a Pokestop. You wait the full cool down in order for everything to go back to normal.
  • This is called a soft ban because it is what you experience when you get the 1st strike. This only lasts up to 2 hours where as the 1st strike lasts for a total of 7 days (168 hours).
  • If you never had a strike on your account, getting a soft ban cannot cause a strike.
  • If your account has recently got a strike, it is possible that getting a soft ban can cause the next strike.
Do the Strikes reset over time?
  • I have read posts, comments, and chat messages from Discord and Reddit of people claiming they have waited between one to six months before spoofing again on an account that has received a strike in the past. There is no confirmation that these people have actually waited the amount of time they said. Other people could lie to hope you get a 3rd strike, so you can be in the sinking boat with them because they lost their account and want other people to suffer too.
  • There is no clear "yes" or "no" answer to this question. You can try waiting the 6 months of no spoofing and try again. This is your decision to gamble your account.
Can I get a Red Warning for using Poke Genie, Calcy IV, and etc.?
  • No, these apps take a screenshot of your Pokemon then runs OCR to convert an image into text to provide you with the information. A lot of legit players use these apps too because the in-game IV checker works okay but doesn't provide detailed information.
Is it safe to buy accounts?
  • The answer is no because of these reasons:
    • The seller can scam you by recovering the account and email address X amount days later. The are ways to do it even if they give out the email address and password. Throwaway email addresses can be recovered too.
    • The seller could have sold you an account that had just received a strike but did not tell you about it. One soft ban could trigger the 2nd or 3rd strike.
    • It is impossible to get a refund once you buy digital items like accounts, Pokemon, and services.
Can I get a strike for knocking out Pokemon in a gym or taking over all the gyms in an area?
  • No, if you knock out all the gyms and put a Pokemon that is already available in that timezone. If you decide to be an asshole and do this anyway, this is part of the game.
  • Yes, if you knock out all the gyms and put a Pokemon that is not released yet in that timezone. If you caught the new Costumed Pikachu from an event in New Zealand and waited 3 hours later to knock out all the gyms in your area in the US. You wanted to show off by putting the Costumed Pikachu (or new event Pokemon that is not released in the US yet) in gyms in your area to show-off. Then, people can screenshot you and report you to Niantic customer service.
Can I get a strike from trading Pokemon with a Spoofer?
  • No.
Can I get a strike from sharing my account details to receive services like Meltan Mystery Box, Leveling, and/or Catching?
  • Yes if they are careless.
Can I get a strike from buying Pokemon with real money from Ebay and Discord groups?
  • No.
  • Yes if it involves the other person going onto your account.
Can I get a strike from doing Go Battle League?
  • NO if you use the official Pokemon Go app without a joystick opened.
  • YES if you use the game with a spoofing app or modified app.
Can I get a strike for having poor signal strength while doing Go Battle League?
  • NO because you are not really cheating even though you are lagging in the game. This will either result in a short winning or losing streak. This is a known exploit to get easy wins or a losing streak too. It is recommend you use the official Pokemon Go app only in a building that gives poor signal.
Useful stuff as always:
These are links you can click with your mouse or press with your finger to open.
Useful stuff as always:
These are links you can click with your mouse or press with your finger to open.
If you need anything else, be sure to check out [Click/Press Here] MEGA POST #2: Everything You Need for Android Spoofing 2021 - Guides, GPX Routes, Poke Maps, Nests, Discord Groups, & Frequently Asked Questions
submitted by TastyBananaPeppers to PoGoAndroidSpoofing [link] [comments]

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submitted by freespinsmobile to u/freespinsmobile [link] [comments]

Real Luck Group - $LUCK Welcomes Availability of Google Play Store Gambling Apps in 15 New Countries

Luckbox CEO Says Move is "Significant Boost" for the Betting Sector
Real Luck Group Ltd. (TSXV: LUCK) (the "Company") and its subsidiary companies doing business as "Luckbox" (the "Group"), a provider of legal, real money esports betting, has welcomed the news that gambling apps will be available for download in the Google Play Store in 15 countries.
Google's updated policy, which can be found at https://support.google.com/googleplay/android-developeanswe10318510, states that starting March 1, 2021, gambling apps will be available for download on Android devices in the U.S., Australia, Belgium, Canada, Colombia, Denmark, Finland, Germany, Japan, Mexico, New Zealand, Norway, Romania, Spain, and Sweden. This expands the geographical reach of Google Play Store gambling apps beyond Brazil, France, Ireland, and the United Kingdom, countries where in-app gambling is already available through the Google Play Store.
Quentin Martin, Real Luck Group Ltd. CEO, said: "Google's addition of 15 nations (for a total of 19) that can now download gambling apps is a significant boost for the igaming sector. As an operator offering wagering on esports and sports via our Luckbox platform, this is a positive catalyst for the mobile betting sector, as it facilitates further player uptake in a responsible manner and signals the widening global acceptance of gaming."
According to the European Gaming & Betting Association, mobile betting was expected to account for 45.6% of online gambling revenue in 2020 and to reach 50.8% by 2022, surpassing the use of desktop for the first time. This trend is expected to continue, with mobile betting projected to reach a 58.2% share in 2025. Luckbox is a bespoke platform built to be mobile friendly with about 50% of our traffic coming via mobile users. The addition of a mobile app allows operators an improved connection with customers, such as real-time notifications, deeper integration with devices and additional security features.
Disclaimer: this is not investment advice, please do your own research!
submitted by CanadianInvestor98 to investing_discussion [link] [comments]

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When you request a withdrawal, your winnings will remain pending for 24 hours. During this period, you will have the right to reverse your payment and continue playing with your funds. After the pending period has lapsed, payments to EU accounts will be completed in 1-2 days, with non-EU accounts being credited within 3-5 days.
Once you have requested a withdrawal, Fruits4Real will immediately ask you to complete its mandatory identity verification checks. You can prove your identity by sending photocopies of a valid form of photo ID, a recent utility bill, and evidence of ownership of your chosen payment method.

Time to Get Real

The team behind this review were impressed by Fruits4Real casino and are confident that you’ll relish the chance to experience everything it has to offer.
You can claim a welcome package as well as weekly promotions and offers, and you can use these bonuses and free spins to play lots of great slots. Secure and fast banking and advice about responsible gambling also means you can have a good time knowing you’re in a safe and fair online environment.
So, if you want to enjoy an excellent all-round online casino experience, it’s time to sign up to Fruits4Real and squeeze as much as you can out of your welcome bonuses and free spins.
>> Register and Get Free Bonus <<
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10 Best Money Making Apps for Android 2019 - YouTube

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