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casino sim game

casino sim game - win

[WSIB] a casino sim game, preferably for iOS or steam w/ cloudsync

I'm a statistician so I know gambling just costs money, but I like the thrill of a casino evening once or twice a decade. I wanna learn craps to the level I know blackjack (barely have to think while I play) so I'm looking for a casino game with persistent money, good stats and record keeping, and some sort of sync ability. If it's iOS, iPhone/iPad comparability is a plus. I also have steam on 6 PCs and counting, so I'm fine with that too.
Any suggestions?
submitted by BillyBuckets to ShouldIbuythisgame [link] [comments]

2k21myteam basketball ball sim game or basketball casino?

2k21 myteam just isn't a fun at all. As much as I love basketball, this game sucks. There's really no reason for the spotlight challenges to be this hard. There is absolutely nothing fun about losing several times in a row for no real reason only to be gifted wins by default.. The season xp concept is absolute trash. The devs have absolutely lost sight of why people play. I keep trying to look past all if it's shortcomings but I really can't. They have evolved from a basketball sim (game) to a basketball slot machine eager to pounce on anyone's wallet. Tell me this isn't worthy of a class action lawsuit. Kids do play this game, and since gambling is illegal for anyone under 21. A simple title screen disclaimer should not be enough to protect the devs. They're getting kids and young adults hooked on gambling without them even knowing. Microtransactions are ruining games but 2k takes it several steps further.
submitted by 2k21istrashh to MyTeam [link] [comments]

What things turn a game into a world?

TL;DR
I created a laundry list of high-level tenets that drive the game design of specific genre I coined the World game based on Brad's famous quote. These aim to be applicable to any game that would scratch my old school MMO itch.
What tenets would you choose?
Preamble
The MMO community is, to some degree, divided by the different expectations and desires of its player base. Even an MMORPG can mean so many things to so many different people. I wanted to get to the root of what a good MMO is to me, and in the process, I found that the ambiguous label of MMO is likely getting in the way.
Passionate players across the board seem to complain about the same issues. Ease of difficulty. Cash shops. Single-player focus. Theme park design. Players of these games either leave the genre, ultimately disenchanted with the thin veil over Skinner box design, or they continue to search for something better, because they know it is possible. Maybe this is intentional. Developers piggy back on the MMO genre to hook the player-base before extracting as much as they can from the whales in their glorified casino.
So, here, I present the tenets of a specific game genre: the World genre. The focus on world over game is not a new idea. Brad McQuad famously said, “I want to make worlds, not games.” That focus can be seen right there in the name of Visionary Realms. And without the right language to describe what we are after, the community is continually bit by games that fit the abstract label but disappoint in the details.
The goal with these tenets isn’t to create a template so much as it is to create rough guidelines. In fact, these guidelines probably wouldn’t do a game designer much good in creating a solid design. But they should help in evaluating different options and validating an existing design. Certainly, none of the tenets get as specific as the theme or even the existence of combat. They should apply equally well to a game set in feudal Japan, The Sims Online, or the next zombie apocalypse.
Some tenets are broad, while others more specific. Some tenets are rigid, others more malleable. Some tenets are critical pillars of the genre, while others are less important. Tenets frequently conflict, creating tension.
A note on intuition
The tenets below are driven by the principle that they should be intuitive. The World genre is trying to capture something deeply human, buried in our brains because of the way we have interacted with ourselves, each other, society, and our planet over millennia of evolution. There is no right or wrong answer. When in doubt, we err on the side of realism.
A note on ownership
Establishing reasonably prescriptive tenets on the World and gameplay highlights the necessity of strong ownership and vision for this style of game. This is particularly true given that many of these tenets go explicitly against what makes a great game in general. For example, how many games would actually benefit from less player matchmaking? This also does not lend itself well to player-generated content, where those tenets can be easily violated.
The tenets of immersion
TENET 1 The player should be directly represented in the World
The World genre requires the player to form a direct relationship with the World, not with the character. This is a key difference between Eastern of Western RPGs (both of which I love) and so this may be controversial. The player should be able to insert themselves into their avatar. On the flip-side, it precludes certain mechanics, such as squad-based designs.
TENET 2 The World should be realistic in both form and function
That is, the World should minimize the need for suspension of disbelief. It should pull the player in naturally. I have always felt conflicted by WoW’s appearance. I absolutely loved the cell-shaded look of Wind Waker, but instinctually disliked the cartoon-like nature of WoW. This goes back to immersion. That doesn't mean the visuals have to be photorealistic. They just have to pull you in. It may be possible to get around this through the setting. For example, if the setting is a digital afterlife, you may be able to get away with a more abstract appearance.
TENET 3 The player and World should interface only through the player character
The player should only be able to influence the World through their character. And the World should only be able to influence the player through the character. This means, respectively, no cash shops and a first-person camera. It also means no GPS — unless, of course, the setting supports it. Taken to an extreme, this precludes voice chat, at least without something like racial voice filters.
TENET 4 The player should directly engage with the World around them
The key here is “direct”. No minimaps, no waypoints, no fast travel. Of course, these are not absolute deal-breakers. The key is that the player is able to establish a connection with the World around them. The player should, over the course of the game, develop a strong mental model of the World and its relation to their character.
The tenets of freedom
TENET 5 The player should not be assigned a story
The World itself can (and should!) have a story to tell. But the player character’s story should be their own. The player must have the freedom to make their own place within the World, eschewing the rails that a story provides. Side quests are lesser evils, but still evils. The more choice the better.
TENET 6 The player should be able to pursue multiple forms of progression
The choice should not just be in how to progress. It should be in which ways to progress. The most obvious example is crafting, but this can also include loot, skills, the economy, faction, or even — maybe most importantly — growing in strategy and skill.
TENET 7 The World should be demanding, but not prescriptive
This is an extension of the idea of a lack of story. If the game is too prescriptive, it becomes a job. A chore. To combat this phenomenon, the player needs significant choice at all times. This may, in fact, be the primary draw of the World genre: to provide an environment where players are purely driven by their own will. It is equally important to avoid visibly and overtly influencing the player’s decisions. The player’s incentives and motivating factors should be an organic part of the World. No daily XP boosts, for example. Alternate forms of progression can help here, because even once a player is motivated to progress, they have the choice of which dimension of progress to pursue.
TENET 8 The World should encourage downtime
The player should not feel compelled to move forward at all times. There should be joy simply in existing in the World, experience it moment to moment. Even better, progression itself can require downtime; this is related to the notion that players should be encouraged to play any game in the most fun way possible. This can be accomplished with world design, such as guard-protected cities or social taverns, or mechanics, such as fishing, firework shows, and waiting in queue for a boat. This is effectively the white space of gameplay. And it is all but lost in modern MMOs.
TENET 9 The World should be dangerous
Choice is meaningless without consequence. With real, negative consequence, comes danger. This not only gives weight to the player’s decisions, but also helps to establish the intricate give-and-take relationship between the World and the player. Looking at you, death penalty. If a World game is about finding your place within that world, then danger and risk makes this a meaningful pursuit. If that tension between risk and reward does not exist, even at the start of the journey, it undermines those goals. Note that this is different than challenge — and challenge itself is not enough.
TENET 10 Players should be encouraged to explore the World
This doesn't mean that players are constantly seeking some never-before-seen point of interest, but it does mean that players get out and move. In other words, the world provides resources across its footprint, and you must seek those out. Most forms of progression should require you to get out and explore. This also does not necessitate baubles scattered around the landscape to find.
The tenets of impact
TENET 11 The player’s actions should be worn like a badge
You should be a product of your choices. Your reputation, gear, and skills should tell a story about where you have been and what you have accomplished. Your spoken languages can tell a story of what cities you have spent the most time in. As you spend time in different climates, you may develop a natural acclimation to those environments. Imagine you walk into town and one of the NPC gnomes recognizes the scent of the nearby crystal caverns you have been exploring. This is interesting because it relates to life; the player’s accomplishments should come with artifacts. This also means that auction houses should be limited, as they create an artificial divide between adventure and outcome.
TENET 12 Players should have something unique to offer
The ways that a player can help others in their progression should be relatively unique to that player. As much as possible, they should tell a story about adventures undertaken; e.g., a proc from an item dropped by a famous mob. Of course, classes and class-specific skills are one way to accomplish this, but the more ways the better. For example, if one form of progression is fishing, then fish should be useful to others in many ways. A cooking skill is obvious. More creatively, certain kinds of fish could be used as powerful but low-level weapons. A butcher could extract gills or eyes to, in turn, be used as reagents for spells.
TENET 13 There should be no end game
Even the name “end game” is problematic for several reasons. It suggests a hard limit to progression. It suggests a hard divide in the way the World is experienced once the player reaches this limit. It also suggests that the focus is no longer on the World, but on the game — which is to say, the core promise of the genre is lost. This doesn’t mean to eliminate raids or AA points. It just means that those things should be included in the game proper. This tenet also implies that progression should be relatively limitless. Skyrim is an interesting example of this. One way to accomplish this is to create exponential progress; for example, having each level take 10% more experience than the last. Granted, this is a much harder problem than the simple discussion here suggests.
TENET 14 The player should leave a mark on the World itself
Can a World be meaningful if there is no way to make an impact on it? Of course, their character is one such mark. It is easy to imagine statues erected in town, or NPCs chatting about the first character to hit max level. But there should be a means for all characters to leave some lasting impact. Given that players can already say whatever they want in chat, breaking immersion, a simple example is the ability to leave a journal. These could even be curated. Other possibilities include geocaching, naming items, plaques that can be erected in various places throughout the world. Player-owned housing is perhaps the most obvious.
TENET 15 Power, fame, and fortune must be possible
A world game should be able to provide all three of these drivers. As with reality, these should not be the only reason to play. Fame is largely supported by communication; fortune by economy and loot. Power can be found even outside the game, in the player’s mind, as they grow in skill and strategy.
TENET 16 The player should have a home
Can you have a world without a home? Some place in the world should feel like your own. Where even the NPCs tend to be supportive of you: merchants give discounts and trainers more assistance. This could simply be your birthplace, your hometown.
The tenets of socialization
TENET 17 There must be no explicit matchmaking
Players must find each other. In fact, a World game should ideally employ the opposite of matchmaking: some players should have barriers preventing that connection. This makes it all the more meaningful when these seemingly unlikely relationships form. There are many ways to accomplish this, including separating players by distance or climate or language. Allowing certain players to engage in PvP is another.
TENET 18 There should be risk in trusting others
Trust can only exist when that trust can be violated. Otherwise there is no trust — just a cold, lack of consequence. By allowing negative consequences through socialization, we enable trust, and so enable more meaningful relationships. For example, a player might grief the group, log out at the wrong time, or simply lack the skill to effectively play their character. They might steal your loot.
TENET 19 Players must be able to communicate with language
The purpose of having a World is to allow the player to tell their own story within it. And what story is worth telling that doesn’t involve real connection with others? Connection with others requires communication. And not just any form of communication, but with language. This communication should extend throughout the game, as much as possible. That is, it should be limited to the tavern, but should naturally extend out to the dungeon as well.
TENET 20 Players should be able to help each other organically
Those that have the means to help should find themselves naturally in proximity to those that might need it. For example, have high-level dungeon entrances in low-level areas. Have new characters start out near big cities.
TENET 21 Cooperation should generally benefit progression
For example, a blacksmith could gather all of her own materials or rely on other players. In some cases, a blacksmith might actually require an enchanter to lend a hand in creating the best equipment. This is not a difficult tenet to design towards; it is more a warning against designing forms of progression that specifically do not lend themselves to cooperation. In many MMOs, solo combat is so fast-paced and rewarding that there is little incentive to try to find a group.
The tenets of the World itself
TENET 22 The World should be persistent
Things can change, but not so frequently that it harms the connection the player has with the World. This is one reason why Minecraft may not work as a World game, and perhaps one reason why the focus on player-generated content in EverQuest Next did not lend itself well to a fun experience.
TENET 23 The World should be shared
There should be no instancing. If you need to come up with elaborate lore and mechanics to facilitate this, then so be it. For example, say all of the top tier raid bosses are spirits that can only be summoned by rare relics. And the spirits can only be hurt by those that share a clan sash with the one who summoned them. Obviously this is terribly contrived. But it demonstrates that it is possible to work backwards from the need of a shared world.
TENET 24 The World should be big
You should move slowly compared to the size of the world. It should always feel as though there is somewhere new to explore.
TENET 25 The World should be open
Big by itself is not enough. Theoretically, you could create a massive, linear world — imagine Ant Hill: The MMO. But that is not sufficient for a World game. Exploration is critical, and so the specific layout of the space is important. For another example, imagine Destiny but with hundreds of expansions. The game would be large by any standard, but it would not be a World.
TENET 26 The World should be alive
To some degree, the World should be the main character. Day and night cycles are a simple start. Other possibilities include transient events or even changes to the landscape over time. The World should be full of surprises, unpredictable. You should come across enemies not normally found in the local climate. You should discover loot normally reserved for much tougher mobs. Emergent gameplay can help here as well. The more mechanics and attributes that can be projected naturally to some underlying physics, the greater the chance for interesting and unique interactions. In the same breath, the World should have history. The best example of this is Hollow Knight, a game that tells the history of the World through visual storytelling, environments, enemy design, dialog, secrets, and journals.
TENET 27 The World should be consistent
The World should carry an underlying consistency through it. The World should feel congruent. Variety, also important, must be tempered.
TENET 28 The World should be varied
Different places within the World should have an identity of their own, through climate or culture or environment. Different environments should encourage different play styles and behavior, even downtime.
TENET 29 The World should have landmarks
The World should be defined by the interesting places within it. More than that, the World should have locations that pull players together. Breath of the Wild does an amazing job with this, whereas it is one of the weaknesses of The Witcher III. In EverQuest, the camps themselves often serve this role — think Treants — showing how landmarks can emerge from gameplay rather than, say, visual interest.
submitted by hellorallon to PantheonMMO [link] [comments]

Join the International Simulation Football League

Have you ever wanted to live the life of a professional football player? Now is your chance! Come create your own football superstar in the International Simulation Football League. In the league, you control only one player. You create your player based on certain archetypes like Speed Rushing Linebacker, Receiving Running Back or Man to Man Corner, and can put points into various attributes to improve your player at creation and over the course of your career. We have a Rookie Mentor Team, a group of people dedicated to helping you create a player and potentially become the next super star of our league! This is a very exciting time to join the ISFL, as we will be changing sim engines from Draft Day Pro Sports: Football 16 to the brand new 2021 version!
After player creation you will work on improving your player and be drafted to a team in our Development League. You will spend a season on this team along with players made by other people learning the ins and outs of the league, and spending time together in the team’s virtual locker room on discord. After one season you will then be drafted by one of 14 Pro Teams!
Now you may be asking, how does my player get better? Mainly through activity! You earn points by completing various tasks like a weekly activity check, season and game predictions, and weekly training. There are also other fun tasks to earn training points like fantasy football, and fun ways to earn money for your player like betting in the casino and buying team stocks! You will be able to spend your earned points as you want to improve your player, as well as money for equipment and training, so that one day they'll have the chance to end up in the league's Hall of Fame! All the games are streamed live on Youtube, so you will get a chance to watch your player. During the season we have games streaming each day, Monday through Friday.
This league is completely free and run by volunteers! We are a fun community of over 300 users controlling players in the league, which means we have tons of football fans. We have plenty of spots open for rookies! We are in the last week of our 26th season. The Wild Card Playoffs are tonight and Ultimus (the league’s Super Bowl) is this Sunday, so head over to our Youtube and see what teams come out on top this year! The off-season will then begin with all new players being drafted into the Developmental League on January 20th. That is two weeks for you to prove to Teams that you deserve being drafted 1st overall. This is a perfect time to join! Come check us out and create your own Hall of Fame player!
Our discord link https://discord.gg/U6fKer9
Our site link https://forums.sim-football.com/
Our rookie guide link https://forums.sim-football.com/showthread.php?tid=6235
Our rookie discord link https://discord.gg/j8B9Jjz
If you have any questions - please feel free to ask!
submitted by iamslm22 to nfl [link] [comments]

More realistic money situations!

Ok, so there's a lot on my mind here and I'll try to break it down as clearly as possible. (Also I'm sorry if any of this has been mentioned before and I haven't seen it). As psychotic as it sounds, I think it would be really cool to have your Paralives be really influenced by money. Money is a HUGE factor in real life, so I think it should be a major point in a life simulation game. Some of these ideas might be lame or too intricate for some players, but I think they'd be SO COOL if they were included. (Maybe there could be setting options to turn some of these on/off too)
Starting Funds What if each family started out with a DIFFERENT starting fund? In The Sims, it's kind of based on how many people are in the family, but every family is pretty much the same. What if there were some questions you could answer in the create-a-family section that determines how much money you start out with? Like whether the parents already have college degrees/stable careers, if they have debt, if they have other things that would influence their monthly payments, etc. So maybe there could be a way to start out with a certain NET WORTH rather than a set amount of funds. Maybe your family was born rich, or born poor, or just middle of the road.
Emergencies It's a life simulation game. Emergencies happen! Maybe there could be car accidents, little Timmy fell off the jungle gym and broke his arm, Mom got food poisoning from the evil Karen at the parent/teacher conference, Grandpa had a heart attack. There could be a popup that gives you the option to go to the hospital, the doctor, an urgent care, or just deal with it at home. Each option would result in a different bill you receive and have to pay. And depending on the severity of the emergency, it could go really well...or really bad for your Para. (But I think you could also have the option to change your mind if you wanted to go to the hospital rather than sleeping it off.)
Maybe every action could have a behind-the-scenes percentage of whether or not an accident could happen with it or not. (Similar to if your Sim catches food on fire, or if your Sim gets pregnant after trying for a baby, etc.)
You could also choose a home birth or a hospital delivery, depending on if you want the bill or not.
Health Insurance
You could choose whether or not to have health insurance. You could choose whether you want to have a percentage taken out of your paycheck for it or not. If you want all of your family members covered on the plan and what types of things would be covered on your plan (health, vision, dental, etc.) and depending on the plan and how much percentage is taken out of your check, this could have a direct impact on the amount of the bill you receive (maybe you only pay 20%, or maybe it's fully covered, etc.).
I do realize this is a very American thing, so I get it if it doesn't go over very well in other countries and wouldn't be included lol. Maybe there could be a settings feature to turn this off or on?
Weddings/Marriage/Divorce Depending on the size of your wedding, you could end up with a huge bill, or make a profit! You could set a budget for your wedding and each little factor could change the total cost of the wedding. You could do it DIY and make specific changes to everything. In real life, there are also wedding venues (or wedding planners) that take care of everything and just tell you the total price. Both of these options could be good for players who want total control over the details or just have it done for them. Then, depending on the number of guests (or how rich/poor the guests are), they could give you really NICE gifts/cash or not-so-great gifts/no cash. Maybe you could also opt to have a giftless wedding or a cash-only wedding.
You could also marry a rich Para and get rich quickly that way. Or you could marry a poor Sim and acquire their debts, bringing down your net worth.
You could also have a very nice and clean divorce or an ugly one that requires lawyers. Depending on how the divorce goes, (maybe one Para wants the divorce and the other doesn't??) you may have to spend more on a lawyer, or they could both agree and it could be free of cost.
Child Support/Alimony In continuation of the divorce bit... If you have assets together, you may need to hire a lawyer to mitigate alimony and/or child support. Depending on the assets/children/etc., you may have to pay the other Para a certain amount, you may receive payments, or it may be an even split and neither party owes anything. There could also be an option to go lawyer-less and just work it out with the other Para (if they are willing, of course...)
Lotteries/Casinos I know in The Sims, there's Lottery Day (I think it comes with Seasons?) where you can buy a lottery ticket for $100 and you may or may not win. I think this could be fun if it were an option all the time! And there could be different types of lotteries you could win and different types of prizes. Maybe some tickets could be a MILLION dollars and you have a 1% chance of winning. Maybe it's a scratch-off ticket that you could win $10,000 on and you have a 4% chance of winning. Maybe it's a car, movie tickets, etc. It doesn't just have to be cash. This could be demonstrated as a popup, or they could go to a gas station to buy tickets.
There could also be casinos you could go to and have the same types of winning chances. Just a thought there :)

Addictions? This could be triggering, so maybe there could be a settings option to turn this off or on. Not necessarily drug or alcohol addictions (although, maybe there could be references, kind of like how The Sims uses juice to represent alcohol, etc.), but maybe there could be things that the Paras can get addicted to and they could either indulge in their addictions or spend money to get help for it. It could be things like the aforementioned lottery tickets/casinos, maybe addicted to a certain type of food (grilled cheese aspiration anyone??), maybe they have a video game addiction, etc.
To bring this point back to money - some addictions may cost more than others. Like if they ONLY like the highest priced food items, or they're spending a lot on lottery tickets, etc. They could go to rehab to cure them of their addictions.

Utilities You could choose different companies to go through for your different utilities and choose whether you want them or not. Power, Water, Sewer, Trash, Internet, Phone, etc. Maybe some companies bundle plans together and you get a discount. And depending on the company, you may have really good service or really bad service. You could choose to move between phone companies/internet companies, etc. And maybe you don't want cable TV because you just want to stream TVs and movies from the internet, so you could choose what access you have. Maybe some of the companies require a deposit if they're highly rated or something of that nature.

Credit Cards, Loans, Mortgages, and Other Debts Personally, I don't like being tied to what's only in my Sim's bank. I think it could be cool to have credit cards, loans, etc. If there's a pre-built house that you REALLY want your Sims to have, you could take out a mortgage and you could have monthly payments. You could also take out a loan if you're renovating a certain room in your house or need help to cover other debts. You could also do credit cards if you don't want to take out a full loan, etc.
This could be a fun opportunity to bring back the repo-man. Your Paras could also have a credit score, so if you pay your bills on time and aren't super deep in other debts, you have the chance to have a higher loan/mortgage/credit limit. And if you don't pay for it, you could get things taken away.
Bankruptcy In continuation of the last point, if your Paras are too deep in the debt and can't seem to get out of it, they could file bankruptcy. They'd have to pay for a lawyer to clear their records.
There could also be a setting to turn credit on/off, as I could see how credit could be an annoying feature for some players.
Different Bank Accounts for Each Family Member You could have a bank account for each family member or have everything bundled into one. Your kids could have a piggy bank or your teenager could have a part-time job. It would be nice to keep things separated (or all put together) if you want one person in the family to be working towards a certain goal. (Teenager wants a car, the boyfriend is saving up for a ring for the girlfriend, etc.)
You could also get a savings account(s) and dedicate each account towards something. Future house goals, wedding, vacation, emergency funds, etc.
Maybe stocks/investments could be a part of that too?
House Issues/Value In continuation of emergencies, there could be different house problems that come up. Some things could be small and easily fixable by your Para people, like a broken TV/computer (you could either replace it, fix it yourself, or pay someone to fix it like you can do in the Sims) but maybe there are some other house emergencies that could happen. A tree falls on the roof and you have to pay to get that fixed, a burglar busts down your front door or breaks a window, a pipe burst, and your entire basement gets flooded, etc.
You could still choose the same things, like replace it, pay someone to fix it or fix it yourself. If you fix it yourself and you're not handy, it may make it worse, better, or it could just happen again.
Depending on the severity of the issue and/or the fix of the issue, it could affect the overall value of the house. You could choose to ignore the giant hole in the roof, but if you ever want to sell the house, you're not going to get as much money as a house with a brand new roof.
Over time, parts of your house could start to decay (like roofs, floors, walls, etc.) and they may need updated after a certain amount of time. This could be dependent on factors like the quality of the item you used in the first place. Cheap roofs would need to be replaced sooner than a really high-quality roof, etc. Heavy-traffic rooms may need the carpet replaced, there could be stains, marks, etc. that gradually build up over time.
Selling a House In continuation to the last note above, you could choose to sell your house and have it be put on the market. You could have a few options with this, which depending on the type of player you are, could be very beneficial.
One option could be to just sell it as is. You may not get as much money for it, but you could just instantly sell the house to someone who buys up houses (Like an Ug buys Ugly Houses type of person). This could be a good feature for a player that just wants their Sim to move. You could also sell by owner or go through an agency. If you sell by owner, you may get lower offers on the house from different buyers. If you go through an agency, you may get higher bids, but you would also have to pay certain closing costs, etc.
You could also have an appraiser-like person come to your house before you decide to sell and let you know what things you could change that would improve the overall value of your house and what things are already really good. (You should replace the carpet, replace the windows, doors, etc.)
Once you're ready to sell, there could be a list of 3 or 4 families who want to buy your house with different offers (maybe they could also have contingencies, like I'll pay you what you're asking if you change the carpet, etc.) and you could pick which one you want to do. If there are contingencies, it could be based on what the appraiser noted if you didn't make the changes they mentioned.
Become a landlord or a flipper Maybe instead of selling the house, you just want people to pay you directly month by month. You could set your house (or maybe even just a room/part of your house) for rent and have a list of people who want to live there that you could choose from. They could each have things about them that could make them a good or a bad tenant. For example, maybe they're VERY accident-prone and things break very easily. You may or may not want this type of tenant. Or maybe they're really clean people (which could be nice) but they are very picky and may be calling you to fix things all the time. You could be a good landlord and go take care of your tenants, or you could be a bad landlord and ignore them, which they'd eventually stop paying and leave. You could also choose to kick the tenants out if you want new tenants or if you just want to sell it instead of renting it out anymore.
You could also just buy up bad houses, improve/flip the houses, then sell them/rent them out for profit!
Buying or renting a house Opposite of selling a house, you could also go through a process for buying or renting a house. You could have the option to just buy a house as-is (good for players who just want to get to the point). Or you could go through an agent/realtor who can help you find the perfect house for what you're looking for. You could enter details like the number of bedrooms, bathrooms, price point, etc., and they could give you a list of houses. Some of them may be in great shape or some could be in not-so-great shape. You could choose to place an offer on the house or you could choose to set contingencies. If you go through the realtor, they could also give you insights on whether the seller is willing to sell for lower than asking-price or not, willing to work with contingencies, etc.
Ok, those are my ideas 😂😂 This ended up being way longer than I thought, but I think these would be cool ideas.
submitted by simplysimmer19 to Paralives [link] [comments]

I need an active ps4 league. Dm me what teams are available

submitted by Prestigious-Virus-16 to MaddenCFM [link] [comments]

Is there a better alternative to this game? Like GTA without being GTA?

(WARNING: Major salt below. Like freaking Dead Sea levels of salt.)
Like holy shit. For a game that's been out for 7 years you'd think it would be able to function at a playable level or at least have some semblance of balance. I just wanna a good online crime sim with cool vehicles and weapons but everything in this game is ridiculously inflated to the point where you could 'grind' for hours and still only be able to afford a fraction of a car (Even the cars that have been from updates from YEARS ago have not gone down in price, like what the hell? I can't even access any of the cool shit in Story Mode either which is beyond infuriating). 'grinding' is essentially impossible in the conventional sense because you'll spend hours on ridiculously difficult missions fighting waves of bullet sponges for scraps of a chance for money. The constant errors and glitches don't help either. Take the heist prep delivery glitch for the yellow circle for example. Over a year ago my heist supplies just would'nt deliver for the Diamond Casino to the point where I couldn't progress at all. A year later and the same glitch is still present in the Cayo heist where I spend like 12 minutes getting shot at with supplies only to find I can't enter the Kosatka. Like really Rockstar? Over a year and you still haven't fixed this? I can send support tickets but they all lead to the response of 'oh we're aware and working on it!' Well clearly you aren't if its been this long! Don't even get me started on griefing, like who the fuck decided adding in the Specter from Saints Row was a good idea?! I absolutely LOVE getting fucking nuked by a dozen fucking depressors that I can't fight back against.
I really wish there was a strong competitor in the open world video game market to take Rockstar down a notch. Its super ripe for the taking seeing as how low the bar is with the state of online today. FiveM definitely has the right idea but even that is just a derivative of GTA. GTA Online is a game designed for junkies, to keep you glued to a screen spending hours to get overpriced items in hopes you'll just cave and buy microtransactions (which are also fucking overpriced. The Megalodon card is 8 mil and cost $99. 8 mil gets you like 1 property with all upgrades, FFS a yacht is 9 mil. You're telling me a virtual boat is worth 3x the retail price of your game? What kind of brain dead toddlers are buying these things?!)
If you're playing GTA Online in 2021, you've gotta be a fool, a junkie, or a masochist. Like fuck, there's gotta be a better alternative open world game than this shit. It has rekindled my interest in building a gaming rig just to play FiveM.
(I started writing this during a loading screen. I need to get outside more)
submitted by hufflepuffcirclejerk to gtaonline [link] [comments]

Just another lame post on stuff I would had love to see in CP2077, day dreaming.

I wrote this down earlier today while I was sitting around the house today as I wanted to jolt my thoughts down and I wanted to share. Nothing really to come out of it, just wanted to express what I think would had made CP2077 an even better game:
· Transportation
Full Subway system for night city. Multiple stops throughout Night City where you enter from the train station, and the trains are on a fix schedule to arrive at each once every hour and you can watch the scenery or you can choose to skip waiting and enter a cut scene that shows the train bringing you to your destination.
Self-driving cars / taxi services. Sit back and relax and again, view the nice sceneries of NC or press a button to execute a skip to your destination.
Both transportations costing a small amount of money for V.
· Romance Options
Although Judy, Panam, River, etc make for great romance options due how well we get to know these characters, it would be great to implement an option to romance random NPCs. i.e You go to a baclub in NC and you can chat up a NPC and that NPC has a been added to your list of contacts (Think Yakuza, or GTA). Now you can contact that NPC to meet you any time outside of missions and you can do some activities together, which brings me to my next section…
· Activities
Activities outside of missions/gigs around the city to keep V busy when he’s not only trying to make money but also trying to spend it. This would include the following…
· Underground fight clubs that meet up twice a week. Bare knuckle boxing, endless.
· Casinos, small (hidden and secretive) and big – for V to make some cash (or lose it).
· Arcades / Arcade center. Generic games to pass the time in.
· Netrunner card game – self-explanatory.
· Drinking/Drugs inside clubs/bars where V doesn’t get wasted after 1 drink.
· Concerts and shows to play music at club venues by NC artists.
· Eating/Drinking animations at food stands
· Ability to sit on any chair in the game world outside of missions or your apartment (i.e like sitting on a bench people watching).
· Customization; tattoos, cars, body mods, animation on getting cyberware, apartment.
· More streetwalkers.
· Just Things for the Hopeful…
· 3rd person view.
· More options for dialogue choices with random NPCs passing by.
· NC gets dark earlier or time goes slower during the night hours.
· Gang faction points.
· A ton of braindances, small and large to explore, some light and some super disturbing.
Although I’m sure CP2077 was never meant to be some kind of life sim, it is fun to think what kind of immersion could have really brought the world of CP2077 to life. When walking through Night City, it’s all I ever think about. The city is gorgeous. I love everything about the look of it but it always feels like something is missing.
I do enjoy the current state of the game to be honest and I’ve beaten it and it’s fun to come back to here and there in rotation with other games I’m playing right now but there is always this itch that isn’t being scratched with its current state.
The bugs have never really bothered me much (I’m sure a lot of you would disagree, and say that the bugs are really bad) I think the core of this game, if it had a lot more features, a lot of us would be able to look past the bugs a bit more.
I know most of these things will probably never come into fruition but it’s fun to think about and I’m sure some company will capitalize on the cyberpunk theme sometime down the road and try to do everything CP2077 did wrong – right. But only time will tell.
submitted by MaceWindu_Cheeks to cyberpunkgame [link] [comments]

Any games with indoor swimming pool location?

I know.
It will sound probably crazy. I am searching for some game, that has some kind of interior or location of swimming pool indoor and just chill there. For example, GTA V has that indoor jacuzzi inside that penthouse/casino. Saints Row 2 has one indoor pool location.
In The Sims you can probably build something like that but i guess you can't play at those NPC's? I also remember that Life Is Strange has some chapter inside pool.
It sounds like an odd request, lol. But i guess i am open minded, haha.
I knew that first Hitman (the first one from the new ones) has pool inside in that first night mission, but don't know if in this game can i chill out there. I have in GTA V also mod with some indoor pool location, but it feels just odd. So i am open to every recommendations. Thx guys.
submitted by orphantwin to gamingsuggestions [link] [comments]

Indie games final list

Mirages of Winter - puzzle adventure
https://play.google.com/store/apps/details?id=mirarigames.mirages.ofwinter
It's Stonetime
https://play.google.com/store/apps/details?id=com.aleks.kur
SUKAKKO - tactics chess strategy
https://play.google.com/store/apps/details?id=com.PetremLabs.Sukakko
The Procession to Calvary - point'n'click adventure
https://play.google.com/store/apps/details?id=com.JoeRichardson.TheProcessionToCalvary
Gloomy Toons - Roguelike Platform Dungeon Crawler
https://play.google.com/store/apps/details?id=com.gamez404.gloomytoons
YANKAI'S DIAMOND - puzzle
https://play.google.com/store/apps/details?id=kenny.sun.diamond
Pueblo Online
https://play.google.com/store/apps/details?id=com.connectBazaar.Pueblo
+tons of games to clean my 2020 wishlist - all games are 2020/2021 releases with no f2p 5-100 iaps casino scheme and with less then +- 5k/10k downloads. Next week back normal list with 12 or less games, only 2021 releases.
Super Cops: Justice Keepers
https://play.google.com/store/apps/details?id=air.clashflash.justicekeepers
Fortress TD2
https://play.google.com/store/apps/details?id=com.otgs.forttd2
Harrier Carrier Cold War - strategy puzzle tower defense
https://play.google.com/store/apps/details?id=garmadon.harriercarriercoldwar
The Research Age - point and click adventure
https://play.google.com/store/apps/details?id=com.tra.theresearchage
Raceway Tycoon - raceway manager
https://play.google.com/store/apps/details?id=org.godotengine.racetycoon
Shapik: The Moon Quest
https://play.google.com/store/apps/details?id=air.ShapikTMQ
Tiny Island
https://play.google.com/store/apps/details?id=com.iceseen.idle.tiny.island
Galactic Knight: Space Shooter
https://play.google.com/store/apps/details?id=com.Phoenix.Spirit.Corp.GalacticKnight
Luna Story II - Six Pieces Of Tears
https://play.google.com/store/apps/details?id=com.healingjjam.lunastory2
All the Queens Men - tactics RPG
https://play.google.com/store/apps/details?id=com.CreativeOutput.QueensGuard
Ultimate Auto Battle
https://play.google.com/store/apps/details?id=com.TwistedLogicGames.UltimateAutoBattle
Unnatural Disaster - the ANTI-city-builder
https://play.google.com/store/apps/details?id=com.RumorGamesLLC.UnnaturalDisaster
Kavel - match-3 puzzle
https://play.google.com/store/apps/details?id=com.DaringCaper.KavelGame
METBOY! - Google Play Indie Games Festival 2020 Top 3
https://play.google.com/store/apps/details?id=com.rebuild.met
Stumble upon Rumble: Kickboxing Fightclub Arena - skill based fighting game
https://play.google.com/store/apps/details?id=com.DavidSeegers.StumbleUponRumble
Cataclysm: Dark Days Ahead - turn-based survival
https://play.google.com/store/apps/details?id=com.cleverraven.cataclysmdda
Spirit Island - for tablets 7" and up
https://play.google.com/store/apps/details?id=com.handelabra.SpiritIsland
Brave Dungeons
https://play.google.com/store/apps/details?id=com.stasinc.bravedungeonexplorers
Tap To Sail
https://play.google.com/store/apps/details?id=com.QuixelNetwork.TapToSail
Dread Rune: Roguelike Dungeon Crawler
https://play.google.com/store/apps/details?id=com.MeatLab.DreadRune
Drish - The Challenge: Rabbit Action Adventure
https://play.google.com/store/apps/details?id=com.loovgames.drish
Escape from Computer - adventure platformer
https://play.google.com/store/apps/details?id=com.DivisionDevelopment.EscapefromComputer
Throwdown Boxing 2
https://play.google.com/store/apps/details?id=org.godotengine.throwdownboxing2
3D Maze: POKO's Adventures
https://play.google.com/store/apps/details?id=com.yellowleafstudio.poko
Drift Addict
https://play.google.com/store/apps/details?id=com.EightTwoSevenEntertainment.DriftAddict
Cosmos Arena - 2D action-platformer
https://play.google.com/store/apps/details?id=com.Astire.CosmosArena
Bergbahnfieber - railway engineer sim
https://play.google.com/store/apps/details?id=ch.bitzgi.bergbahnfieber
Army Tactics
https://play.google.com/store/apps/details?id=com.iec.army.tatics
Seven Scrolls - turn-based strategy puzzler
https://play.google.com/store/apps/details?id=com.venbrux.seven_scrolls
Unit 404 - sci-fi puzzle platformer
https://play.google.com/store/apps/details?id=com.onemanband.unit404
The Ninja 2
https://play.google.com/store/apps/details?id=space.jsgame.theninja2
Online Zoo Builder
https://play.google.com/store/apps/details?id=com.drennansoftware.onlinezoobuilder
Moto Paint
https://play.google.com/store/apps/details?id=com.MingliGames.MotoPaint
King and Pig - adventure platformer
https://play.google.com/store/apps/details?id=com.dcp.kingandpig
Caporetto
https://play.google.com/store/apps/details?id=com.ItIsTheEndLTD.Caporetto
The Innsmouth Case - interactive book Lovecraft universe
https://play.google.com/store/apps/details?id=com.robotpumpkingames.tic
Ace Of Space - Racing game
https://play.google.com/store/apps/details?id=com.styoupidgames.aceofspace
Mad Pixels - Multiplayer Nonogram Puzzles
https://play.google.com/store/apps/details?id=games.splitinfinity.madpixels
Orbital Invaders - twin-stick shooter Super Stardust clone
https://play.google.com/store/apps/details?id=com.shaggydwarf.orbitalinvaders
Oramata
https://play.google.com/store/apps/details?id=com.FInalAnimation.Oramata
PicoCiv - deep strategy gameplay
https://play.google.com/store/apps/details?id=rocks.frikadelki.picociv
SpedSim - Logistics Simulator
https://play.google.com/store/apps/details?id=com.main.spedsim
Battle Creatures
https://play.google.com/store/apps/details?id=com.KWDevelopmentLLC.BattleCreatures
Follow The Beat
https://play.google.com/store/apps/details?id=com.PrimatGames.FollowTheBeat
Escape to Moscow - adventure
https://play.google.com/store/apps/details?id=fishrungames.escapetomoscow
Rude Road - arcade racing
https://play.google.com/store/apps/details?id=br.com.toinfinity.ruderoad
Dream A Little Dream Lite
https://play.google.com/store/apps/details?id=com.Dream.DreamaLittleDream
Not Chess
https://play.google.com/store/apps/details?id=com.crevasse.notchess
Don´t Lose Faith
https://play.google.com/store/apps/details?id=com.ElReinoDeLaOpresion.DontLoseFaith
Shadow Runner - endless runner
https://play.google.com/store/apps/details?id=com.TrilobytesStudio.ShadowRunner
Zeltrus - 2D puzzle platformer
https://play.google.com/store/apps/details?id=com.Twogreaterthan.Zeltrus
Hunterwood
https://play.google.com/store/apps/details?id=org.godotengine.hunterwood
PROJECT UNIVERSE
https://play.google.com/store/apps/details?id=com.KaBIGames.PROJECTUNIVERSE
Snake Puzzle
https://play.google.com/store/apps/details?id=com.LOOOP.snakepuzzle
Snowflakes - puzzle
https://play.google.com/store/apps/details?id=com.DefaultCompany.itchwinterthemeeliaz
Type: Energy Evolution - Idle-clicker Match 3
https://play.google.com/store/apps/details?id=com.krugames.type
SpaceUgh! - physics-based flying game
https://play.google.com/store/apps/details?id=com.tastyAir.SpaceUgh
week 11
week 10
week 9
week 8
week 7
week 6
week 5
week 4
week 3
week 2
week 1
submitted by opsawkiller to AndroidGaming [link] [comments]

Strongholds Continue to Feel Lifeless

Question to start off a discussion: but do Strongholds continue to feel super lifeless to anyone else?
I feel like the bigger and more elaborate the stronghold they make, the more lifeless they become. Alderaan, Rishi, Tatooine, Yavin.... massive spaces to just dump items in. I currently have the Kaas and Coruscant apartments, as well as the Nar Shaddaa Palace, but honestly the smaller apartments feel more like home than any of the others I've visited.
One issue I think they keep running into that contributes to this feeling is that the room designs/layout/architecture of the place doesn't make a lot of sense. In the starter apartments you have the lower maintenance/garage levels and then the upper level with a view and bedrooms. The layout makes sense with the bedrooms all grouped branching from a central chamber and tucked away. Nar Shaddaa? Where are the bedrooms in Nar Shaddaa? There's like 4 open chambers. I suppose up top but even then feels like you're placing it next to a big opening outside. and then I thought "Maybe I'll make the big opening a sort of upper balcony and the garage/entrance will be below..." but it doesn't even have big hooks for stuff like the Makeb Pergola. Same concept with Alderaan etc... which of the oddly branching rooms is the main bedroom and why are they so spaced out from the center? When I have friends visit to see my apartment I don't want to show them 300 rooms i've filled with random items, I want to be like "This is my casino, my bedroom, my comms room, my armory, my bar."
I realllly wish they would add a small Zakuul apartment that included functional things to make the apartment feel like a real home base and not just a shell to add things to. Is a board to play Pazaak too much to ask? Bartender vendors?
I always just think of the Mass Effect Normandy. It wasn't massive, it was well contained and had enough room for everything you could want without being too much. Sorry for the rant!
submitted by RobinThyHoode to swtor [link] [comments]

GTA is missing something and here’s my solution

GTA is so fun because of your ability to cause chaos and start shit shows but I feel like it’s missing something, and I have an idea for how that can work.
Basically my idea is that the game has become more peaceful and true unadulterated chaos is more rare to see. You’ll see the occasional jet griefer but as a whole you don’t see people having fun just blowing stuff up anymore like you did in the old days.
So my idea is called chaos points
Chaos points are a weekly thing that rotate a wheel of redeemable items or abilities that can be purchased, so every week there’s a different thing available and that said thing will not be available again for some time until it goes back in shuffle.
Here’s how they work.
When you get a wanted level, every minute you survive is worth 10 chaos points, and this multiplies for every level of star you have.
Wanted levels from missions, sales, jobs, etc. DO apply, but only at 1/10 efficiency. So 1 minute in freeplay is 10 minutes of grinding, this is to encourage people to actually mess around and have fun the old fashioned way and not try to maximize earnings or whatever. You also get chaos points for kills, which are once again at 1/10 efficiency in jobs.
PVP jobs and heists are the exception, because these are meant to be fun activities. So kills on those specific jobs will award double points every other kill or every other minute, so you’d basically end up with about 1.5x chaos points.
Chaos points show up as a little number just like RP, it would be a little CHP bubble upon a successful trigger of a chaos point
You can store up some chaos points for the next week, but you can never have more than 5000 CHP at once. The reason is because the items you can redeem CHP for is about 3k CHP. So it protects people from over grinding if they can only have 5k. Which is exactly enough for 1 items and 2/3 of the way there for the next item them want to buy.
So here’s the various ways to get chaos points
NPC kills
Every hostile NPC kill you get will range from 1 to 4 points, needing 10 hostile NPCs to get a point if doing this in a mission or job or what have you. Points are awarded based on the “fun factor” of the kill. Only hostile NPCs that are currently aggroed onto you count toward this.
Anyway, that’s like 750 NPC kills to get 3000 points, which is achievable if you consistently are going on tank rampages or whatever but you’re unlikely to want to do that in one sitting.
Player Kills
These work the same way, except you’d receive 3, 6, and 12 points respective to the individual categories. This is to encourage player vs player interaction. Plus pvp against real players just requires more skill to begin with. You would not however receive points for killing players who are doing free mode events or sales or anything. I don’t think there should be any extra incentive to be mean to people who just won’t to grind.
This would mean 250 player kills to get 3k CHP. Which isn’t bad, I probably get 25 in a single playing session if I’m feeling like PvPing so if I wanted to grind that I bet I could get that done in a weeks worth of play
Some absolute bottom of the barrel cheap tactics will not award anything, like for instance orbital cannons, kills using the mk2 homing missiles (free sim missiles are fine), killing the same player more than 4 times in a 2 minute period, using a weaponized vehicle (aside from plane bombs) on players who aren’t, killing players on the AFK timer, etc.
I’m not saying to straight PUNISH these people, let them play the game how they want, but they just wouldn’t get to use those methods of killing to earn CHP. If they want free kills they can just fight npcs this way. If they just want the kill that’s fine but it should take some level of skill to grind out your CHP
PvP completion
After completing an adversary mode or death match, you will receive 100 chaos points as winner or 20 as loser.
This, as I mentioned, is 1.5x player kills, so you’d need about 167 high quality PVP kills in a week, plus the bonus you get for winning. So now reaching 3k points is seeming pretty achievable, because if you consistently win 50% of the time with an average 9 base level kills per round, that’s like 30 rounds of play to reach 3k points. That’s totally doable. Way more so than just free mode, so maybe people would actually play those pvp modes if it was good for grinding
Races
You get 1 point per checkpoint plus 50% of your score for finishing the race in its entirety without DNFing, and you double this amount for receiving first place with at least 2 other opponents finishing
So if you finish 67 of a 68 checkpoint race you get 67 points and that’s 45 of those races to get 3000.
If you finish that last checkpoint you’re looking at 22 races
And if you consistently finish first that’s only 11 races, perfectly doable
Heist completion
You will receive a bonus 50 chaos points per completion rank. So bronze gets 50, silver 100, etc.
Completing a heist challenges will double any and all points gotten on the heist. So if you got 200 points between the heist and the completion ranks, you’d get 400 when it’s all said and done if you did the elite challenge. Or 800 if you got a first time bonus with that. Stuff like that.
So in theory, just by setting up and finishing prison break with all platinum and an elite (thats 4 setups and an elite challenge finale) you get 1200, over a third of the way to 3k
That’s also perfectly doable
Be warned! You will not receive as much CHP if you are not playing with other players. The whole point of the idea is having fun with other players by competing or playing with them. So if you do a 1 man Cayo perico, that will only be 50 points as a completion award instead of 200 because there’s not 4. Plus casino and cayo only give completion awards for the finale anyway so grinding those is less efficient.
It’s a fair balance since those heists are so good for money but not chaos point grinding whereas doomsday and the apartment heists are really good for CHP
Spending
CHP spending would have about 5 items per week, they cannot be bought for money, ONLY CHP. Costing 3000 CHP each, which means it might take a long while to get it but you can certainly get it done in a whole weeks worth of time if you care enough
The types of things you’d see on the list would be in the same vein as the following, obviously there would be much more. Like 20x the amount of suggestions I have down below. But these are just some ideas I had for the types of things you’d buy.
The way these work is when you’re actually customizing an item you’d find an option that wasn’t previously there, kinda like how holiday horns will show up then disappear.
As you can see, these are all mainly free mode items that make messing around more fun:
This works by allowing you to put KERS on a zentorno for instance, or a kuruma, cars like that. This is not a strong boost like the f1 cars more like the Lectro KERS. It would be incompatible with the most elite cars of the division like the pariah in sports for instance, but in compatible cars like the T20 in supers for instance you’d be able to use this weak KERS boost in races.
This ONLY unlocks it on the car you buy it for, you have to buy it again to put it on another car
Like the previous suggestion, you pay the fee and then it unlocks the glass on that ONE specific car you bought it for. It’s the kind that takes several shots to break. You can put this on the specific armored cars that don’t have it, such as the insurgent or nightshark, or the side windows of the halftrack, or on arena wars windows, etc. not just any car only armored ones
These would be double whatever your hard mode pay is set to, so instead of how hard mode pays out 1.5x on the apartment heists this would be 3x, or on doomsday it pays 1.25x this would be 2.5x
Extreme mode would only be unlocked on the individual heist you pay for, and it would be incompatible with casino or cayo perico. Which is in part because that’s OP and also, you can’t really set the difficulty for those game modes in the first place.
as for difficulty, You’d have 0 lives, auto aim works like free aim assisted did back in the day, npcs have doomsday act 3 AI, and the weapon you choose to start with is the only gun you have in the entire heist unless the mission requires you to use something in addition such as a flare gun. No snacks or body armor.
As a cherry on top, all stats are reset to base levels regardless of if you maxed them out, and stats like gun recoil, bullet spread, aircraft turbulence, are increased
Your ammo resets back to max every check point reached, meaning that if you so choose to do this mission using special ammo types you won’t be screwed when you run low on ammo
Setups on extreme mode will pay the host as compensation for the difficulty, otherwise people would do setups on easy exclusively which wastes a lot of the point
This would be like a halloween week item. You’d have the jump, and the super punches like director mode. Just no invisibility, access to guns, or access to vehicles like you can in the free mode event. Your health is 3x normal and you heal double speed up to full health.
Fun thing to mess around with but you need to consider it’s not really OP, as some dude with a pistol could 1 hit you. It’s much more like being a walking arena war issi than anything.
You’d be able to buy these in the character appearance menu. They would be 99% cosmetic but a few animations might have some utility to them given the fact they make your character move different
You could buy, say a thief animation set which lets you have a Franklin lock pick animation, you could sneak in a full crouch.
You could buy a cowboy moveset, which replaces the animations with the red dead animations where they fit, so you’d do a slide rather than a roll, you run different, you have different fight moves. The tackle or choke animations wouldn’t transfer I imagine but maybe they could be used as the stealth takedowns for this moveset
Last item idea I have for you today will be:
This works kind like the skydive cheat animation mixed with the oppressor mk1 glide. Basically you hold your arms out, there would be flaps between your arms from the suit, and you’d be able to glide off of buildings and land in a roll. The suit would be unable to access certain vehicles such as motorcycles
So as you guys can see, it would be worth it to save up for the featured items, but at the same time it’ll be very difficult to buy more than 2 per week and you’ll have to wait a long time before it’s back in the CHP cycle
Impact
The most fun parts of the game, like pvp, or heisting would be played more. You’d see more people in planes fighting other people in planes rather than in planes getting cheap kills off level 2s. Sure you’d see some of that but it’s just gonna encourages more even playing field battles. Like maybe you’d see more tank fights and less jet griefing if the pvp community were focused on unlocking the new Chaos Point item instead of just leveling up their KD
Heisting would be more fun, having a goal behind it instead of just getting more money to buy more nothing.
Late game players would have something to grind toward, because they can’t just buy whatever items they want. They need to actually play the game, in fact it’s IMPOSSIBLE to save up a ton of CHP and you’re forced to play the game.
It also adds a bit of rpg mechanics, like unlocking the rare and exclusive special items and stuff. I feel like there’s a little bit of that like RP rank unlocks and stuff but it’s not enough to keep late game players interested. So having cycle based unlocks that it’s REALLY hard to unlock all at once could solve this issue
submitted by TheCoochieSnatcher69 to gtaonline [link] [comments]

[PS4] [31/32] Tryouts open for Top rated League by Daddyleagues with 1 opening. NOT a casual sim-league. Looking for applicants that are dedicated and competitive in sim-style madden. This league offers an in-depth take on madden beyond just playing games.

(Read all of this post before applying)
Application and tryout required to join. You must prove you’re not only able to play sim-style madden, but also are a good user and will be competitive against the many great players we have in our league.
**We are currently in the preseason of season 4. We have the 49ers available right now but spots fill up quick and we have room on our wait list.*
• Daddyleagues: http://www.daddyleagues.com/mgc
• league is run through discord. Fill out this League application and look for a friend request on discord shortly afterward to join our tryout process. https://forms.gle/VmwooTXwFAUVtoKS9
We have a lot of things in our league to help make this a really fun and interactive league for everyone. (Looking for mature users, 18+ years old)
Our league includes:
• Discord Server
• Daddyleagues
• Tue, Thur, Sun advances
• All-Madden / Simulation
• Economy system on Discord with casino games and betting to earn virtual money that can be used to purchase team upgrades in our discord store
• Content Points rewarded for creating immersive content for the league such as written articles, highlight videos, commentary, power rankings, etc.
• offseason coaching carousel: Hire coordinators, position coaches, advanced scouts, and NFL Legend personal trainers to help develop your roster.
• League news magazine that publishes weekly issues
• Power Rankings and coaching tiers with reward system
• AP All-Pro 1st and 2nd Team voted on by our members each season
• Detailed Sim-style rulebook (we have adopted playcall limits and play cooldowns introduced in the recent franchise update)
• Rule-committee and trade-committee to keep the league sim and fair
• our league Game of the Week betting system each week that includes Vegas-style spreads
• organized scheduling channels on discord to set up game times with your opponent
• original rosters when we started the league
• $50 amazon gift card for the Super Bowl winner each season
**We are currently in the preseason of season 4. We have the 49ers available right now but spots fill up quick and we always have room on our wait list*
• Daddyleagues: http://www.daddyleagues.com/mgc[Madden Grey Cup - Daddyleagues](http://www.daddyleagues.com/mgc)
• rulebook: https://docs.google.com/document/d/1uzWSsharTJp5kEMJxlfRt5SUDq82HHpQUYxozySuYug/edit?usp=sharing
• MUST have discord. Fill out this League application and look for a friend request on discord shortly afterward to join our tryout process. https://forms.gle/VmwooTXwFAUVtoKS9
submitted by arbuckleQB4 to CFMmadden [link] [comments]

Found this in debug while looking for a toilet plunger. Could this be a hint towards the new EP? Hotels/resort & casinos maybe?👀👀👀

Found this in debug while looking for a toilet plunger. Could this be a hint towards the new EP? Hotels/resort & casinos maybe?👀👀👀 submitted by CRT_Enthusiast to Sims4 [link] [comments]

Saints Row The Third: Remastered - Nostalgia Sexily Reinvigorated

Remasters in 2020 continue to be a popular theme, as newer IPs have been baking in the oven waiting for the right moment to be served on the next-generation of gaming platforms, it’s never a bad time to revisit some of gaming's biggest hitters.
The Saints Row franchise has experienced an interesting journey, what started out or was seen as a bastardized GTA clone back in 2006 has survived the scrutiny thanks to its bona fide atmosphere that combined exaggerated gangster tropes with true crime motifs that resonated surprisingly well with fans of the genre. Volition embraced feedback from its community to develop on the wackier aspects of the first game to implement through its game-mechanics in its second release just 2 years later.
What happened with Saints Row that other GTA clones failed to do was that it became self-aware of its over the top nature and capitalized on it. Seeing as most action-adventure games that fall in the spectrum of crime often tend to fall in the same grim and dreary undertones to the point where the storytelling and characters become comically predictable or the mechanics feel lacklustre. These pitfalls are masterfully avoided, if not, taken to zany creative heights in the worlds of Stilwater and Steelport. I could go on about Volition’s previous installments but it would detract from Saints Row: The Third, Remastered.
Right off the (dildo) bat, graphics have rejuvenated this game to a whole new level; breathing new life into its characters, cut-scenes and decadent world. It’s clear that with the remaster, Volition/Sperasoft have proven they are up to date with modern standards of visual fidelity. If you own a high-end console or a PC, 4K and HDR support for this game are available.
Regardless, the textures are sharp, detail oozes right down to the very skin pores, the overhauled game engine sells itself beautifully and does a great job at making the world of Saints Row even more believable as crazy as it sounds. Just watching a before vs now video says it all really. Of course it's still far from Rockstar Advanced Game Engine levels of immersion, it’s still a step up in its own right.
The new lighting model is excellent, although RTX is not yet available, it still renders its environments to a level of stunning and detail that brings out every world element in true 4k fashion. Even though it's a remaster and not a remake, I can’t help but feel a little ticked off that Sperasoft haven’t found a way to fix the day/night cycle that the game clearly needs and not the random preloaded time of day antics. Come on, it’s 2020 and you still haven’t figured it out?
Every character gets a very well done remodeling that borders on uncanny valley in spite of its more cartoonish origins. My only gripes with the character models are the lack of effort that went into the lip-syncing, this undermines the realistic approach it’s trying to sell; in certain cut-scenes it felt like I was staring at high-tech androids with the oral articulation of an animatronic mouth servo. It doesn’t ruin the experience but again, if you’re going for that uncanny valley feel, investing in better animations can go a long way.
Steelport, even it being a fictional world, feels very believable. Each “district” of the island city has a distinguishable urban mood. Carver island in the southwest feels oppressively industrial with its smoking chimneys. The postmodern architecture of downtown Steelport and its towering Skyscrapers of steel and glass make for pleasurable obstacles to perform feats of aeronautic exploits on. The suburban neighborhoods of Stanfield in the northwest and New Colvin in the east are reminiscent of Manhattan’s Chelsea borough district style of public housing and Detroit's urban decay. This brings me to my next point; I couldn’t help but wonder if Steelport was on the verge of bankruptcy or if its mayor just hates public transport? Seriously it has an airport and metro system but they are both defunct, not a sign of life. I understand this comes down to Volition being a MUCH smaller company than Rockstar so resources were a lot limited and crime being so overtly rampant, perhaps could be written off as Steelport being a discouraged tourist location?
I digress but the world feels more dystopic and is reinforced by that with its updated visuals that really liven up its decade old environments. The “cribs” give a lot for the eye to look at, it's packed with props that give credibility to the world and really convey the lived-in vibes of a world famous but dysfunctional criminal organization. The rifles and rocket launchers casually lying around Shaundi's Ex’s apartment feel more plentiful, the eccentric art deco of Zimos’ pad, the shiny floors and gaudy fixtures of the Saints HQ, the decrepit surroundings of a once booming casino at Angels Gym, Kinzie's secret hacker warehouse are all given the special remastered treatment and feel very distinct from on another and make them worth dropping by in every now and then if you’re in their respective neighborhoods.
The audio and music are cleaned up but still use the old sound files. Still though, it felt good driving over to Planet Saints singing along to Sublimes “What I got” with Pierce, the nostalgia my inner child was feeling certainly didn’t die off. The “Party Time” mission when you jump out of a helicopter to Kanye’s “Power” to crash a rooftop pool party somehow feels more electric. Flying a STAG VTOL on your way to wreak havoc across the city felt even more epic than the first time I played it, and I must have finished SR3 like well over 6 times at this point. Nevertheless, the entire narrative story is blockbuster material that only occasionally takes itself seriously, the main characters are well written and expertly voiced by a robust cast (Troy Baker, Laura Bailey, Daniel Dae Kim, Hulk Hogan, Sasha Grey, Burt Reynolds, Danielle Nicolet, Arif S Kinchen to name a few).
If you’ve never played a Saints Row game, Saints Row 3 is a great way to get acquainted as it is perhaps the latest of the series to have kept its head on its shoulders as far as the meta goes. What happens after the third game is hit-or-miss. Do not go into this game expecting a GTA immersive sim experience or you will be disappointed. SR’s core strengths lie within its addictive, offbeat gameplay loop and insanely rigorous customization schemes. All this is now amplified with its updated visuals and DLC that come included in the remastered version.

EDIT: Good to read up on other Saints fans opinions out there! It's nice to know that this game still has a loyal base despite R*'s big shadow.
submitted by CypTheIVth to patientgamers [link] [comments]

TEKK - Tekkorp Digital Acquisition Corp: Who's Who of Gaming Mgmt Teams!

Team has been involved in a substantial number of the digital media, sports, entertainment, leisure and gaming industries’ most significant merger and acquisition transactions, holding key positions at, and transacting with Scientific Games Corp, Inspired Gaming Group, FOX Bets, Ocean Casino Resort, Resorts International Holdings, PokerStars, DraftKings, Mohegan Sun, Caesars Entertainment Corporation, Harrah’s Entertainment, Tropicana Entertainment, Inc., TSG/Sky Betting & Gaming, Facebook, Inc, Wynn Resorts, Dubai World/MGM Resorts
Here's all the Bios. These guys are stellar! TEKK closed at $10.30 today. Still cheap!
If you don't like to read... you don't like to make money!!!!
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Matthew Davey — Chief Executive Officer and Director
Mr. Davey has over 25 years of experience within the digital media, sports, entertainment, leisure and gaming ecosystems, as well as experience in the public sector. He is an experienced public company executive officer and board member. He has served in executive management positions across the gaming technology arena. Over the course of Mr. Davey’s career, he oversaw more than ten mergers and acquisitions and over $1.2 billion in debt and equity capital raised to support the companies he has led.
Most recently, Mr. Davey was Chief Executive Officer of SG Digital, the Digital Division of Scientific Games Corp. (“Scientific Games”) (Nasdaq: SGMS). SG Digital was established following the purchase by Scientific Games of NYX Gaming Group Limited (“NYX”) (formerly TSXV: NYX), where Mr. Davey served as Chief Executive Officer and Director. The NYX acquisition provided Scientific Games with a vehicle to significantly accelerate the scale and breadth of its existing digital gaming business, including the strategic expansion into sports betting. In his capacity as Chief Executive Officer of NYX, Mr. Davey developed and implemented a corporate strategy that generated strong revenue growth. Mr. Davey shaped company strategy to focus on digital gaming supplier platforms and content that provided various gaming operators with the underlying gaming and sports betting systems for their online gaming business. In 2014, Mr. Davey oversaw the initial public offering of NYX, and his experience in the digital media, sports, entertainment, leisure and gaming industries helped NYX recognize momentum as a public company. After the public offering, from 2014 to 2018, Mr. Davey oversaw seven acquisitions which helped establish NYX as one of the fastest growing global B2B real-money digital gaming and sports betting platforms. These acquisitions included:
• OpenBet: In 2016, NYX completed the $385 million acquisition of OpenBet. This was one of the more complex and transformative acquisitions that Mr. Davey oversaw at NYX. Through securing co-investments from William Hill (LSE: WMH), Sky Betting & Gaming and The Stars Group (formerly Nasdaq: TSG, TSX: TSGI), Mr. Davey was able to get the acquisition from Vitruvian Partners completed successfully, winning the deal against much larger and well capitalized competitors. By combining two established and proven B2B betting and gaming suppliers, NYX was well positioned to provide customers with exciting player-driven solutions across all major product verticals and distribution channels. This allowed NYX to become the leading B2B omni-channel sportsbook platform in the market and the supplier to over 300 gaming operators globally with an extensive library of desktop and mobile game titles, including more than 700 on NYX platforms and more than 2,000 on the OpenBet platform.
• Cryptologic/Chartwell: In 2015, NYX completed the $119 million acquisition of Cryptologic and Chartwell. The acquisition provided NYX with more than 400 titles of additional leading gaming content, a broader customer base, and direct exposure to PokerStars and Intercasino, part of the Gamesys Group (LSE: GYS) — two of the world’s largest online casino offerings.
• OnGame: In 2014, NYX completed the distressed acquisition of OnGame, a premier poker content, platform and service provider. This acquisition provided NYX with one of the best poker products in the industry, access to several regulated jurisdictions, and a valuable talent pool that was instrumental in the growth of NYX. The addition of OnGame further established a path for NYX to continue its growth in both European and U.S. markets.
These acquisitions, together with meaningful organic growth, increased NYX’s revenue from $24 million in 2014 to $184 million annualized in 2017. During that time, Mr. Davey helped build NYX to have over 200 customers in the global gaming industry and a team of 1,000 employees. Mr. Davey’s success at NYX ultimately led to its sale to Scientific Games for $631 million in 2018.
Mr. Davey joined Next Gen Gaming, the predecessor to NYX, in 2000 as the Vice President of Technology, was appointed as Executive Director in 2003 and named Chief Executive Officer in 2005. Prior to that, he was the Senior Consultant for Access Systems, a company that specializes in the provision of back-end software for licensed online casinos. Prior to joining Access, Mr. Davey worked for the Northern Territory Government specializing in matters pertaining to the internet and e-commerce along with roles in the Department of Racing and Gaming. Mr. Davey received a Bachelor of Electrical & Electronic Engineering from Northern Territory University, Australia (also known as Charles Darwin University).
Robin Chhabra — President
Mr. Chhabra has been at the forefront of corporate acquisition activity within the digital gaming landscape for over a decade. His prior experience includes leading corporate strategy, M&A, and business development at two of the global leaders in the digital gaming industry, The Stars Group (“TSG”) and William Hill, and a leading supplier, Inspired Gaming Group (Nasdaq: INSE). Mr. Chhabra served on the Group Executive Committees of each of these companies. From 2017 to May 2020, Mr. Chhabra served as Chief Corporate Development Officer at TSG and, from 2019 to August 2020, he also served as the Chief Executive Officer of Fox Bet, a leading U.S. online gaming business which is the product of a landmark partnership between TSG and FOX Sports, a transaction which he led. During that period, Mr. Chhabra led several transactions which transformed TSG into the largest publicly listed online gambling operator in the world by both revenue and market capitalization and one of the most diversified from a product and geographic perspective with revenues of over $2.5 billion. Mr. Chhabra’s M&A experience is extensive and covers multiple global geographies across the digital gaming value chain and includes the following:
• TSG/Flutter Entertainment Merger: In 2019, Mr. Chhabra led the TSG M&A team that was responsible for TSG’s $12.2 billion merger with Flutter Entertainment (LSE: FLTR). The merger between TSG and Flutter Entertainment is the largest transaction in the digital gaming industry to date. The combination created the largest publicly listed online gaming company with approximately 13 million active customers and leading product offerings, which include sports betting, online casino, fantasy sports and poker. The combined entity includes some of the world’s most iconic digital gaming brands such as Fanduel, Fox Bet, Sky Bet, PaddyPower, Betfair, PokerStars and SportsBet. TSG/Flutter Entertainment is one of the most geographically diverse digital gaming and media companies with leading positions in the United States, United Kingdom, Australia, Ireland, Italy, Spain, Germany and Georgia.
• TSG/Sky Betting and Gaming (“SBG”): In 2018, Mr. Chhabra led the acquisition of SBG from CVC Capital Partners and Sky plc, Europe’s largest media company, in a transaction valued at $4.7 billion. At the time of the acquisition SBG was the largest mobile gambling operator in the United Kingdom and one of the fastest growing of the major operators having doubled its online market share in three years. The acquisition of SBG provided TSG with (a) greater revenue diversification, significantly enhanced expertise and exposure to sports betting just ahead of the judicial overturn of The Professional and Amateur Sports Protection Act of 1992 (PASPA) by the U.S. Supreme Court, (b) a leading position within the United Kingdom, the world’s largest regulated online gaming market, (c) improved products and technology as a result of the addition of SBG’s innovative casino and sports book offerings and a portfolio of popular mobile apps, and (d) expertise in deeply integrating sports betting with leading sports media companies, positioning TSG to create more engaging content, deliver faster growth and decrease customer acquisition costs.
• William Hill (LSE: WMH): At William Hill, from 2010 to 2017, Mr. Chhabra served as Group Director of Strategy and Corporate Development where he led several transactions which contributed to William Hill’s transformation from a land-based gambling operator in the United Kingdom to a leading online-led international business. Mr. Chhabra led William Hill’s entry into the U.S. sports betting and online lottery markets with the acquisition of four businesses, including the simultaneous acquisitions of three U.S. sportsbooks, Cal Neva, American Wagering and Brandywine Bookmaking, in 2011 for an aggregate purchase price of $55 million. These businesses ultimately led William Hill to achieve a leading position in the U.S. sports betting market with a market share of 24% in 2019. Additionally, Mr. Chhabra played a key role in structuring William Hill’s successful joint venture with PlayTech Plc (LSE: PTEC) in 2008. The combined entity created one of the largest online gambling businesses in Europe at the time of its formation and led to William Hill’s buyout of Playtech’s interest for $637 million in 2013. Prior to the transaction, William Hill had struggled in its attempt to establish a strong online gaming platform and a meaningful presence outside the United Kingdom.
Mr. Chhabra has also successfully completed four transactions worth over $1.2 billion in Australia, the world’s second largest regulated online gambling market, and various partnerships in Asia. Additionally, he completed several technology and media related transactions, including William Hill’s investment in NYX, where he worked with Mr. Davey on NYX’s transformational acquisition of OpenBet.
Prior to working in the gaming sector, Mr. Chhabra was an equities analyst and a management consultant. Mr. Chhabra received a Bachelor of Science in Economics from the London School of Economics and Political Science.
Eric Matejevich — Chief Financial Officer
Mr. Matejevich is a seasoned gaming executive with extensive experience in both the online gaming and traditional casino industries. From February to August 2019, he served as Trustee and Interim-Chief Executive Officer of Ocean Casino Resort (“Ocean”) (formerly Revel Casino, which had a construction cost of $2.4 billion) in Atlantic City, where he successfully led the management team through an ownership change and operational turnaround effort. Over the course of seven months, Mr. Matejevich managed to reduce the property’s weekly cash burn of $1.5 million to an annualized cash flow run rate in excess of $20 million.
Prior to Ocean, from 2016 to 2018, Mr. Matejevich served as the Chief Financial Officer of NYX. At NYX, he focused his efforts on integrating the company’s many acquisitions and multiple debt refinancings to simplify its capital structure and provided liquidity for growth initiatives. Additionally, Mr. Matejevich was instrumental to the executive team that sold NYX to Scientific Games for $631 million.
Prior to NYX, from 2004 to 2014, Mr. Matejevich was the Chief Financial Officer of Resorts International Holdings and later, from 2011, also the Chief Operating Officer of the Atlantic Club Casino, a property under the Resorts International Holdings umbrella — a Colony Capital (NYSE: CLNY) entity. As Chief Financial Officer, he provided managerial oversight for all finance functions for a six-property casino company with annual gaming revenue exceeding $1.3 billion, 10,000 gaming positions, 7,000 hotel rooms and over 11,000 staff members during his tenure. Mr. Matejevich led the transition effort to integrate a four-casino, $1.3 billion acquisition from Harrah’s Entertainment and Caesars Entertainment (Nasdaq: CZR). As Chief Operating Officer of Atlantic Club, he lobbied for and was successful in obtaining the first internet gaming legislation passed in the United States. The Atlantic Club was the sole New Jersey casino proponent of the legislation.
Prior to serving in various gaming positions, Mr. Matejevich was a Vice President of High Yield Research for Merrill Lynch, where he managed the corporate bond research effort for the gaming and leisure sectors and marketed high yield and other debt transactions totaling $4.8 billion. Mr. Matejevich received a Bachelor of Science in Economics from The Wharton School and a Bachelor of Arts in International Relations from The College of Arts and Sciences at the University of Pennsylvania.
Our Board of Directors
Morris Bailey — Chairman
Over the past 10 years, Mr. Bailey has been a leader in turning around Atlantic City, as well as being among the first gaming executives to embrace online gaming and sports betting in the United States. In his efforts, Mr. Bailey partnered with two of the largest digital gaming companies in the world, PokerStars, part of the Stars Group, and DraftKings (Nasdaq: DKNG). In 2010, Mr. Bailey bought Resorts Atlantic City (“Resorts”) and initiated a comprehensive renovation which allowed for the property to be rebranded and repositioned. In 2012, Mr. Bailey signed an agreement with Mohegan Sun to manage the day-to-day operations of the casino. In addition to Mohegan Sun’s operational expertise and ability to reduce costs via economies of scale, Resorts gained access to their robust customer database. Soon thereafter, Mr. Bailey and his team focused on bringing online gaming to the property. In 2015, Resorts established a platform to engage in online gaming by partnering with PokerStars, now part of the $24 billion Flutter Entertainment, PLC (LSE: FLTR), to operate an online poker room in Atlantic City. In 2018, Resorts announced deals with DraftKings and SBTech to open a sportsbook on-property and online. For 2020 year-to-date, Resorts has performed in the top quartile in internet gross gaming revenue in New Jersey. Mr. Bailey’s efforts in New Jersey helped set the framework for expansion of online sports and gaming throughout the United States.
In addition to his gaming interests, Mr. Bailey has over 50 years of experience in all facets of real estate development, asset M&A, capital markets and operations and is the founder, Chief Executive Officer and Principal of JEMB Realty, a leading real estate development, investment and management organization. Mr. Bailey has notable investment experience within the energy, finance and telecommunications sectors through investments in the Astoria Energy Plant, Basis Investment Group and Xentris Wireless.
Tony Rodio — Director Nominee
Mr. Rodio has nearly four decades of experience in the gaming industry. Most recently, Mr. Rodio served as the Chief Executive Officer and director of Caesars Entertainment Corporation (“Caesars”) (Nasdaq: CZR), one of the world’s most diversified casino-entertainment providers and the most geographically diverse U.S. casino-entertainment company, from April 2019 until its acquisition by Eldorado Resorts, Inc. in July 2020. Mr. Rodio led Caesars through its $17.3 billion merger with Eldorado Resorts, one of the largest transactions in the gaming industry to date. Additionally, Mr. Rodio was instrumental to Caesars’ expansion into the digital gaming industry and oversaw the implementation of new digital segments such as its Scientific Games powered retail sportsbook solution that now operates in various states throughout the U.S. From October 2018 to May 2019, Mr. Rodio served as Chief Executive Officer of Affinity Gaming. Prior to Affinity Gaming, he served as President, Chief Executive Officer and a director of Tropicana Entertainment, Inc. (“Tropicana”) for over seven years, where he was responsible for the operation of eight casino properties in seven different jurisdictions. During his time at Tropicana, Mr. Rodio oversaw a period of unprecedented growth at the company, improving overall financial results with net revenue that increased more than 50% driven by both operational improvements and expansion across regional markets. Mr. Rodio led major capital projects, including the complete renovation of Tropicana Atlantic City and Tropicana’s move to land-based operations in Evansville, Indiana. Each of these initiatives, among others, generated substantial value for Tropicana. Ultimately, Mr. Rodio’s efforts at Tropicana led to its sale to Eldorado Resorts in 2018 for $1.85 billion. Prior to Tropicana, Mr. Rodio held a succession of executive positions in Atlantic City for casino brands, including Trump Marina Hotel Casino, Harrah’s Entertainment (predecessor to Caesars), the Atlantic City Hilton Casino Resort and Penn National Gaming. He has also served as a director of several professional and charitable organizations, including Atlantic City Alliance, United Way of Atlantic County, the Casino Associations of New Jersey and Indiana, AtlantiCare Charitable Foundation and the Lloyd D. Levenson Institute of Gaming Hospitality & Tourism. Mr. Rodio brings extensive knowledge of and experience in the gaming industry, operational expertise, and a demonstrated ability to effectively design and implement company strategy. Mr. Rodio received a Bachelor of Science from Rider University and a Master of Business Administration from Monmouth University.
Marlon Goldstein — Director Nominee
Mr. Goldstein is a licensed attorney with nearly 20 years of experience in the gaming space. He joined The Stars Group (Nasdaq: TSG)(TSX: TSGI) in January 2014 as its Executive Vice-President, Chief Legal Officer and Secretary until his retirement from the company in July 2020 following the merger of TSG with Flutter Entertainment, PLC (LSE: FLTR). Mr. Goldstein also previously served as the Executive Vice-President, Corporate Development and General Counsel of TSG. Mr. Goldstein was also the senior TSG executive based in the United States and was one of the primary architects of TSG’s strategic vision for its U.S.-facing business. During his tenure, TSG grew from an approximately $500 million market-cap company to an approximately $7 billion market-cap company through a combination of organic growth and strategic mergers and acquisitions. Mr. Goldstein participated in numerous M&A transactions and capital markets offerings at TSG, including several transformational transactions in the digital gaming industry. Notable transactions in which Mr. Goldstein was involved include:
• TSG/Flutter Merger: In 2019, TSG merged with Flutter for a $12.2 billion transaction value, the largest transaction in the digital gaming industry to date.
• TSG/Fox Bet Partnership: In 2019, TSG entered into a partnership with FOX Sports to create FOX Bet in the U.S., a leading U.S. online gaming business. Wall Street Research estimates an approximate $1.1 billion valuation for Fox Bet post-partnership with The Stars Group.
• TSG/Sky Betting & Gaming: In 2018, TSG acquired Sky Betting & Gaming, the largest mobile gambling operator in the United Kingdom at the time, for $4.7 billion.
• TSG/CrownBet and William Hill: In 2018, TSG simultaneously acquired CrownBet and William Hill, two Australian operators, for a total of $621 million in a multi-part transaction.
• TSG/PokerStars and Full Tilt Poker: In 2014, TSG acquired The Rational Group, which operated PokerStars and Full Tilt and was the world’s largest poker business, for $4.9 billion.
Through his ability to legally structure large and complex transactions, Mr. Goldstein was integral to TSG’s vision of becoming a full-service online gaming company. Additionally, he assisted in structuring TSG’s capital markets activity, which generated liquidity for acquisitions and strengthened its balance sheet.
Prior to joining TSG, Mr. Goldstein was a principal shareholder in the corporate and securities practice at the international law firm of Greenberg Traurig P.A., where he practiced for almost 13 years. Mr. Goldstein’s practice focused on corporate and securities matters, including mergers and acquisitions, securities offerings, and financing transactions. Additionally, Mr. Goldstein was the founder and co-chair of the firm’s Gaming Practice, a multi-disciplinary team of attorneys representing owners, operators and developers of gaming facilities, manufacturers and suppliers of gaming devices, investment banks and lenders in financing transactions, and Indian tribes in the development and financing of gaming facilities.
Mr. Goldstein brings experience and insight that we believe will be valuable to a potential initial business combination target business. Mr. Goldstein received a Bachelor of Business Administration with a concentration in accounting from Emory University and a Juris Doctorate with highest honors from the University of Florida, College of Law.
Sean Ryan — Director Nominee
Mr. Ryan is a digital media and technology operator with extensive global experience in online payments, e-commerce, marketplaces, mobile ad networks, digital games, enterprise collaboration platforms, blockchain, real money gaming and online music. Since 2014, Mr. Ryan has been serving as Vice President of Business Platform Partnerships at Facebook, Inc. (“Facebook”) (Nasdaq: FB), where he leads a more than 500 person global organization that manages the Payments, Commerce, Novi/Blockhain, Workplace and Audience Network businesses. Prior to his current role, Mr. Ryan was hired in 2011 as the Director of Games Partnerships to lead and grow the global Games business at Facebook. While the Director of Games Partnerships, Mr. Ryan focused on re-shaping Facebook’s games and monetization strategies to derive more value for Facebook, its users and its partners, including the addition of a Real Money Gaming offering in regulated markets. Mr. Ryan’s team helped accelerate a major trend in engagement through cross-platform games and therefore the opportunity to increase users through establishing games on multiple platforms. Prior to joining Facebook, Mr. Ryan created the new social and mobile games division at News Corp, an American multinational mass media corporation controlled by Rupert Murdoch. While at News Corp, Mr. Ryan led the acquisition of Making Fun, a San Francisco social-game start-up, that created News Corp’s games publishing division.
Before joining News Corp., Mr. Ryan founded multiple digital businesses such as Twofish, Meez, Open Wager and SingShot Media. Mr. Ryan co-founded Twofish in 2009, a virtual goods and services platform that provided developers with data analytics and insights for individual application’s digital economies. Twofish was later sold to online payments provider Live Gamer, where Mr. Ryan served on the board of directors. From 2005 to 2008, Mr. Ryan founded and led Meez.com, a social entertainment service combining avatars, web games and virtual worlds. The white label social casino gaming company Open Wager was spun out of Meez and was later sold to VGW Holdings, Mr. Ryan also co-founded SingShot Media, an online karaoke community, which was sold to Electronic Arts (Nasdaq: EA) and merged into its Sims division.
We believe Mr. Ryan’s experience will be valuable to a potential initial business combination target and would provide an expanded perspective on the digital gaming landscape. Mr. Ryan received a Bachelor of Arts from Columbia University and a Master of Business Administration from the University of California, Los Angeles.
Tom Roche — Director Nominee
Mr. Roche has more than 40 years of experience in the gaming industry as a regulator, advisor and independent auditor. Mr. Roche joined Ernst & Young (“EY”) as a partner in 2003 and opened its Las Vegas office. He was subsequently appointed as the Office Managing Partner and Global Gaming Industry Market Leader. In 2016, Mr. Roche relocated to the EY Hong Kong office to supervise the expansion of the EY Global Gaming Industry practice in the Asia Pacific region. Mr. Roche has been integral to numerous transactions that have shaped the current gaming landscape, including:
• Wynn Resorts (Nasdaq: WYNN) initial public offering: Mr. Roche was the lead partner on Wynn Resort’s initial public offering, which raised $450 million in 2002.
• Harrah’s Entertainment/Apollo Management Group & Texas Pacific Group: Mr. Roche headed the regulatory advisory services on the buyout of Harrah’s Entertainment, the world’s largest casino company at the time, for $17.1 billion.
• Dubai World/MGM Resorts: Mr. Roche headed the regulatory and due diligence advisory services to Dubai World in its approximately $5.1 billion investment in MGM. Dubai World bought 28.4 million MGM shares, or 9.5 percent of the casino operator, for $2.4 billion. It then invested $2.7 billion to acquire a 50% stake in MGM’s CityCenter Project, a $7.4 billion 76-acre Las Vegas development of hotels, condos and retail outlets.
• MGM Growth Properties (NYSE: MGP) initial public offering: Mr. Roche provided tax and structural transaction services to MGM Resorts in the creation of MGM Growth Properties, a publicly traded REIT engaged in the acquisition, ownership and leasing of large-scale destination entertainment and leisure resorts. MGM Growth Properties raised $1.05 billion in its 2016 initial public offering.
Mr. Roche also directed EY advisory services to boards and management teams for profit improvement and technology related initiatives. In addition, Mr. Roche provided advisory support to the American Gaming Association on several research projects, including those specifically related to sports betting, the revocation of The Professional and Amateur Sports Protection Act of 1992 (PASPA) and anti-money laundering best practices in the gaming industry. Equally, he has assisted government agencies in numerous international locations with enhancing their regulatory approach to governing the industry especially in the online gambling sector.
Prior to joining Ernst & Young, Mr. Roche served as Deloitte’s National Gaming Industry Leader and as the co-head of Andersen’s Gaming Industry Practice in Las Vegas. In 1989, Mr. Roche was appointed by then Governor of the State of Nevada, Robert Miller, to serve as one of three members of the Nevada State Gaming Control Board for a four-year term, where he was directly responsible for the Audit and New Games Lab Divisions. As a board member, he spent a substantial amount of time assisting global jurisdiction regulators enact gaming legislation in the design of their regulatory structure. During his career, Roche has been involved in numerous public and private offerings of equity and debt securities. His background includes providing casino regulatory consulting services to casino licensees and to federal and state agencies including the National Indian Gaming Commission and the Nevada State Gaming Control Board, and industry associations such as the Nevada Resort Association and the American Gaming Association.
We believe Mr. Roche’s highly regarded reputation as a gaming auditor and advisor in the gaming industry will be valuable for us and a potential business combination target. Mr. Roche is a member of the American Institute of Certified Public Accountants and is licensed by the Nevada State Board of Accountancy and Mississippi State Board of Public Accountancy. He received his Bachelor of Science degree in Accounting from the University of Southern California.
submitted by jorlev to SPACs [link] [comments]

[PS4] [31/32] Tryouts open for Top rated League by Daddyleagues with 1 opening. NOT a casual sim-league. Looking for applicants that are dedicated and competitive in sim-style madden. This league offers an in-depth take on madden beyond just playing games.

(Read all of this post before applying)
Application and tryout required to join. You must prove you’re not only able to play sim-style madden, but also are a good user and will be competitive against the many great players we have in our league.
**We are currently in the preseason of season 4. We have the 49ers available right now but spots fill up quick and we have room on our wait list.*
• Daddyleagues: http://www.daddyleagues.com/mgc
• league is run through discord. Fill out this League application and look for a friend request on discord shortly afterward to join our tryout process. https://forms.gle/VmwooTXwFAUVtoKS9
We have a lot of things in our league to help make this a really fun and interactive league for everyone. (Looking for mature users, 18+ years old)
Our league includes:
• Discord Server
• Daddyleagues
• Tue, Thur, Sun advances
• All-Madden / Simulation
• Economy system on Discord with casino games and betting to earn virtual money that can be used to purchase team upgrades in our discord store
• Content Points rewarded for creating immersive content for the league such as written articles, highlight videos, commentary, power rankings, etc.
• offseason coaching carousel: Hire coordinators, position coaches, advanced scouts, and NFL Legend personal trainers to help develop your roster.
• League news magazine that publishes weekly issues
• Power Rankings and coaching tiers with reward system
• AP All-Pro voted on by our members each season
• Detailed Sim-style rulebook (we have adopted playcall limits and play cooldowns introduced in the recent franchise update)
• Rule-committee and trade-committee to keep the league sim and fair
• our league Game of the Week betting system each week that includes Vegas-style spreads
• organized scheduling channels on discord to set up game times with your opponent
• original rosters when we started the league
• $50 amazon gift card for the Super Bowl winner each season
**We are currently in the preseason of season 4. We have the 49ers available right now but spots fill up quick and we always have room on our wait list*
• Daddyleagues: http://www.daddyleagues.com/mgc[Madden Grey Cup - Daddyleagues](http://www.daddyleagues.com/mgc)
• rulebook: https://docs.google.com/document/d/1uzWSsharTJp5kEMJxlfRt5SUDq82HHpQUYxozySuYug/edit?usp=sharing
• MUST have discord. Fill out this League application and look for a friend request on discord shortly afterward to join our tryout process. https://forms.gle/VmwooTXwFAUVtoKS9
submitted by arbuckleQB4 to Madden [link] [comments]

Need to get this off my chest...

Today I played through every ending... I usually don't play single player rpgs due to the lack of feeling from characters (obviously they are AI) This was the first that I've ever invested into. Usually I get in, rush the story skipping any dialog, cutting any corner. But this game the characters and the subtle change in them with minor decisions pulled me in.
My first play through I sped through just to see if it was my kind of game. Especially with all the hate surrounding performance, bugs, etc. These aren't a big deal for me in a single player game if I enjoy it. Needless to say I ended up loving it. So much so I stuck through every piece of dialog, all of the information, reading all of the shards, etc. But then the ending nation attacked, and V disappeared when they needed him most. 😔
The 'best' ending is obviously the happiest you can get. Even though you will die, at least you get to die with the people you care about. I say "will die" because after the Arisaka ending, its clear that not even the source of the problem can stop said problem. Further more not even a "God" withing the ultimate source of the problem (alt) can help you. Basically nobody with the know all both internally and externally can stop it. But at least you do get to die with the people you love, which is a big gripe with the other endings.
Every other ending where you fight and "succeed" you get out and live 6 months but you end up alone. Yes you can tie this to "well greedy choice = greedy outcome" When in all actuality the greedy thing is to bring them in to die if you don't necessarily have to. Both the solo ending and Rogue/Johnny ending have the same "good" outcome- Dying suddenly, alone, in space like a legend.😶 These endings would be AMAZING if you could
A) End up with the Panam and the nomads like the nomad ending
B) Pulled the Arisaka earth ending and just cut to black
Either would be better than emphasizing the fact that you end up dying alone, no decision you make swayed this. It simply is because.?
I have seen posts suggesting that the V you control is completely different from the V before and after the chip. Suggesting that the player is just the angel to Johnny's devil. Essentially Trivializing any decision you make.
Don't get me wrong this is a good explanation BUT it still feels rushed and misused. This type of thing is usually used in SIMS, where the player controls the world around the character. This works in SIMS because you are god basically, you set so they perform. RPGs to fully invest have to be more hands on, so the player can connect and feel what they do matters, and time is not/will not be wasted.
This is why the Casino ending is by far the worst. Went out with a unsatisfying death before you can even experience a mission in space, maybe even hitting the Arisakas lab. This ending closes your story for you. The others at least leave it up in the air.
The Arisaka ending may leave a bad taste but at least the future is left open for your imagination and DLC. I will say as far as saddest ending? Choosing to sign the contract and seeing how alone V was, it's a great way to end it if you want to go balls deep on "lol let's punish the player for choosing this ending." It played its part insanely well. BUT at the same time working with Arisaka is the only realistic solution, if they had help from Alt. 😉
Giving Johnny your body is surprisingly the 'best' ending (Only topped by the Nomad ending). You go out by a selfless act, you choose your friends life over yours. It's rewarding, and makes sense (unless you ask the Nomads for help). This ending is the best for the rogue ending and solo (because of the shit other option- V goes out a legend this way).
This is the perfect example of why I say its either lazy or rushed writing at this point. Duplicate endings, endings that could flourish with just a few extra scenes (Johnny showing nomads appreciation for saving him and V). The endings lack reason, consistency, and follow through. If you choose to give the body to V in the rogue ending why does he just step in to replace her, not even a scene like Johnnys where he goes to the graves. Again this ties back to it being implied that V isn't V until after the chips out. In that case why does he go from an exiled nomad that has at best only moved illegal cargo, a low level street thug, or a corporats assistant to a high ranking merc?
That is why my conclusion is that kermit slipnslide is the Canon ending. Thats what I felt like after playing every ending and seeing how much my choices mattered.
PepeLaugh I didn't have the vital information PepeLaugh
submitted by Clouddedd to cyberpunkgame [link] [comments]

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submitted by freespins1 to u/freespins1 [link] [comments]

Any mods that add casino stuff?

I'm trying to build the Monte Carlo Casino. I started the build last week and I'm finished with all the build mode stuff. I thought that it was a given for casino CC for Sims 4 but apparently not...
Does anyone know about any CC that add slot machines and roulette tables to the game?
submitted by skrubbsvamp to Sims4 [link] [comments]

Share your casino

Share your casino
I couldn't find a place ti share the casino I made in SimCasino outside of making a YouTube video, since I really dont want to do that, here is the Casino I built in this game, it cost about $10m but Ive made some of that back.

Grand Casino Entry
1st Floor Casino Entry
1st Floor Casino, and Business Center
2nd Floor Casino Entry
2nd Floor Casino
Grand Theatre + Box Office Lobby
3rd floor Hotel+2nd Floor Grand Theatre
5th Floor Casino Extension
Top Floor Hotel
submitted by jared_allister to SimCasino [link] [comments]

[PS4] NEML is looking for a few sim owners

We are New Era Madden League, we started in M20 and are continuing our success into M21. We currently have Vikings, Titans, Giants, Browns, Jags, Steelers, Raiders, Chargers, Texans open. We need you to be active in chat and sim on the sticks, our rule book is a basic sim rule book, but not too lengthy.
We use Discord for chatting and scheduling. We have contests like a game of the week and play of the month. We are running on 100 XP, auto-gen draft classes mixed in with user created classes, the occasional dev giveaway with the contests mentioned above, and we advance every 48 hours. We use unbelievabot and have an upgrade store and casino.
We use MyMadden for bot integration in chat and for trades, stats, etc
Drop a message here if you're interested in one of these teams, I'll DM you a link to the discord server.
Use the website to search the teams and rosters. We will help you with cap and moving abilities around different players to suit your needs.
Our website:
https://mymadden.com/lg/nml
Rules:
https://docs.google.com/document/d/1YhQb_hhRQV8umLq57VAZ-vfpEjCVBqIihkvm_CHtXo0/edit?usp=sharing
Discord server: https://discord.gg/zhzy6cuY
submitted by decentAtMadden to Madden [link] [comments]

casino sim game video

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Running My Own CASINO! - SimCasino - Tycoon Management ...

In the second installment of the series you are entering the creation of Mr. Donald Trump - not only to play the casino games, but also to explore this "casi... SimCasino is a tycoon business management type game, where you construct and run your own casino! Get the game here: https://store.steampowered.com/app/11584... Introduction and gameplay for Casino Inc, PC game produced by Konami in 2002 - http://www.squakenet.com/download/casino-inc/9270/Casino Inc. is a management ... This time we are firing up the slot machines, breaking out the bingo, heating up the hotel and letting the shrimp rot in the buffet as we play 40 mins of the... Sim Casino continues and we add sports betting to our lineup. With the Sports Book researched, we can charge people to watch other people playing games. Seem... SimCasino is a tycoon business management type game, where you construct and run your own casino! Get the game here: https://store.steampowered.com/app/11584...

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