The Best Binary Options Trading Demo Accounts 2020 • Benzinga
The Best Binary Options Trading Demo Accounts 2020 • Benzinga
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A step-by-step guide to the easiest Nadex Binary Options Trading Strategy. Learn how 2master Binary Options thru Big Ben
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This Binary Options Course comes with a 30 day money back guarantee. This Binary Options Course is not a get rich scheme but a Process that acts like a candle light in a dark Cave. Learn How to Complete the Nadex Binary Options Trade before Expiry. Learn how to take your binary options to the next level with my step-by-step strategy in Binary Options. This Binary Options Trading Course comes with guarantee that you can always apply for 100% Refund within 30 days. Learn how to trade with ease through Big ben Strategy based on binary options. Disclaimer Note: This Binary Options Trading course is for educational and informational purposes only. Not recommending of any particular investments such as a particular stock or mutual fund. Who this course is for:
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Built a hosting platform over 16 years, giving away free lifetime licenses
Site Admin demo • Source 16 years ago I stumbled into hosting with Ensim WEBppliance, which was a clusterfuck of a control panel necessitating a bunch of bugfixes. Those bugfixes spawned a control panel, apnscp, that I've continued to develop to this day. v3 is the first public release of apnscp and to celebrate I'm giving away 200 free lifetime licenses on webdev each good for 1 server. Visit apnscp.com/activate/webdev-license-lt to get started customizing the installer. Database + PHP are vendor agnostic. apnscp supports any-version Node/Ruby/Python/Go. I'm interested in feedback, if not bugs then certainly ideas for improvement. This has gone through several stages of polish, please do your best to break it! apnscp ships with integrated Route 53/CF DNS support in addition to Linode, DO, and Vultr. Additional providers are easy to create. apnscp includes 1-click install/updates for Wordpress, Drupal, Laravel, Ghost, Discourse, and Magento. Enabling Passenger, provided you have at least 2 GB memory, opens the door to use any-version Ruby, Node, and Python on your server.
2 GB RAM
20 GB disk
xfs or ext4 filesystem
Containers not supported (OpenVZ, Virtuozzo)
100% self-hosted, no third-party agents required
1-click installs/automatic updates for Wordpress, Drupal, Ghost, Discourse, Laravel, Magento
Let's Encrypt issuance, automatic renewals
Resource enforcement via cgroups
Read-only roles for PHP
Integrated DNS for AWS, CF, Digital Ocean, Linode, and Vultr
Multi-tenancy, each account exists in a synthetic root
apnscp won't fix all of your woes; you still need to be smart about whom you host and what you host, but it is a step in the right direction. apnscp is not a replacement for a qualified system administrator. It is however a much better alternative to emerging panels in this market.
Use apnscp Customizer to configure your server as you'd like. See INSTALL.md for installation + usage. Monitoring installation apnscp will provision your server and this takes around 45 minutes to 2 hours to complete the first time. You can monitor installation real-time from the terminal: tail -f /root/apnscp-bootstrapper.log Post Install If you entered an email address while customizing (apnscp_admin_email) and the server isn't in a RBL, then you will receive an email with your login information. If you don't get an email after 2 hours, log into the server and check the status: tail -n30 /root/apnscp-bootstrapper.log The last line should be similar to: 2019-01-30 18:39:02,923 p=3534 u=root | localhost : ok=3116 changed=1051 unreachable=0 failed=0 If failed=0, everything is set! You can reset the password and refer back to the login information to access the panel or reset your credentials. Post-install will welcome you with a list of helpful commands to get started as well. You may want to change -n30 to -n50! If failed=n where n > 0, send me a PM, email ([email protected]), get in touch on the forums, or Discord.
Shoot me a PM if you have a question or hop on Discord chat. Either way feedback makes this process tick. Enjoy!
Is a system hostname necessary? No. It can be set at a later date with cpcmd config_set net.hostname new.host.name. A valid hostname is necessary for mail to reliably relay and valid SSL issuance. apnscp can operate without either.
Do you support Ubuntu? No. This is a highly specialized platform. Red Hat has a proven track record of honoring its 10 year OS lifecycles, which from experience businesses like to move every 5-7 years. Moreover certain facilities like tuned, used to dynamically optimize your server, are unique to Red Hat and its derivatives. As an aside, apnscp also provides a migration facility for seamless zero downtime migrations.
How do I update the panel? It will update automatically unless disabled. cpcmd config_set apnscp.update-policy major will set the panel to update up to major version changes. cpcmd config_set system.update-policy default will set the OS to update packages as they're delivered. These are the default panel settings. Supported Web Apps will update within 24 hours of a major version release and every Wednesday/Sunday for asset updates (themes/plugins). An email is sent to the contact assigned for each site (siteinfo,email service variable). If your update policy is set to "false" in apnscp-vars.yml, then you can manually update the panel by running upcp and OS via yum update -y. If you've opted out of 1-click updates, then caveat emptor.
Mail won't submit from the server on 25/587 via TCP. This is by design. Use sendmail to inject into the mail queue via binary or authenticate with a user account to ensure ESMTPA is used. Before disabling, and as one victimized by StealRat, I'd urge caution. Sockets are opaque: it's impossible to discern the UID or PID on the other end. To disable: cpcmd config_set apnscp.bootstrapper postfix_relay_mynetworks true upcp -sb mail/configure-postfix config_set manages configuration scopes. Scopes are discussed externally. upcp is a wrapper to update the panel, reset the panel (--reset), run integrity checks (-b) with optional tags. -s skips migrations that are otherwise compulsory if present during a panel update; you wouldn't want an incomplete platform!
My connection is firewalled and I can't send mail directly! apnscp provides simple smart host support via configuration scope.
How do I uninstall MySQL or PostgreSQL? Removing either would render the platform inoperable. Do not do this. PostgreSQL handles mail, long-term statistics, and backup account metadata journaling. MySQL for everything else, including panel data.
Oof. apnscp is taking up 1.5 GB of memory! There are two important tunables, has_low_memory and clamav_enabled. has_low_memory is a macro that disables several components including:
Switches multi-threaded job daemon Horizon to singular "queue"
clamav_enabled disables ClamAV as well as upload scrubbing and virus checks via Web > Web Apps. This is more of a final line of defense. So long as you are the only custodian of sites on your server, it's safe to disable.
Licenses are tied to the server but may be transferred to a new server. Once transferred from the server apnscp will become deactivated on the server, which means your sites will continue to operate but apnscp can no longer help you manage your server, as well as deploy automatic updates. A copy of the license can be made either by copying /uslocal/apnscp/config/license.pem or License > Download License in the top-right corner. Likewise to install the license on a new machine just replace config/license.pem with your original copy.
Does Olymp Trade is best app for Binary or Forex trading?
First of all, I think it is important to clarify that Olymp Trade is NOT a binary options platform! It is a Digital Options platform, there is a bit difference between the types of tradings. Also, Olymp Trade has a forex platform-app, so, in total, 2 platforms-apps for trading. I have been trading with them for more than one year and a half, and I really like the apps! It is very easy to use and understand the tools and the graph. So, my answer is, Olymp Trade is the best company for trading Digital Options an Forex! I can assure that, considering that since I started, I am making a really good profit. Besides having a great app, they also offer many training materials and webinars for beginners, as well as for experienced traders. Another positive point about the platforms, is that both have free demo accounts, in which you can make trainings of your trading strategies. UpForex Presenting US100 NO Deposit Bonus available for the fresh clients that register for the promotion till it is valid. Take the opportunity to test Live Forex Trading as well as the UpForex Broker. Apply now and trade with the 100 Welcome Bonus to start to explore the trading services now!
Enhanced peers management with inbound connections eviction, group and a new peer store.
Revised and refactored the syscalls for future scripts development.
More demos: partial signature, non-interactive transfer, fixed cap UDT.
Initiated Swift and Java SDK.
Changes in RFCs
The RFC (Request for Comments) process is intended to provide an open and community driven path for new protocols, improvements and best practices. One month later after open source, we have 11 RFCs in draft or proposal status. We haven't finalized them yet, discussions and comments are welcome.
RFC0002 provides an overview of the Nervos Common Knowledge Base (CKB), the core component of the Nervos Network, a decentralized application platform with a layered architecture. The CKB is the layer 1 of Nervos, and serves as a general purpose common knowledge base that provides data, asset, and identity services.
RFC0003 introduces the VM for scripting on CKB the layer 1 chain. VM layer in CKB is used to perform a series of validation rules to determine if transaction is valid given transaction's inputs and outputs. CKB uses RISC-V ISA to implement VM layer. CKB relies on dynamic linking and syscalls to provide additional capabilities required by the blockchain, such as reading external cells or other crypto computations. Any compilers with RV64I support, such as riscv-gcc, riscv-llvm or Rust can be used to generate CKB compatible scripts.
RFC0004 is the protocol how CKB nodes synchronize blocks via the P2P network. Block synchronization must be performed in stages with Bitcoin Headers First style. Block is downloaded in parts in each stage and is validated using the obtained parts.
RFC0006 proposes Complete Binary Merkle Tree(CBMT) to generate Merkle Root and Merkle Proof for a static list of items in CKB. Currently, CBMT is used to calculate Transactions Root. Basically, CBMT is a complete binary tree, in which every level, except possibly the last, is completely filled, and all nodes are as far left as possible. And it is also a full binary tree, in which every node other than the leaves has two children. Compare with other Merkle trees, the hash computation of CBMT is minimal, as well as the proof size.
RFC0007 describes the scoring system of CKB P2P Networking layer and several networking security strategies based on it.
RFC0009 describes syscalls specification, and all the RISC-V VM syscalls implemented in CKB so far.
RFC0010 defines the consensus rule “cellbase maturity period”. For each input, if the referenced output transaction is cellbase, it must have at least CELLBASE_MATURITYconfirmations; else reject this transaction.
RFC0011, transaction filter protocol, allows peers to reduce the amount of transaction data they send. Peer which wants to retrieve transactions of interest, has the option of setting filters on each connection. A filter is defined as a Bloom filter on data derived from transactions.
CKB has released v0.2.0 and v0.3.0 in this month. Rust 2018. We have upgraded all the major repositories to Rust 1.31.0 and 2018 edition. After the Rust upgrade, we can switch to numext, which is a high-performance big number library relying on some new features in 1.31.0. CKB is dockerized. It has never been easier to run a CKB node:
docker run -ti nervos/ckb:latest run
The node started via
no longer produces new blocks. This feature is now in a new process which is launched by
(#52). The new process gets block template from a node and submits new block with resolved PoW puzzle via node's RPC. The RPC interface for miners is temporary, and we are working on an RFC proposal for this. After this change, we also modularized RPCs (#118). Now each RPC module can be disabled via config file. Another feature we are actively developing is peers management. This month, we have implemented network group and inbound peer eviction which described in RFC0007. We also delivered a new version of
which allow us to support security strategies defined in RFC0007 in the future. Annoyed by the problems of existing P2P libraries, we started to work on a brand new P2P protocol from the ground up. It is still in an early stage and is a minimal implementation for a multiplexed p2p network based on
that supports mounting custom protocols. We already implemented 3 core components yamux/secio/service. yamux and secio are mainly refer to their corresponding golang implementations, API are clear and easy to use. Those 3 core components are all use channel based lock-free design with good code readability and maintainability. We are adding up more custom protocols layers, and is going to integrate the discovery protocol soon as described in RFC0012. We have refactored the rust utility library to mock time for debug and test (#111). It is now available as a separate crate. There are some other features we are still working on, such as implementation of RFC0006 and RFC0011, and the RFC about serialization format CFB. We are going to release them in next month.
Changes in VM
All the CKB related syscalls used in the VM have been revisited and refactored to be more future proof.
CKB VM used in CKB has upgraded to the latest revision with the following notable changes:
With experience learned from real contracts, the maximum memory in CKB VM has been reduced from 128MB to 16MB
Multi-Level Marketing, as we all know is flourishing and coming out to be the most promising business sector. So, to support your Multi-Level Marketing business endeavors, you must incorporate the best Multi Level Marketing software of 2018. To clear up the air, MLM business software manages the sales, commissions and all the intermediatory salesperson. On top of this, it may also lend a helping hand with lead generation, inventory management, and other complex tasks. Surely you can always follow the old-school tactics but why not ease up your MLM business management process. Now comes the bigger question - what qualifies as the best Multi Level Marketing software and where can you find it. For starters, a basic MLM business software must allow you to -
There are tons of MLM business software available in the market but this blog will only talk about the best Multi-Level business software i.e. FinoForce. Why FinoForce is the best MLM software? The answer has been derived after a lot of research and comparison. FinoForce MLM Software is considered the best because it offers the best MLM business services and features. Not only does FinoForce caters to the above-mentioned basic MLM business software needs but it also packs some high-tech features. Let’s dive in for more details - 1. Compatible With Multiple MLM Plans One of the basic necessity of the MLM software is to allow its users to implement different types of MLM business strategies. FinoForce allows you to do exactly the same as it offers plans like Binary, Matrix, Unilevel, Monoline, Investment, Generation and a lot more than this. 2. Seamless Sales & Commission Management The super easy to use software also allows you to very easily monitor and manage your sales and the commissions that owe to your salesperson. Also, being the admin, you can view a detailed report of income and expenses. 3. eCommerce Integration The FinoForce software can also be regarded as the best eCommerce MLM business software. The software, when used with the eCommerce module can grow your business at a tremendous rate. 4. Secure Transactions Talking about the security of transactions in your FinoForce account, you should be relieved to know that the software is backed up by PayPal and Stripe. Furthermore, FinoForce also has the compatibility towards the blockchain mechanism and multi-currency support. 5. Efficient Team Module FinoForce has been developed to also manage the team internally within the software. The in-built chatting system and SMS alerts prove to be very helpful in keeping the team in the loop about everything. Lastly, like every other MLM business software, FinoForce also allows its users to withdraw their earned money/commission via the inbuilt Withdraw option. What’s Next? While these are the prime features of FinoForce, the rest of the extensive features are waiting to be explored by you. We are almost certain that if you are reading this article then you must be hunting for the best Multi-Level Marketing business software of 2018. So, we encourage you to try the free demo of FinoForce and incorporate it into your business. And, if you still wish to consider your other options then here is the list to some other MLM business software -
Guidelines on how to create well-designed, mechanically sound, and balanced weapons.
NOTE: The following is a set of guidelines made to assist in the better creation of balanced weapons. The keyword being guideline. These are not rules, they are merely suggestions, if not pretty damn good ones. Making and balancing weapons for Team Arena Shooter games like Team Fortress 2 is not an easy job. Every aspect of the game affects every other aspect, one class will change another class plays, while some weapons will affect what another weapon is like. The viability and utility of different portions of the game will, regardless of intent, alter how other (sometimes entirely unrelated) sections of the game are played. With this in mind, this guide has been created to help highlight some key design points of the game. From the knowledge explained hereon, your ability to create and balance weapons in Team Fortress 2 and other games will be augmented. This list will be split into different sections focusing on different portions of the game. The main three sections will be of most importance, while any latter ones will primarily be recommendations. The three primary aspects that are focused are design, mechanics, and balancing. Regardless of what you may perceive, the most important aspect of weapon creation is the design of the weapon. What purpose your weapon serves and how it will achieve that from the get go will determine how it is built. The mechanics of the game are what you will have to chose to dictate how the weapon functions and plays out. While balancing is arguably the least important aspect, it is regardless the one that will determine how well your product will come to fruition. You can not after all, build a castle on top of quicksand; So, as a rule of thumb, do not focus on the balance of the weapon from the start, focus on the design of the weapon, and how you are going to put the weapon in place. DESIGN Effective roles Regardless of what class you are making a weapon for, one thing will hold true: The stock weapons are the generalist weapons. They are meant to be able to function in every scenario as well as the other. Stock weapons follow the simple role that they are meant to kill, there is not a single stock weapon in game that is not built to kill (or in the case of the EngineeSpy PDA and the Medigun- to allow to kill). Thus, any weapon you create has to be a specialist weapon of some sort. Your weapon must be built to complete a role more effectively than the stock weapon, while doing another role less effectively than stock. Certain weapons may even be built to function an entire different role set than the stock (such as with the iconic Dead Ringer, Gunslinger, and Chargin’ Targe). Yet even with the aspect of having a different role as a whole, those weapons must still be, relative to stock, specialist weapons. Conflicting roles There have been many cases within Team Fortress 2 that have displayed a failure in the design of weapons to have fully independent roles. Sometimes this is due to the stock weapons themselves not fulfilling a role properly (such as with most classes default melee weapons), but many times this can be because the unlock weapon simply does everything better than the stock weapon. One of the prime examples of this issue is the Degreaser before the Tough Break update, the role it served was simply doing everything that stock did, but better. Another example is the Diamondback, a weapon that effective does the same role as the stock revolver- but better. When creating a weapon, find a role that has not been filled by another weapon. Try to stray away from creating weapons that fulfil the same role as another weapon. Lack of a role In the same vein of having conflicting roles, some weapons do not appear to have any distinct role in their design at all. Weapons that fall within this category tend to either be absolutely useless, or the de facto default. The Sun on a Stick and Sharpened Volcano Fragment come forth as prime examples of the first. Both those weapons lack any discernible features that would make them worthwhile compared to the other available weapons, which in turn, means they are rarely used. The Pain Train display the latter end of the scale, where in a coordinated environment Soldiers and Demomen alike will use the Pain Train as a default if they do not wish to use other options, as it does not affect the playstyle of the player as a whole. Weapons should be designed so that they follow distinct roles that can easily be discerned from others. If done properly, this ensures that all weapons see common usage. Overtly specific roles While lacking an individual function can be the killing factor of a weapon, so too can be having far too individual of a role. While the addition of being able to swap out weapons in the battlefield has alleviated the issue with having to respawn to change your current weapon set, this has still remained a prominent issue. Players most often pick whatever weapon will allow them to accomplish a goal, while also being able to do other things afterwards. Rarely do players pick weapons that will be of no use to them later on. Hence why stock weapons are among the most popular weapons overall, even if relative to other available options they may be cheaper. Take the Liberty Launcher as a weapon overall- Due to it’s low damage output per rocket, it functions mainly as an anti-light class rocket launcher, paired up with the high rocket speed it functions greatly against Scouts; Yet poorly against most other classes. Which has caused it to remain the lesser used of Soldier’s Rocket Launchers. Although weapons must be specialists to be balanced relative to stock, try to keep them functioning at a level where they can still be useful overall. Effective range An often neglected aspect of weapon balancing is the weapon’s effective range. Some weapons are better suited for close range combat, others for combat at range. Some classes are even built entire to be functional with a specific effective range. The class that a weapon is built for highly dictates at what range their weapons should be effective. For comparison, a Pyro’s flamethrower is always a close range weapon, Shotguns are more of a mid range weapons, yet weapons such as the Scorch Shot are more effective at range. Classes should be built to have some ability at both close and long range, but they should be focused mainly for close/mid range combat. The reason for this being that the majority of TF2 is not built for long range combat. Take the Loch and Load as a weapon for example. The issue with it in game has never been it’s damage, or it’s clip size. The fault was always that it could hit further away faster than the Grenade Launcher. The Sniper class comes as another example, where he is currently one of the more game breaking classes because of how effective he is at range relative to other classes. Yet in that same vein, you do not want your weapons to be built for close range combat that is too short. Pyro’s flamethrowers constantly have this issue, where the range of the weapon is so small that Pyros fails to function the majority of the time simply due to the range advantage other classes have over the Flamethrower. Try to keep weapons built around mid range combat. Mobility is health And vice-versa. The higher mobility a class has, the more effective health the class has. Mobility based weapons can highly influence the game’s damage balancing. A class that has higher mobility can effectively dodge damage, or put themselves in situations where they are less affected by damage. A Scout’s double jump allows them to evade projectiles, while a Soldier’s rocket jumps allow them to stay at heights or positions where they are less likely to get shot at in the first place. In this sense you can see, the higher mobility, the more effective health the class has. In the opposite grain, a Heavy may have the highest health pool, but he remains one of the easier classes to kill when by themselves as they cannot dodge damage; Thus, the Heavy’s effective health is lower than his actual health. If a weapon changes the mobility of a class, be mindful of how much it affects how much the damage can be evaded. And if a weapon affects the health of the class, be mindful of how this might affect the mobility. Area of denial Another name for this concept is attrition- The control of territory. Four classes in Team Fortress 2 are built around this, Sniper, Heavy, Demoman and Engineer. Each class functions and executes its mean of territorial control. Sniper and Demoman both run of the aspect of instantly killing the enemy that comes into their territory. While Engineer (more so the sentry) and Heavy both function as roadblocks of sort, where any enemy coming into their effective range take damage over time until they are dead. In a brutally honest sense- Area of Denial is not fun in the basest sense. Players do not like having their routes of access closed, and players do not like being attacked by enemies in their own territory. Even so the line of attrition must exist, the territory controlled by each party must exist. In that sense it is a necessary evil. A sniper carries the advantage of having an infinite distance to both defend and assault from. While a Demo can hold multiple points from the opponents either in the form of traps or attacks. The only thing that balances out the aspect of area of denial is that the effort required by the party to assault the enemy territory must be met with an equal effort from the defending party to hold the ground. This is why classes such as Demoman and Heavy are seen as balanced for both defense and offense, while classes such as Engineer (which do not themselves have to attack the enemy) are seen as extremely unfun- As the Engineer’s sentry does not take as much effort to build as it takes the enemy to outgun it. When designing any area of denial weapon, make sure the user with the weapon has to put in as much work as the player that must attack the area being denied. Primary weapons define the playstyle The primary weapon of a class might not be the first weapon slot of a class. Yet even so, every class has some weapon slot where the weapons define entirely how the class will play out. This can range from how the class deals damage to how the class gets around the map, or even how the class goes about building (in the case of the Engineer). Take Spy for example. Many players would say that Spy’s primary weapon is his knives, but it is not the case. While the Spy may be iconicized by his knifes, it is the Spy’s watches that define how he will play throughout the match. Thus, the watch slot is the Spy’s primary weapon. When designing primary weapons, try to focus on building a weapon that fulfils a playstyle. Secondary weapons reinforcer the playstyle Similarly to the primary weapons, secondary weapons might not exactly be on the second slot. The purpose of the secondary weapons is to directly augment or reinforce the playstyle of the primary weapon. For example, the Engineer’s Shotgun weapons. They do not dictate how the engineer will play as much as the wrenches do, but they do reinforce how the wrenches will play. Whether it be aggressively or passively is up to the player, but certain weapons fit certain roles better. When creating secondary weapons, try to find a role of a primary weapon, and consider how your secondary weapon will affect the playstyle as a whole. Tertiary weapons provide utility For most classes the tertiary weapons are the melee weapons. Tertiary weapons provide neither the direct playstyle, nor the bigger influence to the playstyle. They are primarily spare utility that exists if needed. For the most part, weapons that provide mobility or survivability are used, though there are obvious exceptions. Consider the Medic melee weapons for example, they all function relatively equal for most loadouts, same applies for the Soldier melees. When designing a tertiary weapon, strive to create an extremely generalist weapon that can function overall for most set ups. Note: Not every class has only one primary/secondary/tertiary weapon The designation of primary/secondary/tertiary weapon is mainly to designate the relation between usage and design. Some classes may have different combinations of these weapons. Spy for example, could be argued to have one secondary slot and two primary slots (Invis. Watches and Knives), considering how both the knife and watches can change the playstyle of the class. Medic could also be argued to only have one primary weapon and two tertiary weapons, as only the Medigun effectively changes how the Medic is played. How each class is designed in this regard is entirely subjective. But it is worth noting this oddity, as it may influence how you design your weapons and how your experience influences the level to which your weapons are created. MECHANICS Team Fortress 2 has, of course, a wide and diverse range of mechanics that dictate how the gameplay flows and forms. To this, it is important to be aware of certain aspects and limitations that might alter how your weapon functions. Certain mechanics are far more prominent and noticeable than others, while others may be less prominent and just as important. Some mechanics may even be so common that players no longer see them as mechanics as much as just a standard part of the game. Burst healing As the name implies, burst healing is any form of sudden healing. Most often, it takes a short amount of time, and grants a high amount of health. Burst healing is extremely important in both static and dynamic matters. For the most common static iteration, think of health packs. They provide a direct advantage to holding certain parts of certain maps. While in the dynamic sense, think of burst healing weapons, the Black Box or the Crusader’s Crossbow. Burst healing tilts fights towards whoever owns the health pack or the healing weapon, as it directly affects the time to kill tables of the game. In this regard, any weapon that heals a high amount must do so slowly (as with the Crusader’s Crossbow), while any weapon that can heal quickly should do so minimally (such as with the Black Box or Pretty Boy’s Pocket Pistol relative low health per hit). This also applies to map creators- Put smaller health packs in areas near combat, and keep the larger health packs further away from fighting (so that they are used more for recovery). Be extremely careful when having weapons that can heal in combat. Team Fortress 2 has extremely specific damage over time, or hits to kill, for balancing weapons. In some cases, even a measly 5 health can change how much a class can survive (and that is not just a measly example, five health is the difference of whether or not a Soldier can survive two or three Demoman pills). Passive healing On the other side of healing is the passive healing (otherwise called ‘health over time’ for you RTS players). This is healing granted over time in a steady pace. Such as the healing from a dispenser and medigun beam, or the healing provided by the Concheror and Cozy Camper. Healing over time is especially dangerous to deal with, as it most often works throughout combat, making the player with the healing have a greater advantage as the battle goes on. Because of this, you want the healing to have a low baseline in combat, and gradually increasing as the user is out of combat. The Concheror showcases this aspect rather well, out of combat, your healing ramps up to +4 health healed per second, while in combat it lowers to only +1 health per second. The issue with having a single rate of healing while in combat is that it is extremely difficult (if not nigh impossible) to properly balance for it. For example, consider the Concheror before it’s healing was changed; Healing only +2 health per second was not really worthwhile, but healing +3 health per second influences the flow of combat too much. If a weapon heals passively over time, try to keep the lower health barrier as less influential for combat, yet keep the higher end of the healing high enough to be worthwhile as a recovery while the user is out of combat. Types of damage fall-off As discussed earlier, certain weapons are more effective at range than others. This is partly in due to how damage fall-off functions. Overall, there are four different types of falloff, each is associated with a different sort of attack style so much that it might as well be part of that attack. But this will be focusing on the calculations of that fall-off.
Most weapons run off of a linear damage fall-off system. Where damage is based on how far away the enemy is. For the majority of weapons, this runs by the standard Hammer Unit (distance units) calculation, “if the enemy is fully hit at this distance the weapon will deal this damage”. Shotguns, Pistols, miniguns, and most bullet based weapons work off of this system of linear damage-to-distance. And most of them tend to lose 50% of their damage at the maximum range of 1024 Hammer Units.
Particle based weapons run off of a particle lifetime calculation. This means that the longer the ‘particle’ (thing that hits) exists, the lower its damage is. Flamethrowers, the Righteous Bison, and the Pomson run off of this system. There is no damage ramp up for any of these weapons, they always start at 100% damage, and lose damage as they go along. If you want a weapon to simulate having damage ramp up if uses particles as it’s method of dealing damage, you will have to give the weapon a higher base damage, and a lower higher damage falloff.
Source distance calculation. This is primarily a feature of Soldier. The damage of Soldier’s rocket launchers are based on how far the soldier is from the enemy at the moment of impact. In effect, this means that the location the Soldier fired the rocket from is not as important as where the soldier is when the rocket hits. Aside from this, the calculations are the same as the linear damage fall-off calculations.
Lack of damage fall-off. While not damage fall-off inherently, it is worth nothing. A limited list of weapons in Team Fortress 2 lack damage fall-off. Demoman Grenade Launchers and Sniper Rifles are prime examples. No matter how far away from the enemy you are, or how close they are to you, you will always do a flat number of damage. This is actually a defining feature of Sentry Guns (and other Engineer buildings). Sentry Guns do not have damage fall-off over range, the damage it deals point blank is the same it deals at range, but Sentry Guns are also not affected by damage fall-off, a rocket shot from across the map will deal the same damage as one shot point blank to a sentry. Keep this in mind when balancing the effective range of Grenade Launchers (specifically think of how unfair the Loch and Load feels), and the health of Engineer buildings.
Damage ramp-up The inverse of the above. For most weapons in the game, damage is increased linearly for enemies closer than 512 Hammer Units. In effect, this means that the closer you are to the enemy, the more damage your gun will deal. This encourages close range combat, and allows for various weapons to be more effective than others at mid range combat. For example, the Rocket Launcher deals 90 base damage that ramps up to 125% for a maximum of 112 damage point blank, while the Scattergun has 60 base damage (lower than the Rocket Launcher) at mid range which ramps up to 175% for a maximum of 105 damage. This means the Rocket Launcher is more effective at mid range, while a Scattergun deals more damage at close range. Be careful of how much damage your weapons ramp up by, as it severely affects how viable they are. Take the Shortstop (Scout primary weapon) for example, it is nearly one of the most powerful Scout primaries in the game, but since it’s damage only ramps up to 150% (instead of the standard 175% of all other Scout primaries) it remains the weakest Scout primary weapon. If you want your weapon to be a mid range weapon, try to keep the base damage high while the damage ramp up is lower, and vice versa if you want a close range weapon. Hitboxes and collision hulls As a lead to the next point, you should be aware that there are two types of ways to register hits. One is based off of the hitboxes of the class, and the other the collision hull of the player. Every class has a different hitbox. A hitbox is a sort of crude set of invisible boxes that exist over the body parts of the player used for mostly hitscan hit detection. Hence the name, HITbox. A collision hull is pretty different, if not similar. A single big box exists around every player that is used to calculate how the player collides with the world geometry (hence the name, COLLISION hull). The collision hull is a static rectangular prism that does not change orientation or direction at all, no matter which way you turn, it is still pointing in the same direction. This collision hull is also used to register hits with projectiles (rocket launchers, pills, etc.), particles (flamethrower fire), and oddly enough, melee hits. “Why not use the hitboxes for melee weapons?” you might ask, considering melee weapons use hitscan to calculate hits. Simply put- It hugely lowers the number of facestabs that happen. Currently, facestabs exist due to lag difference between clients- What one player sees is not what the other player sees. The game used to use hitboxes for melee weapons, but that was found to be extremely buggy with Spy’s knives. The downside of this is of course, that melee ranges are extremely messy. Hitscan vs. Projectile vs. Particle hit registration Every weapon in the game can be categorized to deal damage in one of these three ways. Your bullet weapons all use a hitscan system to function. Hitscan is the creation of an infinitely long line that is used to calculate whether or not a shot ‘hits’. The hit being wherever the line collides with an enemy’s hitboxes. Hitscan shots are lag compensated, meaning that a shot on your end will always register as a shot server side. You do not have to compensate for your connection. For the most part, projectiles and particles are very similar. The main difference between the two being the size of the entity that is used for collision. Projectiles have relatively small collision boxes, while particles tend to have noticeably larger collision boxes (save for the Flamethrower, which has projectile-sized collision boxes, while having particle-based damage calculation). This is done to compensate for the following problem: Projectiles and particles, as mentioned earlier, use collision hulls for hit registration. Neither projectiles or particles are lag compensated by the source engine. When you shoot, the data of you shooting is sent to the server, and whenever it registers that you have shot, it creates the projectile/particle on the server side. If your interp settings are at the default (casual reminder to please change them), or you have a bad ping with the server, you will often notice your shots coming out noticeably after you have clicked the button. With projectiles and particles, you have to compensate for your connection. Some games such as Overwatch and CS:GO have lag compensated projectiles, but for the most part, older Source game such as Team Fortress 2 do not lag compensate them. This also applies to collision hulls, which is why melee weapons sometimes seemingly seem to be unable to hit. Due to all the complex issues with projectiles and particles, you need to be extremely careful when dealing with the travelling speed of either. A shot that travels too slow will be less likely to hit, while a shot that travels too fast may be extremely difficult to compensate for (look at the pre-nerf Loose Cannon speed for example). Stun and slow To the blunt- Do not ever build weapons around either slowing down the enemy or stunning them. Team Fortress 2 is a deathmatch arena shooter game. Slowing mechanics are more apt for the tactical shooter genre game such as Counter Strike, where aim is not the focus as much as positioning. While stunning mechanics are prominent more in the 3rd person games that are based more on mathematical damage output instead of direct aim skill. There is no real situation where any slowing mechanic can be balanced in Team Fortress 2’s genre, and there is no real justification that can justify stunning an enemy (as it provides a direct advantage in all time to kill tables). Stunning can only be justified if it is induced to the self. Things such as Heavy’s lunchbox items, or Scout’s drinks are fair, as it is entirely based on the player’s actions, instead of another player's. Try to keep anything that changes how the player can move to be purely based on that player’s own actions. Knockback The only fair method of directly changing how an enemy moves is through knockback. Knockback is how much directional force is applied to a player based on how effectively a player was hit. The key portion of knockback is that it is not entirely uncontrollable by the player being affected by it. If you have ever surfed a rocket as a Medic, or ridden minigun bullets as a Scout, then you are familiar with the concept of why knockback is fair- It can be as much of a use to the attacker as it can be for the player being attacked. Even Pyro’s airblast also used to be based entirely on knockback once upon a time. Depending on the direction of the Pyro was pointing, and how close they were to the enemy, airblast would provide a different amount of knockback. But due to a glitch with ground collision, it was changed to effectively work as a stunlock that removes the enemy’s ability to airstrafe while applying a static amount of upwards knockback. Due to this, be mindful when creating combo-based airblast-centric Flamethrowers. Time to kill In simple terms: How long it takes a gun to put an enemy with a certain amount of health at a level where they no longer have health. Certain guns are better at killing certain enemies at certain health levels at certain distances. Time to kill is an extremely important portion of the game, in fact, it can be argued to be the single most important aspect of balancing. If a weapon kills quickly, it will feel unfair to the player getting killed (looking at you, Sniper Rifle and Lock’n’Load). If a weapon kills slowly, why bother with it (just ask the Natascha)? Every class is built around a general set of damage output at certain ranges. Some classes have been fairly toned back in damage in close combat (the Rocket Launcher used to be able to 1-shot light classes, and the Stickybomb Launcher could 2-shot Heavies at full health), while some have been unfairly nerfed (such as the currently irrelevant Needleguns for Medic). Some classes damage output at range have been fairly reduced, while others have not even been changed (which is why the Sniper remains a contester for the most unbalanced classes in the game). The time it takes for a class to kill another is a highly controversial subject even out of context of weapon balancing. A Spy for example, should by all rights be able to kill a Scout or Engineer with two Revolver shots, yet the community believes otherwise. Balance as you will, but keep in mind that how long it takes a class to kill another as others see may not be balanced, while what you believe may also be unbalanced. As a rough guideline, this table has been made:
Time to kill at Range
Close range (0-512HU)
Long range (512-1024 HU)
Do note: Hitscan/particle weapons should be primarily made for close/mid range combat. Team Fortress 2 is not built for long distance combat
BALANCING The following is the nitty and gritty portion of the list. A tried and tested list of attributes that have either been shown to always work or never work at all. More/less damage fasteslower Among the more common type of balancing option that exists, and among the most unbalanced balancing option available. Damage is for the most part, a rather binary balancing option. You must either have more, less, or the same of it. And the speed at which damage is similarly binary, it is either faster, slower, or the same. Having both aspects being changed at the same time can break the prominent time to kill tables of the game just as much as changing a single aspect. It may seem logical to make the changes inversely proportional (Higher damage and slower speed, or lower damage and higher speed), but for the most part this has been shown not to work. Take for example, the Liberty Launcher- It deals less damage faster, and is contester for the least used rocket launcher as it is horrendous for killing overall. Or in the opposite context- the Cow Mangler’s charged shot, one of the more powerful tools in a Soldier’s kit… yet it is practically worthless due to it’s slower firing rate. Damage and speed are not inversely proportional options. You either need a net positive gain with a restricting downside (such as with the Backscratcher’s reduced healing limiting your team synergy), or you need a net loss with a liberating upside (such as with the Gloves of Running Urgently allowing you to have far more mobility). Damage is not just a number The numerical number of how much health an enemy will lose on a hit is not the only method of counting damage. Damage can come in many forms of balancing, as it is dynamic. For example, reliability, or effective range. As an example, the Backscatter; It supposedly deals more damage than the Scattergun due to the Mini-crits from the back, but due to the increased bullet spread limiting both its range and its damage reliability, it effectively deals less damage than a Scattergun the majority of the time. For another example, consider the Direct Hit; While in theory the Direct Hit deals more damage per shot than the Rocket Launcher, it is not effectively true, as the reduced splash range limits how reliable and how much damage can be dealt overall to enemies. When balancing a weapon’s damage output, keep in mind not only how much damage is applied, but keeping in mind also how effectively the damage is applied to the enemies. Speed is reliability In that same vein of damage. Speed is dynamic, it includes projectile/particle speed, class speed, hit speed, attack speed, so on and so forth. In a short sense, speed is more of a gauge of how reliably you can take someone down at range as opposed to how fast the weapon itself is. A weapon that fires faster is more reliable at killing than a weapon that fires slowly. A projectile that travels faster is a projectile that is more reliable. When you are balancing any speed aspect of a weapon, you need to keep in mind the effectiveness of the weapon. The older Baby Face’s Blaster is a prime example, the weapon gave Scout far more mobility at an easy rate to build, which did not directly give Scout more damage as much as it made it easier to deal damage as Scout, it made Scout more reliable. The Loch and Load is another key example, it’s faster projectiles make the Grenade Launcher (a weapon designed around being unreliable at dealing damage) far more reliable of a weapon, which causes the unchanged damage output that it has to feel as though it deals more damage. Alongside damage, be careful of adjusting speed. Not only can it affect time to kill tables, it can affect how the weapon itself functions. Passive downside for active upside A common mistake made by many is to have a weapon whose upsides of damage, speed, or any other sort is balanced by having some passive downside that hinders the user at all times. One weapon that comes to mind for this is the Blutsauger. The Blutsauger costs you survivability throughout the game, unless you are actively using the weapon. This is often quoted as it’s killing aspect- You are effectively always on the downside if you are using a weapon that has a passive downside, which renders the upside less preferable, thus lowering the viability and usability of the weapon as a whole. Try to abstain from this kind of flawed design. Passive upside for active downside The opposite of the above. Downsides that only apply when a weapon is being used paired up with upside that apply at all times. Weapons that are built around this are not used by themselves as they function worse than other weapons, yet even so grant passive upsides that are active at all times. The (Pre-Gun Mettle) Pretty Boy's Pocket Pistol serves as a prime example, it granted you +15 health and fall damage immunity at the cost of survivability against Pyros and killing speed. The Pretty Boy’s Pocket Pistol was innate of itself not used often, but it was overtly powerful to simply have equipped, as the upsides gained by it were useful at all times. Another prime showcase of this design was the old Degreaser, you gained faster switch speed across the board at the cost of barely lowered damage, this made the weapon outclass the Flamethrower in all regards except for at actually killing, as it made the secondary weapons exceedingly more powerful. When the upside for a weapon is passive, it always applies a bonus, whereas when a downside is active it's only applied when the weapon is being used. For the majority of players, having a free passive upside is far better than some downside that may never be used. Try to restrain from creating weapons that fall under this criteria. Higher damage output and lower reliability Do not try to balance a weapon by making it more random. This is specifically a jab against the Beggar's Bazooka. Even if the randomness is used to a good extent such as with Shotgun and Pistol spread, the balancing aspect of using randomness purely as a method of balancing does not work for Arena Shooter games. Arena Shooter games are built entirely on using weapons to counter enemies with other weapons, but in a way where every player’s action is directly fulfilled with an equal result. If Team Fortress 2 were a tactical shooter sort of game, then the randomness could be justified, but as it currently stands, it is not. This goes from Rocket Launchers to Grenade Launchers to Stickybomb Launchers and all weapons in between. -10% damage trope This primarily applies to weapons that use a large number of small hits to account for damage. Primarily Flamethrowers, Miniguns, Pistols, and Needleguns. Damage in Team Fortress 2 is rounded to the nearest whole number, which often times can effectively mitigate the lowered damage output of a weapon. If you want to make a fast-firing weapon do more or less damage, instead change its firing rate. A weapon with -10% damage will only sometimes deal -10% damage, while a weapon with -10% firing speed will always do -10% damage. Self-sustenance comes at the cost of team synergy If your weapon allows a class to play better independently, then that weapon should make team synergy less effective overall. The single best example of this is the Black Box for Soldier, the weapon’s upside exists in any scenario where the Soldier is fighting by themselves, while the downside primarily comes into effect when the player has support from team healing. This trade off of capabilities balances out weapons that would otherwise have to suffer from worse downsides. Imagine a Black Box that dealt lower damage per rocket, that would not balance out well, would it now? Of course not, and that is why the trade off of team synergy is more balanced. Another example is the Backscratcher, which makes the Pyro far more functional as a flank class, but since this affects the Pyro’s performance with Medic’s overheal overall, the weapon as a whole is unused in serious environments. A self-sustainable weapon should come at the cost of team synergy, but make sure to not remove team synergy as a whole. Mobility is granted passively, but must be gained actively In simpler terms, when you have a weapon that grants mobility, the mobility should be passive. But the terms of which you gain the mobility must be active. You have to do something to gain the mobility, such as using an item, dealing damage to an enemy, launching yourself with explosives, etc. Look for the Gunboats for an example of this. They passively grant you the upside of lowered blast damage (higher mobility), but you only get the upside when you do the action of rocket jumping. The same property applies with many speed-boosting melee weapons. You move faster with those weapons passively, but you can only get the mobility boost while you do the action of having the weapons out. Make the reward passive, but make the action just that- an act. Author’s note Build weapons for the offense I will say this as a final statement of what the overarching design of weapons should be. NEVER build a weapon to be used only in a defensive environment. Even with borderline overpowered weapons such as the Scottish Resistance (your read right) and Brass Beast, weapons built to only be used on the defensive will remain underused. Why? Because Team Fortress 2 is not a game built on defense, it is built on two teams trying to out-attack each other. Defensive weapons are not in the nature of the game, and because of this, don’t make them. Make weapons for the offense. You’ll have a much better time making an Engineer viable for the offense than any other class made for defense. So keep things on the offense, be offensive for the sake of being offensive. And remember, these are just guidelines. There are exceptions to every rule, and I may not agree with them, but I am not always right. If you think you can justify it, feel free to break the guidelines. But I’ll be damned if I won’t argue against you. Cheers, and go design some weapons already.
TL;DR: I had no idea that it'd be this long or that it took 4 hours to type(ADD for you :P). Below is last 4 years journey into programming as a profession with a bunch of unlucky breaks along the way. I've developed a wide range(mostly by circumstance rather than choice) of dev/IT skills but none of them feel strong enough for me to land a regular dev/IT job. I lack relevant degree and the roles that I do get pay min wage for me to do a vast amount of things on my own, I'm in my thirties and want to change that, advice? Adobe AIFlash - ActionScript on mobile platforms Bit of a background. Sunk myself into a bunch of debt studying for something I was interested(art/design related) in but didn't really have much work opportunities in my country at the time. After graduating(2012) and job hunting for about 8 months, my job at the time(4 years in), I got a call from Learning and Development department about a small flash game I made when I started at the company(I had been doing light programming with flash mostly as a hobby since 2004). So they brought me on to do an e-learning project, I had been playing with Starling(GPU accelerated) which made Adobe AIR on mobiles actually viable. Over the span of a year I learnt a bunch and optimized the app pretty well, going as far as to improve the bitmap font renderer to chunk paragraph of texts effectively when scrolling(ok, performance with flash was still pretty poor in some areas even with the GPU :p), I had tried to push heavy text content to be delivered by PDFs but management was against it. That work benefited since I modified the parser to include symbols/images or interactive content within the text document(all loaded externally for easy edits without compilation by staff, built a basic template engine with some pooling). Anyway, this was all under the table and once it was done to the point of proving itself as successful in field tests I was given the boot ha. Decided if I can't get hired for what I'm qualified in, I'll get out of my job(actual one without the flash dev) and make my hobby into a career. Welp, thanks to Steve Jobs flash dev demand had really gone downhill(probably a good thing for me). Exploring new territory - Software Testing Got into a short course that was on software testing, it was poorly taught, I was confused about one thing and told I was wrong, mocked by tutor and students, later to find out through leading industry professionals that were regulars in a google group, that I was actually the one who was right.... That course then had some "test" with little information to assist us that you'd expect on the job(couldn't get answers to any basic questions) to test and find bugs on some poor quality foreign website(supposedly actual free/paid work for the tutors clients/friends). It had gotten to a point I saw no value in it, left the course to teach myself online. Passed the ISTQB exam, went to meetup groups, wasn't really digging the career path(job hunt wise, there wasn't much opportunities based on the piece of paper and basic skills I had, most were after mid/senior or some other complimentary skill). During meetups automated testing sounded interesting though. Overall course was not worth 2k it was charging(didn't pay this though as was government funded initiative due to shortage in software testers....right). Exploring new territory - C# Tried another short course, this one offered free entry with basic programming skills on the basis you'd make payments towards $5k once you secured a job through the education provider. Sounded great, time to learn C#! Again ran into some quality issues, the tutor who was a Senior dev made multiple poor choices that I questioned, I lost interest/faith once we got to the "group" project at the end, I didn't participate beyond reviewing the code by students and advising on where things could be improved. There was a voluntary project for a real company doing a presentation at a TEDx event, it even had a small 3 figure payment on completion. Three other students also volunteered and I was made lead. I had never touched HTML/JS/CSS before beyond viewing source of pages when I was young. The project involved tweening tweets on a big display in realtime and doing some colour transitions(radial gradient BG) based on colour associated to the hashtag paired with the event tag, and a few other features. I had a good idea how to handle that and confident due to my design studies so took the role none of the other devs wanted, assigned two to the backend and another to a simple bootstrap UI for the iPad(feature dropped as they were unable to deliver declining any help I offered). One of the backend devs did a PHP implementation but dropped out for personal reasons halfway through, the other student tried their best and got some assistance via the tutor to reimplement in C# with SQL(we had to support replays with a timescale for speakers to see how their talk was received.), I assisted where I could but was rather swamped on my end with several unexpected issues that cropped up. I ended up pulling an 80 hour week including being flown to the city the event was held at to provide on-call support.... which was required as someones tweet crashed the database!). At one point I had to quickly make a change to the site with no access to a computer nearby, I FTP'd to the webserver and edited the files on my slow 4 year old android phone. Overall great success, but I found myself really enjoying web dev over C# and microsoft technologies. The class all thought I'd be the first to get a job, I was probably one of the last :) Self teaching myself web development I spent the next year and a half learning as much as I could about web development, unemployed I would often wake up and read until it was time to sleep, trying out some coding(though not as much as I probably should have done), most of the time it was building an understanding of various topics, analysis paralysis with the abundance of choice which was numbing compared to my ActionScript/Flash days and forming opinions to settle on and learn more about based on my own interests, what I believed/understood to be worth the time or was in demand by employers(didn't buy into PHP or AngularJS despite their job demand), I got into Node.JS and ES6. I wanted to play with Vagrant and Docker, graph databases like Neo4j, NoSQL like MongoDB, different frontend frameworks and tools(as well as the ones with node.js like express/koa, gulp, phantomjs, webpack, etc), template engines, mapbox(similar to google maps), ansible/salt and more. I figured I'd start with something small like doing the backend of the TEDx project with NodeJS and Mongo instead. Job hunting Often when opportunities presented themselves however, I'd completely drop what I'm doing/learning and try to make the most of those(income or job application tests). Most employers through HR or agencies would turn me down due to no related degree, I'd be told I am not passionate or serious about a career as a developer. The growing gap in employment surely wasn't helping either! I had some success with an application/interview spanning over 2 months for a large company with a web department. I had made it down to the final 5 candidates, my technical test didn't pan out the best, I completely understood the answers the ended up wanting but was having difficulty arriving their based on what they were saying and expecting me to say. This was for a position that would take 3 hours to get their via transport with a mandatory 8am start. I figured if I could land the role I'd be able to move nearby in a month or so. Declined but offered an internship for 3 months to develop a dashboard to track metrics and produce a report. I asked some questions such as will I be responsible for the whole development, can I make my own choices on tech or can we leverage existing solutions instead of from scratch, would I have a mentosupervisor that I can get guidance from if needed). I was told if I have to ask questions like that I'm not right for the job and lost my chance at the internship.. Take a break from web studies/job-searching doing Lua game mods and some Python Little disheartened after the long job hunt and study getting no where, I didn't seem able to compete. I took a break from it all and started creating mods for a popular FPS co-op game. I also created a basic level editor earlier that year that imported the game data(JSON) into Maya(3D content program) with Python, then adjust it or import your own additions and export via Python to Lua that my Lua mod would import and allow for custom levels or other fun spawning prefabs. I decided to take on a challenge and do what no one else had luck with, increasing the max amount of players permitted in a networked level. I probably spent far too much time on that, got something tangible by December, and later in 2016 spent all 4 days of my easter weekend finishing it up for release, it was very popular within the community. Guides, discussions and youtube video's appeared for a while....but this work didn't seem like it'd help with securing a job in where I had put my efforts. Transitioned from Windows to Linux full time After new years, my laptop running windows 8.1 wouldn't boot, the bootloader corrupted. Turns out it was due to fastboot feature having a random chance to cause that, I spent about 2 days trying to troubleshoot it with my phone browser. The solutions I came across were of no help, I booted into a live CD of linux and backed up what files I could to an external drive. Might as well get back into linux I thought so time to install Ubuntu and see what's changed since 2008. Lots of fun problems to solve, from installers with UEFI compatibility issues(had to learn to change this in BIOS), to installers giving me a black screen because my GTX960m didn't yet have proper support in Nouveau. Not long in I learn about QEMU/KVM for virtualizing Windows on top of linux with near native performance (93-98%) with full access to the GPU via passthrough. Sounds fun, so I learn a bunch and write notes, but there is quite a bit of difficulty following the various sources where some information is useful but others not, decide I might as well convert my notes into a decent markdown blogpost to help others out. By the end of it I had switched to Arch Linux and learnt that despite all other hardware meeting requirements, the mobile GPU writes to the Intel iGPU framebuffer. Accomplishing this at the time was not going to happen :( Continued use of linux especially with Arch involved quite a bit of maintenance and learning. 4 years since initial graduation got my first official dev job at a startup The guy I developed the TEDx project for reached out to me offering work at his Startup. Hell yeah a job, my bank account will finally see something positive :) Unfortunately it wasn't doing web development, but there were two devs working there already and I get paid to code fun IoT/home automation project stuff! Got a computer purchased at local store for me to put together and use that very day. Set it up to run Arch like I have at home, was comfortable in it now and it seemed pretty good for doing dev work on. Those two other devs didn't stick around for long, one was still doing CompSci at uni, they had been working on a Xamarin app to control the various devices in the office with, but kept running into bizarre issues. I didn't know Xamarin or C# well but pitched in where I could, some problems that troubled him were a breeze for me to solve. The other one was a recent graduate doing web development on contract, "cool!" I thought. Unfortunately neither knew how to use git, or familiar with Agile practices, nor cared much for documentation.. I was confused why the web developer used plain CSS and jQuery with all their code in a single JS file. Their HTML was based off some bootstrap template with heavy copy/paste instead of a templated languaged that would avoid the DRYness....little did I know I'd have to later do some maintenance on this without being authorized to fix it since it was functionally working to management and not worth time to refactor for future maintenance work. Saved company a bunch of money While working there, I learnt a proprietary solution we were using, wrote documentation for it for future developers, multiple times I tried to communicate problems with that vendors software and better alternatives available while being told "deal with it, it's the best in the industry"(without any backing statistics/tests). It wasn't until the issues become glaringly obvious and the high costs to go forward with it(we were on an evaluation license) that management listened to the voice of reason. I did some research so I could back up my claims and presented a very popular and actively developed plus sponsored open source project. I spent time getting familiar with it and how to set it up, what drawbacks/limitations might exist(some features needed work but I believed I could contribute what was needed to get it on par), documenting and being sure that it was a solid replacement among the many other benefits it had going for it over the proprietary vendor solution. Making tech choices On top of that, I picked up React-Native and Redux which was great to work with using ES6, as a solo developer with what I assume was not an ordinary workload being able to share the same codebase for both iOS and Android(plus any other supported platforms) was a great boon, the performance and dev features/speed were great compared to my other options. The choice also mixed great with my NodeJS background I had been building up prior to the job. I felt I made the right choice, setup some backend services to communicate with the larger open source project with our own additions over websockets to the mobile app. I designed the MVP app similar to my e-learning app from previous work but using JSON instead of YAML, and the JSON was generated/cached based on DB queries. The design gave a modulaflexible UI that adapted between phone and tablet. Getting familiar with embedded IoT dev with C After that we had a business opportunity to pursue. An electronics engineer reverse engineered some products communication protocol, providing serial connection details and hex codes. It was my job to put together some hardware(Arduino) that would eavesdrop on that communication to the devices touchpad controller and allow us to control the device via the Arduino. I enjoyed learning about some protocols like InfraRed in an earlier project but this was a step up for me, I had never worked with C and struggled with the lack of features I take for granted with scripting/dynamic languages. Parsing the binary/hex output into packets and verifying/identifying them and responding with the correct timing was the biggest hurdle for me. I only had one UART serial connection to work with, having to manually switch between listen/send, with limited buffer for the bytes as well as not blocking the device from updating it's controller and keeping that controller responsive while still being able to inject our own instructions as if we were the controller or device providing updates. Debugging I had no idea how to go about, this was hardware, not what I'm used to where I have breakpoints in code and can view the current state. I did naive debugging with text logging via serial, but this was a bad idea since processing that affected timing causing more bugs! :D It was semi viable in some situations as long as the string was minimal, error codes instead of descriptions or long values. Feelings of success I got that embedded IoT project to work as we wanted in the end, being controlled by the NodeJS server or mobile phone app, we demo'd the product to the company that owns/sells the device product and they loved it and were amazed at what we achieved. This was a client with big money and international business. I know my code wasn't great but I learnt this and pulled it off in a reasonably short time, I felt proud of this milestone, a company like that being so impressed and seeing value in what I had done almost entirely by myself(didn't have the reverse engineering chops yet). So this was going to go ahead, I enjoyed the project and wanted to learn more so I read up a bunch on MCUs and SBCs, sensors and the like to get a good feel what is out there, what we could do with them, flexible designs for a product so we could provide a similar service for other companies. Management wasn't too happy with their sole developer being distracted by such education efforts and wanted me to focus on other tasks(I did a bunch of this after work in spare time as it really interested me, side note I have a problem where I get rather consumed with what I work on/learn, I'll chalk it up to my ADD). I had done my job creating the MVP, negotiations were to go ahead, so I'm moved back to the core product. Craving to learn more Management wants to begin beta testing on some hardware they're ordering(small headless servers), anyone(company members only at present) beta testing the product will have to fork out a few hundred for this themselves. I state we could totally test on considerably cheaper hardware with SBCs like Pi's, CHIP($9) or Pine64($29) for example...get the usual no stay out of it. Week or so later hardware arrives. Linux, filesystems, automation and network installs My next task is to install an OS onto these machines that have no monitor output or keyboard/mouse. Automated PXE install(never actually done it before) sounds good, problem is the network availability from these machines were unreliable on boot. Ran into a few issues, but after learning about PXE(which turned out not to be viable), I came across iPXE. We got a new batch of machines, these newer models BIOS didn't support iPXE like the older ones....burned iPXE image to USB, got a serial console setup and chainloaded the kernel and initial ramdisk over an http server via ipxe script. Had issues with Debian/preseed/drivers but openSUSE went pretty well(planned to later use AutoYast with Ansible to automate the whole thing and get it all in git for traceability). BTRFS on a small SSD though(openSUSE default partition) wasn't a good idea as I soon found myself running out of space, thankfully I had been reading up on the various filesystems with pros/cons prior, especially on BTRFS knowing that was the default and how it's quite different from the usual ones(read about it often on news blogs I follow for years). Dealt with the issue but had some other problems that seemed BTRFS specific with Docker(deploying projects with Docker for the benefits it brings), decided initially I'll stick to what I'm most familiar with EXT4 and repartitioned. Documented, investigated, filed issues along the way. Burnout, "developers are a dime a dozen", am I cut out for this professionally During that job I had stressed myself into a burnout, I've left out many other things especially on those that I looked into heavily but didn't quite get time to implement, such as CI/CD systems for mobile apps(all planned out and decided on), dev machines(zsh with dot files and package list to install, arch and osx, mostly planned out in anticipation for new devs we were going to bring on a while back), additional projects and protocols to be clued up on, project management processes/workflow(again for new devs that didn't end up happening). I felt this was stretching myself very thin, that I wasn't getting the opportunity to grow in any particularly area for my career, I was okay in various areas and understood things well, but my coding was not to the quality/speed I'd like, I was forgetting things that I'd have to relearn. I complained to management at one point I felt this was unrealistic to expect a developer to cover so many areas(web dev, mobile dev, embedded, sysadmin/devop, design/tech decisions(architecture?), etc) as common place, and task them to frequently switch between these areas/contexts. I was told "Developers are a dime a dozen". I disagreed that anyone sane would be doing all these things for minimum wage(I did like the freedom of development choices and growing my skills, no one else wanted to hire me to code, what's a bit of sanity? ), it was becoming a problem, I didn't sign up for all of this, and thought I'd finally have other developers to work with, maybe even learn from. Resignation. Where to now I resigned from that job after a meeting revealed how little I was valued(among other things), despite my honest belief that without my efforts they would not have been able to afford the talent needed to achieve where they are today. But now I'm back to the job hunt with an obvious lack of good reference from the company I spent half a year at. I feel I have a broad range of skills, not many employers will be interested as they advertise for more honed skillsets... I might be perfect for a startup, but I'm not fond of the chances going through previous experiences again. Do I try to promote my range of dev/IT skills or do I spend time unemployed until I'm good enough for a junior role in one skillset such as web dev? I'm in my thirties now and would like to earn more than minimum wage doing what I love.
Over the course of several months last year, we asked you to take part in a demographic survey. We were curious because of a similar survey conducted at /writing and wanted to:
Make sure we were repping/serving the community that's actually here.
See whether the demos of the subs were the same or radically different.
This data was taken in Spring of 2014 and represents a snapshot of that particular time. Our sub has grown a bit, though it's reasonable to assume that the userbase hasn't changed radically. /writing currently has over 141,000 users, and we're just shy of 2,500. Thanks to bethrevis for setting up the survey up and HUGE THANKS to smallfruitbat for crunching the data, which wasn't in the easiest format. She also made the lovely charts and graphs as well as a verbal walk through you'll see quoted throughout:
The 19-question survey had 176 respondents, giving a response rate >10% at the time of survey close. At that time, /YAwriters was capturing approximately 150 unique visitors a day and had a subscription base of ~1700. When side accounts are considered, this suggests that the survey grabbed information from lurkers as well as regular contributors...In comparison, an informal survey covering similar questions in the /writing subreddit captured 793 responses in a default subreddit with >100,000 users, a response rate <1%.
GENDER Overwhelmingly female. Just shy of 70% w/ less than 1% identifying as non-binary, genderqueer, or other. Meanwhile /writing was nearly 69% male at the time of survey. Fig. 2.
Pretty much exact opposites [to /writing]. Response rate 99% vs 98%.
We also, forgive us, asked about sexual orientation. [96% response rate.] We don't have corresponding data from /writing but believe they skew predominantly or at least more heterosexual. This is an educated guess however. Fig. 3.
We are 36% LGBA and "not exclusively heterosexual" people. Interestingly this is an over-representation of these numbers in the general population. AGE We failed to ask for exact ages, especially for comparing trends but asked for general age ranges similar to those in /writing. Figs. 4. and 5. "Response rate 100%." But we're definitely, on average, older.
You could make a case for better educated, too. More likely that the older members in YAwriters have graduated from high school and finished their degrees, however. Response rate 98% vs >99%. Fig. 6. The YAwriters survey broke post-graduate degrees down further… The “associate’s degree” label was used for anyone who indicated a 2-year degree or trade school certification…We also have at least 1 MD and 2 lawyers among respondents. Response rate 98%. Fig. 7. Another note about the education data: In terms of demographics, there is a huge difference between “still in college” and “attended college, but left without degree.” Since this was the second largest category, future surveys should differentiate between the two. “Did not complete high school” is another possibility… Multiple degrees and specialties were reported… Another way of looking at it. Amongst those who went to college, liberal arts degrees are common in this sub. Figs. 8. and 9.
ETHNIC BACKGROUND Apologies for asking such personal questions about race, gender and orientation but we felt it was necessary to make sure we’re serving folks the best and of course you were free not to answer. We also had an inkling that /YAwriters had a more diverse body of users than /writing. Here's what it looked like when those who had opted out were counted as their own category. Fig. 10.
[And a] recalculation that just treats "prefer not to answer" as "not part of the data set." I'm not quite that cynical. e.g. 20/100 prefer not to answer. Percentages are now recalculated from 80. 30% becomes 37.5%. Fig. 11. With all the write-in answers, these seemed to be the best categories. 74% response rate. Fig. 12. Another way of looking at it. Fig. 13. Notably, among users who answered this question, 22% of POC identified as biracial. Plotting both races didn't significantly change graphs though. 74% response rate for this graph.
We have noted that we didn't give both enough or nuanced enough options on these questions and people of multiple backgrounds may have felt too many/not enough options applied. We apologize and will seek to correct this on the next survey.
A note on methodology here: You may see some differences in percentages between different graphs, purportedly of the same data. For example, “biracial” with no additional information gets counted in “POC,” but not in graph 12. Answers like “Jewish,” “haole,” and “Irish” were combined as “white.” A surprising number of people answered “American,” “Californian,” etc. While I could calculate those entries as a weighted average of the demographics of those regions, or take the cynical route and assume they meant “white,” I lumped them into “prefer not to say” instead. California is 38% Hispanic, 36% White, 14% Asian, 7% Black, 2% Native American, btw. Yes, that’s more than 100%. A 2013 Pew Internet survey found that Hispanic internet users were 2-3 times more likely to use Reddit than white or black respondents. You can read the Pew report here: http://www.pewinternet.org/files/old-media/Files/Reports/2013/PIP_reddit_usage_2013.pdf
Users reported multiple types of publication history. Response rate 97%. Fig. 14
The caveat is that from the way the survey is worded, it's possible that fanfiction is getting counted as serialization. We'll seek to delineate this in a next addition.
Without a doubt, YAwriters users have shared their writing with a large audience. Fig. 15.
According to this chart, unpublished members should just keep writing, because they haven't caught up to the published folks yet. Fig. 16 Even as a write-in answer, “fun” was just as popular as “making money...” Fig. 17. The majority of respondents want a large press to pick up their WIP, but will consider self-publishing if that doesn't work out. Fig. 18.
There really wasn't an option suitable for enthusiastic people with a different career to focus on.
WORK HABITS Wordcount: Fig. 20. "98% response rate." Writing Frequency: Fig. 21. Outlining: Fig. 22. We recognize there's room for error in phrasing. Next time we'll endevour to include plotters and pantsers. "98% response rate." OPINIONS OF DIFFERENT PUBLISHING ROUTES
Large traditional presses were favored. Fig. 23. Here are the average ratings, converted to a 5 star system. HUGE error bars though. Fig. 24. No significant trend for ranking self-publication. Fig. 25.
Which is notable in that we might have assumed younger people would respond to it better. Nope.
People with graduate degrees rated self-publishing much higher than those in high school. Fig. 26
This would probably be a second surprise. Even though a lot of self-pubbers are very educated, one might wrongfully assume, older people with more degrees were more set on trad publishing. This doesn't appear to be the case. Note:
Again, huge error bars associated with all of these rankings, so no good conclusions can be drawn. I rather thought the self-pub vs. education trend would be opposite though.
TL;DR So there you have it. It's an informal survey and our user base has grown, but the cautious results seem to indicate that YAwriters skews more female than /writing. We also suspect we skew more more LGBTAQ and POC than /writing though would need that data set from them to be sure. We're definitely older, on balance have more education, and are more widely published though both subs have probably failed to get specific enough about what published means exactly.
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• IQ Option Review • IQ Option Review - What is IQ Option? Does IQ Option System really work? How does IQ Option work? Is IQ Option App Scam? Learn the real truth about IQ Option in my honest IQ Option Review below: IQ Option Overview Product complete : IQ Option Niche: Binary Options Official website : iqoption.com Money-back Promise : Yes (2 months) Delivery amount : Fast Delivery Download: Free IQ Option Review IQ Option is a unique binary trading software system that has been designed to make profiting from binary options easy for practically anyone in the world. If you are looking for an honest IQ Option review, continue reading. Have you been thinking about taking part in the binary options trading market? There are a lot of ways for people to become involved in trading these options, but there are inherent problems that come along with any sort of options trading. Many people have traditionally needed to know a lot about the market, so that they could make the right choices, and increase their odds of profiting. This has basically kept the industry closed to outsiders, and anyone who does not have previous knowledge about the market. What is IQ Option? IQ Option is a system that was carefully created to help people make money with binary options trading. Unlike the traditional method of following the options, reading about the different trades, and trying to stay on top of the industry manually – this is a completely automated system. It takes advantage of special IQ Option, which can be used by anyone, no matter how much they know about trading, or how much they know about using a computer. Like all programs that are intended to help you earn money through trading binary options, the makers of IQ Option promis a lot. The question is, of course: can it really do everything that it is meant to? Firstly, take a look at the features that the system comes with: It is completely free to use, and you will never be asked for money for its use in the future. IQ Option only works with completely legal networks and brokers. It will work all over the world. You don't have to download the software, because it is based online. This also means that it will work through web browsers on any type of PC, smart phone or tablet with internet connection. This system is guaranteed to increase your chances of making big profits by trading in binary options. You will be able to access your money easily, at any time after earnings are made. This seems like a great set of features, especially the part about not costing anything. However, keep reading to find out how many of these things are actually true. ====>> CLICK HERE TO GET IQ OPTION DEMO WITH $1000 <<==== How Does IQ Option Work? The IQ Option must be accessed before you can start to use the system. This can occur once you have completed the free registration. We were able to complete this with ease, and it did not cost any money. So far, so good! Next, the system allowed us to invest some real money, by transferring it into our own private trading account. This money was not used to pay for anything in the IQ Option program, and it was our money entirely. The system uses special “signals”, which are basically pieces of information about what trades should be made. Using these signals, the software began to do all of the hard work for us. In fact, there was practically nothing else to do after this point, apart from sit back and watch. Of course, you do not have to actively watch, and you can just leave the software to trade your money for you. In a small amount of time, it is possible to start seeing real profits from the small amount of money that you decide to invest in the beginning. It is actually amazing to think that the software was able to do everything by itself. Even though an IQ Option download is not necessary, and there is no installation, the web-based software is extremely powerful, and there were no problems at all. Is IQ Option Scam? One of the main reasons that many people miss out on good opportunities, is that they are worried about being scammed. There are other companies around who are pretending to be involved with this trustworthy binary trading software system, and they are giving IQ Option a bad name. You have probably seen a lot of different “money making schemes” on the Internet, but this is not one of them. We had no trouble accessing our profits, so it is disturbing to learn that people are falling victim to scams from other groups. Pros of IQ Option:-
IQ Option is completely free of charge;
IQ Option is fully automated;
The system is available as a desktop and browser-based software;
The system is very easy to use;
It gives you the ability to trade currencies and stocks;
Allows you to make up to 95% per trade;
Multiple trading signals updated each day for maximum profit;
24 hour access to the trading signals and software.
Cons of IQ Option:-
Must have PC, smartphone or tablet with internet connection.
Must have about an hour a day to use it.
While you can trade a lot in a day with 60 second binary options and potentially make a lot of money, you could also lose a lot. “Over-trading” is common among new traders who want to try to catch every market move, but these aren’t likely high probability trades to win. Good set-ups often take time to develop, and therefore by using 60 second binary options you may be distracted by mediocre or poor trade set-ups, missing the good ones. Is IQ Option Worth It? If you have a little bit of time to spare, and you are willing to take a look at a new piece of software, which is quite easy to use – you might want to join up. This IQ Option review was written by people who are interested in sharing the best money-making methods that are available online. IQ Option delivers, there is no question about it. Trades based from the software are scoring over 88% in accuracy. The key to making money with IQ Option is to get started. The longer you debate about whether or not to pursue this path, the less money you can make as opportunities fade into the past. Don’t delay, get started today and see what the future can bring you. IQ Option makes it easy to get in on the binary options markets no matter what your experience level or the amount of funds that you have to invest.
Here we list and compare the best binary options demo accounts with no deposit requirements 2020, and look at whether a free demo account really is ‘free’ and even where you can get a trial account with no sign up at all. The minimum deposit is just $10 for the Real Account. Jul 02, 2020 · Best binary options demo account. A way back to then in 2008, binary options trading was deregulated. In 2010, some brokers were started to offer demo accounts to attract, and gain trader’s trust. At this moment, almost all trading broker’s allows traders to open a practice account before an initial deposit. We sent out our binary options experts to explore the various binary options brokers with the demo accounts. We sort to find out which is the best binary options broker with a demo account. IQ Option turned out to be one of the best binary options brokers with demo accounts. IQ Option. Open Free Demo Account at IQoption A good free binary options demo account will have many tradable assets available. You don’t want to practice on an account that offers you only three currency pairs. Look for diversity. If you are new to binary options, demo accounts can be a great place to start. While you may understand the concept of trading, actual trading with real money can be a daunting prospect. we have researched the best in the marketplace and found those that offer a free demo account with no deposit required. Not only do these brokers provide
Best Binary Options Broker http://binaryinternational.go2cloud.org/SH7h Binary International may be the best binary options broker offering it's customers th... Next it is a case of putting in your API Token for your binary.com account. It can be either a demo or real account, but of course the best practice is to do all your testing with your demo binary ... Do not miss! DEMO ACCOUNT: https://bit.ly/2Lq3NUt You can use this strategy in binary options to win every time but you have to keep following things in mind. =Greed =Patience =Good Market ... If you have any questions about binary options, feel free to leave a comment ... All broker reviewed here provide a Free demo account you can use to get started with binary options and try out the ... WISA & HUGE Best Stocks To Buy + Day Trading LIVE ($25,000 Challenge) Alex Winkler 147 watching Live now 60 Second Strategy: Learn how to trade binary options for a profit - Duration: 12:34.