sexta-feira, 28 de fevereiro de 2020

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segunda-feira, 24 de fevereiro de 2020

End Of Campaign: Dark Heresy

   We finished off our Dark Heresy campaign on Monday night. We had all sort of lost our interest in the game after almost a year of play. The last few months we have also had several challenges with getting together as a group to play, and that certainly didn't help things.

   So, how did it end? Well, we had just captured a dangerous psyker named Molokoff from Hive Tertiam on Fenk's World and barely managed to escape the planet before it was pulled entirely into the warp. Once aboard our vessel, the Cudgel of Drusus, we turned the prisoner over to the Inquisition. That's when things went to Hell.

   Literally.

   As our ship entered the warp to travel to our next destination, something went wrong. Horribly wrong. Demonic creatures began to pop up all over the ship. We fought like heroes, but watched our companions go down one by one.

   First to die was our 'tame' psyker, Volk. The power of the warp invading the ship began to overwhelm his mental defenses, and I was forced to put him down with a bolt pistol shell to the back of the head. Next was our favorite pilot, "Mad" Murdock (an NPC). On the hangar deck, as we were making our way to the main engineering area, he was dragged down by a horde of smaller demons.

   Third to fall was our chirurgeon, Sister Scythia. She burned down a few demons with her meltagun before a flamethrowing fiend doused her with a barrage of unholy napalm. Probably for the best, as she was not very careful with her shooting and a meltagun firing off in the engineering spaces would have been catastrophic.

   Fourth was our newest recruit, an Imperial Guardsman from the 24th Canopus Heavy Foot. Corporal Jones ran out of ammunition for his heavy stubber - which he toted about with his Bulging Biceps as if it were nothing more than an autogun. After spraying hundreds of rounds into the enemy, he heard that fatal 'click.' Before he could locate any more ammunition, he too was torn apart. Thankfully, he died before they began eating. I think.

   Adeptus Arbites Belisarion Graecus was the last to fall. Using his skills with a bolt pistol, he took out demon after demon with precision aim. The holy inscriptions on the sanctified weapon glowed brighter with every shot, and the Emperor's wrath flowed through the explosive shells, overcoming many a demon's unnatural toughness. But all things must end, and Graecus finally ran out of shells as well. He met his fate, praising the Emperor and pistol whipping a final demon into death as the hordes tore into his armour.

   The Cudgel of Drusus is marked as lost in the warp on Imperial records.

quinta-feira, 20 de fevereiro de 2020

TOP 10 GAMES OF 2019


So, after my massive movie breakdown a few days ago, we finally get to the games. I actually got to sample a larger number of releases this year compared to previous years, though I can't say I've completed a great many of them. Read on to find out my thoughts.

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Contemporary House + DOWNLOAD + TOUR + CC CREATORS | The Sims 4 |




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DE: Dark Eldar List Building Advice

Alright boys, school's in session again!

Warning: Long-ass post ahead.  Get ready to read, or not, up to you.

Alright everyone, this is the long-awaited guide for how to build Kabal and Cult lists with the new book.  This is my personal advice for building lists and I know the book is still super young, but please bear with me.  I have over a decade of competitive Dark Eldar play and have been doing this game for a long time.  I've played through the bi-polar 3rd edition book, enjoyed the awesomeness that was Phil Kelly's 5th, to the god damn terrible flavorless books of 6th and 7th.  Now I'm back after playing extensively with the 8th Ed. Index and now the time has finally come:  The 8th Ed. Codex is here.  What can I say?  I've been enjoying the hell out of the book so far.  Of course, there are some misses just like every other book, but there are also a few things that are absolutely great.  I want to tell you what those great things are.

Brainstorming is one thing, but having played 5 games already, I'm feeling damn good with what we have now compared to the garbage we had before.  For the most part, I can only speak from my experience so far using Kabals, pure Kabals, and minor using Cults.  The last game that I had was using some minor Wych support again (dual Raiders), but there's also some opportunity over the weekend to bring in my Eldar for some more rigorous games.  This Dark Eldar pain train has no brakes and I don't see myself stopping any time soon.  I'm back and excited for the first time in a long time.

Without further bullshit, let's get down to it.  This is how I think we should design a successful list.  Keep in mind again, I'm primarily a Kabal player but I dabble heavily in Cults.  Check my old school 5th Ed. articles if you don't believe me!

All in all, there are 6 key steps:
  1. Define theme and list goals
  2. Build a unit bucket to accomplish those goals
  3. Build a skeleton list
  4. Balance your list's firepower
  5. Perform a firepower analysis
  6. Min-max your list and adjust

Here is my recipe for success:

The FIRST thing you should do is come up with a theme and set yourself up with some list goals.  Do you enjoy shooting a lot and heavy firepower from range?  Do you like more melee and assault units?  Do you like a lot of resilience and having great attrition and durability?  Check out this earlier post of mine for ideas for how to pick a theme.  If you come to this blog a lot, it's probably because you like shooting shit to death and assaulting once in a while.

Also part of this exercise is to come up with list goals.  These goals are what you aim to accomplish with your army that is similar, but more specific than your theme.  If you chose speed and firepower for example, what units would you take to get this done?  What Obsessions are you going to focus on?  What are some of your must-have and must-includes?  Sometimes, these must-haves don't have to be completely competitive in nature.  People have pet units all the time, as in units that are not really competitive but they take them in every game because their girlfriend painted it for them, or maybe they like the fluff, or whatever else.  These are just some of your own personal must-takes.

I'll provide you with my example for list goals:
  • Must be "pure" Kabal
  • Must have Cunning and Agents of Vect
  • Must have amazing Alpha and follow-up (1-2 punch)

Side note - Aesthetics are important:
Remember this above all else:  Build the army you enjoy aesthetically (this includes theme).  I can't stress this enough.  I've taught GW Academy for years and one of the first things I teach to anyone jumping into the hobby is to pick the army you enjoy visually and thematically.  You will be building these units, painting these units, listhammering with these units, and playing with these units for a long time.  You will bond much faster with the army if it's the same one you wanted from the get-go.  You invest a lot into this hobby and quite honestly, money is the last thing I think about.  It's the time and energy that really stands out, and that is what will drive your need to improve your game.

Still with me?  Good.

The SECOND thing I suggest you guys do is to build a competitive unit bucket.  No, seriously, get out a piece of paper and write down all the units that have the most impact on your game.  It doesn't matter what it is, but it should look something like this:

Archon, Blaster = 89
5x Warriors, Blaster = 47
5x Trueborn, 4x Blasters = 123
Venom = 65
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
Razorwing, 2x Dinsintegrators  = 135
Ravager, 3x Dinsintegrators = 125
...etc

These units should have their costs laid out according to the bare minimum for what you will never leave home without.  Everything else is considered EXTRA points and therefore LUXURY.  You only add points when you have your skeleton list in place.  You don't build a house with all the bells and whistles first.  You must lay the foundation with what you know for sure works and go from there.  I will always, especially to new players, recommend they write their unit costs and abilities on pen and paper over something like BattleScribe.  BS is great and I'm not a dinosaur:  I only advocate the pen and paper route because it helps build familiarity and knowledge with your units so you're not reliant on your applications.  Think about it like driving to a new place to work:  Do it enough times and it will stick; the same could be said about unit stats and point costs.  Yes, I wrote all those above off the top of my head.

Side-note: Warriors, 5 or 10?
Always take 10 unless you need the cargo space in a Command Raider (space for your HQs), intend on taking Venoms, or you don't have enough points.  Obviously, if you take a Venom you're kinda forced into a 5-man getup, but otherwise always take 10 because it unlocks the heavy weapon choice.  The only time I would not recommend taking the heavy weapon is if you need a Battalion happen with 1 more Troop choice for example.  Since you can fit 2 5-man units into a single Raider, you can spend the points to pile into the same transport.

Die, filthy Mon-keigh.

The THIRD thing you should do is build a skeleton list.  What I mean by this is to put down the list that will make your list work at a bare minimum.  For starters, I will always recommend following a Battalion layout because our Troops are actually good, and we'll want to have Archons in our list for those sick 6" bubble re-rolls.

The one thing to keep in mind here is redundancy.  You want to make sure that you're not taking 1-ofs everywhere unless you're experimenting or going for a very specific goal with a very specific combo.  Only when you can't make something redundant due to points restrictions do you hold back.  This is why most competitive lists tend to look spammy, but this truly is the most effective way to build lists that are durable and threatening.  Single targets are easy to isolate in terms of targets and you want to increase your threat level by giving your opponent a larger array of dangerous targets.  The more you make them think of the game, the higher your chance of winning.  This is because the more things there are to think about, the higher the chances they will make a mistake and therefore, make a poor decision that will benefit you.

A sample skeleton Battalion:

HQ:
Archon, Blaster = 89
Archon, Blaster = 89

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

There you have it.  This is all I'm going to take to reach Battalion requirements so you can unlock that sick +3 additional CP.  You want CP to be a factor in your game, but it should not be a requirement.  You should not enter list building with a mindset that you're going to shoot for 9 or 12 CP or something like that.  You run the risk of taking a lot of ineffective units that do not jive with your theme and/or doesn't provide your army with the kick that it needs to be effective.  How do we determine what's effective and what's not?  Well, for one, look at what other people take and write about (such as this blog) and above all, experiment yourself in your local meta.  I don't know what's best for your friends or enemies, but I can sure tell you what I personally find to be great.  If we want to put some data behind this, we'll have to do a firepower analysis, which I'll talk about in a bit.

Side note - Raider vs. Venom:
There's a lot of discussions about which one is the better choice.  Frankly, this depends a lot on your meta first and foremost, but it also depends on whether or not you need the cargo space.  With the new book, the Raider got a massive points drop so it's more comparable to the Venom (who also got a points drop).  If you do some quick addition, a 5x Warrior squad with a Blaster in a Venom is 112 points vs. 132 from a Raider with a Dark Lance carrying the same units.  The only big difference there is not durability, it's actually about the armament and purpose.  The Dark Lance is an anti-tank weapon whereas the Venom is better at killing infantry.  However, a Raider has the ability to take Splinter Racks and Disintegrators as well so I would say that it's generally more flexible.  Keep in mind that unlike the Raider, the Venom does not degrade in potency once it takes damage.

Slayin' ain't ez.  For Dark Eldar, it is.

Now that you have a skeleton list established, the FOURTH thing I would do is to balance your firepower.  What do I mean by this?  I mean you should always build for balanced lists.  Don't go too heavy in any one direction (anti-tank vs. anti-infantry), try and balance it out so you can fight a multitude of different foes.  I like to think of this balance as the PUG-ready list.  This meaning that you can show up at any local game store and throw down the gauntlet for who wants to take a beating at 2K points.  You should then feel confident that no matter what the other dude puts on the table, you should feel like you have a decent chance to win if you're playing right.  I'm not even going to talk about potential mismatches where you show up and want to play with like a 7/10 power level list and the other dude has 9 bubble-wrapped Ravagers or some other shit next to his Adepticon Tryhard trophy.  No, we want to build lists that are nice and balanced against similar-minded opponents.  That's where the true challenge of the game is at.

So what does this list expansion look like?  Something like this:

2000 // 8 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
7x Warriors, Blaster = 59
Raider, Dark Lance = 85
144

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Blaster, PGL = 92

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

What I did here was:  Look at my skeleton list and build on what was missing.  I calculated the points there and added in competitive units from my unit bucket that covers my list's weaknesses.  I wanted to add more killing power through ranged attacks so I added Ravagers and Razorwings.  I'm on a Dissie kick right now because of their killing potential (and I recommend them too!), but I also caution that we should balance that around with some Dark Lances.  Lances are better against heavier targets, but you can always supplement that shooting with a high volume number of Dissies.  Again, this is a meta call:  If your meta is saturated with IG Tank spammers running dirt-cheap Brigades, show up with a list with 20+ Dark Lances and feel no pity.  You shouldn't anyway!

Add the core elements from the unit bucket first before adding on anything else!  All the PGLs, Agonizers, and even extra 2 Warriors that started from a unit of 5 in a Command Raider is LUXURY.  It is not part of what you consider a core part of army construction and should be purchased only when you have spare points.  A mistake that I see people do after so many years in the hobby is going upgrade heavy on a single unit.  DO NOT do this!  Buy everything barebones for it to be fully functional (as in, does it fulfill the role you bought it for), then add on the upgrades only after you've done this with everything else in your list.

Pro-tip: Always buy PGLs on your BS2+ Archons and Succubus first.  All you need is for them to hit and you're golden.  Why not hit with the best chance you have?

Side note: Dissies vs. Dark Lances:
I like data and mathhammer for determining which targets you will frequently encounter and which weapons you should take to deal with them.  Generally, the Dissies are much better now for the cost than they were before, but you will still need Dark Lances to punch through that T7/T8 and to deliver those killing blows with burst damage (6 on a D6 for example).  Check out the calculator that I linked to analyze what targets saturate your meta and prepare for it accordingly.

Take no prisoners.

The FIFTH thing I do at this point is to double-check my math and weigh in your firepower.  You do this by performing a firepower analysis of what you have on the alpha with respect to the range band.  You do this by listing out all your weapons (including ranges if you want), their Strength/AP/Damage if you don't know them by heart, and the BS that they're shot with.  You don't need to write absolutely everything, you only need to write what you think is the most relevant.  It should look something like this:

Firepower:
15 Disintegrators at BS3+
9 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
41 Splinter Rifles at BS3+

For me, I've been playing this damn army enough to know all the stats of these by heart, but if you want to get more elaborate you should follow my formula above.  Write out all the stats, on paper (it will help you remember) with how many, from what range, at what BS, and what their stats are.  This will also help you during deployment so you know what you can realistically dish out from your total THREAT range, which for shooty armies, is your move + your weapon's range.  Don't forget that most of our shit is open-top and our guys inside should factor into that equation as well.

This exercise right here is also a damage/gear check.  Just like a raid boss in an MMORPG, you should have something that tells you if you're putting out enough damage for the points.  If you're at 2K points and not within half of what I'm throwing out here, you know that you're at a huge disadvantage if I'm going first (Alpha).  This can also tell you if you're CP whoring and your list is actually "ineffective" at putting down shots down range.  From all the games I've played in 8th, I can tell you that the damage and lethality of the game is a lot higher than it was in the previous editions.  Everything tends to die really quick and there's a much larger emphasis on getting those potential backbreaking blows in the first couple of turns.  This is why the firepower analysis with respect to range bands is important:  You need to know what you can do on your first turn from as far away as you can (because you're wearing T-shirts flying around in paper planes), and what you can do as a follow-up strike when you get near your opponents.

The example here is that by looking at the firepower analysis above, I know that:
I can open at 36" range (14"+36" for 50" threat from my vehicles, with my Razorwings being pretty much unlimited range) with 9 Dark Lances at BS3+ if no one moved, less if I moved due to -1 to Hit for guys inside moving vehicles, 15 Dissies, 3 Razorwing missiles.  I know that if I move all my Raiders up into max range, and my opponent also moves up, potentially next round I can bring 12 additional Blasters into play in addition to X amount of Splinter shots.

This right here is how you should think about playing out your game.  I'm not saying go full rainman on your opponent and trip out midgame, I'm saying that you should be aware of all your weapons ranges so you can better prepare for the next turn and maximize your damage potential.

Pro-tip:  If you're up against a list with higher "alpha damage" than you, it's best to deploy defensively and seek shelter and line of sight blockers.  Alpha damage is someone's killing potential in that first volley of the game.  You want to be highly aware as a Dark Eldar player if you're at a disadvantage here.  You literally afford to eat shit like the other races.  Likewise, you should also be aware when you have the firepower advantage.  This means you can afford to be more aggressive (for that 1-2 punch) if you're the one with the alpha advantage.

Cult of Strife is just.. beauty and pain incarnate.

The SIXTH AND FINAL thing I do now is:  Count up the CPs AFTER the army is complete and see what more I can squeeze out of them.  This is the min-maxing portion and where I spend 70% of my list construction time.  This is because a lot of this comes from experience building lists as a primary aspect of my hobby, but also because a lot of this comes from post-battle reports where I sit back and think really hard about what changes I want to make.

For example, I ran a very similar list during my first game with the new book and that's with a Venom.  However, after playtesting, I found the Venom to be kinda lonely and didn't really serve too much of a service except for the Blaster guy inside.  I thought this through and came to the conclusion that I would rather have another Archon to unlock a Spearhead Detachment to bring my total CP up to 8 from 7, at a cost of a few Poison shots for sure, but I gain a better BS2+ Blaster, another PGL, and another 6" bubble.  The costs were very similar: 112 vs. 92, so the 20 extra points for me was even more worthwhile because I gained a CP at a net "loss" of a few Poison shots.  This is also when I go back and tweak those "luxury" upgrades to different units or replace them with things I feel works better against my opponents.

Welp, I think that's it.  Just keep in mind that this is not meant to be a definitive guide to the Dark Eldar book in the new edition, but it was more like a brain-dump of how I go about building lists that so far, has been working great for me.  Of course, feel free to let me know what you guys think, and I welcome you all to learning the game with me in the next couple of weeks!

The Ties That Bind By Walter M. Miller

The Ties That Bind by Walter M. Miller

quarta-feira, 19 de fevereiro de 2020

Storium Basics: Subplots

Welcome back to Storium Basics - today, I'd like to briefly discuss the Subplot card type.

Subplots are actually my favorite card on Storium. The other cards show your character's impact on the story—a subplot shows the story's impact on your character.

Subplot cards are considered neutral, so they don't affect the Strong/Weak balance of a challenge. They do, however, push things closer to a conclusion. I like to use them to set up situations that might go either way, or to emphasize the way the challenge is currently going while moving events forward.

It takes some time to get used to writing subplots, but here's the basics: When you play a subplot, it's time to get a little introspective. Show how the subplot has been affected by the story events—how are the events of the story shaping your views of your subplot? Or, alternatively, you can show how your subplot is driving you to take the actions that you are taking. I use a mix of both. As you play subplot cards scene after scene, show how it is developing in your character's mind.

Now, that doesn't mean that your move is entirely internal! As I said above, this is still a move on a challenge, and thus it still moves the story of the challenge forward. So, this move needs to be both about your character and about the story of the challenge. It is tilted more towards your character than other moves, but the challenge's story shouldn't disappear.

A great way to do this is to tie what's going on in the challenge specifically to what's going on with your character's subplot. You can, like I suggested above, show how your subplot drove you to take the actions you're taking in the challenge. Or, you might instead decide to show how the actions you took affected your view of your subplot.

For example, if you're playing a character with the subplot Prove Yourself, reflecting his desire to have his abilities acknowledged by those around him, that subplot might be involved in a few ways. Now, these aren't the only ways you could do it, mind - but here's a couple thoughts:
  • Inspiring Actions: Out of a desire to Prove Yourself, you charge headlong at the enemy, filled with ambition to win the day and be acknowledged by the other heroes.
  • Reflecting on Actions: You charge headlong at the enemy, and X happens. In the moments afterwards, a thought goes through your head about how that's likely to affect your goal of proving yourself - do you think you've gotten closer, or further away?
As mentioned above, a subplot is a neutral card. That means that it doesn't tip the balance towards Strong or Weak as far as the challenge's progress towards an outcome goes. But it does progress the challenge's story.

Neutral cards can be a little hard to picture this way at first - how do you progress the story while not making things Stronger or Weaker? That's a bit of a misconception, I think.

When you play a neutral card, like a Subplot in this case, you push the story forward. This can feel like it's pushing closer to one of the endings, based on which ending the challenge was headed towards. If the challenge is already going Strong, your subplot can feel strong. If the challenge was already going Weak, your subplot can feel weak.

Why? This is because a neutral card leaves the status quo where it is, but leaves less slots to change it. So while you aren't actually making things Stronger or making things Weaker, you are progressing the story of the challenge and there is now less "time" for the challenge to turn around.

So, while a subplot play shouldn't feel exactly like a Strength or Weakness play, there's no problem with using it to emphasize the current story direction. With a neutral card, you're saying that things continue along the same path they've been continuing on...if that's a good path, that's good, if it's a bad path, that's bad.

That assumes you're playing a neutral card on its own, of course - playing multiple cards at once is an option in most Storium games, and I'll discuss that technique and its effects on moves another time.

When you play the last subplot card in your stack, it is time to move the subplot forward in a notable fashion. Show how the story's events have led the character to some kind of development point—some place where their views change, or perhaps harden and evolve to a new level.  Moves where you're finishing up your subplot stack should feel significant. Even if they're in the middle of a challenge and other things are going on, be sure to take some time to leave a sign of development of your character's story. You don't have to know precisely where it's going yet, but you should make clear that something has changed in how your character views or interacts with the issue covered by the subplot. Leave yourself some cues, some thoughts on how this might develop

It's okay - even fun - to leave the full development a bit up in the air here more solidly decide when you pick your new subplot a little later. You can ask yourself a new question the subplot inspires rather than providing an answer. This doesn't have to be a full conclusion to the subplot. It's a major development, not necessarily an ending. You are moving forward in a way, but you aren't necessarily moving forward to something totally different.

You also get a wild Strength card any time you play the last subplot card—you'll get it at the close of that scene.

At the start of the next scene after you finish your subplot, you'll also have to define a new subplot. It's pretty simple—just click the "Define a New Subplot" button that replaces your Move button, and write one like any other custom card.

What you want to do here is think a bit about what happened regarding your prior subplot. Where did your character start out regarding that issue, and where did he end up? What is he thinking about now? Is it the same issue, with some new color to it, or has he moved on to some other thing?

This is why it helps to be thinking about your subplot each time you play it, and get a little introspective each time. If you take the time to think about this along the way, you don't have to think about it all at once. And, if you use that final move of a subplot to leave yourself some thinking cues, you'll more easily find direction in writing your new plot.

Don't forget to consider how the game's story itself has been going, either! Subplots are about how your character and the game interact.

Subplots are, as I mentioned, how you show the game's impact on your character–and when you define a new Subplot, that's a big chance to show it. It's one of my favorite times in Storium–when I get to write a new subplot, I can definitively show everyone just what my character has gone through and what issue he's working through now as a result. Sometimes my new subplot is a development of the prior one, a furthering of that issue with a new name and new stakes. But sometimes things have gone totally sideways and unexpected things came up, or the character realized that what he was working through wasn't what he thought he was working through, leading to a subplot that's pretty drastically different.

Here's an example of one that developed over the course of "Sorrow's Shores" for my character, Brennan:
  • It started out as "Learning the Basics," reflecting Brennan's unfamiliarity with the situation he was in and his desire to be able to at least help out a little and learn what he could to take care of himself. 
  • From there, it moved to "I Have to Do More!" as Brennan learned to do his part but saw the group struggling and dealt with the loss of one of the group's members–he felt like he hadn't been strong enough yet and wanted to push himself. 
  • Finally, it became "When it isn't enough…" as more bad things still happened, and he began to realize that sometimes no matter how hard you tried, sometimes you weren't strong enough on your own, and maybe it wasn't just him that was like that, maybe it was everyone. So he started wrestling with what that meant and learning that it was okay if he had to depend on other people.
I hope that all this has helped you gain an understanding of Subplots in Storium. If you'd like to read more, here are a few articles on this and related topics:

quinta-feira, 13 de fevereiro de 2020

Brave Browser voted the best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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sábado, 1 de fevereiro de 2020

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