Simple Binary Options Strategies for Newbies

Simple scalping strategy «Neptune» for binary options

Simple scalping strategy «Neptune» for binary options
How do we trade with this uncomplicated strategy look right now.
This binary options strategy is fairly easy. Binary options signals help you to make the right decision during the trading of binary options.
https://youtu.be/iq2_Ujeloos

https://preview.redd.it/nq0e7tviqug41.png?width=1436&format=png&auto=webp&s=4469f402ef5307c76947196a079a6862a300e656
#binaryoptionsstrategy #BinaryOptionTradingStrategies #BestBinaryOptionTradingStrategies #binaryoptionsstrategy2020 #binaryoptionsstrategyforbinomo #strategyforbinomo
submitted by vfxAlert to u/vfxAlert [link] [comments]

Liked on YouTube: binary day trading - never loss - candle pattern analysis simple and easy binary options strategy

Liked on YouTube: binary day trading - never loss - candle pattern analysis simple and easy binary options strategy submitted by TradingStrategys to TopTradingStrategys [link] [comments]

Binary Options Strategy 2017 - Simple Automated Strategy Make $1100

Binary Options Strategy 2017 - Simple Automated Strategy Make $1100 submitted by vietk5uneti to u/vietk5uneti [link] [comments]

10-30 08:43 - 'Hi I've been trading Binary Options for about 6 years now I have come across alot of negative press, but the simple thing is that people think that strategy works and using robot systems, Let me tell you it DOES NOT WO...' by /u/Krisnguyen3179 removed from /r/Bitcoin within 481-491min

'''
Hi I've been trading Binary Options for about 6 years now I have come across alot of negative press, but the simple thing is that people think that strategy works and using robot systems, Let me tell you it DOES NOT WORK, you trade binary purely on fundamentals the news that comes out and having a proper risk management system in place, as the entry point is key, you also have to be careful of what brokers you use as there are 2 types market makers and STP. I am making around £50,000+ per month consistently using simple and easy steps, if you would like to know how,and proofs of how it works Kindly contact me and get my strategy for free.. Whatsapp or Text me at +1 (323) 618-1912
'''
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Author: Krisnguyen3179
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2 months back at trading (update) and some new questions

Hi all, I posted a thread back a few months ago when I started getting seriously back into trading after 20 years away. I thought I'd post an update with some notes on how I'm progressing. I like to type, so settle in. Maybe it'll help new traders who are exactly where I was 2 months ago, I dunno. Or maybe you'll wonder why you spent 3 minutes reading this. Risk/reward, yo.
I'm trading 5k on TastyWorks. I'm a newcomer to theta positive strategies and have done about two thirds of my overall trades in this style. However, most of my experience in trading in the past has been intraday timeframe oriented chart reading and momentum stuff. I learned almost everything "new" that I'm doing from TastyTrade, /options, /thetagang, and Option Alpha. I've enjoyed the material coming from esinvests YouTube channel quite a bit as well. The theta gang type strategies I've done have been almost entirely around binary event IV contraction (mostly earnings, but not always) and in most cases, capped to about $250 in risk per position.
The raw numbers:
Net PnL : +247
Commissions paid: -155
Fees: -42
Right away what jumps out is something that was indicated by realdeal43 and PapaCharlie9 in my previous thread. This is a tough, grindy way to trade a small account. It reminds me a little bit of when I was rising through the stakes in online poker, playing $2/4 limit holdem. Even if you're a profitable player in that game, beating the rake over the long term is very, very hard. Here, over 3 months of trading a conservative style with mostly defined risk strategies, my commissions are roughly equal to my net PnL. That is just insane, and I don't even think I've been overtrading.
55 trades total, win rate of 60%
22 neutral / other trades
Biggest wins:
Biggest losses:
This is pretty much where I expected to be while learning a bunch of new trading techniques. And no, this is not a large sample size so I have no idea whether or not I can be profitable trading this way (yet). I am heartened by the fact that I seem to be hitting my earnings trades and selling quick spikes in IV (like weed cures Corona day). I'm disheartened that I've went against my principles several times, holding trades for longer than I originally intended, or letting losses mount, believing that I could roll or manage my way out of trouble.
I still feel like I am going against my nature to some degree. My trading in years past was scalping oriented and simple. I was taught that a good trade was right almost immediately. If it went against me, I'd cut it immediately and look for a better entry. This is absolutely nothing like that. A good trade may take weeks to develop. It's been really hard for me to sit through the troughs and it's been even harder to watch an okay profit get taken out by a big swing in delta. Part of me wonders if I am cut out for this style at all and if I shouldn't just take my 5k and start trading micro futures. But that's a different post...
I'll share a couple of my meager learnings:


My new questions :

That's enough of this wall of text for now. If you made it this far, I salute you, because this shit was even longer than my last post.
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MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

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Why it's so hard to design for non-combat

EDIT: Of course not everyone wants non-combat to be crunchy. This post is about why games who attempt to do so don’t often have much luck, not whether they should or shouldn’t.
For the past six months or so, I've been thinking a lot about how to design crunchy mechanics for non-combat that is still engaging, fun, and balanced. Many games have tried, and some have had some success, but those are usually the ones that designed bottom-up for a specific kind of encounter. Generic or adventuring rpg's rarely are able to do it well. "Social combat" is widely regarded as a cop-out, and traps and hazards seem to be second choice for GMs. So here's a little essay I wrote:
Combat has several elements which contribute to good game design.
Combat has 5 factors which improve its designability for games:
  1. Group participation. Everyone can have a role. This is not inherent in combat, but it's versatile enough that you can have encounters where no one feels left out or has nothing to dö. Compare that with, for example, social encounters.
  2. Character options. The design of most RPGs is to optimize for combat, and to provide characters with the most combat options. Now, you could design for other kinds of encounters as well, but combat has a whole field of technology and strategy that doesn't exist for other things. Weapons are different from each other, armor works differently depending on type, and there are so many styles of fighting. It's easy to come up with ways to differentiate players and for players to have things to choose from. But how many different ways to disable a trap are there?
  3. Challenge variety. Every monster and NPC has different strengths and weaknesses, and vulnerabilities and immunities. It makes every combat feel different (unless badly designed). Fighting 5 goblins, fighting 1 evil necromancer, and fighting a swarm of rats are three different strategies and three different experiences.
  4. Fail state dynamicity. Combat has a built-in fail state. If you reach the fail state, combat is over. That's generally your character dying or something. The factors that affect when you reach a fail state varies along several axes: your defending power, their attacking power, luck of the dice, and special effects. But if you're trying to navigate diff