Тёмный

OPENING MY 4.5M+ RANK 1 SERIE A TOTS CHAMPS REWARDS! 😱 FC 24 Ultimate Team 

Morsey
Подписаться 28 тыс.
Просмотров 7 тыс.
50% 1

The red player pick luck continues to continue..
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* Save 5% on FC24 coins using my code " Morsey " at bit.ly/MMOexp-...
* Save 15% off Alloycollectors with code “Morsey” at checkout - bit.ly/4bwNvnQ
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➡️ Second Channel: / @morsey2
EA FC 24
EA FC 24 Ultimate Team
Serie A Red player picks
Serie A TOTS CHAMPS REWARDS
TOTS Champs rewards
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#FC24​​​​​​​​ #EAFC24 #Ultimateteam

Опубликовано:

 

28 сен 2024

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Комментарии : 47   
@MorseyYT
@MorseyYT 4 месяца назад
Well then.. Finally I get a Friday rank 1 finish for TOTS!! Safe to say it paid off..
@Red_Fellers
@Red_Fellers 4 месяца назад
Is this your first time getting rank 1?
@MorseyYT
@MorseyYT 4 месяца назад
Had my fair share of 20-0s this year, just not since I’ve been doing these Friday rewards videos for TOTS 😅
@Red_Fellers
@Red_Fellers 4 месяца назад
@@MorseyYT nice I’m currently in div 1 and I’m very capable of getting 14-6 or even 16-4 but I end up loosing games because I’m not in the right headspace but hopefully one day I’ll get better
@MorseyYT
@MorseyYT 4 месяца назад
Composure is huge man, if you can keep your head you’ll notice you’ll play much better. But it isn’t something you can learn easily, especially in a game like this 😂
@Red_Fellers
@Red_Fellers 4 месяца назад
@@MorseyYT yeah I’ll have to start meditating before every game of champs now
@Benislionheart
@Benislionheart 4 месяца назад
EA are gonna be coming around your house to knee cap you for the “unintended rewards” you’ve been getting 😂😂😂 GJ bro, rank 1 paying off!
@MorseyYT
@MorseyYT 4 месяца назад
Haha bring it on!! 😂 Cheers man!
@jayty3040
@jayty3040 4 месяца назад
Morsey deserves it, what a pull!!
@JohnMuipatayi
@JohnMuipatayi 4 месяца назад
End Game LB for sure Congrats man 🔥🔥🔥🔥
@MorseyYT
@MorseyYT 4 месяца назад
Thanks bro 👌
@dinesendk
@dinesendk 4 месяца назад
Remember to check X for unintended results... 🤣 Congratz! :)
@MorseyYT
@MorseyYT 4 месяца назад
Haha cheers bro!
@RyanJordan-j2p
@RyanJordan-j2p 4 месяца назад
Couldn't think if someone who deserves it more ♥️
@MorseyYT
@MorseyYT 4 месяца назад
Much love bro!
@grashalm2288
@grashalm2288 4 месяца назад
Well deserved
@MorseyYT
@MorseyYT 4 месяца назад
Thanks bro 🤝
@21kurdii
@21kurdii 4 месяца назад
We need custom tactics please
@MorseyYT
@MorseyYT 4 месяца назад
Video will come next week 🤝
@Powerbox1998
@Powerbox1998 4 месяца назад
Shut your eyes at 2:36 guys. Thank me later
@MorseyYT
@MorseyYT 4 месяца назад
😂😂😂😂
@itshanks9
@itshanks9 4 месяца назад
Im currently 0-4 usally a 14 WIN player starten playing at 12 that might be y
@MorseyYT
@MorseyYT 4 месяца назад
Haha keep pushing bro 💪🏼
@azorian888
@azorian888 4 месяца назад
Dynamic difficulty adjustment Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted. Images (12) Classifications A63F13/67 Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use View 10 more classifications Landscapes US20170259177A1 United States Dynamic difficulty adjustment Abstract Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted. Images (12)             Classifications Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use View 10 more classifications Landscapes Show more US20170259177A1 United States BACKGROUND [0001] Software developers typically desire for their software to engage users for as long as possible. The longer a user is engaged with the software, the more likely that the software will be successful. The relationship between the length of engagement of the user and the success of the software is particularly true with respect to video games. The longer a user plays a particular video game, the more likely that the user enjoys the game and thus, the more likely the user will continue to play the game. Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use Simulation of cognitive functions for NPC Artificial intelligence game engines Automatic adaptation of the game difficulty to the player's skill and style of play The system may modify execution of the video game by adjusting any type of knob or lever that can change the video game 112 and may conduct a knob-level analysis of the churn rate. The system is not limited to adjusting the knob or lever based on a seed value. [0040] Generally, the knobs 114 are variables that relate to a difficulty level of the video game 112. It should be understood that the knobs 114 typically include a subset of variables that modify the operation of video game 112 and that the video game 112 may include other variables not involved in the setting of the difficulty level of video game 112 and/or not available for modification. Further, the knobs 114 may include variables that modify the video game 112 in a manner that is not perceivable by a user or is difficult to perceive by the user. In some cases, whether or not the modification to the video game 112 is perceivable by the user may depend on the specific video game. For example, suppose that one knob 114 relates to the amount of life that an enemy in the video game 112 has. In some cases, modifying the value assigned to the knob 114 may be detectable by a user because, for example, the health of the enemy is numerically presented to the user. In such cases, the health of the enemy may remain unmodified in the difficulty level of video game 112, but the difficulty level of the video game 112 may be modified via a different knob 7:07
@Chris-sv6lb
@Chris-sv6lb 4 месяца назад
Gg but my was better bastoni leao pelegrini 😂😂
@MorseyYT
@MorseyYT 4 месяца назад
Bastoni looks immense
@Chris-sv6lb
@Chris-sv6lb 4 месяца назад
@@MorseyYT with vvd best IV in game he is unreal bro 🙈🤣
@aziedrench
@aziedrench 4 месяца назад
Earned!
@MorseyYT
@MorseyYT 4 месяца назад
Cheers! 💪🏼
@hazeyv7
@hazeyv7 4 месяца назад
open my rewards please and thank you hahaha
@MorseyYT
@MorseyYT 4 месяца назад
Deal 🤝
@mehmetkork15
@mehmetkork15 4 месяца назад
My man did not choke rank 1 , I like it!
@MorseyYT
@MorseyYT 4 месяца назад
Haha cheers bro!
@i360hd4
@i360hd4 4 месяца назад
Why do you swap between road man and geeza from sentence to sentence? You almost sound non-English.
@mowgli8480
@mowgli8480 4 месяца назад
I got dybala in the first pick, and can't decide between Giroud or Osimhen in the second one. Giroud looks good, but bought Osimhen from the market for a couple of games, and he was cracked as well. Any suggestions lads?
@thenglbad3951
@thenglbad3951 4 месяца назад
giroud for sure, osimhen is def more packable then that man
@MorseyYT
@MorseyYT 4 месяца назад
Giroud all day!
@rumurix
@rumurix 4 месяца назад
Deserved bro! Theo 🔥🔥🔥
@MorseyYT
@MorseyYT 4 месяца назад
My guy! Thank you!
@AO-cc9ie
@AO-cc9ie 4 месяца назад
Got 2 Fergusons my attack is so bad needed a upgrade
@MorseyYT
@MorseyYT 4 месяца назад
Ouch!
@_ephy_
@_ephy_ 4 месяца назад
4 videos in one day! you deserve that red theo hernandez!
@azorian888
@azorian888 4 месяца назад
Dynamic difficulty adjustment Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted. Images (12) Classifications A63F13/67 Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use View 10 more classifications Landscapes US20170259177A1 United States Dynamic difficulty adjustment Abstract Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted. Images (12)             Classifications Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use View 10 more classifications Landscapes Show more US20170259177A1 United States BACKGROUND [0001] Software developers typically desire for their software to engage users for as long as possible. The longer a user is engaged with the software, the more likely that the software will be successful. The relationship between the length of engagement of the user and the success of the software is particularly true with respect to video games. The longer a user plays a particular video game, the more likely that the user enjoys the game and thus, the more likely the user will continue to play the game. Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use Simulation of cognitive functions for NPC Artificial intelligence game engines Automatic adaptation of the game difficulty to the player's skill and style of play The system may modify execution of the video game by adjusting any type of knob or lever that can change the video game 112 and may conduct a knob-level analysis of the churn rate. The system is not limited to adjusting the knob or lever based on a seed value. [0040] Generally, the knobs 114 are variables that relate to a difficulty level of the video game 112. It should be understood that the knobs 114 typically include a subset of variables that modify the operation of video game 112 and that the video game 112 may include other variables not involved in the setting of the difficulty level of video game 112 and/or not available for modification. Further, the knobs 114 may include variables that modify the video game 112 in a manner that is not perceivable by a user or is difficult to perceive by the user. In some cases, whether or not the modification to the video game 112 is perceivable by the user may depend on the specific video game. For example, suppose that one knob 114 relates to the amount of life that an enemy in the video game 112 has. In some cases, modifying the value assigned to the knob 114 may be detectable by a user because, for example, the health of the enemy is numerically presented to the user. In such cases, the health of the enemy may remain unmodified in the difficulty level of video game 112, but the difficulty level of the video game 112 may be modified via a different knob 7:07
@MorseyYT
@MorseyYT 4 месяца назад
My guy! Thank you!
@_ephy_
@_ephy_ 4 месяца назад
@@MorseyYT No problem man!
@NYCpizzaclub
@NYCpizzaclub 4 месяца назад
Friday rank 1 during Tots. Congrats on Hernandez!! I need to wait till sunday to play against more relaxed players 😂😂😂
@MorseyYT
@MorseyYT 4 месяца назад
Thank you bro 😅
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