#the games will only require a small team from this point on (mostly for server maintenance and troubleshooting) so they will cost less
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And the original game has continued in it's current state since June of 2022 (when the final Main Story Lesson was added) which is not at all a short amount of time. The original game has actually been "sunsetted" for just as long as it was "active"
So this is by no means a death sentence. Even if both OG Obey Me and Nightbringer remain active as they currently are, there's no need to panic that they'll be going anywhere immediately.
As long as people continue to play and support the games, there's no reason for Solmare to end them. It simply doesn't make sense from a business perspective to shut down the servers of a game that still generates revenue, if you want to be completely pragmatic about it. And I promise you that there are definitely players who will continue to spend money on the games.
Yes, it's likely that both games will eventually be shut down at some point in the future, but that's something that happens to literally every single live service mobage that exists. That's simply a matter of fact for the industry itself, since these types of games aren't built to be active indefinitely.
The games will stay around longer if they continue to get support, and there will be players who support them to keep the games alive as long as possible.
However, I encourage everyone to still save and archive any content from the games that you want to keep permanently, whether via screenshots or screen recordings (or whatever other preservation method you prefer)
I've talked about this at length on Twitter, so I'll try to keep it short and sweet:
OBEY ME IS NOT ENDING!
I've seen a lot of people panicking and a lot of people doomposting about the games being shut down, about how Solmare is abandoning the franchise, etc.
THIS IS NOT WHAT'S HAPPENING.

- From Solmare's announcement a couple of days ago.
The main story in Nightbringer is being wrapped up, but that's it. The games are not being shut down. The games are not going anywhere. You can still play the original Obey Me! and Nightbringer as much as you want. The main story will simply be finished at Lesson 60.
The franchise itself is not ending, either. Solmare has made multiple statements about this and has made it very clear that Obey Me! the series itself will continue. And the voice actors have confirmed this as well!





In addition to both games remaining, there are multiple new Obey Me! projects coming next year!
According to Solmare, the next era of Obey Me! will include new content, live in-person events, new merch, collaborations, and more that will be announced in 2025.
Believe me, I completely understand the disappointment that comes with this news. I'm deeply saddened and disheartened to know that the main story will be wrapping up so soon. I had been following Obey Me! since before the first game even came out (ever since the promotional trailer was shown at AX in 2019) and I've been a daily player of both games since Day 1. It's absolutely valid and expected for people to be upset.
However, I do think that we need to stop spreading misinformation. There have been a LOT of posts on both here and Twitter by people claiming that the series is over and that the games are being shut down. THIS IS NOT TRUE. Not only have I seen far too many people repeating these false claims, I've seen far too many people believing them at face value. I have seen too many people saying that now they're going to delete the games from their phone and leave the fandom, and I've seen fic writers and artists say that they're going to start deleting their works "because it's over now so why bother"
PLEASE DON'T. Obey Me is not ending! The games aren't being shut down! The series is still continuing with new content coming next year!
Repeating this misinformation isn't just damaging for the people who believe it, but if you're pushing players away from the fandom/series because they believe it's been shut down, then that's going to harm Obey Me! as well. We will only continue to get more new content and new OM projects if the series is successful, and alienating fans won't help anybody.
There's been a lot of anxiety and doomerism these past couple days. And while I totally understand feeling disappointed, PLEASE do not make false claims or spread misinformation. The games are not going anywhere and you can still play both of them as much as you want. The Obey Me! series is continuing with multiple new projects next year!
#yes obviously there will be less revenue overall compared to when the Main Story was still active#but the games will also cost significantly less to maintain now compared to before#it's very likely that the majority of the OM team is already being migrated over to the new OM projects slated for 2025#including the writers the artists the voice actors etc etc#the games will only require a small team from this point on (mostly for server maintenance and troubleshooting) so they will cost less#therefore requiring less revenue/support from players to remain active#there's still reason to buy things like DP especially since old legacy events will remain playable#so don't panic that the games are gonna disappear straight away#just continue to enjoy them for now and support them if that's something you are able/want to do#and save whatever stories/Devilgrams/phone calls you know you want to keep
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With Bloodhunt's development ending, I have thoughts and feedback.
First off I really enjoy playing it. Played since Beta, only stopped because I was sick. Only BR game that could keep my attention. But saying that, I can see why it wasn't going to last. There were some pretty seriously bad decisions made that I believe is why it didn't last 2 years.
They signed an exculsivity deal to only be on Playsation and PC. That has got to be the most braindead decision for any free to play game, let alone a Battle Royale. Sure it's mostly branding these days, but Xbox players LOVE battle royale games and shooters in general while Playstation is more known for RPGs. Whatever they were paid for that deal, it was nowhere near enough.
Dispite claiming to be tough on cheaters, they pretty much ignored reports if the cheater was a streamer. It got to the point where most of the "Inner Circle" (their creator program) were blantantly aimbotting, wall hacking or just shooting through walls. They eventually cleared them out but it was too little too late.
Speaking of the Inner Circle, the requirements were frankly ridiculous. They set it up as a ranked system with the highest requiring 1000+ viewers and streaming Bloodhunt 8 hours per week or making 3 "high quality" videos. I'm sorry but that is a huge ask for any creator. The top 1% of Twitch get on average of 50 viewers on a good day. Also there was rarely any new content for the game so good luck making relevant "high quality" videos every week.
Twitch drops were tied to this system too. Making it frankly annoying trying to find what creators had drops. Many Free-to-Play games have open drops to attract new players and encourage people to stream it.
As for monetization, they went all in on Battle Passes. With very few "good" items and mostly Xp boosters. There is a Item Store but it only had 4 items at a time. So good luck if you wanted any good eye or hair colours. The passes were also very long for the amount of time given, requiring players to play 4-5 rounds per day. While not seeming like much, it becomes very easy to fall behind if you didn't play every day.
Finding a game was my biggest nightmare. Outside of North America or EU West, servers are pretty dead most of the time. There is no option to pick a server and many players just use a VPN to play on an active one, compounding the problem. It was an issue in Beta and only got fixed after they added bots to fill lobbies dispite them saying multiple times that it was fixed and you'll be able to get games.
In Beta you could earn the Premium currency (in very small amounts) from daily missions. A great system. However it was removed for realease. In game items are very expensive compaired to many Free-to-play games. Many games do this to make it feel like your earning something and insentivise people for playing.
They added Team Deathmatch since the only modes were Solo/Trios and Solo ranked. But without private games and modes like King of the Hill and Point Control, I can see why players get bored quickly. There's some variation but not a lot between rounds, which is why most players will do their dailies and just call it there.
The game is good, it's just plagued by poor management. Hopefully Paradox scoops it up or enough people continue playing to justify Sharkmob picking up development again. I'm probably going to play a little when I can.
#vtm bloodhunt#world of darkness#vamily#vampire the masquerade bloodhunt#vampire the masquerade#bloodhunt
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Survey #479
“war sends our sons to slaughter / another failed attack; there is no turning back”
Have you ever boycotted something? Yes: Chick-fil-A. Homophobic, transphobic pieces of shit. Has anyone ever borrowed something from you, and not returned it? Yes, a video game when I was little. I was so mad, lol. Do you vent a lot on social media? No. I don't want people to get annoyed with me. What was your first bill you started paying on your own? I haven't been responsible for any bills yet. What is your favorite charitable cause to donate to or volunteer for? I can't/don't do either really, but if I could, I'd probably donate to uhhhh... suicide prevention organizations. As for volunteering, definitely something with animals. Have you ever dated someone who wasn’t at all your usual type? No. What is something you have no patience for? Waiting at the doctor's office. Have you ever received a misdiagnosis? Yes. What’s that you’re listening to? I'm watching Gab play The Evil Within 2. What kind of relationship do you have with the last person you kissed? We're a couple. What is your biggest accomplishment in life? Still being alive. What is one thing that you really wish you could understand, but don’t? Political stuff. Economics. Have you ever been tutored or tutored someone yourself? I had an Algebra tutor the last time I was in college, and I had to strangle an anxiety attack down because I wasn't understanding the material AT ALL and felt so dumb and annoying. I never did it again. What was the last thing you said out loud (singing doesn’t count)? "It's really embarrassing," to Mom. It really is fucking humiliating that my ankles are swollen from walking/standing more and pushing my desk chair back against the resistance of the carpet. That's pathetic. I'm trying to focus on the fact it's good my body is even reacting to moving more, though. Is everything you have on actually yours? Yep. Do you ever just randomly drive around when you’re upset about something? I don't drive, but if I did, that would NOT be my method of de-stressing. What was the last act of creativity you displayed? Writing an RP post. What’s your favorite department in Wal-Mart? Uh, I guess where you can go see the plants and flowers. Do you find kite flying boring? I LOVED it as a kid. I'd still probably find it kinda fun. Do you have any interest in visiting Japan? Yes, but it's not a massive interest. I've heard the humidity can kill a bitch, and I am NOT into that. Have you ever run a cash register? Yes. I sucked. Have you ever worked as a server? No. Have you ever done the Bratz challenge on YouTube? No, but I saw James Charles do it and it was v unnerving, holy shit. Would you rather paint or carve a pumpkin? Carve. What was your worst experience in high school? My depression as a whole. How much did your senior prom dress cost you? I don't remember. Have you ever been in a serious romantic relationship? Three, if you include my current one. Which part of your body is the most muscular? Uh, nothing? What is the first site you check when you get online, generally? KM. Are you good at creative writing assignments? That's my forte. In elementary school, I actually won a I think county-wide creative writing short story assignment. Not to brag, but I've always been very proud of that, ha ha. Or would you rather just do an informative essay? That's easy for me too, but I prefer writing creatively. Are you more attracted to the badasses, or the goody-goody types? Definitely the goody-goodies. The "bad guys" have never appealed to me romantically. Do you raise your hand or participate in class? I did if I really wanted to ask something or was confident in an answer. What is something BIG you want to do with your life? Make a difference, somehow. What do you think of people who own wild animals? Do NOT just casually take in animals from the wild. That's selfish and just generally disgusting. If you're going to keep an animal generally described as wild and undomesticated, you'd better have a license and deserve that license. Know what you're doing and be certain that keeping the animal in captivity is in the animal's best interest for its unique case. Are you good at explaining things, in general? NOOOOOOOOO, I suck at that. Do you like visiting the mall? Why or why not? Not our mall, no. Its stores suck/are extremely limited, and SO much crime has happened there. Do you like window shopping? Why or why not? YESSSSSSS, mostly on Morph Market, a mostly reptile selling hub online. You can browse TONS of breeders and literally thousands of reptiles, especially ball pythons. They even have a tarantula section I like to look at sometimes. If you lost your job/home/etc., who would likely help you? If I'm losing my home, I'm assuming my mom is gone, so my dad. Why did you first kiss the last person you kissed? We were a couple and I felt like I was supposed to. At that time I didn't see him romantically, but I desperately wanted to. Funny how we're back together and I've no reservations against kissing him now. Feelings change, for sure. Plans for tonight? Girt and I will probably play some WoW Classic together. We've started playing that together, and it's lots of fun with him. :') Has anyone seen you kiss the last person you kissed? Actually, no. Have you ever been kissed in a car? Yeah. Do you think anyone has feelings for you? I know Girt does. Is there anyone in your life that knows right away something’s wrong with you? My mom. Who last made you smile? Girt, 'cuz he's a sweetheart. Where is your mother? She's in bed in her room. She feels like shit. Like, you would think she WASN'T vaccinated, though her long-time doctor has said she'd probably be dead without it while having Covid. Would you rather look at clouds or stars? Stars. Think about your biggest mistake, would you go back and change it? I absolutely would. Are you dating the person you last kissed? Yeup. What is the most immature item you own and actually use? Um. Idk. Do you always take a shower after you have sex? I... didn't know people did this? Like I know women are advised to pee after sex, but full-on showering? No. Do you like chocolate popsicles? Oh hell yeah. Are your parents proud of you? They claim to be. I don't see how. Are you interested in the ocean? Yeah; it's inarguably so fascinating. Hot dogs or hamburgers? I prefer burgers. Have you ever been to a Chinatown in any of the cities you’ve been to? No. Have you ever been to couple’s counseling? No. Do you have any dietary restrictions? No. Have you ever turned down a job offer? No. What’s the largest animal you’ve ever had as a pet? A dog named Cali that was a boxer mix. Do you ever pray, even if you don't believe in God? What exactly is the point if you don't believe in God...? Anyway, I don't. Have you ever been to Mexico? No. Have you ever gotten stuck in quicksand before? No. What's the shortest or longest length you've ever had your hair grow? To around the small of my back. The last nest you saw - was it a bird nest or a hornet's nest? I think a bird's? Do you enjoy Jeff Dunham? I don't know if I'd like him as a person, but I do think he's a funny comedian. Who is your favorite character from Frozen? I was never into the movies. I do think Elsa is kinda cool (no pun intended, lol), though. I like that she has her flaws. Did you finish high school? If not, do you plan on doing so? I did. Have you been in a simulator that mimicked a submarine or rollercoaster? A rollercoaster, yes. How often do you go out to eat instead of cooking for yourself? Mom and I try to avoid fast food for our health. We do a pretty good job at it, but sometimes for convenience's sake, we do eat it. What is the largest family of siblings that you know of? This is probably gonna come across as very judgmental, but... it really bothers me. I don't know how many kids she has now, but one of the dance moms from the studio has SO many children; I've completely lost count. Now if you want that many kids and can provide for them, that's cool. But that's not the case. She uses the "if God wants me to have a baby, then it will happen" mentality, and I'm just like... um, no hunny. Poor choices are leading to kids you're not adequately providing for. She uses no methods of protection and literally has twins whose room is a fucking closet. Ugh it just really bothers me. What foreign languages were offered to you at school? A whole lot. Only Spanish and I believe French were offered as in-school courses, but there were lots of online classes. If you were required to take a course right now, what would you choose? Photography. Team Biden or Team Trump? Over my dead body would I have voted for Trump. My vote went with Biden. What is an animal native to your country that may not exist in others? Bison are factually exclusive to North America. Note that bison and buffalo are different. What are some of your favorite autumn activities? Taking pictures of fall scenery. <3 What are some of your favorite winter activities? Going out in the snow. :') Especially with a camera. Do you eat a shit-ton the week before your period? uuugggghhHHHHHH yes Wendy's, McDonalds, or Burger King? Wendy's. What's the weirdest question you've ever asked Alexa? I've never asked Alexa anything. Do you prefer your apple cider to be warm or cold? I've actually never had it. Do you prefer your coffee hot or iced? Y'all know the story of me and coffee. Can you sing the alphabet backwards? I can't. Have you ever sent flowers or chocolates to yourself before? Ha ha, no. Is there any meat that you won't eat? Yeah, fish and ANYTHING that comes from a wild animal. Does your cat use anything other than it's scratching post as a scratcher? When we got him a scratcher WITH CATNIP, the lil butthead ignored it. -_- He scratches the carpet instead. Did you go through a vampire craze before? Are you still going through it? Nah. Have you ever forged your parents' signature on a poor test paper, etc? No. Has a bird ever pooped on you before? Omg, no. I'd die. Have you ever been sprayed by a skunk before? No. Are black jellybeans delicious or disgusting? I HATE them. Have you ever rolled down a grassy hill before? I have! I miss that.
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Q Origin story - Series 2
An imaginary Q-centric Netflix series
Series 1 Pilot here.
In this second series, we see Q’s double life and how he juggles them. One as a civilian and the other in service with MI6 - his growth his setbacks; the dramas that follow and which of the two will have to give way.
To make Q’s backstory come to life and the events that happen to and around him seem more realistic, I’ve tried to include as much relevant details including the bureaucracy, politics and technology in MI6 (with a lot of artistic licence). The details all play a role in growing plot and telling of the narrative, I promise.
This is meant to be a plot summary, not a full blown fic. Feel free to furnish with your own details.
———
Episode 1
We see him older now but still in university on the verge of getting his second PhD and third masters (about 28-ish). The last several years, he’s been working part time at MI6 Q-Branch. Major Boothroyd (Q senior) insists he continue his education in Chemistry and Engineering as he’s competent but not great yet in these areas. The Major is an absent minded professor type, involved but not affectionate yet provides enough structure and interesting projects to occupy Q.
Meanwhile Q in addition to the projects Boothroyd assigns him has started gathering some of his more cyber savvy colleagues in Q and IT Branches into a loosely defined “cyber security team”. It’s mostly them poking around MI6 systems testing and patching security. Technically, administrative IT is not under the purview of Q-Branch - you wouldn’t call Q-Branch if your laptop is refusing cooperate. Q-Branch is a specialised Field Research and Development (Weapons & Defence) division of MI6. However, there is increasing overlap with IT-Branch as terrorism and counterterrorism activities move into the cyber realm. The need to use cyber offensive measures (weapons) and protect against them (defend) blurs the lines between the branches in this age.
It is still up in the air as to which branch will eventually take over - both branches playing it like hot potato at the moment. Q has a suspicion that M wants Q-Branch to play a more involved role sooner rather than later but bureaucratic red tape and legitimate logistical and manpower concerns have yet to be addressed.
Timothy Hayden, Head of IT- branch is territorial about letting the grease monkeys down in Q-Branch toy with his high tech touch screens. He runs his branch like a corporate entity and isn’t a great fan of the somewhat disorganised tinkering elves that surround Boothroyd like a perverse Father Christmas toyshop. Boothroyd on the other hand doesn’t want Q-branch becoming mired in a multi-year IT systems transformation project that would draw resources away from their core competencies (whose budget should it come out of? what’s the scope? whose personnel? whose accountability? legacy systems, ongoing support and patches, etc.)
So for now, Q and his merry little bunch of misfits - who in later years will become the core group of senior Q-minions surrounding Q (opportunity to explore the other characters) carry on their project in the background. Its their standing Friday CYBRWar! night with IT-Branch. Their cybergames isn’t exactly sanctioned but is not prohibited either - as long as they don’t repeat the Black Friday incident where an uninformed IT boffin mistook the games as a legitimate attack and executed a hard shut down of Level 3 servers taking all email down with it…. now that was a long weekend of data recovery work no one wants repeated.
The games see them take turns playing system hacker and system defender. The score is currently an alarming 163 (success hacks) vs 57 (success repels) with both sides starting to uncomfortably acknowledge the gaping under-preparedness of their protocols. To add to the worry, a third of the successful repels are only because Q was playing lead defender. So, vigorous trash-talk and deliciously unhealthy takeaway food aside, it does serve a critical purpose - one that they won’t realise until a few years later.
Meanwhile, Q’s personal life starts to get interesting. He’s fallen for a university tutor in the Arts & History faculty (lets call him Adam) who couldn’t be more different than Q. Adam is flawlessly chisel cheeked and athletic - but internally soft, emotional and romantic. Juxtaposed to Qs fragile physicality but rapier wit and iron will. Q suspects that Adam sees in him a scrappy lost puppy in need of a good home and boundaries to focus his genius - but doesn’t mind ...initially. His first serious romance and sexual experience ensues. [insert desired smut here. LOL].
However even as his personal life blossoms, his life in Q-Branch begins to unravel. A spate of failed field operations culminating in the death of a field agent instigates an investigation. It is determined that equipment failure is a cause in all these cases. Major Boothroyd as branch head is ultimately accountable - he is censured and put on administrative leave, which is crushing to the old man who has spent his life in Q-branch. As he spends an emotional evening packing his office and reminiscing on a life spent in the bowels of MI6 creating countless gadgets for his countrymen, the stress and shame takes its toll. He suffers a stroke, and collapses. It’s Q who finds him unresponsive next to the old DB5 that Boothroyld wanted to see for the last time when Q goes to collect the old man for the “farewell” drinks Q-Branch was throwing to honour their old mentor.
Boothroyd survives but suffers long term damage to his right side, making a potential return to Q-Branch impossible. It is both an emotional and technical blow to the department which is now facing ever increasing scrutiny. There is even talk of contracting all R&D work to external defence companies and doing away with Q-Branch all together…….
Episode 2 continued under the cut.
———
Episode 2
Opens with a harried senior R trying to keep a demoralised Q-Branch together. The Major was a pillar of Q-Branch for decades and many feel a strong loyalty towards the old man, Q included. R orders a review of the few examples of returned equipment to find the root cause of failures. The engineers in Q-Branch get to it - they narrow it down to a few components but the records show no issue with them prior to assembly. Without more evidence, the investigation stalls.
Out of curiosity, Q pokes around the inventory system, trying to find a pattern. When he checks the data logs, he finds discrepancies that suggest data tampering. The component serial numbers have been moved around so that in some cases untested components or those that have failed testing are getting released to be used in the assembly of field equipment.
It is a small hack (if you can even call it that), surgically precise and inconspicuous enough that it flies under the radar. In an era of brazen top down system wide pwn-ing, no one would have given priority to securing these low level administrative systems since they don’t hold any classified information. But once compromised causes a ripple that cascades upwards. Q gets a knot in his stomach, how many more of these time bombs are hidden in the system?
Just then a field report for 007’s latest mission (Casino Royale) comes through. Q-branch is red flagged because the medical defibrillator they built for 007’s kit failed to discharge when expected - nearly costing the agent his life. It was only an act of serendipity that the liaison from HM Treasury Dept was there to assist. Q designed that defibrillator; he’d personally drawn up the schematics and the electronic controller as well as the specifications, he’d put in failsafes and redundancies knowing the critical use case of the equipment. This point he’s doesn’t know 007 personally, he knows of his reputation as a rebel and M’s experimental wild child. People say that about Q as well, that he’s M’s bet - for what exactly, only she knows. Q thinks otherwise, viewing MI6 as his gilded cage - one that M imposed and one that he now willingly submits to; to keep his egomaniacal tendencies in check (think pyjamas + tea + laptop = destruction). He resented it when he first arrived, but has since matured and loves the sense of purpose and outlet it provides.
He plans to gather more evidence about the data tampering, before presenting it to R. But the next day he gets an urgent call from R telling him to come to HQ, they’ve sent a car for him. He has to cancel a long-awaited planned weekend with Adam who doesn’t quite get what’s so important that Q can’t put it off. To everyone else, Q is still a PhD student with no more pressing concerns than finishing his doctoral dissertations - a lazy student at that.
This is where we see the cracks in Q’s civilian persona. Brilliant as he is, he barely makes his tutoring requirements and spends more time in Q-Branch than in the university labs. When he does show, he’s ill prepared and sporting increasingly implausible excuses. His PhD project is half baked and boring because the more interesting topics he’s working on is for MI6 and classified. Yet his technical genius means he still manages to run verbal rings around his peers and professors and make a general nuisance of himself (he can’t resist pulling the lion’s tail at times simply to see what would happen. We see traces of this side of him when he meets 007 later in Skyfall). He has all the ego and sensitivity (lack of) of a Sheldon-esque character but without a developmental disorder to explain his behaviour and endear him to those around him. MI6 funds his tuition so he is not wanting of anything. In summary for all appearances, he’s a privileged little shit too smart for his own good, cruising through academia without ambition or drive to make something of himself.
Adam is understandably upset. Q is annoyed at Adam’s concern and increasing attempts to ‘guide’ and ‘channel’ him. He knows he’s been more erratic and impatient lately but can’t explain to Adam why. He leaves Adam at the university entrance and gets into the unmarked black car with a promise to talk later.
When he gets to HQ he finds out that he’s facing the fallout from 007s’ field report. He’s now caught up in the internal inquiry dragnet. The inquiry board wants to issue a recall of ALL specialised field equipment designed by Q-branch. It would be a massive undertaking as it’s deployed all over the globe and across agencies (CIA, NATO, EEAS, etc that contracted work with Q-Branch) and in many cases with agents under deep cover. Not to mention the embarrassment and damage to MI6 reputation (they don’t know it yet, but this is the start of a campaign to undermine M; this is also my take on why Q-Branch makes no appearance in Casino Royal and Quantum). They also want to rescind Q’s contract and security clearance to cover their liabilities - using Q as a scapegoat.
R thinks it’s an over reaction; granted there are serious issues here but give Q-Branch time to investigate before they make a decision. The board is unconvinced; they don’t have time for a protracted review, they have already lost one of their filed agents, now nearly losing a 00-agent. If something similar happens to one of the other allied agencies because of Q-Branch tech, the reputational embarrassment will be severe. The situation is at an impasse.
With his career on the line, Q speaks up for the first time in the inquiry, surprising everyone into silence. In the last half hour, he’s been talked to as if his presence was irrelevant; a lowly Q-Branch boffin, disposable and expendable in the grand scheme of political machinations. He details his findings regarding the data tampering in the inventory management system. If he can trace which of the components are affected, he could narrow the list of equipment that potentially needs to be recalled. He asks for 3 days.
R an old school mechanical engineer, is out of his depth on this one as it’s a IT systems issue. IT-Branch Head, Hayden is uncooperative. He thinks Q is trying to deflect blame to his branch. Hayden objects, accusing Q of unauthorised hacking into IT Dept. Q admits to unauthorised access but quips back that its hardly hacking when all he had to do was jiggle the the handle to find the door unlocked. Terrorists are not going to pass up an exploit just because we asked nicely. That shuts everyone up. Out of the corner of his eye, he thinks he sees M look somewhat pleased but isn’t sure.
The board acquiesces to the 3 days….the clock starts ticking.⏳
Update: Episode 3 up now.
----
Let me know what you think? 😉
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How does gaming affect technology advance
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The Hidden Mystery Behind GAMING
Paul: Our company model is growth focused and we cover 3 important areas in the gaming business. Firstly, we're a worldwide e-Commerce retailer promoting over 7,500 games from 450 publishers in more than 190 countries to millions of gamers. Secondly, Green Man Gaming has a thriving community who talk about and track their game achievements on our neighborhood platform. This data combined with the industrial information of the shop offers Green Man Gaming a considerable depth of knowledge of our customers. Ultimately, we have a publishing arm that aids developers publish their own games and bring them to industry, supporting them every single step of the way. The fusion of Green Man Gaming's e-Commerce shop, a sturdy community producing billions of information points and publisher support sets us apart from our competitors.
It is February! In 2017 that indicates that we get six a lot more weeks of winter AND your yearly dose of video game statistics and trends. We're taking a appear at important events and shifts in the gaming business and considering the current state of gaming. Take a peak, or stay for a week! All statistics are completely researched. See sources at the bottom of the web page for additional information.
Nintendo 64 and PlayStation ushered in a new era of gaming. Polygons replaced pixels, and 3D rendering entered into the gaming vocabulary. Retro gaming hits like Crash Bandicoot, Mario Kart 64, and 007: Goldeneye pushed the limits of technologies, and made the most realistic virtual environments noticed up to that point. We also have some retro games for systems that may well not really feel as old as they are, including PlayStation 2, Nintendo GameCube, and the original Xbox.
Style patterns: To shop information in DynamoDB, gaming companies partition game state and other player information working with player ID, and use the key-value access pattern (1:1 modeling). In circumstances when additional fine-grained access is named for, these companies use a sort important (1:M modeling). This permits them to access and update diverse properties or subsets of a player's dataset separately. This way, they never have to retrieve an complete dataset. In this approach, various items that retailer distinct properties can be updated transactionally by making use of the DynamoDB transactional API Some providers compress user data to reduce expense. PennyPop, for instance, makes use of gzip to compress player data and shop it as a base64 string, decreasing the player information to ten percent of its original size.
Mobile games serve as a source of speedy, boredom-beating entertainment, a bit of pressure relief and a distraction from true life worries, and just as a restful moment (such as gaming in one's downtime). Additionally, 60% of girls say that gaming makes them feel good, and given that mobile gaming is speedy and simple - the game is generally on their particular person - it really is simple to play although on the go. As Refinery29 says in their dive into girls and mobile gaming, ladies have not been historically nicely-served by the sedentary nature of video games, but mobile gaming changes the story right here, given that they can play anywhere.
Ask yourself why you happen to be considering starting a gaming weblog or youtube channel? If it really is simply because you assume you have what it requires to be the next PewDiePie or DanTDM (or TheTechieGuy ), then you're not alone. However, your principal reason really should be that you have an overwhelming love for gaming. It doesn't hurt to have a fantastic voice and a thing to contribute to the gaming network. (Of course, the perks ain't negative when they commence rolling in, either).
The gaming business saw a quantity of thrilling developments in 2016 touching on various aspects of the sector. Gaming technology is creating in really thrilling approaches. The long promised revolution of virtual and augmented reality moved closer to realization. The mania around Pokémon GO with its mass market appeal and utilization of mobile phones introduced untold millions to the possible of augmented reality. With its launch in India and South Asia it has turn into the poster youngster for the prospective of mobile games provided its advanced technologies and the huge international smartphone penetration.
Commonly utilised to refer to games that are produced by key studios with a substantial price range, requiring a high sales volume and in depth software program expansions to retain profitability. Like hollywood, these games tend to rely on reasonably low-danger sequels over larger-risk artistic projects, so anticipate to see your operate all more than billboards and Tv advertisements. You are going to be focused mostly on eeee2.site Pc gaming blog Computer, Playstation and Xbox gaming for AAA titles.
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Potential Adventure Rewrite Idea Dump
I am hereby asserting myself as the CEO of Bad Ideas. I’ve been doing a lot of thinking lately about how interesting it would be to do a potential Digimon Adventure series rewrite (Adventure, 02, Tri, and their related animated media; haven’t seen Kizuna so I’m not sure if I’ll include that or not).
Of course, this would be a pretty long ways off given that I’m already doing a rewrite of Frontier, but I think that’s alright, in all honesty. This project would take a really long time to plan and a lot of research. This post is just for me to get my preliminary thoughts out of the way before I dive any deeper. Also, keep in mind that I’m a stupid American with no way to watch the Japanese version of the first two season legally (I would if I could), so this is all dub-centric stuff. One of these days, I’ll figure something out to watch the Japanese version since I feel like research there will be important for something like this.
Against my better judgement, I’ve also got a small discord server for this. I want to talk to like-minded individuals and all that about this sort of project and hopefully make some friends along the way, so here’s that if you find yourself interested in something like that: https://discord.gg/zFvTx5h
It’s pretty barebones right now, but hopefully it will develop more in the future.
Adventure
Adventure is mostly fine as it is when it comes to plot in my opinion. The character development is amazing and doesn’t require much in the way of reworking. Only a few small things would be changed for the original Adventure for the sake of foreshadowing future events, and they wouldn’t really have an express impact on the story itself.
Adventure Movie
Again, this doesn’t really merit much in the way of changing. It’s a simple story, but I feel like it works pretty well. No need to change it.
Our War Game
For a third time in a row, this is perfectly fine and doesn’t really need to be reworked. Go War Game.
Adventure 02
Alright, this is where I actually have some ideas to dump. Strap yourselves in, kiddos, because there’s quite a bit I’ve been throwing at the wall. None of this is set in stone yet; it’s just me saying what random shit has been coming to my mind.
- New arc about the Dark Ocean. I’m not quite sure where this would go, but I want to work out the Dark Ocean fully and explore everything that has to do with it.
- Shortening first arc. The Emperor/Kaiser arc at the start of 02 would need to be cut down in order to make space for the Dark Ocean plot I already mentioned. The major plot beats would remain the same while filler is removed or reworked to have a key purpose.
- New character arcs. This is mostly applicable to the 02 kids, but I want to give them more defined arcs a la Adventure. They’re fine as they are, but Yolei/Miyako in particular really gets the short end of the stick here, and I would love to flesh her and the others out further.
- Destiny Stones. I don’t know if I want to keep these or cut them, but if I do, I’m going to change things so it’s less of a fail arc on top of adding detail to their history.
- Give new kids Crests. All three of the characters who don’t have Crests/only inherited Crests are getting their own ones, which brings me to the next point...
- Give 02 cast their own Ultimate/Mega partners. DNA evolution is going to be reworked for this, and the 02 kids are going to get their own partners to go up to Ultimate/Mega prior to this.
- DNA evolution deserves its own point since it’s probably going to function more like Omnimon does: Digimon reach Mega first and then use DNA evolution. As for if all of this will happen during 02 or not, we’ll have to see, but it will happen.
Hurricane Landing
This one only has one notable change, but it’s a pretty big one.
- Make it canon. This will require a bit of work, but it is possible to make this movie fit in with the canon timeline. That’s the primary problem I have with it. Also, I have seen the Japanese version of this movie, and this rewrite would be following the plot of the Japanese version. Why? Because this is quite possibly the worst adaptation between languages when it comes to the English version, and this movie deserves better.
Revenge of Diaboromon
We’re back to the stories that seem fine as they are for the most part, but there is one thing that could be done in this movie.
- I mentioned how DNA evolution was going to function differently, right? Well, I don’t know how it’s going to fit into the timeline since having Armor, Champion, Ultimate, Mega, and DNA forms would be a bit cramped as far as pacing goes for just 02, so this could be a good chance to introduce one of the DNA evolutions after 02.
Tri.
Oh boy. This one is by far the one that will require the most changes, but I have the fewest ideas for it, as much as I hate to say it. I think the plot of the original Tri. is fine, but if I was the one writing the story, it would be pretty different. In fact, most aspects would probably wind up completely upended in favor of something new. This season in particular would require help developing.
- I’m still going to have the kids who don’t yet have Mega forms by this point reach that level here. On the subject of DNA evolution, that will most certainly happen here near the end of Tri. with Sora/Mimi and Izzy/Joe pairing up for it.
- This is a more general change, but making things a bit more compliant with canon character arcs from Adventure/02 is a big thing.
- Yes, the 02 kids will be included this time around. I think they had a lot of potential that simply wasn’t followed up on during Tri., and I’m going to do it, god damn it.
- Meicoomon isn’t going to be the villain. Yeah. I told you that this was going to require a lot of changes. I’m not quite sure on the details yet, but Meicoomon is not going to be responsible for the events of Tri. in this rewrite. Instead, she and Meiko are going to be regular members of the team, but they will act as a thirteenth team member outside of the DNA pairs.
- Instead of Meicoomon, I’m thinking of having Yggdrasil/King Drasil be the villain behind Tri., something that I feel would fit thematically given that he’s going to be defined as the creator of Apocalymon and the Dark Masters as well as responsible for other important events during 02 (I still need to iron out these details).
- Meiko is going to bear the Crest of Darkness. I know this is an odd trait for a Crest to be, but I want you to hear me out on this one. Meiko doesn’t have a DNA partner and seems different from the rest because she wasn’t chosen by Homeostasis. Instead, she was chosen by Yggdrasil without knowing it, and she and Meicoomon were going to be pawns in Yggdrasil’s plot at first without realizing such. Of course, this is still just me bouncing ideas around, so there’s no way to say for sure that this will be the case.
- I’m not sure if the reboot is going to be happening, but if it does, then I’ll probably dedicate some time to the aftermath of such with the resurrection of the previous villains from the first two seasons. This is very up in the air along with the Destiny Stones, but I’m putting it here for the sake of reference.
- Tri. is going to be the regular length of a Digimon season, so it’ll be twice as long as it is in canon. Something with 26 episodes shouldn’t have filler with the grand story it’s trying to tell, and that’s one thing that bothered me about the original. One thing about Adventure (and to a slightly lesser extent, 02) is that the filler pushed character arcs forward, but that’s not exactly the case with, say, the hot springs episode of Tri., and that bothers me personally. Doubling the story’s length will give everything more time to develop, including the characters, and that’s pretty mcfrickin important.
So those are all my thoughts for the time being. There’s quite a few of them, and nothing is finalized yet, but I wanted to at least get that stuff out there. If you read this far, thank you and congratulations. Have a nice day, y’all.
#digimon#digimon adventure#digimon adventure 02#digimon 02#digimon adventure tri#digimon tri#would you look at that#chris is back on their bullshit again#nobody is surprised#digital's adventure rewrite bs
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STH Gijinka RP Discord
Not related to the character but I didn't want to post this on my main or on my Shadow RP blog.
We're in the mod seeking stage. If you like modding you should give us a holler. Members are welcome to join in the meantime but there will be a wait on RPing until we have full staff. We're open to lore suggestions from members, mod status is not required to suggest changes to our story or wiki.
Speak of our wiki... yes, we have a wiki. Comic characters are allowed they just have to be written to fit the story. We re-wrote things so that people who haven't read the comics can participate comfortably. That doesn't detract from our rich lore and we have lots of cool character designs.
Here's mine:
OCs are welcome but so many "hot ticket" character slots are open.
Here is a link to the wiki we have set up for lore.
I mostly wanted to rework the Black Arms arriving on Earth and make that a major plot point. I thought it would be much cooler if it was a big, dramatic thing that everyone could take part of. After, the push would be to incorporate 06 and eventually forces in some form. I love the thought of a divergent timeline RP. I'm still figuring out the details, but I think it would be fun to brainstorm it with the other mods. I love sci-fi, superpowers, and ESP so there's some of that sprinkled all over. Slice of life elements may arise in individual RPs but action is the focus. It's an expanded lore based off the games with elements of the Archie and IDW comics sprinkled on top.
Hopefully that clears up some of my thought process? Yeah? Super!
I know asking for mods is never ideal but it's my only option in this fandom since very few of my mod friends actually roleplay Sonic. I've been modding various other roleplay groups for years, figured I could work things out. I have one person so far who is trying out for mod.
Again, if you do not wish to be a mod but want to participate you are still welcome to join.
Now for what I need:
At least 4 more mods before starting the RP (minimods don't count to this number)
1 mod or minimod playing Sonic (this is to help progress the initial plot)
1 mod or minimod playing Eggman (this is to help progress the initial plot)
At least 1 mod or minimod playing an OC (this is to serve an example for those looking to apply with OCs)
A team who is swift to stamp out drama
A mods who are active (minimods get more slack)
A team who is critical of writing quality
A team who is okay with communicating (I'd be willing to explain things in voice chat if a mod requests it.)
A team who is OVER the age of 18. Preferably 21 or older.
A team who has fun story ideas who want to help flesh out lore
A team who has decent experience with the fandom and the reference media
The server is SFW but I would feel uncomfortable having anyone under the age of 18 in the server as I'm much older and want to avoid some of my own reservations.
Here is the Discord link
YOU DO NOT NEED TO FILL OUT THE GOOGLE FORUM TO APPLY FOR A MOD.
I say this because there's a link on the wiki. You can do it that way if you want. But I have a method to my madness. The server is still small. That many mods aren't needed at the time. The bots and I can do the worst of the mod work. At least for the start. I mainly need reviewers for character cards and people I can train into their roles.
Reserved at the time of writing this:
Shadow
Shard (OG Metal Sonic, other Metal Sonics are still welcome)
Amy Rose
#STH RP#Sonic rp#Sonic the hedgehog rp#sonic the hedgehog#shadow the hedgehog#Discord rp#WE REALLY NEED A SONIC OR EGGMAN
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On the shoulders of giants
(the following story was not written by me. It is from the game “Stellaris” but it reminded me of the whole space ork thing so I thought I would share it. I have changed a few minor elements, mainly removing the gamey parts from it and added a few headers to make it work a bit better. None of the actual story elements have been changed)
Ours is a history of oddities and inconsistencies. We have found ancient city ruins older than some archaeological excavations of primitive villages. We have unearthed saws, axes and even rifles which far pre-date stone-tipped spears and bows.
A peculiar history did not, however, prevent us from stepping readily into a futuristic era of spaceflight. We have now managed to truly escape the gravity of our home planet, aiming for other planets and bodies in our solar system, and beyond.
However, we had scarcely left the atmosphere before the oddities emerged anew; strange signals of alien origin coming from within our own solar system…
Extra Terrestrial Research Department: Report on investigation of anomalous signals on Luna.
Lead scientist: Veldanura.
A string of strange anomalous readings is emanating from the surface of Luna, our very own moon. We have decided to launch a surface excursion to find out more.
Log 1: The first, small step
A base of operations has been set up on the surface of the moon, and several teams are now en route to the various anomaly sites that our scanners picked up.
The significance of this mystery is simply unparalleled, and the scientific community is absolutely buzzing with theories and anticipation over what we might uncover.
Log 2: Tracking the signal
Most excursion teams have reached their destinations and reported back.
Artifacts buried in the ground have been uncovered. Lead Scientist Veldanura describes them as “highly accurate, galactic laser pointers” – ancient machines that are emitting a strong, tight ultraviolet beam out into space for purposes unknown.
It is a bittersweet discovery; the profound, exhilarating importance of alien artifacts countered by their seemingly arbitrary purpose.
Log 3: It’s a dud
Despite our best efforts, the excavation and analysis of the alien indicators on the surface of Luna have failed to deliver any relevant result.
The archaeological teams have calculated and followed the paths of the alien signal beams, but nothing is being pointed at other than empty space.
Lead Scientist Veldanura has requested more time; convinced that something has been missed.
Log 4: Wind back and Proceed
Breakthrough!
Study of the surface has revealed that Luna was hit eons ago by a small asteroid. The impact of this asteroid was not enough to obliterate the moon, but did nudge it a fraction out of its original orbit. By analyzing the impact the scientists have managed to calculate the moon’s initial position and rotation, and used that data to ‘rewind’ the alien indicators to their original position.
And there it was: the alien indicator beams suddenly converging on another planet in our system: Triton, the largest natural satellite of Neptune.
Extra Terrestrial Research Department: Report on investigation of target of Luna’s alien indicators.
Lead scientist: Veldanura.
The previously discovered alien indicators are pointing at Triton, and we should go down on the surface and investigate further.
Log 1: Let’s see what we got
Our archaeological teams have started their work down on Triton. Seismographic readings quickly isolated a hollow area underground on the rough location indicated by the alien indicates previously discovered.
The underground expanse is vast, and despite its mysterious nature one thing is beyond doubt of any of our experts: it’s not natural. Someone built it with a specific purpose in mind.
Log 2: Proving grounds
The excavation crew finally reached what turned out to be a massive underground structure. Vast, angular halls and tunnels were explored. A complete lack of adornment made it difficult to establish the purpose of the structure.
When Lead Scientist Veldanura entered what appeared to be the main chamber, a deep sound suddenly reverberated. Initially just thundering noise, the sound slowly contorted until an incorporeal voice spoke a single sentence in our language:
“Are you ready?”
The booming voice was followed by deep rumble as one of the giant walls slowly slid away to reveal a dark corridor. Our archaeologists eagerly went inside.
Log 3: Trials
The dark corridor led to an empty, round chamber. Stepping inside, the disembodied voice spoke yet again, stating that “only the deserving may continue”.
Short corridors connected the round camber to three other, small rooms -each containing some kind of physics-oriented problem.
Lead Scientist Veldanura believes that these are scientific riddles that – once solved – may provoke some reaction in the structure, but it is all speculation.
Log 4: Full of Wonders
All three science puzzles have been completed in the mysterious chambers deep underground the surface of Triton.
Just as Lead Scientist Veldanura suspected, the structure responded to the correct solutions for the alien trials. As the last riddle was solved, a cloudy holographic projection exploded to life in the main chamber. It was an incredibly high-resolution depiction of our solar system, with one position indicated by a bright point of light: Venus.
Extra Terrestrial Research Department: Report on investigation of Venus following the discoveries made on Triton.
Lead scientist: Veldanura.
Following the discoveries on Triton, our scanners have picked up something deep beneath the surface of Venus.
Log 1: Sealed bunker
After a long, arduous period of digging deep into the crust of Venus the excavation team reached another underground structure.
Despite readings indicating that this structure is hollow, no entry point can be found. It appears hermetically sealed, and the protective walls are made of an unknown material with extreme structural integrity. Conventional digging equipment has so far ben unable to even scratch it.
It will require some serious effort to get through, but the project is already underway.
Log 2: Bunker debunked
After months of hard work, using a powerful beam which combines intense fusion heat with high-frequency vibration, the excavation team has finally managed to crack the underground structure.
As soon as the vault was cracked, the disembodied voice-recording spoke again. It declared that our determination had been proven, that another trial had been completed, and that we were to be rewarded accordingly.
And so, we were. The bunker contained all sorts of valuables, hitherto unknown technologies which can be investigated further, and a new set of coordinates.
Extra Terrestrial Research Department: Report on investigation of Io following the discoveries made on Venus.
Lead scientist: Veldanura.
Following the discoveries on Venus, our scanners have picked up something deep beneath the surface of Io.
Log 1: Very complex
Extensive seismographic readings have been compiled into a highly accurate visual model of the underground structure on Io.
It appears to be a vast network of angular corridors, each several kilometers long. The entire structure is mostly corridors, with the exception of one open space at the bottom of the building.
More than that cannot be interpreted until we reach and investigate the site properly.
Log 2: Endless memorial
The excavation team finally breached the underground complex, and entered the empty corridors.
The long tunnels were completely empty. On closer inspection the walls appeared to be covered in small, strange inscriptions. Translation of the alien language was a highly confusing process, until it was discovered that the writing consisted of nothing but alien names, numbering in the millions.
Archaeologists are now pressing onwards to the bottom chamber, but their effort is hindered by caved in corridors which need to be cleared.
Log 3: Admitting defeat
Our archaeological team has reached the bottom chamber of the memorial structure. There they found an ancient, and partially intact, recorded message; translation suggests this is some kind of personal debriefing:
“We failed. The Relentless cut through our entire navy without even slowing down. All is lost now. We will die here, in these walls of tribute to fallen brethren.
We fear for the lives of our wards, The Relentless will find them, and then they…”
There is no sign of a struggle. No bodies. Only empty halls and the silence of the ones who perished.
Log 4: Addendum
Lead Scientist Veldanura wanted to comb through every nook and cranny of the memorial site. It paid off: a small device was discovered in one of the corridors. A small fragment of information could be salvaged from it:
“…ould work! With their mental faculties shut off – their very intellect removed – they would pose no threat.
It must be enough. It’s the only thing left that we can do.”
The device also included some new coordinates. Veldanura would like to investigate these as soon as possible.
Extra Terrestrial Research Department: Report on investigation of Europa following the discoveries made on Io.
Lead scientist: Veldanura.
Scanner readings from orbit indicate that there is a structure down on the planet. Unlike the previous ones, this one is not buried underground.
Log 1: Last bastion
There was no need for shovels or drilling lasers this time around. Lead Scientist Veldanura and the archaeology team simply walked into the alien ruin.
The site is very old - more than a thousand years, but fairly well kept. It appears to be some kind of staging area, built for a specific purpose. There are several laboratories and large storage hangers.
The team has also found a digital archive server. It’s offline, but appears fairly intact. Hopefully it will fill in the blanks regarding our lost Benefactors.
Log 2: Desperate measures.
The science team managed to get the digital archives up and running. They exclusively contained arbitrary logs, which required some liberal interpretation.
The phrase ‘Mind-Wipe Initiative’ occurs frequently throughout these logs, and it appears to have been the specific focus of research at this location. Apparently the Benefactors developed the technology by which they could manipulate the effectiveness of mental faculties, but how or for what purpose remains unknown.
Log 3: Crescendo!
The archaeological team has found another ancient digital archive. This too consisted mostly of logs, but there was one journal entry of particular interest:
“The ship has taken off. We know they’ll succeed, but there was no sense of hope or high spirits as they left. We know that the mission and the work we’ve done here are wrong… Despicable.
But the alternative… The alternative is worse.”
This is also one of the last entries found at the ancient facility. Not much of a closure, but at least plenty of technological discoveries were made.
Log 4: Aftermath
While clearing out the storage areas, one of the workers found a small device of unknown origin. It was brought to Lead Scientist Veldanura and turned out to be a recording device. It was badly damaged, but a small snippet of dialog was saved:
“…houldn’t be forgotten – someone has to come clean and speak up for them. History may endure, but my conscience cannot”
Further investigation led to the discovery of an encrypted set of coordinates.
Extra Terrestrial Research Department: Report on investigation of Mercury following the discoveries made on Europa.
Lead scientist: Veldanura.
The coordinates point to a seemingly arbitrary spot on the surface of Mercury. Closer scans indicate nothing out of the ordinary.
Log 1: Hidden cave
The team we sent down to the surface of Mercury encountered far more obstacles than anticipated.
The coordinates we discovered on Europa pointed to an especially craggy part of Mercury, where the landscape was filled with vertical stone surfaces and deep fissures.
The team pressed on, and eventually reached the indicated location: a natural cave formation. A base of operations has been set up and further investigation will begin shortly.
Log 2: Cold, hard cache
The archaeological team that began investigating the natural cave a few months ago has reported back. They found a tremendous, abandoned stockpile of valuable resources. There were no doors, no locks and no traps – just a cave full of industrial valuables.
Lead Scientist Veldanura requests permission to investigate further still. Plentiful as it may be, the obviousness of the treasure has evoked a theory that this cache is merely a ruse – that another type of treasure is yet to be found.
Log 3: Dirty past
The resource cache was indeed just a distraction. The real treasure lay behind a hidden door: a final message, recorded by one of the Benefactor aliens.
Eons ago they were at war with a merciless alien race known as “The Relentless”. Entire civilizations had already perished in the Relentless’ wake, and the Benefactors were next. The desperate Benefactors sought their last resort, before all would be lost. They succeeded with a device that ravaged the Relentless’ neurological physique, instantaneously primitivizing an entire race.
Robbed of their bloodthirsty intellect, The Relentless became docile and harmless. The Benefactors rounded them up and exiled them to a planet we know as Earth.
The Relentless are our ancestors.
Log 4: Next step
Finally, the inconsistencies in our history have been explained, using these lost chapters from our true heritage. We had once believed that the advancement of our civilization came of our own accord – solitary and independent. Now we know that all this time, we had been standing on the shoulders of giants.
We cannot change the past. We reconcile and we move on – accepting our past not as a dark burden, but as a stepping stone on our path forward into the future.
It is our time to become giants.
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WHY I'M SMARTER THAN USERS
Smoking rapidly became a statistically normal thing. As societies get richer, they learn something about everything and everything about something.1 In fact it's the old model: mainframe applications are all server-based software assumes nothing about the paths from poor to rich, I knew I could see myself—making at least 4 of these 5 mistakes. And bingo, there it is: The Men's Wearhouse.2 But as knowledge has grown more specialized, there are few strong enough to keep working on something no one around them cares about.3 As well as being smarter, they tend to be calmer and more upstanding; they don't need you, it will work anywhere the Web works. It was only then that we realized that they were started there. Unless you're planning to write math applications, of course. Where is the man bites dog in that?
Life in Berkeley is very civilized. During the 90s a lot of money. The simplest answer is to put them in a row. They were also a kind of semantic deficit spending: they knew new things were coming. Professors in New York and the Bay area are second class citizens—till they start hedge funds or startups respectively. I recommend being good. But I remember thinking his company's name was odd. They were also a kind of selflessness. That VC round was a series B round; the premoney valuation was $75 million. Economic power would have been the part where we were working hard, the groups all turned out to be, there are no customs yet to guide you. He tried to make it open. It's not something people tend to volunteer; one likes it the way one likes popping zits.
I want to do better. They usually know other founders, and certainly not you as an investor. And once you've written the software, and issue a press release saying that the new version was available immediately.4 Startups are stressful, and this made their software visibly inferior because among other things, incubators usually make you work in their office—that's where the word incubator comes from. The thesis seems to be that the most important consequence of realizing there can be good art is thus a property of the subject or the object if subjects all react similarly. What most don't realize is how late.5 What you're doing is business creation. Google does. There are sometimes minor tactical advantages to using one or the other, like a detective trying to unravel some mystery.
But writing and art are both very hard problems that some people work honestly at, so they're worth doing, especially if you can see your email, why not your calendar? VCs are pretty good at reading people. PR firms. Whatever looked like the biggest win.6 Treat the first few as an educational expense. Developers have used the accelerometer in ways Apple could never have imagined. So I added a message at that point. In art, the highest place has traditionally been given to paintings of people.
The self-reinforcing nature of this situation works the other way too: the less you need further investment, the easier it is to travel widely, in both time and space. The only place your judgement makes a difference is in the direction of over-engineering. The summer founders were as a rule of thumb from now on that if people don't think you're weird, you're living badly. Much of what's in the sage's head is also in the head of every twelve year old. If a physicist met a colleague from 100 years ago. I doubt it could be any other way, as long as the potential returns look good enough. Odds are this project won't be a class assignment.7 Our only expenses in that phase were food and rent.8
Why does John Grisham King of Torts sales rank, 44 outsell Jane Austen Pride and Prejudice: It is a truth universally acknowledged, that a single man in possession of a good novel wouldn't complain that readers were unfair for preferring a potboiler with a racy cover. Viaweb let multiple users edit a site simultaneously, more because that was the truth. All you'll need will be something with a keyboard, a screen, and a funnel for peers. We always looked for new ways to give stuff away for free if advertisers would let them. His office was nicknamed the Hot Tub on account of the heat they generated. They're as expert in their world as you are in yours.9 Shockley Semiconductor, though itself not very successful, was big enough. The cheery, bland language of the people in a position of independence, they develop the qualities they need. It's something you're more likely to work in the end, and now he's a professor at MIT.10 This is particularly true of young people who have till now always been under the thumb of some kind of paternal responsibility toward employees without putting employees in the position of children. From this point, anyone proposing to run Windows on servers should be prepared to explain what to look for in founders. Because ambitions are to some extent marketing as well.11
How do you be a good angel investor? And how do you avoid mistakes you make by default? Most people who did great things were clumped together in a few top university departments and research labs—partly because investors are so unlike hackers, and they even let kids in.12 Currently the way VCs seem to operate is to invest in a bunch of ads, glued together by just enough articles to make it true, and the fact that they control Google, which affects practically everyone. Microsoft do? Among other things, they had no way around the statelessness of CGI scripts. Most high school students have searched for does not seem to exist.
Notes
Acquirers can be done, she expresses it by smiling more. And of course reflects a willful misunderstanding of what they too were feeling in 1914.
Ii.
I've said into something that would appeal to investors, you need to import is broader, ranging from designers to programmers to electrical engineers.
Founders rightly dislike the sort of person who would in itself, and Smartleaf co-founder before making any commitments. The other reason it used to end investor meetings with So, can I count you in? There's a variant of Reid Hoffman's principle that you can play it safe by excluding VC firms have started to give them sufficient activation energy required to notice them.
5%.
Revenue will ultimately be hurting yourself, if the statistics they consider are useful, how little autonomy one would say that I'm clueless or even being deliberately misleading by focusing so much on the blades may work for us, the airplane, the median VC loses money. I don't think you need to play games with kids' credulity.
Yes, there are before the name Homer, to the home team, I've become a function of the big winners are all that matters, just their sizes. Look at what adults told children in the succession of spectacular treason trials that punctuated Henry's erratic matrimonial progress made him an obvious candidate for grants of monastic property. Though nominally acquisitions and sometimes on a desert island, hunting and gathering fruit.
They'll be more likely to resort to expedients like selling autographed copies, or black beans n cubes Knorr beef or vegetable bouillon n teaspoons freshly ground black pepper 3n teaspoons ground cumin n cups dry rice, preferably brown Robert Morris wrote the first language to embody the principle that if a company they'd pay a premium for you by accidents of age and geography, rather than for any particular truths you'll learn. But no planes crash if your school, secretly write your thoughts down in, but this could be pleasure in a bar.
And I've never heard of investors want to change the number of startups have some kind of people we need to, so they will or at least for those founders.
In a project like a winner, they tend to say they prefer great markets to great people. But the most successful ones tend not to say they were still so small that no one on the parental dole for life in general we've done ok at fundraising is a scarce resource. The obvious choice for your side project.
The point of a cent per spam. One of the Daddy Model that it makes sense to exclude outliers from some types of applicants—for example, if you like a loser they're done, at least notice duplication though, because they can't afford to. But it's telling that it refers to features you could get a poem published in The New Yorker. This is what you love, or because they couldn't afford a monitor.
Actually he's no better or worse than Japanese car companies have been the first version was mostly Lisp, you should. I'm pathologically optimistic about people's ability to solve a lot of successful startups. There are some good proposals too.
#automatically generated text#Markov chains#Paul Graham#Python#Patrick Mooney#school#world#funds#something#project#firms#business#B#Apple#cups#Notes#Founders#founders#rice#stuff#situation#thumb#cheery#mistakes#Google#version#misunderstanding#company#life#Revenue
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Red Dead Redemption 2 PC
Red Dead Redemption2 PC
The old west feels brand new again.
Oh Jesus Christ, what have you done? “Thomaschen 978 wants to know why a dozen carcasses and a couple of horse corpses are placed on rail tracks bordering the early industrial city and are the New Orleans stand-in St. Denis.” You killed half. village.” PC Games For Free
We are on round two of the recurring corpse pile. My poses got the idea to jump in front of the train after a few rounds of Lose Your Friends and Toss Them in the Sea in the Couple Friendly Strangers. Like GTA 5, Red Dead Redemption 2 has its own bowling minima, we explain to Chen in a roundabout way that provokes his fear. Die in the shared open world of Red Dead Redemption 2 and you’ll react fast enough to move your corpse around. Best RPGs games pc
The boy is in line with us. We should make it bigger. As the train comes around again, another pose tries to take us out. The chain defends us but does not bring it back to the tracks. He goes away screaming. Death of a true warrior.
Red Dead Redemption 2 could be the biggest, most humble videogame ball pit for an annoying story about impulsive children, the forced disintegration of the community, or simply a quiet and reflective hiking simulator. It’s just about what you need it to be, and it’s good at it.
Just hours before the corpse-bowling, I was alone through the icy forests, stepping into the long shadow cast across the snow by the rising moon. I heard a gunshot from a distance. The tracks of some wolves marked snow in the same direction. I saw them who won. Anytime I pay attention and look closely, RDR2 is the result of my curiosity. Best Racing games on pc
The mind-numbing expanse that makes up the vast world of RDR2 speaks to the creative force of a development team with an intense, obsessive dedication to realism (and all the money and time needed to do so). Like how my friends’ characters flare up when I fire a gun at them, how animal carcasses disintegrate over time, how NPCs react according to a sloppy or bloody outfit, how to stir through a doorway. Scares everyone everywhere.
It is hard to believe that RDR2 is so deep and wide and is also a harmonious, playable thing. I was already playing it for days worth the console version. This is why I am particularly disappointed that it ended up on the PC to some extent.
For every non-taught multiplayer adventure, disconnect or crash on the desktop, desktop. The rock star’s best storyline and character so far has been filmed through Frame Hutches’ slideshow and addressed over the launch weekend.
RDR2, one of the best Western games and one of the best open-world games I have ever released with enough stability issues, is recommended for the hard way until everything is completely smooth.
Morgan trail
EVERY PRETTY VISTA IS SOMETHING TO LOSE THROUGH ARTHUR’S EYES.
The story genre of Red Dead Redemption 2 follows the dying days of the Wild West. The sprawling industrial world faced the bandits and social downtrodden of Arthur Morgan’s small band, an imperfect but loyal, loving and self-reliant community.
Capitalism is reducing its value as resources to humans. Indigenous USA America is driven from the plains to make way for ‘civilization’ and commerce. The forests are brought down for timber, the hills are cut down for coal, and Morgan’s chosen family is caught in the middle, forced to flee, assimilate, or respond with violent protests is done. They do all three.
This is Rockstar’s most serious drama, and it’s really, really long. If you are running, the story ends after 40 to 50 hours and then continues for 10 to 15. The main story missions of Red Dead 2 feature distinctly rockstar fare: ride to a destination that is talking to everyone, tightly scripting though, entertaining things, riding, and chatting to the final destination.
Missions are often thrilling action sequences or artificially mundane pictures of wrench labor and trade, full of long-winded Bespoke animations, and outstanding performances. They are only hopelessly harsh, to the point where it feels like I am following the stage directions rather than playing the role of a vagabond in the Old West.
Step out of line in these campaigns and this is a failed situation. As opposed to Red Dead Online, there are very few of them that encourage players to think for themselves, each designed to advance the story. The RDR2 show is at least a spectacle of the slow pace of life in the Old West.
This is not the death and theatricality of a lifetime; My favorite missions include shoveling, drinking wine with a friend, proposing an old romance and riding a hot air balloon. Working through a greater rut, stricter tasks are considered meaningful in the end anyway, inspired by extraordinary, ambient world-building and characterization.
Side missions, minigames, small activities, and random world events — whether they hunt great guns, capture a play, or stumble upon a woman trapped under a horse — all set Arthur’s character and setting in subtle, rich ways. Please inform.
Nested in the third act of a fully animated and voice theatrical performance, something like 10 minutes, it is possible that the response button is pressed after an artist has included a telephone. Arthur would shout, “Hell with the telephone!” It is an optional activity, a long one, and an option is to react in that short window. I think most players will remember this, but this is Canad Response 1 through 3 because this is something Arthur would say, a rageless goofy set his way in the right way.
He would write complete, real diary entries about the 50-hour campaign, sketching memorable scenes and depicting the state of affairs of his chosen family, which people once knew changed their fortunes between hope and despair. It is meant to be a completely alternative reading, but a refreshingly intimate take on a masculine figure that unsettles many doubts and hopes as to the next person.
He sings himself on a lonely ride and lowers his old body in the mirror. He will have an exciting conversation with the horseshoe woman as he gives her a ride into town, both commenting on the troubles of working for wealthy, ungrateful men as a growing necessity. I feel it all. Best horror games on pc free
Hillbillies can capture him after making the camp, a couple may try to rob him after inviting him to dinner, a man with snakebite can come out of the forest by stumbling and tell him to suck venom is. These haphazard encounters portray brutal life on the fading frontier, as nature pushes back against inner poppers who want to change it. Arthur is the perfect vessel to see it
This is because Arthur Morgan is one of the darkest human characters I have played during a great turning point in American history, playing a playful, cruel and compassionate role according to differing theories.
The game world, beautiful as it is, is made more beautiful and tragic by how it is ready to play it on every occasion. Every beautiful vista has something to lose through Arthur’s eyes, power lines and train tracks, cut through the skies, and the rest of his life is slowly filling with factory smoke. Just about everyone sees a sad end in RDR2, too. This is a story that I might not sustain every moment, but I will not forget its brutal arc or the man in the middle of it all. God damn is it sad? An apocalypse that led to this.
Ren Der Reflection
Assuming that you are able to run it at high settings, the biggest strength of RDR2 is how it exquisitely renders the Old West setting on PC, drawing more attention to the nuanced details that make it. This is one of the best looking games I’ve seen and a rare experience that justifies a new GPU or CPU.
Better draw distance and a greater range of vegetation detail were added, making some vistas look photographic. Long shadows vary from walking or roaming between places to rides, to cute nature tours. Due to animal attacks, bullet holes, rain, mud, or rapid flow of blood, the markings on the clothes are caused by very high-resolution textures, which tell a very little story about your friends.
A new photo mode makes it easy to share those moments of amazement. The way the player rides on RDR2 for just sightseeing and sounds is an important feature. I am desperately trying to get an artistic portrait of my horse’s silhouette to sit against the moon, yet another self-proclaimed goal was tolerated by this ridiculously large complex game.
With 2080, i9-9900K and 32GB of RAM, I can run RDR2 mostly on ultra settings with some resource-intensive settings completely off or switched off. But some hardware combinations are proving troublesome for RDR2, leading to random crashes in some APIs and, more recently, to a hotfix, leading to hitching problems for some 4-core CPUs.
During the first weekend, I couldn’t spend more than an hour without crashing on the desktop, though Vulcan switched from DX12 (which gives me better framerates) back to static stuff. Sometimes the UI malfunctions and I cannot select a select or purchase option, the map fails to appear, or I get paged unexpectedly from game servers.
The graphics settings are almost too much as well, and probably confusing. In our test, only a handful of settings affected performance by more than 1-2 percent. Large residuals, the mapping between MSAA, volumetric lighting, and parallax occlusion, affect performance by 5 to 25 percent. Most of them don’t make a big visual difference anyway and are best left out.
The way the settings are presented is made to feel underdeveloped: a huge list with unclear presets that require tinkering to make RDR2 run in a satisfactory framerate. It is hard. The PC should be the best place to play, not the best place to play, after all, after a few patches. It’s a shame for a game to look good. upcoming pc games
Cowboy poetry Red Dead Redemption 2 PC
Like in singleplayer mode, in Red Dead Online I can make my goals reasonable and watch them. The problem is, it is basically hamstrung by a frustrating multiplayer leveling system that locks basic equipment and cosmetics behind long XP requirements that can meet hours, perhaps days,
The option is spending gold, premium currency, items and clothing to unlock them immediately. A fishing pole is not available until level 14. A damn fishing pole in an outdoor recreation game. This is not spectacular and is a terrible way to invest players.
out a basic suite of tools (fishing rod, bow, varmint rifle, nice hat, etc.), Red Dead Online opened up widely. I have largely ignored traditional matchmaking modes such as gunfights and horse races, cheap thrills, I will play much better versions in different games, to have fun. It led to the most inventive, serene, real, and sometimes buzzing echo I’ve ever had.
I once walked into the middle of a fire in Blackwater and took the player corpses one by one to the church cemetery. Some were captured and participated in the ‘burial’ of their friends. A corpse thanked me for the gesture. Later, in an extended streak of criminal activity, my pose and I caught another player and instead of killing them on the spot, we rode into the swamp and threw them into the garter infected waters. I got the idea to act like a friend. Best pc games 2017
On a less absurd note, I set myself a constant goal of earning strictly enough money from hunting to buy cool-weather gear and a fine rifle. I am going to hike in the mountains and find the best way to hide there, a wild mountain man adorned with animal skins, which almost touches the floor.
In the meantime, I’m stopping gunmen across the city by running through the streets and calling for a parley. I am participating in an eight-player ballroom. I am living the life of a normal cowboy in the best shepherd game. I hope it clears up soon.
RDR2 PC System Requirements
OS : Windows 7 SP1 64bit
Graphics Nvidia GeForce GTX 770 2GB / AMD Radeon R9 280
Processor: Intel Core i5-2500K / AMD FX-6300
Memory: 8 GB RAM
DirectX: Version 11 Or 12 Support
Storage: 150 GB
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22- One amazing experience you had because of roleplaying?
Oh boy, well there’s a few experience that has happened because of roleplaying; actually many experiences that have happened because of roleplaying. There’s been experiences that had an immediate joy and excitement, there’s been ones that I was not aware of until later, and ones that took years to really understand the benefit of what was going on, and all because of roleplaying.
The first one that pops into my head was meeting my favorite (and who I deemed my best) friend @divergent-lines, but there’s no story too that one. No grit. No aw-inspiring event. It was, actually, a product of a roleplay during the slow moments where not much was going on; recruitment was strong, and from it, I meet @divergent-lines which blossomed into my second longest friend relationship I’ve had in my life.
Thinking further, a little deeper, sorting all these amazing events and writing them out on paper, the one that was most amazing was a server wide war that I participated in.
Yes. I’ve never seen anything like it before, and it was impromptu; it wasn’t planned, no guilds came together and talked about it. It was literally one guy really didn’t like the big guild on the server, made his own guild (and I ended up joining that one), and we started attacking their members ICly, with no consent, and everyone had a great time.
(Disclaimer) Before moving forward, I would like to state that the rules for this server were much different than the rules on WRA. The community was tighter-knit, this server was not a giant community as WRA was/is, so those who did god-modded, and those that weren’t willing to cooperate when things dropped to ooc, were easily passed around to all the major guilds and rpers.
There was one giant guild, a bunch of smaller guilds, and most of the RP wasn’t in guild but outside of the guilds- all the guilds interacted with each other, drama still occurred, but everyone saw it, nothing was hidden, and that was helped by smaller guilds who spied on the community and reported on an IC (mostly) and occasional OOC when things were getting out of hand. It wasn’t perfect, but it worked well enough that something like an impromptu server wide war occurred and lasted for 3 months of real life time and everyone departed no worse for wear and in fact kept the story going on a smaller scale.
I love telling this story honestly (and its my birthday so excuse me for being even more excited of getting to tell this story), so sit down and
I had just started playing WoW on an RP Terms.
All my PvE and PvP guilds/friends had left the game and I was left to decide if I should continue or quit; at the time, the game wasn’t necessarily interesting to me. So I decided, why not try RP in a game? I had about five years, or less, experience in forum RP, so what was different? (so much)
I ended up choosing Wrymrest Accord- Horde and Ravenholdt- Alliance. I decided that whichever character I got RP on first, would be the server I played on and the race. I was always Horde. I never played Alliance. So I started out on Horde. After a time, I ended up trying the Alliance race out, within an hour I had joined a guild. Amborisal Vanguard.
Nothing happened at first, naturally, the guild master was elusive, but he had set up a guild website with requirements which were all PvP required; at that time, and as mentioned before, I was a PvPer and did occasional PvE, so these requirements weren’t much of an issue. So, as I waited for RP to occur, I gave horde another chance to woo me. It never got the chance.
Within a month, the guild master returned. Like a good-storyteller he was (but not necessarily a good person), he didn’t tell people what his goals or plans were. He treated us like storybook characters with our own desires and wants and responded to them accordingly. I played a rogue character, as my social anxiety decided that would be the best class to pick in order to watch and have little reason to interact if I choose too. So, wanting to know who this guild master is, how RP guilds worked, so on and so forth, I had a habit of ….spying. Little did I know this was perfectly a-okey in RP and I was doing it all right (at least for this server, because this server was okay with no consent, in fact, if you asked for consent your story was derailed and ruined. You could use any trick in the game to find people as long as you had a good IC reason on how you found them using the /who function. But that was the easy part. I tell you. If you’ve never tried to find someone in the blasteds land, you haven’t yet learned how to be rogue. That place has soooo many hide-holes that the map doesn’t show you, that sometimes its impossible to find someone even if you know where they located. Anyways tangent.)
As the guild grew, so too did I grow as an RPer, learning the tricks of the trade and so forth.
Then one fateful day, the guild master had an IC meeting and we were all told what was to come. We were going to bring down the biggest guild on the server.
And so, my first real mission begin. The first part of this amazing experience.
If I hadn’t told you two-hundred times yet, I was still new to RP. I had only been playing for about 3 months I believe. I was a baby. And yet, I was the only rogue. So, I was given the assignment to capture the guild master. Yes, a bold move. The first declaration of war we were going to do was too capture the guild master. And I had no clue how that was going to work.
So the plan was this:
Step 1: The guild master was going to take his officers too meet with the enemy officers in a declaration of peace treaty or the like.
Step 2: Me, and a small group of three, were to attack the IC Meeting of the enemy guild and kidnap the guild master, while this other meeting was taking place.
I was there, I scouted out, the plan was I would give the word when it was good to come and cause a little chaos.
Apparently the enemy officers decided ahead of time that they weren’t going to accept the proposal and as soon as the meeting started it ended. Just as I was getting prepared to attack, a mage summoned all the officers back.
I called it off, my underling-lings decided otherwise and charged head first. (little did I know at the time, but the guild master had told one of my underlings that if I was to chicken out, that they were to charge in and continue the plan).
I was on clean up crew now. All the smaller characters, and this server did have civilian rpers and this enemy guild was known for having them, were immediately teleport-ed away on an IC Level. The enemy officers, well, they were all max out level rogues, and they were ruthless.
I decided that in this chaos, I had a chance to go after the guild master. I did manage it, I did communicate on an OOC Level (my social anxiety kicked in), and they reassured me that it was perfectly okay as long as I was okay with any consequences. So this low lvl rogue, who had no experience in rping, the guild master allowed me to attack her, allowed a hit, but I was immediately welcomed by two rogues. It was my first RP combat, and there were no such things as rolls. Everyone free-emoted on this server, and I got my ass whooped, but not without impressing a few individuals.
I’ll give a quick summary. We were on a tower, the ground was a good twenty-thirty feet down. I managed to stay up for a solid minute, backpedaling crazy good moves, and then suddenly I got struck on the head. My character fell down. He tried to get up. He was kicked. Then as my character rolled, he got back up and as he tried to dodge, forgot were he was. My character fell off the lowest point of the tower, struck the wall, and landed unconscious on the ground; that was all me, that was no rolls telling me I lost, nobody whispering me that I should go unconscious, etc, etc.
Naturally the officers were impressed on an OOC level that they decided not to kill me (because this server will kill your character on an IC Level, and it was acceptable, and everyone was okay with it; i was okay with it.) I figured i would be killed. Little did I know, that wouldn’t make any sense. After-all, we couldn’t see guild name tags could we, and I wore no tabard. So how were they suppose to know who there enemy was? They captured me, waited for my character to wake up and interrogated me. The normal questions: “who sent you” speech.
I refused to answer.
I was actually trapped for about a week in real life. I couldn’t do much on an IC level. I couldn’t tell my guild master I was trapped, we didn’t have communication or mental communication, nothing of the like. So a week passes by and my guild master finally whispers me on an ooc level and goes “where are you at, why haven’t attended any meetings?”
I told him ooc what had happened.
His response was “oh shit,” and rallied a rescue team at that point.
the story goes on actually, there’s betrayal, love, blood, growth, and one last battle before this all ends.
And this is why I consider this roleplay experience to be my most amazing.
If you, or anyone else, wants to know the whole story though, feel free to ask me another question, I’ll give it a write up. Trust me, I love telling this story.
Thanks for the question
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zine thoughts pt 2
where do you sell videogames? zine fairs, children's book stores, used record marts, from the trunk of a car like rudy ray moore, on etsy or on craiglist, with flyers on the wall of the local chip shop or library. through awkwardly hammered-together handmade electronic systems or the reverse, turning your game into a jumbled set of paper text and graphical fragments which can be sold in boardgame stores as some kind of reconstruct-the-narrative puzzle. you could make one-off bespoke games or game simulacra for movies that want to depict some kind of videogame being played onscreen without having to go through the licensing rights. you could ghost-develop games for wealthy people to put their names on ("american mcgee presents my life with princess diana by donald duck"). you could develop training games for the military-industrial complex, ha ha ha ha. you could get funded by the CIA to ensure the medium of videogames remains sufficiently arty and rehabilitated to function as propaganda for capitalism... i mean we already know they were involved with the paris review and iowa writer's workshop and all that jazz so they gotta have least a couple people on the payroll already, right, and we will all be treated to some very entertaining revelations following the inevitable freedom of information act request 15 years down the line. you could try connecting with the little self-contained fan communities for things like touhou, fnaf, undertale, m-minecraft, like those renaissance artists who had to drop their patron's face in the background of some religious scene except in this case it would be one of the homestuck guys. you could make "trainers" for more popular games, or demos that could show how they "feel" without a $60 investment. you could sell small games as assets for larger ones that want to have some kind of in-universe playable arcade system without having to invent a whole new game from scratch. you could just make extremely specific forms of pornography, maybe not the worst option even, just make sure the very artistic sequences of the protagonist remembering his dead wife are broken up every now and then with scenes of him unhinging his jaw to swallow and slowly digest another, smaller sad games protagonist whole (with rumble function for controllers!!!). you could make games for all the people who are still on windows xp or earlier or have some kind of arcane video card setup that prevents them playing anything other than that one preinstalled pinball game. you could try selling them at street vendors. you could try learning another language and making games for non-anglophones that don't sound like an english-written game that was localised without much thought after the fact. you could make games for kids in the hopes that they sexually imprint on them enough to support your erotic oil paintings of the characters 10 years later, just like nintendo. you could make an extremely interesting and thoughtful videogame and then offer not to release it if the donation threshold is met, thus sparing people the emotional obligation of having yet another thing on their should-play-this-eventually list. you could develop games with some bewildering system of in-game and real-world currency interactions and then sell it to the mob as a way to launder money. you could make videogames that robots record themselves playing to upload en masse which are then watched by other robots as part of some weird, ungraspably abstract SEO economy, or better yet make robots to make the videogames as well. you could make virtual cemetary plots either private (downloadable exe) or public (hosted on the server) with their own customisable mood-themes and weather settings (dark, stormy, remember-you-will-die; sunny, quiet, circle-of-life etc). you could make prosperity orbs. you could make games for office workers or call center staff which resemble excel documents or phone system frontends from a distance. you could make games which really ARE excel files, some dense collection of interlocking hidden formulas that change to display text and ascii characters as you tab your way through. you could probably talk your way into "adapting" any of those old IPs that still float around long after anyone stopped having any particular thought or feeling about them at all, like the flintstones or ziggy or something, maybe do like those 1960s superhero cartoons where they just filmed panels from the comics - just break a 2d flintstones cartoon into constituent elements and have them hover around in a little cutout diorama that you fly thru, possibly explained in-universe as representing the 4-d vision of the great gazoo. you could make games that play themselves, for the depressed. you could become a ghastly serial m**derer where after each crime you upload a new game to itchio which will reveal the name of your next victim, and costs only $9.99, and of course everyone buys and plays it because the police have put up a reward for solving the crime because they can't get past the dinosaur on level three, and all seems lost until some plucky young computer student who found the game on a friend's hard drive manages to solve the riddle hidden within the game's structure, following the clues, to an old castle, she knocks on the door, it's opened by, yes, it's will wright, wearing a wizard outfit, who tells her that by dint of solving all the puzzles she is now invited to join that mysterious organization known as "The Elect" which is assembled from the finest minds in all game design with a view to secretly controlling the world economy (via "werewolf blood", somehow), that she need only complete the ceremony by sacrificing one untutored soul, he holds out an ornate knife, she hesitates........
the question is where to sell videogames rather than how because for the most part we already know how - there are a million more or less instructive articles out there about hitting up conventions or talking to the press, and it's not that they're wrong, exactly, more that they expect to be applied in an environment that no longer exists. but what should preface and qualify the idea of sheer volume swamping the indie games market is that, outside of a few small pockets, there never really was an "indie games market" to begin with - indie games drew and mostly still draw on the existing videogames market, rather than constituting a new one. it's telling that the glory days of indie games were just the ones where they were able to draw upon some of the same privileges larger titles already had in the ability to access that same audience - being frontpaged by steam, say, or making it onto a comparatively closed console platform, or generating earnest thinkpieces... you could say that they were tapping into structures the industry had already built but had not yet occupied to full capacity.
of course there are exceptions and various efforts to set up new economies for small weird interactive things (like patreon, or game bundles), and some efforts to reach outside the existing games audience likely were successful - but when we think of indie games "functioning" economically, whether that means supporting a small team, a single person, or just hitting minimum wage per hours spent, i believe we're mostly still talking about ones which are built around the existing games economy. which is fine, but i think it's also intrinsically precarious in ways which maybe get glossed over in discussions of the "indiepocalypse" - are all those new steam releases really causing a problem or are they just exacerbating a structural limitation which was already always there, a reliance within the indie game economy on a certain lucky-few-ism which just became grossly more noticeable the more disproportionate it got?
of course it's easier to be dismissive after the fact, and my fantasy about "where" to sell videogames is partly a fantasy of them having a location to begin with - of attaining something of the grounded and immutable appearance of the non-digital, as though brick and mortar stores don't have a relationship to the likes of amazon as basically precarious as any online storefront. and there are also real and obvious reasons why the various videogame audiences all tend to clump together - similarities in terms of the hardware required, the inputs allowed, of visual and cultural reference points, to say nothing of the personal / professional histories of the people involved in each. we are all contained within "the medium"...
so maybe it's also a fantasy of starting to pick apart that conception of the medium. i think small game developers already have more in common with artists or musicians working on the fringes of their respective industries than they do with even moderately successful teams within the same format, and use similar language, engage in similar forms of practice - particularly as near everything comes increasingly mediated by the digital these days. i think they already ARE working in similar spaces to some extent, whether it's social media sites or digital storefronts or meatspace stores pushed by necessity not to specialise. and without wanting to be paranoid (or moreso than the CIA thing, at least) i think we should be cautious of the way a certain focus on mediumicity can obscure these overlaps. a "new medium" is one which inherently pushes against the image of one as grouded ahistorically in some eternal human verity or other (where each medium supposedly embodies some different mode of perception / medieval humour / ninja turtle etc) - it is to see firsthand the way in which supposedly eternal, neutral qualities are materially constructed, which includes seeing forms of social organisation and usage become mystified into extrahuman conditions. and given their basis in technology that includes drawing from wider trends in the use of that technology as a whole - which specifically, in tech circles, can mean more and more tightly interlocking systems of proprietary knowledge and speculative capital, as well as "new mediums" constructed so as to be inseperable from some storefront, website or monitoring technology. i don't think anybody will necessarily break even taking their games to a zine fair (not that they're breaking even now). but i do feel like trying to build networks across those medium boundaries could be more valuable in the effort to build some sustainable environment for these things than any amount of reform within the house that tech built.
[PS: it occurs to me that you could plausibly argue that the very bagginess of medium-centric formulations is what makes them valuable, in forcing many different groups to butt against each other on one platform rather than just disperse into echo chambers. but i think exactly the reverse is the case: nobody really engages with each other's work in artgames because the stakes are simultaneously too small and too large. they're too small in that however much i might be picky about another person's work - and i think it's this vague pickiness or sense of not-quite-right-ness that drives the most searching critiques - it still feels pointless to pursue that instead of the glaring, omnipresent faults of the big AAA players, which means more complaining about far cry for all eternity. and they're too large in that most small game development is so precarious that it's not really worth the risk of knocking someone out of the circle over penny-ante shit. only with both economic security and broad similarity of outlook can a truly vital, human culture of spiteful cattiness begin... our day will come]
(image credits: Eco Fighter, World Heroes 2 ,The Space Adventure, Nancy)
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Sports Blog

Men’s Single Table Tennis | Rio 2016 (https://www.youtube.com/watch?v=F5H-Eq_Kcxw)
Ma Long stood victorious over fellow compatriot Zhang Jike in the Men’s Singles final, as Chima won their second Table Tennis gold metal of the Games. With the top two seeds going head-to-head there was potential for a thrilling final, however, after edging the first end in deuce, Ma thundered past Zhang in the following three games to win the gold medal on his Olympic singles debut.

COURT DIMENSIONS
Table tennis are regulated playing surfaces designed specifically for the game of table tennis, which is also known as ping-pong. Table tennis tables measures 9’| 2.74 m long by 5’ | 1.525 m in wide. The playing surface of a ping-pong table must be set at a height of 2.5’ | 76 cm and is equipped with a center net that is 6” | 15.25 cm high and stretches 6” | 15.25 cm beyond the width of the table.
EQUIPMENT
There are only 4 basic equipment's that are needed for tennis which are:
Racket/Paddle – a racket is used to hit the ball back and forth on the table. Although this looks similar to the ones used in long tennis, this model is smaller and is made of different materials. It is often made out of wood and rubber.
Ball – one of the most crucial table tennis equipment to play a ping-pong game is the ball. Ping-Pong table ball is made with celluloid or another plastic. The celluloid composes of nitrocellulose and camphor that is produced in a sheet and soaked in a hot alcohol solution unitil it is soft and easy to play with. These are often used in the color white or orange.
Table Tennis Table – the list of basic types of table tennis equipment would be incomplete without the tennis table. It is often regarded as a Ping-Pong table. This is a wooden or metal equipment in which the game is played.
Net and Post – although these units enjoy little or no attention, a ping-pong game cannot be played without the availability of these units. These are used to divide the table into two so that each player has their own side.
BASIC SKILLS
There are four basic skills used in table tennis which are the forehand drive, the backhand drive, the backhand push and the forehand push.
The Forehand Drive – The forehand drive is divided into four parts which are:
The stance – this is the first thing that you need to worry about since this is all about your positioning or your preparation before hitting the ball.
The backswing – It is the first movement after you’ve seen the ball.
The strike – It is the forward movement towards the ball.
The finish – it is the end point of the shot.
The Backhand Drive – As with the forehand drive, the backhand drive is also divided into four parts which are:
The stance – should be ‘square to the line of play’ which means that your feet should be facing the direction of the play.
The backswing – a backhand does not involve any rotation of the body nor weight transfer, instead, you just bring the bat back towards your body.
The strike – it is when you more your bat forward and, towards the ball from your elbow.
The finish – is the same as the forehand drive wherein the bat should follow the ball and finish in the direction it has just been hit.
The Backhand Push – it is arguably the easiest of the four basic table tennis strokes. It is also divided into four parts which are:
The stance – is the same as that used for the backhand drive. Feet and body must be square to the line of play.
The backswing - the backhand push requires the bat to be brought backwards and slightly upwards, towards the chest.
The strike - simply involves ‘pushing’ the bat forwards and down from the elbow.
The finish - should have the bat out in front of you and down towards the table. The angle at the elbow should have opened but the arm should still be slightly bent.
The Forehand Push – is probably the toughest of all the basic table tennis strokes, these are also divided into four parts which are:
The stance - needs to go back to the forehand ready position you used for your forehand drive. If you’re right-handed that means right foot slightly back and then as always, knees bent, body crouched, both arms out in front of you.
The backswing - for the forehand push is not as extreme as for the drive. The push is a softer shot and therefore requires more feel and less weight transfer/power. However, you will still need a small amount of twisting backwards in preparation.
The strike - requires you to twist your body forwards with a slight transfer of weight onto your front foot. You may also need to step in with your playing foot if the ball is short.
The finish - should leave the bat in front of your body, having followed the line of the ball. As you’re putting backspin on the ball the bat should be down towards the table.
TECHNICAL AND TACTICAL SKILLS
By contrast, technical and tactical skills are more specific to particular sports (Fernandez-Fernandez et al., 2011). In tennis, they include factors like ball and racket handling, recognition of on-court tactical situations and appropriate decision making (MacCurdy, 2006). Technical skills in tennis are mostly demonstrated through serves and groundstrokes. Two important variables of a serve include ball velocity and the percentage of correct first serves (Knudson, Noffal, Bahamonde, Bauer, & Blackwell, 2004). Tactical skills are defined as knowledge about in-game adaptations and decision-making activities on court (Elferink-Gemser, Kannekens, Lyons, Tromp, & Visscher, 2010). Compared with other factors, the combination of technical and tactical skills is more likely to differentiate players whose performance levels differ (Vaeyens, Lenoir, Williams, & Philippaerts, 2008). This hypothesis is supported by the findings of other studies, suggesting that these skills may be important for identifying talent and for sporting prowess (Meylan, Cronin, Oliver, & Hughes, 2010; Strecker, Foster, & Pascoe, 2011).
RULES OF THE GAME
1. GAMES ARE PLAYED TO 11 POINTS
A Game is played to 11 points. A Game must be won by two points. A Match is generally the best three of five Games.
2. ALTERNATE SERVES EVERY TWO POINTS
Each side of the table alternates serving two points at a time. EXCEPTION: After tied 10-10 (“deuce”), service alternates at every point. Can you lose on a serve in ping pong? Yes! There is no separate rule for serving on Game Point.
3. TOSS THE BALL STRAIGHT UP WHEN SERVING
How do you serve the ball in ping pong? Hold the ball in your open palm, behind your end of the table. Toss at least 6” straight up, and strike it on the way down. It must hit your side of the table and then the other side. NOTE: Once the ball leaves the server’s hand it is in play, and so counts as the receiver’s point if the ball is missed or mis-hit.
4. THE SERVE CAN LAND ANYWHERE IN SINGLES
There is no restriction on where the ball lands on your side or your opponent’s side of the table. It can bounce two or more times on your opponent’s side (if so, that’s your point), bounce over the side, or even hit the edge.
5. DOUBLES SERVES MUST GO RIGHT COURT TO RIGHT COURT
The serve must bounce in the server’s right court, and receiver’s right court (NOTE: landing on center line is fair). Doubles partners switch places after their team serves twice.
6. A SERVE THAT TOUCHES THE NET ON THE WAY OVER IS A “LET”
Can the ball hit the net in ping pong? Yes, during a RALLY, if it touches the top of the net and then otherwise lands as a legitimate hit. BUT not when serving. If a served ball hits the net on the way over and otherwise legally bounces in play, it’s a “let” serve and is done over. There is no limit on how many times this can happen.
7. ALTERNATE HITTING IN A DOUBLES RALLY
Doubles partners must alternate hitting balls in a rally, no matter where the ball lands on the table.
8. VOLLEYS ARE NOT ALLOWED
Can you hit the ball before it bounces in ping pong? No. In regular tennis you may “volley” the ball (hitting the ball before it bounces on your side of the net). But in table tennis, this results in a point for your opponent. NOTE: When your opponent hits a ball that sails over your end of the table without touching it and then hits you or your paddle, that is still your point.
9. IF YOUR HIT BOUNCES BACK OVER THE NET BY ITSELF IT IS YOUR POINT
If you hit the ball in a rally or on a serve and it bounces back over the net after hitting your opponent’s side of the table (due to extreme spin), without your opponent touching it, that is your point.
10. TOUCHING THE BALL WITH YOUR PADDLE HAND IS ALLOWED
What happens if the ball hits your finger or hand during a ping pong rally? If the ball touches your PADDLE hand and otherwise results in a legal hit, there is no rule violation and play shall continue as normal. Your paddle hand includes all fingers and hand area below the wrist. But what if the ball touches a player’s body anywhere else during a ping pong rally? You may not touch the table with your non-paddle hand for any reason. It will result in a point for your opponent. BUT if your opponent’s hit sails over your side of the table without touching it, and hits any part of you or your paddle, that is still your point.
11. YOU MAY NOT TOUCH THE TABLE WITH YOUR NON-PADDLE HAND
You may touch the ball or the table with your paddle hand (after reaching in to return a short serve, for example), or other parts of your body. NOTE: If the table moves at all from your touching it during a rally, that is your opponent’s point.
12. AN “EDGE” BALL BOUNCING OFF THE HORIZONTAL TABLE TOP SURFACE IS GOOD
An otherwise legal serve or hit may contact the top edge of the horizontal table top surface and be counted as valid, even if it bounces sidewise. The vertical sides of the table are NOT part of the legal playing surface.
13. HONOR SYSTEM APPLIES TO DISAGREEMENTS
If no referee is present during a match and the players disagree on a certain call, the “honor system” applies and the players should find a way to agree, or play the point over. Ping pong carries a tradition of fierce but fair play. Help us keep it that way!
HOW TO OFFICIATE THE SPORT
Officiating the sport provides the opportunity to be involved in the conduct of Table Tennis competitions at many levels including club, regional, state, national and international, including World Championships, Olympic Games and Paralympic Games. Table Tennis officiating can be divided into two sections including Refereeing and Umpiring. Referees control the conduct of tournaments and umpires control the conduct of matches. Both sets of officials have their own responsibilities, with the referee in overall control while umpires have their own powers in relation to their match duties. At a major tournament, there will be one referee and a varying number of deputy referees, and a group of umpires. However, at lower levels of tournaments and club competition, players are often required to umpire matches for other competitors. Therefore, it is not only useful to have a good knowledge and understanding of the rules as a player but also to have some knowledge of umpiring procedures and duties. Currently in Australia, there are four levels of umpires and these are Association Umpire, State Umpire, National Umpire and International Umpire. And there are currently three levels of referees and these are State Referee, National Referee and International Referee.
For every table tennis competition, a referee is appointed with a deputy who can act on their behalf. The referee is required to be present at the venue throughout a tournament and is required to uphold the rules.
During a table tennis match, an umpire is appointed to decide on the result of each point or rally. The umpire is required to use their judgement when applying the laws and regulations of the ITTF. Where the umpire is officiating alone, their decision is final and they should be seated about 2–3 meters from the side of the table and in line with the net.
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Gladiator Heroes Hack
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Writing A Multiplayer Text Adventure Engine In Node.js: Game Engine Server Design (Part 2)
Writing A Multiplayer Text Adventure Engine In Node.js: Game Engine Server Design (Part 2)
Fernando Doglio
2019-10-23T14:00:59+02:002019-10-23T12:06:03+00:00
After some careful consideration and actual implementation of the module, some of the definitions I made during the design phase had to be changed. This should be a familiar scene for anyone who has ever worked with an eager client who dreams about an ideal product but needs to be restraint by the development team.
Once features have been implemented and tested, your team will start noticing that some characteristics might differ from the original plan, and that’s alright. Simply notify, adjust, and go on. So, without further ado, allow me to first explain what has changed from the original plan.
Battle Mechanics
This is probably the biggest change from the original plan. I know I said I was going to go with a D&D-esque implementation in which each PC and NPC involved would get an initiative value and after that, we would run a turn-based combat. It was a nice idea, but implementing it on a REST-based service is a bit complicated since you can’t initiate the communication from the server side, nor maintain status between calls.
So instead, I will take advantage of the simplified mechanics of REST and use that to simplify our battle mechanics. The implemented version will be player-based instead of party-based, and will allow players to attack NPCs (Non-Player Characters). If their attack succeeds, the NPCs will be killed or else they will attack back by either damaging or killing the player.
Whether an attack succeeds or fails will be determined by the type of weapon used and the weaknesses an NPC might have. So basically, if the monster you’re trying to kill is weak against your weapon, it dies. Otherwise, it’ll be unaffected and — most likely — very angry.
Triggers
If you paid close attention to the JSON game definition from my previous article, you might’ve noticed the trigger’s definition found on scene items. A particular one involved updating the game status (statusUpdate). During implementation, I realized having it working as a toggle provided limited freedom. You see, in the way it was implemented (from an idiomatic point of view), you were able to set a status but unsetting it wasn’t an option. So instead, I’ve replaced this trigger effect with two new ones: addStatus and removeStatus. These will allow you to define exactly when these effects can take place — if at all. I feel this is a lot easier to understand and reason about.
This means that the triggers now look like this:
"triggers": [ { "action": "pickup", "effect":{ "addStatus": "has light", "target": "game" } }, { "action": "drop", "effect": { "removeStatus": "has light", "target": "game" } } ]
When picking up the item, we’re setting up a status, and when dropping it, we’re removing it. This way, having multiple game-level status indicators is completely possible and easy to manage.
The Implementation
With those updates out of the way, we can start covering the actual implementation. From an architectural point of view, nothing changed; we’re still building a REST API that will contain the main game engine’s logic.
The Tech Stack
For this particular project, the modules I’m going to be using are the following:
Module Description Express.js Obviously, I’ll be using Express to be the base for the entire engine. Winston Everything in regards to logging will be handled by Winston. Config Every constant and environment-dependant variable will be handled by the config.js module, which greatly simplifies the task of accessing them. Mongoose This will be our ORM. I will model all resources using Mongoose Models and use that to interact directly with the database. uuid We’ll need to generate some unique IDs — this module will help us with that task.
As for other technologies used aside from Node.js, we have MongoDB and Redis. I like to use Mongo due to the lack of schema required. That simple fact allows me to think about my code and the data formats, without having to worry about updating the structure of my tables, schema migrations or conflicting data types.
Regarding Redis, I tend to use it as a support system as much as I can in my projects and this case is no different. I will be using Redis for everything that can be considered volatile information, such as party member numbers, command requests, and other types of data that are small enough and volatile enough to not merit permanent storage.
I’m also going to be using Redis’ key expiration feature to auto manage some aspects of the flow (more on this shortly).
API Definition
Before moving into client-server interaction and data-flow definitions I want to go over the endpoints defined for this API. They aren’t that many, mostly we need to comply with the main features described in Part 1:
Feature Description Join a game A player will be able to join a game by specifying the game’s ID. Create a new game A player can also create a new game instance. The engine should return an ID, so that others can use it to join. Return scene This feature should return the current scene where the party is located. Basically, it’ll return the description, with all of the associated information (possible actions, objects in it, etc.). Interact with scene This is going to be one of the most complex ones, because it will take a command from the client and perform that action — things like move, push, take, look, read, to name just a few. Check inventory Although this is a way to interact with the game, it does not directly relate to the scene. So, checking the inventory for each player will be considered a different action. Register client application The above actions require a valid client to execute them. This endpoint will verify the client application and return a Client ID that will be used for authentication purposes on subsequent requests.
The above list translates into the following list of endpoints:
Verb Endpoint Description POST /clients Client applications will require to get a Client ID key using this endpoint. POST /games New game instances are created using this endpoint by the client applications. POST /games/:id Once the game is created, this endpoint will enable party members to join it and start playing. GET /games/:id/:playername This endpoint will return the current game state for a particular player. POST /games/:id/:playername/commands Finally, with this endpoint, the client application will be able to submit commands (in other words, this endpoint will be used to play).
Let me go into a bit more detail about some of the concepts I described in the previous list.
Client Apps
The client applications will need to register into the system to start using it. All endpoints (except for the first one on the list) are secured and will require a valid application key to be sent with the request. In order to obtain that key, client apps need to simply request one. Once provided, they will last for as long as they are used, or will expire after a month of not being used. This behavior is controlled by storing the key in Redis and setting a one-month long TTL to it.
Game Instance
Creating a new game basically means creating a new instance of a particular game. This new instance will contain a copy of all of the scenes and their content. Any modifications done to the game will only affect the party. This way, many groups can play the same game on their own individual way.
Player’s Game State
This is similar to the previous one, but unique to each player. While the game instance holds the game state for the entire party, the player’s game state holds the current status for one particular player. Mainly, this holds inventory, position, current scene and HP (health points).
Player Commands
Once everything is set up and the client application has registered and joined a game, it can start sending commands. The implemented commands in this version of the engine include: move, look, pickup and attack.
The move command will allow you to traverse the map. You’ll be able to specify the direction you want to move towards and the engine will let you know the result. If you take a quick glimpse at Part 1, you can see the approach I took to handle maps. (In short, the map is represented as a graph, where each node represents a room or scene and is only connected to other nodes that represent adjacent rooms.) The distance between nodes is also present in the representation and coupled with the standard speed a player has; going from room to room might not be as simple as stating your command, but you’ll also have to traverse the distance. In practice, this means that going from one room to the other might require several move commands). The other interesting aspect of this command comes from the fact that this engine is meant to support multiplayer parties, and the party can’t be split (at least not at this time). Therefore, the solution for this is similar to a voting system: every party member will send a move command request whenever they want. Once more than half of them have done so, the most requested direction will be used.
look is quite different from move. It allows the player to specify a direction, an item or NPC they want to inspect. The key logic behind this command, comes into consideration when you think about status-dependant descriptions. For example, let’s say that you enter a new room, but it’s completely dark (you don’t see anything), and you move forward while ignoring it. A few rooms later, you pick up a lit torch from a wall. So now you can go back and re-inspect that dark room. Since you’ve picked up the torch, you now can see inside of it, and be able to interact with any of the items and NPCs you find in there. This is achieved by maintaining a game wide and player specific set of status attributes and allowing the game creator to specify several descriptions for our status-dependant elements in the JSON file. Every description is then equipped with a default text and a set of conditional ones, depending on the current status. The latter are optional; the only one that is mandatory is the default value. Additionally, this command has a short-hand version for look at room: look around; that is because players will be trying to inspect a room very often, so providing a short-hand (or alias) command that is easier to type makes a lot of sense.
The pickup command plays a very important role for the gameplay. This command takes care of adding items into the players inventory or their hands (if they’re free). In order to understand where each item is meant to be stored, their definition has a “destination” property that specifies if it is meant for the inventory or the player’s hands. Anything that is successfully picked up from the scene is then removed from it, updating the game instance’s version of the game.
The use command will allow you to affect the environment using items in your inventory. For instance, picking up a key in a room will allow you to use it to open a locked door in another room.
There is a special command, one that is not gameplay-related, but instead a helper command meant to obtain particular information, such as the current game ID or the player’s name. This command is called get, and the players can use it to query the game engine. For example: get gameid.
Finally, the last command implemented for this version of the engine is the attack command. I already covered this one; basically, you’ll have to specify your target and the weapon you’re attacking it with. That way the system will be able to check the target’s weaknesses and determine the output of your attack.
Client-Engine Interaction
In order to understand how to use the above-listed endpoints, let me show you how any would-be-client can interact with our new API.
Step Description Register client First things first, the client application needs to request an API key to be able to access all other endpoints. In order to get that key, it needs to register on our platform. The only parameter to provide is the name of the app, that’s all. Create a game After the API key is obtained, the first thing to do (assuming this is a brand new interaction) is to create a brand new game instance. Think about it this way: the JSON file I created in my last post contains the game’s definition, but we need to create an instance of it just for you and your party (think classes and objects, same deal). You can do with that instance whatever you want, and it will not affect other parties. Join the game After creating the game, you’ll get a game ID back from the engine. You can then use that game ID to join the instance using your unique username. Unless you join the game, you can’t play, because joining the game will also create a game state instance for you alone. This will be where your inventory, your position and your basic stats are saved in relation to the game you’re playing. You could potentially be playing several games at the same time, and in each one have independent states. Send commands In other words: play the game. The final step is to start sending commands. The amount of commands available was already covered, and it can be easily extended (more on this in a bit). Everytime you send a command, the game will return the new game state for your client to update your view accordingly.
Let’s Get Our Hands Dirty
I’ve gone over as much design as I can, in the hopes that that information will help you understand the following part, so let’s get into the nuts and bolts of the game engine.
Note: I will not be showing you the full code in this article since it’s quite big and not all of it is interesting. Instead, I’ll show the more relevant parts and link to the full repository in case you want more details.
The Main File
First things first: this is an Express project and it’s based boilerplate code was generated using Express’ own generator, so the app.js file should be familiar to you. I just want to go over two tweaks I like to do on that code to simplify my work.
First, I add the following snippet to automate the inclusion of new route files:
const requireDir = require("require-dir") const routes = requireDir("./routes") //... Object.keys(routes).forEach( (file) => { let cnt = routes[file] app.use('/' + file, cnt) })
It’s quite simple really, but it removes the need to manually require each route files you create in the future. By the way, require-dir is a simple module that takes care of auto-requiring every file inside a folder. That’s it.
The other change I like to do is to tweak my error handler just a little bit. I should really start using something more robust, but for the needs at hand, I feel like this gets the work done:
// error handler app.use(function(err, req, res, next) { // render the error page if(typeof err === "string") { err = { status: 500, message: err } } res.status(err.status || 500); let errorObj = { error: true, msg: err.message, errCode: err.status || 500 } if(err.trace) { errorObj.trace = err.trace } res.json(errorObj); });
The above code takes care of the different types of error messages we might have to deal with — either full objects, actual error objects thrown by Javascript or simple error messages without any other context. This code will take it all and format it into a standard format.
Handling Commands
This is another one of those aspects of the engine that had to be easy to extend. In a project like this one, it makes total sense to assume new commands will pop up in the future. If there is something you want to avoid, then that would probably be avoid making changes on the base code when trying to add something new three or four months in the future.
No amount of code comments will make the task of modifying code you haven’t touched (or even thought about) in several months easy, so the priority is to avoid as many changes as possible. Lucky for us, there are a few patterns we can implement to solve this. In particular, I used a mixture of the Command and the Factory patterns.
I basically encapsulated the behavior of each command inside a single class which inherits from a BaseCommand class that contains the generic code to all commands. At the same time, I added a CommandParser module that grabs the string sent by the client and returns the actual command to execute.
The parser is very simple since all implemented commands now have the actual command as to their first word (i.e. “move north”, “pick up knife”, and so on) it’s a simple matter of splitting the string and getting the first part:
const requireDir = require("require-dir") const validCommands = requireDir('./commands') class CommandParser { constructor(command) { this.command = command } normalizeAction(strAct) { strAct = strAct.toLowerCase().split(" ")[0] return strAct } verifyCommand() { if(!this.command) return false if(!this.command.action) return false if(!this.command.context) return false let action = this.normalizeAction(this.command.action) if(validCommands[action]) { return validCommands[action] } return false } parse() { let validCommand = this.verifyCommand() if(validCommand) { let cmdObj = new validCommand(this.command) return cmdObj } else { return false } } }
Note: I’m using the require-dir module once again to simplify the inclusion of any existing and new command classes. I simply add it to the folder and the entire system is able to pick it up and use it.
With that being said, there are many ways this can be improved; for instance, by being able to add synonym support for our commands would be a great feature (so saying “move north”, “go north” or even “walk north” would mean the same). That is something that we could centralize in this class and affect all commands at the same time.
I won’t go into details on any of the commands because, again, that’s too much code to show here, but you can see in the following route code how I managed to generalize that handling of the existing (and any future) commands:
/** Interaction with a particular scene */ router.post('/:id/:playername/:scene', function(req, res, next) { let command = req.body command.context = { gameId: req.params.id, playername: req.params.playername, } let parser = new CommandParser(command) let commandObj = parser.parse() //return the command instance if(!commandObj) return next({ //error handling status: 400, errorCode: config.get("errorCodes.invalidCommand"), message: "Unknown command" }) commandObj.run((err, result) => { //execute the command if(err) return next(err) res.json(result) }) })
All commands only require the run method — anything else is extra and meant for internal use.
I encourage you to go and review the entire source code (even download it and play with it if you like!). In the next part of this series, I’ll show you the actual client implemention and interaction of this API.
Closing Thoughts
I may not have covered a lot of my code here, but I still hope that the article was helpful to show you how I tackle projects — even after the initial design phase. I feel like a lot of people try to start coding as their first response to a new idea and that sometimes can end up discouraging to a developer since there is no real plan set nor any goals to achieve — other than having the final product ready (and that is too big of a milestone to tackle from day 1). So again, my hope with these articles is to share a different way to go about working solo (or as part of a small group) on big projects.
I hope you’ve enjoyed the read! Please feel free to leave a comment below with any type of suggestions or recommendations, I’d love to read what you think and if you’re eager to start testing the API with your own client-side code.
See you on the next one!
(dm, yk, il)
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