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Wednesday, February 17, 2010
First Encounters
Now, to a certain extent, forbidding metagaming in these situations is impossible. Players may very well know trolls have an adverse reaction to fire, and they may have read up on what to expect from a bullette. What should be an exciting experience against a new foe instead turns into a two-round kill, as the poor creature suffers Death By Metagaming.
Is there a good mechanical representation to represent the first fight against a new type of enemy? Certainly the easiest solution might be to assign a -1 or -2 to hit the first time a player fights orcs, dragons, flumphs, etc. That penalty drops off next time you fight them. Eventually, you could even mark an enemy you fight the most as favored, with bonuses not unlike that of the Ranger's ability in D&D 3.5.
I know I've seen some folks do something like this around the blogosphere, but for the life of me, I can't remember where.
Of course, Game Masters should not be afraid to "tweak" stats and add & subtract abilities to make new encounters more uncertain and intense. Players should not have a tactical advantage because they had access to your Monster Manual.
22 comments:
- Sean said...
For the most part, I just a assume anyone who willfully heads off to kill monsters will know something about them, even if they've never personally encountered them before: "Trolls! Grampa said only fire kills them. Did anyone bring oil?"
Approach two is just as simple. Use the stats from the manuals, but use a different description. "You see men, with four insect-like legs and two human-like arms, wielding crude swords and wooden shields. They stand about four feet tall, are totally bald and have huge milky-white eyes that seem to reflect your torchlight back at you" = orc. You can also switch up abilities just a bit to add flavour ie: trolls aren't vulnerable to fire, but say to sunlight or holy light, taking an extra 1d6 per round when exposed to it, and crumbling away to rubble when they die of it.
There are lots of cool images on the internet you can us to show players what they're fighting that don't connect obviously with any particular 'Monster Manual' creature.
One final advantage of this approach is that you can use it to create evil versions of of good-aligned creatures that the PC's would normally never fight, but that you think would make an interesting tactical challenge.
- February 17, 2010 at 9:02 AM
- Greyaxe1 said...
Generally the game mechanics have a system in place to identify monsters. As a Rolemaster GM I only allow players to use the knowledge the character has via Lore Role, for those of you who know RMSS and RMFRP skills abound. I also do implement a penalty (degree of difficulty) based on the description of the creature. A creature (dragon) or another who is a "Creature of Lore" may in fact be famous for lack of a better word. Anyone know what to expect from a leprechaun? I provide a bonus to the lore roll, a daemon form the ether, -50 for a sheer folly lore role. But in each case I allow luck to play a factor. If they get lucky, an iron staff will behave as slaying. If not lucky…… TPK. Here of course is the argument….do you allow rules and a demand for realism and challenge have an opportunity to end an otherwise enjoyable campaign? In my games more often than not it's a low level threat that is not given any respect kills off an otherwise mighty hero. Boy does the player get pissed….. But that's Rolemaster.
- February 17, 2010 at 9:16 AM
- Zachary The First said...
@Sean: Good thoughts—thanks! I like the idea of switching around alignment on some of the MM baddies—it's something that probably isn't done enough.
- February 17, 2010 at 9:16 AM
- Mr. Gone said...
For the most part, I do the same as what Sean had stated - use the monster manual but vaguely describe it. Sometimes my players expect me to say "they're goblins," or "the troll bites at you." But I use my own words to describe the situation, and then answer their questions as they come at me.
- February 17, 2010 at 9:23 AM
- Zachary The First said...
@Greyaxe: Then again, that's really part of what Rolemaster is—the idea that any creature or foe, from an ancient red dragon to shaky-kneed conscript, can strike the blow that fells your character. Combat is inherently unpredictable and dangerous.
- February 17, 2010 at 9:27 AM
- Swordgleam said...
My players don't read the MM. That's one reason I started running 4e to begin with: it was so new (when I started) that they had no reason to know anything about anything in it. No meta-gaming, no rules lawyering. It's very convenient, if you don't mind teaching a new game to a whole group every time you want to start a campaign.
- February 17, 2010 at 9:40 AM
- Zachary The First said...
@Swordgleam: A fair point, but I do think there are some staples of fantasy that are known regardless of RPGs. Still, presentation/powers could be different enough to make that difference.
I know for 4e, presentations and powers granted to various monsters has changed, definitely.
- February 17, 2010 at 9:46 AM
- Jason Richards said...
I think suffering a few penalties to fight a monster or creature the first time it is encountered is pretty reasonable. If you're fighting an orc for the first time, I don't know that a character should necessarily be struck with penalties to defend. However, if fighting something with a unique attack or ability, I might consider giving large bonuses to the creature. The first time that new monster breathes fire or takes a swipe with those seemingly-harmless tentacles, I'd consider making it equivalent to a sneak attack.
- February 17, 2010 at 10:21 AM
- Zachary The First said...
@Jason: Sneak attack could also work. I'd like to see that in play...
- February 17, 2010 at 10:49 AM
- Jenny Snyder said...
Mechanically, I tend to view it like this: The player can make a knowledge roll, and if they succeed on whatever the D.C. is, then their character figures it out, but not necessarily because they've seen that particular monster before, but maybe because they've seen monsters like it, or heard of monsters like it, or read somewhere about a monster like it. Direct experiences are hardly our sole source of empirical knowledge.
In terms of metagaming, I love the few times I've floored some players by taking out or leaving in the typical associations with a given type of monster. But on the whole, if you know you have a player who memorizes monster stats, it's better to anticipate that and tweak your monster, than to get upset when they use the knowledge they have. You can't really blame them, it's human nature to take every advantage available to us to get ahead. Crippling yourself on purpose is almost never fun, and adds frustration rather than challenge.
So, make it challenging and fun, by removing the basis for their assumptions, and leaving them on uneven footing. They'll feel even more awesome when they triumph after having the rug pulled out from under them.
Or they'll whine about it, but if you spend all your time trying to eliminate what your players whine about, you may as well hand them a piece of delicious cake and walk away from the game.
- February 17, 2010 at 11:20 AM
- Gleichman said...
There is no such thing as a system solution to a behavioral problem.
Either find players who don't meta-game either by restraint or lack of knowledge (really, it's easy. Few people want to read those books IME), or make up your own creatures for such events.
- February 17, 2010 at 11:31 AM
- Zachary The First said...
@Jenny: Good stuff, thanks!
@Gleichman: Ignoring the metagaming, I don't think of spicing up first encounters as a behavioral problem. You're trying to convey a sense of the unexpected and unknown, which can be *supported* through mechanical means. Having a GM who's descriptive and imaginative is great, but showing the effect of fighting an unfamiliar opponent, either through penalties or surprise attacks or however, that's just another aspect of combat to possibly represent.
- February 17, 2010 at 12:14 PM
- Tim Shorts said...
I kind of use the same idea as Sean. The players will have some knowledge of some creatures because in my campaign there are monsters to found everywhere. They are know. There will be rumors told about how to handle this critter or that.
Then I do a tweaking of the monsters. I don't like doing a cookie cutter version of any creature. Especially if I have a player who for example is going into a den of trolls and even though he would have no knowledge of the trolls vunerability and brings extra flasks of oil and a wand of fire, I might suddenly be inspired to create burning trolls. To keep them on their toes, but also its just fun to take a spin on a well known critter.
- February 17, 2010 at 12:41 PM
- Gleichman said...
I think that if you're playing a system where the players aren't automatically at a disadvantage (without the need for special conditional modifiers for that lack) against their foe due to lack of knowledge...
...you are playing a very boring system in the first place.
- February 17, 2010 at 2:27 PM
- Zachary The First said...
@Gleichman: Do you mean in terms of inherent lethality of the system?
- February 17, 2010 at 2:45 PM
- Gleichman said...
Not so much, although that can certainly have an impact.
I mean rather it's simulation quality, or if it can match (or at least approach) the following quote:
"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle."
If the system itself doesn't care about knowledge of the strength and weaknesses of opponents (but only say THAC0 and HP)- that quote cannot apply- it fails both as simulation and for the purpose you're seeking here.
Applying modifiers after the fact as many suggested here is attempting to cover up that fact in an artificial manner.
The result therefore will be artificial.
- February 17, 2010 at 4:21 PM
- Zachary The First said...
Let me ask you this, then: which systems (aside from presumably Rolemaster) would fit the profile provided?
- February 17, 2010 at 5:18 PM
- Rich said...
I run dnd games for a bunch of old school gamers and the method I use is to really send them against the unknown. A large percentage (50% or so) of my creatures are twisted, modified, or made up by me. The players will recognize the trolls and the goblins and thats ok - these creatures are the common beasts of the fantasy ecology. However when they run into these strange winged beasts will tentacles for a face they will begin to wonder how it sees. Maybe it had sonar or psionics? I think it brings a mindblowing truly fantastical edge to the group when you play this way.
- February 17, 2010 at 7:08 PM
- Gleichman said...
Why Zach, Age of Heroes of course.
So can HERO System if things are built right.
- February 17, 2010 at 9:03 PM
- Norman Harman said...
Age old problem.
There are many "trick" monsters created to foil/punish characters who think they know. Gas Spore is one example.
Variations on trick monster include giving monsters weapons or magic items that make them different. Ye old Troll with ring of fire resistance.
There are soooo many monsters I bet it's possible to reach high level and never fight the known ones. But certain monsters are staples, classics. It's fun to fight them (again) and hiding what they really are would take some of that away.
On other hand, I use metagaming "against" the players. I'll say "troll bites you" when it's really an ogre and characters wouldn't know difference but have heard bedtime stories of trolls.
- February 17, 2010 at 9:53 PM
- Aaron said...
Depending on your players, metagaming is often a result of the fact that the players win when their characters win. Therefore there is an urge to help the characters along. I eventually gave up on fighting metagaming, and simply stopped keeping secrets from my players. But, on the flip side, I didn't play monsters as if they were ignorant of their own weaknesses. In the same way that players accented each other's strengths and mitigated the weaknesses, monsters did the same thing, starting to work together to prevent the obvious plans from working easily. I also tried to de-couple the players' and characters' goals, so that the player could win even if their characters had their asses handed to them.
- February 17, 2010 at 11:38 PM
- Aaron said...
One last thing - Gleichman makes a good point - most GMs play their monsters as if they understand neither the PCs nor themselves, so the monsters lose every time.
- February 17, 2010 at 11:46 PM


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Sheraton Munich Airport HotelFreisinger Strasse 80 Schwaig Oberding BY 85445
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Veit Hirschvogel the Elder
German, 1461–1525
The Holy Trinity, c. 1490
ink, wash, charcoal, red pigment on paper
39.9 x 39.1 cm
Collection of the Winnipeg Art Gallery; Acquired with the S.C. Eckhardt-Gramatté Memorial Fund
Veit Hirschvogel the Elder was one of the most important glass painters working in Nuremberg in the late fifteenth and early sixteenth century, overseeing a large workshop. During its most productive years, the German master Albrecht Dürer, along with his students, provided the designs for various stained glass projects. Overseeing the production of these commissions, Hirschvogel became known for his elaborate compositions, which incorporated illusionistic settings that were spatially and graphically complex and greatly advanced compared to the more compartmentalized designs of earlier stained glass work. Clearly, the glass painter was responsible for much more than facilitating the mechanical transposition of another artist's design. In this circular composition of the Holy Trinity (likely for a church rose window), a bearded God the Father is shown crowning Christ while the dove representing the Holy Ghost hovers above the two figures.
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So...my confidence in NF was immediately restored but after only after a few weeks of walking around (50) miles around my local park, I couldn't believe what I was seeing and feeling.The soles were at least 30% gone. Yes, I am larger than the average (200 lbs) and walking on pavement but come on!
Oh and by the way, these things leak like a sieve. They claim to be waterproof and are made of Gore Tex®; I'm sorry to say that they are not even water repellent. (Very misleading advertising) You learn real quickly to avoid even the smallest puddle.
This isn't good for the Boundary Waters...so I moved back to my old Columbia shoes. You will note that this is a common complaint among other reviewers/customers. I learned this AFTER I PURCHASED THEM FOR $100 bucks.
I never thought NF would succumb to this type of business practice like so many others. They went from a trusted specialty outfitter to generic junk merchant in only a few short years, very sad. Look around for other products...until NF decides to reverse back.
I bought my Hedgehogs on 25/04/2010 and they were…
Price Paid: £84.99
I bought my Hedgehogs on 25/04/2010 and they were very light and comfortable. However after 12 weeks the shoes had split around the toes and were leaking badly. They were initially waterproof but were not very sturdy and were a big disappointment.
I certainly would not buy North Face again because for £85 a pair you would expect better.
It is now the first week in August and I am taking mine back to Millets in Warrington today, which is where I bought them from...so don't be tempted. They are rubbish. I would recommend leather shoes or boots for serious walkers and certainly not North Face.
Man I can't express how much I love my low cut Hedgehogs.
Use: extended hiking
Break-in Period: 3-4 days
Price Paid: £79
Man I can't express how much I love my low cut Hedgehogs. I move around a lot as a plant collector into some rather remote places in search of the kind of plants that don't wanna be found. I have been using other trail shoes and boots, but they never work out after a few days, and my feet start looking like crap.
I bought a pair of Hedgehogs for an extended trip to Japan hiking all over the place. I never got one blister (maybe luck) The gore-tex lining never split on me even on some very tough terrain. My feet were always dry and when any water got inside they were able to dry out quite fast.
One of the things that surprised me the most was for such a light shoe they took such a beating. The grip was second to none for me. I also like the hard plastic strip that runs down the bottom of the shoe that takes a lot of the stress off the soles of your feet when hiking up steep scree or rocks.
Great lightweight trek shoe. Warm, good breath-ability.
Materials: gore-tex
Use: travelling,. trekking himalaya
Break-in Period: 2 weeks
Weight: ?
Price Paid: GBP 69.99
Great lightweight trek shoe.
Warm, good breath-ability. Not as waterproof as could be. needs to be more durable 10days trekking commercial tourist trails in Nepal, 5 days trekking jungle trails in India left sole very worn & separating from upper at front and stitching starting to come loose.
Grip- both inclines & flat
10/10 hard surfaces: rocks & boulders, city
6/10 loose surfaces: sand, dust and stones
9/10 loose surfaces: twigs, grass & leaves
10/10 wet & dry vegetation
8 hrs walking 9/10 (feet hardly sweaty, occasionally around toes)
Heat & humidity 10/10 (no sweating in jungle)
Snow 7/10 in at ankle and upper lace area
Rain: not tested yet.
Mud: very good, easy to clean after 7/10
Water: washing, puddles & streams 9/10
Drying: after washing & wet conditions & sweat 8/10
9/10 (did not have cold feet or toes at all in snow, -20°C or with wet feet)
Laces 3/10 (fell apart immediately)
Outer shell 6/10 (damage from light trekking, wording fell off, separation of glued sole layers, my friend did same trek in Nike trainers)
Inner sole 8/10 (still comfortable and supportive, clean, with no smell after 2wks solid walking, socks were a different matter)
Outer sole 7/10 (lots of wear from light to moderate use on rocks)
Finished an Appalachian thru hike in a pair of these.
Finished an Appalachian thru hike in a pair of these. I had Montrail Hardrocks before the Hedgehogs. They were comfortable, waterproof, good traction, and lasted me the 500 miles I needed. The only down was the sole at the toe started to separate sooner than I thought appropriate.
Kudos to North Face. These days I am not really into…
Materials: Mesh, Gore-tex
Use: rough trail w/ heavy pack
Break-in Period: 1-2 months
Weight: 1.2 lbs. pairs
Price Paid: $130
Kudos to North Face. These days I am not really into top-notched brands because of their poor quality, and the only reason people buy it is because of the brand name.. But for this review, it all changed that.
I am into long day hikes and haul a lot so I looked for a trail shoe that is lightweight and durable, plus some Gore-tex and perks in it. So I got myself these pairs for $130.
I thought first the sole would wear out easily because of its lightness factor but to my surprise it withstood some of the worse terrain here in the Philippines, some of its knobs got off though but the whole thing is solid up to know. Its waterproofness and breathable mesh proved tremendously reliable and the only thing bad about it is it's too light that you won't feel your wearing one.
Overall, more than 2 years of usage, I think I'm gonna buy another one of this.
This would be a good shoe if it was more durable.
Materials: gore-tex
Break-in Period: almost none
Price Paid: $80
This would be a good shoe if it was more durable. It has excellent traction, almost no break in period, good waterproofness, and very comfortable.
Durability however is poor. After one trip canyoning several tread lugs were missing, some were breaking and the soles were already starting to come off.
These are good shoes. They were good right out of…
Materials: fabric with gore-tex liner
Use: trail shoes or lite dayhike bush whack
Break-in Period: none
Price Paid: $105
These are good shoes. They were good right out of the package. After a few hikes the original inserts were shot and i had to put in Superfeet. They have been good since then.
My only problems are that the uppers are wearing out fast and they have become more stiff the more that i use them to the point of being uncomfortable.
From the gym to the trail and everywhere in between…
Materials: gore-tex
Break-in Period: short break-in
Weight: ?
Price Paid: $109
From the gym to the trail and everywhere in between these shoes do the job. The vibram sole hasn't shown any sign of wear after 7 months wear. I wish the lugs were deeper for more traction though.
The waterproofing seems good until I wash them thoroughly in the tub and water gets through somehow.
I like them overall. The fit is normal to wide.
Addendum (2007-04-17): I'm filing this addendum. I…
Price Paid: $80
Addendum (2007-04-17):
I'm filing this addendum. I will not buy North Face shoes again. It's not that these have turned out that badly - the stitching and so forth is fine after a few months' use, the traction is good, they still look fine, and as far as I can tell the waterproofing is pretty good.
But they are starting to feel clunky and have lost a lot of what cushioning there was. The uppers feel too stiff to me and overall I am not that happy with the breathability. If I really hated them, I would take them back to REI. I don't, but there are a lot of good shoe brands out there and I will probably go somewhere else next time.
Original Review (2007-01-31):
I've had these for about two weeks now and so far am very happy. Although I haven't taken them out on any trails etc, we have had some wet and snowy weather and my feet have stayed warm and dry. I've also felt confident about my footing with the vibram soles. Since they are waterproof, these are obviously not going to be as breathable as a pure trail runner, but so far so good.
I wear Sole footbeds, and there is plenty of room in the shoe for whatever insert you might prefer. I also have a wide foot and while REI didn't have (maybe they don't make) widths, the shoe fits fine. (Original rating: 4 Stars)
The North Face Hedgehog GTX XCR
$31.97 - $135.00
The North Face Hedgehog GTX XCR is not available from the stores we monitor. It was last seen May 11, 2014 at Rocky Mountain Trail.
If you're looking for a new trail shoe, check out the best reviewed current models.


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Tall Elbow Patch Blazer
Tall Elbow Patch Blazer
$99 .99
Online Exclusive
 Designed with a luxe touch of wool, contrast elbow patches bring rustic charm to this cool weather essential, styled with a trio of flap pockets for modern cute. Collared. Notched lapel. Long sleeves. Two button front. Vented cuffs with hidden button closure. Back vent. Lined. 24 1/4" long.
Style #326515
46% Wool, 31% Polyester, 23% Viscose


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Holiday Shop
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Hematite Pave Crystal Bangle Set
Clear crystal sparkle looks even brighter in a hematite-finish setting. These skinny bangles mix with gold and silver bracelets, or add the Hematite Fireball Chainlink Bracelet. Glass stone; nickel-free metal. 2.5" inside diameter; 0.75" wide. Set of three.
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- Wasse r (1) (remove)
- Influence of natural organic matter on the mobility of arsenic in aquatic systems, soils and sediments (2008)
- The element As is today recognized as one of the most dangerous inorganic contaminants and threats for the world's water resources. Arsenic is ubiquitious in the earth crust and humans are especially affected through As polluted drinking water supplies. The occurrence of high As groundwater concentrations is often caused by geogenic processes of As release from the solid phase and accumulation in the water phase. Many contaminated aquifers are also characterized by high concentrations of natural organic matter (NOM). Previous studies showed that NOM presence may affect As mobility, but we are lacking evidence about the reactions pathways and about the importance As-DOM interactions in the environment. We therefore focussed on studying reactions between NOM and As, including redox reactions, complexation, colloid formation and sorption competition in laboratory experiments. Moreover we also studied As behaviour in columns experiments and wetland soils rich in organic matter. Arsenic mobility strongly depends on its redox state. Dissolved organic matter was previously found to be redox active but its redox properties are only poorly understood. In laboratory experiments we therefore elucidated the electron transfer characteristics of different DOM samples. The results showed the high potential of humic substances to chemically reduce different Fe(III) complexes and oxidize H2S and metallic Zn. Reactions occurred over short periods of time with reaction rates in the range from 0.03 to 27 h-1. Under otherwise identical conditions rising DOC concentrations caused higher total electron transfer. This supports the assumption that functional groups of DOM, such as quinones, were indeed the redox active moieties involved in the redox reactions. The calculated electron transfer capacities (ETC) ranged from 0.07 to 6.2 mequiv (g C)-1. The wide range of observed reaction rates and ETC values could be related to the different redox potential of the inorganic reactants used. This suggests that DOM molecules contain redox active moieties with different redox potential and that they possibly represent a redox ladder with the capacity to buffer electrons over a wide range of redox conditions. Humic substances also influenced the As redox speciation as dissolved H3AsO4 was - either chemically or microbially- reduced to H3AsO3 in DOM solution. No oxidation of As(III) to As(V) was found in these experiments. The presence of organic matter thus changes the redox speciation of As as well as that of other environmentally relevant elements like Fe or S. This possibly also contributes to a higher mobility of As due to the presence of reduced As and Fe species. The formation of complexes on mineral surfaces is one of the most important immobilization processes for As in soils or sediments. DOM strongly interfered with this As sequestration mechanism due to aqueous and surface complexation reactions. Humic substances were found to prevent the precipitation and sedimentation of iron oxide minerals and promote the formation of DOM and Fe containing colloids at aqueous molar Fe/C ratios of up to 0.1. This impeded the co-precipitation and sedimentation of As with Fe mineral structures and increased the amount of mobile As. Arsenic and Fe content were correlated in the different particle size classes was, suggesting As binding to Fe e.g. in cation bridging complexes or DOM stabilized Fe oxide colloids. DOM sorption on synthetic goethite and natural soil and sediment samples also caused a release of As from these solid phases due to sorption competition for mineral binding sites. Especially the weakly adsorbed fraction of As in the natural samples was affected by this process. Both the formation of aqueous complexes or colloids and the sorption competition in the presence of DOM lead to higher As concentration in the water phase and demonstrate the potential of humic substances to increase As mobility. In the studied laboratory columns As redox transformation and complexation by DOM could not be identified. Instead As mobilization was dominated by microbial processes in these experiments. At DOM input concentrations between 5 and 100 mg L-1 the release of As occurred mainly due to the reductive dissolution of the Fe oxide sorbent phase during microbial respiration. The occurrence of sulfate reduction and the precipitation of sulfide minerals at the highest DOM concentrations did not represent a substantial immobilization mechanism. The studied wetland soils represent natural sinks for geogenic As. Fe oxides were the main As sorbents, which is surprising as both soils were temporarily water saturated and likely under reducing conditions. Moreover, the high porewater DOC concentrations and the high organic carbon content in the solid phase apparently did not interfere with As sorption on the iron phases in these soils. Chemical extractions also showed that smaller As fractions were associated with solid phase organic matter pool and with a not identified residual pool, likely sulfide minerals. However, as most As was bound to Fe oxides its fate was strongly affected by changing redox conditions. Fast As immobilization sorption occurred under dry conditions when Fe was oxidized and precipitated, while short-term mobilization of As and Fe in their reduced form was observed upon rewetting. These soils therefore are As sinks as long as oxic conditions are maintained but may turn into As sources when reducing conditions prevail for longer periods of time. Organic molecules influence the redox state and the complexation of As and are able to shift As partitioning in favour of the solute phase. Our results showed that especially the association of As with aqueous complexes and colloids has a strong potential to reduce As retention and increase As mobility. This has to be considered in future studies of As behaviour in aquifers, surface waters, soils or sediments rich in organic substances. Peatland soils were found to represent sinks for geogenic As, showing that the presence of organic matter not necessarily prevents As immobilization. It also depends on the biogeochemical conditions whether an organic matter rich system will accumulate or release As.


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What does UPS mean in Funnies?
This page is about the meanings of the acronym/abbreviation/shorthand UPS in the Miscellaneous field in general and in the Funnies terminology in particular.
Ultra Poor Service
Find a translation for UPS in other languages:
Select another language:
What does UPS mean?
- Trademark. United Parcel Service.
Discuss this UPS abbreviation with the community:
Use the citation below to add this abbreviation to your bibliography:
"UPS." Abbreviations.com. STANDS4 LLC, 2014. Web. 22 Dec. 2014. <http://www.abbreviations.com/term/167128>.
UPS also stands for:
- Ultra Perfect Service
- Ultraviolet Photoelectron Spectroscopy
- Un-Predictable Service
- Un-Prepared Speaking
- Unbelievably Pathetically Slow
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Nearby & related abbreviations:
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Bath + Body
Dare to Discover
Holiday Favorites
Deeply enchanting, this reed diffuser gently smolders with otherworldly fragrance. Rattan reeds absorb the scented oil, blooming an aroma of sweet herbs, rare spices and resinous sap. A sophisticated amber-glass design enhances any décor, making this air freshener an ideal gift for housewarmings or other occasions. Comes elegantly boxed for easy gift-giving.
Comforting. Pure. The dark of the forest pierced by bright sun.
Transcendent patchouli leaves. Warm sandalwood. Smoldering red cedar. Captivating Ceylon cinnamon. Enigmatic nutmeg. Exotic clove. Luxurious Bourbon vanilla. Sparkling Valencia orange.
View the Bitter Orange & Cedar Collection.
Warm Autumn Beauty
This is a gorgeous autumn fragrance. My husband loves it. It's got a tiny hint of patchouli which is wonderful and I am not a patchouli fan. With all Thymes diffuser reed kits I use a small amount of oil and just 3 or 4 reeds keeping the fragrance subtle.
Was this review helpful?
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I have ur hacked countless diffusers for our home. This product is unbelievable. You can smell it thought the room.
A Must Have!
I was staying at a resort last fall and when I checked in I noticed this wonderful scent coming from someplace. Of course I checked it out and the scent was coming from the cute little gift store in the main lobby. A Bitter Orange and Cedar diffuser was displayed on the shelf and I had to have one! The scent was warm, inviting, woodsy and one of the best scents I've ever experienced! When I got home I immediately put the diffuser out on the main floor and was pleased to find out there was enough oil in the bottle to replenish the diffuser in the future. So I grabbed another diffuser I had and emptied the oil into that one and put in the family room downstairs. My house smelled like heaven for a very long time! Even my husband, who doesn't like too many scents, commented on how much he enjoyed it!
When it ran out I search the internet for the name on the bottom of the diffuser and found Thymes.com. I was so excited that I had found the supplier and I just reordered the Bitter Orange and Cedar oil for the reed diffuser and can't wait for it to arrive! Thymes.com is definitely on the top of my "favorites" and I will visit that website often I'm sure!!
Intoxicating Fragrance
I'm quite pleased with my choice. I appreciate the subtle, yet deep, orange-y scent coupled with a woodsy background. It is not overpowering and adds a nice scent to my foyer.
Sunlit leaves
This fragrance is heavenly for fall. It smells like leaves and cedar warmed by the sun.
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1 oz Pocket Snacks
4 oz Snacks
1 lb Snacks
Chips and Crackers
Use keywords to find the product you are looking for.Advanced Search
EDEN Spicy Pumpkin Seeds are a nutritious and healthy snack food. Low sodium and rich in protein, healthy fiber, and magnesium. Cholesterol free and low sodium (75mg per 1/4 cup serving). According to the FDA, "Diets low in sodium may reduce the risk of hypertension of high blood pressure, a disease associated with many factors." Although they are high in total fat, they are higher in healthy monounsaturated (5mg) and polyunsaturated (8mg) fats than saturated fats (3mg), and contain no trans fats. They are also a good source of iron and zinc.
Contains no irradiated spices, refined salt, added oil, additives or preservatives.


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- 2009 mazda6 5
No plans to release Mazda6 hybrid
by Damon Lavrinc (RSS feed) on Aug 1st, 2008 at 2:32PM
Click above for a high-res gallery of the 2009 Mazda6.Despite having the ability to snatch the 2.3-liter gasoline-electric hybrid from FoMoCo's arsenal – the same engine found in the Mazda Tribute Hybrid, Ford Escape Hybrid and 2009 Fusion – Mazda has decided to keep the new Mazda6 hybrid-free for the time being. Jay Amestoy, veep of public and governmental affairs for Mazda, told InsideLine that the automaker is content that the new 6 can hold its own against the competition, despite the high cost of fuel. "Our real-world MPG numbers will be strong, and we think the fuel economy... Read More


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Kathy Stewart, wtop.com
What began as a humble idea to feed a few local families for Thanksgiving has grown into in a community outreach program that feeds more than 1,000 needy families across the D.C. region.
Saturday morning, an army of some 500 volunteers worked to assemble Thanksgiving food boxes at Columbia Heights Educational Campus in Northwest, D.C. Besides a turkey dinner, the boxes contain two-weeks worth of food.
Ransom Miller III started Project Giveback 18 years ago.
"There's such a need in our community. You have people who literally used to write us a check every year, who are finding themselves in need," he says. And that motivates him even more.
Hardisha Miller, Ransom Miller's wife, is vice president of Project Giveback. She says the organization has evolved from helping just one or two families. This year, their goal is to help 1,100.
She says the face of hunger has changed and, sadly, it has multiplied.
"From the homeless man on the street or someone in the shelter to our neighbors, our co-workers, the people we go to church with," Hardisha Miller says.
The couple's 11-year-old son has been part of Project Giveback his entire life. His mother says for her son, it is second nature to give back.
"Hopefully he'll be running Project Giveback one day," she says.
For seven years, Patrick Stewart has volunteered with Project Giveback. He says the work is humbling. Not only does it help feed those in need, but it helps feed his soul.
Stewart recalls his first experience making a Project Giveback food delivery. He says you could tell that the family was in need and the father hugged him.
"It almost had me in tears. And I really appreciate that moment and said I'm always going to be a part of this or an organization like this," Stewart says.
Hugs continued to be a part of the volunteers' work Saturday. But this time a guest celebrity, who was there to encourage and thank the volunteers, was the one handing out the hugs.
Omarosa Manigault, who competed on Donald Trump's reality show "The Apprentice," attended this year's Project Giveback. Manigault says she made sure she hugged all the volunteers.
"I believe that even passing the hug onto the families that are receiving the food is sometimes just enough to show this holiday spirit goes beyond giving turkeys. It's about giving compassion and giving love."
Follow WTOP on Twitter.
(Copyright 2012 by WTOP. All Rights Reserved.)


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Camille's new collection for fall, Ruby. Super cute. (As I look at this picture, I am kicking myself for not snatching one of those little sample packs!)
Aneela Hoey and her new collection Little Apples, lovely Liesl from Oliver + S, Joanna Figueroa (I didn't ask for pictures with many designers just because I felt like a geek, but I did ask for one with Joanna because it was the same day I was on Moda Bake Shop using her fabric, a cosmic coincidence. But I still felt like a geek), and Kaari Meng from French General who was, you guessed it, so nice.
Katy! (Katy sent me a lovely parcel once and I've loved her ever since. Plus, she's hilarious. And I just wanted to stand next to her all day, just so I could hear her lovely British accent.) And Joel Dewberry's gorgeous booth. Very impressed with Joel and his lovely wife Laurie. My favorite touch of their fabulous booth was the family picture. Love it. (I think I take special pride in the Dewberrys because we share the same alma mater. As does Heather Bailey, btw.)
Next Lizzy House. Her new collection 1001 Peeps is great - esp if you are a Castle Peeps fan. And my favorite? The pearl bracelet print in green. And it is the perfect shade of green, no less. I can't wait to get my hands on some. Lizzy was beyond nice to share with me one of her coveted 1001 Peeps bags from Schoolhouse. (I need to get a picture.)
Prairie Grass Patterns, Allison of Cluck Cluck Sew, Amber of Gigi's Thimble and Julie of Jaybird Quilts. Good luck girls! I think you're amazing! Perhaps one of them is the Eleanor Burns of tomorrow. (Speaking of EB - I'm totally kicking myself for not getting of picture of her in her astronaut costume.)
Jennifer Paganelli. Talk about real and down to earth and super, super fun. She's a gem and she makes everyone feel like they're her funnest friend on the planet.
If you're looking for some more inspiration and insight into Quilt Market, check out these talented girls: Kim and Kris of the DIY Dish or Daria of Boutique Cafe. Daria will soon have video interview with lots of your favorite designers on Boutique Cafe, so stay tuned.
Okay, you are probably totally Marketed-out by now, as am I. But if you're somehow not, be sure to check KPKM for more Market hoopla.


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Los Angeles (CNN) -- Rapper Lil Wayne has been released from a Los Angeles hospital where he was taken after suffering a seizure last week, his publicist said late Monday night.
The 30-year-old rapper's hospitalization at Cedars-Sinai Medical Center triggered media reports that he was near death -- rumors his associates were quick to squash. Few details about his medical condition were made public.
On Monday night, Mack Maine, the president of Wayne's label, Young Money, thanked the hospital.
"@LilTunechi has been officially been released and is headed home...God is great," he tweeted.
Lil Tunechi is Lil Wayne's nickname, as well as his Twitter handle.
An online report that Lil Wayne was near death and on life support Friday cause panic among his fans and caused Twitter to light up with messages of concern.
"I'm good everybody," the rapper tweeted Friday evening, helping defuse the concerns. "Thnx for the prayers and love."
Young Money publicist Sarah Cunningham acknowledged Friday that Lil Wayne had had a seizure, but members of the New Orleans artist's camp have shot down reports that he was near death.
"Dont believe the nonsense about comas and tubes to breathe ... that's false!!" Maine tweeted Friday night.
Instead of ighting for his life, Lil Wayne was watching the Syracuse University Orange play the Georgetown Hoyas in the Big East men's basketball tournament, he said.
Born Dwayne Carter, Lil Wayne is one of the rap world's most successful artists.
He won best rap album for "Tha Carter III" at the 2008 Grammy awards and took home three more Grammys the next year.
Beyond winning over critics, he's also been a commercial success.
In September, Billboard reported the rapper had tallied 109 hits on its Hot 100, surpassing the record previously held by Elvis Presley.
But he's also run into trouble outside the studio and off stage.
Lil Wayne was arrested in 2007 outside New York City's Beacon Theater after police said they found a .40-caliber pistol on his tour bus. He pleaded guilty to felony gun charges and spent eight months at New York's Rikers Island jail.
CNN's Denise Quan contributed to this report.


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Great read!
He makes the new raid sound like a TON of fun. Although hopefully this gunship is less of a joke than the ICC one was...
I was recently given the opportunity to interview World of Warcraft's Lead Systems Designer, Greg Street, known more commonly as Ghostcrawler, about the upcoming 4.3 patch. It went even better than I had hoped! Read on for some new info about the upcoming legendary dagger(s!), some insight to the logic behind the Firelands hotfixes, a healthy amount of info on the upcoming Deathwing raid, epic gems, and more!
Lore: A while back it was mentioned that there would be a legendary in patch 4.3. A lot of us have been kind of expecting an agility one-hander. Anything new on that front?
GS: Yes, you're right! It is a pair of agility one-handers, and they are, in fact, daggers, and they are Rogue-only.
L: Rogue-only, interesting. So, a Legendary for just one class.
GS: Yeah. Yeah, we haven't done anything like that before, but we thought it would be fun to try to tie the weapon's proc and the quest line itself to rogue mechanics. Like, we know that the person on the quest will be able to stealth and pickpocket and they'll have combo points, and they'll be able to slowfall, and we thought it would be fun to really tailor things to the rogue specifically.
It always causes a ton of controversy when people are like "Oh, I was expecting... it's time for the Feral legendary" or whatever. It's a really hard thing to balance, and hopefully, eventually, we'll get around to giving everyone a legendary, but we don't want it to be too predictable, that takes some of the fun out of it. We try to keep players on their toes a little bit.
One more thing I should mention is that the mechanics are such that Combat rogues will be able to use the two daggers just as fine as well.
L: Okay, so regardless of spec, if you're a Rogue you're gonna want these things.
GS: Yeah, exactly.
L: A few weeks ago, tank threat generation was given a huge buff, the idea being that the tank rotation would be refocused on survivability at a later date. Should tanks be expecting those changes in patch 4.3?
GS: No, no... they're pretty severe changes and I was scared if we put something that major into 4.3 some players would love it and some would really hate it, to change something on them that dramatically right in the middle of content. So that's something we'll probably save for a future expansion, but it's definitely something we've been thinking about a lot.
L: What made you decide to push the threat hotfix before the rest of the changes could be implemented?
GS: We had decided a while ago that we were going to make a fix to threat in 4.3. We were just getting really frustrated by all the tales of... it's funny, because the community really latched onto this as a Dungeon Finder fix but we always viewed it as a problem we were seeing players having in raids, and even heroic raids, where no matter what the tank was doing, someone, perhaps a DPS Warrior or Death Knight, was creeping up on them and then we'd have to have Hand of Salv rotations and things like that, and we were talking about "Okay, what threat dump are we going to give the DPS Warrior?" and it just made us sit down and say "You know what? Is anyone really having fun with this system?"
I mean, really good tanks that are good at keeping threat were having fun, but anytime they were losing threat, it was not fun for them, and it certainly wasn't fun for the DPS to have to always feel throttled and have to, you know... I remember this Feral Druid who said "I can't attack Al'akir for 16 seconds because if I do, I'll pull threat off of the tank" so he would just sit there and do nothing for a while. And we were like, you know, that doesn't really fit the model everyone's trying for now, which is pop Bloodlust on the pull, and everyone pop their trinkets right away on the opening...
So anyway, long story, once we decided we were gonna make the threat change, we were like, you know why should we wait? Let's just do it now and try to fix some of the problems players are having in Firelands.
L: Okay, so it was kind of a "People aren't having fun with threat right now, so we'll just get rid of this right now, and then give tanks something extra to do a little bit later on, but right now we need to solve this issue."
GS: Yeah, and as you know, the truth is that good tanks weren't really having to struggle too much. You know, if you fail to press your Shield Slam or Crusader Strike at exactly the right millisecond, you're probably not going to lose threat anyway, so I don't think we're really taking away a lot of gameplay. We were taking away a lot of gameplay that, you know, once upon a time might have been interesting, or everyone was kinda holding on to the theoretical idea of what "threat fights" could be, but it just hadn't really been a very exciting mechanic for a long time.
L: Any major class changes we should be expecting in 4.3?
GS: We are going to do a kind of a raid melee buff across the board. We're gonna take the attack power buff and have it apply more to melee attack power than ranged attack power. On a target dummy melee and ranged DPS is pretty comparable, but in the encounters over and over, melee players come to us and are like, "Why am I here? We could do better with another Hunter or Warlock." And we're sensitive to that, so we want to make sure that melee feel like they have a place, and we're gonna do that by making sure that, when situations are optimal for them, when they have, say a Baleroc fight or something where there's not a lot of movement, not a lot of adds, that the melee really shine on those fights, because we know there will be plenty of other opportunities for everyone else to shine.
L: Right, it's always been kind of a battle of balance where when melee is stronger than ranged, then there's "the melee fights" when there's not much movement. How do you guys approach that theoretically in terms of trying to balance out movement in encounter design when you're trying to figure out if a spec needs a buff or not?
GS: We actually do model DPS rotations on the move. We have... we can cheat a lot more in the game than we let players do. We can do crazy things with automation that we prevent players from doing. So, it's easy for us to test out pretty simple movement, like "how much damage can you do while moving, while pursuing a boss?" It's a lot harder to replicate all the mechanics that go on in a fight like, say, Majordomo where you're running in and running out, and in those cases we rely a lot on raid parses that come out from actual players, so we can see "Well, the Ret Paladin looked good when he was up against a Warlock on a static boss, but on a fight like this, they're just falling behind."
L: Will we be seeing epic gems in 4.3?
GS: Great question, and yes, you will! The way we're hoping to set it up, and we kind of have this working but things could change before we go live, is when you kill a boss on normal or heroic mode, each player gets a geode, and when they open the geode there's a chance they may find an epic gem inside. If not, it'll have blue gems or something like that. We really want it to feel like an individual reward, and not something that the raid leader gets to have fun in deciding who gets the gems, or they all go to the guild bank or something. We really want it to feel like an individual reward.
They'll be somewhat rare. It may take the entire content cycle before someone has replaced every red gem they have, but they won't be so rare that you won't see them.
L: How is that going to work with profession bonuses? Blacksmithing with its extra sockets, assuming that you could get ahold of a full set of epic gems, seems like it would all of a sudden become the best profession.
GS: I think the epic gems are like 10 stat points over the current ones, so it's a nice boost, but hopefully it won't push everyone towards Blacksmithing.
L: So you'd only end up with like 20 extra Strength as a Blacksmith.
GS: Yeah, something like that.
L: So recently, Ragnaros has been hotfixed, and now there's the big tier-wide hotfixes coming up as well. What's the thought process that you guys use in determining when bosses should be nerfed? How do you come to the conclusion that, say, "X amount of guilds have killed Ragnaros, we need to nerf him. X amount of guilds are still working on Heroic Shannox, we need a zone-wide nerf"?
GS: We gather... I would call it a staggering amount of data on boss kills and number of attempts and things like that. We look a lot at how many new kills have there been for a particular week, like okay this guild couldn't kill Shannox before but killed him this week. The flows to those curves tend to be pretty steep at first because, you know, the really talented guilds roll in and kinda clear everything quickly, and then they start to slow down over time as you might expect, you know, not everyone gets a new boss kill every week, and then at some point they really start to plateau, and that is, the raiders now are just not moving. And we know that we risk losing raiders. They may not unsubscribe, but they may just stop raiding any time they hit a brick wall for too long.
Now, if you're Paragon, and you don't mind making 300 attempts, that's one thing, but a lot of raiders don't have that staying power. They're willing to wipe on a boss for a few weeks, but not for months and months and months for a boss that's early on in the tier. So once we start to see those boss kills fall off, we go in and selectively nerf things that players are having trouble with. We kind of want everyone to feel like they have finished Firelands before 4.3 comes out. That doesn't mean that every guild in the world needs to have killed Heroic Ragnaros, but we do want them to feel like they were making steady progression, and it wasn't like "Well, we killed 7 bosses, then we did 1 boss on heroic, and then we couldn't ever kill that second boss on heroic for 4 months." I mean, that isn't fun, so we try to make sure that everyone feels like they're always making some level of progress.
L: So, with these nerfs coming into place... I know you guys don't like giving out dates, but should we at least be expecting to see a 4.3 PTR soon? Personally, my guild is 6/7 heroic. Should we be expecting several months of just one boss to work on, and then just farming the instance?
GS: Obviously it's going to depend a lot on when 4.3 comes out. Our hope is that we can make our patches faster and faster than we've done in the past. So, smart players might see that we're nerfing Firelands now and think that means that Firelands is coming to a close soon, but usually our patches are on PTR for a while, so there should be plenty of warning based on how the PTR is going of when that will actually end.
L: I have a theory about the Deathwing fight. It's been kind of alluded to a bunch, but never really spelled out, so I'm hoping you can help me out here. It seems like the idea is that the Deathwing encounter is actually going to be multiple encounters, and you'll be facing him at different points.
GS: You're on the right track. So, Deathwing is basically two bosses in this raid. He's boss number 7 and boss number 8. Boss number 7 is the fight where you fight on his back, so you're having to deal with him, and he's obviously there in the fight, but he's not sitting around breathing fire on you or things like that. Boss 8 is the final showdown with Deathwing, and this fight as well has many many phases. The first thing you do is fight one of his... so, back up a little bit. At this point, Deathwing is definitely hurting a little bit. His armor is falling off, all the raw corruption inside is kind of exploding out of him, and he's now something halfway between a dragon and an old god minion. He's kind of... we call him "C'thulhu Deathwing" at this point.
So you're fighting like, a tentacle, and then once the tentacle is down you fly kind of Skywall raid-style to a next island, and now you're fighting one of his claws, and then you move to another one and you're beating down a wing. And he's attacking you this whole time; he's spitting fire at you, he's breathing, he's got this big scorpion tail that he's jabbing you with, but he's so large that you're just knocking down a piece at a time until finally you've beaten every single part of him, if you're awesome enough to do that, and defeated him once and for all.
L: Awesome! So there's encounter number 7, that's on his back, and then encounter number 8 is hopping around through different parts and fighting off Old God corruption as well as bits of Deathwing. So there's 6 other bosses before that?
GS: Yes, that's correct.
L: Okay, so total of 8 encounters in 4.3.
GS: Yeah. The first several bosses are around Wyrmrest Temple. At this point, all of Deathwing's forces, from the old god minions to the Twilight Hammer, to the Twilight and Black Dragons, are all attacking Wyrmrest, and the players are on a strike team to kind of... this giant elemental comes lumbering across the landscape and you guys gotta take him out before he breaks Wyrmrest down. And you do a little bit of that for a while. Then, the forces actually get to Wyrmrest itself, and... I believe boss 5 is a gigantic Twilight Dragon that's flying around the top of Wyrmrest breathing on you while the players are defending the Dragon Aspects and trying to kill this dragon.
From there you get onto a gunship and are chasing Deathwing, and the High General, the commander of all the military forces of the Twilight's Hammer, comes down Rend and Gyth style and leaps off his drake to fight you on the gunship. And then you go on to the Deathwing fight, and then you go on to the Maelstrom fight.
L: Awesome! That sounds absolutely amazing.
GS: Yeah. We've never done a raid like this before. Our raids have almost always been a long hallway with trash, and then a boss room, and then another long hallway. This one is so different. It's very event driven. It's more scripted than location-based. A little bit like Hyjal, but even then you were kind of like, "Okay, we're in the Human area, and now we're going to the Orc area." This one is a lot more like the bosses are coming AT you.
L: So I'm assuming then it's going to be in basically an instanced version of Dragonblight, outside of Wyrmrest Temple?
GS: Yeah, exactly. It's a modified Wyrmrest Temple that's under siege.
L: So I guess this is kind of an acute question, but... where do we zone in?
GS: No, it's a really good question, something we had to struggle with. We're doing three 5-player dungeons and a raid in this patch, and all the entrances are in Caverns of Time. Even though the raid itself takes place in "the modern day", it made sense just to be there with the other portals. And since the players are allied particularly with the Bronze Dragonflight through this patch, we thought it made sense just to have that as the entrance to the raid.
L: Is there anything you can tell me about the 5-man dungeons?
GS: Yeah, they're really cool. Kind of like what we did with Icecrown where they built up to the actual assault on Icecrown Citadel, these are kind of telling the story of how the players get the Dragon Soul, which is this powerful artifact they need to defeat Deathwing. And the way they do it is they go back in time to the War of the Ancients, where Azshara was still a Night Elf, and the demons were coming out of the Well of Eternity, to steal the Dragon Soul. And because they're kind of screwing up time at this point, Nozdormu tells you at the end, "Okay, we totally messed up time, don't worry about it, I'll go fix everything, you guys just take the Dragon Soul and go."
And then, in the next dungeon, you have the Dragon Soul, you hook up with Thrall, and together you're trying to reach Wyrmrest Temple -- this is another instanced version of Dragonblight -- while all the various minions of Deathwing and the Twilight Hammer, and ultimately the leader of the Twilight Hammer, who we haven't seen yet, try to stop you from doing that. So it'll hearken back a little bit to the Escape from Durnholde style of fight, but of course all new.
Last edited by Lore; 09-19-2011 at 02:40 AM.
Great read!
He makes the new raid sound like a TON of fun. Although hopefully this gunship is less of a joke than the ICC one was...
Wow. Sounds like they're really pouring every last ounce of Epic they got into 4.3. Can't wait!
after reading about the rogue legendary daggers, the way their doing dungeons and the raid, id like to say fuuu blizzard cause i already quit wow for good. Awesome interview though x)
So, how much of a nerdgasm did the "game designer side" of your brain got with all the insight in that interview Lore?
Great...NOT.And what about Looking for Raid gear… how powerful will it be?
Ghostcrawler: Yeah, like I said, it should be slightly above the 5-player dungeon gear but not as powerful as the normal raid. The Deathwing raid is called The Dragon Soul; it should be weaker than The Dragon Soul tier.
That basically means that everyone will (have to) do this every week since it will offer better gear than Firlands. So again we will have new players being thrown together with hardcore raiders into one group. It also will be a big loot pinata, like the LFG-tool is, making heroic 5-mans even more ridiculous than the already are, rendering the new 5-mans obsolete within a few weeks and so on and on.
You make the whole 'new players and hardcore players' thing sound bad, we were all new players don't forget :P You could also group with guildies.
With the loot being better than normal 5 mans but less substantial to normal raids, I guess it would be a better offer than what the Zandalari heroics offered, because even those pieces of gear were replaceable by T11.
I like what they're doing here and I'm interested to see what the finished product will be.
They do the same thing they have been doing for nearly three years. If you think that this made the game better overall, thats fine. I don´t.
The problem is that the main motivation to use this LFR-tool will (again) be the better loot compared to anything but the current endgame-content and not an easy sneak-preview of raiding. That is the complete opposite of what it should be.
5 man gear will be progression from firelands normal, but lower than firelands heroic (so probably something like 384).Where does the gear fit in terms of the new 5-mans? Will they be like ZA and ZG were or will they be a bit lower… where will they fit?
Ghostcrawler: A little bit higher… we're still debating the exact numbers but I think they're probably slotting it maybe between Normal Firelands and Heroic Firelands. It will be slightly weaker than the Looking for Raid tier and obviously weaker than the remaining Deathwing raid tier.
And what about Looking for Raid gear… how powerful will it be?
Ghostcrawler: Yeah, like I said, it should be slightly above the 5-player dungeon gear but not as powerful as the normal raid. The Deathwing raid is called The Dragon Soul; it should be weaker than The Dragon Soul tier.
Going by the model used until now, Firelands normal gear was 378 - 19 item levels above the normal mode T11 and 6 item levels above heroic T11. Normal Dragon Soul (DS) loot would be 397 item level, heroic would be 410. I can imagine the 5 mans having 384 item level, LFR gear having 391 item level (i.e. what "hardcore" raiders can ALREADY GET), then the normal raid being a step up in gear quality from that.
Completing this raid at /LFR difficulty is, I'm sure, going to be slightly more challenging than running a basic 5-man - especially given the calibre of player you're likely to end up with on average. Rewards should be commensurate with effort, right? Isn't that what we're always pulling for around here?
Fantastic Interview!! Thanks!
"This is the very stuff that causes cork taint." Maèl
About time there was some real Lore-Blizzard interaction.
I guess the next Legendary episode is going to have alot to cover:P
Great stuff here!! really enjoyed it.
Minus the fact that as a 10 man guild, I have to now have the discussion of " who is getting replaced by the rogue we have to recruit" everything else sounds interesting.
Reev: So, do I macro /dance into Shield Slam now? Raysere: Yes, I hear it increases your DPS Gold balance gear quality attractiveness to the opposite gender considerably
If the LFR-difficulty is above 5-man heroics, it will fail. Unless you make it so attractive because of its loot that a lot of experienced raiders also use it frequently. Which, imo, a lot of peopel would hate, because then you would effectively do three different versions of the same 8 bosses. Sounds amazing, right?
Just wanted to say a quick thanks to Lore for asking some actual interesting / tough(ish) questions as opposed to the usual generic stuff most gaming sites ask on interviews.
Was nice to get a straight answer to the tank threat and Firelands nerf issues.
Finally. Epic jemming. Bout friggin' time!
I love the sound of some of the raid encounters and the 5 mans, though I'm really disappointed in there only being 8 bosses, I'd prefer to have had only an extra 2 heroic dungeons and to have had a minimum of 10-12 bosses.
The epic gem changes are nice although it sucks if you're a JC as your bonus drops right down from 81 extra [insert stat here] to +61 compared to +101 for a BS which is a little bit annoying.
Surprised about the rogue legendary's and personally didn't think they'd been left out too much in all, they haven't been top dps all expansion but they've usually been able to pick between combat and assassination to be middle of the pack.
Would like to see if they're planning anything new for PvP, I feel they've completely forgotten about PvP really this expansion, very little class balance in comparison to PvE class balance, no new arena's (adding gates rather than lifts doesn't count) and we only have the 2 New BG's one being a remake of WSG and the other a scaled down version of AB.
Since they see melee falling behind we might be some slight 1 - 1.5% buff to melee damage before you even walk into DS (The Dragon Soul, name of next raid, see MMO-Champ). Now if melee get a say 5% damage buff in instance on a fight with little movement where melee would be able to edge up and compete with range they will become totally over powered. And if we get a dps check style boss we will have to sit range for melee. I'm just saying this so when paragon kill a hardmode with 15 mdps so I can look back and say "I effing told ya so."
But on the bright side it will make melee dps more competitive on fights where they aren't as good as range (See: Most). It will also be less punishing for guilds that never got more then 1 legendary for their 4 caster rdps.
[Today 06:48 PM] Ion:swimming in a natural body of water ISN'T acceptable...it's momentarily tolerable
They should just have trippled the queststuff but you're only eligible once to get them per boss, thus making 3 staff at once @ 25m while 10m would be on the same pace. Right now it looks like 25m will have their fourth staff completed when we get our first one even after the recent nerfs to 25m droprates.
Ps: There are currently 1295 users browsing this thread. (20 members and 1275 guests) < woot!


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|mkantro says:
I just installed MilkSync on a computer at work and inadvertently downloaded ALL of my lists to that computer. I then realized the mistake and assigned my work-related RTM list to sync (as well as set the appropriate syncing preference). However now I when I try to remove the previously synced tasks from the non-work lists in Outlook I get a message stating that the tasks will be removed from RTM. Is there anything I can do to avoid losing these other tasks online?
Posted at 3:12am on October 12, 2012
|andrewski (Remember The Milk) says:
Hi mkantro,
Posted 2 years ago


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