text:
After digesting the consultant's report that painted the Port Authority as inept, State Sen. Andrew Lanza sees a parallel from a decade ago: The collapse of the energy giant Enron.primary concern of the PA consultants.
Lanza's Democratic colleague in the Assembly, Michael Cusick, said that toll-paying motorists aren't the only ones who've been duped by the agency. He said Gov. Andrew Cuomo and his New Jersey counterpart, Chris Christie, have also been deceived by the PA's budget practices.
Cuomo and Christie jointly oversee the agency; they have issued a call for belt-tightening and a management overhaul.
Said Cusick: "It is clear that the Port Authority's spending has become a reckless burden on the tax payers of Staten Island. We will continue to push mandated control through legislation to ensure a much higher level of accountability. This shocking report show that not only were the people of New York and New Jersey mislead, but Governors Cuomo and Christie were as well."
Citing the consultant report, Lanza (R-Staten Island) called on both governors to support legislation aimed at reforming the agency.
"Clearly the Port Authority management lacks the competency and moral authority to make these decisions which cost our residents," he said. "I think it is safe to say that the Port Authority Board made its decision to increase tolls based upon information from an unreliable source. It sounds like the Port Authority Board and Governors Cuomo and Christie were sold a bill of goods just like the people of Staten Island. The decision to raise tolls based upon the information provided by the Port Authority cannot be trusted and must not stand," Lanza said.
Lanza was joined in making his pitch by Cusick (D-Mid-Island) and the four other Staten Island members of the Albany delegation, along with New Jersey Assemblywoman Valerie Vainieri Huttlein. Any Port Authority reforms would also need the cooperation of New Jersey legislators.
The borough's other state legislators also chimed in:
- State Sen. Diane Savino (D-North Shore). "As a result of bad information, bad decisions were made and now Governors Cuomo and Christie can correct these decisions and roll back the tolls."
- Assemblyman Matthew Titone (D-North Shore): "This report confirms what we have long been saying about the Port Authority's mismanagement, failure to control costs, and unnecessary expenses, and Staten Island should not be forced to underwrite their incompetence."
- Assemblyman Lou Tobacco (R-South Shore): "Now that this report and the court have confirmed our suspicions, it is imperative that we roll back the toll increases until the checks and balances recommended in the in the report are fully implemented."
- Assemblywoman Nicole Malliotakis (R-East Shore/Brooklyn): "This audit provides a goldmine of ammunition for the Port Authority's new leadership to make the necessary changes to restore fiscal soundness. This audit is clear evidence of financial abuse and mismanagement at the agency, which makes the toll increases unjust and unreasonable. The tolls should be immediately rolled back until a complete overhaul is made to ensure Staten Islanders aren't subsidizing the Port Authority's mistakes."


text:
A Long Island woman has filed a class action federal lawsuit against Snooki, stating the reality TV star's claims about Zantrex diet pills are untrue.
The suit, filed Monday by Ashley Brady in Long Island Federal Court, charges that Zantrex weight loss pills are caffeine pills, which may not be a safe fat burner for an obese user or one suffering from heart disease.
"Snooki holds herself out as an expert in fitness," the complaint states. "In this regard, she has amassed many fans and followers who specifically follow and listen to her advice on weight loss and fitness."
"Not only is she the primary endorser of Zantrex products, she is, in fact, the face of the Zantrex brand."
The suit also names Zantrex makers Basic Research and Zoller Laboratories as defendants.
Brady, 29, says she was tricked by the diet pill, which is advertised as a rapid weight loss supplement.
Since becoming a mother, Snooki — born Nicole Polizzi — shed 50 pounds. The 26-year-old star of "Snooki & JWoww" was at her heaviest weight of 146 pounds during her "Jersey Shore" days. Now, at 96 pounds, Polizzi insists her size 0 physique is "normal."
"My arms still jiggle when I wave! I'm 4-foot-9, which is the size of a third-grader," Polizzi told in Touch magazine in September, "so weighing 96 pounds is normal for me."
Polizzi has often credited her new physique to strength training and cardio with her trainer.
A lawyer for Zantrex told the Daily News the lawsuit was "baseless."
• 'Dancing with the Stars' 2013: An inconsolable Snooki is sent packing
• Snooki: 'That's why Chris Christie hates me'
• Snooki to critics: 'I don't look emaciated -- I look healthy'

subset: commoncrawl


text:
#21 Members - Reputation: 3556
Posted 28 November 2012 - 07:32 AM
I've put HUNDREDS of hours into Skyrim, and none of it was grinding. That number may be 500 too. It was all fun and exploring.
I've put 100 hours into Dark Souls, and some of it was grinding, but that grinding was never required, and it was fun in the form of helping other players kill bosses.
In a commercial MMO, you have to grind for a ages to get anything.
Skyrim (for all it's faults) could teach these MMOs a thing or two. Open the whole world up and let players have missions that span the world. Make them take time to do.
When you take a mission in an MMO, you enter a small area where everything is close by, and your quest amounts to walking across the street from the NPC and killing ten of something. Repeat * 1000 until you are leveled enough to do the same thing in the next area.
Why not get a randomly generated mission in one town, that leads to someone in another town all together. The town is a few day's walk away. While you're walking you get distracted by wild life, maybe do some hunting, people trying to rob merchant carts, strange noises in the woods. Gather food (maybe from the hunt), and set up camp for the night, then continue until you reach the town and talk to your target who then gives you something to do in a cave that is half a day's walk away, etc...
Depending on your actions with that merchant cart, maybe you made a new player friend when you saved his shipment. Maybe you looted it and now the players in the thieve's guild are angry at you for infringing on their 'turf', and they take it up with the players in the bounty hunters guild. Maybe there are wanted posters with your face on them in whatever town was expecting that cart? There is so much potential to really simulate a little fantasy world and it's inner workings.
But instead everyone just does their zones bs and make people pay to grind endlessly for a 10,000th of a chance to get that rare drop. Just like people who keep putting money in casinos hoping against hope that they beat the odds and win money, even though it's all rigged to begin with. Paying to grind is like walking into McDonalds and giving them 15$ a month for the pleasure of scrubbing their toilets in the hopes that maybe you'll get a free big-mac.
You don't need to stagger things to keep people playing. People play other games for years on end. People still still play all the Elder Scrolls games, Left 4 Dead, Team Fortress 2, etc... They have fun mechanics and the player base takes on a life of it's own.
#22 Crossbones+ - Reputation: 13588
Posted 28 November 2012 - 08:15 AM
I don't think that the success will hold on. WoW is loosing subscriptions for years now, lotro was forced into F2P and StarWars, well, it is more or less a flop and this with such a setting from bioware ! What about all the other games, DnDO, Rift, Aoen, Secret World, AoC, all have been beaten by WoW a 7 year old game. I think that WoW is still attracting new, more casual gamers, whereas core gamers keep away from new MMORPGs.
All in all, my impression is that the vast majority of people doesn't really have too much interest in rich RPG and in fact enjoys a theme-park style of game, and even "grinding" (even while complaining, they enjoy it). I couldn't explain otherwise why such games are so massively successful.
With elder scroll online we will see if an other top single player developer is able to pull it off.
Skyrim (for all it's faults) could teach these MMOs a thing or two. Open the whole world up and let players have missions that span the world. Make them take time to do.
The risk of developing a MMORPG is very high and many developers have tried to get their own MMORPG on its way, but many failed the desired goals. So, why do all try to make their own MMORPG ? Well, it is like always cash, which is greed, which is a bad base for good game design. The latter is reaching its climax in F2P MMORPGs:
grind as long as you want, but you need to pay to have fun
Edited by Ashaman73, 28 November 2012 - 08:31 AM.
#23 Members - Reputation: 1060
Posted 28 November 2012 - 02:52 PM
Say you have an MMO where the player creates some of the content.
We task the player with controlling their own plane of existence or something like that. We give them an area to make their dream dungeon/castle/base/whatever and they need loot and experience to unlock all the goodies they can to make their base. That means they need to adventure into other players bases to get gold and gear. When the player is online, they could possibly fight with their minions to help fight adventures or multiple adventures or even parties can be running through copies of your base at the same time. Going through the base will give the base owner and the adventuring team experience, but the base owner doesn't get as much. As the player develops their bases, they are creating higher level dungeons which helps to maintain content for the player base. Of course, this model would also be strong for microtransactions as a player could buy special monsters for their base to help boost their gold collection or adventures could buy checkpoints or gear that will make it easier to go through the base.
Just like how players enjoy making levels and maps and all that goodness, in this game we hand that to the players themselves with only a handful of developer created levels. Only thing that really needs to be developed content wise is a fair sized library of parts, weapon assets, and characters. Sure, good game-play, a hub world, and a level-creator will need to be developed, but that doesn't seem so bad with letting the players essentially create, build, and maintain their own expansion of your game.
...dang, I like this idea a lot now...
Edit to make sense: A game where the players create levels for players to explore. A vicious cycle of game-play where the player plays to create content for other players to play... inception?
Edited by DaveTroyer, 28 November 2012 - 02:55 PM.
Check out my game blog - Dave's Game Blog
#24 Crossbones+ - Reputation: 810
Posted 28 November 2012 - 04:36 PM
C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.
#25 Senior Staff - Reputation: 24687
Posted 29 November 2012 - 12:36 AM
Player created content is potentially a great idea -- and it worked well in the afore-mentioned Real of The Mad God -- but it isn't without problems:
Say you have an MMO where the player creates some of the content.
- Players can game the system by creating ridiculously easy challenges to give each other rewards.
- Trolls can work to try creating scenarios that are impossible to win.
- Some players are just unimaginative or unskilled and will create bland and boring content, or a lot of the same generic content.
- It can be hard to find and highlight the really good content in a manageable way.
Do they?
but have to be the same game for each player
This is something that players are used to from existing games, and no one wants to miss out on any experiences or opportunities that others get to experience, but maybe this is an assumption that could be challenged: is there a way we could make it acceptable to not present the same content to each player?
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#26 Crossbones+ - Reputation: 13588
Posted 29 November 2012 - 12:42 AM
It is only hard as long as you keep thinking in the boundaries of existing MMO's.
Easier said than done. MMO's have to be great and realistic games, but have to be the same game for each player. That means that the questgivers will stand in the same spot 24/7 and the quests will have to be text-based, and there are lots of queues.
The game experience should be the same, but the way to accomplish it could be different. E.g. a mine quest could be started by a rumor. A rumor could be told by X different people in a town. A miner which goes into a tavern telling stories about the old mine (only accessable in the evening), a widow you met in the morning at the market, telling you that her husband died from a mysteriously illness from the mines. A child playing in the yard fearing to get near the mine. A blackboard seeking Y new miners.
As long as you think in term of quest-grinding, kill-X-rats-quests, loot-siege etc. you will not come up with new ideas.
#27 Crossbones+ - Reputation: 13588
Posted 29 November 2012 - 12:47 AM
This is a goal of my game, but it is not yet fully available to test it out (though you can build your own dungeon level and it can be imported). I'm curious about if it works, I think it depends a lot on the available building tools. We will see
A game where the players create levels for players to explore. A vicious cycle of game-play where the player plays to create content for other players to play... inception?
#28 Members - Reputation: 394
Posted 29 November 2012 - 09:59 AM
This is something sort of like what we are doing with our game, and I'm glad you mentioned it, Dave. Here is how ours works. It might help to mention that our game is a zombie apocalypse MMO, kind of made like dayZ: You can really "shape" your environment, because you can build things such as walls, forts, anything. So really, you as a player can restore humanity. Do you want to build a town? Heck, if you have the equipment go for it! If people trust you enough, you could rebuild a civilization. Of course, with our zombies, the could still break in, and that's your job to stop them from doing so. With this feature, I think people will be excited. Of course, this is survival, so you will still have to find food, water, medicine, etc. for your town. I think this would be great for other MMOs, as well.
We task the player with controlling their own plane of existence or something like that. We give them an area to make their dream dungeon/castle/base/whatever and they need loot and experience to unlock all the goodies they can to make their base. That means they need to adventure into other players bases to get gold and gear. When the player is online, they could possibly fight with their minions to help fight adventures or multiple adventures or even parties can be running through copies of your base at the same time. Going through the base will give the base owner and the adventuring team experience, but the base owner doesn't get as much. As the player develops their bases, they are creating higher level dungeons which helps to maintain content for the player base. Of course, this model would also be strong for microtransactions as a player could buy special monsters for their base to help boost their gold collection or adventures could buy checkpoints or gear that will make it easier to go through the base.
Edited by dtg108, 29 November 2012 - 10:00 AM.
I update this more: http://forum.unity3d.com/threads/158344-Not-Dead-Enough-a-zombie-apocalypse-simulator-now-in-production!
#29 Crossbones+ - Reputation: 1951
Posted 29 November 2012 - 10:42 AM
Another vein of thinking is in terms of emergent gameplay i.e. ways to play the game devised by the players that weren't initially scripted or intended by the developer. Most of the time this is trivial (or game-breaking) stuff like MMO players throwing parties or holding reward-based contests (speed runs, guild activities, "beat this dungeon equipped with naught but a haddock", etc). If the game is instead designed as an emergence-promoting sandbox (give players tools or abilities to create contextually-recognizable goals), you can get all kinds of results:
Say you have an MMO where the player creates some of the content.
Placing bounties on other players
Posting quests/jobs on in-game boards that have specific controls on how rewards can be applied ("I need N [link item required], paying [select from algorithm-derived currency amt or available owned items within a quality range]")
Creating unintended fabrication or resource-gathering industries (Logger's guild started up because enough people want crafting resources, build a warehouse to sell from)
Creating player cities by allowing the construction (and subsequent zoning) of structures
Make various stats and activities trackable by the game server so you leave room for granting experience or rewards for previously unplanned activities
It's really hard, actually, to list potentials, because the best part of emergent play is that it's organic and unexpected, it grows out of how people decide to play. Minecraft is the perfect example, but a bit too non-directional. People have devised all kinds of ways to play, but there's no good metric for progress or achievement (aside from the "ooo" factor of a structure or the number of diamonds you've found).
Emergent play is likely the direction a few popular games will go in the next decade. They can't just be empty sandboxes, you need to plant a few seeds of desired progress or achievement, and nurture it through a game system that supports a wide range of activities on some level, and it's not an easy balancing act to do. But someone's going to stumble across the right mix of direction and freedom.
Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
DeviantArt :: Because right-brain needs love too (also pretty neglected these days)
#30 Moderators - Reputation: 8181
Posted 29 November 2012 - 10:43 AM
I have played almost every mmo since Everquest. I have alpha/beta tested so many clients I have no clue the numbers at this point. I had a number 1 ranked guild in Lineage 2 ( grind crazy game, specially for guild leaders ) and I have had successful guilds in many other games. In fact, the main reason my gaming community got started was because of an MMO. Suffice to say, I have some time "wasted" on thousands of hours with each and every attempt at an MMO.
Design Flaws:
As many have already mentioned there are some inherent issues with the design of any MMO. Many companies, including the giant Blizzard, have found that the easiest form of combating these inherent issues is to throw content at the player. This does not really answer the problem it simply quells it, and as my friend Ashaman has already stated this business model is on of fortitude, eventually they will run out of the ability to create content fast enough and their lifespan will dwindle. So lets get out some of the basic issues, some already stated:
Hero complex:
This is more true than one could imagine. The core of gaming is to experience something that you, yourself, would be unable to do in real life. To be something bigger, better, stronger, faster, and more powerful than humanly imaginable. ( not all games have this concept but when you are dealing with RPG's this is very much a staple point ) To accomplish this you must put the player in an epic story where they are the key factor in the resolution of the conflict. Where this gets to be a problem is when you have 5mil subscribers who expect and demand the same thing. How can you deliver such a thing to each player, the simple answer is you cant. In todays business model they simply throw more quests at you and questing zones in hopes that players will adventure out and do the other quest lines. Good in theory, bad in practice, since most players simply want to max out their characters so they can get to the end game content. ( what many mmo players call the REAL game )
If we take a moment to look at what this really means we see that the only purpose for the gamer to go through lvl 1 - 100 would be for the developer to draw out the payments the player must make. I mean lets get down to the brass tax here, the reason the level model existed previously was for some form of progression, but in an MMO it has a dual purpose. Create progression and game development while extending the time needed to play to ensure the consumer is consuming. The only logical method to attack this would be to throw more content at the player to ensure they are leveling longer and without worry, sadly the players are smarter than the developer gives them credit for and they begin to min/max their characters. This creates leveling guides and fastest leveling builds; defeating the purpose of the progression system and destroying any hope of the developer being able to control the rate at which the gamer will progress. In doing this, the developer is presented with yet another problem... do we modify the core game to restrict those that attempt to min/max thus making it harder for the casual player or do we simply make it easier overall and appeal only to the casual gamer? The answer, much like the problem, is very problematic and any choice you make fucks with the 5mil other players that are playing. This is one of the pitfalls of designing a game meant for millions of gamers rather than for one person at a time. So what can be done?
Hero Complex Solution:
The simple answer is we must look at how we attack the idea of delivering content to the player. Rather than give them 50 fetch quests ( cause it is easy to code ) we need to look into skill driven quests that the player can complete. Each quest could have level of skills defined and the player ( upon accepting the quest ) would choose what skill level to do the quest at. The higher the skill level the more reward the player would gain from completing it and the more difficult the adventure/quest would be. We also need to learn better ways to present quests to the playerbase. Many games are attacking this now such as Firefall. Instead of an NPC that simply gives anybody who talks to him/her a quest have some story driven content that provides quests to the entire world and as players complete aspects of the quest the entire world is updated. This type of system is complex to do and is by no means the answer to all but it can go a long way to help look at the problem of fetch and turn in quest method. This also opens the door for players to challenge other players to do quests better or faster which in turn gives them incentives to do them more than once! Netting more rewards and more gains. How many times did you play a COD map over because you wanted the 3 gold stars, or in the iPhone app you wanted to get the full perfect score for the level you were on... we must learn to capture that desire and need and harness that with enjoyment and fun.
What other problems exist for the MMO Genre?
To many, the field of possible issues is insurmountable; I believe this is the main reason as to why thousands of companies dream but fail. The genre limits creativity and hampers the designer's abilities because of our lack in technology. If developers were to spend more time advancing the technology to support new and innovative methods for delivering story and content than perhaps the field would be viable again… until such a time it is just going to be a content burn.
Primary Website:
RuinValor - Birth of Talos
Social Links:
IndieDB - RuinValor
Greenlight - RuinValor
Facebook - RuinValor
Twitter - Riuthamus
Youtube - RuinValor
#31 Members - Reputation: 3556
Posted 29 November 2012 - 12:52 PM
I actually implemented my random idea (not to the full degree I wanted) as a NWN mod that ran as a persistant server (like a small MMO) and the players enjoyed the hell out of it. Nothing has to be the same. And nothing was the same.
Easier said than done. MMO's have to be great and realistic games, but have to be the same game for each player. That means that the questgivers will stand in the same spot 24/7 and the quests will have to be text-based, and there are lots of queues.
I scripted everything up to cater to the individual player instead of what MMOs do, which is have set things stand there 24/7 and make the player cater to the preset content.
In a standard MMO there is a static broken merchant caravan at the same spot. The NPC will stand there 24/7 and repeat the same crap about the same guys that ran off to the same place over and over again. The enemies drop the same crap over and over, and there is one thing you can do with it.
In my system, there was no cart, there was no quest. I gave every player an array of 3 quest slots as part of their custom data, and I generated stuff on the fly to fill those empty slots.
So a player enters a zone. This zone has part of a road that goes from town a to town b. So it's a trade route. So after checking that the player has an empty quest spot, and he passes a random check to see if I should generate something,
I generate a merchant cart somewhere. Not on a specific pre set spot. Anywhere in the zone. In the grass, up a tree. Upside down in some rocks. Who cares? Just put it somewhere random. If the player stumbles upon it, then his imagination can fill in the blanks. The thieves hid it, they ran him off the road, or the merchant was drunk.
Maybe I generate a merchant there with randomly generated story that some (creature/guild/thieves) attacked him and ran off with (any random item).
Maybe I don't generate a merchant, and I just put some random object there that acts as a clue that (random creature) was there and ran off to (random place).
Maybe the merchant is fine and YOU decide to act as the bandit, creating new content for another player to find.
So now the player has a unique event to react to or ignore.
When the player enters the destination that has the (random creatures), I see this in the script that checks everyone who enters a zone, I generated the content for them.
If the player destroys the (creature) and gets any randomly generated associated loot. He can do what he likes with them. There are variables attached that say what they are, and where they came from. So the game always knows that player has the loot item from a bandit raid on the road (should he choose not to return it), and the game can react to it constantly. Maybe you don't want to return it because you're evil, it's useful to you, or you can get a better deal for it).
On rare occasions, that loot could have been an item someone else was looking for, causing new random quests between the factions that were interested in it.
If a another player stumbled upon that merchant that was waiting for the loot return and killed him. I'd generate an evidence item. So you'd have the loot to find a new owner for, and a quest item to find out who who murdered that guy (if you wanted to follow up on it). (I never coded up the part where I wanted this to happen only with nearby players, and to require the player to interact with them as witnesses, then the guilty player can have generated authorities looking for them).
I had quests to save NPCs from randomly generated places or villains. You could return them. Rob them. Beat them. Return them by demanding a ransom. Sell them to slave traders. Sacrifice them to some evil deity, etc... It was all up to the player.
What happens if a large chunk of players are sacrificing or selling into slavery? The game keeps track of this. So it can react by spawning appropriate content.
The cult of the evil deity is growing stronger. So spawn a higher percentage of followers. The town NPCs are spawned with pitchforks, clubs, and torches. They generate quests and jobs that are weighted towards cracking down on this cult or freeing slaves.
Those merchants you bump into aren't getting robbed now. They are afraid of the cult and need your protection! They are afraid to walk alone, or you can't let their deliveries get into the hands of that cult. Are you in that cult? Then you just found your next sacrifice alone in the woods.
Everything was random and flexible and apart of the same system. Everything was aware of the state of the world and could react to it and change it. Everything that happened could change the state of the content for the other players and it was player driven to begin with.
I hacked this up in my basement when I was 22 and knew half of what I know now. I'm sure a bigger, real MMO could try something similar. You just need a little data structure that says who/what/where/why/when and then to make everything aware of it. Even NPC chatter can be gossip about player deeds.
#32 Members - Reputation: 1126
Posted 29 November 2012 - 01:00 PM
#33 Members - Reputation: 1338
Posted 29 November 2012 - 06:31 PM
Most early MMOs has their roots in MUDs (Meridian59, Camlelot, EQ ?), what is quite interesting is, that MUDs had often world builders (limited to certain players/admins), a way to alter the world dynamically. This was almost completely lost from the transition from MUD to MMORPG.
An MMO is just a graphical MUD with a bigger playerbase.
Thats a very good point. Not many seem to remember that most (if not all) MUDs had a staff (wizards, creators) that worked on new features or expanding the game world and that it was done dynamically, without strict release cycle. Things were done and deployed on the fly (depends on a MUD type, but most drivers/mudlibs allowed this). Somehow from a dynamically expanded game world that introduced unknown changes that had to be discovered by players we went into same-for-all experience with strict releases (expansions) that are consumed by most active players in 1/100 of time that took to create it. A pity really.
#34 Members - Reputation: 3556
Posted 29 November 2012 - 09:22 PM
That stuff never really went away. We had BBS doors that did that (LORD 2), and full multiplayer graphical RPGs. Those features just weren't advertised as hard. There was a big MMO sub community in Neverwinter Nights, It was like having a whole bunch of free MMOs to play on. Find whatever one suited your preferences, or start your own. Just the mainstream MMO games turned into those treadmills to nowhere.
Thats a very good point. Not many seem to remember that most (if not all) MUDs had a staff (wizards, creators) that worked on new features or expanding the game world and that it was done dynamically, without strict release cycle. Things were done and deployed on the fly (depends on a MUD type, but most drivers/mudlibs allowed this). Somehow from a dynamically expanded game world that introduced unknown changes that had to be discovered by players we went into same-for-all experience with strict releases (expansions) that are consumed by most active players in 1/100 of time that took to create it. A pity really.
There must be some Second Life communities that have thought up some good designs?
Edited by Daaark, 29 November 2012 - 09:22 PM.
#35 Members - Reputation: 151
Posted 29 November 2012 - 10:39 PM
Too massive for so few content
The designer will never be able to generate enough content to cope with the population of the game. For example if you are supposed to destroy some computer terminals, but some other people are there and destroyed them first, you are forced sit there until they rematerialized, so you could destroy them again. Bottlenecks.
Obviously you haven't played Guild Wars 2. There the player can effectively solo the whole game while still gaining experience from assisting (or being assisted) in killing an enemy that may be just a tad too tough for one person to handle. Also, the interact-able objects for the most part are specific to the player, so even if you and another person are doing the same quest to destroy X amount of objectives you can either destroy objectives with the other person (while not in party, but still getting credit towards your quest) or for certain cases you can interact with a "sparkly" that someone just used without causing the "wait to play" aspect.
Procedural scramblers
Procedural generation could help the designer. But the problem with this content is that the designer is limited with a given set of parts that match together. Basically he is just scrambling pieces of terrain, buildings, characters, items, quests, dialogs, etc. After playing a few times the player will find out that the game is always the same, just things are placed in different positions. And the player will focus on finding where did the useful pieces fall, like in a hide and seek game, making the game repetitive. If you go to the extreme of procedural generation, the world will become too weird for the player to understand.
Once again, GW2 has helped to solve this problem by making the storyline of each character take a different path depending on your choices when you create the character. Sure, there are only a finite number of quest-lines in this manner, but the ability to alter the path your hero takes (including your choice of Order) still helps to break the monotony when you wish to start over again.
Perpetual tutorial
So to avoid bottlenecks there must be more roads, then the complexity of the world increases. Now, the designer is required to ease the gameplay with guided tours thru the world, but in increasingly complex worlds this is being taken to the extreme of transforming the whole game experience into the longest tutorials. Basically you get a message that tells you to go somewhere and do something. You do this, you get a pat on the back, then you're told to go do something else. Ad infinitum.
Sorry, but this just sounds like you hate the style of MMOs altogether. Fetch quests and their like are an integral part of being an adventurer in almost any MMO as they not only gain you rewards from completion, but they also gain you experience from the grind to complete them. Also to be noted, once again GW2 has made this a non-issue for the most part as their quest system allows for you to help a variety of people in the world by completing not just one, but multiple objectives towards assisting them. There, the player gets to decide just how they want to proceed through the game, not always following the same boring type of quest over and over.
Is people actually interested in seen an overcrowded game? Maybe having overly crowded games just make them real in all the wrong ways. Maybe it's the ambition of game designers that actually turned into bad design, something that we are realizing until now that technology is capable of taking us to this extreme. And maybe MMOs should be more single-player. Even if the game is an MMO, you should be able to play alone and affect your own copy of the world. You could still invite your friends to play in your copy of the world to socialize, which to me it's the important feature of an MMO.
First off the correct way to ask that question is "ARE people actually interested in being in an overcrowded game?", and the answer is a resounding YES! People that play MMOs (which let us remember means Massively Multiplayer Online) do so just for this fact. some have the intent of exploring the world with friends or even strangers (who many times become friends) while others are simply there to grief other players just because it is the only way they can be hateful to other human beings without getting their asses kicked because in reality they feel their lives suck (not passing judgment, but you know who you are...). The numbers that WoW, GW2, FFXI, Everquest, and many others put up are not a fluke of bad design, they are a social setting where people can escape to because the real world just blows.
So in conclusion, we are not ushering in an era of "bad design" we are merely exploring another avenue of interactive entertainment which for many is a necessity to have any manner of social life whatsoever. So while you posted this as a topic for debate it feels more like a gripe with a genre you either don't understand or just don't enjoy. Either way go enjoy the next HALO: Call Of Battlefield Of Honor 13 and allow those of us who truly appreciate the genre for the hard work and effort it takes to make such an immense gaming experience to begin with.
#36 Crossbones+ - Reputation: 3986
Posted 30 November 2012 - 03:00 AM
- The amount of content needs to be enough for each player's whole playing experience from a trial account to a cancelled subscription; as locations can be either instanced or shared by many players, content can be stretched too thin in time, but not in space.
If there's enough content for a few players, there is enough content for many players, with two exceptions: player-owned land etc. might require a qualitatively larger world (e.g. adding railroads or highways or stargates to keep travel times in check) to accomodate a larger population, and occasionally some places could be too crowded to operate normally (but it's perfectly normal and expected).
- If simple procedural generation modifies content in superficial ways, it's always better than exact repetition and bad procedural generation.
Good game rules generate fresh tactical and strategical challenges from small changes of scenery, monster power, etc. (questions like "is it going to kill me?" and "where can I run?" never cease to be interesting), and procedural generation could be taken further.
- Unless the designers introduce railroading in what should be an open-ended experience, telling the player things the character is supposed to know (e.g. the location and schedule of important events) or things that he might not have learned yet (e.g. in which market locations he can sell what loot) is just useful guidance.
- Socializing is the opposite of solipsistic private copies of the world. The only advantage of a MMO over a single player RPG is the interaction with other people, and MMO designs will (or should...) continue to sacrifice everything else to make friendly and unfriendly interactions with other players more fun.
Omae Wa Mou Shindeiru
#37 Members - Reputation: 1060
Posted 30 November 2012 - 01:32 PM
An MMO can still have a feeling of open-world without having a massive over-map that takes hours to traverse. From my experience (I don't play MMO's, but had friends who were very addicted to them) players don't like spending half their time going from one point to another. So from that perspective, lets say we get rid of that.
Nearly all MMO's have different servers and some form of level streaming to help maintain the amount of content thats viewed by players at any one time. If you break it down into a smaller level, it could be easier to maintain; not only in regards to content but also cost to the developer. So then every level that is played could be maintained content. Again, if we take that approach, we can get rid of over-populated quests.
If you create something like a hub in which players interact before forming teams and tackling quests, then you are basically creating a more stream-lined instances system like in WoW. If you create faster, more intense action in the game and take the grind away for leveling, leaving only the instances with smaller teams, you create an MMO system that takes less of a toll on servers and content creation, thus minimizing cost.
Then again, this method of instanced action stemming from a central hub could also be used to explain nearly all FPS multiplayer games.
I guess it's all in the way you perceive games. I see Call of Duty as an MMO just as much as World of Warcraft since they both have addictive game-play with leveling and as you progress, you get better gear. And it all really boils down to playing games with friends.
So yeah...pretty much if a game; any game, is online, has a decently large community, and some form of matchmaking where you could play with strangers, than isn't it an MMO?
Edited by DaveTroyer, 30 November 2012 - 01:34 PM.
Check out my game blog - Dave's Game Blog
#38 Members - Reputation: 151
Posted 30 November 2012 - 07:09 PM
I guess it's all in the way you perceive games. I see Call of Duty as an MMO just as much as World of Warcraft since they both have addictive game-play with leveling and as you progress, you get better gear. And it all really boils down to playing games with friends.
So yeah...pretty much if a game; any game, is online, has a decently large community, and some form of matchmaking where you could play with strangers, than isn't it an MMO?
This is kind of wrong. The actual definition of an MMO is: A massively multiplayer online game. A computer game in which a large number of players can simultaneously interact in a persistent world.
The main word there is simultaneously. A game is only an MMO if a large group of players (which I take to mean more than 32 to 64 at a time as is the case of COD, Battlefield, etc...) are all playing on the same field at the same time, regardless of whether they are all in the same exact area at once. MMOs are about not only exploring the world with your friends, but being able to communicate with virtually anyone in the world no matter where you are at. Other than that I love the ideas you proposed here and like I said, that could work well in another game type, but not really fitting for a true MMO.
Edited by Lord Darkshayde, 30 November 2012 - 07:11 PM.
#39 Members - Reputation: 3556
Posted 01 December 2012 - 12:14 AM
What difference does it make if there are 64 or 6400 if I never see these guys? They are in other zones, doing other quests, and when I come across them, they are just passing by on the road on their to or from town. They extra players really don't add anything to the experience.
It's like an amusement part. They are just other people waiting in line to ride the repeating quests. The level reqs are just a replacement for the 'you must be THIS tall' signs. ;)
#40 Members - Reputation: 756
Posted 01 December 2012 - 02:48 PM
And now I found this recent article. Quote: "Production Problems Made it Tough to Find the Fun" ... "We really underestimated how long things would take to get right, and how much would have to be invested in... the core loops and making it fun."


text:
Libraries & hours Holiday schedule Policies Press releases Employment Library Foundation Contact us More...
Access to this premium web-based content is one of the privileges of holding a St. Louis Public Library Know Better Card.
Consumer Health Complete is the single most comprehensive resource for consumer-oriented health content. It is designed to support patients' information needs and foster an overall understanding of health-related topics.
Search for health information using Consumer Health Complete
Access to this database is funded by the Missouri State Library and provided by MOREnet as part of the REAL Project.
The Health Insurance Marketplace launches on October 1, 2013. Learn more about the Marketplace and your options.


text:
I was walking down West Broadway the other day and couldn't help but snap a picture of the new Benefit Boutique Soho!! (under construction)
Isn't it pretty?! Only a few more weeks until it opens hopefully. If anyone else walks past it, shoot us over a pic on Facebook!
It's on West Broadway between Houston and Price.
First thing I'm going to get done is a brow tint and a spray tan!


text:
|By Scarletbluesky (Scarletbluesky) on Monday, August 02, 2004 - 02:17 pm: Edit
Hello everyone I am new here and I wanted to know what you guys think are my chances..Here goes..
Name: Scarlet (rising Senior)
-white female
School: Public School in Maryland
Rank: 40-60/400-this was in the middle of 10th grade and I know for sure that I am at least in the top 10% now, if not the top 5%.
GPA-3.8uw/ 4.2w
I have taken 5 AP's, but will have 10 by graduation:
U.S. History-2 , Chem.-4, Lang. and Comp.-4, World History-5, and Satistics-5.
Next year I will be taking AP Literature, AP Latin IV, AP Bio, AP Euro. Hist., and I can't remember the other .
SAT-1450(700v) I will take again
SATII's-750,w 750,m 750chem. (way too many 50s)
Plan on having really good essays and recs, but you never know.
CS club-(10,11,12)-11 Info. Officer
Latin Club-(9,10,11,12)-10,11,12- President for all
National Honor Society-(11,12)-12 Vice President
Math team-(11,12) Won 1 competition (only one comp. a year)
Youth Jury-(11-12) 130 hours-this was very interesting and it is a very vital program in our community. I will have another 130hours after senior year.
I started a club at my school and will be the president next year.
Part of a Cancer research club at another school in county (11,12) no officers.
Varsity Tennis-(11,12)
Bi-lingual self taught second language
Over 300 community service hours so far
~130hours youth jury-where you sit in on cases of other teens and sentence them like a real jury.
~ 65hours of school beautification projects
~ 6 hours drug program
~ 103.5 hours at a family support center on Air Force Base.
~ 50 hours in CS club
Ran in several marathons
I plan many programs and school events each year.
CC classes- Fencing, sign language, pre-calculus, and psychology.
5 scholarships- about $11,000
Several academic, Piano, and national CS awards
So what are my chances at these schools¡K..thanks
Yale, John Hopkins, Rice, Columbia, MIT, NYU, Duke, William and Mary, Emory, Wellesley, Williams, Amherst, Cornell, Brown, and Dartmouth
|By Bmwlegacy1 (Bmwlegacy1) on Monday, August 02, 2004 - 02:29 pm: Edit
Count on NYU, William and Mary, and Emory as pretty much sure bets, the rest are toss ups, except for maybe Cornell and JHU, those aren't so much of a crap shoot as the others. Choose one ED or EA and your chances will skyrocket. good luck
|By Scarletbluesky (Scarletbluesky) on Monday, August 02, 2004 - 06:23 pm: Edit
Thanks Bmwlegacy1, anyone else????
|By Jj111111 (Jj111111) on Monday, August 02, 2004 - 07:46 pm: Edit
i'm just curious. What kind of stuff do you do in the latin club??? I am thinking of starting one at my school.
|By Scarletbluesky (Scarletbluesky) on Monday, August 02, 2004 - 09:19 pm: Edit
Well, you see that is kind of the problem with Latin clubs, there isn't too much to do. One of the major things we did last year was to figure out activities the club should do this coming year. The things that we have done in the past are...attended and competed at Latin Day at the U of Maryland College Park.....they do Video and Costume contests that pretain to that years theme as well as a whole Latin porgram. Last year they had schools come from all over so if you live in the states surrounding Maryland or Maryland you can look into that. Also we do a lot of movie nights were we watch varies Latin movies and movies about the Roman Culture. We also celebrate all the Roman holidays and we end up having parties and stuff for them. We also do tutoring and we do a trip at the end of the year to Italy. This up coming year we are planing to visit varies museums....one in Baltimore and one in New York. We also are planing on enter a kind of Latin (knowledge) Competition with other Latin Clubs in the County. Hope that helps, but really you can do what ever you want with your club. The best thing though is probably to see what you can do in your community or state Latin wise.
Report an offensive message on this page E-mail this page to a friend
|Posting is currently disabled in this topic. Contact your discussion moderator for more information.
|Administrator's Control Panel -- Board Moderators Only
Administer Page


text:
This deal has ended.
Visit BeyondTheRack.com to check out a huge sale on vintage Louis Vuitton handbags and small leather goods. If you are not a member of BeyondTheRack, sign up here for a $15 credit toward your purchase. Quantities are extremely limited, but they are adding new styles. Note that these are vintage pre-owned items, and are guaranteed to be authentic. Shipping is free on orders over $100 and there's no sales tax.No longer available


text:
DULUTH, MINN. --- Tonight the school–board agreed to give Duluth voters a say in how their tax–dollars are spent.
Well... sort of.
Duluth's school board voted unanimously to present a bond that represents the money needed to fund "Plan B" before voters in the November General Election.
Supporters -- including board member Art Johnston --- say what's known as "Plan B" is a more–popular, lower–cost, approach in contrast to the district's current "Red Plan."
"Well Plan B, first of all, saves our neighborhood schools, Morgan Park, Lincoln Park, it saves Central High School," Johnston said.
Both plans outline the facility needs and operating costs of the district's 13 schools.
However, officials say that if voters do indeed flood the polls in November and vote for Plan B, the school district isn't legally obligated to change its decision.
They argue that Plan B will actually cost taxpayers more, while increasing school operating costs.
"We are so far past changing the current plan, that anything contemplated in Plan B is really obsolete," said Board Chair Tim Grover.
Under Minnesota law, the Plan B alternative must go before voters in the November election due to a citizen petition with over 3,500 signatures.
Written for the web by Matt Standal


text:
Workers' Credit Union, Fitchburg, Mass., announced that Nicole Glinski Curtin was promoted to assistant vice president, marketing and communications manager. Curtin started at Workers' in 2007 as marketing manager. Prior to joining Workers' Curtin was the marketing and media relations manager for the Worcester Regional Transit Authority and marketing communications manager for CIO Magazine. Also, Shawn Linehan, assistant vice president and Acton branch manager was elected president of the Middlesex West Chamber of Commerce. Linehan has been a board member since 2004 and has served on the school business partnership and golf committees and is chair of the annual awards dinner.
First Capital Federal Credit Union, York, Pa., announced that Internal Auditor/Compliance Officer Becky Braun attended a regulatory compliance school for professional development through CUNA. Braun earned the compliance expert certification and designation of credit union compliance expert. Braun has worked at First Capital since 1980.
Keys Federal Credit Union, Key West, Fla., announced that Marianne Magner was promoted to assistant vice president of human resources. Magner started at Keys in 1997 as a teller. During her time at Keys Magner earned a special projects award as human resources director and internal customer services and leadership accolades. Also, Renee Travis joined Keys as the new marketing director.
Fiberglas Federal Credit Union, Newark, Ohio, announced the hiring of Bill Hunter as chief financial officer. Prior to coming to Fiberglas Hunter held various positions at the NCUA. He most recently served as vice president of First Service Federal Credit Union.
TopLine Federal Credit Union, Maple Grove, Minn., announced the president/CEO Harry Carter was named the chair of the Minnesota Credit Union Network board.
Baxter Credit Union, Vernon Hills, Ill., announced that several investment adviser representatives have been recognized as a President's Council performer by BCU and CUNA Mutual Group. Judy Evers, Richard Chambers, Bryan Farrissey and David James registered through CUNA Brokerage Services Inc. and have been recognized as President's Council performers. President's Council is the highest recognition a financial adviser registered through CUNA Brokerage Services can achieve.
Landmark Credit Union, New Berlin, Wis., announced that Jim Newman has been hired as vice president, accounting. Newman most recently worked as a controller for a dealer finance indirect lending group/company.
Kinecta Federal Credit Union, Manhattan Beach, Calif., announced that Kevin Faulkner has been hired as senior vice president of operations. Faulkner was previously senior director of consumer finance technology at HSBC. Mark Steiman was hired as chief human resources officer. Steiman was previously first vice president/banking channel manager at Washington Mutual. Karen Christensen was hired as senior vice president and chief financial officer. Christensen was previously chief financial officers of Ameriquest Mortgage. Jorge Ramos was hired as vice president of portfolio management, lending analytics and operations. Ramos was previously senior vice president of ResMAE Mortgage Corp.
Clark County Credit Union, Las Vegas, announced that Kathleen Woods was hired as full-time teller at the Windmill branch. Woods previously worked at Sam's Club as a cashier and is attending the College of Southern Nevada to receive her degree in business.
Security Service Federal Credit Union, Colorado Springs, Colo., announced that employee Donna Williams was the winner of The Colorado Springs Business Journal's 2008 rising star award. The award is presented to professional under the age of 40 and Williams was recognized for her professional accomplishments and community involvement. Williams has worked at Security Service for the past six years.


text:
The idealized farm shown here illustrates the three basic irrigation methods:
What You Will Learn:
Keep in mind that there is no one best irrigation method for all conditions. Any method can work efficiently if it is appropriate to the circumstances, well designed, and diligently maintained. In all cases, the proper application amount equals the water required by the crop, plus the water needed to prevent the build-up of harmful minerals in the soil through a process called leaching.
Water, like any other developed resource, comes at a cost even as it provides benefits. Agriculture, like other business, seeks to minimize costs while maximizing benefits. Good irrigation management can shift environmental effects from the cost side to the benefit side of the economic ledger while improving farm operations at the same time. A win-win solution.


text:
Like this study set? Create a free account to save it.
Create an account
...words someday destined for my active vocabulary.....
A figure of speech in which the latter part of a sentence or phrase is surprising or unexpected in a way that causes the reader or listener to reframe or reinterpret the first part. It is frequently used for humorous or dramatic effect from Greek "παρα-", meaning "beyond" and "προσδοκία", meaning "expectation"
nympholepsy \NIM-fuh-lep-see\, noun
1. A frenzy of emotion, as for something unattainable. 2. An ecstasy supposed by the ancients to be inspired by nymphs.
1. Strengthening; restoring vigor. noun: 1. A strengthening medicine; a tonic; a restorative. Roborant derives from the present participle of Latin roborare, "to strengthen," from robur, roboris, "strength."
retrograde \RE-truh-greyd\, adjective:
1. Having a backward motion or direction; retiring or retreating. 2. Inverse or reversed, as order. 3. Exhibiting degeneration or deterioration.
Nep·tu·ni·an [nep-too-nee-uh n,-tyoo-] -adjective
1. pertaining to Neptune or the sea. 2. pertaining to the planet Neptune. 3. (often lowercase) Geol. formed by the action of water.
fulsome \FUL-sum\, adjective:
1. Offensive to the taste or sensibilities. 2. Insincere or excessively lavish; especially, offensive from excess of praise.
inchoate \in-KOH-it\, adjective:
1. In an initial or early stage; just begun. 2. Imperfectly formed or formulated.
soph·ist·ry [sof-uh-stree] -noun, plural -ries.
a subtle, tricky, superficially plausible, but generally fallacious method of reasoning; a false argument; sophism.
chicanery \shih-KAY-nuh-ree\, noun:
1. The use of trickery or sophistry to deceive (as in matters of law). 2. A trick; a subterfuge.
idioglossia \id-ee-uh-GLOS-ee-uh\, noun:
1. A private form of speech invented by one child or by children who are in close contact, as twins. 2. A pathological condition in which a person's speech is so severely distorted that it is unintelligible.
aoristic \ey-uh-RIS-tik\, adjective:
1. Indefinite; indeterminate. 2. In grammar: A tense of the verb indicating past action without reference to whether the action involved was momentary or continuous.
cat·a·chre·sis [kat-uh-kree-sis] -noun
misuse or strained use of words, as in a mixed metaphor, occurring either in error or for rhetorical effect. Origin: 1580-90; < L < Gk: a misuse (akin to katachrêsthai to misuse), equiv. to kata- cata- + chrêsis use ( chrê ( sthai ) to use, need + -sis -sis)
horripilate \haw-RIP-uh-leyt\, verb:
To produce a bristling of the hair on the skin from cold, fear, etc.; goose flesh.
eleemosynary \el-uh-MOS-uh-ner-ee\, adjective:
1. Of or for charity; charitable; as, "an eleemosynary institution." 2. Given in charity; having the nature of alms; as, "eleemosynary assistance." 3. Supported by or dependent on charity; as, "the eleemosynary poor."
dithyrambic \dith-uh-RAM-bik\, adjective:
1. Wildly enthusiastic. 2. Wildly irregular in form. 3. Of, pertaining to, or of the nature of a dithyramb.
nostrum \NOS-truhm\, noun
1. A medicine of secret composition and unproven or dubious effectiveness; a quack medicine. 2. A usually questionable remedy or scheme; a cure-all.
patronage; support; sponsorship ; a divination or prognostication, originally from observing birds
expert or nimble in the use of the hands or body; cleverly skillful, resourceful, or ingenious
neu·rop·ter·ous -adjective
belonging or pertaining to the Neuroptera, an order of insects characterized by four membranous wings having netlike venation, comprising the ant lions, lacewings, dobsonflies, alderflies, fishflies, snakeflies, mantispids, and spongillaflies.
the simultaneous purchase and sale of the same securities, commodities, or foreign exchange in different markets to profit from unequal prices.
to implant by repeated statement or admonition; teach persistently and earnestly (usually fol. by upon or in):
characterized by excessive piousness or moralistic fervor, esp. in an affected manner; excessively smooth, suave, or smug.
éclat [ey-klah; Fr. ey-kla]-noun
1. brilliance of success, reputation, etc.: the éclat of a great achievement. 2. showy or elaborate display: a performance of great éclat. 3. acclamation; acclai
Being beyond what is seen or avowed; intentionally kept concealed: ulterior motives. Coming at a subsequent time or stage; future; further: ulterior action. Lying beyond or outside of some specified or understood boundary; more remote: a suggestion ulterior to the purposes of the present discussion.
Please allow access to your computer's microphone to use Voice Recording.
Having trouble? Click here for help.
We can't access your microphone!
Click the icon above to update your browser permissions and try again
Reload the page to try again!Reload
Press Cmd-0 to reset your zoom
Press Ctrl-0 to reset your zoom
It looks like your browser might be zoomed in or out. Your browser needs to be zoomed to a normal size to record audio.
Please upgrade Flash or install Chrome
to use Voice Recording.
For more help, see our troubleshooting page.
Your microphone is muted
For help fixing this issue, see this FAQ.
Star this term
You can study starred terms together


text:
MIDSTATE HEADLINERS: Defenses dominate weekly awards
PHIL SOTO-ORTIZ, The Patriot-News By
on November 05, 2010 at 12:03 PM, updated November 05, 2010 at 12:07 PM
on November 05, 2010 at 12:03 PM, updated November 05, 2010 at 12:07 PM
Bloomsburg University field hockey
The Huskies' goalie stopped nine of the 10 shots she faced last week to lead BU to a pair of wins. The highlight was her five-save performance in the second half of a 1-0 shutout of East Stroudsburg, propelling Bloomsburg past ESU and into first place in the PSAC East. the conference named her the East Division's player of the week.
Dickinson College women's soccer
The sophomore goalie posted the Red Devils' 12th and 13th shutouts last week, adding to Dickinson's school record. She earned the Centennial Conference's defensive player of the week award in helping Dickinson solidify its position as the top seed in the conference tournament. She made nine saves against Gettysburg, then five more against Washington.
Susquehanna University men's soccer
It was just one goal, but it was enough to make Stellato the Landmark Conference Offensive Player of the Week. Stellato tallied the lone marker in the Crusaders' 1-0 win Saturday against Drew, giving SU the top seed in the conference tournament. It was Stellato's fourth game-winner of the season, and he leads the team in goals and assists. The Crusaders were upset by Catholic Wednesay in the semifinals.
Gettysburg College field hockey
McIntyre won the Centennial Conference's Defensive Player of the Week for her efforts in the Bullets' two shutouts last week. Gettysburg held Dickinson and Muhlenberg to a total of 12 shots, and McIntyre tied a school record with her sixth defensive save of the season in the win over the Mules.


text:
Northern's Becca Luft helped Northern to two impressive victories in the last two events in Friday's session of the AA girls' meet at the District 3 swimming championships at Cumberland Valley.
Luft finished first in the 100-yard butterfly with a 56.43. She was one of four Polar Bears to receive medals in that event.
The sophomore was already winning by more than a second 50 yards into the race. Wyomissing's Caroline Edelman finished second with a 59.38, and York Suburban's Emily Schmittle was third with a 59.90.
Other Northern swimmers on the medal stand included Sydney Archuletta, fourth with a 1:00.26, Caitlynn Weeden, sixth with a 1:01.98, and Alexis Munshower, eighth with a 1:02.26.
Then in the 200 freestyle relay, Luft swam the last leg to take the Polar Bears from a fight for second place to the gold medal, touching the wall at 1:38.50. York Suburban was second with a 1:38.69.
"I thought we were close enough," Luft said of her midset when her lap began. "I went in and caught up to her [Schmittle] some, and got closer off of the turn."
The first three legs of Northern's relay were by Munshower, Archuletta and Gabby Lodovici.
York Suburban's relay was started by Madie Devaney, Anna Schmittle and Caroline Gross.
Trinity was third with a 1:41.60. Kimmi Szajnuk, Samantha Shirtliff, Ellen Comitale and Caroline Hills swam for the Shamrocks.


text:
Island author Kathy Flynn will read from her new book, "Letters From the Pacific: A World War II Romance," at 6 p.m. Saturday at Vashon Bookshop. The book tells the story of Flynn's parents and their wartime experiences.
Like many families, the elder Flynns kept boxes of memorabilia and correspondence that lay dormant for decades, getting shuffled around during moves throughout the years. Years after her parents died, Kathy Flynn began to sort the letters. What unfolded was a love story between her parents set in the backdrop of 1940s Hollywood and wartime in the South Pacific. Jane and Chuck Flynn, actors by profession, had been married for five years when they gave up their life in Hollywood to join the service.
Chuck joined the Navy and saw action in the Pacific, where his ship was hit. Jane joined the USO and was sent on a tour of the Pacific. Their wartime letters to each other convey the charm and intimacy of Jane and Chuck's relationship during the difficult days of World War II. After the war, Jane and Chuck moved with their young family to Vashon, where they lived the rest of their lives.
History has always interested Kathy Flynn — especially the interplay between large scale events and individual lives. She encourages everyone to take out the old family letters and see what stories they have to tell.
The book is published by BearManor Media, a publishing house specializing in entertainment biographies and books with nostalgic themes. The book is for sale at Vashon Bookshop and also available on Amazon Kindle.
© Sound Publishing, Inc.
All rights reserved.
Our Titles | Work With Us


text:
Disabled Access
The Company has participated for many years in community projects involved in the further development of improving accessibility for disabled customers. Disability accessibility is a priority of our Company and we have developed a plan moving toward 2013 to bring our services into line with legislated requirements.
As at 31st December 2007, our services meet government legislation for attaining DDA compliance. These new buses are air-conditioned, low-floor, wheelchair friendly models and they have replaced some of the older buses in the fleet. This will ensure each journey made with us is as comfortable as possible.
Our disabled access buses are used extensively on our regular services. Please contact our office before making your travel plans; to ensure that one of our low-floor buses is operating on the route you wish to use. You can view our timetables here, which outline which services provide disabled access buses. All services in the timetables displaying this logo is operated by a wheelchair accessible bus.
Customers who are deaf or having a hearing or speech impairment can call us through the National Relay Service using the appropriate following numbers:
TTY/or computer with modem users phone 133677 then ask for Blue Mountains Bus Company – 0247511077.
TTY-Speak & Listen (Speech to Speech relay) users phone 1300 555 727 then ask for Blue Mountains Bus Company – 0247 511077.
TTY/or computer with modem users phone 1800 637 500 – for the Transport Info line.
If you have hearing difficulties, please contact us by phoning TTY on 133677, or alternately visit the National Relay Service website.


text:
Music writer Jim Testa, who writes for The Jersey Journal and recently covered the last days of the iconic rock club Maxwell's in Hoboken, writes movingly on his Jersey Beat blog this week about how the club shaped his life and work.
Having graduated from Rutgers where he was managing editor of the Daily Targum, Testa tried his hand at freelance writing and became increasingly disillusioned, he writes.
"And then I discovered Maxwell's.''
Testa goes on to relate how he both played at the club and wrote about the cutting-edge groups who performed there. In time, his writing jobs became more fulfilling and whether it was for other publications or his own Jersey Beat, he wound up interviewing some of the most talented acts around.
"None of that happens if I didn't walk into Maxwell's to see the Bongos back in 1980.''
He reminisces about some of the people he encountered at Maxwell's and ends that he owes "a great many people a great many things.''
"But,'' he concludes, "I would not be the person I am, or have lived this life, if it weren't for Maxwell's.''


text:
ST. LOUIS -- Mike Holmgren's final season in Seattle has been a nightmare. It's not as bad as a St. Louis Rams swoon that could soon leave the franchise coach-hunting.
Held to 76 yards in the first half by a team finally rallying behind Jim Haslett, the Seahawks turned the tables with 10 points in the final 2:47 for a 23-20 victory Sunday. They're 3-11, Holmgren's worst record by far heading into a self-described sabbatical, but it beats 2-12.
T.J. Duckett's 1-yard run tied it, the Rams fizzled while going three-and-out, and Olindo Mare's 27-yard field goal as time expired ended the Seahawks' six-game losing streak. The Rams have lost eight in a row.
"I don't know what to say, it's been so long," Holmgren said. "I challenged them a little at halftime and I think they responded beautifully. They're very happy. They should be."
Steven Jackson ran for 91 yards on 24 carries and a touchdown and Jason Craft led an energized defense with two fumble recoveries in the first half for the Rams (2-12). The second half was a completely different story, with St. Louis totaling 99 yards and only four first downs, and Jackson limited to 10 yards on seven carries.
"It should have been 24- or 30-nothing at halftime," Haslett said, citing tight end Joe Klopfenstein's lost fumble as perhaps the pivotal play. "You have a chance to really take care of it in the first half and you don't do it. Hopefully, this team will learn."
The Rams scored 17 points in the first half, more than in all but two entire games, while rolling up 243 yards. They reverted to their bumbling form the rest of the way while losing to an injury-ravaged team without Matt Hasselbeck and tackle Walter Jones.
Quarterback Marc Bulger has long been in Haslett's corner.
"I'm sure he wishes he could go out there and play and help his own fate," Bulger said. "I know he would do a good job turning this place around."
The Seahawks, who walloped the Rams 37-13 in Seattle in September, didn't miss the opening. Duckett's touchdown from about a half-yard out capped an 80-yard drive, and the Rams were hampered before getting the ball back when Haslett unsuccessfully challenged the ruling from a scrum at the goal line.
Three incomplete passes left the Seahawks plenty of time to mount the victorious six-play, 60-yard drive. Jackson was not on the field the first two plays of the Rams' final series after taking a blow to the head earlier in the fourth quarter.
"I took a shot and wasn't really feeling all the way there, so we decided to rotate me in and out to see if I would come to," Jackson said. "When I finally did, the clock was really running out on us."
The big play on the deciding drive was a 45-yard pass from Seneca Wallace to a wide-open Deion Branch to the 9. Branch zipped past St. Louis safety Oshiomogwe Atogwe, who had gone to a spot where he thought the play was headed.
"I was running a corner and he ran to the corner before I even got out there," Branch said. "They see it in a formation and they just know this is where he's going."
Atogwe blamed a "combination of things" for Branch's big gain, and added, "We've got to be alert better, we've got to communicate better."
The game was the Rams' fifth to be blacked out on local TV the last three seasons, and the 65,000-capacity Edward Jones Dome appeared about two-thirds full despite an announced attendance of 56,123. The fans who showed up seemed interested mostly in booing excitable guard Richie Incognito after one of his four penalties.
The Seahawks had targeted Incognito in the buildup to the game, accusing him of dirty play.
Each team lost two fumbles in the first half, both of the St. Louis takeaways by Craft in Seattle territory. The Rams got only a 36-yard field goal by Josh Brown out of those breaks, quickly giving the ball right back after Craft forced and recovered a fumble by Josh Wilson on the ensuing kickoff at the Seattle 42.
The Rams' two first-half touchdowns matched their total from the previous five games. Jackson's 6-yard run in the second quarter capped an 18-play, 97-yard march -- their longest drive of the year in terms of plays and yards.
- Rams WR Derek Stanley (sprained left knee) was injured on Jordan Babineaux's fumble return. Haslett said he'll undergo an MRI exam on Monday but thought the injury was serious.
- Seahawks LT Sean Locklear (dislocated toe on left foot) was carted off after the game-winning field goal when Rams lineman Adam Carriker fell on him.
- Babineaux sustained a mild concussion but played in the Seahawks' nickel package throughout.


text:
I recently wrote about attending the Food Dialogues, a national "conversation about food" hosted by the U.S. Farmers & Ranchers Alliance (USFRA), a new trade association funded by some of the biggest players in the food industry—including the National Cattlemen's Beef Association, Dupont, and Monsanto. There have been a number of comments on my post. I wanted to respond to one in particular from Hugh Whaley, USFRA's General Manager.
Blog Archives
The Delicious Way to Take on Climate Change: Anna Lappé Talks Diet for a Hot Planet
Anna Lappé's latest book, Diet for a Hot Planet: The Climate Crisis at the End of Your Fork and What You Can Do About It, investigates the intersection between the environmental crisis and the food system in more detail than any book that has come before it. Lappé's rendering makes us realize the imperative of addressing these issues, and empowers us to do so by demystifying corporate spin, giving thorough examples of people making change, debunking the myths for maintaining the status quo, and more. Lappé talked to me last week about climate friendly farming, policy and the state of the food movement. Read more
Dispatch from the 2nd Annual Southeast Youth Food Activist Summit
When was the last time you went to a conference that followed dinner with a rock, paper, scissors tournament among 150 participants? At times the 2nd annual Southeast Youth Food Activist Summit (SYFAS) felt more like summer camp than a conference (in a good way). Don't be mistaken though; we got down to business.
SYFAS is the first of six Real Food Summits that will be happening over the next two months across the country as part of the Real Food Challenge, a student movement to increase the procurement of real (sustainably grown, fair, humane and local) food on college and university campuses, with the national goal of 20% real food by 2020. Read more
Brooklyn Food Conference Takes to the Streets
On Saturday, 3,000 people gathered at John Jay public high school for the Brooklyn Food Conference, a grassroots, volunteer-organized discussion around the state of our food system, featuring keynote talks by Dan Barber, Anna Lappé, Raj Patel, and LaDonna Redmond. Along with these talks were 70 workshops throughout the classrooms of the school, on subjects as varied as growing your own food, starting a co-op and the value of breastfeeding.
According to the accompanying bright yellow guide, one of the goals of this event was to "bring Brooklynites together to demand — and participate in creating — a vital, healthy, and just food system available to everyone." By my assessment, that is just what's begun to happen. Read more


text:
WARREN TOWNSHIP -- Police seized about $210,000 worth of marijuana when they pulled over two men for a motor vehicle violation in the township, officials said today.
Dennis Allen, 42, of Ontario, Canada, and Daniel Kingery, 31, of Roanoake, Va., were charged with first-degree possession of marijuana with intent to distribute and second-degree conspiracy to possess marijuana with intent to distribute, Somerset County Prosecutor Wayne Forrest said. They are being held on $100,000 bail.
Warren officers noticed the car shortly after 2:30 p.m. Thursday on Route 78, Forrest said. Upon approaching the motor vehicle, the officers detected a strong odor of raw marijuana. They removed Kingery, the driver, and Allen, the front seat passenger, and searched the vehicle.
Officers found three large plastic bags filled with 70 pounds of marijuana in the trunk and arrested the men, Forrest said.


text:
Live Prices Not Available
To show you the most accurate prices, TTPM only displays our pricing tool on products which we've reviewed in the past three years.
The Big Bang Theory fans have probably wondered how to play Sheldon's Rock, Paper, Scissors, Lizard, Spock, the alternative to Rock, Paper, Scissors. With The Big Bang Theory Rock! Paper! Scissors! Lizard! Spock! Dice Game, fans can challenge friends or enemies to be the last player left who owns a chip or chips.
The rules of the game are this: scissor cuts paper, scissors decapitate lizard, paper covers rock, lizard eats paper, rock crushes lizard, paper disproves Spock, lizard poisons Spock, Spock vaporizes rock, Spock smashes scissors, and rock crushes scissors. Each of the five symbols is on one side of the four dice, along with an extra symbol, such as roll again or pass left.
Each player starts with three chips. One player rolls the black die. The symbol it lands on is the symbol that all players are competing against. Then players take turns rolling the three red dice and comparing how the symbols the red dice landed on fare against the symbol on the black die. You lose one chip for any roll defeated by the black die. No chip is lost for any roll that defeats the black die. For any roll that matches the symbol on the black die, pass one chip to the player on your right. If any of your red dice land on "pass left", you pass one chip to the player on your left.
On your subsequent turns, the amount of chips you own determines how many red dice you get to roll. If you own three or more chips, you roll all three red dice. But if you own one chip, you only roll one die.
After all players have taken a turn rolling the red dice, round one is over. Roll the black die again, and continue to play rounds until only one player has one or more chips left.
The Big Bang Theory Rock! Paper! Scissors! Lizard! Spock! Dice Game comes with one black die, three red dice, and 24 chips. It is for two to eight players.
This is definitely a game that will appeal most to fans of the TV show. However, even those who aren't familiar with the show can play because this dice game is easy to learn and easy to play. Its compact size makes it great for bringing on the go.
The Big Bang Theory Rock! Paper! Scissors! Lizard! Spock! Dice Game is for The Big Bang Theory fans ages 10 and up.
Some of the symbols on the dice can be a little difficult to decipher. You'll want to keep the instruction sheet handy to help you determine what you've rolled.
Cardinal also produces The Big Bang Theory Fact or Fiction Trivia Game, which is sold separately.
Ty Domino Game
from Tactic USA
Star Wars Science Sith Holocron
from Uncle Milton
Pass the Pen
from Pressman
Tick Tock Boom
from Goliath Games
Tension Kids vs Adults
from Outset Media
Guess the Fake!
from Goliath Games
Celebrity Name Game
from PlayMonster
Colorology Game
from Tactic USA
Beyblade Burst Epic Rivals Battle Set
from Hasbro
Munchkin Marvel
from USAopoly


text:
By now, you have likely heard that Global Rallycross Championship racing makes its debut at Atlanta Motor Speedway on Aug. 10 with Global Rallycross Atlanta. But are you wondering what you'll see when Global Rallycross comes to town?
Well, we have good news! Below is some video from the final race from Sunday's race, won by NASCAR driver Scott Speed in his first GRC race!
See Global Rallycross Racing for yourself on Aug. 10 at Global Rallycross Atlanta! Tickets are just $20! Get full event info here!


text:
FORT WAYNE (Indiana's NewsCenter) - Snider took both the boys and girls titles Saturday at the Summit Athletic Conference swim meet at Brown Natatorium.
Snider's girls won with 404 points, with Bishop Dwenger second at 291 and Concordia third at 232.
Snider's Michaela Mintch, Sydney Harris, and Hannah Miller each won two events for the Panthers.
Snider's boys won their title with 350 points to 252 for Concordia and 232 for Dwenger.
Landon Mintch of Snider and Ryan Black of Northrop each captured two events.
What are your thoughts CLICK HERE to leave us a "QUESTION OF THE DAY" comment.
© Copyright 2016, A Quincy Media broadcasting station. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.


text:
The Aiken Department of Public Safety swore in four new officers on Friday, but they gained many more family members.
Four officers – Thaddeus Coe, Frank Viquez, Alan Willing and Greg Wise – graduated from the S.C. Criminal Justice Academy during a ceremony in Columbia on Friday and then came to Aiken Public Safety headquarters to be sworn in.
During a small ceremony in the courtroom, City Clerk Sara Rideout swore in each officer. Rideout, who has been the clerk for 50 years, has sworn in every public safety officer since 1977, when the police and fire departments merged to become Public Safety.
Family members of each officer were present, and during a reception later, several former and current Public Safety officials addressed the officers' families, all with the same message: "You're part of our family now."
Former Chief Carroll Busbee told the crowd, "I'm so proud to be here with you today and to see these young men come forward and do what they're fixing to do. They need your help very much, because now they have two families to care for. But, we like to include you and us as one family."
Lt. Matt Braxton, who retired from Aiken Public Safety on Friday after more than 20 years with the agency, also addressed the crowd.
"Wives, families – just know that your young officers are in great hands," he said. "When I first started this, my mother about lost her mind – 'Oh, my baby's gonna get hurt!' And yes, that stuff does happen, but we do a great job here of preparing officers for those bad moments."
Afterward, the families had a chance to interact with Aiken Public Safety leadership, including Chief Charles Barranco, who gave them his cellphone number. The new officers also took their families on a tour of headquarters.
New Public Safety Officer Viquez brought several family members to Friday's ceremony.
"I like that they do this," he said. "Everybody needs to see where I'm gonna be and spend most of my time. ... It makes them familiar with everything and kind of calms them down."
Kristina Wise, whose husband, new Public Safety Officer Greg Wise graduated Friday, said the event at headquarters gave their family peace of mind.
"You always wonder when they go off to a job, where they're at and who they're around," she said. "Here, they're so open about it, and it feels good, especially with us having young children, to know that we're all accepted here as family, and that it's not a closed-door policy."
Barranco said they're required to have a swearing in to meet accreditation standards, but the department wanted to go a step beyond that and have been holding the "family orientation" for about two years.
"Truthfully, some of this came out of losing two officers, and the concern families have about people going into this profession," he said, referring to the deaths of officers Scotty Richardson and Sandy Rogers roughly two years ago. "If the family can see the people they're working with and have a comfort level with that, that's going to make that transition easier."
The officers still have several components of their training to complete, including the fire academy, and will likely be looking for their first shift assignments in May 2015, according to Lt. Jake Mahoney, who sees new officers through much of their training. He said family support is essential to working in law enforcement.
"For the officer to be successful, he has to have the support of his family," he said. "The need to understand what their officers are going through – the challenges, the risks – but also understand what factors are in place to keep them safe."
Teddy Kulmala covers the crime and courts beat for the Aiken Standard.
Staff photo by Teddy Kulmala Public Safety Officer Greg Wise, right, gave his family a tour of Aiken Public Safety headquarters after being sworn in on Friday. His daughter, Layla Barr, explores one of the patrol carts during the tour.×
Staff photo by Teddy Kulmala Public Safety Officer Greg Wise, right, and his daughter, Layla Barr, pose while touring the fire truck bay at the Aiken Department of Public Safety headquarters on Friday. Wise was one of four officers sworn in Friday after graduating the S.C. Criminal Justice Academy.×
Staff photo by Teddy Kulmala Public Safety Officer Alan Willing, left, is sworn in as an officer on Friday by City Clerk Sara Rideout, right, as Chief Charles Barranco looks on.×
Staff photo by Teddy Kulmala Public Safety Officer Frank Viquez is sworn in during a ceremony on Friday.×


text:
Remove Ads x
Budidaya Tanaman Jagung - download at 4shared. Budidaya Tanaman Jagung is hosted at free file sharing service 4shared.
| Uploaded via: 4shared FTP service
Share Add to my account
Is owner
View only
Upload & Edit
Members may only view items in this folder.
Members may view, add, edit and delete items in this folder.
Checked by McAfee. No virus detected.
0 comments Add new comment
Wrong code entered. Please, try again.
Enter the code above to post message:
Remove Ads x
Budidaya Tanaman Jagung.PDFFile QR Code


text:
HUNTSVILLE, Alabama -- The trial for John Vardon Nash, a Discovery Middle School band director on administrative leave since begin arrested last year, begins at 9 a.m. today, reports The Times' news partner, WHNT News 19.
Nash, 59, faces a misdemeanor charge of failing to report child abuse. Authorities say Nash failed to report a relationship between his son, 25-year-old John Bradley Nash, and a 16-year-old student. Police say Nash was aware of the relationship but didn't report it.
His son, a band volunteer, was also arrested last year and charged with possession of child pornography. He pleaded guilty in March and is set to be sentenced Aug. 29.


text:
It's the ultimate crowd-pleaser: Everybody loves it, plus it's cheap, fast and virtually effortless.
But while pizza may be easy on your wallet, it can wreak havoc on your waistline.
Obviously it's no surprise that pizza isn't exactly diet-friendly. But you might not realize just how diet-unfriendly the Italian favorite can be.
For example, a typical serving of three slices of a 14-inch meat lover's pizza will set you back about 1,400 calories and 80 grams of fat, with more than a day's worth of saturated fat. Yep, that's about 465 calories and 26 grams of fat per slice.
There's got to be a better way to keep everyone happy, without adding plaque to their arteries and a jiggle to their wiggle.
Fortunately, a few key changes can reap big benefits when ordering from the standard delivery guys: Specify thin crust, go light on the cheese, and add extra sauce for more antioxidant-rich flavor. Pile on the tomatoes, artichokes, onions, green peppers, mushrooms and pineapple. Opt for lower-fat meats such as chicken, ham or Canadian bacon.
The savings: about 200 calories and 18 grams of fat per slice of large pizza. This results in far
more reasonable per-slice stats of 240 to 270 calories and nine to 11 grams of fat.
You may have noticed that a few of the big chains and some local pizzerias are offering whole-wheat crusts. But you're not in the clear just because you order one of these whole-grain pizzas. These deliciously nutritious crusts are just the beginning; it's up to you to choose the healthier toppings.
Opting for store-bought pizzas might save a few bucks, but they generally aren't a better deal, nutritionally speaking.
Even natural food stores don't offer much of a selection in the whole-grain pizza arena. You can get gluten-free, dairy-free and vegan pizzas, but it's nearly impossible to find any that are 100 percent whole-grain, low-saturated-fat pizzas.
Comparing the nutrition labels of frozen pizza can be tricky, since the sizes vary, as do the number of servings per pizza. Ounce for ounce, however, most frozen pizzas turn out to be pretty similar to their delivery counterparts.
DiGiorno offers one that's made with organic wheat flour and tomatoes. Unfortunately, since the wheat flour isn't whole-wheat flour, it's really just the same as white flour.
Tombstone's Harvest Wheat pizza lists wheat flour and whole-wheat flour in the ingredients. But the amount of whole-wheat flour is apparently so minimal that it only adds 1 gram of fiber to the cheese pizza, and the fiber content of the Harvest Wheat Pepperoni Pizza is exactly the same as the original pepperoni pizza.
Kashi's Original Crust pizzas actually are a nutritional notch above. Although they do contain refined wheat flour, they also add seven other whole grains. Kashi's Thin Crust pizzas are even more diet-friendly. They are lower in calories and carbohydrates, but contain the same amounts of protein and fiber, so you have a better chance of staying fuller, longer.
For the do-it-yourselfer, there's always the option of making pizza from scratch. It can be cheaper, plus it's a fantastic way to get kids involved: They can even create their own mini pizzas.
Unfortunately, it's nearly impossible to find a pre-made crust that is 100 percent whole grain. And though the idea of making your own pizza dough can be daunting, it's really as simple as mixing whole-wheat flour with a little yeast, salt and oil. Let it rise overnight, then roll the crust out as thick or thin as desired.
The best part: You get to customize your pizza, making it as nutritious as you want. Try using lower-fat cheese, goat cheese or no cheese at all. Experiment with a spicy tomato sauce or olive oil pesto. Get creative with nutrient-rich toppings such as red peppers, broccoli or kale. You can use leftovers from previous meals, such as rotisserie chicken, pork loin, grilled vegetables or fresh spinach.
No matter what pizza style you choose, keep calories in check by adding a salad with light dressing. You'll add more nutrients, plus it will help take the edge off of your appetite -- so you'll hopefully feel satisfied with fewer slices.
Molly Kimball is a registered dietitian in New Orleans. She can be reached at email@example.com.


text:
Community Spotlight: Alien Cults, Sovi...
VLOG: Pumpkin Carving Time!...
Grim Skull Unboxing: Heresy Hunters...
3 Colours Up: Painting Freehand Ivy...
Hot New October 2016 Releases For Infi...
Dawn Of The Dark Age: How To Run A Bea...
February 8, 2010 by darrell
force weapons are also power weapons so those unlucky regular squads get taken out quick
Create an Account Click Here Why Create an Account on Beasts of War
Remember Me
Look Ahead To What's Coming To Malifaux In November
Forge World Offer Up Pre-Orders For Iron Hills Dwarves!
Crooked Dice Lay Down The Law With New Boxed Set
The Perry's French Dragoons Ride Onto The Sands Of Egypt
Steal Big Money & Explore New Criminal Ways In Firefly The Game
A Roaring Centaur Chief Stomps Out Of Scibor
Knight Models Hint At New DC Heroes & Villains Coming Soon
Gnomes Have Joined The Ranks In The Moonstone Kickstarter
Open The Arrival Bay For Battle Systems Sci-Fi Kickstarter
LITKO Scares Up Some Spooky Gaming Aids
Small Paul Joins Purgatory & Armoured Syndicate Kickstarters
Take To The Skies With Burn In Designs' Steampunk Airship
Teams, Dice, Boards and More Get Released For Slaughterball
Puppets War Tease Chunky Alpha Outpost Terrain
Face Evil With MaxMini's VanGobling For Halloween
A Dashing Rogue & Fools Hit The Table From Studio Miniatures
Backstage – Green Room
Hobby & Painting Town Square
Fantasy Gamer Town Square
News & Rumors
Sci-Fi Gamer Town Square


text:
- News
- Calendar
- Blogs
- Sports
- Entertainment
- Business
- Lifestyles
- Community
- Opinion
- About Us
- Classifieds
- Coupons
- Local Savings
- Green Editions
- Legal Notices
- Contests
- Weekly Ads
- Connect2Classes
Connect with Us
Bar patron insists he had cell phone, not a gun
Bremerton resident Daniel Darnell Williams, 26, was arrested Sunday at the Old Town Bistro in Silverdale for unlawful possession of a firearm.
Williams was also booked for carrying a concealed weapon without a permit and for having a weapon on premises where liquor is being sold.
Deputy Heather Wright was working foot patrol at Whaling Days when she encountered two security people and a waitress in front of the NW Byron Street bar at about 12:30 a.m. Sunday. The waitress, Jessica Smitley, told Deputy Wright that she felt a gun when she placed her hand on Williams' lower back near his waistline.
Williams told Smitley it was a cell phone, which he displayed, and not a gun. But Smitley said that she again felt for and found the gun. Deputy Wright eventually escorted Williams outside and searched him for weapons, but found none.
Williams insisted that he never had a gun and that he kept his cellphone in his back pocket.
Bar security, meanwhile, recovered a firearm near a garbage can in the outside dance area of the bar. The pistol, a black High Point Firearms model JHP .45 ACP, was in a small black synthetic Blackhawk size #6 fabric holster designed for inside the waistband carry, according to police.
"He insisted if he had thrown the gun down that someone would have seen him and he insisted he never had a gun and did not have one concealed in his waistband tonight while inside the bar," Deputy Wright wrote in her report. "I asked Daniel if he had a concealed weapons permit and he said that he didn't."
Smitley, though, insisted she had felt a gun and Williams was arrested and transported to the Kitsap County Jail.
Latest news, top stories, and community events,
delivered to your inbox.
Trending Stories Oct 20 - Oct 27
Read the Oct 21
Green Edition
Browse the print edition page by page, including stories and ads.
Browse the archives.


text:
Makati, Philippines
Supply Oilfield Services, Inc.
Our office
20/f Pearlbank Center
146 Valero St.
1227 Makati, Philippines
146 Valero St.
1227 Makati, Philippines
+632 817-8919
+632 818-7783
+632 818-7783
+632 818-7783
Preferred nationalities: Filipino.
Our offers (0)You do not have access to view job offers.
Learn how to get it here.
About us
The success of SOS as the leading logistics and manpower provider for the oil, gas and related industries in its 30 years of existence in the Philippines is easily described by the words dedication and quality.
Since the late 70's, SOS has been continually developing its acknowledged strength in logistics services primarily for the oil and gas industry and, through the years, for other sectors like power and energy, petrochemical, telecommunications, mining, construction, engineering, among others.
Rey Compuesto Pumpman FILIPINO 3 years ago
i'm a pump man looking for a job, contact number 09186467188
francisco "FRANK/ " sawal Chief Cook FILIPINO 4 years ago
i am excrew in cattering dept, i looking for a job


text:
|By Y17k (Y17k) on Sunday, April 25, 2004 - 02:09 am: Edit
I've tried to find online the topics that are covered in Math IIc, but i coulndt find one.
So what are the topics covered? (I know that trigs are heavily covered, but apart from that? And do the trigs include Tan/sec/cosec functions or just sin/cos)
|By Welshie (Welshie) on Sunday, April 25, 2004 - 02:24 am: Edit
Your best bet would be to swing by Borders/Barnes and Noble and taking a look at IIC books. Until that time here is a quick list from my REA book that I used (along with others):
Absolute Value
Algebraic Laws & Operations
Negative and Fractional Exponents
Complex Numbers
Polynomials and Quadratics
Factorial Notation
Binomial Theorem
Cubes, Cylinders, and Pyramids
Other Volumes and Surface Areas
Two- or Three-Dimensional Coordinates
Polar Coordinates
Parametric Equations
Trigonometric Identities (sin, cos, tan, csc, sec,cot)
Properties and Graphs of Trigonometric Functions
Composite Trigonometric Functions
Inverse Trigonometric Functions
Composition of Functions
Domain and Range
Set Theory
Probability and Statistics
Logic and Proof
Sequences and Limits
Elementary Number Theory
Hope this helps.
|By Y17k (Y17k) on Sunday, April 25, 2004 - 08:38 am: Edit
thx for the info... i better get studying!!
|By Britney4521 (Britney4521) on Sunday, April 25, 2004 - 11:51 am: Edit
I never try to remember the name of the topics when i study math. All u need to do is get used to a variety of problems. it's not history, and u don need to know the outline it covers!
|By Baseballnbooks (Baseballnbooks) on Sunday, April 25, 2004 - 05:18 pm: Edit
What kind of identities will be covered on the IIC? Surely they won't dig back in time and pull out some obscure ID. Are the basic ones (Double/Half?Pythag) really all we need to know?
|By Jason817 (Jason817) on Sunday, April 25, 2004 - 05:21 pm: Edit
Ive never seen half ID but I'm pretty sure double and pythagor. are covered.
Report an offensive message on this page E-mail this page to a friend
|Posting is currently disabled in this topic. Contact your discussion moderator for more information.
|Administrator's Control Panel -- Board Moderators Only
Administer Page


text:
WEST LAFAYETTE (www.incnow.tv) - Purdue athletics director Morgan Burke announced Sunday night that Danny Hope will not return as head football coach.
Hope, who was in his fourth season as head coach of the Boilermakers, will not coach the team in the upcoming bowl game.
He compiled a 22-27 record at Purdue, including a 13-19 mark in Big Ten Conference games and a 15-13 mark at Ross-Ade Stadium.
"There is no question that our football program has seen considerable growth under Danny's leadership, particularly in the areas of academics, player development and recruiting," Burke said. "I applaud him for his passion about Purdue University and the young men he coaches. He and his staff have devoted their lives to improving the program, but as I told him earlier this afternoon, those efforts did not equate to the consistent on-field success that both of us expected.
Hope, who is under contract through the 2016 season, will receive a $600,000 buyout.
A national search is under way for Hope's replacement.
Wide receivers coach Patrick Higgins will serve as interim head coach for the bowl game.
What are your thoughts CLICK HERE to leave us a "QUESTION OF THE DAY" comment.
© Copyright 2016, A Quincy Media broadcasting station. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.