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Size 158.668 MB 2 seeders Added 2013-01-10 17:30:30
[HorribleSubs] Polar Bear Cafe - 39 [480p] MKV Episode 39 Series Information: Polar Bear's cafe revolves around a Canadian white bear that quits his boring job and starts a cafeteria near a zoo. He loves telling tall tales and always brags about himself. According to him, he was picked up by a human couple who owns a diner while he was drifting around on an iceberg. Though he has lost all contact with his Canadian family, he has discovered a new home in serving the diner's clientele, thanks to the kind couple. His cafe is an embodiment of his personality. The place is always packed with many regulars, animals and humans, who are drawn by his charismatic magnetism.
|[HorribleSubs] Polar Bear Cafe - 39 [480p].mkv


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The Devil Wears Prada Announce Details of Live CD/DVD, 'DEAD&ALIVE'
The Devils Wears Prada have announced the details of their first-ever live release, a CD/DVD titled DEAD&ALIVE.
Filmed during the band's headlining tour in support of their most recent album, Dead Throne, DEAD&ALIVE will feature both performance footage and behind-the-scenes clips filmed by guitarist Jeremy DePoyster.
"As folks can continually expect from the band, we've been meticulous as ever picking apart edits, audio, artwork, bonus material, etc; which is very important to us - to be hands on, in control, and enthusiastic about the content we create for this band," said vocalist Mike Hranica in an official press statement. "It's always what we try and do with TDWP and I think DEAD&ALIVE can serve as a testimony to that."
DEAD&ALIVE is set for a June 26 release. Watch the band perform "Vengeance" below:
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subset: commoncrawl


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childcareplus is a fully supported childcare voucher scheme with a flexible and easy-to-use administration system, intelligent employer website, a range of promotional and support materials and a knowledgeable support team; always here to help you through the implementation and management of your scheme: Far more than just a payment processing solution.
Simplicity for employers - transferring to childcareplus is quick and simple. We import your data directly to our online portal; the transfer can be completed in a single payroll cycle for a smooth and seamless transition. Our comprehensive administration portal is very user friendly for your administration team to complete online Basic Earnings Assessments, manage approvals and invoicing.
Simple for employees - key to the initial success of childcareplus for new employees is an easy to use five step application process. Employees with a childcareplus account are then granted secure access to their online parent e-voucher account 24/7.
Knowledge - we don't give you a call centre number, we give you a named, dedicated Account Manager who knows and understands your business and supports you every step of the way.
Effectiveness - we provide you with full marketing support and the communications tools to ensure your employees know how to get the most out of their childcare voucher scheme.
Intuition - whilst childcareplus is built to the latest HMRC guidelines; through listening to your needs our team continually seek ideas to improve and develop childcareplus; ensuring it remains relevant to your changing needs. Recently our unique automatic Basic Earnings Assessment calculator was introduced to help employers through the complex new guidelines.
Savings - in addition to childcare vouchers, via their childcareplus account, employees can take advantage of a host of family-friendly offers and discounts; adding more value to your childcare voucher scheme and extra savings for your employees. And for every new parent your employee introduces to childcareplus we give them a free gift.
childcareplus is a trusted, secure and simple voluntary benefits scheme. Get in touch today to see for yourself how easily we can transfer your existing childcare voucher scheme to the childcareplus system and start to understand and experience the true value of childcareplus.
Simple employee website and administration centre
Our online employee administration centre includes a simple five-step application process. The website can also be used by your employees to manage the salary amount they wish to sacrifice and the payment of their childcare vouchers.
By keeping the process online, not only do you avoid the burden that paper vouchers can place on your HR team, you also provide a convenient and effective method for employees to manage aspects of the process themselves; which can have a positive impact on scheme take up.
Comprehensive employer administration and reporting portal with full support
Supported by our salaryplus system to administer the salary sacrifice, childcareplus provides your administrative teams with a comprehensive approval and reporting portal, built in line with the latest HMRC guidelines.
This portal guides you through the process of Basic Earnings Assessment and has a reminder dashboard, detailing all the actions still needing completion. The portal also gives your team access to reports on your childcare voucher scheme; allowing you to easily monitor your return on investment.
A range of engagement techniques to drive continual awareness
Continual awareness of any employee benefits scheme is pivotal to its success. With childcareplus you are supported by a suite of tactical marketing tools which can be used within any internal communication channels you already have.
Our extensive experience at driving take-up on childcare voucher schemes allows us to work with you to create appealing and engaging communications to keep your employees fully aware of how their childcare voucher scheme works and can benefit them.
Suite of employee support materials, including FAQs and information packs
The process of applying for any employee benefits package will always raise questions. It is important that your childcare voucher scheme is fully equipped to answer these quickly and simply to give your employees confidence and a positive experience.
Integrated within the childcareplus application website, your employees will have access to a comprehensive list of FAQs providing instant answers to many questions. They will also be given an information pack, reducing the queries that would typically have to be dealt with by your HR department.
Ask us your question or provide feedback, we welcome your comments here
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Access our buying power and expertise: Easy to run employee benefits packages for mid-sized business.
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McMahon, who succeeds fritz Winans, was the former CEO of St. John.
"fritz told me she was quiet, settled, and happy in her marriage," Berman said.
There he met his 12-year-old son Rolf; Mengele was introduced as "Uncle fritz."
I ordered the same beer she had, and for the next two hours, we drank this refreshing brew: fritz Briem Berliner Weisse "1809."
Apple's mail and storage servers were on the fritz for months as Mac turned into the iPhone-friendly MobileMe.
fritz looked, and a smothered exclamation, almost like a groan, broke from him.
It was a long day's journey, and fritz went with me to Carlsruhe.
fritz was alone the object of their fear, but fritz was a good way off, and there appeared no longer any reason for dreading him.
You will fancy that, by keeping on, they must overtake fritz in time, or meet him returning.
fritz Tomkins had united with four or five of his friends in giving a large spread in one of the modern halls outside the yard.
German familiar form of masc. proper name Friedrich; as a characteristic name for a German, from 1883, especially in World War I. On the fritz "inoperative" (1903) is American English slang, of unknown origin. Earliest references suggest a theatrical origin.
To make something inoperative; put out of working order: Lightning hit some wires and fritzed the generator (1903+)
Related Terms
A German, esp a German soldier; kraut (1883+)


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Acute Effects of Cinacalcet on Arterial Stiffness and Ventricular Function in Hemodialysis Patients (ECIRA)
This study has been completed.
Laval University
Information provided by (Responsible Party):
Karine Marquis, Laval University
ClinicalTrials.gov Identifier:
First received: November 26, 2010
Last updated: April 4, 2014
Last verified: April 2014
- Full Text View
- Tabular View
- No Study Results Posted
- Disclaimer
- How to Read a Study Record
No Study Results Posted on ClinicalTrials.gov for this Study
|Study Status:
|This study has been completed.
|Study Completion Date:
|April 2014
|Primary Completion Date:
|April 2014 (Final data collection date for primary outcome measure)


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Best Of :: Shopping & Services
The Koreatown bathhouse emporium Wi Spa is tricked out with saunas, hot tubs, steam rooms, clay rooms, salt rooms, ice rooms, 200-plus-degree rooms and myriad other methods of detoxifying and refreshing body and mind. The entrance fee is $30 (with a variety of deals and discounts throughout the week), and once inside there's no limit to how long you can stay and soak. The space is divided into men's and women's spas, and a coed area features treatment rooms along with a café and a casual hangout space. There's also free Wi-Fi, a few TVs and an area for napping. Massages, salt scrubs, deep-tissue work, waxing, manicures and more are relatively inexpensive, and the staff does a consistently great job. The place is pristine and open 24 hours a day, making it a prime place to disappear into for an afternoon or unwind at after a long evening. Parking is free, and patrons can even get a car wash. Full service, indeed. 2700 Wilshire Blvd., Koreatown. (213) 487-2700, wispausa.com. —Katie Bain
If you are feeling at all uneasy about spending two hours floating in water in total sensory deprivation, Crash, the shaggy-haired, flip-flop–wearing owner of Float Lab, will make you feel at ease. Each of his two womblike chambers is filled with body-temperature saltwater and encased in dark, soundproof walls. With nothing to distract, you are free to explore your mind completely unencumbered. During the big isolation-tank craze a few decades ago, it was said that some famed writers came up with their best ideas inside the tanks, and that the mind invented vivid colors and patterns. Stand-up comedian Joe Rogan is a fan and regularly touts Float Lab on his podcast. The popularity and constant waiting lists have prompted Crash's expansion plans, with a new 10-chamber facility on Wilshire in the works. 801 Ocean Front Walk, #5, Venice. (310) 396-3336, floatlab.com. —Jackie Adams
While colonics might be a daunting thought for some, if one ever requires or desires this purportedly detoxifying treatment, Healing Waters Institute in Studio City is a great place to get flushed. The clean and cozy facility features state-of-the-art equipment that makes colon irrigation mostly comfortable and largely non-invasive. Owner Annabelle Cordova is a sage when it comes to colon health, and she's compassionate and funny to boot, gently guiding clients through the process while explaining exactly what's coming out of you, why it looks the way it does (yes, you can see it), and what you can do to make it look healthier. Foot reflexology and abdominal massage are performed during the session for greater "releases," and the facility also offers a hyperbaric chamber and foot-detoxification therapy. Most folks leave with a better understanding of their digestive system, and a few pounds lighter to boot. 4343 Laurel Canyon Blvd., Studio City. (818) 506-7592, healingwatersinstitute.com. —Katie Bain
The word "massage" can mean a variety of things. There's Swedish massage, Thai massage, deep-tissue Rolfing, and the kind of massage you get at fringe-y parlors that elicit snickering chatter about "happy endings." L.A. Sports Massage offers a targeted and quality-assured service: a rigorous, but not extremely painful, reparative and restorative massage aimed at addressing specific physical ailments common to athletes and other physically active people. LASM says that in many cases, a few sessions in its bright, cheery Culver City space with one of its athlete/massage therapists not only gives relief from muscular or joint pains but can also actually reverse the intrinsic problem. Now that's a real happy ending! 13205 W. Washington Blvd., Culver City. (310) 439-1421, lasportsmassage.com. —Adam Gropman
If your idea of an adult shop is a shame-inducing hole-in-the-wall with sticky magazines, XXX video booths filled with men on the sex-offender list, and leather accessories worthy of a farm, Pure Delish probably isn't the place for you. It has no videos and no magazines, but, taking a page from Hustler Hollywood, that mall-like boutique for smut and unmentionables on the Sunset Strip, it has lingerie, shoes, lube, condoms and toys. The women who work there dress in candy-striper outfits, which is nice. But here's the thing: Most of the customers are female. The sales staff will happily, without much blushing or giggling, demonstrate the latest in battery-operated technology, too. And the prices are good. Not that we'd know. 10746 Washington Blvd., Culver City. (310) 591-8792, puredelish.com. —Dennis Romero
For an alternative to overpriced, alcohol-based perfumes, there's Bismillah Imports and Oil Shop. Owner S.M. Farasat Ullah's ample supply of scented and exotic oils is great for your skin. The oil absorbs right in, leaving you smooth, while lingering like a lovely melody — no reapplication necessary. Even better, there's no need to brave those department store perfume ladies attacking you with spray to determine the fragrance you want. Instead, like a sympathetic bartender, Ullah listens, has you sample and test, and then concocts a signature scent just for you. If you already have a fragrance you can't live without, there's a massive folder with names of designer perfumes he can re-create from his supply of imported oils. For a matching moisturizer, just pick out one of Ullah's homemade body butters and watch him make magic. If anointing yourself with oils is not your thing, Bismillah Imports also provides natural remedies for personal care to help soften, heal or nourish skin. 1170 E. Colorado Blvd., Pasadena, 91106. (626) 791-1455, facebook.com/oilshopstore. —Orly Minazad


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Jody and Peter Abrams of Meadowbrook, PA, and Jill Frankel of Huntingdon Valley, PA, are thrilled to announce the engagement of their children, Jordana Leigh Frankel and Jason Daniel Abrams. Jordana is the daughter of the late Jeffrey Frankel.
Jordana received a Bachelor of Science degree from Indiana University's Kelly School of Business, and also earned a J.D. degree from Widener University School of Law. Recently, she opened the law firm of Lenti & Frankel, P.C. in Mount Holly, NJ.
Jason received his Bachelor's degree from the Smeal Business School of Penn State University. He is a principal in Abrams Realty & Development, LLC.
Sharing in their happiness are Jordana's grandparents, Joan and Herbert Grant, Rose Frankel and Jason's grandparents Ros and Don Waldman and Ruth Abrams. Jordana is the granddaughter of the late Helen and David Frankel. Jason is the grandson of the late Alvin Abrams.
Sharing in the excitement are the couples siblings, Jaclyn and Adam Kleiman and Matthew Abrams.
The couple resides in Penn Valley. A May wedding is planned.


text: Author: pbiapprove Date: 2011-09-19 07:37:47 -0700 (Mon, 19 Sep 2011) New Revision: 12828 Modified: pbi/update/pbi-meta-9 Log: PBI-9 Meta-Update: HotKeys Modified: pbi/update/pbi-meta-9 =================================================================== --- pbi/update/pbi-meta-9 2011-09-19 14:28:43 UTC (rev 12827) +++ pbi/update/pbi-meta-9 2011-09-19 14:37:47 UTC (rev 12828) @@ -142,6 +142,7 @@ App=Gretl;Math;http://images.pbidir.com/progicons/gretl.png;Allin Cottrell & Riccardo "Jack" Lucchetti;http://gretl.sourceforge.net;GPL;Graphical;regression,econometrics;GNU Regression, Econometrics and Time-series Library Features - A wide variety of least-squares based estimators (including two-stage least squares). - Easy intuitive interface. - Single commands to launch things like augmented Dickey-Fuller test, Chow test for structural stability, Vector Autoregression. - Reads own format ascii data files, Comma Separated Values files, BOX1 files, own format binary databases (allowing mixed data frequencies and series lengths) and RATS 4 databases. Includes a US macro database and a perl script to create a database off economagic.com. See also the gretl data page. - Output models as LaTeX files, in tabular or equation format (not very flexible yet). - Integrated scripting language: enter commands either via the gui or via script. - Command loop struct ure for Monte Carlo simulations. - GUI controller for fine-tuning Gnuplot graphs. - Link to GNU R for further data analysis.;; App=HTTrack;Web;http://images.pbidir.com/progicons/httrack.png;Xavier Roche;http://www.httrack.com/;GPL;Text;web,browser;HTTrack is an easy-to-use offline browser utility. It allows you to download a World Wide website from the Internet to a local directory, building recursively all directories, getting html, images, and other files from the server to your computer. HTTrack arranges the original site\'s relative link-structure. Simply open a page of the "mirrored" website in your browser, and you can browse the site from link to link, as if you were viewing it online. HTTrack can also update an existing mirrored site, and resume interrupted downloads. HTTrack is fully configurable, and has an integrated help system.;; App=HeyU2;Miscellaneous;http://images.pbidir.com/progicons/heyu2.png;Heyu Team;http://www.heyu.org/;Other;Text;command,interface,CM11A;HEYU is a text-based console program for remotely controlling lights and appliances in the home or office. It is made available under a free and open source license.;; +App=HotKeys;Miscellaneous;http://images.pbidir.com/progicons/hotkeys.png;Anthony Wong;http://ypwong.org/hotkeys/;Unknown;Text;keyboard,shortcuts,multimedia;This program sits at the back and listens for the "special" hotkeys that you won\'t normally use on your internet/Multimedia keyboards. The buttons perform their intended behaviors, such as volume up and down, mute the speaker, launch applications, etc. NOTE: CDROM & APM features have been disabled;; App=Hugin;Graphics;http://images.pbidir.com/progicons/hugin.png;Hugin Development;http://hugin.sourceforge.net;GPL;Graphical;panorama,pictures;A GUI for Panorama Tools, to stitch panoramic images. With hugin you can assemble a mosaic of photographs into a complete immersive panorama, stitch any series of overlapping pictures and much more.;; App=Hydrogen;Audio;http://images.pbidir.com/progicons/hydrogen.png;Alessandro Cominu;http://www.hydrogen-music.org;GPL;Graphical;drum,editor;Hydrogen is an advanced drum machine. Its main goal is to bring professional yet simple and intuitive pattern-based drum programming.;; App=ImageMagick;Graphics;http://images.pbidir.com/progicons/imagemagick.png;ImageMagick Studio LLC;http://www.ImageMagick.org/;Other;Text;pictures,editing;ImageMagick is a package for display and interactive manipulation of images. The package includes tools for image conversion, annotation, compositing, animation, and creating montages. ImageMagick can read and write many of the more popular image formats (e.g. JPEG, TIFF, PNM, XPM, Photo CD, etc.). The package can be built _without_ the GUI (X11) support at all -- it will not have the display, import, and animate functionality, but remain extremely useful for image manipulation. The optional "display" utility conflicts with the utility of the same name from the misc/display port/package.;;


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Download the Game Design and Indie Game Marketing Freebook 07/19/17GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='CommanderZorvox' timestamp='1347916663' post='4981027'] Allot of people seem to be stuck on the idea of "how can we make the story more interesting", but that 1: Isn't what this thread was about, and 2: Wont fundamentally change anything about the task at hand. So…if your focus is mixing up the task at hand, then the simple answer would be to create new, more original tasks (gee, what a surprise). When I think about this, my mind immediately goes to mini-games. But, lets get into quests that have relevance to the game's combat…I would recommend battles with alternate goals and stakes (some cliché examples of these type of missions might be; "protect the king from enemies", "survive a huge wave of enemies", "escape from the enemy", "defeat the enemy within a narrow time limit" and other scenarios where the player's offensive, defensive and terrene/mobile objectives stray from the norm...be creative). I'm personally one of those players who couldn't care less about the plot/story of a quest. I play games for gameplay, if I wanted to be invested more in lore, then I'd read a book. Of course, the reason that quests in MMOs are so similar and repetitive is because MMOs are all about making as much content as possible; as quickly as possible (hence, fulfilling the word "massive"). Rehashing the same quest concepts then slapping a different story on them saves development time (precious, precious development time!)…If you want your game to see the light of day within the next 10 years, then you too should master the art of cutting corners. I know my rambling is becoming a bit off-topic [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img], but in conclusion: you probably shouldn't be making completely original concepts for each and every quest, but rather; rely on a handful of unique concepts. [/quote] Thank you, thats what I was asking from the beginning. Seems people don't understand that quite a lot of players really don't care about the story for every single quest or even the main storyline for a lot of games. It does suck that developers need to rehash ideas and tasks in order to keep players busy, takes too much time and money to come up with all unique content.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and TheoryThanks Xoyo for replying so much [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] . It's nice to talk about these kinds of topics. I do agree with a lot of what you have said. One thing though that I still have to argue with is the fact that yes, the player that choses to take a player posted quest might have a lot of fun going through the quest. It won't be fun at all for the person posting the quest though. The only way to get around that would be to give the players incentive to create quests, but in a way that is forcing them to do that in order to have the full game experience. It would be much better to find a way to create player quests that would coexist with many of the basic game mechanics in games today instead of removing a lot of game mechanics just to get one mechanic to work. I think thats why this type of system doesn't exist yet, because no one can find a way of placing it in the game without making it worthless, unless they get rid of some other game mechanic.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='sunandshadow' timestamp='1347744656' post='4980481'] [quote name='bwight' timestamp='1347726864' post='4980418'] I think i'll answer your question with another question. Why does everyone feel the need for so many quests anyways? We all agree that quests are boring and repetitive [/quote] Uh, we do? Personally, I think quests are a system of directing the player's gameplay, framing it with story to make it more meaningful and the world more real. Well-written quests are not at all boring or repetitive. If quests are boring and repetitive that's either because they are badly-written, or because the player is of a type who doesn't like reading or having their actions within the game directed. [/quote] Quests are only repetitive if the game play is repetitive. You can dress up any quest by giving it an amazing storyline and choices, but the game play is what makes the player coming back for more or getting bored. Skyrim was an awesome game, but even they have quest after quest with repetitive game play. Most of them being go to cave and kill the monsters. I've played games before where the only reason I kept playing was the storyline was interesting, but the game play just got boring and repetitive. Thats just sad to make a game like that.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='bwight' timestamp='1347726864' post='4980418'] I think i'll answer your question with another question. Why does everyone feel the need for so many quests anyways? We all agree that quests are boring and repetitive so why are we trying to fix the boring repetitive parts of the game and try to make them interesting? Why can't we just get rid of 80% of all quests? The ones that are left are purely optional to the player with huge rewards. I think its a great idea to make the quests puzzles and with more lore but if the quest doesn't have something rewarding at the end then nobody will be motivated to do it. In the early days of EQ quests were very special the rewards were unique items that either looked really cool or had special non-combat uses. Some examples were a pair of boots that make you run slightly quicker, a shield that made you invisible, items that allowed you to return to you're bind location. At higher levels classes got excellent items for very difficult quests that could take weeks and weeks to complete. By turning quests into a leveling mechanic instead of an optional game play feature you force the player to play the game through the eyes of a developer. Now you don't even have to explore the world, I find myself looking at the map half the time playing to make sure my character is running to the right place where the items are marked on the map. To make quests more interesting... get rid of all the filler quests that are just there for experience. Work hard on just a few quests and people will love them. [/quote] I'm not saying that there has to be quests and wasn't necessarily saying that quests are a must, but quests are just a way of getting a reward for what you would normally do anyways. Just with a story and objective. Every game needs some sort of objective system whether they are labeled as quests, missions, tasks, etc. it doesn't matter. One big reason they make so many filler quests is to keep the player playing the game. If you were to take out all the filler quests from Skyrim or any MMO the game would be over before you knew it and also leveling would take much longer and players would need to "grind" much more to reach level up. What I wish is that we would be able to fix quests by creating new ways of accomplishing things by adding new game play and mechanics. Not just adding a small short detailed story on why we should "go to some cave and kill the trolls living there" or "finding the sacred herb to heal the sick person". There will always be filler quests in RPG's and MMO's because the developers want players to stay playing their game longer, while not having the time to make every single quest amazingly epic and awesome. I totally agree that having filler quests just to keep people occupied is ruining a lot of games and looking at the map is something I do a lot also, even in new games like Guild Wars 2. They need to find a way to fix stuff like that. One things GW2 is doing right, is that they make the player want to explore the world itself, while having fun doing so and not going to an area JUST to finish a quest.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='MichaelRPennington' timestamp='1347684115' post='4980288'] Yeh, then I guess in that case it would be a matter of, I believe it was mentioned before, removing the in-game player market. Well, at least that would be the simple solution. Another solution would be to have an in-game appraisal system that will reference what monster the item came from and the difficulty of obtaining said item, cross referencing it with current economic state, and the current Supply/Demand for that item, and setting the appropriate price for the item. Let the user toggle a 5% difference in lowest/highest current market value, down/up, but let no one go below/above 15% from the standard current market value. Just a thought. [/quote] Yeah, I've got a system similar to that with the in game market, but you brought up a nice point on how it should work, thanks. Back to player given quests though. Even if the in game market is removed like I said before people will just resort to player to player trade and people will set up forums to post items and prices instead of taking the long route and questing for it. Also if you really want something in game wouldn't you just go get it yourself since it would take up the same amount of time for you minus the expense. People will almost always go for the fastest route to get things done. Don't get my wrong I would love to have player given quests, I'm just arguing every single problem I have though of on why it wouldn't work. If all my problems on how the system works are resolved, that will be great!
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='jefferytitan' timestamp='1347680229' post='4980280'] My view is that not all items should be easily available on the market (I'm not sure whether you're referring to an NPC market or real money auctions or what). If the market is flooded with horns from a level 99 demon... uh, who exactly is going out there harvesting them?? I think that some items should only be available in tiny quantities in the market, or not at all. The reason could be that the source is incredibly tough, incredibly rare (e.g. a non-instanced demon), or that 99% of people would have no use for it's horns (too low level, not specialized right, don't have the recipe scroll, don't have the other ingredients). [/quote] Yes this is how it should be, but paying someone to find it is just the same as buying it at the market no matter how rare an item is. Also if everyone can post quests there will be thousands upon thousands of quests available probably with many of them being very similar.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='MichaelRPennington' timestamp='1347679140' post='4980276'] I'm not saying it would be easy by any means. Something like this would be extremely complex, and balances would have to be put in place, but as it says in my signature, nothing is impossible. You can always find a way to do something. I know the way I posted it was kind of restrictive and lack luster, but it was just an example. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Oof, I don't know how to make it any better for people that don't want to get involved in the game at its core... I've always been one to get immersed. [/quote] Yeah there is ALWAYS a way. Just saying why do an action that takes 30 minutes to get a specific item when you could do a different action that would only take 1 minute with the same end result. Paying for something in the market would also probably be cheaper than paying someone to take the 30 minutes to go out and find it.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='MichaelRPennington' timestamp='1347675969' post='4980262'] Oh, and if you removed all story-telling elements of a quest, then it would lose its relevance to the player. There has to be a reason why the player is doing what he/she is doing. Without reason, why do? [/quote] [quote name='jefferytitan' timestamp='1347676453' post='4980264'] Hmm, if that's your view on it, it seems to me that you're limited by the verbs available. If your verbs are move, fight, get, put... that's what your quests will involve. I was trying to work within the typical known mechanics. You could add puzzle elements, or persuasion, or minecraft style building/destroying. For example, there could be an unkillable demon that comes through a portal on a regular basis, and the only permanent solution is to dig a channel from a volcano leading to the portal, do a puzzle to open the portal, then flood the portal with lava and use a cold spell to set the lava so the portal is permanently sealed with rock. [/quote] My view isn't that the story elements of a game need to be taken out because most games wouldn't exist without them. What I'm saying is that a lot of players would like to enjoy a game without having to put time and effort to become emotionally attached and to have a relationship with the characters. Lots of people just want to get into a game and play with friends and kill monsters and go on adventures together. I'm just trying to figure out new ways to make quests more entertaining to those types of people.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and Theory[quote name='MichaelRPennington' timestamp='1347675969' post='4980262'] I'm not sure if this could be considered on-topic, but, going off of this NPC talk we're getting into, the delivery of the quest is also important. As Servant of the Lord said, adding depth and character to our NPCs could not only enhance the player experience, but open a gateway to allow ourselves to expand upon the content of the quests and the player's immersion into the game. Most RPGs contain several cookie-cutter NPCs that look alike and spout useless information. This is an attempt to fill space; to give an illusion of life to the scene. What if we cut this out? What if we only had unique NPCs? What if we took the time to give every NPC a personality? What if we let the character get know these NPCs and grow an affection for or hate these NPCs. Then, we have created this relationship between the player and the game that will cause the quests that they give to the player have more of an impact on their emotional state while experiencing the game. The idea of creating a relationship between in-game characters and the player is by no way a new concept, but is one that is for the most part lost in online RPGs. If you could add in these relationships, then a whole new world of deep and meaningful quests (as well as relevant to the player as he/she now feels like she knows them) will open to you. I hope this rant helps [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] On the topic of player created quests: I believe it is entirely possible. This could be carried out in contracts. Simply, you could set the type of quest - Hunt, Gather, Explore, whatever - then set the requirements then the rewards, have the player post them, and then someone would come along, accept the quest, complete it, and turn in the contract. This could be easily achieved through a central hub, such as a location in your game called something like the 'Adventurer's Guild'. Anything will do along these lines. This is only one idea, I'm sure there are tons of other options to choose from if you just sit and ponder it a bit more. I also noticed you were looking for an incentive for players to provide/use the quest service. Well, you could have a point system associated with the quest system. EXAMPLE: You have a quest system comprising of quests given by NPCs. Upon completion of these quests, you are given your reward and a number of what we will call Quest Tokens (QT), dependent upon the difficulty of the quest. Once you have built up enough of these Quest Tokens, you may post a quest in the Guild's Contract Board, and offer these QT as a reward. One could trade these QT for other items from this Adventurer's Guild, or for gold, etc. The possibilities are endless.' Oh, and if you removed all story-telling elements of a quest, then it would lose its relevance to the player. There has to be a reason why the player is doing what he/she is doing. Without reason, why do? [/quote] Yes I totally agree with what your saying, but based on people it wont work as well as you think. (Awesome that you brought up contracts because thats exactly how I picture everything. Every deal, trade, quest, etc). Lets say I post a quest asking another player to gather specific items from a specific monster. Again this brings up "items" and with items why not just go to the market and buy it instead of paying someone to go get it and have to wait when you could get it instantly. It would only work if it was out of stock or something. Lets say a player chooses to participate in the quest. Is that the only player that can participate in that quest? Is it up to the player that gave out the quest to choose the player amount? Okay lets say the player that took the quest begins the quest and then stops halfway and logs off the game. Does the quest automatically becoming void? Will every contract need to have a time limit? Lets say that every player given quest will require a time limit. What if 3 players all fail before they finish, they player that gave out the quest will have to wait for the 4th player to finally finish to get what he wants. What if you give out a quest and a player takes it and then you find out halfway through that you don't want those items and don't want to pay the player for finishing the quest. Will you be able to cancel the quest halfway through making the player that took the quest angry that what he did was for nothing? Will the player that gave the quest just be screwed and have to pay the player anyways? I've thought this through a lot and the only way to do it is to make it simple like I said before. A way to make it work better would be to not have an in game market at all, and I'm sure players would hate that. Even then players would just trade personally and go onto forums and the like in order to trade instead of dealing with quests. Everyone wants instant satisfaction instead of having to wait for what they want. EDIT: I guess I'm not saying that there isn't a way it could be implemented in game, just that there is no point in implementing it when there are much easier and quicker ways of getting the item.
JigokuSenshi replied to JigokuSenshi's topic in Game Design and TheoryThanks for the ideas, grateful for the replies. I got replies I expected. I love the idea of having players give out quests/tasks, but I have thought of what you could do with that and there are so many things that would limit the possibilities of player created quests. When you receive a quest from an NPC you can just drop it at any time or go back and finish it later. Say a player puts a quest that anyone can pick up and do. How many players can participate? How do they get experience like normal NPC quests? What happens if they just stop in the middle of a quest or just log off? The only way I see player created quests being added is something like a player posting a need for some item and that player would pay each player a specific amount for each of the items, allowing many players to participate in the quest, but it would be like a first come first serve type of thing. But even with this type of quest, the game being an MMO there will of course be an in game item shop. Why put a quest up for other players to participate in if you could simply go purchase the items you need instantly. In order to have in game player created quests the game would need to have that game mechanic in mind before even starting to make the game. I know that menial tasks can become more thrilling with a back story which can create emotion with specific options and choices, but many people skip over the story. Once they do this it just becomes the same old quests again. It's like telling the player that if they don't read through the story then they are screwed and will get bored quickly. That in no way is a good game. Maybe a good story, but not a good game. If you were to exclude all story telling elements for a quest and had to rely solely on game animations, mechanics, and game play, what would you make then?
JigokuSenshi posted a topic in Game Design and TheoryI've been trying to think of new ways to make quests, missions, tasks, or whatever you want to call them, more unique and fun. Most MMO games and RPG's always end up having too many boring quests like - collect this item, pick up this item, take this item to this person, kill this monster, collect this many items by killing this specific monster, get to this point by jumping on these rocks till you reach a point, kill this boss monster, talk to this NPC, now talk to "THIS" NPC, etc. It's actually really hard to make new variations of these "quests" because MMO's and RPG's always seems to have the same type of game mechanics in some way or variation like crafting, farming, killing monsters, etc. So my question is, if you could make a quest of your own and had to make it in a game with the same type of game play and mechanics used in most games today what would you require the player to accomplish or do? (This includes any sort of task any NPC would require the player to do, big or small, story related or not). What kind of new game mechanic or new twist would you like to introduce to make quests different? Would be great if you could detail your answer as much as possible so we can all understand what you are trying to imagine.
[quote name='AltarofScience' timestamp='1327277315' post='4905258'] What is the purpose of being secretive about ones ideas? No one is out their waiting to steal some random person's not even prototyped or tested or fleshed out idea. [/quote] If you hear a good idea you will automatically remember it and incorporate it into one of your own ideas and you might not even know it. You will also never achieve anything by telling random people on the internet all your ideas.
[quote name='Bigdeadbug' timestamp='1327234452' post='4905082'] An example would go a long way if you have time to make one. Are you looking to make a full game design document or something more akin to a concept document? The latter I can imagine doing in a week easily enough, the former not so much. In my own opinion designing a game by committee (which I think is what you are aiming for) tends to result in uninspired games. Part of the reason for that is there is obviously a lot of clashing of egos (designers do tend to have rather big ones at times) which inevitably result in compromise. I can imagine that over the internet these issues would be magnified. I would favour a competition similar to the one held over on the writing forums by Sun. A basic idea is put forward with a set of requirements then everyone is required to design a game following these requirements and then submit it to you. Everyone then reads through them and gives feedback. Another thing that you need to keep in mind (and sorry if you knew this already) is that a lot of designers jealously guard their ideas out of fear of them being stolen. I have seen in a few times on this forum as well as plenty of other times in real life/other sites. This just means that you may very well get little in terms of response to such a competition. [/quote] I'm not asking for something as complicated as you guys are thinking. I'm talking about a very simple easy theme and then everyone just thinks up simple game mechanics they would add pertaining to that theme. Then everyone can read other peoples ideas for that theme and add small notes to them on what they think would make that idea better. So really the longest someones idea would have to be is a paragraph. I'll make one on google docs soon as an example and post it here. I am also very secretive about my ideas just like everyone else, but if there is a random theme that will most likely not have anything to do with their own ideas, they will probably be more likely to contribute.
[quote name='ShawnCowles' timestamp='1327157952' post='4904824'] Personally, I have enough half-finished designs and ideas sitting around. The thought of collaborating to make more doesn't really appeal to me. [/quote] I'm not trying to have people create an official game concept. Its more like having a simple game theme and everyone contributing their own ideas and small game mechanics to it. People can write down outrageous or simple things. I think that would be neat. Should I make one as an example? I also have quite a lot of half finished and just started ideas too.


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Prize Portraits Photographer
Rebeckah LeeModel Female Hartford, Connecticut, US
Mayhem # 2742984
About MeI am not the typical model, I am not looking to be paid, although it is welcome! I love creative projects and soulful work. I started modelling in a contest on a whim and found I had a hidden talent. I would love to expand my profile as well as my talent.
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Hi Alexis,
Pat, Ben and I have been enjoying the Virgin Islands and sailing Powder Day. We have had some great days, a few good dives, lots of snorkeling and plenty of sailing. The boat is working out very well. Thanks again for all of your help buying it.Roger
Roger B.
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I just wanted you to know that your level of service and the high degree of customer satisfaction have made owning my Dolphin a great experience.
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Grilled Shrimp and Chayote Salad with Chili-Garlic Dressing
Chayote, a type of squash widely used in Latin American cooking, is perfect for grilling because it stays crisp and becomes sweet when charred.
Slideshow: More Amazing Shrimp Recipes
- Total Time:
- Servings: 6
- 1/2 cup fresh orange juice
- 1 tablespoon plus 2 teaspoons low-sodium soy sauce
- 2 teaspoons Asian chili-garlic sauce
- 1 teaspoon Asian sesame oil
- 1 large red onion, sliced crosswise 1/4 inch thick
- 6 Portobello mushrooms caps
- 1 large chayote (3/4 pound)—halved lengthwise, pitted and cut lengthwise into 24 slices
- 2 pounds shelled and deveined medium shrimp
- 1/4 cup pure olive oil, for brushing
- Salt and freshly ground pepper
How to make this recipe
Light a grill. In a small bowl, combine the orange juice, soy sauce, chili-garlic sauce and sesame oil.
Insert a toothpick through each onion slice to the center to hold it together. Arrange the onion slices, Portobello caps and chayote slices on 2 large baking sheets. Thread the shrimp onto six 12-inch metal skewers. Brush the vegetables and shrimp with the olive oil and season with salt and pepper.
Grill the onion and chayote over a medium-hot fire until lightly charred, 2 minutes per side. Grill the Portobellos until tender and lightly charred, 4 minutes per side. Return the vegetables to the baking sheets. Grill the shrimp until just cooked through, 1 minute per side.
Thickly slice the Portobellos. Remove the toothpicks from the onion slices and separate into rings. Drizzle 3 tablespoons of the dressing over the vegetables and toss them together. Mound the vegetable salad on plates and top with the shrimp skewers. Drizzle with the remaining dressing and serve.
One Serving: 267 cal, 11 gm fat, 1.7 gm saturated fat, 9 gm carb, 2 gm fiber.


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SCCC/ATS signs agreement with NAUPosted by PR under News Release
Seward County Community College/Area Technical School has entered into a cooperative agreement with National American University.
This agreement provides students the opportunity to transfer credits earned in Seward County Community College/Area Technical School's associate degree programs into bachelor's degree programs offered through National American University's Distance Learning campus.
"We are pleased to offer this transfer option to Seward County Community College/Area Technical School's students," said Dr. Bob Paxton, president of the NAU Distance Learning Campus. "It gives students the opportunity to easily continue their education and pursue a bachelor's degree. Many students find the applied information technology and applied management bachelor's degree programs offered at NAU most appealing."
National American University is accredited by The Higher Learning Commission and is a member of the North Central Association of Colleges and Schools. The university has been providing quality career education since opening its first campus in Rapid City, South Dakota in 1941. Today, the university offers undergraduate and graduate degree programs at multiple locations throughout the central United States. In addition, the university's Distance Learning campus provides students the flexibility and convenience to take online classes at times and places of their choice to fit their busy lifestyles.
For information, contact Mike Nelson, NAU admissions coordinator for distant learning, firstname.lastname@example.com or go online to www.national.edu.


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Main Content:
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Transactional sms
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text: hamsters golden boy - Unregistered August 22, 2012 2:39 PM kimi has the coolest head in title fights unlucky in 2003 and 05 due to car breaking down! 2007 he was like a cool snake while lewis and fernando were making silly errors in the final 2 rounds he can do it if they keep upgrade coming in and working ! 27 agree 1 disagree


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Wetland Restoration, Enhancement, and Management is designed to assist the NRCS field level of operation in their work by providing the most recent technical information available on specific topics. The publication is a compilation of papers on specific issues written by experts in that field. Each paper is an individual submission and stands alone, connected to the other papers in the publication only by topic similarity. In this way, individual papers can be updated and new papers added as wetland technology evolves. The topic papers are grouped into four sections, each a phase in the restoration process.
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Power Point Presentation -- 2
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MSHA News Release: [03/15/2006]
Contact: Dirk Fillpot Amy Louviere
Phone: (202) 693-9406 (202) 693-9423
Release Number 06-489-NAT
MSHA Proposes Fines of $139,300 against Kentucky Operator after Mine Ignition
WASHINGTON — The U.S. Department of Labor's Mine Safety and Health Administration (MSHA) today announced proposed fines of $139,300 against a Kentucky mine operator for safety violations contributing to a methane ignition at J&R Coal Inc.'s No. 7 mine in Letcher County, Ky., Sept. 12, 2005. One miner suffered serious injuries in the ignition which occurred as he was drilling a borehole.
"The safety and health of miners must be protected every day. The failure of any mine operator to provide safe working conditions carries a high risk for their miners and will not be tolerated," said David G. Dye, MSHA's acting administrator. "MSHA will assess strong penalties, as in this case, when miners suffer injuries because the operator failed to provide safe working conditions."
MSHA found that the accident occurred as a result of the operator's high negligence. The fines MSHA has proposed for safety violations contributing to this accident are as follows:
- failure to install line and box check curtains as required by the ventilation plan, $42,500;
- failure to perform an adequate pre-shift examination, $42,500;
- failure to maintain methane detectors in proper operating condition, $18,100;
- failure to conduct tests for methane, $18,100;
- failure to conduct an on-shift exam to ensure compliance with respirable dust control parameters, $18,100.
J&R Coal has 30 days to appeal the proposed fines.
# # #


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"Like" your community with Liberty Mutual
Liberty Mutual is once again helping to raise money for local non-profits with its second "Like My Community Project," a Facebook-based campaign to award $100,000 to Milwaukee area non-profit organizations.
Through Aug. 20, Liberty Mutual will collect "likes" for seven area non-profits on their Facebook page. The top three charities will receive $30,000 each, and the four runners-up will each receive $2,500.
This year's campaign benefits COA Youth & Family Centers, Hope House, Midwest Athletes Against Childhood Cancer, One Heartland, Pearls for Teen Girls (PEARLS), Repairers of the Breach and Running Rebels.
Residents can cast their votes once a day online, as well as via text message by sending "LMMIL" to 61698.
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