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Steve Madden Nitro Loafer
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Item # 198106
Put your fashion into high gear and show them what you're made of with the casual sophistication of the Steve Madden Nitro. This driving moc is the perfect choice for any occasion.
- Leather upper
- Slip-on design
- Dual elastic panels for an easy, comfortable fit
- Raised moc-toe stitching
- Lightly padded footbed
- Rubber outsole
- Imported
- View more Steve Madden
By: JDh5585
Location: Columbus
April 24, 2014
Stylish and Comfy
"Fits well.Color goes wellw ith a lot."
By: Steve987
Location: Texas
April 14, 2014
"So this shoe looks awesome and is pretty comfy but after very mild wear the right side of the leather above the sole tore open. I do not have fat feet or do any crazy activities. It tore right above the bottom sticking."
By: Ajmarin
Location: Ohio
March 04, 2014
Avoid, and buy from another brand
"I purchased these shoes less than a year ago, and the sole on the right shoe has started to come apart. I wore these shoes about 3-4 times a week for about 8 hours a day, so the shoes are not subjected to unusual or strenuous conditions. I inquired with the Steve Madden company on their product warranty, and they simply gave me the cold shoulder. Although the shoes are comfortable, I will never buy another pair from this brand due to this poor quality."
By: Kiah
Location: Woburn; MA
December 30, 2013
Fashionable and comfy !!
"Bought them for my husband for Christmas . Had to exchange for a size bigger !! Very comfortable and stylish."
Click anywhere to close this.


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A bestseller in animal jigsaw puzzles, our horse puzzles are a great gift for any equine enthusiast. Discover breathtaking illustrations and photographs of one of the most majestic animals on Earth; dazzling images that capture the spirit and grandeur of beloved horses. Scenes here range from working farm mares, beach bum horses and wild stallions to glamorous ponies and carousel steeds.
With great brands like Eurographics, Sunsout, Masterpieces, Cobble Hill, and Castorland, you're sure to be satisfied with every puzzle piece! These puzzle companies use quality materials and sharp, colorful images for your puzzling delight.

subset: commoncrawl


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The Studio
New York
315 Hudson St.
8th Floor
8th Floor
Book Now
Democratic Vintage is an online resource for unique furniture, lighting, art and accessories curated by designers Laura Smith and Janice Barta. The 10+ years of experience they each have working in the interior design industry has enabled this duo to create an online store that features imaginative and inspiring design. Democratic Vintage is committed to superior craftsmanship and timeless design.


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1) In the Manga world, only Gintoki of Gintama shares the pain of having hair like mine.
2) I tend to substitute an insult, nickname or the word "you" for people's names in conversation.
3) I'm one of those people who finds totally random humour filled with non-sequiturs funny. Who cares if it's juvenile?
4) I guesstimate that my body-clock is set to operate on what seems to be roughly a 30-hour day, which leads to... Scheduling difficulties.
5) Despite a list of faults several miles long, generally speaking I don't particularly mind being me.


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Monday July 23rd, 2012 5:01pm
In-Game Blog/Box score
EVANSTON, Ill. — Top-ranked Northwestern celebrated the occasion of its 2012 home-opener in style, outshooting visiting Oregon 35-7 en route to a 15-2 victory Saturday at Lakeside Field. Senior Jessica Russo led NU with four goals -- one off her career high -- while freshman Casey Bocklet notched two goals and two assists to tie Russo with a game-high four points.
On a day that featured temperatures in the low 30's with occasional snow showers, Northwestern overcame a red-hot Oregon goalkeeper in the early stages and eventually saw 10 different Wildcats hit the back of the net.
"I thought our midfielders did a good job creating some person-up opportunities and we were able to cause a lot of turnovers, we played aggressively on defense," said head coach Kelly Amonte Hiller. "The conditions obviously weren't perfect so we did OK.
"(Jessica Russo) did a great job when she was in there, she was aggressive and put away her shots. We talked at halftime about taking that extra second (before shooting) and I think Jess did a good job putting those shots away."
Oregon's Caroline Federighi was the story of the game early on, recording six saves while allowing only one Russo tally at the 25:52 mark. But the Wildcats soon solved Federighi, beginning when junior Erin Fitzgerald scored and then assisted on a Gabriella Flibotte goal only 19 seconds later to put NU ahead, 3-0.
Junior Ali Cassera converted one of Northwestern's five free-position shot attempts on the day and Bocklet followed with her first goal of the day before Oregon got on the board at the 14:11 mark. Russo picked up her second when she skied for a high Bocklet feed and put it away with seven minutes left before half, and goalkeeper Brianne LoManto made three saves in succession in the final minutes before the break to keep the score at 6-1 at intermission.
Flibotte scored once again to begin the second half, this time off a free position, before senior Shannon Smith worked around the crease for her first point of the day at the 25:13 mark. A tally by Beatrice Conley and a quick-stick goal by Bocklet preceded a Taylor Thornton solo effort off a dodge to the left of the fan, which gave Northwestern a comfortable 11-1 lead with 16:28 to play.
Senior Lacey Vigmostad scored her fourth goal of the year when she took contact and powered her way through the 8-meter area before Russo went for two unassisted goals in under two minutes soon after.
Oregon's Shannon Propst converted a free position chance for the Ducks' second goal of the game, breaking a scoring drought of nearly 40 minutes for the visitors, but sophomore Kat DeRonda added one final score for Northwestern with 50 seconds to play off a nice pass on the crease by Bocklet.
Vigmostad set a career high with six ground balls and added a team-best four caused turnovers to pace the NU defense while Alyssa Leonard helped the Wildcats control possession with six draw controls, one more than the Ducks' entire team managed on the day.
Before the game, Northwestern was honored for its 2011 NCAA championship by a crowd of 757 at a blustery Lakeside Field. The ceremony included the Northwestern marching band and the unveiling of a banner commemorating all six national titles in program history.
Northwestern goes on the road for a Wednesday night contest for the second straight week, this time heading south to face Louisville in the first-ever meeting beween the two schools. After that, the Wildcats will face William & Mary Saturday in the first of four straight home games.


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New Green Curriculum Unveiled for USDA Forest Service Job Corps Conservation Centers
Today I am fortunate to attend an event in Nampa, Idaho, with Congressman Walt Minnick to celebrate Secretary's Vilsack's announcement of a new green curriculum for the USDA Forest Service's 28 Job Corps Civilian Conservation Centers, located in 18 states around the country. I will be able to see first-hand how USDA's Job Corps Centers' curriculum is preparing disadvantaged young people for careers that will be good for the environment, good for the economy, and good for them!
The USDA Forest Service has operated Job Corps Civilian Conservation Centers for 45 years, and I am eager to see how the new focus on green jobs training for today's economy can work for our students. The new green curriculum offered at the Job Corps Civilian Conservation Centers provides training in growing trades such as:
Carpentry and construction: Students learn the principles of green construction, as well as how to build and retrofit buildings to achieve green building-certification.
Electrical: Students are learning to re-wire buildings and install smart meters, low-voltage thermostats, and energy-efficient appliances.
Culinary arts: Culinary students learn to incorporate fresh, organic, locally-grown produce into menus, decreasing the miles food has to travel and lowering carbon output.
Medical trades: Students learn the importance of nutrition and healthy, active lifestyles. Graduates will be part of a health care system that will help Americans live longer, healthier lives.
Natural resources: Jobs in natural resource trades will be key in forest restoration work that will ensure a healthy environment and clean, abundant water for communities throughout the nation.
Job Corps Centers provide free education and training and are located throughout the country. For eligible youth at least 16 years of age, Job Corps provides the all-around skills needed to succeed in a career and in life. To learn more visit our recruiting Website.
Check back soon for photos and stories from the event!
By Harris Sherman, Under Secretary for Natural Resources and the Environment


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Happy Memorial Day everyone! Celebrities are doing pretty much the same things we are this weekend: catching some rays (and Z's), hitting the Farmer's Market (or the grocery store, whatevs) and spending quality time with significant others (or anonymous male companions, like Halle Berry). Here's Rachel Bilson, Maddox Jolie-Pitt, Jennifer Garner and others in weekend mode. Meanwhile, Kristen Stewart and Taylor Lautner sorta had to work. (Photos courtesy of WENN)
Gallery: Celebs Kick Back On Memorial Day Weekend (Except for Maddox — He's Too Busy Surfing)
- 7 years ago by Erin Carlson
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Main Content
- 4-Way stretch
- 50+ UPF for ultimate protection
- 6 oz. nylon/spandex composite
- 89% Polyester/ 11% Spandex
- Boardshort connection point
- Flatloc seams
- Imported
- Strategic seamless paddle zoned paneling
- Tagless collar
- O'Neill available for U.S. Shipments only
- O'Neill screen print
- Quick dry
- Short sleeve
- Imported
- Brand: O'Neill
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Special event items are produced by manufacturers only after the outcome of a game or event. These are advanced sale items and will ship immediately after they are received in our warehouse.
Manufacturer direct items are shipped directly from the manufacturer. These items are not available for international or expedited shipping.
Customized items can be personalized with options such as your name, your favorite number, and/or designs. Some options may be limited by league rules.


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By BOB HAIREBountiful
Okay, some CO2 gases are being produced by human activity. But is it potentialy the biggest cause of global whining? Consider this. Just Google precession of the Earth and read about the way our planet moves through the universe. For one thing, we are 93 million miles from the sun. If we were 95 million miles away it would be too cold to live here. If we were 91 million miles away it would be too hot to live on Earth. We are on a eliptical orbit that varies over several thousands of years.
The Earth also is inclined on its axis at 23.5 degrees. It twitches back and forth on that incline a little. Like 1.5 degrees. We are presently coming back to a more straight up position. Also the Earth wobbles like a top over a fairly short period of time (I think it is 23,000 years). That's why our North Star is sometimes Polaris and sometimes Vega. While it wobbles it also has a wavy wobble that varies regularly also. All of this changes our incidence to the Sun (the angle it hits us). Some of these things change our distance from the sun slightly. All of this is high school science.
As you recall from high school (maybe they don't teach it in Tennessee where Al Gore is from), some of these things are why we even have seasons. It is mostly due to the the Earth's inclination on its axis.
You can also have solar flares that cause periods of time where the sun's heat varies. Some scientists believe the ice caps on Mars are melting. See what I mean. What would we on Earth have to do with that?
This universe is a very complex place. I believe that God is in charge and Earth will last as long as He intends it to. I don't believe we should pollute. I believe we should be wise stewards. But let's not get caught up in the hysteria Al Gore is so hypocritically putting out there.
For those of you who haven't lived through the last 50 years or have forgotten, about 30 years ago these same very smart guys and certain scientists claimed we were coming into a new ice age. Global cooling was the buzz. Europe and England were going to freeze over. We had better act now.
Do you know what was proposed by these wonderful scientists and activists? Spreading dark powder on the ice caps and Greenland to get the ice to keep melting and actually spraying dusty pollution in the upper atmosphere like volcanos do to keep the suns rays from bouncing back out away from the Earth. Think about it for a moment. Isn't a good thing we didn't do all these stupid things, especially since only 30 years later the cry is now global warning. My wife wants to get a bumper sticker that says, "Stop Global Whining, God is in charge."


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Lola Corwin >> See More Celebrity
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Galleries in Full HD!
Lola Corwin's curves coaxed such moans and groans from the men on Temptation Island, they ousted her on the second episode. And they never even had the chance to see her coral nipples dancing in the sunshine like you can here. See Fox' hottest single as she was meant to be ...
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HELPER- Kenneth Ray Lister, age 44, passed away peacefully on October 15, 2013.
He was born December 13, 1968 in Salt Lake City, Utah to John Ferron and Delilla May Giles Lister.
Memorial service, Friday, October 25, 2013, 3 p.m., Mitchell Funeral Home in Price. Family will be at Mitchell's Friday one hour prior to service. Followed with food, music and friends at the Clamper Hall on Helper Main Street in Celebration of his life. Arrangements entrusted to Mitchell Funeral Home where friends may share memories of Kenneth at www.mitchellfuneralhome.net.


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Online Dating for Seniors
Looking for love? Ditch awkward silences and any other misfortunes that might befall a first date through online dating services. For grandparents returning to the dating scene, online dating allows you to browse thousands of other profiles from the comforts and safety of your own home.
Popular Online Dating Destinations
Match.com, the veteran of online dating sites, was launched in 1995 and currently serves 24 countries. This well oiled machine is fueled by membership fees that range from $17.99 to $34.99 a month. If you're having doubts about finding true love, Match.com offers a six month guarantee-if you don't find someone special in six months, they'll offer you another six months of service for free. During your six month trial, Match.com requires you to send at least five messages to other users and post a photo of yourself that must remain visible at all times. Potential subscribers can also test the waters and peruse profiles for free. Match.com also offers "Senior Online Dating Personals."
eHarmony considers itself the "#1 Trusted Online Dating Site for Singles." This dating site will put you through rigorous questionnaires. Your compatibility is based on scientific matching and the "29 Dimensions of Compatibility." Overall, eHarmony's questionnaire aims to synch your answers with other compatible profiles. The cost of this dating service parallels Match.com and offers several packages to choose from.
Singleseniorsmeet.com is an online dating site reserved for singles over the age of 50. While this site provides a comfortable place for mature singles to interact, it does not conduct background checks on its members or subscribers. Always be wary of releasing personal information such as your phone number or address to strangers. Prime Singles' advice: "The main thing to remember: trust your instincts and use common sense just like you would offline." This site offers its services for $9.99 a month, and features include chatrooms, instant messaging, and photo galleries.
The Final Verdict
While you can't put a price tag on love, these sites will introduce new prospects for a relatively small fee. These sites can also help ease you into the dating world if you're feeling shy, and most sites offer flirting functions that allow users to make advances with minimal interaction. Always keep in mind that profiles and photos can be misleading, and never be pressured into anything you are not comfortable with. If you're ready to rediscover and take another chance on love, step into the 21st century and try online dating.


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By PATSY STODDARDEditor
You may not view Emery County as an epicenter for birds and migration but the area is a prime throughfare for north and southbound birds.
As far as geese are concerned, hundreds make seasonal migrations through Emery County in both spring and fall. Some geese simply pass through the county stopping to eat and rest. Others nest and rear young here. Every year, a flock of geese winters in Emery County. They rest in the ponds of the Hunter Power Plant, Desert Lake, Huntington North State Park, Millsite, farm ponds, canals and the Price River.
These geese feed in farmer's fields, eating waste crops, alfalfa and whatever looks green or edible. They also forage in open water, eating aquatic plants and insect life.
Some snow geese will also pass through the county but the great majority are the Canada geese.
Besides the resident population of Canada geese which number around 100, which summer in Emery County there are many more which pass through during spring and fall migration. These birds will nest in northern Utah, Idaho, Montana and go as far as Canada. Birds, migrating south, spend winters in the Gulf of California, Mexico, and the Baja Pennisula.
Desert Lake just east of Elmo is a prime bird watching environment. The bird list for Desert Lake goes on and on including birds such as the common loon, grebes, horned, eared, western and pied-billed. White pelicans have also made appearances at Desert Lake. Some are common, some are residents, some are uncommon and some are migrant bird populations. Species of birds include herons, waterfowl, hawks, pheasants, rails, sandpipers, gulls, terns, doves, owls, goat suckers, swifts, woodpeckers, flycatchers, swallows, jays, wrens, thrushes, shrikes, starlings, dipper, wood warblers, blackbird, finches and sparrows. All of these birds visit Desert Lake from time to time with many varieties of each bird.
The Canada goose, Branta canadensis, is a common breeding bird throughout Utah, and many populations in the state are year-round residents. It also breeds in Alaska, Canada, and the northern United States, and winters south to northern Mexico. Breeding takes place in a wide variety of habitats, but usually in close proximity to water. Nests are typically large structures of plant material lined with down that are usually in a small depression on the ground near water. Eggs are typically laid in late April, and often number five or six, though as few as two or as many as 11 eggs may be laid. Incubation is done by the female alone for 25-30 days while the male guards the nest site. Young are tended by both parents and are able to fly after nine weeks. Young remain with the parents until the following spring. Canada geese feed on a variety of plant material, including shoots, grasses, and grains, as well as on aquatic invertebrates.


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NFC Divisional Playoffs
Seattle Seahawks at Atlanta Falcons
Sunday, 1 p.m. ET, at Georgia Dome, Atlanta
TV: Fox
Announcers: Thom Brennaman, Brian Billick, Laura Okmin, Chris Myers
The Covers.com line: Falcons by 3
RICHARD SHERMAN: People hate me for no reason
Keys to the game: In the only divisional matchup that is not a rematch from the regular season, the barnstorming Seahawks must play on the East Coast for the second consecutive week as they face the NFC's top seed. The game features a terrific quarterback matchup: Seahawks rookie Russell Wilson against Falcons veteran Matt Ryan, who is 33-6 (including playoffs) in home games. Wilson has improved on the road after struggling in his first five games away from Seattle. In his past four road games, he has six touchdown passes and zero interceptions, and his scrambling ability has given defenses fits. The Falcons have been atop the NFC all season, but coach Mike Smith's team has faced constant questions about its long-term potency. Atlanta knows only a Super Bowl berth will quell its fans' criticism.
Matchup to watch: Seahawks DE Bruce Irvin vs. Falcons offensive tackle Sam Baker. The Seahawks' loss of DE Chris Clemons to what was feared to be a torn anterior cruciate ligament cannot be overstated. Irvin, a rookie, has had a nice season rushing the passer (eight sacks) in a part-time role, and he had a huge fourth-quarter sack of hobbled Robert Griffin III in Clemons' place last weekend. But Irvin also struggles as a run defender and has not played much on first and second downs this season. He'll lock horns with Baker, who has had a resurgent season. Baker has not committed a penalty this season and has allowed 31/2 sacks, according to STATS LLC.
Player spotlight: No one needs a playoff victory more than the Falcons quarterback Matt Ryan. He has had a fantastic start to his career, and he was an MVP candidate up through midseason as the Falcons won their first eight games. But his playoff failures -- he's 0-3, although it's hardly all of his fault -- are becoming too difficult to overlook. Ryan was far better on the road this season than at the Georgia Dome, and he hasn't faced a secondary this talented all season. He was hot in December: 71.9% completion rate, 10 TD passes, one interception.
Fast fact: Falcons WRs Roddy White (1,351 receiving yards) and Julio Jones (1,198) are the first pair of Falcons receivers to exceed 1,000 yards in the same season since 1998.
Who will win and why
Seahawks rookie QB Russell Wilson has been terrific, and RB Marshawn Lynch (career-high 1,590 rushing yards, 11 touchdowns) could give the Falcons fits. Atlanta's run defense has been a sieve for stretches of the season, and Lynch's ability to break tackles was on full display in the wild-card round against the Washington Redskins. He finished with 132 yards rushing and a touchdown, though he had a crucial fumble inside the 2-yard line.
But the Falcons defense has produced big performances at home this season, and the Atlanta crowd noise will be palpable -- possibly even up to Seattle standards.
Atlanta QB Matt Ryan is dialed in on his goal, and, though he'll have to contend with talented Seahawks defensive backs Richard Sherman, Brandon Browner, Earl Thomas and Kam Chancellor, the Falcons will get the job done.
Who has the edge
When the Seahawks run the ball: They feature Marshawn Lynch's hard running and Russell Wilson's scrambling. Lynch can break through tackle attempts, and Wilson is sly and elusive. The Falcons have a decent front, led by breakout LB Sean Weatherspoon but allowed 123.2 rushing yards a game and 4.8 yards a carry. Edge: Seahawks
When the Seahawks pass the ball: They have generated a mildly dangerous passing attack under Wilson. WRs Golden Tate and Sidney Rice have big talent, and TE Zach Miller and WR Doug Baldwin have emerged. But the Falcons' secondary has raised its game, and the pass rush (led by DE John Abraham) can pressure a Seahawks line that has allowed 11 sacks over the past two games. Edge: Falcons
When the Falcons run the ball: The Falcons have had trouble generating a ground game. Michael Turner and changeup RB Jacquizz Rodgers have been sluggish at times. The Seahawks were shell-shocked early against the Washington Redskins in the wild-card game but tightened up defensively. They have a stout front seven, led by DE Red Bryant and rookie LB Bobby Wagner. Edge: Seahawks
When the Falcons pass the ball:Matt Ryan has a full array of weapons to select from. Roddy White is the primary deep threat, and he rested his balky knee during the bye. WR Julio Jones is physical and dangerous after the catch, WR Harry Douglas has played well, and TE Tony Gonzalez continues to dominate down the seam. Edge: Falcons
Special teams: Seahawks K Steven Hauschka played through an ankle injury to kick three field goals in the wild-card win, and Falcons K Matt Bryant has been excellent. The punters are a near wash, as are the returners. Edge: Even
Coaching:Pete Carroll is a three-time NFL head coach, and his coordinators are getting head-coaching interviews. Mike Smith's lack of postseason success is alarming, though he has restarted nicely this season. Edge: Seahawks
Our pick: Falcons 28-17


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Luichiny Cara Camo Sandal
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Item # dsw12prod4600065
Step out looking fierce this platform sandal from Luichiny. The Cara is versatile and bold and can be paired with all of your favorite ensembles.
- Fabric and denim upper
- Ankle strap with an adjustable buckle
- Round peep toe
- 2" hidden platform, 5" covered heel
- Synthetic sole
- Imported
- View more Women's Luichiny Shoes
By: JROS
Location: GA
March 06, 2014
not as cute as i hoped for
"These shoes are not as cute as I hoped for. I bought them as a shoe to wear with jeans, but they are not exactly what I thought they would be when I bought them on line. This brand is usually pretty comfy and easy to walk in, not the case with this particular shoe"
By: PinkDiamondsBlackPearls
Location: Bronx, NY
July 20, 2013
Beautiful, Comfy, and Sexy!
"I purchased these in the blue and camouflage. They are comfortable sexy and fit true to size. Although the heel is high it is offset by the platform and easy to walk in, I am used to walking in heels. I would definitely recommend."
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Bulma and Chibi Vegeta Poster Print (Landscape)
dragon ball, dragon ball z, dragonball, dragonball z, dbz, anime, manga, goku, shenron, shen long, saiyan, training to go, son, gohan, vegeta, god, blue, naruto, one piece, one punch man, wanpanman, saitama, boku no hero academia, my hero academia, super, bleach, bulma, piccolo, goten, trunks, dragonballz, black, ozaru, hit, pokemon, go, pokémon, The print is produced using premium print paper and the highest quality print methods for a stunning finish. The print is available in A3, A2 and A1 dimensions, meaning you can easily find low cost frames at this size to showcase the artwork which is printed using the highest quality high contrast UV life ink onto Photographic Fujicolour paper to e
Shipping is £3.99 globally on orders less than £30. Shipping is FREE for all orders over £30. Orders are delivered within 5-7 business days. If you have a query about delivery for a product which you have already ordered, please contact us.
If you don't absolutely love it, we'll take it back!
If you're not happy with your order, please contact us as soon as possible. In all cases we'll ask you to provide photographs of the item, including a close up of any tags/labels. To help us respond to you quickly, please include the order number in your message to us.
We have a money-back satisfaction guarantee, so whatever the problem, we're happy to work with you to fix it.


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Audrey Brooke Annya Wide Calf Riding Boot
Sorry, this item is sold out!
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Item # 284920
Keep your style classic and timeless with this riding boot by Audrey Brooke. The Annya just needs a pair of skinny jeans and plaid jacket for a preppy, fashionable look.
- Leather upper
- Asymmetrical topline with elastic insert for stretch fit
- Wrap around buckle strap detail
- 15" shaft height, inside zipper
- 16" calf circumference
- Round toe
- 1" block heel
- Synthetic sole
- Imported
- View more Women's Audrey Brooke Shoes
By: munchkinlovessss
Location: ga
September 09, 2014
"I bought the black with brown at top and i love them so much. they fit nicely especially on my wide calf's. lol. i love how the brown breaks up the black..since i wear so much of it."
By: Boston2008
Location: Boston
August 15, 2014
Too Narrow!
"I've never had an issue with width before but these are SO narrow they hurt! I usually size up with boots, as I did, but they are way too tight and uncomfortable. Too bad because they're SO cute!"
By: ShannonP
Location: Philly, PA
March 23, 2014
"I waited two years until I found the perfect riding boots and I am so glad I waited for these beauties. So comfortable, the fit is perfect, and I have gotten so many compliments on the two-tone color. Can't recommend them enough!"
By: SMithRN
Location: Cleveland, MS
January 27, 2014
disappointed :(
"I loved these boots, but I guess my calves are too big, because they were tight in the calve and the shoe was narrow. I suggest you order up a half size or whole size---- the search continues :("
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Welcome Yule
1 CD / Saydisc / 2007-10-01Works: John Joubert: Welcome Yule!, for chorus, Op. 27; There Is No Rose, for chorus, Op. 14; Benjamin Britten: Hymn to the Virgin; Anton Bruckner: Virga Jesse, gradual for chorus in E minor, WAB 52; Herber...
Performers: Bacon, Richard [Baritone vocals]
Conductors: Jenkins, Glyn
Recording information: St. George's, Brandon Hill, Bristol (01/1988)....continue...
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Icecat: creating the world's largest open catalog with 3868252 data-sheets 14610 brands – register (free)
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The general trademark of a manufacturer by which the consumer knows its products. A manufacturer can have multiple brand names. Some manufacturers license their brand names to other producers.Topcom
Product name:
Product name is a brand's identification of a product, often a model name, but not totally unique as it can include some product variants. Product name is a key part of the Icecat product title on a product data-sheet.Butler 5400
Article code :
The brand's unique identifier for a product. Multiple product codes can be mapped to one mother product code if the specifications are identical. We map away wrong codes or sometimes logistic variants.10001158
Category :
Call your friends, business partners or customers with one of these great telephones!Telephones
Data-sheet quality: created/standardized by Icecat
The quality of the data-sheets can be on several levels:
only logistic data imported: we have only basic data imported from a supplier, a data-sheet is not yet created by an editor.
created by Topcom: a data-sheet is imported from an official source from a manufacturer. But the data-sheet is not yet standardized by an Icecat editor.
created/standardized by Icecat: the data-sheet is created or standardized by an Icecat editor.
only logistic data imported: we have only basic data imported from a supplier, a data-sheet is not yet created by an editor.
created by Topcom: a data-sheet is imported from an official source from a manufacturer. But the data-sheet is not yet standardized by an Icecat editor.
created/standardized by Icecat: the data-sheet is created or standardized by an Icecat editor.
Included since: 01 Jan 2007
The date Icecat noticed for the first time that this product was included in the price list of a channel partner
Info modified on: 06 Feb 2017 12:22:11
The date of the most recent change of the data-sheet in Icecat's system
Product views: 6014
This statistic is based on the 66906 using ecommerce sites (eshops, distributors, comparison sites, ecommerce ASPs, purchase systems, etc) daily downloading this Icecat data-sheet since 01-01-07 Only sponsoring brands are included in the free Open Icecat content distribution as used by 65165 free Open Icecat users.
Long product name Topcom Butler 5400:
The short editorial description of Topcom Butler 5400Butler 5400
Marketing text Topcom Butler 5400:
The official marketing text of Topcom Butler 5400 as supplied by the manufacturerCOLOR DECT cordless telephone.
- Expandable up to 5 handsets.
- Colour display: size: 1,5" / colour: 4000 / type: TFT.
- Display backlight.
- Full Graphic LCD display with 4000 colours.
- 7 display languages.
- Polytone ringtones.
- Phonebook for 150 names & numbers.
- Ability to copy from GSM SIM reader (3V SIMs only).
- Handsfree in handset.
- Caller ID/ CLIP (FSK/DTMF).
- Resident pictures: 1.
- Headset connection.
- Belt clip included.
- SMS function.
- Battery standby time: 100 hours.
- Battery talk time: 10 hours.
Short summary description Topcom Butler 5400:
This short summary of the Topcom Butler 5400 data-sheet is auto-generated and uses the product title and the first six key specs.Topcom Butler 5400, DECT, Black, LCD, 4096 colours
Long summary description Topcom Butler 5400:
This is an auto-generated long summary of Topcom Butler 5400 based on the first three specs of the first five spec groups.Topcom Butler 5400. Type: DECT. Color of product: Black. Display: LCD, Display number of colors: 4096 colours
This is a demo of a seamless insert of an Icecat LIVE product data-sheet in your website. Imagine that this responsive data-sheet is included in the product page of your webshop. How to integrate Icecat LIVE JavaScript.
Characteristics of the device.
Color of product*
The colour e.g. red, blue, green, black, white.
Call Management
Caller ID*
The name and/or number of the caller comes up on screen when they ring the phone. You also send your caller ID when you call someone else unless you choose to deactivate it.
Calling line identification presentation (CLIP)
Explicit call transfer
Phone Features
Device has a microphone and loudspeaker provided separately from those in the handset. This device allows multiple persons to participate in a conversation. The loudspeaker broadcasts the voice or voices of those on the other end of the telephone line, while the microphone captures all voices of those using the speakerphone.
Short Message Service (SMS)
Phonebook capacity *
The number of names/numbers that can be stored in the phonebook of a phone.
150 entries
The description of display that can includes display type, resolution, size etc.
Display number of colors
4096 colours
Display size (HxV) (imperial)
Size of the display for this product
Ports & interfaces
Wireless connections
Wireless is a term used to describe telecommunications in which electromagnetic waves (rather than some form of wire) carry the signal over part or all of the communication path.
Energy Management
Talk time
The total time a battery can power a device for calls. As the device drains the battery during a call, the talktime left in the battery is diminished until the device is turned off or the battery recharged. The longer the talktime the less frequently you will need to recharge. Talktime, expressed in hours and minutes, is much shorter than standby time because transmission requires more power.
10 h
Standby time
100 h
Other features
Mac compatibility
Product can be used with Apple Mac software and/or hardware.


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Lacrosse news straight to your inbox.
Tuesday August 6th, 2013 1:14am
HANOVER, N.H. – Samantha Gallerani scored an unassisted goal with 2:21 remaining in the second overtime to send Vermont on to a 16-15 victory over No. 15 Dartmouth in non-conference women's lacrosse action on Wednesday afternoon. With the win, Vermont improves to 5-6 on the season, while Dartmouth drops to 6-3.
Sydney Mas and Karli MacKendrick combined for nine goals on the day to pace the Catamounts.
Vermont and Dartmouth played even through the first nine minutes of the first half, with each team collecting a pair of goals. MacKendrick and Jessica Roach had the tallies for the Catamounts, while Liz Calby and Hana Bowers registered the goals for Dartmouth.
After a Kelsey Johnson goal put the Big Green up one, Vermont rattled off three straight scores, including Roach's second of the game, to take a 5-3 lead with 7:48 remaining in the half.
The Big Green tallied the next two scores to tie things up, 5-5, before Roach and Emma Kelly registered goals to put the Catamounts back up, 7-5, with 2:25 on the clock.
Dartmouth collected goals from Frances Bird and Gabbey Starkey, with both assists going to Liz Calby, to even the score, 7-7, heading into halftime.
Vermont pushed its lead to 10-7 after opening the second half with three consecutive goals, including two from Mas. The Big Green responded with a stretch of seven straight goals to take a 14-10 lead with 10:40 remaining in the contest. Courtney Bennett paced Dartmouth during the stretch with a pair of goals.
With the Catamounts trailing by four, Mas added two more goals to cut Vermont's deficit to 14-12. MacKendrick followed that up with two goals of her own in a span of 1:31 to tie the score at 14-14 and send the game into overtime.
Vanessa VanderZalm tallied her first score of the game in the first overtime to give the Catamounts a 15-14 advantage. Bowers evened the game back up later in the period with her third goal of the game.
Samantha Gallerani sent Vermont to its fifth win of the season with an unassisted goal at the 2:21 mark of the second extra frame.
Charlotte Lyons made 15 saves in net for Vermont to earn the victory. Kristen Giovanniello took the loss despite making seven saves.
The Catamounts continue their road swing with an America East matchup at Binghamton on Saturday (Mar. 30) at 12 p.m. Live video of the game can be seen on a pay-per-view basis via BUbearcats.com by clicking here.
NOTES: The win was the Catamount's first over a ranked opponent since 2008, when they defeated 14th-ranked New Hampshire, 9-8 ... Gallerani's overtime score was the first game-winning goal of her career


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Sebago Hamden Loafer
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January 02, 2013
Too Narrow
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Roommate Matching
Roommate Matching is a service in which current and prospective Detroit Mercy Law students can find a roommate. To access the roommate matching service, students must first login to the website using their TitanConnect credentials. The login can be found in the top right corner of the web banner on all Detroit Mercy Law web pages. After logging in, students should return to this page to submit, edit, or view listings.


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The process of buying a new Audi car or truck can seem overwhelming if you don't know where to begin. Edmunds.com can get you started on the right track with a convenient directory of Audi car dealerships in and around Altoona, Pennsylvania. Compare online price quotes on the new or used car, truck, SUV, minivan, or wagon of your choice to locate the best deals. Edmunds.com makes it easy to find trusted Audi car dealers in Altoona, saving car buyers time and money on what will be an important purchase.
Non Display Review Name "I recently bought a 2015 Audi Q5 .I am so happy with our Q5 .I would recommend Audi of State College to my family,friends and colleges. My sales prof"... Read more Review by: Q5Family


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It looks like you're new here. If you want to get involved, click one of these buttons!
When you log in, you custom-create a character using a numerical pool for stats you distribute as you wish according to a weighted system. You pick from available basic gear that has X amount of stats. These stats never increase, but they can have different distributions . You also pick your gender, race, name and can invent a name for your own profession.
Next, you pick from a base assortment of skills, talents, traits, etc. These are like cards you collect, but everyone starts out with a base selection. You fill out your skill/talent/trait slots as you see fit.
Skills, talents and traits are based off of the non-comparable paradigm found in League of Legends. You can collect a vast assortment of different skills, talents and traits and create different builds when you start up the game client, but each time you log into the actual game world all character specs are locked (this doesn't extend to gear, food, potions, etc. - just stats, traits, talents and skills). All trait, talent and skill "cards" you collect are usable by any character you create.
Thus, the entire game world is essentially flat. There is no need for "starter" or "midrange" areas (that soon become depopulated). Right outside the log-in area, or on the other side of the world, it's the same "level" of PvE. The world has dynamic events and quests, vast solo areas and instances, raid areas, dungeons, WvW, PvP arenas, dueling, group-oriented boss mobs, etc. There can be different areas that have different crafting components/resources - note: there would be no need for different "levels" of crafting. All recipes would be worthwhile, depending on your build.
There can be many ways to collect gold or various tokens for acquiring new trait, skill and talent "cards", as well as various kinds of skins for your character and for gear. The cash shop can sell skins and lock boxes with random cards amont other things. It might also sell certain standardized "card" sets or animation/sound effect packages, bank slots, character slots, etc.
Expansions can drop in entirely different horizontal concepts - politics, exploration, fighting skills, crafting, etc. - with appropriate "card" sets, gear stat arrangements (not increases), and skins. Modules can be offered (for a price) where players can design their own gear styles, furniture for their homes, guild or other appropriate customizables.
You wouldn't even have to create a huge world to begin with. League of Legends started out very small. Start-up costs would be much lower than the usual MMOG because you could just cut out 90% of the stuff other MMOG's are full of that nobody uses more than a few weeks anyway to get to the end game.
In a purely horizontal MMOG, the whole world is in fact the "end game", so you need none of that other pre-end-game content at launch. Since it is only going to expand horizontally, then whatever tokens or gold players amass by playing before expansions come out will be usable for the new horizontal content, giving them reason to play in-between expansions even if they amass all the "cards" currently available.
Such an MMOG could offer enormous long-term horizontal opportunities - to build houses, estates, even cities; become famous for many different reasons; explore factions and pursue political prestige, become an explorer, build boats or airships ... the sandbox-style possibilities would be endless. And, in a flat game, there is no "pay to win" as far as a cash shop is concerned, so the game could be monetized for high profit. The role-playing potential would be enornous.
Seems like you want to include everything and the kitchen sink ....except combat.
You talk endlessly about crafting, housing and exploring but not combat.
What if I dont care about crafting and I want to kill things? What would be the purpose of defeating the hardest PvE content in the game? Would it give me gear comparable to the effort involved?
What about PvP? Is there any purpose to the PvP other than killing other players?
And these concerns are excusing what a balancing nightmare the system would be.
Originally posted by Xiaoki
Seems like you want to include everything and the kitchen sink ....except combat.
You talk endlessly about crafting, housing and exploring but not combat.
What if I dont care about crafting and I want to kill things? What would be the purpose of defeating the hardest PvE content in the game? Would it give me gear comparable to the effort involved?
What about PvP? Is there any purpose to the PvP other than killing other players?
And these concerns are excusing what a balancing nightmare the system would be.
I included PvE in my O.P. but didn't spend much time on it because I consider it a "given". The variations you could have for PvE combat could be virtually limitless you could build any sort of character within various weighted systems - put in a couple of fire elementalist cards with a dash of psionic and some terrain movement specialties; sneak cards, bludgeon cards, pet cards, etc. Heavy armor would be weighted against some terrain movement specialties; heavy armor would be contingent on strength, which draws the character stat pool away from magic and towards heavy weapon use (since the strength is alreasdy there for the armor), etc.
PvP and WvW provide tokens of some sort and/or gold that can be used to trade for/purchase various goods, including cards, gear variations, skins, resources. PvP can have leaderboards, tournaments and titles, along with tokens. WvW benefits can include tokens/gold.
Since it's a flat game, I'm not sure what you mean by "the hardest content". If by that you mean the content that takes the most players the most coordinated effort, your reward is a larger amount of gold, tokens and other resources than you can get from defeating less difficult content. No "gear" or card drops from any creature - the only things that drop anywhere in the game are usable resources, gold and tokens. This way you use the gold, resources and tokens to get exactly what you want and you're not stuck with gear or cards that you happen to find that may or may not fit your character design.
Remember, from day 1 you always have gear that has max statistics that are generally distributed to standard build types; with crafting or via purchases you can get gear with more specific stat distributions and skin sets you want.
Originally posted by greenreen
What you speak of is what has kept me up late nights trying to work out and I don't think it would appeal to many. Humans have a drive to "get things". From Maslow's heirarchy of needs ( http://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs ) we know their basic needs but once they advance in the pyramid I think they look down and say - oh, I could have that "better" thing over there to replace my average "thing" here. You could also put it in the "esteem" category. It's a product of my particular country (maybe not yours) to acquire wealth and put happiness secondary, we work more than we play often to support a lifestyle. We don't sit back and smell the roses until we are aged, if we make it there. No real surprise that the same goals haunt us when gaming. We may don a character but it's still us behind the wheel. We will carry over our societal wants and needs with us. Sadly it all leads to some form of progression. I can understand making that as painless as possible but without "getting better or more things" what is going to make the majority of your users login to the game. As much as I dislike saying it, I do think some form of progression is necessary to satiate the majority. Your words on this whole scheme are also vague. As an example, Work me out in text (not theory) how you make 500 crafting recipes that are all as appealing as each other but none are better. Now, do that for multiple crafting types because without a variation of crafting types, everyone makes the same thing and there is no demand only supply. If the whole concept is a card collecting game, why wouldn't I just play magic the gathering, no cash shop there :P
Nothing is keeping you from playing Magic The Gathering. I'm using the term "card" figuratively - they are traits, skills and talents that you then have in your account library that you can freely apply to characters you create. You then take that character out into a 3D world and play.
Within the framework of crafting, let's look at creating armor. You could have 500 crafting recipes just in this category alone without even scratching the surface. I envision a module that allows players to design their own gear (which can be purchased seperately, of course), and then they can even sell the recipe. Outside of that module there will be standard crafting recipes you can buy/trade for. Different variations of armor recipes would be for variant skins (once you craft a "skin", it is like a card you can apply to any comparable item), graphical effects, and nearly infinite variant distributions of the stat pool via a weighted system. Let's say that each piece of armor has 3 stat categories: +defense (physical), +resistance (magical, psionic, effects), +hit points, and one slot for a "card". Let's say the standard armor pool is 500 pts, and you can distribute it according to a weighted system. For example, 1-100 in any one stat is 1pt each; 101-200 is 2 pts each; 201+ is 3 pts each. Then, you get to craft a "card" into the armor, giving you an additional, non-comparable trait, such as "chance of burning the attacker on impact" or "chance of reflecting magical attack" or "10% resistant to stun effects" or "increases gold find by 5%" or "decreases crafting component requirements by 5%" (imagine a full set of crafting gear) or "increase movement speed by 5%" or "increases climbing ability by 5%" or "increases charm by 5%" for political or social avenues of content).
Honestly, there would be the potential for infinite, meaningful horizontal crafting to suit any preference (other than for those that require vertical progression, of course).
A drive to "get things" can be satisfied by a purely horizontal game. There's no sense in arguing if a purely horizontal MMORPG can succeed - we won't know until we try. However, many games succeed and have been around for a long, long time that have no "vertical progression" whatsoever, or none worth mentioning. League of Legends comes to mind. Many very popular FPS have no vertical progression to speak of. There's no "vertical progression" in most sports (where a player gets better by getting "better gear" that gives them an advantage over the other players or team) - in fact, in most sports and games, a fair and equal playing field, and as fair and equal a system as possible, is what makes the game enjoyable and competitive. In many sports it's the person or the team with equal gear against the environment.
I'm not sure where the "vertical stat/gear progression" concept became so enmeshed in the idea of gaming, but IMO an MMORPG without vertical progression is a concept that should be tried out. Like I said, you don't even need to create a huge game world and a huge assortment of traits/talents/skills to begin with - just enough to populate your characters to begin with and give them something to work towards collecting via a world that doesn't require any "beginning" or "mid-range" conent.
I'd advise having a training area instances where players can try out their builds, much as League of Legends has a bot system for you to practice against.
Look, I don't have a whole game figured out in detail, I'm just throwing an idea against the wall. I'd like to see an MMORPG where I could always play with my friends and go anywhere in the world and play towards my horizontal goals with them - never be "left behind", and never have any world content whatsoever trivialized and abandoned.
Originally posted by Meleagar
... Such an MMOG could offer enormous long-term horizontal opportunities - to build houses, estates, even cities; become famous for many different reasons; explore factions and pursue political prestige, become an explorer, build boats or airships ... the sandbox-style possibilities would be endless. And, in a flat game, there is no "pay to win" as far as a cash shop is concerned, so the game could be monetized for high profit. The role-playing potential would be enornous.
There are many games where you can build houses, estates, cities, where you can become a famous crafter or politician, where you can build ships and space ships - but none of this is horizontal. What's the point of a famous crafter if every new player can make the same gear? You don't become famous by making the same stuff everyone else makes. What's the point of a house if it offers no benefit? There is no point.
And then you even want to introduce these features via expansions. What is left then in the original game beside thousands of mobs you can kill for whatever reason you might have to kill them.
Sounds to me you want League of Legends with fluff. Or probably GW1 with fluff. Or probably GW2 with fluff and instant max. level.
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
Some good ideas, as long as Crafting could largely be ignored, since it bores the crap out of me in every MMO I have tried. Ditto Housing. I love the fantasy genre, and in the 50 years I've been reading the books/watching the films I can't recall many heroes spending hours of time prettifying their houses or chopping down trees, mining or whipping up a batch of chicken casserole and some cookies. I want to kill, loot and rampage, not spend time in producing worthless crap just for the sake of it.
My ideal game would be a high fantasy MMO with a skill-learning system somewhat along the lines of Eve Online. I.E. Learn skills in real-time and thus end up with no Levels or Classes. Even in Eve Online I'd rather work as a 'rat-hunter or if I must, an armed escort for the guys who like the monotony of pounding rocks to get Resources. I have a day job already - I don't want a virtual one.
Sounds to me you want League of Legends with fluff. Or probably GW1 with fluff. Or probably GW2 with fluff and instant max. level.
Those who prefer infinite vertical progression usually classify everything that doesn't contribute to vertical progression as "fluff", so yes, I suppose it is fair to say that the game will be full of "fluff", but then that's what the whole idea is about - non-vertical content.
Why craft? Why build an estate? For the vertical progression player, there is no reason.
Look, I have no problem with there being a wide assortment of games with infinite vertical progression (progression that is increased every expansion). There's nothing wrong with vertical progression per se. Just as there are many players - perhaps a majority - that find no satisfaction or reason to play a game without vertical progression, there are many of us that find no satisfaction or enjoyment in games where there is endless vertical progression. I can't really enjoy games where I know there is going to be no end to progression.
I think there is a market for both kinds of players - and I'm not claiming those are the only two kinds of players. I'm just saying it's time, really, for an AAA MMORPG without vertical progression. The success of League of Legends and GW1 indicate that such a game could indeed be successful, even if only for a viable niche market.
As far as being "handed" a maxed-out character - yes, I want everyone to start the game out with maxed-out characters. Actually, the term "maxed out" wouldn't really have any meaning in such a game.All characters would be built from the same limited pool of stats - the only difference would be distribution choices, non-comparables selection, and player skill.
Originally posted by greenreen
Boom, I knew you would layout gear, that's what I did too. It's the easy one to map out because it's stat based. What about more advanced crafting which would fit into a game like yours where the game is the experience instead of the numbers. How about shipbuilding, furniture making, glassblowing, things that don't have stats on them, what would an approach be to advanced crafting. That was when I start to fall apart because there were no longer stats and now the only variations are color, size, styling which anyone might say one is better than another but they would have a finite combination vs ye olde stat based upgrades that are so easy to just move one tick up per expansion. Yes, yes, expansion again, I can't help but ponder longevity in the equation because mmos are meant to be played more than 3 months. I think your concept is fun discussion material, you should flesh out more information and throw it into the "Developers Corner" forum another time too.
Let's take shipbuilding. There could be all sorts of ships that you can build, from one-person rafts & canoes to mighty steam-powered boats that can carry scores of players. Ships could have inherent stats as well +defense, +maneuvering, + stealth, +speed. The crafting system for boats could be stongly weighted towards stealth and maneuvering, while as you gain larger boats they become weighted for defense, while different kinds of boats can be weighted for speed. Same with airships. The system can allow for ship and airship battles where the ships all draw from the same stat pools. It can be near impossible to hit a raft or a canoe, but then it's not carrying enough firepower to be a threat to a larger ship. Etc.
Glass blowing can range from simple bottles for potions to very complex chandoliers, windows, and various artifact components that can be used to distribute stats or card systems in gear. I envision modules for such professions where you can design things like stained glass windows, light fixtures, trinkets, nick-nacks, etc.
This is just stuff off the top of my head. IMO, an endlessly-vertical progression game sucks all of the development creativity and talent into a very narrow focus. There's no telling what kind of horizontal systems can be invented and put in such a game. Also, everything one does will be relevant because all materials'/gold/tokens would be viable means of gaining horizontal goals in future updates.
Originally posted by greenreen
Some of that could be labeled vertical progression though. Larger ship > more strength over smaller ship/raft, the glass not as much but you would probably run out of uses eventually for it although I do think a mount with windows would be funny - sort of a gypsy caravan. I still think it comes back to needing some way to improve things over time which is considered progression. Once you improve something ppl scream vertical but because of finite items you can't be totally horizontal. We already know that the other poster doesn't care about crafting at all, how do you introduce new creatures to them to keep them challenged, you would have to rely heavily on art and great AI mechanics but again, everything has a physical glass ceiling on how good we can go.
You can label "better aesthetics" an "improvement" and call a different cosmetic "progression" if you wish, but the point about the ship-building is that different ships have different uses. IOW, you can't build a 20-person capacity boat that has more stats than any other boat - it can only have differently distributed stats and different uses because of size or construction. As far as a 20-person ship being "better" than a canoe, it depends on what you're using it for. You can use a canoe to navigate down a fairly narrow river; a 20-person boat (or something larger) wouldn't be able to. Would you really want to take a raft or a canoe out into the ocean and challenge larger boats? You might use a smaller craft for personal transport and exploration - larger crafts for invasions or ship warfare. You might need to put virtually all stats in +defense to be able to outfit a ship with an ice-breaker to navigate ice-covered waters.
The way new creatures keep players challenged is by the same "card" system - you can introduce creatures that have different distributions of innate stats, different non-comparable abilities and various armor sets to challenge and add endless variety. You can have a gradient of MOBS - some are easy to kill and you can wade into a bunch of them and succeed, but they give less loot each than harder MOBS. Some mobs might require very specific builds, or combinations of very specfic builds, to sucessfully combat them.
Also, you can introduce whole new areas, MOBS, and corresponding trait/skill/talent systems that specifically deal with that area. Without those "cards", the sledding is much tougher, and at some point very, very difficult without those specific kinds of cards. For example, you could introduce an area with undead, where ghosts are virtually invisible and extremely deadly unless you have spectral vision. The more spectral vision you have, the easier the ghosts are to hit and the less defense they have against you. Why would you do this? Perhaps this is the only area where you can purchase, or get what you need to purchase (with some kind of unique tokens) spectral rainments, which are non-combat clothes that allow you to interact with deities. Being able to interact with deities can grant you all sorts of non-vertical perks and opportunities. Or you get some commodity that allows you to create glowing dyes. Who knows?
IMO, developers have just been trained to be myopic when it comes to game content. There's so much that can be put in a game when it doesn't have to be shackled, in some way, to endless vertical progression - I don't think the barest surface of such potential has even been scratched due to the development time focus on progression content.
Player retention depends on the players having purpose. That's not the same thing as progression--but that's an easy way to get there. I understand the OP's desire, albeit perhaps only as a thought experiment, for a game that has neither carrots nor sticks but plenty of pastureland. Like most of us, I've also had plenty of visions for the ideal MMO environment, but an absolutely horizontal presentation probably isn't profitable enough to justify the growing cost of developing a new game. Here's my pet example.
For example, I'd love to see an MMO in which the bulk of the development budget was put into character customization, terrain (but very few structures), and systems in order to support a pseudo-freeform roleplaying environment. Players could create characters anywhere from a small human child to a giant (not too giant, for stability reasons) eldritch abomination, and the people responsible for the "game" could be responsible for templating and categorizing customization options for purposes of effects (e.g., to be overly simplistic--if it has wings from category A, bipedal, has four non-wing limbs, and nothing from Category X1, 2, and 3, then it's an Angel, and Angel-specific effects can target it) notwithstanding the player's absolute liberty with character design (something between Spore and COX, may it rest in peace). Players could be responsible for setting up the social structures and adding architecture to the world in the form of player cities, houses, stand-alone public buildings, etc., and there would be just enough natural flora and fauna (read: mobs) to give players things to hunt, but the risk of defeat wouldn't be the purpose. In fact, the players could determine as part of the character design just exactly how physically/magically powerful a character is, and players would be responsible for minting currencies and controlling their own marketplaces. This kind of environment specifically appeals to me because I have a deep-seated nostalgia for the collaborative writing I did back on the AOL RP boards & chat rooms in the early-mid nineties.
But such a game would never get off the ground without a form of purpose. It could never generate enough players because people would run out of things to do. Sure, starting off it might be pretty big, especially if it marketed well to the target demographic (roleplayers). But if your guild fell apart, you'd be hard-pressed to find a reason to log on anymore. Developers would have to create content for players in order to retain them, and that would divert money from the RP-centric aspects of the game. Moreover, the more liberty you create for players, the more likely the seedier element is going to look for ways to have a field day with your game systems, to say nothing of some players' outright disregard for the fundamental tenets of consensual roleplay (e.g., "Alright, gang; we're now the richest folks in town. Time to fuck everybody over. It's gouging time.") The game just gets more and more expensive, and you have to create more and more systems to maintain a game that's non-exploitable. However, even if you do that--even if by some miracle a developer were willing to pony up to make such a masterpiece run--it couldn't keep players indefinitely because players need purpose. For many of us, the joy of writing is purpose enough, but SOE, for one, knows there's just not enough of us, so even if EQNext ends up being the sandboxyest title since UO, there's going to be ways to make your character better than another one.
Now that doesn't innevitably lead to themepark hell, but it does lead to non-horizontal game design. By all accounts SWG is one of the closest approximations to my vision-game, and as far as its progression design at release, it was pretty horizontal, at least when it comes to gating content. But there was absolutely an element of vertical progression, and as much as we all decry SOE's decisions to repeatedly tamper with the game's basic design (whether poorly implemented or not), I don't think anyone can honestly suggest the game was making the kind of money its investors wanted it to make. It certainly wasn't appealing to as large a player base as it could have.
So I think the best we can hope for from a savvy game developer is a balance. I believe very strongly in the sandbox game design philosophy--I want robust character customization and dense roleplay support, not to mention plenty of systems to provide alternatives to combat-centric character advancement--but I also feel very strongly that leveling up, whether in a whole-character leveling scheme or a skill-based scheme, is one of the most rewarding experiences in gaming. Hitting level 29 on my enchanter in EQ was a phenomenal feeling. The first time I undocked my Dominix gave me exactly the same sense of accomplishment and satisfaction, and this genre is the best situated environment to cultivate both the sense of community-driven passion for cooperation and competition that fuels the sandbox community as well as the drive to accomplish goal-oriented objectives. The trick is for these things to co-exist.
I think in the end, to deal with the OP's proposition on its face, a progressively flat game is probably not something that can stand on its own. However, I think that horizontal-vertical progression is a thing that can be leveraged to satisfy players in multiple camps. Notwithstanding my deep-seated bitterness over monocle-gate, EVE Online's skill system is a perfect example of how you could implement progression into a game in order to give players purpose and still have an ultimately horizontal system of player interaction (e.g., there comes a point in Eve after which, put simply, you literally cannot get any better at flying this particular ship. Your skills are capped, and this puppy will do all it can for you. Now that takes a good God damned long time, but it's within sight of a player who is focused on, for example, being a PVP Drake pilot). The horizontality of advancement is not unlike the card system the OP suggested, in that by making changes to your available options--which is to say, getting in a different ship--you have a whole new stream of advancement that doesn't make your previous investment obsolete, and in fact there's plenty of overlap in places.
That has to be there though. Something has to go there. Non-writers need something in the game to give them their dopamine fixes. That's why we're all playing video games instead of doing our jobs. Sure, killing dragons is fun, but it's more fun if you get a big stack of exp and gold afterwards. Unless he's just in it for sport (which some players would be--but not all), nobody's going to stick his neck out and charge into the dragon lair unless there's a damsel in distress or a big pile of cash nearby.
That's the kind of system that can exist alongside my dream-child game, and it's one of the main reasons that Eve continues to be a bastion of sandbox game design despite the fact that the company running the game is a bunch of unprofessional greed-mongering--ahem, anyway. Hell, if it weren't for Hulkageddon I'd probably consider re-subbing to Eve just thinking about it. It's also the kind of system that moves the OP's suggestion from a realm of financial unsustainability into one of questionable financial stability. That's a pretty major leap.
Peace and safety.
First off, I think this belongs to "Game concepts" section.
As to the idea, I am afraid it would not have the potential to maintain sufficient playerbase for a long time. Why? Because people do like some sort of progression. They like it in real life and they like it in MMOs.
Unless of course it offers something that has not been seen before, something amazing, something you have not described in the OP.
Originally posted by greenreen
Sadly it all leads to some form of progression. I can understand making that as painless as possible but without "getting better or more things" what is going to make the majority of your users login to the game. As much as I dislike saying it, I do think some form of progression is necessary to satiate the majority.
Not "sad". It is human nature. It is what it is. Is it "sad" that we are beholden to emotions like "love" and "regret"?
Being a pessimist is a win-win pattern of thinking. If you're a pessimist (I'll admit that I am!) you're either:
A. Proven right (if something bad happens)
B. Pleasantly surprised (if something good happens)
Either way, you can't lose! Try it out sometime!
Even Minecraft has progression man...
The real trick is to make people want to play the game and enjoy themselves without having to worry about progression - it just kind of happens in the back ground...
MMOs are generally extremely, extremely focused on some form of progression and throw it right in your face every chance they get.
Even the great sandbox hope - EvE - throws progression in your face at every turn. You want to fly THAT ship and use those modules? Play for another couple of months. Your skill and dedication as a player doesn't really matter, you have to fill out those skill certs first son!
It's because in computer language everything has to be assigned a value - and we the players want to see those values.
If you made a game that had skill progression but you hid it, so players would not know they were now at 67 Swordsmanship instead of 34 Swordsmanship, they just had to "feel" like they were getting better with swords...
Would it work?
I doubt it.
Originally posted by greenreen
What you speak of is what has kept me up late nights trying to work out and I don't think it would appeal to many. Humans have a drive to "get things".
It's difficult to imagine mmo gamers not constrantly measuring themselves or their status against all other gamers, isn't it? MMOs are traditionally just shallow little pools of status symbol, their players as vain and prone to strut as teenage boys.
We assume it could work, in the same way the Nirvana or Shangri-la could work, if only it weren't for the damned humans being involved.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Originally posted by greenreen
You could plan your idea out into documents and give it a test run on a kickstarter if you get staff together if you are ambitious and can get together some capable people with the same ideas.
I'm not a game developer nor do I have that kind of ambition. I'm just expressing some ideas - like I do on my blog here - with the hope that it contributes in some way to the creation of such a game. You never know where an idea might take hold.
Originally posted by Icewhite
Originally posted by greenreen
What you speak of is what has kept me up late nights trying to work out and I don't think it would appeal to many. Humans have a drive to "get things".
It's difficult to imagine mmo gamers not constrantly measuring themselves or their status against all other gamers, isn't it? MMOs are traditionally just shallow little pools of status symbol, their players as vain and prone to strut as teenage boys.
We assume it could work, in the same way the Nirvana or Shangri-la could work, if only it weren't for the damned humans being involved.
Well, given that gearscore, wow-heroes, and all sort of rating website/tools are extremely popular, it is safe to assume that measuring is not going to go away.
But, you are wrong that status is only important to teenagers. There is plenty of scientific evidence that status, even artificial ones, is important to humans. Here is one paper on that subject:
I would not dismiss something like this as just "shallow teenage thinking". It is a pretty strong motivator of humans, like it or not.
Originally posted by Icewhite
Originally posted by greenreen
What you speak of is what has kept me up late nights trying to work out and I don't think it would appeal to many. Humans have a drive to "get things".
It's difficult to imagine mmo gamers not constrantly measuring themselves or their status against all other gamers, isn't it? MMOs are traditionally just shallow little pools of status symbol, their players as vain and prone to strut as teenage boys.
We assume it could work, in the same way the Nirvana or Shangri-la could work, if only it weren't for the damned humans being involved.
You believe that status is just something teenage boys do? Seriously?
The bartle test even has Achiever as one of it's major aspects. It's not something you can easily dismiss. Well, apparently you did.
Originally posted by nariusseldon
But, you are wrong that status is only important to teenagers.
Well then, it's good I didn't say that then.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.


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Hey all you trivia whizzes! It's Tuesday, and that means it's time for some trivia! Today, I've got more pictograms for you. It's easy: Each of these pictures depicts a book title. Leave a comment with the answer. I'll be back next week with the answers and to give hearty congratulations to the winner(s).
Happy guessing!


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Oklahoma City RedHawks vs Albuquerque Isotopes
2 S Mickey Mantle Dr
Oklahoma City, OK 73104
Phone: 405-218-1000
Fax: 405-218-1001
Come experience America's favorite pastime in downtown Oklahoma City as the Oklahoma City RedHawks take on the Albuquerque Isotopes. Bring the entire family, grab a seat and stock up on fresh hot dogs, buttery popcorn and ice cold lemonade. The RedHawks home games are held at Chickasaw Bricktown Ballpark, one of the highest rated Triple-A baseball facilities in the nation. Snap a picture with Cooper and Ruby Redhawk and cheer on the home team. Each Oklahoma City RedHawks game is sure to be memorable.
Facility Amenities: ADA Compliant
Group Amenities: Accommodates Tour Groups, Group Rates Available
Highway Corridors (within 5 mi.): I-35, I-40, I-44
From I-40 E, take Lincoln Blvd exit, then W on Reno. From I-40 W, take Robinson Ave exit, then E on Reno.
Email: firstname.lastname@example.com


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- Buy 5 each and save 5%
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Celery Seed (Apium graveolens)Latin Name: Apium graveolens
Common Names: Celery Seed
We are proud to bring you the finest quality Celery Seed as part of our unmatched selection of bulk spices and seasoning blends. Depending its intended us, you can purchase our natural or organic Celery Seed in a spice jar, or as loose Celery Seed Powder.
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Harveys Coconut Macaroons Recipe
This recipe originated nearly 100 years ago at Gerstner & Koeble Konditory, a pastry shop in Vienna, Austria, which has delivered cakes, pastries and cookies to the Vienna Opera House since 1945.—Norbert Koblitz, Harveys, Lake Tahoe, Nevada
- 1 cup flaked coconut
- 3-1/2 cups almond paste
- 1 cup all-purpose flour
- 2/3 cup sugar
- 5 eggs
- 1/2 cup chopped walnuts
- Red candied cherries, halved
- 1. In a food processor or blender, process coconut until finely chopped; set aside. In a bowl, beat almond paste until crumbled. Gradually add flour, sugar and coconut; mix well. Add eggs, one at a time; beat until smooth. Stir in nuts. Place dough in a pastry bag with a large star tip; pipe onto baking sheets covered with parchment paper or foil. Top with cherries. Bake at 350° for 15-20 minutes or until golden brown. Cool 5 minutes before removing to wire racks. Yield: about 4 dozen.
Nutritional Facts
2 each: 243 calories, 13g fat (3g saturated fat), 44mg cholesterol, 26mg sodium, 28g carbohydrate (13g sugars, 2g fiber), 6g protein.
Reviews for Harveys Coconut Macaroons
© 2017 RDA Enthusiast Brands, LLC


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Putah Creek Council Records
Collection Number: D-565
- Extent
- 15.1 linear feet
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- The founding meeting of the Putah Creek Council took place on Feb. 3, 1988, with the idea of bringing together people who would protect the water level in Putah Creek as well as the creek's remaining riparian habitat.
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The collection contains materials related to a lawsuit by the Putah Creek Council, UC Davis and the City of Davis against the Solano County Water Agency, Solano Irrigation District, and other Solano entities. The suit, which sought permanent environmental flows for the 23 miles of Putah Creek below Putah Diversion, resulted in the Putah Creek Accord.
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By COREY BLUEMELStaff Writer
As Green River City Council met in their regular session in August, Joni Pace from the Green River Community Center awarded the volunteer of the month award to Mark and JoAnn Williams. The Williams' have recently moved to Green River from Arizona and became involved in community activities. They have given many hours of service, surveying and leveling the ground at the community center for a basketball court, helping with the Kid's Cafe, and serving and delivering meals.
The first two items on the agenda involved Sunrise Engineering. One was to approve or deny Sunrise to oversee the water project, for which a CIB grant has just been awarded, and the other was to approve or deny Sunrise to draw up a culinary water management and conservation plan for Green River.
The water project will involve the installation of a new high pressure water line on the west side of Green River, and the installation of a pressure relief valve. Along with this new high pressure line, 20 new fire hydrants and radio read meters will be installed. (Later in the evening, the councilmen would open the CIB discussion and approve to withdraw the addition of the radio read meters and proceed with more pressing water issues, such as a broken river crossing line, repairs to other lines, and repairs to sidewalks for ADA qualifications.)
In regard to the Sunrise Engineering projects, two councilmen, Dan Harrison and Kerry Bigelow, cast their votes against using Sunrise Engineering, while two other councilmen, Blaine Evans and Tom Burr, voted to accept the services of Sunrise Engineering. Mayor Dale Johnson was required to cast the tie breaking vote, and he voted to accept Sunrise to oversee these two projects.
Howard Tuttle, of Johansen and Tuttle Engineering, informed the councilmen about the recent bid opening to do reconstruction work on Pirate Avenue (400 North). He stated that both companies from which the bids were received are conscientious and reliable. The engineer's projection for the cost of the project was $147,000. The bid from LeGrand Johnson's was $146,000 and the bid from Nielson's Construction was $158,000. The council approved to accept the bid from Johnson's. Oct. 31 is the projected finish date for the project.
Since the council meeting in July, at which the council approved to raise water rates in the city by 25 percent, the final budget has been analyzed and the water department is not in the red. The council approved to rescind the rate increase from July's meeting and restore the previous rates for water customers.
Mayor Johnson then expressed his desire to amend the curb, gutter, and sidewalk policy in Green River. The current ordinance reads: 10-12-22: Curb, gutter, and sidewalk policy: A. New development: The entire cost of the curb, gutter, and sidewalk shall be the responsibility of the developer and/or the owner of the property. This shall include all new development, whether it be in a new subdivision, an addition in an existing subdivision, or the development of a single lot that does not appear to be part of any apparent subdivision. The curb and gutter shall be completed prior to issuance of a certificate of occupancy. Also, all grades for curb and gutter shall comply with the current master plan for drainage, and shall be surveyed by the city by a surveyor or engineer of the city's choosing, at the city's expense.
B. Existing structures within city limits: The city shall provide curb and gutter at the city's expense. This shall be done on a first come first served basis, except in cases as it deemed necessary by the council that a more urgent need for the control of drainage is needed elsewhere. It is the desire of the city that sidewalk be constructed at the time the curb and gutter is constructed, and shall be required by the property owner. The city may secure bids for the cost of the sidewalk or the owner may secure his own bids. Either way, the property owner is responsible for all costs associated with the sidewalk. If the property owner chooses to allow the city to do the sidewalk, the cost shall be agreed to, in writing, prior to construction. (Res. 5-09-2000, 5-9-2000)
The proposed changes are: 10-12-22: Curb, gutter, and sidewalk policy: A. New development: The entire cost of the curb, gutter, and sidewalk shall be the responsibility of the developer and/or the owner of the property. This shall include all new development whether it be in a new subdivision or an existing subdivision. The curb and gutter shall be completed prior to issuance of a certificate of occupancy. Also all grades for curb and gutter shall comply with the current master plan for drainage, and shall be surveyed by the city, by a surveyor, or engineer of the city's choosing, at the city's expense.
B: Existing city streets: The city will provide curb and gutter on all city streets that are in place and are designated as such on the date this amendment was passed by the city council. The construction of curb and gutter will be scheduled by the city council upon the availability of funds and where the needs are greatest. It is the desire of the city that sidewalks be constructed at the time curb and gutter is constructed, but will be the responsibility of the property owner.
No ordinance can be approved without first holding a public hearing and gathering public input. The council was instructed to study the proposed amendments and a public hearing will be scheduled. No action was taken and the measure was tabled.
Two resolutions were approved during the meeting. The first was #04-2005, appointing an ordinance enforcement officer. Mayor Johnson said that many in Green River are in violation of city ordinances. The city council and city employees have strived to bring the property owners into compliance with no success. In dialogue with other cities and the county, Mayor Johnson stated that if an enforcement officer is appointed, that officer could issue citations to alleviate this problem. Roy Pfanders, who is currently the animal control officer in Green River, was appointed and sworn in, to be the enforcement officer.
As a part of the enforcement officer's duties, he will take direction from the mayor. As the process to bring a resident into compliance with city ordinances is followed, the last step in the process will be to issue a citation, and Pfanders will be instructed by the mayor when that becomes necessary.
Resolution #05-2005 was also approved. This ordinance authorizes the Emery County attorney to represent the city of Green River in any actions taken in county court. This resolution in contingent on approval by the Emery County commissioners.
In other action by the Green River City Council, a water and sewer rate change was approved. The request was from the Green River post master for a change from a commercial rate to a residential rate. The council also approved to sell the roto mill material to resident for $1 a yard, with the revenue to be added to the road department budget. As a final act, the council approved to become a platinum sponsor of the Castle Country Economic Summit to be held in Castle Dale on Oct. 6-7.
The next Green River City Council meeting will be held Sept. 13 at 6 p.m. in the Green River City Hall.


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A pizza baked in a 500+ oven will taste different than that of 450. Once I started using a pizza stone, the quality of my pies increased. And after I lined my oven with quary tile, the taste of my pies went to gourmet quality. I measured the temperature of my oven with an infrared temp gun and found my stone and tiles where actually more close to 600 degrees compared to the steel wallls of my oven even though the oven was set at 500.The stone and tiles are actually being superheated and will maintain that temperature even though the oven air temp is lower!
I've heard of people using Coke and fizzy water in their recipes too.


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Mr. Henry Nuzum
Mr. Henry Nuzum works for Seacor Holdings, an American energy services company, in Dubai, United Arab Emirates. His previous assignments included the Office of Secretary of Defense (Policy), most recently as the Chief of Staff for the Office of Strategic Capabilities (2007-09). He worked briefly on the House Armed Services Committee. In 2005, he worked in Iraq for the International Republican Institute. Following college, Mr. Nuzum served as a boarding and strike officer aboard USS John S. McCain (DDG 56), completing two Arabian Gulf deployments. In addition to his sea service, he rowed in two Olympic Games and two World Championships through the Navy Sports Program. Mr. Nuzum earned an M.A. from Johns Hopkins School of Advanced International Studies, and an A.B. from Harvard University.
*The above information may not be current. It was current at the time when the individual worked for SSI or was published by SSI.
SSI books and monographs by Mr. Henry Nuzum
Shades of CORDS in the Kush: The False Hope of "Unity of Effort" in American Counterinsurgency
April 23, 2010
Authored by Mr. Henry Nuzum.
Counterinsurgency (COIN) requires an integrated military, political, and economic program best developed by teams that field both civilians and soldiers. This Paper describes the benefits that unity of command at every level would bring to the American war in Afghanistan.


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We'll respond shortly.
Last week, JetBrains released RubyMine 6.0. The most significant feature is multi-project support; perfect for component-based Rails architectures. However, in this post, we'll look at OS X keyboard shortcuts for some of the other new features.
Quickly press
shift twice to search files, classes, symbols, IDE actions, preferences, etc.
Navigate to file,
command + shift + O, now supports navigating to directories.
You must include a "/" at the end of the directory name.
File structure,
command + F12, now supports finding model fields.
Selecting a field will navigate to its migration.
Open a terminal with
option + F12.
A decent mix of big and small features and fixes, coupled with an overall increase in speed, makes the new RubyMine well worth the upgrade.


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So, The eleven supernova's are now of grand status, much like the Shichibukai and Yonkou. Of course I don't mean that they are of the same level, just in the same race.
The dragon Zoro killed was not only well known, but favored by the Celestial Dragons. Feat of strength and direct insult to them; too bad only the three people witnessed it or Zoro's bounty would have doubled from that alone.
Does Joker work for Ceaser or do they both work for a higher person? Is this higher person Big Mam? Would fit into her freak show, now wouldn't it?
Better question: When a DF user gets their body switched, such as Smoker and Chopper, which host has the ability to use the power? Smoker or Tashagi? Chopper or Franky? Is the DF part of the body or soul?