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The once vanquished MMORPG "Rubies of Eventide" has re-surfaced again! The game is now totally free to play - however the folks at Cyber Warrior are kindly asking for donations to keep this game alive...running a MMORPG requires a ton of bandwidth and hence a whole lot of cash...so please support them!
NOTE: Apparently their servers are temporarily offline due to an overwhelming demand by new players. They expect to get them back online soon.
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The dead know only one thing: it is better to be alive.
When I upgraded my computer I tryed to find this game and pay for it but unfortunately I found out in couple of hours that it was canceled =(. Now I can try it and I Wish all the luck to the devs what ever they are planning.
I played the demo back in January and i loved it but it shut down shortly after now that its back im giving it a shot
Hi! My name is Pookie!
I'm a Gnome and have many friends, some keep feeding me cookies and trying to fatten me up! Silly friends, they must really lub me! One of my favorite things to do is hunt either: Dire Kobolds, Hobgoblins, Trolls or Feinds! They're all big, uglee and squishy! Ooh Hill Giants are REALLY big an squishy!! An UGLEE!!! Them stink too! :P
Oops! I fall'd down!
(Pookie's Player) - I've been playing Rubies of Eventide since August of 2003. The community in Rubies is incredible! Everyone is so friendly and helpful! I love it so much; I built my first website, which is more of a slideshow with a bit of flash, than an actual website! (amazing considering I didn't know HOW to build either a website, or flash) My character Pookie just sort of evolved into this cutesy "Ooops! I fall'd down!" kinda role, I love her to death, she's such a sillyhead! One of her favorite lines:
"One time, at Bandit Camp..."
Hope to see you at Bandit Camp, in Rubies of Eventide!
I tested Rubies som time ago, (had a swashbuckler who kicked ass). But, that was some time ago, perhaps 5 months. Does anyone know if the game have changed since?
Inplented Combat moves?
and so on and if the new areas have come.
hi there
rubies is very cool.. nice that it has come back.. the comeback started with only few people on, but in the last two weeks i saw many many new faces! thats great.. i hope many people will like it.. the more the merrier.. and the more people, the more donations, the more developement, the more bandwith and so forth.. so please, come try rubies :-)... if u like it, donate!
long live rubies :-)
ps: what's cooler than being cool? playing rubies!
Ack! I just wrote a big long post and lost it.. mental note: don't change from traditional editor to enhanced when it says post too long to preview!
Ok well I"ll try again:)
Hi all,
I have been playing Rubies for a little over a year now, so my post is most likely going to be a little biased
Even though I am a volunteer GM for RoE, I am still a player too (Lvl 59 Ranger)
The game is a 3D fantasy style MMO. You have a choice of camera views (3rd person is best)
There are over 100 classes you can choose from, but essentially the classes are all variations of a modifier on your skill costs (skills cost both development points [DP] and money to train). For example the 'Bard' class has a -35% modifier in bardic magic skills costs, whilst a warrior might have a +10. The warrior can still train it, but the bard will level it faster and cheaper.
The combat is semi turn based. By 'semi' I mean that it isn't a mouse mashing click-fest, but at the same time it isn't a 'wait for everyone else to take their turn' style of combat. Combat is basically a bunch of actions that all have a preparation and recovery time assigned to them.. EVERYTHING you do in combat has a prep/recov time including but not limited to, shooting a bow/xbow, swinging a sword/axe/polearm/dagger etc, casting a spell, using a potion, moving your character etc. You do NOT have to wait for anyone else to finish their 'move' before you take yours.. As soon as your recovery time is finished, you can take your next move. Combat speed can also be adjusted by the party leader (or yourself if you are not grouped)
The crafting system is very diverse. There are 4 major types of crafting at the moment.. Fletchers, Tailors, Armorsmiths and Weaponsmiths. You can make hundreds of different types of weapons/armors/ammo. There are 6 tiers of materials, the better it is - the better your crafted item will be.
The community is incredible. I have never met a more friendly group of people in my online experince (14 years now) If you have a good attitude you will fit right in!
On that same note - griefers are quickly filtered out and dealt with. The game and community has little tolerance for those who make it their mission to ruin other peoples game time. There is NO kill stealing - the only way someone can take your kill is if you run away from a mob and leave the combat circle, even then they will not get full XP for the kill. If you stay in combat, only you and your party have access to the loot and the XP.
PvP (player vs player) is 100% optional. If you do not want to participate in it, you dont. Every character has the option to 'Always PvP' (you wont get asked if you want to duel), 'Always Ask' (you will be prompted with a dialog to accept/decline said challenge) and 'Never' <- speaks for itself
People who come to the game with a selfish attitude (re: griefers) may as well not waste their time with the download. The GM's and DEVS will not tolerate people who insist on acting like morons and will be swiftly dealt with.
Those who come seeking a good time and an enjoyable experience will be welcomed with open arms - and on that note I look forward to seeing any of you in game
Feel free to take a look at the little bestiary project I am working on (it is a work in progress but has all the zones, about 98% of the mobs and about .001% of the items done)
http://xor.fm.net/?nav=beasts <-- bestiary
http://xor.fm.net/?nav=screens <-- also some screenshots
Dear Readers<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
In a market where every game is playing similar to the next small companies should not produce great graphical artwork, as that is not part of their strengths, what they should do is offer innovative game-play.
Why dont these small companies introduce a Day/Night system which gives certain races or classes a bonus or has a negative effect on some? Such as for example introducing some Half-Vampire like creature, who benefits in power, and gains stealth at night or Elves who can the ability to spot stealth units at night. Some spell casters may have improved strength on their buff spells or their attack power decreased at night.
The general flaw in most MMORPGS is that there is one character which is the strongest in PVP. And all other characters run away from that character, such is the case with Infiltrators in Dark Age of Camelot.
By introducing this Day/Night system, there is no strongest character, and attacks forts or taking over cities become more strategic. You will be force to use a scout in gathering intelligence, and decide weather to attack at night or day, depending on your enemies race/classes and your own race/classes.
Perhaps when night breaks the added AI guards who serve as additional defence for a fort are not as many for 10 min each day, as they are on a lunch break or something.
In such case it is a good idea to attack and have the fort taken within those 10 min, if not, the guards will return and the fort will gain additional defence.
I have not hade the privilage of Playing RoE yet, though i will get to it. Though I think that companies which dont have unlimited funds should focus on being inovative, this post doesnt strictly focus on RoE. Though RoE could "lead the pack"
i hope you will not take this as a flood. i found a review i have written about year ago on Rubies when it went live... I am not native english so the text may be clumsy (for sure it is) and it doesnt reflect all the grat changes which were made are being made tot he game even now.
I play the game for a long time, and while the number at the end of the review is not super-high, i could not find other MMOPRG i would enjoy that much as i do rubies.
while some people take as number one feature of roe its being free, i disagree. the fact is free to play now is making it worse. its ruining its biggest asset - the community of mature and sensible players. fortunately there will be soon some kind of limit on the free play so things will get more to normal. anyway, here is the review. add new zones, add new monsters, add gathering skills, add scoutng (which is about most funny skill) and many others...
Rubies of Eventide: the third time's a charm<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
Rubies of Eventide is the newest addition to the MMORPG family. In spite the fact you have probably never heard of this project, the development took full nine years. And it is well worth it.
Current design of Rubies of Eventide MMORPG is third incarnation of computer sword and sorcery game by company called Cyber Warrior. The oldest form of Rubies was online project in text regime MUD (multi-user dungeon). This kind of ancient online RPG used sophisticated game mechanisms, but the adventures were represented only by ASCII characters. So the experience was dependant mostly on players imagination. Second face of Rubies, a graphical one this time, was given to Rubies by proprietary engine <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" />Cancun capable of limited 3D graphics presentation. The big break took place two years ago when the development team decided to license the Jupiter Engine by Lith-Tech. This third incarnation matured after two years of development to stage when it was made public.
Basic principles of Rubies eventide were presented in our first impressions written from the experience gained in public beta stage. Rubies are very different compared to most online game on the market today. The biggest difference is number of classes available and system of characters development. Most RPG offers their players only few classes like mage, archer, warrior and healer. These are based on limitations on skills which can the given character class master. Rubies is using another system with awesome number of 104 classes. Every class is defined by starting skills and system of bonuses, which define how easy or hard it is for given character to learn and develop certain skills.
The race player chooses for a character has some influence on characters development as well. Its pretty clear that ogres will be better warriors in full plate or that a dwarf will be the best choice for a smith. Hovering Leshy charged with magical energy wont be the wisest choice for physical tasks in this game. The humans are as usual an average race with no visible advantages or disadvantages. The Gnomes are born for using magic or silent work with knives while Orcs can be serious warriors and crossbowmen. And last, but not least, the Elves race you cant imagine without bows and bit of magic.
After a character is created, it spawns in the Adventurers Guild where player is given chance to master the game basics doing three quests, one for every type of combat, melee, ranged and magical one. Every task is rewarded by some magical jewelry with bonuses to characters stats. Secondary effect of the Adventurers Guild quests is bringing the player painlessly to lvl two of their development.
Same map where Adventurers Guild is located offers mining town of Kaj Blood, a Keep and three dungeons, almost all the map is supposed for low level characters. Players cn fine few quests there to gain some so dearly needed money and experience. Doing quests and killing monsters is way to gain two types of experience reward. One is XP points, these are used to calculate players actual level. Based on XP gained players receive development points which are used to increase characters skills. This hybrid system combines two common approaches to character development in RPG leveling when with every new level you gain better skills or abilities and macroing where skills are continuously increased actually by using them. Leveling is bothering because you have to wait quite long for skills increase while macroing opens space for cheating. System used in RoE allows you to increase your skills continuously without much space for cheaters who spend all day performing simple set of actions aimed to increase given skill. You probably remember hot it works in UO or Everquest.
Theres an exception in the development system for crafting and gathering skills these use the macro-like style. This is another wise decision in game with the choose wisely motto. Right now, gaining DP is mostly matter of combat and having tailors fighting Dire Kobolds or Trolls with scissors is somewhat silly idea. Instead of that crafting requires time, dedication and lots of materials or money. The crafting itself reminds me of Las Vegas casinos. With start of item making you see chance to craft it in percents. The success depends on your skill and materials used. After first crafting attempt you will get an item in unfinished state with quality ranging from 75-124, or finished item with 125 quality. With bad luck you can receive only message that crafting attempt failed, but its part of the fun. With item made you can decide what to do, if you are happy withj the item quality, you can finish it. If you want to get better quality item, you can try crafting again with more risk this time. And i can tell you, the thrill with crafting item worth 100 000 imperials with 80 % chance for success is beyond description.
But not only crafting is easy to learn and fun. Leveling characters is well balanced and is not bothering. The requirements for hirer levels are not as steep as in some other games. If you find the right monsters to fight, you can keep with approximately the same number of mobs killed. First few levels you can just wander around the Kaj Blood map. Higher levels can find enough challenge in other four maps averaging one town and dungeon per zone. At the time you will read this review another new zone will most probably be placed in game. It will bring new town for all rogue and evil characters in game with all the facilities for training and self improving.
Current level cap is 50, after reaching the lvl 51 bottom character changes from common adventurer into immortal with special powers. These are bonded to ancient artifacts called rubies of eventide precious stones with souls of ancient sorcerers in them. These artifacts gave the game its name.
Rubies of Eventide is live for three months and like any other MMOPRG it is still evolving. In this case it means that not only the map is unfinished. There are many things waiting for implementation like race specific languages based on cryptographic principles or enchanter and rogue skills among other. Cant say its bad, it only gives players reason to look forward to patch which emerges every month or even more frequently. Each update brings nice new stuff into the game like new maps or skills or new items with cool graphics which is always good way to please a gamer. In the following patch which should be ready as you read is supposed to bring in gathering skills and combat maneuvers which will add more fun in combat.
Another good news is proactive approach of the dev team regards the official game message board. The players opinions and ideas are taken very seriously. Players did already get protective gear for mages and somewhat weak summoned pets were made bit stronger. Not to mention how good it feels when your idea makes it into the game. On the other hand the forum is occupied mostly by Americans and some of them dont like people criticizing their favorite game much.
Not only game features make online game. Very important part of gameplay is the interaction with other players characters. Good group with some knowledge of game mechanisms are up to much more than any imaginable single character is. And my own experience proves that the payers are well aware of that fact. Thanks to it theres no problem with finding a group even when you cant speak English very well. Even if you cant speak English you can have fun playing Rubies of Eventide as there is Czech guild in the game dating back to the beta stage.
At last we have the technical aspects of the game here and i need to say, its not all that bad. I cant tell it looks better than AC2, far from it, but considering the capabilities of the Jupiter Engine, the devs did great job. Nice is the networking code which allows playing even on dial-up. What makes Rubies exquisite is the music, which is far from the old and tiring celtic cliché you can find some samples on the cover DVD and judge them yourself. Among the MP3 files you will find there full installation of game client and documents translated to Czech as I am not to put it all into the review.
Rating: 7/10
GUildmaster of Bohemian Adventurers
Guildmaster of Bohemian Adventurers
I was in beta on rubies as well, but it was quite awhile ago and I cannot even remember the gameplay.
Is this the one which had point and click for movement?
Or was it the one which outside the beginner town you had either wild dogs to fight or rats?
Sorry to be so befuddled but I think that I have been on too many betas .
Wrender, due to the heavy traffic the download times are fairly long! Visit the Rubies boards, and you'll get help there.
Same prob here. No workaround, even without NAV's autoprotect.
Originally posted by Wrender
Well i created an account just fine but when i tried to install the download game my installshield wizard stops responding. I downloaded it the first time with get right downloader. Installer stopped responding. Second time i downloaded it directly from the site (took forever). Same problem Installer Messed up! Has anyone else had this problem. I have no idea why it's doing this...Please help if anyone has a clue...Thanks
Check the game FAQ - this problem is addressed in a stick post under 'Help and Support' on the message boards
There is a new installer being tested at the moment to overcome this problem.
downloaded it on Tuesday, unfortunately not been able to create an account since then, and the site itself seems to be down constantly now.
Shame, sounds interesting.
I got in!
It looks alot different than I thought it would.
For a free game it looks pretty darn good!!!
Of course all I've done so far is create a character and practice twice with a spell then hadda log last night.
Where can i download Rubies of Eventide?


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The Chargers have decided not to move to Los Angeles this year. San Diego Mayor Kevin Faulconer has said repeatedly he is open to any option the Chargers may want to pursue to build a stadium and stay in San Diego.
But that might not be true for much longer.
The mayor also wants to expand the Convention Center on its current footprint, and a new deadline to do that is fast approaching. If he and the City Council push it forward, it would close off a downtown option the Chargers previously floated and that some fans and boosters say is still the team's preferred plan.
In his recent State of the City speech, Faulconer made a bold pledge about pursuing a Convention Center expansion along the waterfront that slipped under the radar a bit.

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Angry Birds Bad Piggies backpack is a cool way to carry around your belongings! Made from a soft fleecy material the backpack has adjustable straps to ensure it fits comfortably.
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Lordy, Pam, I know you like it hot, but I don't know how you stand
that climate. The short time I spent in Texas was more than enough -
cracked earth and furnace hot is too much for me. We're still in the
mid to upper 80s but it is cooling off at night again - praise be!
Some around here may get a shower this week but no guarantee
according to the weather person on TV. When they start saying we
need rain, you KNOW we need rain. They usually act like rain is the
worst calamity in the world.
Sounds like you're pushing dust-bowl conditions...not good!
Where's Rich and his rain dance? He needs to point it toward you!
Marge Talt, zone 7 Maryland
Editor: Gardening in Shade, Suite101.com
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Complete Index of Articles by Category and Date
> From: Pam Evans <email@example.com>
> I've been hauling hose since March. I noticed they remodeled the
> offices when I paid my last water bill. I know I financed some of
> reconstruction. No break here yet, still high 90's day mid to upper
> night. And they said on the weather Friday looks like no rain the
rest of
> this month either. It's a miracle anything in my yard is still
alive. Glad
> to hear from you though.
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Przemek Skwirczynski is not a name you would typically expect to find next to the Ukip logo on a ballot paper. But next month Mr Skwirczynski, who grew up in the central Polish city of Lodz, will be listed as the party's candidate for Norbury ward in Croydon, south London.
In October Mr Skwirczynski, 31, became the founding chairman of Friends of Poland in Ukip, a group which already has around 120 members. He says that Poles are being drawn to the party despite its reputation for xenophobia.
"We've just picked up a lot of new members, around 20 or so. A lot like Ukip because of the attitude to tax. A lot of Poles that come here are upwardly mobile and they don't like the tax system that penalises you for success."
Mr Skwirczynski came to Britain in 1999, when he studied for his A-Levels at Wellington College in Berkshire. From there he went to the London School of Economics and has since been working in London as a banker.
Sitting in a Canary Wharf sushi restaurant with slicked back hair and a pressed striped shirt, he looks a lot more presentable than many of Ukip's candidates.
Read more: The Poles who brought prosperity to Britain
'Wave' of Polish immigration is over, says ambassador
Witold Sobkow interview
They came, they worked, they stayed in Lincolnshire
"I was always Eurosceptic," he explains. "Obviously I believe in free trade but the EU has evolved over and above what it was supposed to be. They've created too many regulations which have nothing to do with business and you ask yourself how it's beneficial."
He says his reasons for setting up the Polish Ukip group are "geopolitical rather than local," and goes on to detail how a distancing from the EU could help with shale gas exploration.
He fails to see any irony in being a Polish candidate for a party that holds many members who would like to see eastern Europeans kicked out of the country. "In my case I wouldn't say Polish accession to the EU has had a major impact," he says.
"For some reason everyone seems to bunch the Poles together but there are lots of us who come here for different reasons at different times and it's natural that we should want to vote for different people."
He also dismisses any concerns about xenophobia in the party. "There might be a worry, but it seems to be present in all the other parties as well. The Conservatives and Labour make anti-Polish comments but Ukip hasn't said anything anti-Polish per se."
Mr Skwirczynski believes that Ukip is not dissimilar to several opposition parties in Poland, such as Kongres Nowej Prawicy (Congress of The New Right) which stands against the EU and red tape. A "poll of Poles" living in the UK found that one in 10 would vote for Ukip in the European elections.
Tomasz Zajaczkowski, 30, is a management consultant who was also ready to stand as a Ukip candidate in the local elections. He planned to run in east London's Tower Hamlets but discovered he was not eligible as he had not been living in the borough for a full year.
Mr Zajaczkowski says there were initially some raised eyebrows when he joined the party. "Some of my friends think it's a little bit strange but as soon as we sit down and have a discussion I manage to convince many that it's not so much of an issue.
"Since I can remember I've leaned towards libertarian values and politics," he says. "Ukip was the closest party to what I believe in terms of the role of the government and personal freedoms. Ukip is not really anti-immigration per se, they just say they are against uncontrolled immigration. Even as a Pole I see what's happening and at some point you can't manage the people coming in at the rate at which they're coming."
He admits he would like the party to start discussing other issues, however. "I do wish Ukip talked about other things than just immigration and EU membership because I see them as a libertarian party."
When asked if he is happy about the party's poster campaign stoking fears about migrant workers stealing "British" jobs, he pauses. "The posters aren't saying something that's not true," he says, cautiously.
"For low-skilled workers in the UK it is likely that whatever job you had your wages are deflated or it's harder to get a job. But would I put that on a poster? Maybe not."Reuse content


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Fun and fabulous decorative lighting.Brighten up any home with these cool LED fun lights versatile and easy to display by hanging on a wall or free standing. Ideal for both kids and adults in three colours - yellow, blue and white. Powered by two AA batteries (not supplied) and have a neat on / off switch on their side. Attractively boxed perfect as an unusual home gift. Indoor use only.Plastic, LED bulbsH32 x W34 x D5cm


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Anti-Hunting Group Files Last Ditch Lawsuit to Stop NJ Bear Hunt
New Jersey's planned black bear hunt is scheduled to start on Monday and animal rights groups are trying their hardest to stop the hunt. According to NJ.com the group behind this year's suit is the same group that successfully stopped New Jersey's 2007 hunt.
An animal rights activist who sued New Jersey on behalf of black bears in 2007 is going back to court to try to stop a scheduled bear hunt from starting Monday. An animal rights activist who sued New Jersey on behalf of black bears in 2007 is going back to court to try to stop a scheduled bear hunt from starting Monday.
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I would think that the time
Submitted by GooseHunter Jr on Fri, 2010-12-03 00:09.
I would think that the time and money that these groups spend on stopping hunting...that it all could be put to use to help a cuase that might help the whole country or maybe they could do something to help there state in these harder times.
Well imagine that... an anti
Submitted by hawkeye270 on Thu, 2010-12-02 20:26.
Well imagine that... an anti hunting group trying to stop a well thought through and needed management tool just because it uses hunting to get the goal accomplished. This is just crazy and I hope what ever judge this goes in front of has more brains than the past judges that have cancelled hunts. I have not seen a single piece of good evidence to make me think that this hunt should not take place. Everything that I have read has pointed to the drastic need for a hunt in that state. And not just a one time hunt or one that has to go through all this political crap every year... there needs to be an annual hunt to help control that population. I can not remember which outdoor magazine ran the story after the first hunt in New Jersey since the 1970's but the statistics did not lie. There was a massive drop in human vs. bear conflicts the year after the hunt took place. If that is not enough proof of the benefits of a hunt than I do not know what it takes.
Well, hopefully the fact that
Submitted by Ca_Vermonster on Thu, 2010-12-02 15:03.
Well, hopefully the fact that the Environmental Commisioner already signed off n it will help in court. I would think that he would know best, and know if it was "properly developed". Funny thing is, even if they did "properly develop" it, you know that they would still try to stop it on other grounds. They are flining arrows in the dark just hoping something will stick. Hopefully it will not.
by cscott711 - 12/02/2010 -
Submitted by Chuck-n-Alaska on Thu, 2010-12-02 11:44.
by cscott711 - 12/02/2010 - 05:55
"I'd love to see those anti's plan of keeping the population under control."
These people have a plan alright, it is to abolish consumptive use of wildlife. If they win we will learning a lot of ways to eat tofu.
I'd love to see those anti's
Submitted by cscott711 on Thu, 2010-12-02 08:59.
I'd love to see those anti's plan of keeping the population under control. The reason they are opening the hunt is because of the increase in population. Something has to be done. Why does it always seem like it takes something extreme, like a kid playing in the back yard and getting attacked, to rattle these anti's cages. Even then, they wouldn't be for this, they'd probably spin it somehow to blame the kid. Anti's and hunters will never agree. It will always be about who has more political pull and power.
I knew it would happen.
Submitted by ecubackpacker on Thu, 2010-12-02 02:10.
I knew it would happen. Someone would try to spoil the conservation efforts put for by hunters and game managers. Hunters have provided the means for these bears to survive and thrive since the 1970's. If it wasn't for the hunters, then we wouldn't be having this article to post about. We want the best outcome/life for the game animals we hunt.
If game animals are hunted to keep their numbers in check using a sound quota system, then both parties involved benefit. The animals will remain healthy and not wonder from their natural environment in search of food. And the hunters get to enjoy the benefits of their efforts.
Hunters are conservationists and the activists are preservationists. We actually care about the well being of all game animals.


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Shijiazhuang Amulite Building Material Co., Ltd.
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Shijiazhuang Amulite Building Material Co., Ltd. is one large-scale and professional manufacturer gr...
Shijiazhuang Amulite Building Material Co., Ltd. is one large-scale and professional manufacturer group of Ceiling System Products And Flooring System Products including Mineral Fiber Ceiling Boards, Fiberglass Acoustic Ceiling Board, T-Grids, Insulation products(Rock Wool Board, Glass Wool Felts, PVC Gypsum Ceiling Boards, Raised Access Flooring System and Fashion Kinds Of Carpets and Rugs as accessories of Flooring System, in China. Now we have new business development for Polyester Fibre Acustic Panel as New Style Green Ceiling And Wall Decoration Products ;Ordered Design New Style Kinds Of Small Furniture has new development in the world ,we can give customers most fashion design of kinds of TV Stand,Computer Desk,Dining Table and other fashion Furniture ;Our company group has three factories for low density Mineral Fiber Ceiling Boards, one plants for Fiberglass Acoustic Ceiling Board two factories for T-Grid making and one factory for insulation products, one plants for Raised Access Flooring System,Two workshop for different carpets and rugs,One test workshop for Polyester Fibre Acoustic Panels,One manufactured unit for kinds of designed furnitures; During 15 years of development, our company has invested in more fields. Now, our products mainly are Mineral Fiber Ceiling Boards, Fiberglass Acoustic Ceiling Board,T-Grids, Insulation products(Rock Wool Board, Glass Wool Felts, PVC Gypsum Ceiling Boards,Raised Access Floor,Pipe Fittings Products.
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Factory Website : www.chinatop-carpet.com
He Bei Jia Sheng Pipe Manufacturing Co., Ltd
Factory Website :www.chinapipefitting.cn
We have 8 years of export experience. We have good markets in India, Turkey, South America (Chile, Peru), the USA, the Mid East, Germany, South Africa, Ghana, Hong Kong and Taiwan area. Our products have passed ISO tests and CE tests, and also get customers' confirmation in these countries and regions. Our international reputation is growing during these years. We can act as your OEM supplier. We can print your logo and label in the products. We must show all customers the best quality and professional business service in the future. Quality is our life; honesty is our first principle!
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Quality AR 15 uppers, AR15 parts, AR-15 rifle manufacturer. Friday Harbor, WA
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16" 6.8SPC II- HBar- 1/10 Barrel 12" Quad Rail Upper-BCG-CH-Mag
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Original Price $499.99
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Looking for something compact, deadly accurate and small in the hand? These are a Contract Over-run completed for another Ar company and we are pleased to be able to offer to you these barrels at an excellent price!
Complete AR15 6.8 SPC II- Barreled Upper Receiver Assembly:
Hardened Arms M4 Feed Ramp Flat Top Receiver
Black anodized mil-spec finished upper receiver
Feed ramps for increased feeding reliability on barrel and upper
Laser etched T-Marked upper receiver
4150CMV 6.8 SPC II Barrel
Black Melonited/QPQ Finish
Stress Relieved for superior accuracy
Chambered in 6.8 SPC II
16" HBAR Profile barrel with M4 Extension
1:10 twist
.750" barrel diameter at gas block
5/8x24 threaded muzzle/barrel
Low profile gas block
Barrel dimpled to secure gas block
Mid- length gas system
A2 flash hider
12" Tactical Quad Rail rail (End cap option is available)
Fits any mil-spec AR15 lower receiver.
Hardened Arms uppers are high end, accurate, head spaced, inspected and test fired prior to shipping. They are built using stringent specs, top quality parts and procedures to ensure maximum reliability and performance.
You are responsible for knowing your state laws regarding barrel lengths, pistol, Short barreled rife restrictions. 20% restocking fees if you can not take delivery due to state restriction. Dealer programs are available on our website. Two year warranty against manufacturer defects. Finishes will wear with use, no warranties apply to finish wear.
515 Tucker Ave, Friday Harbor, WA 98250 |
Phone: 425-530-0837


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Brandon Jennings scored seven points with two rebounds, three assists, one steal, one block and one 3-pointer in 14 minutes against the Cavs on Thursday.
Lance Thomas started the third quarter for Kristaps Porzingis (ankle) on Thursday, finishing with nine points, five rebounds, two assists, one steal, one block and one 3-pointer against the Cavs.
Mindaugas Kuzminskas played all of his seven minutes in the second half on Thursday against the Cavs, posting just one turnover with no other stats.
Kyle O'Quinn scored four points with 10 rebounds, one steal and one turnover in 19 minutes against the Cavs on Thursday.
Dante Cunningham returned from a personal absence on Thursday and had five points, four rebounds, a steal and a 3-pointer in 25 minutes off the bench.
Courtney Lee (illness) scored a game-high 25 points against the Cavs on Thursday, adding six rebounds, five assists, one steal and three 3-pointers in 36 minutes.
Aron Baynes (illness) played five minutes off the bench on Thursday finishing with zero points and a steal.
Kevin Durant had X-rays taken on his left hand after the first quarter of Thursday's game and then quickly returned to action in the second quarter.


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Proposals to expand free Wi-Fi and improve mobile coverage across the Square Mile have been given the green light.
A long cavernous space within the Science Museum has been filled with over 160 retro computer games, from the earliest Pong to fairly recent 3D virtual reality headsets.
What's this -- a wooden steam locomotive powered by a rubber band? As the saying goes.. Just Take My Money!
As retail stores fill their windows with Christmas themed displays, six large office windows on the Euston Road have been filled with glowing light displays, each made from a mass of scientific instruments.
Did you know that the world's largest nuclear fusion reactor is not far from London - just outside Oxford in fact.
Later this month will be a fairly rare public lecture by Professor Stephen Hawking, at Imperial College London.
A small display of the work by three of Japan's leading contemporary manga artists is currently running at the British Museum.
This is a little different, but the newish passenger tunnel at King's Cross station is the setting for a lecture next month.
The hunt for an elusive particle critical to physics once saw Holborn tube station used for a revolutionary science experiment.
Just outside Didcot can be found one of the UK's hotbeds of science research, and this July, the campus will be hosting an open day for visitors.
Another of the occasional chances to see the International Space Station flying over London takes place this weekend.
Mark a date in your diaries for one of the greatest movies ever made will make a rare return to the big screen next month.
Just a heads up that Robin Ince is hosting a series of evenings in the run up to Christmas that will attempt his usual blend of science, comedy and atheism into a single event.
If you are a Simspons (and/or Futurama) fan, then the Science Museum is laying on an event that may appeal.
This October, the Science Museum will launch what it says will be the first permanent gallery in the UK dedicated to the history of information and communication technologies.
|London's weekly railway news #189
|Crossrail discovers a lost river and the Grains of Paradise
|A cascade of Sami chevrons in the Southbank Centre
|North London's unusual transport museum
|Elizabeth Line commuters to start their trip with a Latin motto


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Treat yourself to an AXA Leisure Break
Are you ready for a break?
Is it time you got away and treated yourself to a well-deserved AXA Leisure break? With AXA leisure breaks you can enjoy breaks away in 3, 4 & 5 star hotels across Ireland at our special AXA rate.
AXA Leisure Breaks are available to you all year round and allow you to make multiple room bookings at any one time, subject to availability.
Once you have renewed or purchased AXA home or motor insurance, you will receive your unique booking reference number which is valid for the year of your insurance and you can use it as often as you like. You will also receive details on how to book your break.
We have over 500 participating hotels around Ireland that are Northern Ireland Tourist Board or Failte Ireland approved and it's our way of saying thank you. You can even invite family and friends along on the same great deal.
We have weekend or midweek breaks in 3 Star Hotels from just €37.50 per person sharing or 4 Star hotels from just €42.50 per person sharing.
Kids stay Free - Accommodation for up to 2 children aged 12 and under is free when sharing a family room with 2 adults.
How to book
- Have your unique AXA booking reference number to hand
- Click on the link below or call 0818 300 189 (call centre is available Monday to Friday 9.00am to 7pm)
- Select your dates, accommodation & location
- Provide your AXA reference number and book your break away!
Don't have or lost your AXA reference number? Don't Worry
You can use the last nine numerical digits of your AXA policy number
OR The e-mail address on your current policy
OR Click on the link here and we will email this to you.
More Information
AXA Leisure Breaks are exclusively available to you our customer as a thank you and to reward your loyalty. To ensure that AXA Leisure Breaks live up your expectations, we carry out weekly online satisfaction surveys and ask customers for their feedback when they return from a break. These surveys commenced in July 2009 and here are just some of the comments we have received from customers:
Customer Testimonials on Leisure Breaks:
"Excellent value for money. I would be happy to tell my friends and family about AXA breaks for their future breaks."
"Think the AXA Leisure Breaks are fantastic value for money. I have told friends about this great offer and they are also very impressed and have said they will check out car insurance with AXA in the future due to this offer."
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"Long may they last in this time of recession"
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"Its an excellent perk, I usually take 2 - 3 AXA breaks a year, they are good value for money and there is a great choice of locations available."
"I would use this service approx every 6 weeks and find it fantastic value"
"Have gone on quite a few breaks and am very pleased so far. extremely good value. all hotels very friendly and helpful, as are the booking staff."
"It was a holiday home we had it was fabulous, excellent location ,close to all amenities if only we had good weather, i will certainly go back, great value."
"A family run hotel where customer service was a top priority with all members of staff. A most enjoyable stay."
"This was our first time using this offer and we will most certainly be using them again."
"Great value looking forward to my next trip"
"AXA are real value for money, had a great time"
"I avail the AXA leisure breaks on regular basis and I find them to be value for money and enjoyable"
"I think that the deals are excellent and we have also stayed in Derry. We plan to take many more"
Terms and Conditions
- AXA Leisure Breaks are provided by Loyaltybuild Limited, which acts as an agent on behalf of the hotels in the arrangement of accommodation for AXA qualifying customers.
- ** Lines are open 9am to 7pm Monday to Friday (excluding bank holidays).
- Summer supplements of up to €30/£20 per night for July & August apply for 3&4 star hotels. A destination supplement of €10 per night applies in Dublin & Galway city centre hotels.
- Breaks are priced in the currency of the destination.
- Price may be subject to small gain/loss for customers due to currency fluctuations.
- The balance payable on an AXA Leisure Break is payable in local currency directly to the hotel.
- On request single person breaks may be available and a single supplement may apply
- Full terms & conditions apply to all AXA Leisure Breaks


text:
BMW EfficientDynamics is a package of intelligent measures that considerably reduce emissions and improve fuel consumption while, at the same time, boost performance. In the BMW ActiveHybrid X6 the hybrid engine is just one of the measures that works alongside familiar technologies such as Brake Energy Regeneration to help to solve the "power vs. fuel consumption" dilemma in almost all BMW models.
BMW Security VehiclesBMW X5 Security BMW X5 Security Plus


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Brown Gravy
|2 Tablespoon
|Cooking liquid/Beef broth
|1 Cup (16 tbs)
|All purpose flour
|1 Tablespoon
|To Taste
|To Taste
After roasting meat, remove from baking dish; cover to keep warm and set aside.
Pour cooking liquid from meat into bowl, leaving particles in baking dish.
Allow fat to rise to the top.
Return 2 tablespoons fat to the baking dish.
Skim off any remaining fat and discard.
Pour cooking liquid into 1-cup measure.
If necessary, add beef broth to measure 1 cup.
Set aside.
Blend flour into fat in baking dish.
Microwave at HIGH (100%) until lightly browned, 3 to 7 minutes.
Gradually stir in reserved cooking liquid.
Microwave at HIGH (100%) until slightly thickened and smooth, 3 to 6 minutes, stirring several times during cooking.
Sprinkle with salt and pepper to taste.
Stir in a few drops brown bouquet sauce, if desired.
Recipe Summary
Rate It
Nutrition Rank
Nutrition Facts
Serving size: Complete recipe
Calories 325 Calories from Fat 272
% Daily Value*
Total Fat 30 g46.3%
Saturated Fat 9 g44.8%
Trans Fat 0 g
Cholesterol 25.5 mg8.5%
Sodium 396.7 mg16.5%
Total Carbohydrates 12 g3.8%
Dietary Fiber 0.44 g1.7%
Sugars 0.1 g
Protein 2 g3.2%
Vitamin A Vitamin C
Calcium 0.2% Iron 3.9%
*Based on a 2000 Calorie diet


text:
There is a love I wish to embrace,
Though it cannot be, and this I truly hate.
I love you, yes I admit,
And I doubt I will ever quit.
Until the day you realize,
Why I stare at you with loving eyes.
Your beautiful smile-your gorgeous face,
The way you carry yourself with such grace.
You make me laugh-you make me cry,
You really make me wonder why.
I love you and I just can't let go,
And not being with you hurts me so.
Some people say it's not meant to be,
But all I want is you and me.
I guess now it's time to give up hope,
I'm just not sure how I will cope.
You always were, you always will be,
My true love, the one that cannot be.
© Copyright 2017 ZeroDemon95. All rights reserved.
Status: Finished
Genre: Poetry
Book / Action and Adventure
Book / Editorial and Opinion
Book / Gay and Lesbian
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text:
(based on 2 reviews)
Ratings Distribution
5 Stars
4 Stars
3 Stars
2 Stars
1 Stars
Reviewed by 2 customers
Displaying reviews 1-2
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light weight
By marcquitta
from choctaw,ok
About Me Average Health
Best Uses
Comments about Walker Basket:
Will work great for my mother.
Bottom Line Yes, I would recommend this to a friend
Was this review helpful? Yes / No
- You may also flag this review
(12 of 12 customers found this review helpful)
Item is not as described!
By Reads the Fine Print
from Oceanside,CA
About Me First Time User
Just received the basket and a rolled up wad of Velcro in the mail, no hooks for the top to hold basket no hooks to hold basket to the legs, just a wad of Velcro. Pretty lousy for $20, I'm going to talk to some friends of mind about a better, efficient way of attaching the basket to the walker so it doesn't come loose.. I still need a basket, otherwise I would send it back, very deceiving!
Bottom Line No, I would not recommend this to a friend


text:
It looks like you're new here. If you want to get involved, click one of these buttons!
Our Saturday Editorial Debates make a return this week as Dan Fortier and Garrett Fuller return to duke it out over combat styles. Dan won initiative, and will make the first move:
Dan Fortier: When it comes to combat in MMOs there seems to be an ongoing struggle between those that want more involved combat that uses the skill or reflexes of a player over instead of the standard automatic 'hit a button and wait' method that seems to be the standard.
While I don't count myself firmly in either group, I have to say that I prefer to have a lot of strategic options in my combat, but that doesn't necessary involve strafing around like the old Robotron game dodging attacks. The reason I play video games instead of going out the local Renaissance Fair and swinging real weapons is because I prefer to not have to work up a sweat killing things. games like Asheron's Call, while offering more of a twitch style of combat, seem to put too much emphasis on free movement while not providing a more realistic combat than the automatic systems.
Read the article, here.
Jon Wood
Managing Editor
Don't click here...no2
This is the first time I've posted here at MMORPG, though I've been a member for a couple years now.
The main reason I decided to post was because I do have some strong feelings about the combat systems in the past and current MMO selections and I wanted to weigh in on this topic. I'm not trying to change anyone's mind on the issue, just give some food for thought and maybe one day a developer will listen.
I think many MMO people dislike "twitch combat" in MMO's because it often ends up being about who has the faster graphics card or who has the fattest bandwidth rather than about other things (story immersion and authenticity, etc). And to a certain extent, I agree. Without excellent environments, music, graphics, and so forth, you can't have a truly great game. However, the biggest issue I currently have, across the board with MMO's is the combat system. Its just not immersive enough.
I think there needs to be a more intuitive and immersive form of gameplay combat in MMO's to truly have gamers feeling like they are in the game, that they have become the character, that they are under attack when a volley of arrows is incoming. Take WoW for example. Horrible combat (imho) because clicking buttons on a bar at the bottom of your screen is about as far from feeling like you are immersed in the combat as you can get. And this problem is by no means limited to WoW. Most MMO's out there have a stupid bar you have to pick combat options from. You end up in combat looking up and down between your bar, the fight, your health and mana meter and back again. That's lame and I can't believe gamers are still okay with it.
In fact, I'm going to post my "Top Reasons MMO's Suck" List here. Feel free to comment or add your own.
***********TOP REASONS MMO's SUCK**********
PvP - either there's too little or its not implemented right (only DAoC had this even sorta right). There needs to be a natural and pretty horrific consequence for someone that's level 1 quadrabillion one-shotting a level 7 and spitting on their not-yet-cold corpse.
Combat - either its too slow or its not engrossing enough (you hit the same button sequence on your bar over and over to kill virtually every stupid mob).
Customization - not enough options to distinguish yourself from the other 10,000 nerds playing. If I want to play a fat merchant, let me slide the slider bar to decide how morbidly obsese I want to be in char creation.
Economy - screwed all to hell because of IGE and eBayers selling gold/plat/gil to 12 year old ninnies. Should be locked down so items are bought with energy or something that drops from mobs which is bind on pickup and can't, therefore, be bought or sold or traded between accounts.
Mobs - lack of variety, lack of AI, lack of sense of accomplishment when they go down, they're there 2 minutes later and appear out of thin air? How realistic!
Wimpiness - your player starts off basically naked and then gets some dorky clothes and corny weapons for putting in the first 10 levels. What a reward!
Classes - players have to choose classes as they level. It ought to be skill-based. The more you do a certain thing, the better at it you become. You can be a jack of all trades or super skilled in one area. Like in Ultima Online or Dungeon Siege.
User Interface - Not customizable enough. I want skins for my GUI. I want transparency options, resizable, movable, font-changeable options. And for God's sake, don't make me look away from my character during combat to see if I have enough mana or health left!
People - There are some real jerks that play MMO's. We need a really good system for kicking people from group, putting them and all their toons on ignore and adding them to a guild blacklist.
Originality - I don't want the used up, cliched dwarf, elf, human, warrior, rogue, caster races and classes. Make something new. Something exciting.
Balance - Everyone should be able to solo effectively. Not just if you have pimped out gear and get a guildy to buff you because you specced a certain way that gimped you so hard you can barely solo a wimpstyle mob that's your level.
Partying - There should be no penalty for grouping together and no bonus for it either. The experience you get should come from skilling up, not farming items or gold.
Dying - You get a multiplier for staying alive longer. If you die it zeroes out and begins again.
Stuck - Options for people shy of having to contact support and waiting 20 minutes for a company payed GM to help them with a simple /unstuck command the player should have been able to do themself.
Quests - Player wiki-able thotbot ingame, allowing players to help write the user guide and make corrections, taking pressure off the dev team come patch night to fix all the little bugs.
Dovie'andi se tovya sagain.
Believe it or not, I think I have a solution that could make both camps happy.The key is not complicated button-based strategy; or split-second reaction-based timing. The simplest and most immersive solution is to combine the two into one thing by focusing on STRATEGIC TIMING.
When you're watching a fight on TV do you think "block that jab with your left hand, then use a 'roundhouse flurry combo?'" Not unless you can think twice as fast as a fighter can move his hands. No, that kind of conditioned response is the job of the guys in the ring.
Instead, you look for strengths and weaknesses and (whether the fighters can hear you or not) you yell things like "He's got a strong left hook; keep your distance!" or "He's rattled; it's time to move in for the kill!"
Just that kind of strategic timing could be the basis for an extremely engaging and immersive combat system.
I love martial arts in real life, and drilling my footwork is fun to me. But studying button combos for a computer game is a meaningless abstraction. When you think about it, Pong was a lot better simulation of a tennis game than modern fighting games are simulations of hand-to-hand combat. What do "combos" and "powerup" button clicks have to do with actual fighting? Zippo.
Let the guy on the screen handle the reflex actions (at least until somebody can build one of those Holodeck thingies.) By focusing on strategic timing - instead of intentionally making the interface more complex to create a separate and non-immersive "mini game" - developers could make the experience much more simple and immersive at the same time. You only need a few options you can easily fit on a mouse. And instead of fifty clicks a minute, you're spending most of your time admiring the (hopefully nice looking) combat animations, intently trying to decide exactly the best time to make that critical move.Sadly, the doctors who do carpal tunnel surgeries would lose out big time, but look at the bright side: everyone else would get a fun game to play.
Originally posted by BountyGreg
eventho Strategic Timing sounds fun, you can't do that in an MMO.
If you do that, you would have to actually guess where your opponen will hit or not, in reality, you react to a movement, in MMOs it's not possible because of ping/lag and whatever problems, unless you put all this on client side, which can be exploited big time, so your solution, as good as it sounds, is not possible with actual technology.
I know players wanna see results and no problems, but that's how it is, it's not possible, as simple as that.
It's impossible to be sure what you are trying to say here, but it sounds like pretty much the opposite of what I suggested. Of course you wouldn't have to "guess where [whether?] your opponent will hit or not."
As I tried to make ridiculously clear, I am specifically NOT talking about split-second responses here. And of course I never suggested that the player "react to a movement." That would be a bad idea regardless of any packet sniffing concerns. (Until, as I said, somebody can build a real-life Holodeck. And if that had happened by now I wouldn't be sitting here wasting my time typing on a Web forum!)
What I'm talking about is making a decision to attack based on whether your opponent appears weak or strong. This would be a trend or perhaps a cyclic condition. The split second at which the strike takes place would not be terribly important.
Video game players have become conditioned to seeing weapons "attack" basically as fast as they can be swung. That's kind of a silly way to fight; it's how third-graders do it: both opponents close their eyes and flail their arms wildly at each other, hitting each other dozens of times before somebody finally has enough.
The cool thing about melee fighting (as opposed to gunfights, or third-grader slapfests) is that it is possible to have a "guard" which must be overcome and/or bypassed before you can actually hit your opponent. Unless one opponent is infinitely more skilled than the other, this process takes a certain amount of time.
The more time that passes, the more each opponent's guard is overcome. The critical element of Strategic Timing is deciding when to make your move to try to bypass what is left of the guard and strike your opponent. If you make it too early, you are likely to miss, and in the process diminish your own guard; if you make it too late, then your opponent might hit you first. That would result in a WOUND, which hurts a lot, and would presumably impact your ability to continue the fight to some degree.
As for how this could be handled in an MMORPG's sequencing, I think you have a good point, assuming that by "not possible" you meant to say that it would be "relatively easy." This would not be one tiny bit harder than deciding whether a "special attack combo" kills an opponent in any current online game. There would be roughly the same animation delay during which the data transfer could easily be masked. How many times have you had the computer tell you you're dead and then say "Oops, no you're not?" It's not that big a deal.
The biggest difference would be that DELAYING that attack could be just as important as making it soon enough. This way, timing becomes an important strategic element in the fight; not just a measure of how smartly you can tap a refreshing button to squeeze as many attacks in as possible before the fight is over.
PvP - There needs to be a natural and pretty horrific consequence for someone that's level 1 quadrabillion one-shotting a level 7 and spitting on their not-yet-cold corpse.
I take it you meant a level 7 one-shotting a level 1 and not the other way around? That said, those who like to PvP claim that they enjoy the danger so it's probably all fine for them, and those who don't want to PvP really couldn't care less what happens to the attacker afterwards - the attack must not be possible in the first place.
Combat - either its too slow or its not engrossing enough (you hit the same button sequence on your bar over and over to kill virtually every stupid mob).
Better than the twitch option, like in DDO... you just run around the mob and spam mouse button endlessly. With a button sequence, at least there's room for variation; a sequence that works against one mob might not work against another. Seriously though, the only game that I ever played that actually met that requirement was Max Payne, and the bullet time effect just doesn't work so well with MMOs.
Customization - If I want to play a fat merchant, let me slide the slider bar to decide how morbidly obsese I want to be in char creation.
99.9% of the playerbase doesn't want to play a fat merchant though so isn't that a bit like the high level raid instances in WoW? Most players never need that option, so if it causes extra work for devs, it's not actually worth it. But sure it was nice that they made them anyway, I was among the less than 50 people in total who had made serious progress in Naxxramas on our server by the time I quit the game. I would not have played it that long otherwise.
Economy - screwed all to hell because of IGE and eBayers selling gold/plat/gil to 12 year old ninnies.
Not true, but not going to argue it further here. There is not much devs can do about false perceptions, although they are certainly trying, by giving the (equally false) impression that they are tackling the problem.
Mobs - lack of variety, lack of AI, lack of sense of accomplishment when they go down, they're there 2 minutes later and appear out of thin air? How realistic!
Hard to make complex mobs; one way or another they still have to attack you. I have to this date never seen "smart AI" in any game, MMO or otherwise; the mobs see you and attack you, that's all. The only actual reason they seem smarter in some single player games, is that they have been positioned in a smart way by a level designer. And then there's also the issue that they might become too hard... for example, imagine a ranged mob that runs or flies away very fast when the player tries to catch it, and chases after him when he tries to run away; how is an all-melee fighter going to beat it? He can't, he knows he's dead as soon as he sees the mob. Talk about class balance right there. Or if the mob was really smart, it might go get its 200 buddies and come back; you one-shot it from range or die basically.
Wimpiness - your player starts off basically naked and then gets some dorky clothes and corny weapons for putting in the first 10 levels. What a reward!
Hey, ease off on teh wimps. That's most of us in real life 24/7 after all.
Classes - players have to choose classes as they level. It ought to be skill-based.
Problem with skill-based systems is that some templates are always better than others, so you go for optimal template or gimp yourself. Think about dungeon siege, was it ever worth having someone in the group who was "fine" at many things but not really good at anything? No, you went for full-melee, full-ranged and a healer for spamming that one AoE heal 24/7. Why? Because that was the most effective way to get the job done.
User Interface - Not customizable enough. I want skins for my GUI.
Skins might be nice, but otherwise customisation tends to lead to dependency on mods, like in WoW. it's all just eye candy anyway, and it's not like any other games had even nearly as much customisation as some MMOs.
People - There are some real jerks that play MMO's. We need a really good system for kicking people from group, putting them and all their toons on ignore and adding them to a guild blacklist.
We have that already. What I would like is a warning _before_ I actually group with them, like a voting system where each player could vote for or against another player, and anyone could then look at their saldo at any time, anywhere. Trouble is, those real jerks pay a monthly fee to the game company as well...
Originality - I don't want the used up, cliched dwarf, elf, human, warrior, rogue, caster races and classes. Make something new. Something exciting.
Inventing something entirely new is difficult, plus you never know if people will like it or hate it. But seriously, not everyone can do what Tolkien did, so MMO developers are better off choosing an existing genre with an existing fanbase. That said, there are some really interesting intellectual properties out there with no MMO in their name yet; Aliens, Battletech, that sort of thing.
Dying - You get a multiplier for staying alive longer. If you die it zeroes out and begins again.
Death penalty means people never take risks, so I would rather make content more difficult than punish the player for trying. Otherwise we will have knights and all camping bunnies all day again because that's safe.
Stuck - a simple /unstuck command the player should have been able to do themself.
WoW actually has a button like that, plus you can soulstone out of there if all else fails. I would imagine that one reason everyone has a soulstone is exactly that, to help them get out of nasty situations on their own.
As somebody who is more than fed up with classical mmorpg-style combat, I think I am with Garret in this discussion. However, I think combat in these games still have a long way to go before they are really satisfactory.
A few things:
Collision detection. Yes, I know, thats always a bit of a problem because of latency and possible exploitation. Yet without it, any opponents, whether PC or NPC, will feel..insubstantial? Not to mention the weirdness of tactics of people running through each other.
Physics. One of the things that still requires work, even in single-player games, is real-life physics, and its combination with physical combat and encumbrance. It should be possible to really push your enemies (or obstructive bystanders) back or aside; the encumbrance of heavy arms, armor and a backpack full of goodies should not only slow you down, but also affect the way your character moves. Ideally, there should also be some kind of sensory feedback, perhaps by way of force feedback gamepads.
Computer combat, especially of the pre-industrial, hands-on melee style, wont feel right before you get an almost physical feel of playing a believably moving and fighting heavily armored dwarf, or a lightly equipped, fleet-footed elven skirmisher.
Mounted combat. See above; this will work best if the collision detection and physics problems have been dealt with. Mounted combat is absolutely indispensable, I believe. Right now, mounts are fast means of transport that are handed out as rewards fairly late in the game; they do not play a role in combat. Also, they are more or less permanent and mysteriously pop in and out of existence as needed.
Anyone played the German action RPG Sacred? Or the indie game Mount & Blade? Both have mounted combat, and its great fun. Especially against opponents on foot it gives you a feeling of power though Mount & Blade adds a welcome touch of realism and enforces proper tactical behavior by making your horse vulnerable to attacks.
The latter thing might have other implications as well basic horses could be comparatively cheap, available early in the game and at the same time not very effective in combat (for instance, they might be relatively slow, or refuse to charge enemies just like real horses do). Battle-chargers would be much more effective and at the same time hideously expensive (as they were historically you could literally buy dozens of ordinary horses for the price of a good war-charger).
There are some other things that could be affected. Greater stress on player skill may make the continued use of class/level/hit point systems in some ways superfluous. I think player characters should gain in strength and widen their abilities, both through character experience and gaining items. But perhaps the strength gains should be very slow and gradual and cap at, say, two, three or four times that of a new character. Likewise, NPC opposition should vary more through AI (variable but sensible tactics), numbers and tactical composition (a mix of heavily armored melee fighters and mounted archers would be nasty ) than simply put in another bunch of Orcs with slightly higher combat stats and slightly different skins slapped on their models and operating according to the same old tired aggro mechanisms, damn it!
However, even if combat becomes more engaging and dependent upon player skill, there will be one big problem: Many players are not very good at it, or even like it. For them, the slower, less skill-dependent rhythm of mmorpg combat is preferable. I think that will remain so for a long time. Quite possibly, a split will occur between several types of mmorpg, with some adopting a mixture of a more or less realistic twitch combat style with a (either limited or more traditional) character stat-increasing system, while others will simply feature the classical-style combat & class/level/hit point system.
Originally posted by Sabbicat
I guess the argument is as cyclical as the artical link
Hehe. Good call. Now the link is fixed, but I'm afraid it didn't help one little bit. One guy says constant twitching hurts his tendons and the other thinks auto attacks are boring. Imagine that.
Why do people have to look at this a bipolar issue? It seems to me there is a huge amount of room for original ideas here. Why do players - and much worse game designers - keep looking at RPG combat systems as a finished product, with nothing but compromising left to be done?
How about some different concepts thrown into the mix? Just throwin out a few examples:
- Eliminate the "attack as fast as you can swing your sword" nonsense. Real combat doesn't work that way.
- Let the character ('toon) handle feints, dodges, parries (defense) and let the player (human) decide when to commit himself to an attack - which might only happen once or twice in a fight, but can be pretty darned dramatic when it does.
- Don't show characters being stabbed by a sword a dozen times in every fight. This is, frankly, silly.
- Eliminate in-fight healing. Neither real combat nor ANY genre of fictionalized combat outside of video games works this way.
- Give the player something to lose in a fight short of life or death, because (if you think about it) death is the most non-immersive thing you can possibly have in a computer game.
- Draw a distinction between a swordfighter's "guard" (i.e., stamina points, which refresh very rapidly) and actual wounds (hit points, which take proportionally longer to heal)
Don't get me wrong, I'm not trying to "sell" my own system(TM). I'm just trying to illustrate that there is plenty of room for LOTS of genuinely NEW ideas, rather than just an infinite number of compromises between two ridiculously abstracted systems that Gary Gygax and Nintendo invented thirty years ago!
Processing power has multiplied by a factor of a MILLION since then, but all we've used it on is graphics. It's time to wipe the slate clean and look at this from the bottom up. Think about how REAL combat works (or if not "real", at least in terms of verisimilitude -- like what we see in movies and read about in books) and see if there is a way to make something like that work on one of these newfangled "computer" thingies all the kids seem to be talking about these days.
Originally posted by Bardas
...There are some other things that could be affected. Greater stress on player skill may make the continued use of class/level/hit point systems in some ways superfluous. I think player characters should gain in strength and widen their abilities, both through character experience and gaining items. But perhaps the strength gains should be very slow and gradual and cap at, say, two, three or four times that of a new character.
,,,However, even if combat becomes more engaging and dependent upon player skill, there will be one big problem: Many players are not very good at it, or even like it. For them, the slower, less skill-dependent rhythm of mmorpg combat is preferable....
When you think about it, what is the real purpose of general "leveling?" All it does is move you through RPG content. You don't really FEEL any different at level 50 swinging an adamantium sword at the Rat of Ultimate Doom than you did at level one swinging a stick at a regular old, everyday rat.
That makes sense in traditional RPG's, where you don't want somebody skipping ahead in your cleverly laid-out story. But why does that have to apply in the "sandbox" world of an MMORPG?
Why have character strength, skill and power just GENERALLY go up in power at all? Why not make the game progression more broad than tall? Keep all the characters' attributes and skills at basically the same level, but give more advanced players a deeper bag of tricks?
Sort of like that old Magic The Gathering card game: they claim that a clever player with a starter kit can beat a boob with every card ever printed.
Likewise, why not give starting MMORPG characters only a few powers, but later let them earn a wider selection of more varied - but not wildly more powerful - abilities? That way, instead of being effectively excluded from all the higher - and lower - level content, and having to store a warehouse full of fire-resistant armor, a group of advanced characters can still have fun battling orcs on a more-or-less equal basis with a newbie friend, but also have a set of skills that they can (hopefully wisely) select from when they want to storm the dragon's lair with their uuber guild. And who knows, if he "plays his cards right" maybe that newbie can still have a role to play in the raid with the one or two skills in his little bag of tricks.
I think your last two posts raises several issues, many of which have been discussed to death in the past on various forums, but which remain highly relevant to mmorpgs.
Should the combat in mmorpgs be more realistic, or should it simply seem to be more real, with reality simply acting as source material (my personal preference)?
When it comes to parries, feints etcetera, letting the avatar (so much more elegant a word than toon, I think J) perform these rather than the player could easily devolve into a playstyle that is only marginally more engaging than the current point & click & occasionally press a button / activate a macro way. Personally, I like the sheer physical exertion of having to slaughter my way through a horde of enemies. Then again, I do like some breaks between the intense fights, thank you very much.
However, there are probably solutions to this as well. Perhaps a player can toggle between auto-defence and manual defence, with a skilled player being more effective at manual defence than the avatar by its own using auto-defence. Looking back at Mount & Blade, the NPC opponent AI made a reasonable showing of blocking the players attacks with shield and sword, so why shouldnt an avatar be able to do something similar in auto-defence mode?
It might be worth to reconsider the whole hit point thing; some gaming systems, like the old FASA space combat game Interceptor used a hit location / flowchart system, where a weapon first had to go through shields and armour, then followed the flowchart to knock out various of the ships systems and weapons. This, in turn, diminished the ships performance. Another game, the RPG Harnmaster, used a system of hit locations and wounds of various types and levels of severity diminishing the characters combat effectiveness.
Replace energy shields, ablative armour and ship weapons and systems with plate mail, padded gambeson and bones and organs, and there you are
Of course, such a non-hitpoint system hasnt been tried before in computer rpgs and mmorpgs, so it would require extra work and considerable testing before it works. There would also be the problem of feedback to the player, giving him an idea how well he or she is doing against the opponent; right now, hit points above the victims head perform this feedback function, and its non-immersive as hell. A non-hitpoint system would require good visual feedback in the form of visible wounds, damaged armour, the dropping of weapons, slower movement, the loss of control over limbs, cries of pain In short, it would very much enhance the game, but require a lot more work on the part of the programmers.
As for the punishment for failure in combat death I dont think you can quite escape that. But one could approach it creatively. Animals that arent interested in you as food might just leave you unconscious and badly wounded when you revive you can heal yourself, crawl to the nearest healer, or call for help. Sentient opponents might take you prisoner, intending another fate. Slavery for instance, leading to a series of physical quests until you can escape, or complete a trail or quest that will restore your freedom. Or they could simply eat you, leading to some nice animation of your body being ripped apart.
Revival, too, could be done in a variety of ways: being resurrected by a healer type present near your body, your patron deity resurrecting you (provided your avatars standing with that god is good enough), or some cult of necromancers regrowing your body from a piece of your anatomy you left with them and implanting your soul, called back from the dead, into it. For payment of course, and not without, ahem, certain by-effects.
The class-and-level system of current EQ-style mmorpgs have various advantages and disadvantages for designers and players alike I wont repeat here; they have been amply discussed elsewhere, for instance on Raph Kosters site. However, levels have one major benefit for players: they are the main reward for playing. They clearly reward players with more power in exchange for the time they have played. More powerful items are simply a variation on this. Of course, compared with the creatures of ones own level the avatar hasnt increased in strength at all; in a way, its an illusory gain in strength. Yet it works.
Of course, it isnt the only reward system. In general, the higher-level items often look cooler than the lower-level items. Theres the reward of finishing a well-written quest with some kind of emotional pay-off. Theres the ability to enter interesting-looking new zones and dungeons. However, ding is the main reward. If you get rid of the levelling, you have to compensate by making other forms of reward more important to the player. I think this can be done, but it means that quests have to become more interesting; NPCs have to become more memorable (better AI and more unique personalities); the landscape scenery itself has to become jaw-droppingly beautiful; hard-earned titles and positions in in-game NPC organisations should have meaning and bring consequences; NPCs should clearly react to your avatars achievements and overall reputation, etc.
Personally, I think a certain amount of inherent gains in power should always be there; the wizard really should be getting better at using magic the knight should become physically more powerful through training and practice. However, not by excessively much.
Again, all this requires a lot of work
Lets face it, EQ-type mmorpgs and their combat style satisfies enough people.
Going beyond it, right now, would require a lot of hard work, creativity and a very large budget. Big bucks and lots of time, while until proven a new type of mmorpg will be a commercially risky venture.
I suspect when change comes, it will come from several directions: incremental improvements in online technology, gradually reducing lag (that will take quite a few years, I expect L); incremental improvements in the EQ-type mmorpgs themselves; the sideway leakage of the gradually evolving single-player computer games, whether first-person shooters, sandbox games a la Grand Theft Auto and CRPGs like Oblivion and Gothic III; and true innovation in indie games a la Mount & Blade. The first company to successfully bring all these elements together will produce a game thatll eat WoW for breakfast.
Lets hope that still happens before the outbreak of WWIII around the middle of the 21st century J
When it comes to parries, feints etcetera, letting the avatar (so much more elegant a word than "toon", I think J)
Either way, it's nothing but a tool. Feigning respect for such a creature is a conceit, not a virtue. I want him to handle all the mundane stuff, and I have absolutely no qualms whatsoever about doing that. As I said, give me a Holodeck and I'll drill all day long. But practicing my "mad leet button mashing skilz" is something I can do without. Computers are good at mindless conditioned responses - let them have that part of the "glory;" I'll settle for just taking all the rest.
...However, there are probably solutions to this as well. Perhaps a player can toggle between "auto-defence" and "manual defence",
Exactly. Of course there are a thousand potential variations on any of these ideas. All I want is for a game designer to TRY something NEW for a change; not just endless combinations of the same two 30-year-old themes.
...Another game, the RPG "Harnmaster", used a system of hit locations and wounds of various types and levels of severity diminishing the character's combat effectiveness.
A system that detailed might end up feeling being a bit morbid in practice. Personally, I'd recommend something closer to a "two hitpoint bar" system than a "punctured your left kidney" system. But, hey, it might still worth be worth a try anyway - who knows what you might finally come up with. My point is that the line could be drawn ANYWHERE within the vast range between pure abstraction and gut-wrenching realism. The problem is that for the last thirty years it hasn't moved one inch from the starting block. It's time to open some minds.
Of course, such a non-hitpoint system hasn't been tried before in computer rpg's and mmorpg's, so it would require extra work and considerable testing before it works.
ALL systems require testing. As for the process of trying some new initial parameters, that's called "creativity," not "wasted effort." In RPG's, that's where the money is. Originality is worth its weight in gold. (Well, technically, it's worth infinitely more than that, but you see my point.)
Anyway, a designer could spend as much or as little time at that as he wanted. As long as the system seemed to be getting "more fun" they could keep going, and stop whenever they want. But it's not just wasted time. If you sink a little time in up front and come up with a new combat system FIRST, that makes the millions you spend on developing content later on all that much more productive and potentially profitable.
Now, if some game designer told me they tried to move a milimeter away from the two "standard" paradigms, and everybody sitting at their screens instantly screamed in unison: "OH MY GOD, THIS IS HORRIBLE!!!" I'd shut up about it. But I'm pretty sure that hasn't happened.
There would also be the problem of feedback to the player, giving him an idea how well he or she is doing against the opponent; right now, hit points above the victim's head perform this feedback function, and it's non-immersive as hell. A non-hitpoint system would require good visual feedback in the form of visible wounds, damaged armour, the dropping of weapons, slower movement, the loss of control over limbs, cries of pain… In short, it would very much enhance the game, but require a lot more work on the part of the programmers.
Adding adaptive animations (wounded left leg, right arm, etc.) would probably be very expensive. But re-coloring parts of a character skin during battle should be easy. Personally, I've always thought SOUND is under-utilized as an RPG combat feedback mechanism. When a character makes the exact same "uh" sound a dozen times in one fight, what does that mean? That he's being eviscerated or receiving so many paper cuts?
But a whiff (complete miss), a visible dodge, a parry, and an armor chunk all sound VASTLY different from a fleshwound. And even different parries could have different sounds without having to add adaptive animations. A series of "clinks" could turn into some pretty worriesome "clunks" as you became weakened.
The collective effect would be like hearing and seeing a gathering rainstorm. MUCH more dramatic than watching a bar shrink and grow, but not all that much more expensive to implement. WAV files are dirt cheap and require no significant increase in client processing power. Heck, a lot could be done simply by varying loudness of existing sounds, and that's all but free.
As for the punishment for failure in combat – death – I don't think you can quite escape that. But one could approach it creatively. Animals that aren't interested in you as food might just leave you unconscious ...
Of course death is a necessary possibility. All I have a problem with is FREQUENT death. That's just silly. The process should be painful, but very rare. When death happens, I want to feel like I did something stupid enough to deserve it, not that I fell asleep staring at the hitpoint bar and didn't click my heal potion or "Feign Death" button fast enough.
With the standard system, even after a well-fought battle you're "half dead," or a fourth dead, whatever. The only "excitement" comes when your hitpoint bar nearly empties - and if you tread that line you'll die frequently. How heroic is that?
Even a "no downtime" game like WoW makes me stop and rest after almost every fight. But I rest 10 seconds after a conservative fight and 20 seconds after the most harrowing battle imaginable. Why? Even the shortest "time out" is a punshment. Let me bounce back from a normal opponent without even sitting down. I should only have to bandage, etc. if I get unlucky or make a mistake but make that take proportionally longer. And only KILL me if I royally screw up, say if I keep pressing on in a dungeon that is getting tougher, even though I'm getting seriously injured in almost every fight -- BAD IDEA. But only finding out I'm in trouble after I died a few too many times? Stop and think about that for a second...
Imagine you're a tough guy and you have to fight a three-foot tall goblin. OK, not exactly the Battle of the Century, but you'd still want to be careful not to get a nasty cut that you'd have to stop, spend time bandaging and have to put up with for a while - that would essentially be a "loss" right? But if you fought well, all you'd be out is a little sweat you could recover in relatively no time. This adds a bit of challenge to even the smaller battles, while leaving you plenty of leeway for tougher opponents -- for whom a heavier price may be exacted. And only when you reach your ultimate goal do you face the dreaded "D" word. Look up "heroic fantasy" in the dictionary some time; I think it'll be pretty close to that.
Personally, I think a certain amount of inherent gains in power should always be there; the wizard really should be getting better at using magic…the knight should become physically more powerful through training and practice. However, not by excessively much.
I'm a believer in PUNCTUATED increases in power. I hate "general" increases upon leveling because you don't FEEL them. Let me choose between 30% more hitpoints, OR 30% stronger attacks, etc.; let me choose ONE new spell, instead of swapping out all my old ones for slightly better models. That way you'll notice the difference. But a tiny increase across the board doesn't have the same effect; you're traversing content, but losing a potential visceral thrill.
Let's face it, EQ-type mmorpg's and their combat style satisfies enough people.
Going beyond it, right now, would require a lot of hard work, creativity and a very large budget.
You're taking a risk every time you start your car or stick your face in a fan. You don't get to choose "no risk," all you can do is pick "which risk" you want to take.
Developing content and putting an MMORPG online takes years and costs millions of dollars -- nowadays more like TENS OF MILLIONS. The type of combat system you happen to choose has little effect on that. Brainstorming and playtesting some mockups costs squat in comparison -- as long as you do it up front. That's called "starting the car," and whether it pans out or not, it's worth a try.
The alternative is failing to innovate in today's MMORPG market and hoping you can do essentially the same thing Blizzard is doing - only more slickly. Personally, I think that constitutes one of those "face in the fan" kinds of risk.
Yea i agee with much of what has been said in this thread. New ideas are whats needed. From the ground up is right. Pretty graphics might look ok but ifs its not fun or intresting, then why bother.
After people mentioned all the problems with using a more strategic type of system then is it realy possible to play a good MMO? Why pay $20 a month for something you can get for free on multiplayer deathmacth/capture the flag? Are MMO's dead?
Combat AI opponents need to be fewer and more difficult/intelligent. Not hacked, not unbelieveable, just more intelligent. But the easiest way to get intelligent/varied/unpredictable opponents is to have a varied combat system with HUMAN opponents. Why waste that many polygons on AI?!
Make combat dependant on:
Armor type
weapon type
attack type
distance from target
Not ive played no stop for 3 weeks and you played 3 times a week for 2 weeks i win!! Or ive payed more to developers gg.
inshort more realistic conditions. Why reinvent the wheel? Copy whats already around you!


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Gunung Merta Bungalows
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Justices, Presidents and Senators: A History of Us Supreme Court Appointments from Washington to Clinton (4th Revised edition)By: Henry J. Abraham (author)Hardback
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DescriptionTotally revised and updated, this classic history of the 108 members of the U.S. Supreme addresses the vital questions of why individual justices were nominated to the highest court, how their nominations were received, whether the appointees ultimately lived up to the expectations of the American public, and what their legacy was on the development of American law and society. Enhanced by photographs of every justice from 1789 to 1999.
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About AuthorHenry J. Abraham is one of the country's most respected scholars of the U.S. Supreme Court. James Hart Professor of Government and Foreign Affairs, Emeritus, at the University of Virginia and the author of numerous works, he lives in Charlottesville, Virginia.
ContentsChapter 1 Introductory Reflections: Of Criteria, Evaluations, and Judgements Chapter 2 The Nixon Era: A Turbulent Case Study Chapter 3 How They Get There: Appointing Supreme Court Justices Chapter 4 Why They Get There: Qualifications and Rationalizations Chapter 5 The First Forty Years: From George Washington to John Quincy Adams, 1789-1829 Chapter 6 The Next Forty Years: From Andrew Jackson to Andrew Johnson, 1829-1869 Chapter 7 The Balance of the Nineteenth Century: From Ulysses S. Grant to William McKinley, 1869-1901 Chapter 8 Into the Twentieth Century: From Theodore Roosevelt to Herbert Hoover, 1901-1933 Chapter 9 The Court Alters Course: FDR and Truman, 1933-1953 Chapter 10 The Warren Court: From Ike to LBJ, 1953-1969 Chapter 11 The Burger Court: From Nixon to Reagan, 1969-1986 Chapter 12 The Rehnquist Court: Reagan, Bush, and Clinton, 1986- Chapter 13 Epilogue
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- publication date: 01/09/1999
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- edition: 4th Revised edition
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