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MMO: Spectrum Of Design - Part 2 Fishing For Grouper Or Sole?
Entry posted by sunandshadow ·
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Spectrum Of Design
a blog series by sunandshadow
aka Mare Kuntz
Blog #2: Fishing For Grouper Or Sole?
(Designing For Group Play Or Solo Play)
In the previous blog I talked about solo adventurers, adventuring parties where each character is controlled by one player, and adventuring parties (or sports teams or armies) where all the characters or units are controlled by one player. These differences in gameplay structure result in differences in gameplay experience, and most MMO players have a strong preference for what type of gameplay experience they want from an MMO. In this case, the specific issue is whether they want to play as a team with other players or play by themselves with only occasional casual interactions with other players. One of the major factors underlying this preference is the fact that some people are extroverts and some people are introverts.
Extroversion and introversion are naturally occurring personality types, which are at least influenced by genetics, if not completely determined by them, and it's visible from toddlerhood whether someone is inclined to be one or the other. What are these personality types? What's so different between the two of them? Extroverts are people who like people - socializing makes them feel energized, while being alone makes them feel depressed. Introverts are people who find it draining and stressful to interact too closely with other people; they find being alone restful and great for being able to hear themselves think or work contentedly on a project. Very few people want to socialize all the time or none of the time though - it's more about whether you are more often in the mood to socialize or more often in the mood to be by yourself. Neither extroversion nor introversion is better than the other, and neither is capable of changing into the other; it's quite damaging to pressure someone to act counter to their personality type. (If you want to learn more about introversion, extroversion, and other personality types, I recommend taking the Keirsey Temperament Test, of which there are several versions available online. Or if you want an actual book, I recommend Please Understand Me II by David Keirsey.)
In general, humans are approximately 60% extroverts and 40% introverts. But, extroverts tend to be less interested in anything computery than introverts, so computer and video gamers have a reversed ratio, more like 40% extroverts and 60% introverts. On the other hand, extroverted gamers gravitate more toward multiplayer games than single-player games, so MMO players are somewhere around 50% extroverts. This even divide has actually proved problematic, especially for AAA MMOs. 50% is not a big enough piece of the audience for an AAA situation where the company does not want to make a niche game. In real life introverts and extroverts are often friends with each other. Most workplaces employ both types of people because they are good at different types of jobs, and most business need both types of job done. But introverts and extroverts tend to have different hobbies and interests.
MMOs can only afford to provide a narrow selection of interactive experiences for players, and few possible experiences appeal strongly to both introverts and extroverts. A game that is aimed only at one personality type can provide the widest range of options for that type of player, but will not retain players of the other type. Designing for both types is like trying to walk in two directions at the same time - you don't have enough bodies to go both directions, so you're going to fall on your face. Any game development project that tries to do too much with too little ends up with a shallow game that has a limited number of hours of gameplay any given player will like. (Spore, while not an MMO, is a really clear example of this type of error in going for a broad but shallow game.) When an MMO's design fails to take personality type into account, content that one type of gamer would like may be gated behind content that this type of gamer doesn't like. So either they are unhappy while playing through the mis-targeted content, or they quit before the get to the content they would have liked. Meanwhile players that liked the first type of content will not be interested in the second kind, and won't consider it a good reward or replacement for finishing the first kind.
What if you want both types of players?
In an ideal situation where an MMO had an infinitely large budget, would it be the best choice to have content for group players and solo players in the same game. Well... maybe not. Games are a form of fiction. According to one of my favorite fiction theorists, Simon Lesser, one of the purposes of fiction is to present to the audience "a world free of distracting irrelevancies" and the purpose of play a game or reading a novel is "to learn about ourselves" by "testing ourselves against the contents of this fictional world, which have meaning in direct proportion to their relevance to our own concerns". If a virtual world contains elements "relevant to the concerns" of a solo player, are they "distracing irrelevancies" to a group player, and vice-versa? Yes, at least some of the time they are. (I'll talk about this further when I get to the topic of crafting in MMOs in a future blog entry.)
Moreover, even in an enormous high-budget MMO you wouldn't see parallel group-focused and solo-focused methods for doing the same activity; redundant gameplay is just never going to be a priority for any developer. Which means that any activity developed as solo gameplay is an activity that won't be available as group gameplay, and vice-versa. So in any compromize game intended to have activites for both group and solo players, opportunities are going to be lost from both groups' points of view. For an AA or indie MMO with a limited budget the answer becomes even clearer: pick group players or solo players to design for. Experienced MMO gamers of all kinds are tired of playing games that aren't really aimed at them, and desperate for a game that will allow them to be who they want to be and act how they want to act in a virtual world that caters to their niche. Playing a game that feels like a badly-fitting piece of clothing is one of those irritations that builds up until the prospect of facting that annoyance one more time outweighs your desire to go back and play for another day, and is a reason why many otherwise-loyal players leave games even though they have a fairly high level character in that game. May the next decade be the era of niche games, where every player can find a truly comfortable fit!
However, perhaps there are some of you whose dream is to make a game for everyone. Maybe you will even make one that proves me wrong, because both group and solo players will prefer it to more nice games; maybe the introverts and extroverts who are friends or relatives in real live will be really happy they can play your game together, while being free to not really play 'together'. So, for those determined to make a game for both solo players and group players, here are my recommendations:
Scalable Dungeons! The number one way that any average themepark MMO could be more solo-friendly is by giving each dungeon a solo mode.
Gathering, Crafting and sim-activities like growing crops. If killing monsters in the main game world is the solo player's "meat", gathering and crafting are the potatoes. Don't undercut your solo players by making gear droppable; have crafting mats for that gear or enhancement consumables for that gear drop instead! In any game which has a serious crafting system, the best gear for every level should be craftable, though it may require drops from dungeon bosses to craft, or high faction reputations to get the recipes. Also, standard gathering, where you stand at a node and wait, just plain sucks. It is inarguably crappy gameplay. If you want gathering to be one of your main types of solo gameplay, make it actual gameplay, where the player has to play some kind of minigame, which must be an actual fun way to spend time, to gather their materials.
Low-level dungeons! Going the other direction, players who prefer grouping tend to hate games where the first dungeon, the first place that really requires a group, doesn't appear until level 20. Non-combat group tasks, like giving your newbie level and NPC fortress where two players must stand on tiles at the same time to open the gate for 30 seconds, could also add some easy group content that even people who haven't really mastered combat yet can do. Ideally, you could also place and NPC there who will come stand on one of the tiles if asked to by a player. Then it's more friendly to soloers and people who happen to be playing when the game is underpopulated.
Low-level PvP! Group PvP is the other favorite activity of players that prefer grouping; yet some games have either no PvP or 1v1 dueling only for low-level players. Games which have multiplayer mount racing, a CCG, or other multiplayer 'PvP minigames' also tend to have ridiculously high level or money requirements to be able to participate and not be utterly left in the dust by higher level players. Handicap systems where players are automatically up-leveled, down-leveled, or allowed to use a game-provided mount/card deck/whatever are essential for getting low level players into grouping activities and enabling group play between players of diverse levels. If you are particularly interested in focusing on PvP, a leveless game might even be the answer, because level disparities are so disruptive and limiting to PvP.
Raids tend be considered PvE endgame content. While raids are undoubtedly the form of PvE which requires the most experience at playing the game, and they are easier to balance for a group of max-level players than for a group of players with more diverse levels, like all group play they will generally be avoided by solo players, and if they are the only PvE endgame content an MMO has, and solo players who made it to the top level are going to feel pretty neglected and abandoned by the designers at this point. If raids are an important part of your game, make sure you have alternate high-level solo PvE content.
Collecting is a hobby that both introverts and extroverts like, but it tends to be somewhat more popular with introverts. Extroverts are more interested in collecting if it is supported by a system for showing off your collection to other players, though. Very few MMOs have done much with collecting ad using galleries or mannequins and weapon stands to display collections, which is sad because it's a relatively easy thing to implement, especially if you already have player housing or an ability for players to look at each others' equipped gear.
NPC interactability - this is something that could improve an MMO experience for group players and solo players alike. NPCs which can be interacted with more like a real person would be more pleasing to extroverts who don't like wasting time not interacting with other players, and introverts would have a guaranteed positive experience interacting with NPCs, as opposed to other players who might feel like handing out insults, criticism, and harrassment to anyone they happen to meet. Also, collectible NPCs are an idea whose time has come - I want that harem of NPCs to go with my houseful of pets PLZKTHX.
Focusing On Soloers
Before I get into the meat of this section, I think I need to soapbox a bit. YES, it is a completely valid idea to design an MMO focused on solo players. I have occassionally run into some extroverts who don't understand why introverts might enjoy solo MMO play and find it uniquely different and/or better than playing a single-player game. Or worse, occassionally I encounter someone who feels that MMOs as a genre are the collective property of extroverts, and introverts should GTFO becuase they're bringing down the property values in the neighborhood. That is nothing but bigotry. A genre of games is huge. The realm of MMOs is big enough to contain several games for every type of player. Players who prefer to solo in MMOs, as opposed to either grouping in MMOs or playing a single-player game, have real and valid reasons for this preference. All gamers deserve games that cater to their preferred type of play. Solo players don't deserve to be treated like second class citizens, either by other gamers or by games that try to draw in both group and solo players, but quietly give preferential treatment to group players. They don't deserve games that drop group play requirements unexpectedly on players' heads several levels into the game, or games that forget about solo content about halfway through the game, trying to force solo players into grouped high-level and endgame content. Group players also deserve games that focus on and support grouping; I'll get to that a few paragraphs further down. Meanwhile, that's enough ranting from me.
For people who are genuinely confused about why someone would enjoy soloing in an MMO, let's look at what a solo player actually does in a game. Whether you prefer to group or solo, the presence of other players in an MMO's world is one of the things that makes an MMO's world feel real in a way that a single-player game world, even one with great story and graphics, can't manage. Forums and public chat channels are great for introverts and people with social anxiety because they allow users to communicate at their own pace, communicate without committing to guild or faction membership, and provide opportunities to see what existing communitiy members are saying before trying to join the discussion. (On the other hand, verbal-only chat systems are pretty horrible for introverts, though extroverts generally like them.)
An auctionhouse or marketplace is another great way that MMOs allow players to interact with each other with a bit of a safety buffer in between them. Economic gameplay with other players is much more interesting than simulated economic play in a single-player game because interacting with other people is more unpredictable, and not in a way that's uselessly random, but in a fascinating way where you can see one pattern emerging here, a different pattern emerging there, and the patterns change each week or month.
As mentioned above, gathering, crafting, and sim gameplay such as growing crops or breeding animals are a staple of solo gameplay. Unfortunately a lot of games tend to 'sabotage' these types of gameplay by inserting group requirements, even when the game as a whole isn't heavily group focused. A Tale In The Desert has some types of gathering that require 4 or more people, and due to the lack of an auctionhouse it is impractical to aboid that type of gathering by trading for the material instead. (Though on the other hand, the fact that A Tale In The Desert expects every single player to craft their own house and generally has a focus on crafting items for oneself rather than to sell or to grind crafting XP, is really great for soloers. In fact, restrictions on selling or trading craftable items and breedable pets could be a really good thing for a solo-focused game, because you want each player to have the pleasure of climbing the tech tree on their own, you don't want them to get leapfrogged over interesting content due to the accomplishments of earlier players.) Wizard 101 has a system where breeding pets requires two players who each have a pet; a player cannot breed two pets they own. Breeding dragoturkey mounts in Dofus requires ownership of a paddock, and property ownership is restricted to guilds and in limited supply per server; additionally it's extremely difficult to capture wild dragoturkeys in solo combat; for some classes it's merely hard, but for others it's all but impossible.
Finally, minigames are popular content among solo players. Introverts tend to be more interested than extroverts in puzzles and beating their own previous high scores or score requirements for a special prize from the game, both common elements of minigames. Minigames which are based on breeding pets or mounts, or collecting cards, tie in well with other solo-player interests. Even multiplayer minigames are fairly good for solo players because players are often too busy to interact much during the game, and it is easy to leave between rounds if one feels oversocialized or discovers that a player one dislikes is already playing the minigame.
In general, if you are designing for solo players, beware of mechanics you are copying from other MMOs, as those other MMOs were probably not solo-focused and might contain elements that, while interesting designwork, might undermine your game's solo focus.
Focusing On Groupers
Group players too deserve to have MMOs which support group play and community interaction. There doesn't seem to be a lot of prejudice against group play in MMOs, so I don't feel the need to repeat my rant in reverse for this section. Group interaction in MMOs tends to take a few common forms: Dungeons, Raids, Team PvP, and Large Scale PvP. More innovative forms include inducements to group during monster-hunting in the main world, group property ownership, and group puzzles.
Dungeon runs usually feature a group of 3 to 8 players entering an instanced dungeon where they first have to avoid aggroing too many lower level mobs at once, then must cooperate with coordinated timing to kill one or more bosses. This is the type of play where the triad of combat roles - tank, healer, and DPS (damage per second) - has gained most of its fame. Vindictus is an example of an MMO that has chosen to focus on dungeon runs to the extreme of not really having a virtual world outside the dungeons.
A larger version of a dungeon run, raids feature large groups of 20 to 100 players, usually fighting a world boss, though in some cases they are fighting an invasion of a whole army, which may culminate in a boss. Within a raid players are often divided into multiple dungeon-style groups using the tank-healer-DPS system. Raids are found in WoW and most WoW-alike MMOs, mainly at higher levels of the game. "Endgame progression", if that term isn't paradoxical, tends to involve farming gear from either raids or by earning PvP tokens to spend in a PvP shop. Though farming reputation is also a notable endgame activity in WoW-alikes.
Team PvP pits one group of 3 to 8 players against another, either in an arena system or in a guild territory system or faction territory system. Territory systems are pvp systems in which the victorious side on a battlefield temporarily gains control of some territory within the game; generally the faction members or guild members of the faction or guild controlling the territory get some kind of bonuses or buffs as long as they keep control. In some games PvP has an entirely different set of gear than PvE, which means that people who want to take part in both of these activities are kept busy farming 2 different sets of gear. MOBAs (multiplayer online battle arenas) are a recent experiment in online games intended to focus entirely on group play. In my personal opinion MOBAs aren't technically MMOs, but they are still worthwhile for MMO designers to look at, along with other not-quite-MMOs like virtual pet sites and online casinos and arcades. MOBAs evolved from a hybridization of team PvP in MMOs and offline multiplayer battle arenas descended from the Bomberman series, various racing games including Mario Kart, and FPS games with a multiplayer mode like GoldenEye 007.
Large-scale PvP features large groups of players fighting each other; in some cases there are NPC characters mixed in among the players to provide story context for the battle or explain strategic objectives that are different from one battle to another. In a battleground system the two sides are generally factions on the same server. In an RvR (realm vs. realm) system the two sides are generally players from two different servers. Some games have large-scale guild vs. guild combat, but the percentage of guilds per server which can field more than 10 fighters at any given time isn't very high, so this version of large-scale PvP has somewhat fallen out of favor among designers.
Many MMOs treat battling normal monsters in the game's main world as a solo activity or one where people can group in pairs or trios, but might be fighting in separate neighboring battles rather than actually fighting in the same battle. Some games will even automatically group any two players fighting nearby, unless they have set some options to prevent this. Other MMOs try to bribe or force players to group in the main world. Even players who prefer grouping don't necessarily like being subjected to these lures and pushes, so if you are a designer who wants to encourage players to group, please keep in mind that methods should be tested to see how off-putting they are to players, or how much unpleasant drama they create. Various techniques for promoting grouping in main-world monster hunting include: Monsters marked as appropriate for a certain level of player are either difficult enough to require a few players of that level to successfully fight them or tend to come in groups of monsters which require a few players of that level to successfully fight them. Final Fantasy XI is an example of a game where soloing in a level-appropriate area was discouraged through difficulty, as the mobs were scaled to be fought by groups. Some games give an XP or loot bonus to monster kills made while in-group with other players (who are physically in the same area and not idle). Maplestory is an example of a game that gives an XP bonus to anyone in a group.
Some games, for example Dofus, have instanced battles so it is very easy for that kind of game to tell how many players of what levels are actually involved in the battle. Dofus has certain rare drops which will simply not be dropped at all if there are too few players in a battle. Wizard 101 is another game with instanced battles where the game can tell how many players are in a battle - in this case the game will call nearby monsters to join a battle where a group of players have aggroed a smaller group of monsters.
Several games require property to be owned by a guild rather than an individual, or require several players to sign on as initial members before a new guild can be created. Collectively-owned property and collectively-stored assets are a big source of drama and accusations of various crimes between players; if you want to avoid this kind of drama, even in a group-focued game, you may want to avoid group ownership of property and assets, or implement a system that publicly tracks what individuals give to a group property and what they are permitted to take from it or change within it.
Maplestory and Dofus both contain examples of group puzzles: generally 3 or more players need to either stand in the correct spots at the same time or activate levers in the correct order.
One problem that group-focused games face is conveying story. For a player who wants to play in a group as much as possible, they are afraid of seeming slow and annoying other group members if they take the time to read text while in a dungeon or talking to an NPC, and will 'spoil' dungeons for themselves by reading about them online beforehand so they don't annoy other group members by being oncompetent. They also get blocked in their attempts to group if they have a quest where only other players who are on the same step of the quest can group with them - FFXIV A Realm Reborn has had a lot of players expressing frustration with the interleaving of quest chains and boss fights. I don't know of a clear solution to this problem. Putting text into a journal or library of lore books where the player can read it later can help a little, but it's not anywhere near enough to really solve this problem. Having NPCs in dungeons deliver spoken dialogue in a timed gap before a battle such that players can't do anything else while listening is another possibility, but would surely get annoying for people running the dungeon for a 3rd or 4th time. And dungeon replayability is more important for group-focused games than single-player games. Some MMOs, particularly sandbox MMOs, don't really need a lot of story, but it's too important to RPGs to consider leaving the story out to be a solution. (Plus, as a writer, saying that would be practically a crime; they might even revoke my poetic license. ^_~ ) Sorry I don't have a more useful suggestion for this one.
As I said above for solo-focused games, if you want to design a group-focused game, beware of copying mechanics from other games which may not have been group-focused, as you could accidentally undermine the group-focus of your game.
No matter whether you want to design an MMO focused on grouping, soloing, or both, I hope this blog entry has given you some ideas for what kind of features will support your design goal, and what kind might be counter-productive. Last but not least, questions for all of you! Do you prefer to be in an MMO that has both group and solo players, or do you prefer to be in a game which focuses on the type of player you are? Want to give an example of an MMO you think does the best job at pleasing both kind of player? And MMO that does the best job focusing on group play? An MMO that does the best job focusing on solo play? I hesitate to ask this last question, but do you think I did a fair job describing both solo play and group play? I know a lot more about the one I prefer than the one I don't like, but I tried hard to do a good job for both. ^_^;


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Neil J. Stillman, the deputy chief information officer at the Health and Human Services Department and a career federal official, will retire in April.
Stillman has spent more than 30 years in government service. He came to HHS in 1990 from the Defense Intelligence Agencys Office of the Systems Architect. Before that, he held systems posts at the General Services Administration, the former Defense Communications Agency and the Customs Service.
HHS has not named his replacement.
In recent years, Stillman has been a regular participant in efforts to bring information technology to the top management tier within agencies. He also has been involved in many reinventing government initiatives and was active on the CIO Council. Most recently, he was president of the Federation of Government Information Processing Councils.
But Stillman announced this month that he would step down from his FGIPC post immediately. His term as president was to expire June 30.
I do so to allow the officers and the board of directors of the federation the ability to organize and plan the future of the organization, actions in which I will not be a long-term participant, Stillman said in his Jan. 12 resignation letter.
James Buckner, FGIPCs executive vice president and the new CIO for the Armys Materiel Command, will take over as acting president.
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The Sociology of Pottery in Ancient Palestine: The Ceramic Industry and the Diffusion of Ceramic Style in the Bronze and Iron Ages
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The Sociology of Pottery in Ancient Palestine: The Ceramic Industry and the Diffusion of Ceramic Style in the Bronze and Iron Ages
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This fundamental study offers a reconstruction of the social world in which pottery was manufactured, distributed and used in ancient Palestine. Part I concludes that ceramic wares in the Bronze and Iron Ages were mass-produced for commercial sale by small workshops, probably family owned and operated. The technological level was high, with potters' wheels and permanent kilns being used. Part II argues that ceramic styles were rapidly spread throughout Palestine, primarily by itinerant merchants who sold ordinary household wares over great distances.
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MINSK, 17 July (BelTA) – Egor Gerasimov of Belarus reached the round of Last 16 at the ongoing tennis tournament in Astana, Kazakhstan, BelTA informs.
In the opener the Belarusian beat France's David Guez 7-6 (8-6), 6-3. Egor Gerasimov will next face either Belgium's Yannick Mertens or Jurij Rodionov of Austria.
In the round of Last 32 Dmitry Zhirmont of Belarus lost the first set 2-6 to India's Arjun Kadhe and had to pull out at 3-3 in the second set due to health problems.
In the round of Last 16 the Belarusian-Russian tandem of Yaroslav Shilo and Mikhail Elgin will take on Sebastian Ofner of Austria and Aldin Setkic of Bosnia and Herzegovina.
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On this day in 1845, the British inventor Stephen Perry received a patent for the rubber band.It is no stretch of the imagination to consider the contribution Perry made to modern life colossal.THE FIRST elastic bands, made from vulcanised rubber, were patented on March 17, 1845, by Stephen Perry of Messrs Perry & Co, rubber manufacturers of London.Production of rubber bands 'for papers, letters, etc' was inaugurated by the firm at about the same time.The development of high temperature sulphur vulcanisation led eventually to the modern production of long, extruded tubes still dusted with powder which are subsequently cut into the durable elastic bands most people know today.My company is presently undertaking research to combat the short life of rubber bands in hot places like Los Angeles where I have a hard time with the darn things breaking down.They wore long bands of this substance around their heads as ornament.
Later that century, the elastic extract appeared in England, where it was celebrated for its capacity to erase pencil markings and given the name rubber by a chemist named Joseph Priestley.Both the Olmec people and Mr Perry would have been proud. When they pull away, they can stretch only so far before they come springing back. It is a natural cycle.----------------------------------------------When a man loves a woman,periodically he needsto pull away before he can get closer.--------------------------------------Women misinterpret a man's pulling away because generally a woman pulls away for different reasons.THE ENGLISHMAN Thomas Hancock invented the rubber band in about 1820.The bands invented at that time were not vulcanised and would soften on hot days or harden on cold ones.


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text: low cal vanilla pumpkin "pudding" Posted by: admin , December 29, 2014 mix 6 oz. nonfat vanilla yogurt with1/3 cup 100% pumpkin pureeadd a dash of ground cinnamonor pumpkin pie spice and blend well.Top with 1 Tablsp chopped walnutsThis packs 8 grams of protein and has only 160 calories for a great snack! …read more Share! Tweet Comments comments


text: skidoorules_98 Posted October 28, 2013 Bought my wife 120lb 5,9" a yz85 a couple years ago. the bike is beginning to become to small for her but she can start it. She likes being able to put her feet down. The full size frame is about 3-4" too tall but the 85 is about 3-4" to small! Brand isn't dreadfully important. Seat height is and she needs to be able to start it. Compression on the 250yzf is way to much for her but a four stroke power band would suit her well. Any thoughts? Share this post Link to post Share on other sites


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I've had 7 years of experience teaching 1st grade. We often get students who already require additional support or who haven't attended Kindergarten. My passion is working with those students closely to help them acquire the skills and knowledge they need to get on grade level.
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Matt Weaver April eleven, 2018 nine:forty one AM My wife arrived for an MOT this morning and suffers with ME/Long-term Fatigue Syndrome. A small portion of this issue ensures that she suffers serious aches and pains and can discover it exceptionally painful when looking to stand up each morning. Being a a result she was 15-twenty mins late to just take her car in to... Go through additional Longfield Hill Garage. As a result of absence of accessible parking onsite, she then had to park down a aspect street,a great distance through the garage by itself.
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Booked my motor vehicle for an MOT in addition to a assistance and drove up in the morning to drop my car or truck off to no person there plus a recognize on the doorway indicating "due to sickness not one person is in nowadays"
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My wife arrived for an MOT this morning and suffers with ME/Serious Exhaustion Syndrome. A little aspect of this ailment implies that she suffers significant aches and pains and can discover it incredibly distressing when looking to stand up in the morning. For a a outcome she was clicking here 15-twenty mins late to take her car or truck in to Longfield Hill Garage. As a result of absence of accessible parking onsite, she then had to park down a aspect highway,a long way with the garage alone.
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We would stay here again! The place is full of character and our host very helpful. The pool and grounds are well-maintained with a great view. We really enjoyed Molokai.
Could not have asked for a better view. We were out on the balcony constantly. The place is VERY cute, has lots of interesting books, collections, and art work which only adds character to the stay. Kitchen is fully equipped. I would definitely seek out staying at this place again in the future.
This was our second trip to Molokai and our first using a vacation rental. We thoroughly enjoyed our stay here but noted upon our arrival that the place could use a really good clean out and some relatively minor repairs. 'Clean to the corners' it is not. However, if you can overlook some minor issues and just chill out, this is a great spot to be. The view from the lanai alone makes up for a lot. The long term renters and owners at Molokai Shores are a very congenial group of people and made us very welcome. We were very happy to find a variety of spices and things that we could use as needed and replace or leave something different when we left. However, the fridge could use a really good clean out. The bathroom also could use a new plastic shower curtain and some general repairs and paint. It was a treat to be able to look at Margaret's large variety of books about Molokai as well as books about plants, animals, fish and birds that we might see. The island itself is a wonderful place out of time and we thoroughly enjoyed our time there. Do not go to this island if you want shopping, night life and many organized activities! This is a place of peace and quiet with the most spectacular beaches with very few people on them.
|How easy was it to book the property?
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|Overall condition of the property
|Bedding & mattresses
|Kitchen & utensils
|Bathroom cleanliness
|Other facilities & amenities
We stayed at 308 Molokai shores for a couple of days from Oahu. It was our first time in Molokai and what an experience! The condo was wonderful, just as described and shown in the pictures-perhaps even better. A fascinating collection of curiosities to explore and the condo was very comfortable and clean. The Molokai shores resort was lovely with beautiful views and a great sunset. Will definitely be recommending both Molokai and this condo to anyone headed to Hawaii.


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Present: Arlene Allen, Art Battson, Glenn Davis, Bill
Doering, George Gregg, Phil Handley, Rick Johnson, Bill Koseluk, Tom Marazita,
Elise Meyer, Alan Moses, Joan Murdoch, Larry Murdock, Stan Nicholsen, Kevin
Schmidt, Deborah Scott, Jamie Sonsini, Bob Sugar, John Vasi
Not Present: Debbie Anglin, Kevin Barron, Ken Bowers, Tom Lawton, Ed Mehlschau, Vince Sefcik
Ballots on ITPG projects were collected from twenty people
and tallied with the following results:
In the discussion following the vote, we decided that
the results should go to ITB in context with the other items already on
their agenda (student access equipment, intrabuilding wiring and OIT) and
that we should mention the downside effects of not moving quickly on the
first two or three items.
We also noted that we should explain the process by which
priorities were set and post the proposals along with a summary matrix
on the ITPG web page in time for ITB members to read them before their
December 17 meeting.
It was noted that the OIT proposal is going forward. Next
steps are to develop a budget for the new unit and to begin the search
for a director. In the discussions, it was emphasized that the new unit
needs a continuing revenue stream and that the infrastructure services
that we have been discussing do not flourish under one-time funding strategies.
Discussions are also progressing on funding models for
supporting the network infrastructure. Calculations of costs per port will
serve as a starting point, although the final result is likely to be a
mix of central and decentralized funding.
It was noted that the campus news server will receive
a hardware upgrade and that supporting it out of RUAC funds will work for
another year.
The vendor for new modem pool equipment has been selected.
Installation is planned for first quarter of 2000. There is a Y2K problem
in the statistical reporting from the old system, but we can live without
the reports for a month or two.
Further discussion centered on how many of the top items
on the priority list were in such urgent need of funding that we should
recommend that they go forward even before the formation of the OIT. We
decided the first five were necessary to go forward, but that we would
emphasize Security and NGB now and indicate that Students in the Directory
would need to be resolved before March 1.
Next step on Security is to make up a Job Description
and run it through HR classification. This task was delegated to the Security
Working Group. The new person will report via the Campus Network Programmers,
who are currently handling much of the security work.
In response to questions regarding the starting point
for NGB, it was noted that discussions with the EVC were underway and that
we could start implementation as soon as a revenue stream was specified.
It is recognized that continuous planning by the OIT will be necessary
to stay on top of technology and funding models and that revisions will
undoubtedly be necessary as we go along. Thus, we advocate that NGB start
now, rather than wait for the reorganization.
Student Affairs in very interested in building on a directory
that contains email addresses for all students. They need to understand
the design for authentication and explore how it might fit with urgent
projects that the division is now pursuing. The issue of using a four-digit
PIN number was also mentioned. After discussion, it was recognized that
funding for an all-students directory must be identified before March 1
to keep several current projects on track. It was noted that adding students
to the directory would be useful to Residence Halls, IC and others and,
thus, might be campus funded, rather than supported entirely by the Student
Affairs division.
With respect to funding and how much might be available,
it was noted that "clarity is an essential piece". That is, departments
need to know what is not likely to be funded so that they can regroup
and go elsewhere. It was noted that neither ITPG nor ITB direct how funding
flows to existing organizations. It is, however, our job to recommend the
functional priorities that, in our opinion, should be funded.
For example, ITB has recommended that computers for student
access be amortized and funded permanently at about $800K per year. This
will take some combination of new money and existing budgets. The number
of computers (1244) needs to be revisited and kept up to date, but it is
not the intent to control this number centrally. Surveys will tell us if
the decentralized model is working. We don't want to attempt to "administer"
the distributed model of providing access.
It was noted that we need to fund the Course Web support
now if we want to have any impact on classes next fall.
Bill Koseluk brought the group up to date on the UCOP
IT Costing Study. Bill has broken the survey down into sections and questions
that he has directed to those most likely to know the answers. He will
consolidate and put into the format requested by the study. As an aside,
it was noted that UCOP data indicate that, on the average, UCSB has the
oldest machines in the inventory. Some, however, suspect the accuracy of
the data. The target dates for the survey are 12/15 for the draft and 12/22
for the final. These dates are seen as optimistic.
Another operative survey is a request from CENIC for examples
of CalREN-2 benefits. UCSB currently has two research groups using CalREN-2
and their progress will be reported.
ITPG Student Survey data are being collected and a data
entry template is being created. Volunteer data entry help will be key
in completing the analysis. The thirty largest courses are being sampled
in class and additional data are being gathered in the L&S labs. Early
returns suggest that students might not be able to make all of the distinctions
called for by the survey (such as which labs they use to do their work).
ITB Faculty Survey data are also coming in. About 240
have mailed in results and another 40 sent answers electronically. Analysis
of results is underway.
The annual Yahoo survey is also out and will be distributed
to the discussion list.
We agreed to launch the Administrative Systems Integration
Subcommittee with Deborah Scott and Gail Johnson as co-chairs.
The WSP (Wireless Scouting Party) has convened and will
report back to ITPG after their investigation into current wireless connection
technologies. Contact Jamie Sonsini at IS&C if you wish to participate.
Next meetings of ITPG are planned for Wednesday mornings
at 10:00 a.m. on January 19, February 16, and March 15, 2000.
Back to ITPG Meeting Schedule


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I am not a hoarder. I am just a compulsive buyer. I have an addiction to ammo and I need to feed my addiction.
By faith Noah,being warned of God of things not seen as yet, moved with fear,prepared an ark to the saving of his house;by the which he condemned the world,and became heir of the righteousness which is by faith Heb.11:7
Used to have a wee little stack of cases but since the tragic boat wreck and subsequent loss of firearms to the depths I had no need and disposed of them. Still miss glazing fondly at the neatly stacked boxes.
So when "collecting" large amounts of ammo is there room for reloads?
I don't mean the packaged ones some (not me) would be willing to buy at the local gun shop. I mean ones that I have loaded personally. I got into hand loading because the 10mm is just too expensive to shoot if you have to buy ammo at whatever place you can find that carries 10mm. Additionally, I hand load subsonic rounds for my 9mm as well as pretty standard .45ACP load for the 1911. If you shoot a lot like I do then it's way cheaper and more customizable.
I've kept load counts on all my brass so I'm not worried about casing failures that could cause potential problems and I've worked out all the bugs as far as overall lengths, charges for a given caliber, and seating depths. Plainly put, I know all the stuff I reload will cycle reliably and none of it will cause any problems typically associated with reloads.
Would this be acceptable for "collection"?
There are two kinds of people: those who say to God, "Thy will be done," and those to whom God says, "All right, then, have it your way." - C. S. Lewis
Just went to Walmart today and picked up 12 boxes of Federal 9mm for $9.47 ea. and 6 boxes of Federal 22lr. in the 550 pack for 18.49. I know nobody like's Walmart, but with prices like this...
A good friend of mine works for the Walmart down the road, and he told me that Walmart has "Deals" with all the major ammunition manufacturer's who they buy from in HUGH QUANTITIES and that is why they can hold the price down. This guy is mid sixties retired engineer and as much as a gun freak as me, so I take him at his word on this. He always calls me when the Ammo truck "as they call it" comes in to see if I need anything. Like I said he's a good friend.
How can you not like wallmart they are the largest non F...in union corporation in the world, that still beleives in the free market.


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New Castle$519 - $799
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Female 31,032Male 29,364
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text:
News for the Hospitality Executive
TravTech Selects TRUST International for Worldwide
and Central Reservation Services
|Frankfurt, Germany, November 15, 2007 Trust International,
a Travelport brand and a global provider of technology and distribution
solutions for the hospitality industry, today announced a new agreement
with TravTech Business Solutions Pvt. Ltd., a solution provider for the
travel and hospitality industry in India. Trust will provide central reservation
services (CRS) and global distribution systems (GDS) utilizing the Trust|Voyager
CRS distribution system to TravTech partner hotels.
In order to provide a cost effective way for their hotel clients to reach out to the global travel agency community, TravTech opted for Trust Internationals generic YH chain code in all four GDS. Combined with the numerous websites connected to Trust|Voyager CRS, TravTech opens the doors of global electronic distribution for medium-sized hotel groups and organizations in India, that havent yet taken that step.
The majority of mid-size hotels and smaller hotel groups need the latest in GDS and e-commerce technologies to compete in their markets and we are pleased that we can provide this and assist in the continued growth of the Indian hotel market through our relationship with Trust International, said Zubin Billimoria, TravTech Business Solutions. We are focused on offering the latest distribution technology and services in order to generate maximum revenues for our member hotels. Working with Trust International and the Trust|Voyager CRS ensures that we are ahead of the competition in this area.
We are delighted that TravTech has chosen to work with Trust International to maximize revenue opportunities for its hotel members, and we are looking forward to a long and fruitful cooperation, commented Richard Wiegmann, Chief Operating Officer, Trust International. Our distribution offering provides an ideal solution for mid-size hotel chains and marketing organizations in India and we expect to further expand our client portfolio in this rapidly growing market.
About Trust International
Trust International, a Travelport brand, is one of the worlds leading CRS providers and international hospitality partners. Trust´s services and supporting technologies help hotel chains and hospitality groups support their sales and marketing activities with the latest distribution solutions. The range of services includes CRS solutions and software, connectivity to all GDS and IDS channels, an Internet booking engine and third party integration to PMS, RMS and CMS systems. Trust International offers the full range of CRS-related products such as content management, business intelligence and commission payment services.
Via Trust´s own communication centers located in North America, Europe and The Far East customers in 46 countries are served with private label telephone reservation, concierge and telemarketing services.
Established in 1989 Trust International is renowned for its highly reliable reservation platform, continuous investment in system software and hardware and delivery of superior customer value.
About TravTech Business Solutions.
Julie Shepherd
Christiane Seelgen
|Also See:
|The Oberoi Group Extends Successful Relationship with TRUST International & Fosters CRS Integration / October 2007
To search Hotel Online data base of News and Trends Go to Hotel.OnlineSearch
Home | Welcome| Hospitality News | Classifieds| One-on-One |
Viewpoint Forum | Industry Resources | Press Releases
Please contact Hotel.Onlinewith your comments and suggestions.


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SugarHouse HSP Gaming, which operates the SugarHouse Casino along the Delaware
River in Philadelphia, has reached a settlement agreement with the federal government over claims that the company performed unauthorized work at the site of the gaming hall in violation of the Clean Water Act and the Rivers and Harbors Act.
SugarHouse has agreed to pay the United States $650,000 for its violations, which included failing to obtain a permit from the U.S. Army Corps of Engineers before discharging dredged and/or fill material into federal waters.
The Rivers and Harbors Act requires companies to obtain an Army Corps permit for all work in or affecting navigable waters of the United States.
The settlement was announced on April 15 by the office of Zane David Memeger, the United States Attorney for the Eastern District of Pennsylvania.
"This case reinforces our commitment to protecting the environment by ensuring that corporations either follow environmental laws or face serious sanctions," Memeger said in a statement.
The Army Corps contended that from 2009 to 2010, during the period when the casino was being constructed, SugarHouse ignored three cease and desist letters issued by the Army Corps relating to dredged and fill material being sent into the Delaware River, which separates Pennsylvania from New Jersey.
The Army Corps also claimed that despite the warnings, SugarHouse continued to perform unauthorized work on several occasions at areas immediately surrounding the casino site.
The unauthorized work remaining at the final location of the casino, however, is permitted pursuant to the terms of the settlement agreement.
The settlement requires SugarHouse to pay most of the fine money to the Brandywine Conservancy, an Army Corps-approved nonprofit organization that deals in land and water conservation.
The remaining $25,000 of the $625,000 will go to the federal government as a civil penalty in accordance with the Clean Water Act and the Rivers and Harbors Act.
SugarHouse is Philadelphia's newest casino.
It offers both slots play and table games but no overnight lodging.
Pennsylvania legalized gambling in 2004.


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Know more about this business than we do? Cool! Please submit any corrections or missing details you may have.Help us make it right
Be the first NOLA.com user to add photos or videos of Fairwood Food Center
Place is closed.
Since 1969 the company has been providing Retail - Grocery Stores, Independent.
Fairwood Food Center is located at 1810 S Burnside Ave, Gonzales, LA. This business specializes in Grocery Stores.


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Listmembers probably heard about the Nobel awards in economics the other
day ...
From: email@example.com
From: firstname.lastname@example.com (William S. Brown (907) 465-6423/789-2448)
One of my students who works for a radio station called to
tell me the details of Vickrey's death. Here is the AP flash:
Nobel Death URGENT, take 3: 10-11 7:27 a
"Columbia says Vickrey was found unconscious and slumped
over the wheel of his car last night. He'd been traveling to an
academic conference when he was found, on a highway about
30 miles north of New Yrk City. He was 82."


text:
|For our Observer course heroes here's a spot check on what was on show on the Vera. Shore diving again as the boat we booked cried off at the last minute! Most of the usual suspects were present along with signs of major sediment movement around the wreck.
|28 Images | Made with JAlbum & Chameleon | Help


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Match Official Fee Schedule - Trial Games
The Division Board at its September meeting considered a final submission from the SEQ Referees Association and have agreed on fees to be paid to Match Officials for all 2016 pre-season trial games. These fees refer to both Junior and Senior games and payments to the Match Officials are the responsibility of participating clubs.
Fees are:
Under 10 to Under 14 - Referees $20-00 and Touch Judges $10-00
Under 15 to Under 19 - Referees $25-00 and Touch Judges $15-00
Second Division - Referees $35-00 and Touch Judges $20-00
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Super Simplified: What exactly is GST in India?
If we had to define GST (Goods and Services Tax) formally, we'd say that "GST is an indirect tax that is levied on Goods and Services." But you're not here to read what hundreds of sites tell you, right? We totally get you and that's why we're going to present a super-simplified explanation of GST that even 2-year-old kid can understand (no, we're not kidding).
So, what exactly is GST?
Let's time-travel a bit. Before GST was introduced in India, there were so many indirect taxes levied by Central as well as State governments that even Albert Einstein would have lost the count.
Let's understand GST with a simple example.
Suppose there's a company named ABC and they manufacture shoes. Now when ABC buys raw material and machines, worth Rs 100 (including taxes). ABC adds the value of Rs 50 (process + manpower + machines + margin) in making of one pair of shoes. So the total value becomes Rs 150. If the state has a VAT (Value Added Tax) rate of 10%, the value of the tax would be 15. However, in case of GST, the 10% tax is only levied on the added value. It means that the 10% tax will not be applied to Rs 100. It will be applied to the Rs 50 added afterward. So, the value of the tax becomes Rs 5.
Now ABC sells this to a wholesaler named DEF. DEF purchases the pair at Rs 150 and adds on value of Rs 20. So, that's 170 Rupees in total. In the non-GST structure, the tax (assuming 10%) would be Rs 17. However, it will be Rs 2 (10% on 20) in the GST structure.
GHI, a retailer, purchases this at 170 and adds Rs 30 as value. This takes the total to Rs 200. Again, the tax is levied on the Rs 30 and it will be Rs 3, instead of Rs 20 in the VAT structure.
So, the total GST here would be 10 + 5 + 2 + 3 = Rs 20.
In the non-GST structure, this number would be much higher, thanks to the taxation on taxation. This cascading effect is taken out of the equation by the introduction of GST. As a result of this, we've seen prices of many commodities fall.
We hope that the GST picture seems a bit more clear to you now. Please share your thoughts if required to understand more.


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Like most I love listening to music while I read. I like to listen to soft music that will just fade into the background, while I'm getting into a story. Music really helps set the tone of a story for me. Sometimes I'll even go as far as making books their own special playlist, kind of like their own soundtrack. But when I don't feel like putting in the extra effort, I stick with the songs that are listed below.
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Shooter Kills One, Wounds Another in Alaverdi
One man was shot to death and another wounded today at around 2pm in the center of the northern Armenian town of Alaverdi.
Armen Kilinkarov, brother of 35 year-old shooting victim Gagik Kilinkarov, was taken into custody by police.
Ten years ago, Armen Kilinkarov was convicted of the murder of Alaverdi resident Arsen Shakaryan.
Police surmise that today's incident was a revenge killing.
Lori Regional Police Chief Anoubagh Hamparyan told Hetq that 24 year-old Alaverdi resident Vasily Shahverdyan was today's shooter. He was quickly arrested by police.


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HOW TO OVERCOME LAZINESS Fundamentals Explained
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Ozzy Man Reviews: Destination F Compilation (Volume 6)
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Thanks to everyone who submitted videos for this installation of Destination F: Jon, Hunter, Douglas, Peter, AJ and Harry M. If you want to send a video you can do so via email@example.com
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Ozzy Man Reviews: Battle of the Cup
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BENTONVILLE: Wal-Mart, the retailer, believes consumers "know more about pricing than ever", a trend encouraged both by the recession and technological change.
Mike Duke, Wal-Mart's chief executive, told the Wall Street Journal data from the 140m people visiting its stores every week showed shoppers were facing greater challenges than a year ago.
"Our core customer is still under a lot of pressure," he said.
Duke pointed to the continuing strength of the "paycheck cycle", where buyers splash out upon receiving their wages, but are then forced to cut back as resources dwindle.
"They've got very limited income left to get through the end of the month," Duke said.
"We can see the purchase pattern of smaller pack sizes, less discretionary spending, often just the basics to get through the end of the month."
Primary contributors to this situation are inflation and, in particular, surging fuel prices, building on the negative effects wielded by the downturn across the employment market.
More specifically, these combined processes have transformed the attitudes and behaviours of Wal-Mart's central clientele.
"Over the last couple of years, the economic crisis has bought even more focus on value and price," said Duke.
"The customer has been looking for savings and real emphasis on opening price points. The customer really knows more about pricing than ever."
In-house studies conducted by Wal-Mart show new media tools like the internet and smartphones are also exerting an increasing influence.
"We do our own research, and understand how customers look at the price of products. We've seen that the last couple of years have bought even more focus on understanding price," Duke said.
"Technology is making that available … at a greater pace."
In reacting to such developments, Wal-Mart has recently acquired the social media platform Kosmix, and is testing an online grocery delivery service in San Jose.
"Social networking is much more a part of the purchasing decision," said Duke.
"Consumers are communicating with each other on Facebook about how they spend their money and what they're buying."
"Wal-Mart will be a leader in this area."
Although Wal-Mart has recorded seven successive same-store quarterly sales declines, Duke suggested these figures were not wholly attributable to economic conditions.
"Frankly, I think we've gotten away from some of those core principles," said Duke.
"Sometimes, it takes a wakeup like this to cause you to a step back, look at your business internally, not worry about the external, but to really be focused internally about what we need to do to grow our traffic and grow our sales."
In response, Wal-Mart is seeking to leverage the values traditionally exhibited by its "core business" since founder Sam Walton started the company.
"It really is back to the basics of everyday low price, wide assortment [and] having what the customer needs with one-stop shopping," said Duke.
"With rising gasoline prices, one-stop shopping becomes more important."
Such an initiative is particularly vital as intensified competition raises the pressure on all retailers.
"When you lose a customer's shopping trip or you lose some spending of the customers, it takes time to get it back," said Duke.
Data sourced from Wall Street Journal, CNN, Marketwatch; additional content by Warc staff