text:
I'd like to apologize in advance for the photos. It's dreary out and I finished the shorts at 11:15 last night, so natural light just isn't cooperating.
Pattern Description
Shorts and pants with back extension, belt loops, welt pockets and zipper fly. This is view B, the shorts.
Pattern Sizing
Available in 0-16. This is a straight size 10, but now that I've tried them on again this morning, I probably could have made a 6 or 8. These are "fat day" shorts for sure.
Did it look like the drawing on the envelope when you were done with it?
They are definitely shorts, but I didn't make a ribbon belt and I opted for a wide hem instead of a cuff. I'm not a cuff girl, as much as I sometimes would like to be.
|Belly shots are not my classiest moment, but at least my tattoos are hidden. (Not a joke, I have two tattoos on my hips.)
Were the instructions easy to follow?
No, but I'm totally conflicted about this. In my last Sewaholic review, I mentioned that one of the things I really liked was the lack of repetitive instructions--I don't need to read how to insert an invisible zipper or finish a seam every time I make something. I got it. But given the number of new techniques--welt pockets, fly zipper--I feel like there should have been more detail to the instructions. While this is a wearable garment, it's far from perfect, and a lot of times I felt lost while reading the directions.
What did you particularly like or dislike about the pattern?
I liked that they fit! And they don't look terrible--they'll look even better in a smaller size. And I'm really starting to love Tasia's patterns. I'm considering the Pendrell blouse next, but I know she has another blouse coming out fairly soon and I'd like to see that first!
Fabric used
Mint green cotton twill and polka dotted lining, both from Denver Fabrics. I was able to squeeze a size 10 out of 1 1/8 yards of the twill, which is amazing.
Pattern alterations or any design changes made
I opted for the wide hem, like I said. For the most part, my alterations were complete mistakes--for example, I sewed the waistband incorrectly, and didn't realize until it was too late. I also cut the fly facing out backwards, so the interfacing is visible. Whoops!
|Wrinkly butt is always a good thing, right?
Would you sew it again?
Probably. I'm debating on whether or not to use the Viewmasters for it. That was my original intent, but now I'm wondering if that isn't the greatest idea.
I am so glad I didn't give up on shorts! However, I'd also like to mention I broke three needles while working on this project. On a side note, I need to buy some needles. I also need a serger and room for a serger stat. I hated zigzagging those seams and they are a hot mess.
So I'm glad I gave it a whirl. Sorry for the low quality pictures.
Also, check out all the stuff I got this week!
Needless to say, I'm a little broke at the moment! I also won six yards of Denyse Schmidt's new line Chicopee from Pink Chalk Fabrics. Woohoo!!
Have you tried the Thurlow shorts yet? Are you angry that I showed my belly and my butt in one post? Let me have it, folks, I can handle your rage.


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subset: commoncrawl


text:
Undergraduate Training
The CTBR is dedicated to reducing minority health disparities by enhancing infrastructure to support basic and translational/clinical biomedical research, specifically in three core areas:
- Cancer
- Neuro/Behavioral Science
- Telehealth and Bioinformatics
The CTBR provides a variety of support and services to enhance the research environment and output at Hunter College. The Center also promotes inter-institutional resource sharing and encourages research collaborations with its existing partnerships with the Weill Cornell Medical College Clinical and Translation Science Center (CTSC) and theRCMI Translational Research Network (RTRN).
Undergraduate Training
Please click here for Fluidreview Technical support


text:
- 4 beds
- 6 baths
- $1,100,000 price
- 4094899 mls id
- Square Feet: 7,168 sqft
- Year Built: 1996
Extremely private 74 acre setting, w/one-half mile long driveway, past a stocked fishing lake, open lawns, mature hardwoods & evergreens reveals a sprawling 10,000 square foot lodge-inspired home full of character & rustic sophistication. Unlike anything else on the market. Original owner custom-built w/unmatched quality, love, pride + attention to detail. Dramatic architecture reflected in a 60 ft expanse of open ceilings, massive hand-hewn beams. The ultimate in Open Concept living. Great Room w/enormous floor-to-ceiling riverstone FP. Sunroom opens to pool and patio. Shrock Kitchen boasts exceedlingly well-constructed cabinetry of quality craftsmanship seldom seen. Kitchen further highlighted by Corian countertops, Island, Pantry. Banquet-sized Dining Room. Octagonal Living Room. Split staircase showcases double-height entry. Hardwood floors unite all main rooms on 1st floor. Wonderful Mudroom w/built-ins. Impressive Master Suite is privately set within its own wing, w/generous bathroom & glass block shower, walk-in closet outfitted w/built-ins. A second master-sized suite on 2nd floor features sitting area, full bath, and beautiful circlehead window wall. Two more bedrooms w/Jack & Jill baths, walk-in closets. Dramatic Library or 5th bedroom on the 2nd floor features a magnificent domed paneled ceiling. LL Family & Recreation areas w/FP, party Kitchen, full bath. Gunite pool, poolhouse w/kitchenette. Future family compound, or craft your heaven. Truly a legacy property.
- Site Link
- Style Other Style
Courtesy of: Coldwell Banker Schmidt Realty
Office Phone: +14409511410
Listing Agent: Marcy Capadona
Updated: 13th December, 2019 10:58 AM.
11570 Kile Rd Chardon, OH


text:
Mandy & Kyle Are Relationship Goals In New Pics From Tonight's 'Last Man Standing'
Mandy (Molly Ephraim) and Kyle (Christoph Sanders) are just too cute for words in this new still from Last Man Standing.
In an all-new episode "Big Brother", when a neighbor's security camera catches Vanessa (Nancy Travis) spraying the neighborhood cat with a hose, an upset Mike (Tim Allen) feels like they don't have any privacy.
But when Mike reviews the security footage, he also sees Mandy in a compromising situation. Eek!
"Big Brother" airs TONIGHT, Friday, February 6th @ 8PM ET/PT on ABC. Check out all the pics from the episode below!
Posted to: christoph sanders, Kaitlyn Dever, Molly Ephraim, Television


text:
Book Review: Unforgotten by Jessica Brody
Sequel to Unremembered finds Seraphina stuck in the past, desperately trying to save Zen's life after he is hurt trying to protect her. As events unfold, they are left struggling to uncover the mysteries behind Biotech before it is too late.
I liked book two slightly more than book one because you got to know the characters a little bit more, and see their rough edges as they tried to solve problems. I wish they would have spent a little more time in the past because that plot line was appealing to me, but I guess in a time traveling book you've got to move around. 🙂
Quote on falling in love:
"It's not something you chose. It's something that simply happens to you."
On princes:
"But was there a prince?" Jane assumes, as though that solves everything."
And I assume when you are six years old it does.
Recommended Grade: 7-12
Genre: Science Fiction
Overall Opinion: Average to Above Average
Source: Book


text: Hemmingway's is a family-run business established by Brian Creedon in 2004. Initially, Brian started out with a seafood delicatessen. A couple of years later he added a tapas bar, which in time was transformed into the intimate, cosy, little restaurant of today – very popular with locals thanks to its reputation for quality seafood. Brian was inspired by his childhood summers among the West of Ireland's seaside fishing communities, but an equally important influence was his mother, a passionate home cook, who helped him develop a keen appreciation and feel for local produce and the seasonality of dishes and their ingredients. He believes in using fine ingredients to create delicious flavours, executed simply.


text:
Getting errors to reach Godaddy .
Access Denied
You don't have permission to access "http://www.godaddy.com/" on this server.
Reference #18.587b874e.1549023510.e831bcc
Please help .
Cleared cache , even re-start my modem , but it is same when i try to add wordpress hosting to my basket , i get this error .
Solved! Go to Solution.
Hey there @Hemenmi,
As that process is governed by internal GoDaddy systems, no one here will be able to help you out unfortunately. However, if you call phone support or open a live chat, they should be able to at least diagnose the issue or help you make your purchase.
Once your issue is resolved,
please be sure to come back and click accept for the solution
Get Better Support on the Community Boards!
Etiquette When Asking for Help from the Community
Hi @Hemenmi. Thanks for being part of GoDaddy Community! That message usually means that there is a temporary block on your IP address. You can try waiting for the block to be removed, or try from a different location/network.
Blocks of this nature are generally caused by malicious activity being detected from an IP address. If you are using a shared network, such as a university or company network or public wifi, it might not be related to something you've done. This can also be the case if you are using a VPN or a proxy. Hope that helps.
On all browsers and all devices I'm suddenly getting this response.
Access Denied
You don't have permission to access "http://www.godaddy.com/" on this server.
Reference #18.16022417.1554037474.1ddc60f5
I've talked to godaddy by phone- and they say it is not their fault/issue/concern and "they've never heard of this" although there are soooooo many people in this community forum with the same problem and godaddy people are proposing "solutions" which also do not work. We are spending hundreds of dollars a month on godaddy products and I cannot access them unless I used my cellphone via verizon data plan.
I am sick of godaddy and this is going to be the final straw that has me take our company business and all of our domains, email accounts, websites and other services elsewhere if someone does not figure this out NOW. Our ISP provider says it isn't them either.
I am having the same message from any page I try!
Is there anyone in Godaddy that can explain or help!!!
I am not using a shared network.
More than a description of the problem please give some solutions.
Access Denied
You don't have permission to access on this server.
Reference #18.74b57568.1554077282.11dd2d7
Hi @KBRVIP. Please see my reply above. I'm sorry you weren't provided with this information when you contacted our care team.
Hi @manandacesar. As mentioned above, this type of block usually gets put in place if malicious or problematic activity of some kind is coming from the IP address you're connecting from. Most often it is temporary. If no one else uses your IP address, I would suggest scanning your system for malware or viruses. Blocks of this nature are automated and wouldn't be in place if no issue was present. If you believe this has been done in error, you can reach out to our customer care team who can pass the issue and your IP along to our network engineers. It would be up to them to decide whether or not a block is removed.
I'm having the same problem. It started while I was browsing 800 numbers when considering to purchase the SmartLine product. I clicked "view more" a number of times and then got locked out. This needs to be addressed ASAP please.
I had the problem for several days. However, once I cleared my cache, cookies, and history the site worked fine again. No problems since.


text:
This video covers the four steps to choosing the right story to tell in the right situation. These include: defining the main message, finding the success or failure, picking the best story, or even making one up.
- The most important part of storytelling…is choosing the right story to tell.…If you tell the wrong story, it doesn't matter…how well you tell it.…You won't accomplish your sales objective.…So, how do you come up with the right story to tell?…There are four steps you should follow.…Step one, define your objective.…Since the most important element of a great story…is that the story has a worthy lesson,…we have to start by determining what lesson…we want our audience to learn.…Specifically, what do you want your audience to think,…or feel, or do as a result of your story?…What is your main message?…Step two, look for a relevant success, failure,…or moment of clarity surrounding your objective.…
In other words, think of times in the past when you…or someone else has done that thing very well…or utterly failed to do it.…Or, when you learned that lesson the first time yourself.…Obviously, a story about someone successfully doing…what you want your audience to do illustrates the behavior…you're trying to encourage, but a failure story…
- What is a sales story?
- Why tell sales stories?
- The 25 sales stories you need
- How to get buyers to tell their stories
- What makes a great story great?
- Choosing the right story to tell
- Finding great stories
- Story structures
- Challenge, conflict, and resolution
- Delivering stories verbally and in writing
- The ethics of storytelling


text:
All the virus that exists today has been owing to its root of origin somewhere down the timeline which has been identified notorious of its time. Before it has removed and developments have been made to prevent it, the destruction and damage incurred are huge. However, they are reduced now due to the impact of technological advancements. Go for a tech's support like Norton chat support the UKif you detect any on your device as soon as possible.
Some of the most destructive virus attacks in no particular order are,
Causing damage of about $10 million this happens to one of the destructible viri of its time. It spread through social media. It made people click on the txt.file in order to spread and damage the computer of the holder. It was basically developed by Filipino programmers.
The virus was so vulnerable that various organisations and governments had to remain shut. Also, it is estimated that about 10 of the users got affected by it. It made use of emails as a means to spread and develop its reign. However, the inventors weren't punished. This was the major reason for passing the E-commerce law.
My doom
This is yet another virus that took email as a mode of spreading. It leads to a loss of about $38 million. Though the creator and his identity remain anonymous, it is believed that he would have been asked by someone to create such a virus.
Apart from this it true that the worm exists even. So be careful when you are opening an email. It was ultimately programmed to destroy SCO group. It carried a text message saying "andy; I am just doing my job, nothing personal." This virus was kind of freaking as well.
This one started its journey in late 2011 has affected more 6000,000 macs. This virus is still out there waiting for an opportunity to invade your computers.
Above all the one advantage which it carries is that it does not spread like the rest above. Nearly 20000 infections are approximately reported of virus attacks. Apple took the issue to come up with a solution. It partnered with the Oracle and provided an updated version.
This happens to be a most recent one. It started destroying computers in 2009. It was a trojan form of the virus which had been developed by a botnet. It affected numerous multinationals leading to a loss of millions.
The impact and its effect were seen all around the world. Though the creator proclaimed his retirement many suspect his decision. So guys are careful.
As a matter of fact, 1 among the 14 downloads that you make carries the virus. Some are deadly while some are easy to handle. Keeping your guard ready and strong will help you in your combat against them. But in such a case going for professional help will sound good enough like that of Norton chat support the UK.


text:
Glamour UK's Sexiest Men Of 2011- Vote For Rob
Age: 25
Single? Unless you've been hidden under a rock for the last two years, you'll know Robert Pattinson's rumoured to be dating his Twilight co-star Kristen Stewart. However, neither of them have ever confirmed the relationship, so you never know, you might be in with a chance!
See Him Next: Rob is set to turn his hand to costume drama in Bel Ami, playing the "amoral" Georges Duroy alongside Uma Thurman, who stars as his lover.
Posted on June 17, 2011, in Glamour Magazine UK, Robert Pattinson, useless information we just love and tagged glamour magazine, Glamour UK's Sexiest Men Of 2011- Vote For Rob, random news, Robert Pattinson, useless info we can not live with out. Bookmark the permalink. Leave a comment.


text:
Honoring the CS:GO players and the esports community at BLAST Pro Series Copenhagen, Prime Minister of Denmark Honorable Lars Løkke Rasmussen inaugurated the event on the final day. Welcoming the audience to the Royal Arena, the PM assured the event's going to be a BLAST.
The Honorable Prime Minister referred the crowd and the online viewers as fantastic, welcoming the teams and contestants from across the globe.
Rasmussen acknowledged the hard work, dedication and training of the professionals. Furthermore, motivating the industry and its people, the Prime Minister cited the players as "e-gaming pioneers."
"You have not wasted your time. Your explanation days are over. You're truly sportsmen, following your dreams. e-gaming pioneers! The game has brought people from all continents, and religion together. You are the inspiration for the world of tomorrow." – Prime Minister Lars Løkke Rasmussen said.
Minister Lars humorously emphasized that Counter Strike is a world of its own and he has little knowledge of "eco rounds," "ct's" and "t's."
BLAST Pro Series Copenhagen 2018 is hosting six of the world's best CSGO teams. Offering them an opportunity to share $250,000 among them. The event is stationed for the weekend at Royal Arena in Copenhagen, Denmark.
Prime Minister of Denmark's Esports Speech


text:
Our Team
Keith A. Sykes
President, Owner
Keith Sykes served 8 years in the United States Marine Corps, and after graduating from Villanova University accepted a process improvement and change management consulting position with Accenture in London. Keith spent 3 years working on cross-industry, client-facing projects throughout the UK. He subsequently returned to the U.S., where he was promoted into the executive ranks at Accenture and spent the next 17 years leading global project teams and programs in the areas of Quality Assurance, Risk Management, Change Management and Learning and Talent Development. Keith is a graduate of Valley Forge Military Academy, holds a BA from Villanova University and Executive Education Certificates from Harvard Business School, Villanova University, Carnegie Mellon University and Pace University. On a personal note, Keith is a single-Dad to Brandon (23) and Grace Abigail (3).
Matthew R. Sykes
Director, Operations
Matthew Sykes has over 20-years customer service and management experience. Matthew began his career at Verizon as a Service Technician, and subsequently went on to lead home improvement projects in Roofing, Concrete and Painting. Matt spent several years as a call center supervisor and was responsible for the management and oversight of 20 employees. In his last role, Matt spent 7-years in the Casino Industry, where he served as a floor supervisor. Throughout his career, Matt has always enjoyed being face-to-face with customers, providing a hands-on customer experience, delivering high quality workmanship, and exceeding customer expectations. Matt is a father to three amazing kids, Corey (15), Chase (8) and Addison (3).
Brittany L. Hughes
Customer Care Manager
Brittany studied business management, is currently pursuing a bachelor's degree in IT from Penn State and has 12 years of customer service experience. Brittany was a suite supervisor at Wells Fargo Center, worked at the Reading Country Club directly under the Banquet Manager and interned with the Catering Manager. Recently, Brittany was a table games dealer at Valley Forge Casino Resort and Sugar House Casino. Brittany has also studied Marketing and Advertising and interned at several reputable companies in King of Prussia. Brittany and Matthew were engaged in February, 2016, and are raising their three children together.


text: Mississippi's alt-R&B duo Pink Palaces have long made waves throughout the state with their unique blend of sounds. They've received praise from several blogs including DJBooth.com and that looks to continue with their new release "Summer Tape". The two song set includes "Tension" and "Cooling Water" which are both cool, mellowed-out sounds that will help you beat the heat. Check it out and prepare yourself for their upcoming LP which is currently being worked on.


text:
Seeing this picture of my granddaughter, Ella Catherine, standing in the wedding shoes of my mother, Ella Permelia; I get teary eyed…. Looking back, I try to imagine my mother on her wedding day — a beautiful bride, I'm sure. She lived to celebrate 47 years of marriage to the man she loved!
And then, I try to imagine the day in the future when my granddaughter will put on her own wedding shoes to walk down the aisle and stand before the Lord next to the man of her life. I wonder… how many years of marriage will they celebrate? With the divorce rate at 50%, this question is huge and troubles me. My own marriage ended in the other 50% -deep sadness. Unspeakable brokenness. I cannot take for granted that my young Ella will walk in the shoes of her great-grandmother and have a lifetime of marital commitment.
So my assignment, as a grandmother, from the Lord is to fall to my knees praying diligently for this future spouse! True, Ella is only six years old, but this young man is already here on this earth learning and growing each day.
My prayer for Ella's Spouse
Lord, lead this man in the way of righteousness -such that one day he will walk next to the bride of his youth as he follows in the footsteps of the great Bridegroom.
There she is with her young-girl feet
Standing demure, so prim and so sweet.
Over her toes are satiny shoes
That were worn years ago as her great grandmother pursues
The man of her life, to say their "I do's!"
Forty seven years, they stuck together
Through thick and through thin,
Through all kinds of weather.
What will it be like for this future bride?
Will she find a young man to stick by her side?
The world shouts "NO!"
You'll never make it!
Marriage is too hard.
So don't try to take it!
Divorce is the way
And don't you mistake it!
What to do for your children so dear?
Your job as a parent is Biblically clear!
Fall hard to your knees in prayer every day
Claiming the Lord
To make straight their way.
For, this is your legacy,
This is your gift
To the next generation
Making sure there's NO rift!
Marriage for life, the best kind of gift!


text:
Watch: Janet Baker and Joyce DiDonato discuss their stellar careers
22 June 2016
Two of opera's greatest stars share their thoughts on the art form and how it has evolved over the past 60 years, as well as what it needs to do to survive.
Watch: Choreographer Wayne McGregor, dramaturg Uzma Hameed and Royal Ballet dancers on Woolf Works
8 May 2015
Writer Bonnie Greer chairs a discussion of Wayne's new ballet, which is inspired by the writings of Virginia Woolf.
Watch: Song of the Earth discussed - 'The unique quality of the choreography and wonderful score make it a masterpiece'
29 April 2015
Monica Mason, Barry Wordsworth and Grant Coyle on Kenneth MacMillan's acclaimed ballet.
Watch: Antonio Pappano In Conversation – 'If you're the musical boss of the house, you have to stick your nose into all corners of the repertory'
15 April 2015
Royal Opera Music Director reflects on 12 years with The Royal Opera, getting to know the London audience and working with Plácido Domingo.
Watch: Joseph Calleja in conversation – 'Mimicry is the best asset a singer can have'
25 November 2014
The Maltese tenor on his musical upbringing, the challenges of opera stardom, and the role he would still love to tackle.
Watch: Plácido Domingo In Conversation event streamed live by ROH on 12 October 2014
15 August 2014
Opera legend to be interviewed by Antonio Pappano for free-to-watch event.
Join Stephen Fry for Deloitte Ignite on 15 and 16 Sept
13 September 2013
Verdi and Wagner explored with live radio broadcast, on-stage discussion and live streamed debate.
Listen: Kasper Holten In Conversation
23 November 2012
The Director of The Royal Opera on his artistic vision and his early passion for the art form.
Listen: In Conversation with Melissa Hamilton and Eric Underwood
22 November 2012
The Royal Ballet Soloists speak about their careers to date as well as what they're looking forward to this Season.
Listen: David McVicar in Conversation
25 May 2012
The director of Les Troyens and Salome discusses his career to date.


text:
Say goodbye to unwanted pests, pay for HICARE services using Oxigen Wallet and get amazing discounts
- Flat 50% OFF* on Cockroach Annual Service. OXIGEN50
- Flat 30% OFF* on Single Cockroach Control Service. OXIGEN30
- Flat 20% OFF* on any Pest Control Service, excluding Cockroach Control Service. OXIGEN20
Terms & Conditions:
Offer is valid since 7th November, 2016 till 30th November, 2016.
The marketing programs ("Programs") from Oxigen Wallet and Hicare Services Private Limited are open to all residents of India holding a valid and current Oxigen wallet. These offers are valid for Indian citizens only.
The offer is not valid on Hicare 360 Mosquito Management single service and AMC service.
This offer is designed for retail B2C customers only and is strictly not valid for purchases made by any person for commercial purposes.
This offer is valid for purchases made using Oxigen Wallet only, payments made through any other mode will not be eligible to avail the offer.
Offer will be applied to the total merchandise value including VAT and applicable taxes.
In order to avail the offer customer must apply the coupon code as communicated by Oxigen prior to checkout at www.hic...in.
HICARE Services and Oxigen reserve the right to jointly change/modify/add/delete any of the terms and conditions of the offer or withdraw the complete offer at any time without notice.
By placing an order, the customer accepts all terms and conditions specified on www.hic...in.
In case of any query pertaining to use of coupon or regarding the offer, customers must directly e-mail to Hicare customer care at [email protected] or call @ +91 22 39889988.
Customers shall take sole responsibility for privacy and confidentiality of their account and password.
This offer is of Hicare and Oxigen is only a promotional partner.
In addition, Oxigen Wallet T&Cs shall also be applicable.
Oxigen does not endorse any of the products, services or brands or services being offered and will not accept any liability pertaining to the quality, delivery or after sales service of such products/services.
Hicare Services and Oxigen reserves the right to reverse any excess and/or ineligible amount credited into the customers card or account, without any prior consent from the customer.
Oxigen disclaims all third party liabilities that may arise from or in connection with this offer.
All disputes related to the offer shall be the subject matter of the jurisdiction of the Mumbai High Court. The prevailing statutory laws of India shall be applicable to the offer.
This offer is subject to force majeure conditions.
Any person availing this offer shall be deemed to have read and accepted these Terms and Conditions.


text:
Welcome To Calgary's Newest Real Estate Site: Now Responsive!
Posted by Krista Kehoe on Wednesday, August 20th, 2014 at 11:58am.
We've done a great job at keeping the new CalgaryRealEstateAlliance.com a secret, but now it's finally time to unveil the final product of months of hard work. We want to give you the best and most user friendly experience we can, and our brand new website allows us to do just that!
Now it's easier than ever to find that perfect Calgary home you'e been searching for. The new bold layout brings a whole bunch of new changes like a sleek new navigation menu, and a redefined listing search that is 100% customizable by you.
Another way we are staying on the leading edge of real estate technology is by bringing you an exciting responsive design. Now it's easier than ever to navigate our site using any electronic device, including tablets and smartphones!
New and old users alike will appreciate the ability to have their very own free account. Are you holding out for a home in your favourite Calgary neighbourhood? You can now save a search based on any criteria you'd like, and get instant updates on newly added listings and price reductions.
Our expert knowledge in Calgary real estate has separated us from the rest and we are bringing that same passion to the web with our brand new CalgaryRealEstateAlliance.com. Our featured listings, in-depth community information, blogs, and social media networks are just some of the ways you can connect with us and other local buyers and sellers. We're experts in our field, and we strive for excellence in the electronic world to serve you even better.
We would love to hear your feedback on our new site-- just leave a comment below. If you have any questions about the real estate market in Calgary, please feel free to contact Krista and Michael Kehoe with Calgary Real Estate Alliance.
Check out Calgary's real estate by visiting the links below. See what our beautiful city has to offer!
Krista Kehoe, Calgary real estate agent & REALTOR®


text:
General Question
Does anyone know any songs that have bass lines like this?
Asked by applesaucemanny (1770) July 6th, 2009
like the song Broken one by Trivium? listen to the intro bass part and see if you know any songs that have this style of playing because I want to learn more like this thanks in advance.
Observing members: 0 Composing members: 0
18 Answers
jmo (12)"Great Answer" (0) Flag as… ¶
Bobbydavid (837)"Great Answer" (0) Flag as… ¶
sandystrachan (4397)"Great Answer" (0) Flag as… ¶
applesaucemanny (1770)"Great Answer" (0) Flag as… ¶
Answer this question
This question is in the General Section. Responses must be helpful and on-topic.
Wow! You've got 847 knowledge matches!Want to see them? Join Fluther!


text:
This site is importing but not functioning like the live site.
the live site pulls in several images into the center of the browser. The imported site just has a spinning circle in the middle.
Your friends over here at WebAssist! These Dreamweaver extensions will assist you in building unlimited, custom websites.
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XBLA version due on Friday.
Posted By Ravi Sinha | On 05th, Nov. 2013 Under News
Mighty Rocket Studios has announced that 2.5D side-scroller Final Exam is now available for PC and PlayStation Network in the US. It will also launch tomorrow on PSN Europe and on Friday for Xbox Live Arcade. Check out the launch trailer for the game above.
Words fail to describe Final Exam, which is about fighting off monsters and traversing through enormous levels. You'll have the option of choosing your own character, leveling them up and unlocking new weapons and skills to beat down the monsters, and can either play alone or with a friend in co-op mode. The latter is especially interesting, since you can split up to achieve objectives quicker. Of course, two is better than one when fending off monsters, especially when they become more powerful in co-op.
And if you're savvy enough, you can try your hand at topping the official online rankings. What are your thoughts on the game? Let us know in the comments below.
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To make every study session as productive as possible, you should try to ensure that you have all of the materials that you may need on hand. Gather the following materials before you begin reviewing for an upcoming test:
- Textbooks: Your textbook, in addition to your notes, is an important source of information. It will provide detailed explanations of the concepts that you covered in class, and will probably contain practice questions that will help you assess your knowledge.
- Notes: Detailed and well-organized notes are perhaps the most important study material of all. They will help you review key concepts and anticipate some of the questions that you might be asked on upcoming tests.
- Handouts: If your instructor gave handouts during the term, you should definitely have these on hand. They will likely contain key information, and should be reviewed thoroughly.
- Assignments: Completed assignments are another important study tool that can help you identify key concepts that you may be asked about on future tests and examinations.
- Tests: Tests from former students who completed the course you are currently enrolled in can help you anticipate the types of questions the instructor may ask, find out more about the instructor's grading process, and assess your own knowledge. Tests that you took should also be kept and reviewed before final exams.
- A pen or pencil: Make sure to have something that you can write with in case you need to make notes in your textbook or class notes, or you want to complete some practice questions.
- Scrap paper: If you're studying for a test that will contain math questions, have some scrap paper on hand to complete some sample questions. Just reading over these types of questions is usually not enough.
- Calculators and other tools: Try to gather any of the other tools that you may need during your study session, including calculators, rulers, protractors, charts, or tables.


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Hi Folks, welcome to the first design journal of 2016! This one doesn't have any fancy screenshots as it normally would as it's not about what we've added to the world, and is instead about our business model. Over the last few months Chronicles of Elyria has been gaining more and more attention, and with that added attention comes quick judgements, assumptions, and while not intentional, miscommunications. Perhaps the most widely miscommunicated bit of information is how spirit walking effects your overall play time, and how that effects your wallet.
Given that, I wanted to take this opportunity to nail down the specific details regarding the lifespan of characters in Chronicles of Elyria, and touch on the "Death Toll" that's applied to your character any time they spirit walk.
"By the toll of a billion deaths man has bought his birthright of the earth..." - H.G. Wells
Elyrians are for the most part a healthy breed and while Children of Mann are not human their anatomy and physiology is similar to our own. As a result, the typical Elyrian lives somewhere between 80 and 120 years (averaging ~100 years), based on the genetics of their bloodline.
In addition, you take control of your Elyrian at either age 12 or 15, depending on whether you're creating a ward or joining a family. We assume most people will want to join a family, at least for the first few lives, and so for the remainder of this journal I'll assume you've created a family member.
Given that Elyrians naturally live between 80 and 120 years, and you gain control at age 15, that means you have between 65 and 105 (avg. 85) Elyrian years of play time.
Now, an Elyrian year is 100 real-world hours. That equates to roughly 4 days. Doing the math, that means if I divide both 6,500 and 10,500 by 24 hours per day that ends up being between 270.8 and 437.5 days. If we drop the decimals you're looking at between 270 and 437 (avg. 354) days of play. At 354 average days of play, and 365 days per Earth year, it means you're looking at an average of a week and a half shy of one year of play, per Spark of Life.
Those numbers are great and all, but it assumes your character lives a long, healthy life with no spirit loss. Unfortunately (or fortunately), we all know Elyria is a dangerous place. So let's talk briefly about spirit loss.
To begin with, the base spirit loss for a death is 2 real-life days of play, each time you are forced to Spirit Walk.
So that means that if you are someone who dies very rarely, maybe once per month, and would have otherwise lived an average lifespan of approximately 12 months, then at the 11 month mark you would have shaved off approximately 22 days of play time, ending your character's lifespan. Put differently, someone who dies on average once per month can expect to live an average of 11 months without needing to buy a new Spark of Life.
Now, let's assume you die a bit more frequently, maybe once per week. Each death would shave off the same 2 days of play time. As a result, every 7 days would actually count as 9 days of play time. If you divide the average of 354 by 9, you get approx. 39 weeks. So if you're someone who dies an average of once per week, you can expect to live approximately 8.75 months without needing to buy a new Spark of Life.
Continuing on with the same model, if you died an average of 2 or 3 times per week, you could expect to live for either 7.25 months, or 6 months (rounded to the nearest week) respectively.
Now let's assume you die very frequently. You're out adventuring every day doing extremely dangerous activities. Every day you die once. That means every day counts as three days of play time. The average of 354 divided by 3 is 118 days. That's 16 weeks, or approximately 3.75 months before you need to buy a new Spark of Life.
I know what you're thinking, "3.75 months! That sounds like a very short period of time!" It does sound like a short period of time. However, there's two things to remember. First, that number is if you die every day. If you even skip a day in between deaths, that increases all the way to 5.5 months. So if you don't play 7 days a week, but maybe just 4 or 5, if you die each time you play, or even twice each time you play, you're still looking at roughly 6 months of play.
The other thing to consider is the cost of a Spark of Life. If you only live 3.75 months, then for our currently estimated price of $29.99 per Spark of Life, it still means you're only paying approximately $7.99 per month. That's half the price of a WoW subscription! That's right. If you're an active, daring player who plays every single day and manages to die every single day... you can continue to play CoE for 1/2 the price of a WoW subscription.
On the other hand, if you manage to cheat death, don't play regularly, or do so in the safety of a hamlet, town, or city, then you're looking at anywhere from 9 to 14 months of play... for roughly $30.
Chronicles of Elyria is unquestionably a story-based game. We want the world to feel like you're living in a low-fantasy adventure book. But what kind of a story would it be if the main characters died over and over again, with no apparent consequences? Not very believable. It would also make those main characters feel like they didn't have an impact on the world. If someone is special, their presence should be missed and their absence should be noticed.
Because of this, CoE uses a multiplier system in order to increase the death toll for more famous or impactful characters. Intuitively, this makes sense. If some unknown farmer dies, it probably won't have an impact on the overall story or plot. However, if a king (or queen) dies, it should ripple across the whole continent.
Given all that, Chronicles of Elyria breaks up fame into 7 different categories. These categories ultimately identify what the multiplier is. The categories and multipliers are:
So in the previous examples of a person who dies once per month, once per week, 2-3 times per week, or daily, that all assumed you were a largely Unknown player. If you've become tightly integrated into the story however, your impact on the world makes you more susceptible to spirit loss. Someone who's Legendary, for example, could die no more than 6 times before they'll have to re-roll a new character (more on this in the next design journal).
So, we know the more famous you are, the higher the death toll. But how do you gain fame? Well, you can think of fame or notoriety as how likely people are to know your name in the same village or town, the same county or duchy, or even throughout your kingdom or continent. Given that, there's a ton of things that can grant you fame, from owning/leasing a sizeable amount of land in your village to others, to becoming an architect people travel hours to buy plans from, to slaying a creature that's tormenting the county, to being the champion of the colosseum, all the way to being a notorious highway robber.
Among the most direct, though not necessarily the easiest way to gain fame, is to hold a position of power in the local, regional, or national government. These positions of power automatically grant you fame up to some base level, which maps as follows:
As you might expect, this means that if you're the king and someone manages to get an arrow between your eyes or a knife between your ribs just six times... "The king is dead, long live the queen!"
Before you start throwing red cards on the field, it's important to note that the fame/reputation in the land is graded on a curve. If everyone suddenly becomes notable... well, now they're no longer notable. It's as if they're all unknown again. In this way, the multipliers count not only as the amount of spirit loss you suffer when you die, but is a rough approximation of the relative fame you need to move up to the next level.
So a notable person is someone who has roughly 1.5x the average fame of an unknown person. Making it to Renowned means gaining roughly 8x the average fame of an unknown individual. Getting up to those higher levels of fame isn't as easy as it sounds - but if you do, it has its advantages as well.
The last topic I wanted to touch on in this design journal are Toll Caps. Toll caps are limits on the amount of death toll you can pay in a specific period of time.
The first toll cap we're considering is limiting one toll per 2.5 hours (1 Elyrian day). This means that if you're out in the wilds and get killed by someone twice (or more) in a short period of time, there's no additional Spirit Loss, even if you're forced to spirit walk more than once. We're doing this because we recognize that if you get put into a bad position, such as being camped by others, or getting trapped near an especially dangerous enemy, it could wrack up several deaths in a short period of time.
From a story standpoint however, those all kind of act like the same death. That is, "person walks into dungeon, faces evil bad guy, nearly dies, but recovers and defeats the evil being" is just as interesting as "person walks into dungeon, faces evil bad guy, nearly dies, but recovers, nearly dies again, but recovers, nearly dies again, but recovers...and finally defeats the badguy."
You see, the stories are really the same. What happens in between the first "Spirit Walk" and the last are just details best overlooked.
The second toll cap we're looking at is during wartime. If you're on a battlefield and get coup de graced you're likely to get killed again as soon as you wake up. I mean, it's a battlefield. So while we'll talk more about the mechanics of realm vs. realm combat in a later design journal, one thing we are doing is capping it to one toll per 10 hours. However, battlefields are dangerous places and we don't want people to take up arms frivolously. As a result, the first death on a battle field will likely come with a 4x multiplier anyways. The end result is that people will try like hell not to die, but when they inevitably do (most likely more than once), it won't come with any additional penalties.
Well, that ends the design journal for now. But the fun doesn't end there. We'll be following up with another design journal in just a few short days. Our next design journal aims to ease peoples' concerns about dying while nobility, and also talks about our new "earn-to-play" model. Until next time!
DJ #15: Player-Created Dungeons
DJ #17: Bolstering & Earn-to-Play
Dude, but... doing the maths, if we can only lose 2 real world days, every 2,5 hours... In 10 hours the maximum days we can lose is 8 real world days, normally. Although, in a battlefield we can only death toll every 10 hours instead of 2.5, ok, neat. However, normally, if 2 real world days every 2,5 hours, in 10 hours we would also lose 8 real world days, normally. Beeing that... Why does it boil to make a death toll every 10 hours on battlefields? I don't get that...
Posted By IguKatzer at 6:37 PM - Mon Mar 11 2019
Dude, but... doing the maths, if we can only lose 2 real world days, every 2,5 hours... In 10 hours the maximum days we can lose is 8 real world days, normally. Although, in a battlefield we can only death toll every 10 hours instead of 2.5, ok, neat. However, normally, if 2 real world days every 2,5 hours, in 10 hours we would also lose 8 real world days, normally. Beeing that... Why does it boil to make a death toll every 10 hours on battlefields? I don't get that...
This dj is quite old at this point to be honest.
There is a mechanic called bloodlust that had an increased death spirit loss for your first death in a pitched battle before the lack of spirit loss effect comes in.
Its not something that has been solidified yet and I imagine we will learn more in the future (specifically testing phases or if they do a combat dev journal)
>So while we'll talk more about the mechanics of realm vs. realm combat in a later design journal, one thing we are doing is capping it to one toll per 10 hours. However, battlefields are dangerous places and we don't want people to take up arms frivolously. As a result, the first death on a battle field will likely come with a 4x multiplier anyways. The end result is that people will try like hell not to die, but when they inevitably do (most likely more than once), it won't come with any additional penalties.
On a battlefield, if some characters dies then manage to recovered, as there is no additional penalties for the next 10 hours, they could go berserk and rush through enemy lines.
As more fighters will be dying, the more intense the battle will go and on the side of wich more characters have died they will have an advantage because less fighters will worry about death.
If I understand, on a battlefield will it be better to "push" enemy lines rather than kill them ?
Have I missed something ?
Posted By Cypher369 at 08:44 AM - Mon Aug 14 2017
If I understand, on a battlefield will it be better to "push" enemy lines rather than kill them ?
Have I missed something ?
The battlefield mechanics are not fully fleshed out so it is hard to answer your question specifically on what would hypothetically be the better way to win a battle in Elyria. I can point you to some archives on old Q&As where we got a bit more information on their idea for battlefield mechanics. See here,
(That's a search so not all the information is relevant to what you're asking but it is in there.) Overall battlefield mechanics are very much in flux as Caspian says to preface one of the answers in that Q&A and we don't know much on them so I unfortunately can't really answer more than with that information.
So I can spam attack someone for 2.5 hours without fear? seems unbalanced.
You are going to kill the role play with that math. If an Elyrian year is 100 real-world hours this means that the time on Elyrian runs 87.6x faster. So if my character talks for 5 minutes with another character, he wastes 7 hours and 18 minutes of his life just for few chats. If the Elyrian day/night cycle is 24 hours, in a hour of gameplay I should see 3.65 day/night cycles: one every 16 minutes. If I can play 2 hours a day every day, the time between my log-off and log-in will be 22 hours: my character will live only 7.3 days every 87.6 days, he disappear from the world for 80.3 days every time. You can think about other examples, just everything will run too fast in a non-enjoyable way.
Think about a 12x time speed, imho it makes much more sense: 5 minutes = 1 hour; 2 hours = 1 day; 1 week = 1 season; 1 month = 1 year.
I understand your need to monetize the project and 30-50$ is a fair fee for one year gametime, but 87.6x time speed just ruins everything in your great concept.
My 2 cents.
Hi aciDev and anyone who might agree with him.
I'm not saying I completely see eye to eye with soulbound studios on that part, but Caspian did write "The first toll cap we're considering is limiting one toll per 2.5 hours (1 Elyrian day)." Which means that contrary to Earth's calendar, in CoE, there will be 40 days in a year with seasons of 10 days each. At least that's what I understand from what was said here and in the previous dev journals.
Sure, it may break immersion, but as the whole point of the game to be dynamic and everchanging we can't have our character live more than an Earth year.
Maybe, if you want longer days, what could be done though is to make our characters' lives shorter in term of elyrian years (like 50 years instead of 100) so that days could be longer in game. The drawback is that adolescence would be that much longer.
Well, I could go rambling like that for hours. Time to stop. See you
let a = death toll
Say I'm Famous. That's 4 * a. during war 4 * a. so total death toll will be 4 * 4 * a = 16a ?
Just want to say this post is largely the reason I decided to back the project. The ability to be renown for peaceful activity just as well as for violent ones is a significant other. I've been waiting for something like this since oh, I dunno, Meridian 59 and Ultima. Before that, really. Thank you just for giving me hope it can happen.... I really would be pleased to help in any way I can. (I don't FB, alas, but Twitter and Twitch, yes, precious... that I do.)
I was thinking, if your player is killed they should respawn somewhere civilized, like the nearest civilized location they were, so dying in a dungeon, you couldn't die again for a couple hours but you also couldn't pickup right where you left off. And if you're killed while afk because you left your character in the desert or something, they wouldn't keep respawning and dying.
Also I think that while you should be able to die while you're offline, you shouldn't be able to respawn until you come back online (but you continue aging, it's not a way of gaming the system, more like you need recuperation time). This not only removes the threat of multiple offline deaths, but if you're an important character and you're assassinated, then there's a different kind of consequence where you can't rule offline until you come back to the game. Which I think would be super cool because it opens the possibility that you could be a king and there could be a plot to overthrow you and then supplant you while you're a way. It's like an added dynamic
Magnum opus.
Yes the game is still in development - the kickstarter just started a few days ago so I am sure the devs are very busy.
I noticed that there has been a long gap since the last design journal. Will there be more? This game is still in development right?
Did they just stop doing the Journals? This one says the next one would be a few short days, but this was way back in January... Just curious.
I love how this game is coming along, you guys are doing a GREAT job. Your ideas are bringing forth a gamers dreams. Keep going at it guys and I'm supporting you the whole way!!!
Thirty Dollars a year? even I could afford that one
I don't think 3.75 months of playtime sounds short. I do however think, that a character who needs to be coup de graced 118 times to permanently die sounds pretty ridiculous. I get, that we need to stretch the life of a character because our method of payment is tied to it, but I feel like the threat of perma-death gets watered down quite a bit this way. Or maybe I just got the math wrong? I'm tired, so it wouldn't surprise me :D Other than that: totally hyped for CoE!
I think Chronicles of Elyria is going to cut off its own head with its proposed "subscription model."
Most people either want full P2P, or F2P. I think the speed of lifespans, with a character's lifespan going between 3.75 - 14 months before having to buy the game over again - essentially, that's how it will work, in the devs' own words - the hardcore players who are going to want to play a game this engrossing will be put off by the notion of having their developed characters age and die in a year or less of play time, having to essentially start over as another character, whether it's your child, or just another ward of the state.
I mean, every day will be a new season, as an in-game year is going to pass in a matter of 4 real-life days. If you start a character at age 12, play for 3 consecutive days, then have to take a week off, in a matter of 10 days, that character will have aged to be 22 years old.
That timescale is WAY too fast. It's more than 100:1 to real life, and that's simply not offering enough time to develop a single character, especially to those of us who value roleplay in the more immersive MMOs.
I think they're going to have a lot of players who will start up initially with high hopes, and within about 18-24 months, probably 3/4 of the player base will move on to something else.
The whole point of roleplaying and MMOs is longevity. That whole "don't invest yourself in a single character, but in a wider world?" Yeah, I don't think the vast majority of people are going to be very patient with that one, and I think it will die in a much faster window than the 10-year lifepsan they're planning.
That's essentially saying, "in 10 years, our game world will have seen 1,000 years pass, and you'll have watched a dozen or more of your favorite characters permanently die, having to all but completely start over each and every time."
If I'm going to invest that much money and time into playing a game, I'm sorry, but it's going to take more than genetic passage of skill dispositions and inheritances to keep me shelling out more money each time my character dies.
Just wait until piracy starts in earnest, and you have an entire ship of players just travelling from one continent to another end up with perma-death for dying on the high seas. It'll be, "Sorry, we know you just paid us $30 for your character two weeks ago, but we're going to need another $30 because pirates sunk your ship, and you have to buy a new character."
They'd immediately have to overhaul their entire promised system, making themselves look like they didn't seriously consider the system's implications to the subscriber, or they'd lose their player population in a matter of a few months.
And sorry, but the "life on the high seas is dangerous" argument simply won't cut it when you enrage your subscribers. They are the ones who keep the lights on, after all.
I think as beautiful an idea as this could be, it's going to be an absolute disaster, instead.
As the old saying goes: if it sounds too good to be true, it probably is.
I have been peering through these Developer Journals, absolutely at the edge of my seat for more information. You can definitely count me in when the Kickstarter goes live!
It seems many people forget about the unconscious feature. Seems that's going to be the most common experience of death....you won't spirit walk on every pve knockout. The creature has to be particularly evil or significant for that to occur, according to earlier journals, I thought. PVP wars is something that needs to be tweaked. Now another feature i'm curious about that hasn't been discussed much it seems is...religious cultural impacts. Churches...cults, etc. Laws governing religious freedoms, sects, allowable acts and things like required contribution for such things. Just curious!
I'm out of things to read about for this game and I'm thirsty for more info! Haha, I'm beyond excited for this game!
Wait. This game is pay to play, plus buy to pay? I just spent like 2 hours reading all the dev blogs, and I think that this is the most amazing MMO I've ever heard of. I would've easily paid a purchase price of ~$80 for a fantastic AAA game like this. I thought the dev was really interested in pushing the MMO genre to its full, beautiful potential, and the game's design certainly supports that.
Of course, I should've known there had to be something fishy when I saw that "free copies of the game" was a possible reward for Influence Points. Even pledging on Kickstarter for a copy of the game is more or less a sham — you're not getting a copy, you're getting one character.
This would've very likely been the first Kickstarter project I ever decided to go for and actually back. Kickstarter projects have had iffy reputations, but I really believed that this game was visionary.
However, I will not support companies "renting" a game out to people. Which is what pay to play is. You're renting out time, nothing more. I prefer to own my games. Sorry.
Think of it this way... you're paying for a sub-based game with an ongoing fee loosely based on how intensely into the game you are. One that's still a good deal cheaper than most MMO subs on the market at present, that will possess content and features that are literally not present anywhere else on the market.
you never own digital content, you own a license to it, that's all. If steam were to go offline or shutdown, you no longer own any game in your steam library and their under no obligation to make them available. It's like $3 - $8 a month. It's less than I spend on mcdonalds. If you have a problem with the subscription Feel free not to play, I promise we won't miss you.
Bummer, I though I just had to buy the game once, now it seems is subscription based and will milk money every 3 monts or so :P There is a reference to WoW. Funny another game i dont play for the same reason.
If you die six or seven times a week yeah. Play strategically and don't die and it adds up to $30 a year. that averages $3 a month. thats.... nothing. Its a little more than a quarter a day. I spend more that on gum...
We'll be following up with another design journal in just a few short days. <--- hmm gotta wonder how time works over at the studio :P nearly 2 months time those few short days has lasted now XD
But other than that loving the info and that we finally got a crowdfunding date ^^ Keep up the good work <3
Sorry this has nothing to do with this journal, but will there eventually be one detailing more on the possible magic systems or traits in the game?
they've got snippets around. but honestly talents aren't something the majority of us need to worry about.
Will sparks of life be required to buy? or could you just create a new character?
have to buy them. thats the whole business model
Interesting model, rly
Hi guyz, love the informative design journal, I do have a concern I was hoping Caspian or someone informative can correct for me. From what I get is that affinity is carried from one soul to another,, so if you are good for multiple lifespans it will get harder to change your affinity later on giving you negative points or whatever.
This worries me however since if I want to be a thief in the first life, assassin in the second, then a good willed forensic agent and a lawyer then eventually a benevolent king. However it will be harder because the engine will force me to do bad things in my next lives as well even though I want to turn a new leaf.
Instead I thought it would be easier say if I was bad in the last life, it would be twice as easier to be bad in this life however twice as hard to be good, all the while the engine staying neutral at the start of every lifespan.
So you are actually encouraging people not to "play" in most of the fun adventurous ways by punishing them, in their real world wallet, for taking risks and death.
7.99 being less than WoW may sound smart to you, but the world is moving away from subscription gaming. I like paying for a game and playing thousands of hours without coughing up more money every few months. I bought your game, don't tax me for doing it! I was really thrilled about this game until I understood you pay pretty much for 6-12 months of playing and then need to essentially buy the game again.
Unless this game has the greatest development team and support of all time, you'll screw yourselves as people just stop playing once they have to pay more for the same game (since paying more adds zero to the game, juts lets you play)
Gotta pay the bills. With F2P games it's usually pay to win, Gold-selers all over the place, and $50 for a shitty mount or cosmetic upgrade. I'm fine paying $8 a month for something awesome. If you're not then I'm sorry, go make your own game then come back and tell us about your amazing financial plan to keep it going.
When the game launch?
Right now, this is just guess calculation. I don't believe respawning will be this cheap in reality. There are many things I believe weren't considered here.
1) I mean, what happens when you are in an dangerous PvP region where Players hunt for other Players constantly? Or a battlefield for example? You just spirit-walked back to your body, just to find yourself getting killed again by another player as soon as you get up?
2) Or what if you logged off in the middle of nature where it's hard to survive. Maybe you walked days there to explore something new. Suddenly something in reallife happens and you aren't able to login for a few days... As we all know, our characters continue to exist while we're offline. Now what if something happens to them i. e. they die of hunger/thirst or get killed by a wild npc. After walking days towards your destination... not even not getting there would be frustrating, but also having to pay for a respawn because you died when you weren't even able to play.
3) What if you want to play some assassin or whatever kind of bad guy? If you kill another player to play your role correctly, you're effectively costing someone money in real life. That's something I wouldn't like to do, even though I sometimes like to play the asshole. This game mechanic is making you way too responsible. Just consider someone who cannot afford the 30 $ to pay for a new character right now, but he's a very 'passionate' player... suddenly he gets killed. That's how real life death threats happen. Death should be a game mechanic, not a real life insult/damage to someone.
4) What if a player is a known youtuber or twitch streamer. He/She will be constantly hunted by other players. Not even famous people, also just random people who might show some achievements on youtube. Let's say I get a really rare weapon or armor piece... I couldn't even show it on youtube to some people without the possibility of getting hunted afterwards. Not bad enough that I would lose the armor piece and the character if someone kills and loots me, but I would also have to pay for a restart...really?
5) Taking risks will cost extra. Everything outside of a town or in dangerous regions would be a privilege for the players with a good paycheck in real life. You cannot even start learning the game mechanics of survival in the wild without the risk of having to pay. How are you supposed to get to know game mechanics without taking the risk of dying? Well you can, as long as you can afford it....great.
There are many more problems with this kind of payment system, but I want to leave it to those for now. I'm not sure if one of the devs will read this, but if so, why not "paying per soul" instead of "paying per death"?
Everyone gets 1 soul to choose in the beginning of the game. If they're not happy with what they skilled, or that it can't use magic, they reroll or buy another soul for money. This way, it would be ensured that not too many characters are played at the same time, while it also gives the people who aren't happy about their first choice a chance to restart or play a second character. Also, death would be an ingame mechanic again and not a real life insult. This would lead to more people playing interesting risky characters.
I really like the concept of the game, and I would love to play it someday (if it becomes what it wants to become). But if the payment system stays the way it is, I am not sure if I'll play it at all. Ingame death should hurt ingame, not in real life.
I assume you haven't read anything. You don't die when an assassin comes up behind you and stabs you or when a soldier cuts you open in battle, you just go on a spirit walk that brings you closer to death. It takes many, many, spirit walks to completely die. As the devs said above you would have to spirit walk multiple times every day to have a game time under 3ish months. Not only that, but there is a grace period where only 1 spirit walk per every few hours actually removes from your spirit stat and brings you closer to the final death. You would have to actively seek combat with extremely evil and dangerous mobs, or be in the world's most dangerous PVP zone and sit there to die that fast. finally, OPCs, or player characters when you are away, Have your skills, so unless you log them out in a dragon's cave, your character will be able to do everything you did to get to your position.
many people will not play or stop playing if the payment system stays how it is. Only the greatest of games can survive consistent expansions, and the point of paying more is usually more was added to the game. Here we're paying just to keep playing...its a tax plain and simple. Its pretty silly to think you can tax your players and have them keep playing your game. Its also a giant risk because if your game takes time to take off in popularity, you've quashed it right off the bat.
Caspian's said he's not worried about making a lot of money. He just wants to make something amazing. WOW is $15 a month. This game is 100x better than WOW in my opinion for like half the monthly price. And thats only if I die every other day. I don't tend to die that much in MMO's so at most i need to save like $8 a month and I'm set. If this game is even HALF as awesome as what the journals make it seem. I'm cool with a little taxation :P
Loved reading this can't wait for the game to come out to play. ^^
A couple of flaws I see in fame multiplier...first off who is to say that you guys don't just give fame out easily to make ppls more notable so when they die they lose more life thus making them have to buy a "Spark" soon in the end making you guys more money (I am most worried about this as well as everyone else that plays the game should be...exploit to make more money from us) secondly if your fame goes up there needs to be a great beneficial in game perks that you receive to offset the amount of time you lose when you die otherwise why gain notoriety.
I'm curious. Is there going to be magic in this or is it going to be more medieval style?
low-fantasy. Magic is basically a myth, though som souls will be born with magical talents. a VERY low number of souls.
This all sounds amazing, however.. You keep mentioning RVE and "servers".
shouldnt the main focus point of this be its all one world. Not multiple servers like WOW or other games.
It should be like eve online in this regard.
I didn't like the system that when you permadie you have to pay $30 to get another life because I live in Brazil and I really wanted to play this game but it would be to expensive for me. :'( I hope that the prices will fall or that you only have to pay once even being an expensive game.
Hi Eldrielphor,
It takes between 6-14 months to die, generally. So that $30 should last you plenty long enough. We honestly can't go any lower than that.
That doesn't seem to fit with the figures above at all. Worse if you're active and/or build up a reputation you perma-die far more quickly that an inactive player.
You stay in game right on logging so do deaths while logged count towards the perma death counter?
I do not think the last part about wars is a good way to go about it. Limiting the death penalty further, but increasing the first death multiplier will result in those who died once becoming a totally reckless zerk, making their behavior in a war inconsequential for them personally. That feels wrong to me. The result is that even in a 10 vs 50 both sides are probably going to have the same percentage of casualties because of the long time you fight.
Very interesting! I'm hoping that this system sticks, as it is something that's never been seen in an MMO. Please, keep up the great work!
Not sure i like any kind of death penalty in PvP. Most games don't have penalties in pvp because characters tend to die every few seconds or minutes. Typically any kind of defense or damage mitigation in pvp is useless. Which means you usually do raw damage to your opponent. That's just Melee, it doesn't even include magic such as fire, ice, lightning or arcane damage types, I assume there will be these things because this is a fantasy MMORPG. Either way point im trying to make is that death penalty in pvp is a bad idea because of the frequency of character death. There just shouldn't be one at all.
This is a low-fantasy setting. I doubt you will have magicians throwing fireballs on a full-automatic gun level everywhere on the battlefield. The PvP Death has to have a penalty. This PvP is not meant to be a pointless skirmish with no long-term effects (I guess). It is war and as such requires to involve risks that affect the soldiers as well in a long-term effect to feel meaningful.
you guys are the best i love you approach to this!!!
Indeed quite the juicy cool piece of info hehehe
And paying 30$ to play again sounds so..If we can just pay once and play for the rest of the time without paying to play twice if you die in a day the game would be more exessable so I think I would just play once.
The info was good but it would be good to know when the game will be released.
middle of 2017 at the earliest. Guessing it depends on how well the kickstarter goes. I mean if they manage to up their profit to 2 or 3 million dollars I'd say they could get the thing out far faster with the ability to hire to more people to work on it
Great info. Loved it.
Sounds brilliant to me :)
I like the element of risk, I look forward to see the affect it will have on people's gameplay choices
I'm excited for this game, but this just kinda makes me iffy to play it. Everytime someone dies, all they're going to think is "damn, just lost 2 days of game time.." and even worse when you start doing better. Just really not digging those multipliers for higher renown.
On the flipside, the game A: puts massive penalties on repeated killing of other players, B: acceptable mitigation on chain deaths, and C: Accelerates your character's learning process in the skills they've trained in previous incarnations. You might lose game time on your character, and something of your progress. That gives your character value and means your death has a very real weight that you're invested in not allowing to occur often.
I very much like how this game is looking, and this mechanic is one of the main reasons; it creates responsibility in how one plays if they value their character. Griefing will still be possible, but I can easily see that sort of play itself becoming a form of roleplay and thus being subsumed into the greater culture the world will create. This might be the first MMO release to actually create an environment which is immersive for all playstyles, to the point where one's actions on their character are indistinguishable from roleplay.
I take it that fame is tied to the character rather than their identity so that wearing a disguise doesn't reduce your penalties. Or is it implemented that once someone dies, either knockout or coup de grace, their real identity is revealed.
Their real identity is not exposed, though someone could determine they're wearing a disguise.
The fame is tied to the character, via the max fame of all of their identities.
Love the way everything was cleared up.
One of the few times the discussion of math doesn't hurt my head but actually makes me happy. Well done Caspian. Thank you for sharing this information.
Drowning is perm death right? so if i drown i have to pay 30$ to play again? that does not sound very appealing to me.
RIP anyone raided by pirates. RIP pirates for that matter.
Lol, better not swim out into the ocean then.
You can only drown out in the deepest parts of the ocean. But yeah, don't do that.
Good info about time. It does make me wonder though, as a casual player who could put in maybe 6-10 hours a week on the high side, how valuable my character will be, getting another year or so older each time I log in. If each day is a season, how much of my game time do I want to spend on each activity? Spending an hour negotiating a contract, or finding the brigands opinion the town, or a suitable husband for my daughter?
The game wil make me think differently about gaming and I'm excited about that. But only time will tell if it's the kind of game I can fit into my life.
That said, Caspian said "colosseum," and I can't wait to hear more about that!!
A small reminder for people: If you get Coup de Grace'd, the other play will most likely take everything from your backpack and your pockets. You can't just run into battle again, not having to think about the consequences. You're still limited by the amount of weapons your army has, etc. It's not just the Spirit loss you've got to deal with.
Completely forgot this one. But would you really take the time to search the pockets of your defeated enemy when you stand right on the ruleless battlefield?
<3 Love it so much, that's about £21 for a spark. How about initial starting soul prices?
You get 3 souls and 1 spark.. (I believe) What will the estimated prices of that be?
Very interesting! With this being said, I wonder if we'll have the option to pay a a certain amount per month to keep our lives going?
Yep. $30 each time your character dies. :-) We have no plan to offer a subscription model in the traditional sense - at least not for lives. The closest we might come is allowing a subscription where you automatically get a new Spark of Life every 3, 6, etc... months that you can apply when you die.
So, concerning battlefield, you say that "the first death on a battle field will likely come with a 4x multiplier" so " people will try like hell not to die".
I do understand that and it is awesome.
But at the same time if I DO get killed, I can come back and just throw myself right in the mélée because I know that I won't suffer any additional spirit loss !
So wouldn't we see 2 type of players during battlefields, Some playing carefully because it's their first life, and the others just rushing in because they fear no consequences ?
You forget something: in a battlefield if you die is almost impossible that you will re-spawn with your gears and items on yourself. So, even if you can't get others Spirit Loss for that period, you still have no equipment and items on yourself, so to rush in the same battlefield after you re-spawn is useless.
Indeed - kind of a blood lust. What do you think will happen when the two types meet?
Same loved reading through this I'm getting very excited for the release its definitly change to the average mmorpg and really on being smart surviving and making a name for yourself, getting a little scared this may be the next thing to steal my soul for the next year
Very nice to have the details now.
I had actually hoped it would be a bit more punishing than it turns out to be but I guess it's fine. Well ok, honestly the main problem I have is with the 2,5 hour toll cap for PVE.
IMO the toll caps should be different for PVP and PVE. I think the 2,5 hour cap makes sense as an anti-grief measure but 2,5 hours sounds waay to high for PVE unless I misunderstand something.
To me it sounds like if you've set out to a dungeon or a dragons lair or whatever as long as you're fine with dying once you basically have another 2,5 hours to zerg the living hell out of the inhabitants which doesn't sound all that epic to me.
The way the game is set up it makes sense to protect people from dying within aggrorange of a deadly creature repeatedly but depending on the size of a dungeon/cave/whathaveyou couldn't this be accomplished by like a 15min or maybe 30min toll cap depending on how big things are and how respawns in dungeons are handled (if the way out remains clear or not), that should give you enough time to retreat or even have another 1-2 tries or something but not just bang your head against the wall for 2 hours because you want your money's worth out of the death that already happened :)
I personally wouldn't feel that way, my bother with it is simply that it cheapens killing something dangerous if you kill it without dying or dying once and some other guy also kills it but took 2 hours longer with no extra risk to his name.
Obviously these assumptions have been made with incomplete information all I know so far is all the Q&As and DJs so maybe the 2,5 hours do make sense in PVE. We will see, in any case I'm so amped about this game it becomes unbearable :P
TL;DR 2,5 hours toll cap for PVE sounds too long unless yet unknown factors come into play - rest sounds amazing :)
Cheers, Wes
I just want to point out that something you are overlooking (which at this point in time is easy to do since there really isn't a game out yet.) Is that even if you come back to life #1 that doesn't mean you come back full health perfectly ready to zerg the hell out of whatever killed you, and #2 that the thing you are trying to zerg has remained in the same condition whole time just sitting there waiting for you to continue your zerg. In my opinion even if the penalty for being killed is removed the difficulty of the situation is probably going to remain the same when you get back so giving you another 3-4 or however many chances to bang your head against a death wall without penalty is most likely not going to have much effect unless it was already a close call.
Actually, I think it would be best to remain true to the game engine's continuous mechanics. Its like this, you die once, 1 penalty. You die immediately or shortly after 1/2 penalty, then 1/4, then 1/8 and so (just making up numbers here, obviously it should be a bit more sophisticated than this). So now if you accidentally get cornered by a dragon in a canyon, and it kills you repeatedly, you lose much less lifetime, but you still have an incentive to not die in that time. Also, there would still need to be a brief grace period, so if I camp your character like a %#$%&, then you don't lose any lifetime. Just an idea, I think this mechanic could help soothe the problems you pointed out here.
I think the main misunderstand is that there is no clear line in this game between a PvE and PvP activity.
Firstly there is no re-spawning of NPCs, if you have killed something it is dead it does not re-spawn. It might be that over time a different creature/being comes and takes over the vacated space but that all depends on what is happening in the space in the meantime. Secondly the evil beings you need to defeat in order to protect your town might not be NPCs!
Take the example of "person walks into dungeon, faces evil bad guy, nearly dies, but recovers and defeats the evil being". You walk into that dungeon, it has been built and designed by players. You have to get through traps the players have set up. Fight through beasts the players have tamed and placed in your way. Work your way through a labyrinth of tunnels protected by both PC and OPC guards. Then you get to that evil being. They are a player too. Admittedly one with a great talent they have used for evil, and have been causing chaos in your town for a long time now. Now if you defeat them that story is great.
If you find you cannot defeat them do you really want to be stuck there with this player able to keep you from escaping and the PC guards able to group together to block your exit?
The line is that the game most likely is able to tell if the player was damaged by another player or not so more likely than not it would be technically possible to set different timers for both instances seperately. Sure you could maybe walk into a player dungeon but that's not what I'm talking about here and I explicitly said I don't mind the long timeframe for pvp. Because more likely than not, especially during the first few months in the game, dungeons you're gonna walk into aren't going to be player built and you're not gonna face some super villain type player that's gonna hang out in his selfmade dungeon all day long on the offchance someone happens to come by within weeks or months of release.
I'm specifically talking about using those 2,5 hours to zerg say an ogers den or a dragon's lair (how zergable those would be is a different story but if you theoretically have a chance to defeat them then losing no additional spirit for over 2 hours would be a huge help in trying). If those npcs would loot you if they killed you that would then pretty much settle that argument because with no gear you can't just get back up and fight. Sure you could bring like a wagon or more of supplies to restock if needed but that would be fine because it's a logistical effort to bring all that stuff and risk getting it stolen while not around makes it ok imo.
So basically your whole premise hinges on me walking into a player dungeon instead of a world generated one which makes the point moot I'm sorry to say because that wasn't at all what I was talking about :)
Maybe, but is that alt of yours a better champion than your main? I don't I suppose you want to won that war.
Well I've played a lot of Mortal Online, and if a castle siege is anything like it is in MO it will be on the scale of several months not days to overtake their forces. If being a well known champion has that great of a sway, then yes I'll be using my main. If not then it makes sense to me to have this faceless champion logged out in the castle walls ready to defend. Of course the character skills will be kept at a high standard. It just depends on how much if any impact being a well known champion has on character skill. I can easily see the most powerful kingdoms using this, as we do in MO.
It's worth bearing in mind that your character doesn't leave the world when you log out. That champion of yours might very well decide to fight on the front lines in your absence and get himself killed while you're gallivanting off on your alt. After all - for what reason would a famous OPC stay inside when there's jackals at the door?
This brings me to a very important question, one I hope is answered somewhere I haven't found yet. I'm assuming each account will be able to have 1 character at a time (hence the 1 spark discussion from earlier) but what about multiple accounts?
Personally I think accounts should be limited per IP address to avoid botting (IE I create an alchemist that's the best in the land and also a lich so I also create an acount with a champion/body guard that follows me around and/or protects me while I sleep).
My reasoning is that if I can have an unlimited amount of accounts I can potentially have an unlimited amount of characters provided I am paying for them and potentially I have a kingdom that's run and kept entirely by me this shutting out the real worldiness of that area of the map. Granted I'm sure not many people would do this, but the potential is still there.
Also, I understand the desire to not do this from a company perspective. For example, frat houses with 20 or so people logging in from 5 computers. (No, I've never been in an actual frat house but I did see Animal House... That's the norm right?)
Anyways, I think that in this discussion of money vs. Spirit time it's kind of important to know how many spirits I can have at any given time.
EDIT: Fangirl wailing I cannot wait for this game!!!!!
Posted By PixiePunchPie at 2:04 PM - Thu Jan 28 2016
This brings me to a very important question, one I hope is answered somewhere I haven't found yet. I'm assuming each account will be able to have 1 character at a time (hence the 1 spark discussion from earlier) but what about multiple accounts?
Personally I think accounts should be limited per IP address to avoid botting (IE I create an alchemist that's the best in the land and also a lich so I also create an acount with a champion/body guard that follows me around and/or protects me while I sleep).
My reasoning is that if I can have an unlimited amount of accounts I can potentially have an unlimited amount of characters provided I am paying for them and potentially I have a kingdom that's run and kept entirely by me this shutting out the real worldiness of that area of the map. Granted I'm sure not many people would do this, but the potential is still there.
Also, I understand the desire to not do this from a company perspective. For example, frat houses with 20 or so people logging in from 5 computers. (No, I've never been in an actual frat house but I did see Animal House... That's the norm right?)
Anyways, I think that in this discussion of money vs. Spirit time it's kind of important to know how many spirits I can have at any given time.
EDIT: Fangirl wailing I cannot wait for this game!!!!!
In my youth I spent some time in frat houses and there were usually other activities going on rather than gaming. Not sure how it goes now with young men in frat house but in my time we didn't allow gaming consoles in the house though this being a computer game not sure how this would work out.
when you log off a character that character persists in the world as opc's. Which from what i've read can gain skills along with manning storefronts and being hired as bodygaurds. So it seems like you could easily man multiple alts all at once on the same account if you wanna pay for it.
So being a champion on the battlefield defending your kingdom means that you should be playing an unknown alt. The faceless soldier so to speak.
What's the point of a champion who scurries into the nearest bolt hole?
Loved reading all this new info!


text:
This is clearly a warm-growing plant from the lowlands of Madagascar. I have this species and it grows fine in temps ranging from 60-90 with pretty much even watering. There is a link for you for culture:
It is described as 'hot' growing and doesn't need as much light as most vandaceous types. I don't see why it wouldn't do fine with you.


text:
Welcome back to another VLOG.
We all know that horrible anxious overwhelming feeling we get when we're waiting for something important to drop.
Maybe you've had a job interview and you're waiting to hear back.
Maybe you've found your dream home but you're waiting for your own house to sell.
Maybe you've had some health tests and are waiting for the results.
Maybe you've just had a first date and are waiting for him/her to text.
We have all experienced this 'limbo land' at some time or another in life. And it can be all-consuming!
The real danger is when we fall into doubt and allow our negative thinking to take over and sabotage the outcome.
The mind is a powerful tool. The key to getting what we want is to stay in a positive mindset and align with your desired outcome.
But how do you do that?
In this week's video I share 3 simple things you can do when you're waiting for something important to manifest in your life.
I hope they help you!
Louise x