text:
United Mining Exploration Commission: A group of friends playing
-- "a MMORPG that launched smoothly, breaks from fantasy character setting, emphasizes PvP, and is the first persistent world space simulator that nobody talks about." ~Scorch
Log in to check your private messages
Log in
Piracy Tools (scanners, burglar and bombs)
UMEC Forum Index
Flame War
View previous topic
View next topic
Your opinion of the tools
As is, plus remove /give
[ 5 ]
As is
[ 1 ]
nerf bombs
[ 0 ]
nerf bombs but remove /give
[ 0 ]
can't we all get along?
[ 1 ]
Total Votes : 7
Posted: Wed Jan 15, 2003 7:46 am
Post subject: Piracy Tools (scanners, burglar and bombs)
[ soapbox ]
Uhh, I hate to say this, but -=MACK=- (and several other cargo squads) spend a great deal of time and effort hauling needed commodities to stations so that equipment is in stock. While its true the stations may make more than is required, part of the difference between US and EU is the lack of organized willingness on the EU server to haul commodities at low profit to manufacture equipment. Thus the better stocking situation here.
[ /soapbox ]
There is an overabundance of PvP, pirate, and griefers in EU, making cargo hauling impossible or no fun. There is a better balance in US, where hauling cargo can be done on an organized scale by several squads. BTW, the best situation for pirates would be LOTS of cargo haulers and a few pirates. A server full of PvP must lead to griefing due to boredom. Similarly, having a few pirates makes cargo hauling interesting, since flying around with invincible armor makes shuttling even nuclear weapons boring. (Wouldn't it be cool to carry cargo so dangerous that if you blew up, the explosion would kill all the ships around you???)
The real reason death is "meaningless" is the huge amount of player cash. If you want your deaths to be meaningful, don't farm. (Continue with endless farming thread discussion...)
Naturally, PvPers who want to experience "meaningful death" can die and then fly off to an inconvenient station for their restocking needs. What you really want is for the player that you KILL to have to fly to another inconvenient station for his equipment! Meanwhile, you can at least be reassured that he is losing money, and will be forced to farm for at least a bit longer than you to refit. Then begin repeating slowly after me: "Fix the economy, fix the economy..."
bullshit. or is it? is he just naive? the situation on the US server is now completely self-sufficient is it not? nonproduction centers produce anything needed? (the cash siutation is a joke. even EU has too much cash)
Pirate tools sound very cool! Many many questions though
WTF okay, WTF is this idiot smoking? that's it. no more being nice to =mack= just because they're nonpvpers..."PIRACY TOOLS SOUND VERY COOL!" MY HAIRY ARSE! EVEN RACISTS HAND OUT BETTER TOKEN GESTURES! That fucker has no appreciation for anything but his squad's beancounting. period. "if it wasn't for us!" and "piracy does nothing!" (that's what he's implying, why bitch otherwise? i mean, shit it's not like piracy tools will be used exactly the way they were intended)
jeezuz christo! just look at the RP possibilities and not IMPLY that scanners should be some uber "WINBUTTON" were your enemy du jour get's a bounty cause he has your pet peeve cargo aboard. I mean, WTF is he yapping about? WTF WTF WTF omg like scanners are "supposed" to give a complete manifest, tie one's own socks and allow you to flame the other person for lousy profit calculator usage? FUCK YOU FIDO YOU SACK OF SHIT!
What happened to the idea of cargo being able to be ejected by the merchant, or the ability for ships to scavenge "left overs" from pilots who have been sent home in a pod? Was it discarded as impractical, or reserved for the future?
Oh go stick it. It was soundly defeated by the players who have even the slightest clue about "MOB PACKS" of UO fame. You just pulled this shit out your arse to look cool, didn't you? cockmonger.
My opinion? This scanner modx is a TOTAL BOON for roleplayers. now they can actually avoid the dangerous "suspension of disbelief" of other pilots while running blockade checks, station strip roadblocks, contraband vice police (so we don't have them, but do our *IC* personas think there's none? pffft haha suuuuure)
if it gave total manifest we'd need a "jammer modx" to block it, and since ND are too lazy to allow this option because it fails the "occam's razor" and "KISS" techniques
And besides, this way Roleplayers can actually go *IC* instead of getting berated with "*OOC* oh stfu and /scan my manifest moron, you stupid RPer" (because if they do that, the *OOC* dudes get treated to: oh, there's a discrepancy showing here...)
Well, I wanna gold plated toilet, but that's just not in the cards, is it
Last edited by MajorFreak on Fri Jan 24, 2003 1:37 pm; edited 4 times in total
Back to top
Posted: Wed Jan 15, 2003 9:30 am
Post subject:
this is how you flame an idea while not sounding like a faggot:
SunDog wrote:
Ok...I haven't read all the reply's and I'll keep my opinion VERY short.
FORGET the pirating tools, they will inevitably ecome as useful and desired as the thief.
Pirates will never take the risk of pirating equipment from a tow, why should they? PODing takes less effort, risk and the payoff is huge by comparisson, they take no bounty hit, no -pr and are not weighed down by cargo they then have to return to a station with while heavy and likely being chased to get their money...so WHY would ANY pirate choose to pirate in this manner? Where is the payoff....I tell you this is a GRAND IDEA...but it's only a good IDEA in all practicallity you and I both no this will go nowhere...sorry I just don't see the usefulness I'd rather you worked on something that would be used like the AF....
My two cents.
see? he posts imaginative and innovative rants about specific stuff he's run through his mind about application...stuff that obviously hasn't just come out of his arse. Stuff you can argue with and not expect a pouty/sulking reply which makes us wonder if his GF gave him blueball syndrome.
Personally, i believe my "piracy tools will take on more than the 'piracy' role"...i'm bloody not surprised Virgil spun it that way. whatta dipshit to forget he was gonna get dipped in shit for being a schmuck.
One way to come back at SunDog is remind him that /give is a flawed tool and should be removed. (n00b help arguments should be laffed at. noone likes some jackass santa claus showering them with condescension; there's damned few exceptions to this, folks. i HATE /give for that reason alone)
Another way is to remind him that there are many ways of describing these "tools" without ever using piracy connotation...way alot of us have been callilng for them. In fact, the amount of calls for Cargo Scanners and Cargo Transfer items by nonpirates for nonpirate uses dwarfs the pitiful number of pirates who
think tools are for girls. (ie. the Real Pirates don't each Quiche crowd; the "get rich quick" folks who've overrun the US server with "farming" and "griefing")
Lastly, there's the route that tells SunDog he's a Real Big Man for speaking out against something that obviously will become as useful as tits on a bull. (code for: "blow me you quake in spacer who moonlights as a 2nd account farmer")
but that would be mean. he really did try his best to say what he felt, and he was correct, but only for pirates. What do i really really think of his thoughts? Well, to tell you the truth the actual thief modx (the "burglar") really will be useless for the professional pirates since they know damned well noones gonna want to sit still anyways. at least the smart ones will refuse to play along...But, the scanner will be very useful. VERY useful not only in it's ability to see the true cargo,
but also
to act as a deterent - it will force station strippers and matter farmers to hide their true intent behind innocuous cargo, and be smart about it. (ie. noone's gonna buy the idea you're hauling 251 barium for profit)
see? anyways, i'm tickled pink. overjoyed and extremely impressed NetDevil has finally FINALLY coded something we've asked for for years. (now all we need is size3 combat lasers)
Back to top
First Sergeant
Joined: 10 Nov 2002
Posts: 78
Posted: Wed Jan 15, 2003 2:37 pm
Post subject:
One way to come back at SunDog is remind him that /give is a flawed tool and should be removed. (n00b help arguments should be laffed at. noone likes some jackass santa claus showering them with condescension; there's damned few exceptions to this, folks. i HATE /give for that reason alone)
This should warm your heart MF :D
MG general forum thread
If they ever introduce S3 combat lasers, I want some of the extra weight ammo users have to suffer removed. 9k extra mass on a nix is totally obscene. Screw increased ammo bins, I'd rather not move like a craptor on valium.
Back to top
Posted: Wed Jan 15, 2003 2:54 pm
Post subject:
Back to top
Posted: Thu Jan 16, 2003 12:10 pm
Post subject:
You want me to vote on something based on ND's (rather vague) description of how new features will work, without seeing them in game first? Don't make me laugh.
If the new tools make it ridiculously easy to pirate, then it's not an issue - /give will be much less attractive. If they are useless to the pirates, then they will stick with PoDing.
Your ideal scenario here is one where the new tools are about as profitable as the current PoD situation. In this situation, you'd have to see how things played out - if people continued to abuse the role of pirate to justify killing easy targets, then you could make a case for removing /give to either remove them, or force them into a situation which is better for the traders.
Only once the tools' effectiveness is seen should a debate be started.
And I notice most people screaming that the new tools will make trader's lives hell are neglecting the Traps. Yes, someone stealing even 5 MC's would be bad. But a tow filled with 1/5 Traps kills the pirate on the 6th unit (on average). You lost what, 3m? Pirates lost a heavy ship. If bountied, they probably lost more than that. Would they risk that? On the other hand, would the rest of the pirate crew let a tow that Trapped their buddy get away clean?
This is a huge change in balance/functionality. It will have to be play-tested before anyone claims that it is the only way pirates can go.
Last edited by MajorFreak on Wed Feb 05, 2003 5:15 am; edited 1 time in total
Back to top
Posted: Thu Jan 16, 2003 12:18 pm
Post subject:
you know i just thought of something after reading this:
Get rid of it.
It's about time pirates work for there money it's to easy to jump in to a sector, spot some1 they think can't kill them and shout POD even if they can't catch them and hope they pay you. And I know pirates are going to say but we take a risk on bounty, but not if they pay?
Also what a good RP that would make having to organise a sucessfull pirate raid ie not getting killed befor you sell stuff.
Traders having to fund a police force to protect the trading routes(mabe the non rp pirates will take this job as well as most of the PvP crew, licensed killing and they get payed)
Good to see the pirate hunters out at last, pirates are outlaws and should be treated as such.Shame to see pirates moaning about being killed while just trying to get there pol back and are 0 armor (Your an outlaw thats why ppl try to kill you)
Also it might bring some of the rich pilots in to the game. as now its easier for them to pay 250k than it is for a poor pilot who mabe has worked hard and long to get there money dieing a few times in the process.
didn't meen to write this much so ill stop now
I thought, "wait a minute, /give never gave a bounty for a PoD"...now they'll get a bounty for both a PoD and a podding (if they get rid of /give)
further reflection says that pirates will publically bitch how sucky the pirate tools are because, look, they're choosing to using /give instead because it's more attractive/efficient/etc.
yeah, riiiiiiight. Thanks,
. we trust you to regulate yourself and what's more, we trust your industry to be "self-policing"
Guess why they bitch? oh, it wouldn't matter how cool piracy tools were...the fact they can use /give as leverage to make the tools UBER is job #1. (whaddya think i hated Rollio as a TP even way back in beta6? the fucker had his agenda. "have your cake and eat it too")
Yeah. i can just see him right now on the TP forums spinning his, "this is for the good of the game (and oh yeah, get rid of cargo insurance)"
Back to top
Posted: Fri Jan 17, 2003 4:58 pm
Post subject:
Why griefers are scared of piracy tools
Cay (wannabe pirate) wrote:
This is your one warning, Not all pirates will fly alone, and if your bombs kill my wingman I will not be afraid to send you to hell for your trouble.
That's nice. Thanks for participating.
Let's look at cargo pilot options now with PoD.
/give money -- result: cargo pilot has less money, continues on unmolested. Pirate has more money.
Don't /give money -- result: cargo pilot gets ripped, loses money, suffers a death. Pirate does not benefit or lose from this.
Let's look at the options with your scenario.
1} Let the pirate take cargo -- result: cargo pilot has less money, continues on unmolested. Pirate has more money.
2} Equip bombs -- result: pirate dies and loses money. Wingman kills cargo pilot, but doesn't benefit or suffer from this. Cargo pilot suffers a death, loses money.
My point is that the two fundamental options available to cargo pilots with this new system are essentially unchanged. The resulting consequence tree also stays unchanged as long as the cargo pilot goes along with the pirating action. However, with cargo piracy tools and bombs, cargo pilots can actually impact on the pirate community. You CAN die, where before you really couldn't. Also, you suddenly have to split the profits with a wingman. And even after a successful raid on a cargo ship, you still have to make it back to a station, with cargo in hold, and with a ModX and gun slot consumed for your piracy gear. Wingman or not, you're suddenly a cargo pilot. YOU are a target for any retribution-dealing pilot or fleet.
Have a nice day.
The REAL problem as I see it is that I predict pirate groups creating a tool similar to FRG's. I forsee pirates knowing with reasonable accuracy what's in a cargo pilot's hold, including how many bombs. I see this tool giving "risk" factors for each cargo pilot. "Pilot X launched from Amananth, 5 bombs, 200 Instigators on board, risk 2.5%" Cargo scanners aren't supposed to reveal bombs in cargo, so I see this as a problem
Back to top
Posted: Wed Jan 22, 2003 5:48 am
Post subject:
1) "Pay us 5 Million or we will strip you of your commods!!"
2) "Pay us 5 Million or die!!"
3) Initiate cargo robbery using burglar without option to pay a cash demand.
I believe that in this instance a 5 Million (or possibly even more) demand is justified...compared to the value of the cargo.
say what??? So you're saying if /give is left in then the RoC regarding PoD maximums (in reg space) of 250k should be "renegotatiated"?? Of whom do you speak? Lessie now, are you being sarcastic now or what?
Pirates will simply keep their PR above 3, set up group ambushes and use spies to scan/monitor/use3rdparty commod haulage, using rangers (or new HF if they fast enough) they'll all drain simultaneously from unescorted target before TOW can suicide (most likely pouncing from roid mask positions as tow passes on way to a distanced JG)
What's the gain? Well, remember that even gear can be stolen (one tow on an instigator route anyone?) and for sanity's sake let's say 5 pirates steal 1 MC each before tow pilot can react effectively. (that's 3.0 million with x probability of sucking a bomb; say 50 bombs so 10% per pirate and assume one pirate bites it with positive PR still)
that 3million easy just for jumping a matter farmer and a good chance one pirate bites it without negPR. Gear tax and stuff means there's a 50% chance one pirate goes boom and reduces that booty haul...how much would this drop be? how much does an insured death cost for reequip? I doubt VERY much it would eat into that 3million profit margin --
recently speculated that preventing pirates from having their stolen commod booty insured is going against "Occam's Razor"
If ND keeps /give then there is no benefit for tow pilots (ie. pirates taking their job seriously and not just an excuse to civrip), and it simply is a boon to pirates without any thought of balance or fair play.
you see, back in the olde days merchant ships plying the seven seas didn't have the option to take a POD home all safe and snug. If they did have that choice there is NO way they would have ever taken the "jolly roger" seriously (oh they took the fact the pirates were mainly after the booty damned seriously, and they never enjoyed the "excitement" of the PoD. that's just a little too kinky).
Once EP2 arrives you'll see a marked change in attitude towards station stripping, piracy, bountyhuntiing, escort services, and police roadchecks (now effective at RPing their role at anti-stripping/smuggling/etcetc)
hell, the "piracy tool" of /scan will be the biggest boon for player run events since races...
Back to top
First Sergeant
Joined: 10 Nov 2002
Posts: 78
Posted: Wed Jan 22, 2003 12:13 pm
Post subject:
IIRC, the pol immediately drops to -3 on the first item stolen, down to -15 minimum.
Back to top
Posted: Wed Jan 22, 2003 3:07 pm
Post subject:
uh uh
that's Virgil doing his best imitation of a total git. You heard him wrong, just like 99% of the servers did. He later corrected that too mean: "goes down by -3pr, not TO -3pr" (an even better way of stating that is you LOSE 3 pr each time you steal an item)
reminds me of the -100pr thingie the emperor once did on some people we know, eh? lazy lazy lazy Dev's. anyways, do remember to check that EP2 FAQ in "news and reviews" forum
personally, i think Virgil's a fucktard for confusing the entire population about something SO BASIC as to be critically important...furthermore, the continued lack of feedback from dipshit is causing alot of confusion to spread. (no doubt Raiderr has seized his chance to sow some hysteria too with a flame war)
He always was a disgusting demogogue like Rollio. both of them are great at saying nothing but their own agenda, and they do it masterfully too. (fucked up the game no end Rollio did with some of his "suggestions" to balance the game) I mean, shit. I'll bet ND is in total denial that smooth talkin rollio actually believes what's rollio's is good and what's good is rollio's. (probably cause ND thinks exactly the same politiking way)
Virgil & co are perfectly happy if we waste our time arguing semantics
*deep breath*
FFS :headbang: 8P ...
... STFU :urstupid:
:maxpayne: :backfire:
*sigh* :irony:
Back to top
Posted: Wed Jan 22, 2003 4:38 pm
Post subject:
MG general forum thread
*shrug* well, to be honest we're not shooting in the dark on this subject. We know some pretty fundamental things here.
1). noone is at risk atm. (pirates only get killed if you shoot at them or someone drops by; a transport pilot will never /give more than he/she wants, and being downed is a mere inconvenience unless you're dealing with griefers who'll KOS you into the stone age)
2). transport pilots who will obviously not pay more than they're willing and escort fees to entice mercenaries are more than they're willing as well. (unless it's farming, but we're talking about real people not the
"fortune 15"
as for the 250k problem you have, i have no comment.
3). what is demanded is always negotiable. Even (stat) whores want repeat business.
...in the end the current system is a protection racket that discourages police/escorts/mercenaries and relies on personal reputation on a dangerously complacent level. (your relationship with the local mafia don ain't a two way street)
Finally, we get /give replaced by some REAL piracy tools so the pirates have to work at it instead of relying on the incredibly complacent routine we have now.
if /give was taken out in EP2
both sides would be at risk. (victim because his maximum loss is his full cargo value--instigators and all with no recourse for insurance; pirates for deadly bombs, but assuaged by insurance if +pr at death)
since transport pilots will obvious "pay" more than they're willing if they're not careful, WILL start enticing escorts and police career pvp pilots (and will be like shit to flies for the pirates)
what would be demanded would not be negotiable unless you were docked and in trade for protection racket. (and that, my friend, is exactly what happens anyways for the intelligent, organized squads...or at least i hope you're offered discounts for protection rackets, mate)
*watches NJ_Sid play with his SuperPlatinum Visa card and gives up*
Back to top
First Sergeant
Joined: 10 Nov 2002
Posts: 78
Posted: Wed Jan 22, 2003 4:55 pm
Post subject:
the pirate will immediately lose 3 PR for the first act as well as gain a temporary bounty, and will drop another 3 PR for each additional act down to a maximum of -15
Little bastage! He edited! Cheat! Cheat! FFS
Back to top
Posted: Thu Jan 23, 2003 4:44 am
Post subject:
most of the time Im flying alone. So these tools wont be very useful to me for pirating, most of the time.
About the cargo bombs, unless the price of one is fairly high then EVERY tow will have multiple bombs, making it very diffuclt to rob anyone.
The first thing is that the sending pilot should receive a message telling them that their transaction is complete, mabye even broadcast it to the whole sector only showing the amount sent to the reiceving and sending party. I have sent money many of times and not really known if it went through or if I had writen the porper amount of money.
The second thing is that if the account does not have suffienct funds this should also be told to the sending and recieving party.
All you people that are not pirates have no idea how hard of a life we already have.
1). The Highwayman
i agree it will force pirates to cooperate as a team, unless you've the guts to sacrifice modx and gun slots and go it alone (if /give was removed)...I must say it would be a bummer for RP to eliminate the dastardly scoundrels who like to RP "Highwaymen", unfortunately there are 'objective conditions'. The main one being most pirates are just RPing to suit Civripping. (why do i believe this to be fact? well, escorting is the counterpart of a highwayman's RP and both just as boring for the most part...do we see escort careers? no)
to wit:
taking /give away may harm the "Highwayman" RP played by a select few, but the benefits outweigh the costs especially when a host of other RP careers become viable (which would not be so if /give was in place come EP2)
devil's advocate
: i could be wrong about the deleterious effect of /give combined with piracy tools, but i highly doubt the facts at hand.
2). Nerfing the bomb
i disagree here strenuously on the plain fact i see no possible way that Josh could disable theft of transport mission cargo. I'm talking about
who will see the theft as
(and even tho you pirates might type "deal with it", their wallets do the talking)...as for the "risk" you people take, seriously. give me a break! Tows are catnip for you folks and i daresay blowing one of you to kingdom-come will put the fear of god into pirates over ALL tows - simply because of the unknown. (except for reputation)
to wit:
nerfing the bomb will turn pirate tools into anti-customer tools.
devil's advocate
: *shrug* if transport missions suck, we'll simply have to change our mission recommendations for the new players (the real n00bs)...as for nerfing the excitement for pirates? why? you've always told the carebears that being civripped is a total rush so i fail to see your point? Other than an excuse to civrip i can't see it.
3 & 4). improving the /give
: I'd agree with you on those points. who wouldn't? Though, really, that's simply wishlist stuff and low priority at that i might add. (most of the stuff is word of honour anyways, so what's the point of clarifying something unless you're just after preventing civripping excuses? That just begs the question)
5). tuff shit
: no comment. roflmao
personally, i seriously doubt ND will consider removing /give. Why? cause i bloody well know they look at it as, "if it ain't broke, why fix it?" and ignore the majority who say remove it. So yeah, who cares about broadening the RP possibilities of non-pirates? *shrug* I think my stance is a losing one and i'll get laffed at once ND releases EP2, everyone asks why /give wasn't removed, and they respond with, "huh?"
Back to top
Posted: Fri Jan 24, 2003 1:03 pm
Post subject:
*A picture is worth a thousand words.*
Mieder (1990) has traced the origin of the saying "a picture is worth a thousand words" to Fred Barnard, an advertising manager in the early 1920s. Barnard used these words as a headline when selling advertising in trams. He originally claimed that it was a Japanese proverb, then in a later advertisement that it was Chinese - a literal Chinese translation in his copy lent authenticity. Some dictionaries of quotations now accept Barnard's claim of Chinese origin at face value, and this idea of ancient Chinese wisdom has inspired researchers who publish papers claiming that pictures are or are not worth a thousand words. In the light of the actual origin of the saying, we can make an interesting observation. Barnard's claim was not about information content, but affect - when used in advertising, a picture draws attention more than text
though, i'll tell yah, that thread included is the most beautiful sight i've ever seen...Know why? That's cause when braggadocio's like
panic they start mouthing the truth (ie. "Chutzpah"). VERY educational on the mindsets of PvPers who more often than not lie like thieves but claim their dignity.
Last edited by MajorFreak on Wed Feb 12, 2003 11:21 am; edited 1 time in total
Back to top
EU Advisor
Joined: 25 Oct 2001
Posts: 83
Location: germany
Posted: Fri Jan 24, 2003 7:38 pm
Post subject:
i'd like a differnt kind of bombs:
a modx is needed to place boobietraps on cargo that gets stolen, those traps have 2 effects:
if the trader dies (no matter the reason) the traped cargo explodes doing enough damage to kill a fighter with 2 or 3 units of cargo.
as the traps need to be disarmed the value of the stolen cargo is reduced (by 50% or something) and it can only be sold at unreg-stations
maybe the insurance companies even compensate the trader for the difference betwen the price the pirate will get and the value of the stolen cargo...
those kind of traps are more defesive than offensive, so a pirate has less reason to put the trader on kos (its his own fault to kill the trader after he robed him)
then for the /give :
the points PJ made in the mg-forum are convincing:
what should a pirate (rebel) do with a fighter (or miner) without /give?
kill it?
ignore it?
but the /give as it is shouldnt be used for pod-ing annymore, insted a /pod should be implemented (like sugested somewhere in the mg-forum) with /pod /give needs to be removed (or annyone has a idea how to prevent pod's asking for /give when /pod is there?)
The famous name whose origin traces back to death
Two maidens that control death
Black hands in fields of green
Please protect the peace
Back to top
Sgt 1st Class
Joined: 13 Jun 2002
Posts: 54
Location: Muffy went off on somebody and all i got was this lousy T-Shirt
Posted: Tue Jan 28, 2003 5:58 pm
Post subject:
If a picture is worth a thousand words, does that mean I don't have to write a thousand words to say that it looks like only 23 people are left playing JumpGate? (sorry, couldn't resist that one).
As a former JumpGate griefer/pirate, I just wanna say that I think the /give command should be removed. It was only useful in one situation in which I civ-ripped an Arty Tens, felt bad when I found out that it was, and offered to pay the pilot 150 million to cover it. I landed at Sol Core (RP that I was turning myself in to Solrain authorites) and realized I couldn't trade in station due to the bounty. Had to launch, /give the money to the pilot, and I was immediately shot down for my generosity.
If people want to play pirates, then they should use the game mechanics specifically designed for that, not a command that when conceived, probably had no thought given to the "Pay or Die" that it allowed.
Jesus saves, the rest of you take 5d20 damage.
Back to top
Posted: Thu Jan 30, 2003 4:10 pm
Post subject:
The /wing command (originally intended to improve cooperation i'd say, now usually abused for powerlevelling) makes any exp/level hit kinda obsolete when ppl can level to 30 in 30 hours...
Well, i don't like that point of view. basically there's alot of other ways to powerlevel without /wing. And w/o wing command you powerlevel twice as fast, and it usually takes the form of a high level pilot towing flux for you.
/wing isn't the problem, and some of the flux combat stuff might get fixed once the swarms arrive, but the MAIN problem has always been the ridiculous bounty one gets for downing high level flux.
didn't you know the powerlevel tool of choice is MS at kraken+? just wait till EP2 arrives and MS are a dime a dozen again for the power levellers
Personally, i always thought the XP hit was a joke. Griefers don't give a damn about XP hits (they can grief folks quite happily in starter ships after resetting each time) and people who pushed the envelope (ie. Rollio) are smart enough to keep PR outside the XP hit zone (by discoing, running, etc)...XP hits were always a joke to everyone whom the rule was
to punish, and a serious crimp on people who roleplayed...folks who TRIED to play the game *IC* with negPR...folks who get treated like griefers because the GAME ENGINE created by
said so.
The whole thing's a bloody joke, people. It's like reacting to terrorists by creating draconian laws against the population at large. You know, there ARE some folks out there who actually PLAY THIS GAME. hmmm? "Self-Policing" via the vigilante culture we have has ONLY worked in beta5 when it WAS quake in space. "Self-Defense" has NEVER been coded. There is no honour in JumpGate's core engine, so how the hell can the community "pretend" there can be? Excuse me, but homie don't play that game.
Thorstein Veblen wrote:
All is fair in war and politics. It is a game of force and fraud. There is said to be honor among thieves, but one does not look for such a thing among statesmen.
and don't forget /give. do you realize that tool has always been the "RP" excuse of choice for griefers? (sorry to burst your bubble, folks, but anyone who thinks /give is a perfect roleplaying tool needs to learn that they're simply "rping" to suit civripping)
actually, leave /give in...and BAN anyone stupid enough to use it. that'll be the best griefer alert ever...Either that or start coding inhibitor chips, folks, cause EU is getting the griefers from US server in droves cause they killed off the population over there, what make you folks think you're immune from people leaving in disgust? Once there's no more sheep do you think the wolves will last long eating each other? lol. Allegiance is like that, and we'd all cheer if NetDevil gave up and made it open source.
the problem is ND is all too aware, or should be, that you folks couldn't care less if they survived financially or not
. grrrrrrrr grrrrrrrr grrrrr
*spit* Griefers have no honour. Don't they know that "honor among thieves" is laced with irony?! Of course not.
pride goeth before a fall
Back to top
Posted: Wed Feb 12, 2003 11:17 am
Post subject:
The Doomsay Bomb
(a brilliant idea by
I also recreated the US poll over bombs needed to gank pirate,
Back to top
Posted: Thu Mar 06, 2003 12:03 pm
Post subject:
'A man cannot eat his cake and have it still' - J. Davies, 'Scourge of Folly no 271' (1611)
The general meaning is that one cannot enjoy the advantages of two mutually incompatible situations.
Deception is the point.
Any fool can calculate strength. That one's been doing from the moment they saw us. Now he has to calculate what he can't see
...Or fear what he doesn't know
Back to top
Posted: Wed Mar 19, 2003 8:56 am
Post subject:
Well if the Ep2 pirate tools take off, then perhaps disabling /give in space could be a viable alternative to curb things.
All the way through, we've not said about pirating being outlawed, and have only talked about pirates agreeing to stick to un-reg as one possible solution.
I think the poll really reflects that the majority of people don't mind them being in reg space, but there is just too many of them.
I have to say after a four month break I am shocked at the abundance of pirates now.
well, that's the first thing
has said that made any sense.
Too bad he forgot that first sentence uttered is exactly what will be open to interpretation, so good bloody luck dealing with
and the other "/give is good for the community's health" spindoctors
It's odd. Since the introduction of the 250k pod rule everyone has podded for 250k, almost completely regardless of level. Before that, a gentlemen's code of conduct seemed to exist, where lower levels were podded for less - as a noob I got podded for 10k a couple of times. I think the fact that there is a rule that states what pods are allowed has given people a mindset that 250k is the pod, and is acceptable for all levels.
Back to top
Posted: Thu Mar 20, 2003 11:35 am
Post subject:
Cargo Scanner??
A little mouse told me, you can use current scanners to get a cargo listing, is this true??
GrimGriz wrote:
Yup, works like a charm. I DO hope however, that Lexxor or some company improves the effective range of them -- It's fun to violate you fellow pilots, but 200m can be a challenge -- just target them, get close enough, and press your scan button.
why the hell hasn't /give been removed?!?!?
Back to top
Posted: Mon Mar 24, 2003 7:06 pm
Post subject:
Is muffy still around? If so could you please pass this on for me?
HAHA Push button scanners! HAHA HAHA I win, u lose HAHA
har har it is to laff.
Back to top
Posted: Fri Mar 28, 2003 4:39 pm
Post subject:
IMO actual examples of griefing are very rare, it seems that whenever somebody who isnt a full time pvp'er gets killed then it automatically must be griefing, griefing to me is when somebody goes out of there way to ruin your game, killing you for no other reason than for a laugh is griefing, killing for not paying a POD for example is not griefing, it may suck for the person being PoD'ed but if you are that bothered about dying, why dont you pay the PoD?
I'd say that this definition is instead semantic waffling. i've seen 'griefers' on F5:help lurk around just for the chance to argue with someone coming on just after being ripped and complaining about being PKgriefed. (this is anyone and everyone for no matter the reason)
because, you know what? The 'griefers' on this server can pretty much explain away even tubecamping. Don't mock me. i've seen it done time and time again.
Fred0 wrote:
Ya sure. An online game isn't allowed to do that? Is it not possible that if all you wanna do is bum around in space and loiter the spacelanes you should have a hard time braking even? People get lazy because fuel, armour and ammo is free and it doesnt take too much effort imho to make 250k.
Excuse me?
Like some other people who play this game I have a job. I also have a life outside of Jumpgate (oh the horror). As a consequence I only have a few hours a week in which I can actually be in game.
Now, I do not wish to be accused of laziness or loitering, but I find that of those precious few hours there are many more things I would care to be doing than hauling stuff all over the universe just so I have the cash to hand over to some idiot pirate with the IQ of a peanut who cannot be bothered to earn it himself.
Call me odd but I much prefer to spend my time engaging in some light role play with other members of the server and working on the kind of events that keep myself and many others amused. I do the odd bit of fluxxing, I run escorts for those in need and I help the odd Noob out when and where I can. None of these things strike me as lazy, yet none of them are conducive to making large amounts of cash.
So, like I said, I am currently spending even less time in game than I would normally until the current fad for pirating passes. Preferably until the Burglar is out (something my squad may or may not have a minor role in the RP of btw) and /give is consigned to the scrap heap of bad ideas. Then those who want to play pirates can and those ameoboids who use it as an excuse to burn of the testosterone that builds up due to their continual inability to get laid (owing no doubt to the fact most of them posses social skills a psychopath would be ashamed of) bugger off and find some other game to ruin.
However I will state this for the record. I am done paying pirates, of any caliber. If you POD me you had better be prepared to fight. I will most likley loose, but not one more credit shall I pay to you morons.
funny how those that defend PoD because nonpvpers have it easy and are therefore lazy to complain about /give are pretty much hypocritical to the very core.
the problem i see with the burglar is that 'griefers' will show how really lazy they are by stealing stuff from n00bs.
there's also the problem of wynar pvp "pirates" getting miffed about losing their "WINGAME" button and forming pirate gangbang fleets and blockading stations. (those defense droids are a joke)...they'd justify this "non-exploit/non-grief" by the fact they can do it, and that removing /give forces them to be asswipes (ie. exploit the lack of station defenses) and that this "forces" more interaction with bountyhunters/anti-pirates which is supposed to be great for the community....yeah, i can see it now. They'll try to get away with this burglar-mob even if /give isn't removed. (call it "preemptive self-defense")
Don't you just love it how everything introducing more risk for noncombatants is somehow "good for the community"? (remember, this sort of "risk" being promoted is touted as Roleplaying "realism." Forgetting that being a TOTAL ASSHOLE game is about all they become to the rest of MMOG clientelle)
Oh, one more thing: This isn't about black&white "omg muffy wants inhibitor chip" hysteria. This is about the slow peeling away of the parasitic exploits and plain shoddy balance issues (not to mention developer ignorance of their own bias)
a bias that promotes and attracts, a priori, this "CIVigilante/HGanker" culture that couldn't define 'griefing' even if serial killers in prison started playing this game.
I know to people who dont trade 250k PoDs are gonna sting a bit. Ideally ppl would be PoD'ed an amount suitable to there networth, sadly this isnt realistic as it would mean a pirate checking JOSSH everytime he spots a target. Another good reason to remove /Give and then the only ppl who pirate will be the ones that actually RP piracy and dont just want a convenient excuse to rak up easy kills.
The problem with the current system is if for instance, WAW, Leatherbo, wertex, WD-40 and say 5 more of the better PVP pilots on the server decided to form a pirate squad, they could basically fly around making an absolute fortune PoD'ing every1 they meet with virtual impunity as unless they meet a gankfleet of epic proportions there is very little ppl could do about it.
Get rid of /Give, make ppl that want to pirate, actually work for it.
nicely put.
only problem is i'm starting to suspect that statpadders who've been PoD parasites (ie. the "RP" excuse to avoid 'griefer' status) will attempt a shift to explaining away their civrips because they call on truckers to cut their engines without the PoD rigamole. (ie. another, shorter "RP" excuse to avoid 'griefer status)
personally, removing /give is important because it will sharply reveal who the 'griefers' are because now civripping while pirating will be seen as 'griefing' no matter the "RP" excuses thrown the community's way. unfortunately, MG is about as dumb as a log and would probably give the old *wink*wink* to their "loyal statpadder niche market"...MG does this because they can't seem to get over the myth that 'griefers' are ALL stupid and don't evolve into smart 'griefers' who use the system's exploits in a not-nice way.
I'm curious to see how the 'Traps' will be used...i believe pirates fool themselves into thinking hardly anyone would use them. I believe the stadpadders are blissfully ignorant of the fact 90% of the server base would carry at least one all the time, simply because having an excuse to civrip the
population of nonpvpers would kinda backfire. a little 'grief' is still
, and how many folks did you see walking around other MMOGs and online games with friendly fire icons enabled?
not freakin much.
To me it seems piracy here is being used as an excuse to kill, the aim with piracy shoud always be to get the money
Back to top
Master Sergeant
Joined: 06 Dec 2002
Posts: 67
Posted: Fri Mar 28, 2003 6:47 pm
Post subject:
I've mulled over the idea of traps for a while now. Do I use em and risk a retaliation killing etc etc. And in the end I harked back to a quote (in a slightly different context) from Mr Pratchett.
Mobster: If you kill me 1000 people are waiting to take my place.
Cohen: Yes, but the point is you will be dead.
On that basis, and certainly in the current environment where it is far from certain under what circumstances a "pirate" will see you as 250k or another kill on his stats you can bet your boots I will be carrying traps. I may well end up as yet another stat, but at least they can go through the aggro of having to re-equip as well. (and a trap kill had better count on
stats, I want a "pirates ganked with traps" column :D.
Back to top
First Sergeant
Joined: 10 Nov 2002
Posts: 78
Posted: Sun Mar 30, 2003 1:09 am
Post subject:
there's also the problem of wynar pvp "pirates" getting miffed about losing their "WINGAME" button and forming pirate gangbang fleets and blockading stations. (those defense droids are a joke)...they'd justify this "non-exploit/non-grief" by the fact they can do it, and that removing /give forces them to be asswipes (ie. exploit the lack of station defenses) and that this "forces" more interaction with bountyhunters/anti-pirates which is supposed to be great for the community....yeah, i can see it now. They'll try to get away with this burglar-mob even if /give isn't removed. (call it "preemptive self-defense")
I think (hope) that this will end up as the same as the 'non-noob mining outside QC' thing - as you said, in game reputation is important, and I don't think the current set of pirates would steal from newbies.
On the point of the 250k PoD limit, I was undecided at first as to whether it should be put in. In the end, it was bad for the game, IMO. MG needed to stop the really excessive (10 million) PoDs (While it was
work on Condemned's part from an *IC* perspective, scouting out heavily artied tows and making them pay heavy PoDs, it wasn't good for the game from an OOC perspective), but they need to find a better solution. All the current system does is encourage a 'one size fits all' 250k PoD approach from pirates. Before this rule, relatively low PoDs were issued to non-traders, and to relatively low levels (say lvl 20). When I was a lvl 10 venturing into unreg, I got introduced to piracy with a 10k PoD (very cool experience, great fun :) ). I'm not quite sure what would happen with the current rules in place.
Back to top
Posted: Sun Mar 30, 2003 10:06 am
Post subject:
i'll respond to that later. it deserves a comment. sorry, but i'm busy tonight doing other stuff. cya l8r! thx for the feedback.
Back to top
Master Sergeant
Joined: 06 Dec 2002
Posts: 67
Posted: Sun Mar 30, 2003 10:42 am
Post subject:
Must admit the take up of scanning by the factionalists at the moment is heartening to see (wonder how many people I annoyed trying it out yesterday, didnt realise it told the scanee lol). Suppose it is too much to hope that this approach might be adopted by pirates (though it is always possible to hide what you are carrying I guess) in lieu of the full tools coming in.
*scan* Matcons "that'll be 500k or die" (unreg naturally)
*scan* Grain/something dead useful to the econ "pay us 250k for an escort to reg space".
We know an Aerosmith song about that, dont we children..
Back to top
Posted: Sun Mar 30, 2003 5:38 pm
Post subject:
argh. now i'm dead tired. Zz
Back to top
Posted: Fri Jun 27, 2003 7:12 pm
Post subject:
, the transport mission cargoes ARE stealable. (silly ND)...100% effective way to grief a n00b. *shrug* funny how that "fix" they put in the TP server never got it's T's crossed and I's dotted. tsk tsk...silly me how i emphasized the importance of this only to find out it's been an open secret for MONTHS
my my...i'm suuuuuuuure no harm has been done by all the innocent pvpers out there full of joy.
Back to top
Display posts from previous:
All Posts
1 Day
7 Days
2 Weeks
1 Month
3 Months
6 Months
1 Year
Oldest First
Newest First
UMEC Forum Index
Flame War
All times are GMT
Jump to:
Select a forum
General Discussion
Free Database (Eve-Online)
Free Database (JumpGate)
Flame War
Comic Relief
OPERATIONS (JumpGate & Eve)
Roleplaying Events & Storyline Posts
Public Relations
Multimedia Gallery
CURRENT AFFAIRS (JumpGate)
News, Reviews & Articles
Gameplay (ie. Content)
Official Storyline
Website/Forum Discussion
ARM projects & Homeworld forum
EvE ONLINE
Eve Public Forum
post new topics in this forum
reply to topics in this forum
edit your posts in this forum
delete your posts in this forum
vote in polls in this forum
Space Pilot 3K template by
Jakob Persson
Powered by
© 2001 phpBB Group


text:
Hulbert Waldroup at Gallery Bar
Photos by G. Art by Hulbert Waldroup.
Head on over to Gallery Bar in New York to quench your thirst and see some groovy art. Gallery Bar changes their exhibits every few weeks and currently on display is an exhibit from artist Hulbert Waldroup. He pays homage to some Rock and Roll legends past and present and even has some paintings of some of the women you'd expect to find hanging out backstage. Special thanks to Darin at Gallery Bar for showing me around. Gallery Bar is located at 120 Orchard Street in New York.
If you accurately identified (from left to right): Jimi Hendrix, Bob Marley, Janis Joplin, Mick Jagger, and Bob Dylan in the above image, award yourself something nice today.

subset: commoncrawl


text:
U.S. Equal Employment
Opportunity Commission
Dinos Restaurant Allowed Male Co-Worker to Abuse Female Employee, Federal Agency Charged
SOUTH BEND, IND. - A Michigan City, Ind., restaurant will pay $20,000 to settle a second sexual harassment lawsuit brought by the U.S. Equal Employment Opportunity Commission (EEOC), the agency announced today.
The EEOC charged in its suit (Case No. 3:11-cv-0306-TLS-CAN in U.S. District Court for the Northern District of Indiana, South Bend Division) that the restaurant owner, Faros, Inc., violated federal law when it failed to respond to complaints that a male server sexually harassed a female coworker for over several months including, sexual innuendo and propositions that escalated to unwanted touching at least twice. The EEOC further charged that Faros, Inc. retaliated against the harassed employee by reducing her wages after she complained.
Such alleged conduct violates Title VII of the Civil Rights Act of 1964. The EEOC filed suit after first attempting to reach a pre-litigation settlement through its conciliation process.
In addition to monetary settlement, the consent decree, which will remain in effect until September 2016, requires Faros, Inc. to comply with prohibitions against further discrimination and retaliation, and continue the policy, training and posting obligations mandated by the Consent Decree which resolved the EEOC's first sexual harassment lawsuit against Faros, Inc. (Case No. 3:10-cv-00407-RL-CAN).
"There is no excuse for permitting employees to touch, proposition or barrage their coworkers with offensive sexual statements at work," said EEOC Regional Attorney Laurie Young. "Employers must make eradicating such conduct from their work places a priority."
The EEOC is responsible for enforcing federal laws prohibiting discrimination in employment. Further information about the EEOC is available on its web site at: www.eeoc.gov.


text:
Meet drowsy Moonboy. Blown out of bed by a big lunar sneeze, he sleepwalks through dreams. Moonboy needs your help to reach his bed. Guide him safely through various traps, clear obstructions from his path, and shift his surroundings to create a safe passage to the cozy bed. Solve environment puzzles in a fantasy world, find multiple pathways through the game, and collect stars and crescents to experience the beauty of Sleepwalker's Journey fairytale atmosphere.
No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.


text:
Built upon a traditional truck platform and introduced as a compact SUV in 2003, the Kia Sorento holds the unique distinction of being the first Kia car not entirely built in Korea; the Sorentos are partly assembled at Kia's $1 billion U.S. manufacturing plant in West Point, Georgia.
Ever since Kia started importing automobiles to the United States almost twenty years ago, it's had a challenging time convincing American consumers that its cars can compete with higher end manufacturers' better, more solid industry reputations. Relegated to the status of making cheap cars, Kia struggled to design a car that would appeal to a worldwide audience, particularly within the crucial U.S. market. The Kia Sorento may be the answer.
It's been a slow road for the Sorento, but it's gradually gained ground in both vehicle quality and buyer appeal, known now not only for its adaptability both on and off-road, but for its more than capable off-road handling and superior crash test ratings. In fact the 2011 Kia Sorento XM was awarded ""SUV of the Year"" by New Zealand's Autocar magazine, touted by journalists for its great look and world class engine. The Kia Sorento EX V-6 model also earns an ""Excellent"" rating by American magazine, Consumer Reports from July 2010.
As a crossover midsize sport utility vehicle, the earliest Sorento contains a 3.5-liter V-6 engine balanced with a four-speed automatic transmission. Available in rear-wheel or four-wheel drive, this model from 2003 tops out at 192 horsepower and 217 lb-ft of torque. With an engine that has an EPA rating of 14/18 mpg city/highway, the original Sorento weighs in at just over two tons with a towing capability of 3,500 pounds. Over the ensuing years, Kia continues to fine tune the Sorento's curb weight, aiming for a decidedly more car-like SUV to enhance buyers' interests.
With a sticker price that continues to rank among the lowest in its class and across the automotive industry (at $21,500), Kia has sweetened the Sorento's consumer allure with top safety features and one of the best car warranties in the business. Kia's 100,000 mile warranty is the stand-alone high water mark in that field, especially since car owners rarely reach the six-figure mileage pinnacle anymore.
As testament to its commitment to driver safety, the 2011 Kia Sorento receives the maximum safety rating from crash test organizations such as the Australasian New Car Assessment Program and its European counterpart. The XM model is singled out for its first-class safety features by the Insurance Institute for Highway Safety in the U.S., as its ""Top Pick"" of the year.
Widely regarded as an excellent choice for a small or midsize SUV crossover vehicle, the 2012 Kia Sorento continues to offer its customers a hard-to-beat combination of competent performance and an affordable price.
With a maximum passenger capacity of seven adults, the newest Sorento comes with more interior standard features than most other SUVs in its class, including air-conditioning, steering wheel-mounted audio controls, a 12-speaker Infinity stereo system fitted with CD/USB/iPod compatibility, a navigation system, heated seats, and a moonroof.
New for the 2012 model's powertrain is a more commanding 2.4-liter, four-cylinder engine, capable of delivering 191 horsepower, while the standard engine still has a decent punch for its size and class with output equaling 175 hp and 169 lb-ft of torque. For the ultimate in the Sorento's engine lineup, customers can opt for the biggest of the lot: a 3.5-liter V-6 that produces 276 hp and 248 lb-ft of torque. All-wheel drive comes as an option on all three trim levels (LX, EX, and SX).
Standard safety features include an electronic stability system, traction control, an anti-lock braking system, and six cabin airbags.
MSRP for the 2012 Kia Sorento begins at $21,250 and increases to $34,850 for a fully loaded vehicle.
With a body chassis based on a ladder-frame design most common in building trucks, the Kia Sorento's first generation model (2003 to 2009) hit the road with two transmission options: a five-speed manual or four/five-speed automatic transmission. These pair with a 3.5-liter, 24-valve DOHC V-6 engine capable of generating 192 hp and 217 lb-ft of torque. Kia also offers an optional anti-lock braking system and a 21-gallon fuel tank.
The 2007 model got a duel performance boost that nabbed it a five-star crash rating from the National Highway Traffic Safety Administration. The stronger engine doubles the Sorento's towing capabilities while upping its horsepower from 192 to 262, and an improved head/tail light design features projector beams on the vehicle's front end.
By the start of its second generation (2009 to present), Kia had begun work on a new model, managing to lessen the Sorento's 3,500 pound curb weight by 475 pounds, mainly due to the introduction of a standard 2.4-liter, inline-four, aluminum head block engine. Available with a six-speed manual or a six-speed automatic transmission, featuring a gasoline direct-injected fuel system, these more modern Sorentos get 20/27 mpg city/highway with the manual transmission and (a slightly improved) 22/32 mpg city/highway using the six-speed automatic transmission.
2017 Kia Sorento
SUV, Utility/Offroad
2016 Kia Sorento
2015 Kia Sorento
2014 Kia Sorento
2013 Kia Sorento
In its third year, the 2013 Kia Sorento offers a small update to its bodystyle and features.
2012 Kia Sorento
The Sorento was completely redesigned last year, so there were only minor changes for 2012. The biggest change comes under the hood with a new 2.4-liter four-cylinder GDI engine that produces 191 horsepower. Other changes include power folding mirrors, memory seat/power passenger seat, ventilated driver's seat, and a heated and wood trim steering wheel.
2011 Kia Sorento
The 2011 Sorento is now a unibody, three-row crossover. It has been completely redesigned, and uses a 2.4-liter four-cylinder or a 3.5-liter V-6 as its means of motivation. Both engines are backed by a six-speed automatic. The new Sorento is longer, steering is quicker, and its suspension is now fully independent. While there is enough space for seven people, the third row is snug and best suited for kids.
2009 Kia Sorento
The 2009 Kia Sorento is a four-door midsize sport utility vehicle (SUV) that is built using truck-type construction.
2008 Kia Sorento
The 2008 Kia Sorento is a midsized SUV with a long list of options and standard features.
2007 Kia Sorento
The 2007 Kia Sorento provides one of the best options for a midsize SUV that does not cost a fortune to own or drive.
2006 Kia Sorento
2005 Kia Sorento
The Kia Sorento is one of the more expensive models of the Kia brand, but previous buyers claim the value is well worth the price.
2004 Kia Sorento
2003 Kia Sorento
The 2003 Kia Sorento starts as a brand-new SUV from the Korean carmaker.


text:
The problem with DTW is that it is not so trivial to parallelize. Each cell in the matrix depends on cells at (x-1,y), (x-1,y-1) and (x,y-1) (provided that the cell to calculate is at (x,y)). By traversing the matrix horizontally or vertically, only two rows (one horizontal and one vertical) can be evaluated in parallel.
Michael Leahy recommended a paper that solves this problem. This algorithm traverses the matrix diagonally. Each diagonal row depends on the two previous diagonal rows but cells in one diagonal row don't depend on each other. One diagonal row can be then fed to RenderScript to iterate over it. The picture below illustrates the concept.
The example program can be downloaded from here.
You will notice that there are two parallel implementations. The findReferenceSignalC99Parallel() is the "proper" implementation that follows closely the RenderScript tutorial. Here the diagonal rows are iterated in Java and only the parallel kernel is implemented in RenderScript. This version - even though it is functional - is not invoked by default because it delivers completely inacceptable performance on my 2-core Galaxy Nexus. By looking closely at the execution times, I concluded that even though RenderScript runtime invocations ( copying into Allocations and invoking forEach) are normally fast, sometimes very innocent-looking invocations (like copying 5 integers into an Allocation) can take about a second. This completely ruined this implementation's performance.
The other parallel implementation which is actually invoked and whose performance is compared to the 1-core RenderScript implementation (the fastest one) is findReferenceSignalC99ParallelRSOnly(). This version is implemented entirely in RenderScript. Unfortunately its performance is 2-2.5 times slower than the 1-core implementation. How can it be?
First, if you compare dtw.rs and dtwparallel2.rs, you will notice that the parallel implementation is considerably more complex. Indexing out those varying-length diagonal rows takes a bit of fiddling while the 1-core implementation can take the advantage of fast pointer arithmetic to move from cell to cell sequentially. So the parallel implementation starts with a handicap. This handicap is not compensated by the 2 cores of the Galaxy Nexus.
OK, Galaxy Nexus is the stone age but what happens on a 4-core processor like on a Nexus 4? The runtime does launch with 4 cores but then the Adreno driver kicks in and the result is that the parallel implementation is about 3 times slower than the serial one. What happens in the driver, I don't know, as far as I can see, the source code is not available.
Jasons Sams recommended to disable the GPU driver with
adb shell setprop debug.rs.default-CPU-driver 1
but I decided to stop my adventures here. The conclusion I drew for myself is that RenderScript in its present form is not ready for parallel programming. Clang-LLVM is a very promising compilation technology but the parallel runtime suffers from a number of problems. IMHO, there should be a way to programmatically control the way the workloads are allocated to CPUs/GPUs. Until then, if you want to harness the power of your multicore processor, code the parallel runtime yourself. Using RenderScript for the serial code if you wish.


text:
Delivery Method
- By Mail (13132)
- Instant Download (2744)
- Classical (2013)
- Folk (316)
- Miscellaneous (307)
- World (247)
- Country (193)
- Jazz & Blues (145)
- Celebrations (132)
- Pop (100)
- Latin (91)
- Rock (79)
- Religious (36)
- Film & TV (10)
- Broadway (2)
- Less than $5 (6343)
- $5 to $10 (3541)
- $10 to $20 (3779)
- $20 and above (3765)
17283 result(s) found
List results in: Detailed View | Thumbnail View
Sort results by: Price | Release Date | Popularity | Title
We are proud to present the music of the Eagles, one of the most prolific rock bands ever. "Take It Easy," one of their biggest hits, gets the special Ralph Ford treatment in an opener worthy of any show. After a short intro based on "Desperado," the chart really takes off! (2:52)
Instruments: Oud, Folk
The Caledonian Companion by Alastair J. Hardie. For Fiddle. Solos. Hardie Music Press. Scottish. Multiple Levels. Book. 144 pages. Published by Hardie Press (MB.HP02). ISBN 9780946868087. Scottish. 9" x 12" inches. An internationally acclaimed collection of Scottish fiddle music and a guide to its performance by renowned Scottish fiddler Alastair J. Hardie. Contains an in-depth literary and pictorial survey of Scottish fiddling and 112 melodies with historical notes and substantial accompanying tutorial explanations such as bowing, fingering, phrasing, ornamentation, etc. Many of the authentic Scottish tunes is this book are not available in any other collection. The tunes at the beginning of the book assume a command of basic skills in playing and reading. Bowing, fingering and ornamentation peculiar to this music are then progressively introduced, equipping the player eventually with the technical know-how for tackling anything from Tullochgoram to the President. All the common major and minor keys are dealt with in turn and a system of fingering charts has been included to introduce them. Suggested bowings are included with the admonition that players with enough experience should decide on their own interpretation. The Caledonian Companion will appeal to the solo fiddler, the folk enthusiast, the devotee of traditional Scottish music and the classical violinist wanting to broaden his or her horizonsIntroduction and 112 melodies with historical notes and substantial accompanying tutorial explanations - bowing, fingering, phrasing, ornamentation etc., essential to the idiomatic performance of the style. Includes 'The President' by J Scott Skinner, ABRSM Violin Grade 8 List C alternative piece 2005-2008.
Pages: 144
Instruments: Violin, Fiddle, Strings, Folk
Genres: Scottish, World
Ukulele, Sheet Music Download. Artist: Colbie Caillat. Writer: Colbie Caillat; Jason Reeves.
Pages: 5
Instruments: Ukulele, Folk
Ukulele, Sheet Music Download. Artist: Elton John. Writer: Bernie Taupin; Elton John.
Pages: 4
Instruments: Ukulele, Folk
David Hanrahan is a well-known and respected exponent of accordion music and he uses his experience to bring you an sagacious and informative guide to playing the accordion. Using a Q&A format, and by concentrating on the most frequently asked questions, he gives confidence to a developing beginner. All the fundamental skills are covered in this book, from playing first notes and adding bass notes to the function of the air valve and bellows action. With illustrations, music theory and general tips, The Box is a perfect start for those wanting to learn the accordion and provides a source of early and easy extracts and melodies.
Instruments: Bass Guitar, Accordion, Guitar, Folk
Ukulele, Sheet Music Download. Artist: Ben E. King. Writer: Ben E. King; Jerry Leiber; Mike Stoller.
Pages: 3
Instruments: Ukulele, Folk
This comprehensive book is a facsimile edition of the original collection published in 1883. It has survived over the years because it is one of the richest and most interesting of the 19th century instrumental collections as well as a resource for students of American vernacular music. Examining the cultural exchange between minstrel show, ethnic music and even classical music influenced some of the genres of what we now call American music.
Instruments: Fiddle, Folk
Alfred is pleased to release the album-matching folio for Evanescence's third record, The Open Door. Released in 2006, The Open Door reached the No. 1 spot on Billboard's Top 200 Chart (2006). This book provides the lyrics along with piano and chord arrangements for all the songs on the record. Titles: Sweet Sacrifice * Call Me When You're Sober * Weight Of The World * Lithium * Cloud Nine * Snow White Queen * Lacrymosa * Like You * Lose Control * The Only One * Your Star * All That I'm Living For * Good Enough.
Instruments: Piano, Oud, Piano and Keyboard, Folk
The Phillips Collection of Traditional American Fiddle Tunes Vol 1 by Stacy Phillips. For Fiddle. Solos. All Styles. Multiple Levels. Book. 268 pages. Published by Mel Bay Publications, Inc (MB.94711). ISBN 9781562225827. All Styles. 8.75x11.75 inches. Meticulously collected from recordings, square and contra dances, fiddle contests, jam sessions and individual fiddlers- this book is meant to provide a snapshot of what American fiddlers were playing and listening to in the latter part of the 20th Century. As the vinyl record format disappears from the marketplace, a great deal of recorded fiddle music will no longer be available. In this book, Stacy Phillips shares the fruits of some timely collecting for all fiddlers to enjoy. Bowings, fingerings, and guitar chords are provided for each melody line.
Pages: 268
Instruments: Violin, Fiddle, Strings, Folk
Genres: Americana, Folk
Brenda Stubbert's - The Second Collection edited by Paul Stewart Cranford. Arranged by Melissa Emmons. For Fiddle. Solos. Cranford Publications. Canadian-Maritime. Intermediate. Book. 80 pages. Published by Cranford Publication (MB.BS2B). ISBN 9780978245603. Canadian-Maritime. 9x11.75 inches. Brenda Stubbert - The Second Collection is the sixth book in Cranford Publication!s Cape Breton Musical Heritage Series. This new book contains 161 tunes. Sixty of these melodies are new Stubbert compositions. The balance of the repertoire is a mix of new and old music, melodies carefully selected to complement both the series and Brenda's recordings and to avoid duplication with other readily available sources. Brenda is also a fine piano player. This collection includes her chord choices along with some bass runs intended for the piano.
Pages: 80
Instruments: Violin, Fiddle, Strings, Folk
Genres: Canadian, World
Alphorn Ballad (Alphorn in F) by Dennis Armitage. For alphorn & wind band. Swiss import. Light Music / Pop. Grade 3+. Score and parts. Published by Editions Marc Reift (MA.EMR-1555).
Instruments: Alphorn, Folk
Genres: Pop
A quick-reference guide for the left-handed 5-string and G-tuning banjo chords, plus a fingerboard diagram showing the location of the notes on the banjo fingerboard.
Instruments: Banjo, Folk
You Can Teach Yourself Autoharp Book/CD Set by Meg Peterson. For Autoharp/Chromaharp. Methods. You Can Teach Yourself. All Styles. Beginning. Book/CD Set. 94 pages. Published by Mel Bay Publications, Inc (MB.95024BCD). ISBN 9780786646654. All Styles. 8.75x11.75 inches. A step-by-step, self-instruction method. Includes care of the autoharp, playing positions, chord changes, back-up strums, arpeggio strums, melody picking, rhythm picking, and much more! Each song teaches something new and each strum pattern is built on the previous one. When you have practiced each selection and perfected each strum, you will have the necessary foundation to go on to more advanced styles and more intricate picking. The songs in the book are arranged for the 15-chord instrument, since it is the most popular for beginning students. In the 60-minute instructional recording, the author uses autoharp and vocals to demonstrate the major styles presented in the book, from simple to advanced strums to melody picking. The player learns effective ways to practice each new style, and has a chance to play along with the singer on the songs that are repeated, unaccompanied.
Pages: 94
Instruments: Autoharp, Folk
Alfred is pleased to release the authentic guitar TAB version of the album-matching folio for Evanescence's third record, The Open Door. Released in 2006, The Open Door reached the No. 1 spot on Billboard's Top 200 Chart (2006). This book provides authentic guitar TAB for all the songs on the record. Titles: Sweet Sacrifice * Call Me When You're Sober * Weight Of The World * Lithium * Cloud Nine * Snow White Queen * Lacrymosa * Like You * Lose Control * The Only One * Your Star * All That I'm Living For * Good Enough.
Instruments: Guitar, Oud, Folk
Contents are: Twinkle, Twinkle, Little Star Variations (Shinichi Suzuki) * Lavender's Blue (Folk Song) * Lightly Row (Folk Song) * The Honeybee (Folk Song) * Mary Had a Little Lamb (Folk Song) * Crickets' Song (M.K. Waddington) * Lightly Row (Folk Song) * London Bridge (Folk Song) * Go Tell Aunt Rhody (Folk Song) * Silent Night (F. Gruber) * Long, Long Ago (T.H. Bayly) * Little Playmates (F.X. Chwatal) * Chant Arabe (Anonymous) * Good-bye to Winter (Folk Song) * The Good Little King of Yvetot (Folk Song) * Andante (M.K. Waddington) * Christmas-Day Secrets (T. Dutton) * Allegro (Shinichi Suzuki) * Musette (Anonymous) * Gigue (M.K. Waddington).
Instruments: Harp, Folk, Strings
Piano, Sheet Music Download. Artist: Alain Boublil; Les Miserables (Musical). Writer: Alain Boublil; Claude-Michel Schonberg; Herbert Kretzmer; Jean-Marc Natel.
Pages: 2
Instruments: Piano, Oud, Piano and Keyboard, Folk
Instruments: Fiddle, Folk
By Evo Bluestein. For Autoharp/Chromaharp. Methods. Acoustic Music. Beginning. Book/CD Set. 32 pages. Published by Mel Bay Publications, Inc
Pages: 32
Instruments: Autoharp, Folk
By Carol Stober. For Autoharp/Chromaharp. Solos. Acoustic Music. Beginning. Book. 120 pages. Published by Mel Bay Publications, Inc
Pages: 120
Instruments: Autoharp, Folk
Genres: Valentine's Day, Celebrations
Uses: Advent, Christmas Scripture: John 7:42; Micah 5:2; Luke 2:4-6 Twirling like a Hebrew dance and leaping from the pages of prophecy, this celebratory combination of folk song and carol is a jovial shout of praise for Advent. Unmistakable in its impact, the anthem sings itself while the rollicking accompaniment creates an engine of joy propelling this piece into the heart of the listener. Two well know melodies join in a ballet of sound celebrating the anticipation of the coming Messiah. Available separately: SATB, StudioTrax CD, Orchestration CD-rom (Score & parts for Flute 1&2 (Flt 2 dbl Piccolo), Oboe, Clarinet 1&2, Bassoon, Horn 1&2, Trumpet 1, Trumpet 2&3, Trombone 1&2, Bass Trombone/Tuba, Timp, Perc 1&2, Harp, Violin 1, Violin 2, Viola, Cello, Double Bass). Duration: ca. 3:56. New product for the week of May 21, 2012.Return Policy Exception: This product can not be returned if opened but it can be exchanged if defective, for the exact same title.
Instruments: Choir, Flute, Piccolo, Clarinet, Oboe, Bassoon, Horn, Violin, Cello, Viola, Double Bass, Harp, Lute, Trumpet, Bass Trombone, Trombone, Bass Guitar, Tuba, Folk, Vocal, Woodwinds, Brass, Strings, Guitar
Alphorn Polka by Gottfried Aegler. Arranged by MacDuff. For alphorn & wind band. Swiss import. Light Music / Pop. Grade 3+. Score and parts. Published by Editions Marc Reift (MA.EMR-10491).
Instruments: Alphorn, Folk
Genres: Pop, Polka, Folk
Complete Method for Autoharp or Chromaharp Book/CD Set by Meg Peterson. For Autoharp/Chromaharp. Methods. Complete. All Styles. Multiple Levels. Book/CD Set. 176 pages. Published by Mel Bay Publications, Inc (MB.93657BCD). ISBN 9780786647361. All Styles. 8.75x11.75 inches. The most complete, authoritative text available on autoharp. Teacher and author Meg Peterson presents a colorful array of songs and styles as well as a myriad of strum patterns in an easy-to-understand manner. This self-teaching course features Meg's highly acclaimed system for teaching melody solo performance on the autoharp. Each of its 48 lessons builds on the one before it, with a reference section included for those who wish to learn about music notation, theory, harmony, transposition, and chord substitution. There are 122 practice songs and many more suggested ones. Also included is information on tuning, changing strings, and altering chord position on the instrument. The CD is a stereo teaching tape with vocal instruction and performance demonstrating many of the strum patterns and tunes in the book at full tempo with a singer.
Pages: 176
Instruments: Autoharp, Folk
This book and two CD set is intended to be a tune repertoire book. It includes over 100 Old-Time festival favorites. Some are cliche
Instruments: Banjo, Folk
3. Alphorn Concerto by Jean Daetwyler. For alphorn in Gb, flute and orchestra. Swiss import. Grade 6. Score and parts. Published by Editions Marc Reift (MA.EMR-1164).
Instruments: Flute, Alphorn, Woodwinds, Folk
Genres: Classical


text:
Country Green Free Coat with Heavyweight Pop Piecing Boys' Ax07xqSdPenguin X Hilton Small Down Hansen Women's Helly Parka Penguin nZqaC8Uzfw
20 Clubhouse Road,
Santa Cruz,
California (CA) 95060,
Hansen Hope Parka Black Women's Helly pBaqRw4cgq USA
- +1 831 459 9155
2 miles N of Santa Cruz
Welcome - contact in advance
Scott Hoyt
Alister MacKenzie, Tom Doak and Jim Urbina
Ken Woods
Pasatiempo was the vision of expert horsewoman, lady golfer and entrepreneur Marion Hollins – the only woman in America with a men's polo handicap. The great Alister MacKenzie designed the course and it opened for play in 1929 with a mixed exhibition foursome between Marion Hollins, Bobby Jones, Glenna Collett and Cyril Tolley.
The course is set on the rolling southern hills near Monterey Bay and it's these slopes that provide much of the Pasatiempo drama. Pasatiempo has a number of Spanish meanings including, "hobby", "pastime" or a "relaxed passage of time." Certainly the front nine is a relaxed affair that offers straight tree-lined fairways, but the back nine is a monumental challenge with deep intimidating ravines – known as barrancas in Spanish – which cut across the fairways and greens.
In the early 1990s, club historian Robert Beck discovered many old course photographs and so Pasatiempo embarked on a lengthy restoration programme. The club entrusted Tom Doak with the task. Doak is an admirer of MacKenzie's work and was therefore the perfect man for the job. The restoration of Pasatiempo completed in 2007 and Doak commented as follows:
"The restoration project was unusual in that we did the work over a period of years in order to keep the course in play throughout. We had the challenge of working with several green committees through the process, but their vision was always clear and consistent — to restore MacKenzie's design as closely as possible. Moreover, I would like to thank the three men who were a part of the project from beginning to end — club historian Bob Beck, who kept digging throughout the project for more photos to help us get things right; superintendent Dean Gump, who kept us organized and got us whatever we needed; and my lead associate Jim Urbina, who managed to keep finding time to get back to Pasatiempo in between building some great new courses for us. Dr. MacKenzie would be proud of them all."
Undeniably, Pasatiempo is an entertaining course that holds the attention from the opening drive to the last putt. This semi-private club is one of the greatest public access courses in America and, in this day of so many closed and private Top 100 Golf Clubs, we raise our glasses to Pasatiempo.
Reviews for Pasatiempo
My favorite course of all time. A MacKenzie gem that luckily is public. The front 9 is good but the back 9 is brilliantly routed across several barancas. My favorite is the par 4 11th.
Pasatiempo Golf Club opened for play in 1929 and was designed by the legendary Alister Mackenzie, Mackenzie called Pasatiempo Golf Club his greatest creation even ahead of Augusta and Cypress Point Club. The course is located in Santa Cruz, California on what was a old farm site owned by Marion Hollins the creator of Cypress Point Club 40 miles to the south on Monterrey peninsula. Originally she wanted to use the land as a horse training facility but Mackenzie convinced here otherwise and Pasatiempo Golf Club became a reality. Pasatiempo Golf Club is where the idea for Augusta National was born, on the way to the US Amateur in Pebble Beach Bobby Jones stopped here and visited with Alister Mackenzie about the idea of creating a world class golf course and the rest is history. Mackenzie lived on the six hole at Pasatiempo right up until his passing in 1934, you can see his house as you walk towards the green you can miss it, its the house with the green shutters.
Boys' Piecing Free Country Pop with Coat Heavyweight Green The course itself is very technical and requires solid course management skills and shot making to score well, the fairways are generous at Pasatiempo, its the second shot where the course really shows its teeth. The good doctor would get the ideas for is bunker shapes from cloud formations in sky and thus no two bunkers are the same shape here. The greens at Pasatiempo have some incredible slopes to them, if you don't put you ball in the correct spots you can end up a lot further from the hole from where you shot landed and have a very difficult putt back to the pin. The holes wind their way up and down hills here and extra clubs are needed on a good majority of the holes. Julie Inkster grew up playing Pasatiempo as a child and if you get a chance to play here you can see why she turned into the star she is on the LPGA tour.
In the last few years Pasatiempo has been under a water restriction as a result of prolonged drought in California, the greens and surrounding area are watered as well as the tee boxes, but the fairways receive minimal watering making it play fairly hard and fast.
Thank you Pasatiempo for opening your Dr. Alister MacKenzie Design to the public. Had to play this course that was the inspiration for Bobby Jones to ask Dr. Mackenzie to design his Augusta National. The design was excellent and the bunkering around the greens was outstanding. The undulating greens had character and the course blends in naturally with the sand hills that overlook Monterey Bay. The condition of the course was outstanding and enjoyed every minute of my two rounds here. Pasatiempo is now one of my all time favorites that I have played. I can see why Mackenzie lived here until his death (his ashes were spread on the course) and as he said "I have always wanted to live where one could practice shots in one's pajamas before breakfast." Great job Dr. Mackenzie and thanks Pasatiempo for restoring the course to the original design.
The first 2 holes are downhill solid par 4s that measure 457 and 437 yards. The third is a slightly uphill 235 yard par 3 that is protected by 5 bunkers and is a true test. The fourth is a slightly downhill 378 yard par 4 with a long narrow green again protected by 5 well placed bunkers. The fifth is another solid 190 yard slightly downhill par 3 that is again protected by 5 bunkers. The sixth is an uphill 567 yard par 5 with Dr. Mackenzie's home on the left side of the fairway. This is a good birdie opportunity with the green surrounded by 3 snakelike bunkers. The seventh is an uphill 348 yard par 4 with trees framing the fairway and a long narrow green protected by 3 bunkers. The eighth is a downhill 176 yard par 3 that I thought was the easiest of the par 3s on the front nine. The green was one of the largest on the course protected by 4 bunkers. The ninth is a 500 yard par 5 that goes back to the clubhouse and is a slight dogleg to the right and another good birdie opportunity to this elevated green.
The back nine starts out with a strong 440 yard par 4 with a large almost square green and a unique design of 6 bunkers short left of the green and a single bunker over the green. The eleventh is an uphill 392 yard par 4 that I thought was the most difficult par 4 on the back. The downhill twelfth is a reasonably easy 373 yard dogleg left par 4 with the green shaped like a bell and protected by 3 bunkers. The thirteenth is a slight dogleg left 531 yard par 5 with 5 large bunkers protecting the green. The green was one of the most interesting on the course and the greens crew could have a lot of interesting pin placements. The fourteenth is a 429 yard par four with a long narrow green protected by 3 bunkers. The fifteenth is a nice short 141 yard par 3 with a large bunker protecting the back of this long narrow green. The front was protected by another 4 bunkers that just seemed to fit in so naturally with the terrain. The 387 yard par 4 16th was one of my favorites on the course. The tee shot was the only blind tee shot of the day and getting to the top of the hill was one of the most outstanding green complexes I have ever seen. The three tiered green is protected by a large bunker to the right of the green and another short left. The uphill 371 yard par 4 seventeenth was relatively easy with the long narrow green the only on the course without any bunkers. The round finishes with a downhill 169 yard par 3 where accuracy is key. A canyon is in front of the green as well as 2 bunkers in the front and 2 bunkers over the green.
Would highly recommend Pasatiempo to any golfers that want to play a classic Dr. Alister MacKenzie Design. A truly enjoyable experience that may be as close as I will get to playing Augusta National.
Click to see a You Tube slideshow of some pictures I took during my visit. Jim Brady
In 2011 I came by accident to this course and was marvelled by its beauty and challenge. Last week I had the chance to play it twice in 5 days and all I need to say it that I´m in deep love with this place and course. I was really looking forward to the replay and when I arrived to my first round it was like the first time taking many pics of the Club House and of course from this very well designed layout. The second day we played sun came out during nthe round and got some fantastic shots from the last holes, specially 16 and 18 maybe the best 2 holes on the back 9.
This course offers both beauty and challenge, specially around the greens and when putting. I got beaten both times not being able to score but all the same it was a fantastic time, It is a must play if you come here. And there are many holes which from the tee feel short or easy but when you play them you see the challenge is very big.
One last recommendation: if you come to the area, play it twice!!
Country Pop with Boys' Piecing Green Free Coat Heavyweight
In 1993, Pasatiempo was rated No. 100 on the list. Would it still be on next year, or the next? I wondered. Was it worth the chance that it might drop off? An unusual combination of public and private, it's not cheap to join but allows public play. It's located in Santa Cruz, California, about 50 miles up the coast from the more famous Pebble Beach, Spyglass Hill and Cypress Point. I was in the vicinity, so I decided to play it. Am I glad I did! I've been back twice and would play it again in an instant.
Holes Number 1 and 2 work their way downhill toward the pacific, framing the ocean with Cypress trees the entire way…
As you walk up the 6th fairway, approximately 100 yards from the green, you see the home in which MacKenzie once lived, a fitting shrine for the world's greatest golf course architect. Number 16 was MacKenzie's favorite hole in golf, which is saying something since he designed some of the most famous par 3's in existence. "The 16th green is a garden spot," he once said. "After playing a drive over the point of the hill, you hesitate to spoil the delightful quiet of this grassy velvet nestling in the trees. It is indeed a beautiful par 4."
None of the other courses MacKenzie designed are public. So if you get a chance to play Pasatiempo, don't hesitate! Larry Berle.
We arrived early in the morning and when got into The Club House you already feel there is something special about it, you can see pictures, drawings, souvenirs, history about not only the course but also about Dr Mackenzie as well. And a lot about LPGA Star Juli Inkster who won 7 Career Majors and is the Club Pro! After warming up, we started the game to the first two downhill par 4s, which are wide and generous, but with very tricky greens, the breaks of the putting surfaces are very tough to find. It is fair to say that greens were in superb shape and rolling at a speed of at least 10ft in the Stimpmeter. The first true test came on 3rd, a 235yds par 3 into the wind and uphill, with a very narrow entrance and plenty of bunkers. Although all of us 4 are scratch golfers, only one could score bogey, the other 3 made double bogey!!! Then we came to the very special place of the course, par 5 hole 6 where Dr Mackenzie's house is located. It is a very simple building but it really shows how simple and special he was. What will make it even better is that I scored my only birdie after drive, drive and a lob wedge towards 20 inches from the hole.
Tee number 10 is where the golf courses starts, and what is even better is that it is not a long course, but yes a very strategic one, and there is were I failed scoring 5 consecutive bogeys from 10 to 14. Although Allister says par 4 16th is the best "two shot hole" he ever designed, I believe 11 and 12 should get some credit as well. All together these back 9 give you the best golfing experience you can imagine. And the best comes the last for that dramatic par 3 18th, where you need a yes-or-yes 160yds carry, if you miss start to count in double bogey again. But job is not finished if you hit the green, as you will find a very tricky one: I had a 10 footer for birdie and could not make it in 5 tries, you could not believe how big the break was. And after golf a huge burger at the Club House ended a perfect day: amigos if you love Augusta, you need to visit Pasatiempo at least once!!!


text:
July 22, 2011
Three Wabash players have been named to the 2011 D3football.com Preseason All-America Team. Junior Jonathon Koop was a First Team selection, while Weston Kitley and Wes Chamblee received Second Team honors.
Koop (right) was a 2010 First Team All-America pick by the national web site as a special teams/all-purpose player. The junior defensive back and graduate of AB Miller High School in Fontana, California, Koop scored four touchdowns off of blocked punts by the Wabash special teams unit to set a new school record for punt return touchdowns in a season. He was one touchdown return away from tying the NCAA Division III record of five in a single season. Koop was part of a Wabash special teams unit that tied the NCAA Division III single season mark for blocked kicks with 11.
Kitley (number 61 in photo left), a junior offensive lineman from Indianapolis Roncalli High School, earned D3football.com Honorable Mention All-America honors in 2010 — his first season as a starter for the Little Giants. A First Team All-North Coast Athletic Conference selection, he started all 10 games at left tackle for Wabash and helped the offense to second in the NCAC in rushing offense (152.8 ypg), passing offense (245.1 ypg), total offense (397.90 ypg), and scoring offense (33.8 ppg). Kitley and the rest of his offensive line mates allowed an average of two sacks per game to rank fourth in the conference.
Chamblee (right) will be back on the Wabash squad after missing nearly the entire 2010 season. A First Team All-NCAC return specialist and D3football.com Honorable Mention All-America pick in 2009, he caught one pass for a 72-yard touchdown in the 2010 season-opening game for Wabash before a knee injury sidelined him for the rest of the year. Chamblee finished his junior year with 11 punt returns for an average of 17.6 yards per return to lead all Division III players through the regular season. He scored on an 86-yard punt return at Allegheny. He also caught 60 passes for 778 yards and six TDs in 2009.
Wabash opens the 2011 season on September 10 at the College of Wooster. The Little Giants were 8-2 and 5-1 in NCAC games in 2010.


text:
"Do I strike you as a man with a miserable inferiority complex?"
"Good God, no!"
"Only that kind of man spends his life running after women."
"What do you mean?"
"Do you remember what I said about money and about the men who seek to reverse the law of cause and effect? The men who try to replace the mind by seizing the products of the mind? Well, the man who despises himself tries to gain self-esteem from sexual adventures—which can't be done, because sex is not the cause, but an effect and an expression of a man's sense of his own value."
"You'd better explain that."
"Did it ever occur to you that it's the same issue? The men who think that wealth comes from material resources and has no intellectual root or meaning, are the men who think—for the same reason—that sex is a physical capacity which functions independently of one's mind, choice or code of values. They think that your body creates a desire and makes a choice for you—just about in some such way as if iron ore transformed itself into railroad rails of its own volition. Love is blind, they say; sex is impervious to reason and mocks the power of all philosophers. But, in fact, a man's sexual choice is the result and the sum of his fundamental convictions. Tell me what a man finds sexually attractive and I will tell you his entire philosophy of life. Show me the woman he sleeps with and I will tell you his valuation of himself. No matter what corruption he's taught about the virtue of selflessness, sex is the most profoundly selfish of all acts, an act which he cannot perform for any motive but his own enjoyment—just try to think of performing it in a spirit of selfless charity!—an act which is not possible in self-abasement, only in self-exaltation, only in the confidence of being desired and being worthy of desire. It is an act that forces him to stand naked in spirit, as well as in body, and to accept his real ego as his standard of value. He will always be attracted to the woman who reflects his deepest vision of himself, the woman whose surrender permits him to experience—or to fake—a sense of self-esteem. The man who is proudly certain of his own value, will want the highest type of woman he can find, the woman he admires, the strongest, the hardest to conquer—because only the possession of a heroine will give him the sense of an achievement, not the possession of a brainless slut. He does not seek to … What's the matter?" he asked, seeing the look on Rearden's face, a look of intensity much beyond mere interest in an abstract discussion.
"Go on," said Rearden tensely.
"He does not seek to gain his value, he seeks to express it. There is no conflict between the standards of his mind and the desires of his body. But the man who is convinced of his own worthlessness will be drawn to a woman he despises—because she will reflect his own secret self, she will release him from that objective reality in which he is a fraud, she will give him a momentary illusion of his own value and a momentary escape from the moral code that damns him. Observe the ugly mess which most men make of their sex lives—and observe the mess of contradictions which they hold as their moral philosophy. One proceeds from the other. Love is our response to our highest values—and can be nothing else. Let a man corrupt his values and his view of existence, let him profess that love is not self-enjoyment but self-denial, that virtue consists, not of pride, but of pity or pain or weakness or sacrifice, that the noblest love is born, not of admiration, but of charity, not in response to values, but in response to flaws—and he will have cut himself in two. His body will not obey him, it will not respond, it will make him impotent toward the woman he professes to love and draw him to the lowest type of whore he can find. His body will always follow the ultimate logic of his deepest convictions; if he believes that flaws are values, he has damned existence as evil and only the evil will attract him. He has damned himself and he will feel that depravity is all he is worthy of enjoying. He has equated virtue with pain and he will feel that vice is the only realm of pleasure. Then he will scream that his body has vicious desires of its own which his mind cannot conquer, that sex is sin, that true love is a pure emotion of the spirit. And then he will wonder why love brings him nothing but boredom, and sex—nothing but shame."
Ayn Rand, Atlas Shrugged, p. 455 - 456