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Cold Days |
Posted by: NifT - 11-02-2012, 04:31 PM - Forum: General Chatter
- Replies (12)
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The first sample chapter of the newest Dresden Files novel is up here. 3 additional chapters will be available, one each Tuesday, until the book's release on the 27th.
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Shegomania, Chapter 6 : Dawn of the Shegoth (season 2) |
Posted by: Ross Van Loan - 11-02-2012, 12:59 AM - Forum: Fiction
- No Replies
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Clinging desperately to the wrong side of the tarted-up, burnished hull of his Alvin-sphere, Van Loan, screaming, careened into the azure loveliness of a cloudless sky.
He did that classic Hollywood sweaty-bolt-upright from bed, gasping : “ ‘Wavium isn’t Cavorite!” “Even while he was in the midst of it the analytical part of his brain was expounding,
‘That only happens in the movies, moron!’
Wandblume, indecorously sprawled next to him on the tousled sheets of the hexagonal Space-Super-King bed, opened one eye cattishly ; purred, “ Tarantino better be directing and writing, or I’m walking.”
Looking only slightly manic, Van Loan grasped one of the many hexagonal pillows strewn about the bed. “How about Hitchcock, darling?” He mock-smothered her with a pillow.
She turned in a melodramatic death worthy of a Full-Stratford Shatner.
*****Lying next to each other, sharing a candy cigarette--neither actually smoked--they had the usually unusual conversation of a Geek couple,
“ So, if it wasn’t for your pseudo-Argyria presumably caused by a combination of high-altitude hypoxia and accidental ‘Wavium exposure, you’d be Professor Challenger instead of Dr. Drakken?”
“Professor Cavor....”
“...is the whiney wuss of Speculative Fiction!” Wandblume interjected. “I prefer my scientists to be more fun, and” She rolled over on top of him, squeezing a winded huff
out of him, and parked her jade eyes inches from his hazels “...hands on!”
Van Loan grinned the grin reserved only for the very happy and slightly crazy. “Shall we field test my fun & hands-on quotients?” She looked as if she was seriously and judiciously considering it. “For Science?” He put on his best 1950s movie Square-Jawed Man of Science face.
“For Science!” She closed the final intervening distance ; stopped his mouth with a buss (Pseudo-Shakespeare alert : Forsooth! Forsooth! Forsooth!). The fourth wall prudishly turned opaque just as the experimentation was beginning.
****
“And to think that I was indifferent to science until I met you!”
“Can I help it if I’m a combination Carl Sagan, Bill Nye, and John Holmes?”
“Why don’t you add a dash of Captain Kangaroo to really scar my brain?”
*****
Wandblume admired the profusion of jade green amongst the otherwise typical gothic colour scheme of the common room. Fifty percent of the rumpus room was green ; fifty
percent was black : it was as if her adopted identity’s uniform had extended slick-like over the surface area of the entire room. It was elegant proof of just how much the people who shared the room were now Shegoth.
At the preassigned time the five doors, each one characteristic of its owner, off of the ruckus room opened to discharge a member of the team.
Dies Irae, as befitting her leadership position, was first. The fragment of room visible behind her operatically strutting form revealed some equally theatrical decor. A giant four-poster bed, designed by the lovechild of Andrew Lloyd Webber & Anne Rice, dominated the room with a Grand Guignol grander. A poster of George Argento Fulci’s all-zombie rendition of Carmen flashed luridly from the reverse side of her iron banded inorganic-oak door before it imperiously banged closed.
Pitchy was next to emerge, gravely skipping. The pink, plastic dungeon door squeaked open on its plastic hinges to reveal an inner effusion of Barbie by way of the Marquis De Sade. Was that a life-sized polymer iron maiden against the back, rosé wall? It certainly looked like one! Surely that wasn’t an equally pink rack on which she slept, was it? There was so much pink that human perceptual capabilities were sorely taxed.
Umbra shambled forth from behind steel shutters that rumbled and screeched into a ceiling recess. Behind her squatted Lovecraft’s Gym. Nightmarish Nautilus machines, frightening free-weights and a solid-steel, dented hulk of either a sensory deprivation tank or a pressure chamber told something of her story before the utilitarian portcullis slammed down behind her mammoth musculature.
Stygia languidly slinked through a red leather studded door behind which lurked the Sanctum sanctorum of the sophisticated Victorian vampiress. A low central pedestal bore a buffed, bronze handled coffin that Dracula would have been proud to call home. The sumptuous faux-marble octagonal mausoleum, decorated with splays of black roses and funerary fabrics, was as welcoming as the approach of the Grim Reaper.
Nocturne Raven, arguably the baseline of the bunch, Gainaxed in from what looked dangerously like a suburban Japanese teenager’s room wherein the most unusual feature was a Sparkle Vampires: Unending Dusk poster.
The entire team arrayed across the various black and green articles of seating paid close attention to the fifteen minutes of Wandblume’s seemingly carefully prepared speech--it was off the cuff but then her superpower was the ability to appear super capable!
****
Tachikoma wagged his tail vigorously as he watched his video feed of the what he thought was a motivational speech. Wandblume/Shego was a Good Girl! The footage, purely fictional, cannily inserted into the transmission by Van Loan showed a glowing sendoff speech as opposed to the actual speech that was a decided statement of control.
****
At a far removed locale, Togusa and Batou kept wary eyes on the perfectly formed slab of black body material. Neither looked particularly happy.
****
The hand bearing starred fingernails held up a hard-copy Priority-traffic “Mikuru, the team is ready for delivery!”
“Indeed, Yayoi! Send the acknowledgment code ; and prepare to receive our retirement package!”
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More Questions |
Posted by: Last Free Human - 11-01-2012, 09:15 AM - Forum: IST/Supers
- Replies (8)
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All,
I have a few questions regarding setting specific issues for IST, if you will indulge me:
1. Where is the IST Training Academy mentioned in Bob's 1990-1999 timeline established? If there was no specific location in mind, does anyone have any suggestions?
2. The 90's timeline seems to suggest that the U.S. will/has pulled out of the U.N., is this a hollow threat on Buchanan's part or is it (depending on the results of the Y2K event) destined to happen? If so, what happens to the IST Embassies in the U.S.? Would they close? Would they remain open? If the latter, under what circumstances could they continue operation?
3. Which nation replaced China on the permanent Security Council?
4. Is there any objection to me posting snippings from the development of my campaign here on the forums for feedback and sanity-checking? Such snippings would be anything from back story, setting details, characters, templates, equipment, etc.?
Cheers and thanks,
-Mike
Michael R. Smith (lastfreehuman@gmail.com)
GURPS IST Aleph Wordpress (http://istaleph.wordpress.com/)
GURPS IST Aleph Twitter (http://twitter.com/IstAleph/)
Trek This! Wordpress (http://dthiller.wordpress.com/)
My Blog (http://lastfreehuman.wordpress.com/)
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Invasion Y2K! |
Posted by: Last Free Human - 10-30-2012, 08:57 PM - Forum: IST/Supers
- Replies (64)
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Greetings,
I am in need of a list of twenty-two cities, worldwide, that have IST embassies to serve as the focal points of an alien invasion that corresponds with Y2K in the timeline I am working on.
My timeline is using a modified version of the classic IST timeline, Bob's additional material, stuff from GURPS Timeline, GURPS Aliens and GURPS Atomic Horror as well as a few smatterings from Ken Hite's Transmission 200 timeline.
I already have IST New York at the top of the list.
Thanks,
-Mike
Michael R. Smith (lastfreehuman@gmail.com)
GURPS IST Aleph Wordpress (http://istaleph.wordpress.com/)
GURPS IST Aleph Twitter (http://twitter.com/IstAleph/)
Trek This! Wordpress (http://dthiller.wordpress.com/)
My Blog (http://lastfreehuman.wordpress.com/)
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Was I wrong about Champions being the place to go? |
Posted by: Logan Darklighter - 10-30-2012, 07:42 PM - Forum: The Legendary
- Replies (21)
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EDIT: I'm not as negative now as I was when I posted this originally. I'm still concerned. But really there's not much point in worrying about it. We'll just have to play it by ear and have as much fun as we can with the character concepts we've created.
This is a potential problem from this thread.
Quote:[table]Originally Posted by ruiiji ![[Image: viewpost.gif]](http://co-forum.perfectworld.com/images/buttons/viewpost.gif)
If a company has a stock quote, it will have an annual report as they are required by the market regulators to file these. Since PWRD is an "ADR" class stock, they file less info.
But in any case you do not need to own stock in any company to get this info. Go to their website and look for "Investor Relations".
http://www.pwrd.com/html/en/annual_report.html
I browsed through their last annual report, and unfortunately until the next one is published, you won't know if Cryptic's numbers will be called out as a line item.
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Good info, thank you Ruiiji! I'll share a key part I found:
Quote:
[table]We have adopted an item-based revenue model for all but one of our self-developed games and intend to apply this revenue model to most of our new games. This revenue model may have a negative impact on our financial condition and results of operations.
We have adopted an item-based revenue model for all of our self-developed games except for our first MMORPG, Perfect World, for which we use a time-based model whereby players are charged for their playing time. Going forward, we intend to continue applying the item-based model to most of the new games that we operate.
Under the item-based revenue model, players are able to play the online game free of charge for an unlimited amount of time, but are charged for purchases of in-game items, such as performance-enhancing items, clothing, accessories and pets. While several other online game companies have adopted the item-based model, it is still relatively new compared to the more proven time-based model and results in new risks and uncertainties for us. The item-based model requires us to design games that not only attract players to spend more time playing, but also encourage them to purchase in-game items. The sale of in-game items requires us to track closely consumer tastes and preferences, especially in-game spending trends. In addition, the item-based model may cause additional concerns with the PRC regulators, who have been trying to implement ways to reduce the amount of time that Chinese youths spend on online games. A model that does not charge for time may be viewed by the PRC regulators as inconsistent with this goal. We cannot assure you that the item-based revenue model will continue to be successful, or that it will not have a negative impact on our future financial condition and results of operations.
Our revenue recognition policy for the item-based games entails our best estimates of the lives of various items associated with each of our item-based games. As we adopted the item-based revenue model beginning in September 2006, we have a limited operating history and data for our item-based games on which to base our revenue recognition policy for such games. With respect to permanent ownership items that we sell to players, we recognize revenues over the estimated lives of such items. We consider the average period that players typically play our games and other player behavior patterns to arrive at our best estimates for the lives of these permanent ownership items, which, in some cases, may be as long as the estimated life of the related game.
However, given the relatively short operating history of our item-based games, our estimate of the period that players typically play our games may not accurately reflect the actual lives of the items. We have been revising our estimates as we continue to gain operating data and refine our estimation process and results accordingly.
Any future revisions to these estimates could adversely affect the time period during which we recognize revenues from these items. For example, an increase in the estimated lives of these items would increase the period over which revenues from these items are recognized. See ?Item 5. Operating and Financial Review and Prospects?Critical Accounting Policies?Revenue Recognition.?
6
If we are unable to successfully develop, launch and/or operate additional online games that grow our player base and increase our revenues, our future results of operations will be adversely affected.
In order for our business strategy to succeed over time, we will need to continually develop, launch and operate new online games or license or acquire new games that are commercially successful. We will need to do this to both replace our existing online games as they reach the end of their useful economic lives, which we believe are typically three to five years for most of our online games, and to meet our growth strategy of operating a larger number of online games that grow our overall player base and increase our revenues.
We plan to invest a significant amount of financial and personnel resources in developing, launching and operating new online games. The success of our new online games will largely depend on our ability to anticipate and effectively respond to changing consumer tastes and preferences and technological advances in a timely manner. We cannot assure you that the games we develop will be launched as scheduled, viewed by the regulatory authorities as complying with content restrictions, attractive to players, able to compete with games operated by our competitors or commercially successful. In addition, as we introduce new games, some of our existing customers may switch to the new games. If this transfer of players from our existing games does not grow our overall player base and revenues, our growth and profitability may be materially and adversely
affected | [/table]
But you know what I find is crazy? In not section do they mention how they plan on attracting new players. Champions Online is not advertised at all by Perfect World to my knowledge, it's all word-of-mouth. Any you know what f***s over word-of-mouth more than anything? Customers getting frustrated with half-baked content and no new additions.
Additionally they don't even mention the fact that is cheaper to keep making new content for an existing game, whereas creating or buying up a created game engine is FAR more expensive. Makes me wonder just what the hell they are spending their money on...
This focus of PWE's model neglects to pay attention to the fact that for this specific market it's content in the form of explorable stuff and powersets and freeform slots (or lifetime access) that is the REAL driver of the business. Apparently keys might be a part of that, as it all goes into the same revenue pool.
Do note that they say this stuff IS tracked "closely" whatever the hell that means exactly is anybody's guess. I'm not even sure if most of the Cryptic employees know the answer to that. Also leaves me wondering if that is a good tracking system, or if it's as finicky as the Auction House GUI or the ill-tested Level 60 Mega D patch.
Quote:[table]Originally Posted by rapierwhip ![[Image: viewpost.gif]](http://co-forum.perfectworld.com/images/buttons/viewpost.gif)
It is the exact same thing as a grab bag... even has the same price tag associated with it. the only difference is that you have to find the bag as a drop and buy the right to find out what you should have been awarded without having to pay extra for it. To the best of my observations, the boxes are not hard to find at all... I found three in less than five minutes of random mob bashing... and the boxes seem to have replaced normal drops entirely since in that same five minutes, I got exactly two other drops: both recog tokens.
I've stuck in here through targeting bugs, costume bugs, power bugs, power nerfs, administration overhauls, Vibora Pay scandal, APs, CSs, and Alerts, and thought that nothing could actually drive me away from this game. Paying for the loot that I should get for free through normal game play might just be the thing though.
They have something similar to this in DCUO, called Promethium Lockboxes. You get the box randomly in a loot drop and have to buy the key to open it... but here's the thing: Legendary Members (i.e. subscribers or Gold Members here) get an unlimited number of keys for free. I never really thought I would see the day when I would say that Sony is treating its customers better than another company.
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Quote:
Quote:I haven't been playing lately so I haven't had to check this out yet, but this paints a scary picture of what this game might become if this is accurate and intended to be the way things are going to be for now on. The idea of even non-subscribers being expected to gamble in order to get access to loot (and I assume by extention random gear) is already bad enough. But to do that to people that already subscribe takes it to a whole other level.
Doing it to non-subscribers is bad because it expect them to become gamblers in order to financially support the game they're playing for "free". But bad as that is there is a justification for that--the game is "free", it has to make money to support itself some way. Its an (horrible) alternate business model in a game that requires no monthy payments to sustain the game.
But isn't financially supporting the game what we have always payed $15/month on a subscription for? What's the justification for doing the same to subscribers? Double dipping much?
Quote:
[table]Originally Posted by Quoted Report posted by agentnx5
In order for our business strategy to succeed over time, we will need to continually develop, launch and operate new online games or license or acquire new games that are commercially successful. We will need to do this to both replace our existing online games as they reach the end of their useful economic lives, which we believe are typically three to five years for most of our online games, and to meet our growth strategy of operating a larger number of online games that grow our overall player base and increase our revenues.
| [/table]
In other words, they don't CARE about the growth and longivity of the game. They just want to regurgitate games and keep them around while it brings them profit.
And the difference with other games/companies? Other games have to keep their game growing and their players occupied in order to retain their players--the game has to be sustained. Here, the focus is on selling the players access to random loot while enough players play the game, then close it down when it meets the end of its economic usefulness. Growth in order to maintain the sustainability of the game is irrelevant. The game doesn't have to be sustained, just generate enough money on the here and now to keep it running then close it down when the players no longer care.
Quote:As someone still nursing the wounds of NCsoft's "realignment" that shut down City of Heroes... that statement about a game outliving its economic usefulness isn't very encouraging.
Edit number 2: This could still be a problem in the long run. I hope we can still have fun in Champions. But just be aware that the game is what it is and likely isn't going to get any further support.
I'm a little more optimistic now than when I first posted this. After popping into the game now and then and noting that Terry and others are indeed having a good time, I guess I'm happier about helping out, even if the game eventually does get shot down in a few years.
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