miembroap – n. a 30-year tax credit
If you have answered ‘yes’ to any of the questions above, we suggest that you take action immediately BEFORE it becomes a serious problem.
Note: This is a debate about whether or not reforming Ireland in the 1800s would be good or not.
Ireland will stay the same when it comes to the British. Irish hate British. Irish don’t like the British because they tried to rule over them, but they don’t like that. Crumpets and tea – no way! The Irish don’t like anything about the British, no sir. Fish and chips – yeah, right.
The Irish like to fight, so therefore they fight the British. British don’t like the color green so they fight the Irish. Irish don’t like Scottish because they’re on different islands.
The Irish like to drink magnificent amounts of alcohol, having boxing matches with farm animals, the first Irish war started when an Irishman blew up on a hot air balloon, and boxed it for 3 hours straight.
By Soup Nazi:
Dave and I are for the reform of Ireland. Anglican churches were using Irish money to support themselves. This wan an unorthodox and a poor way to flourish, even for a church in our minds.
This is also towards the landlords. They charged their tenants unfairly with outrageous rents. The reform protected them, and the land they worked on.
Overall the reform ensured no one abused their power, we feel that many abuse their power enough.
Tagged People: Soup Nazi
I was trying to sell a couple of crappy pieces that people might like as transmogrification gear in World of Warcraft, and this guy whispers me.
davepoobond: what so funny
Monkeygonewi: no one buys those stuff
davepoobond: well those stuff is rares
davepoobond: you can tell by color
davepoobond: it green and blue, mean rare, no one has
Monkeygonewi: green is not rare
davepoobond: more rare than not
Monkeygonewi: and everyone uses epic or mythic gear
davepoobond: you no hear transmog? you out of style man
davepoobond: they add in cata
davepoobond: u play same game as i?
Monkeygonewi: no one is gonna pay that much for trans
davepoobond: i am trans
I sent one of the crappy green items I was trying to sell to him via mail with a COD price attached to it. He rejected it and called me a retard, saying I was trying to take advantage of people.
I educated him on the free market and laissez faire, telling him the market would correct itself by just not having anyone buy the items from me. He just kept calling me a jerk. Certainly uncalled for.
davepoobond was trying to sell some crafted Leatherworking items in Trade Chat for 6k, using a person’s materials other than one item.
Majestical: So… 9k gold and the person’s bloods? xD
davepoobond: and earths
davepoobond: but yeah
Majestical: Only due to the fact it takes max 12 days, do the Burnished Leathers have any value. That said, the essence itself that I just bought earlier, cost me only 14k gold. :P
davepoobond: yeah they do cause there’s only a limited amount of people who have 200 on hand
Majestical: I am saying, I bought an Essence off of AH for 14,000g.
Majestical: Which means, if you’re talking greater, maybe 18k.
davepoobond: im charging 60g per leather, so if you have mats already you’re saving money
davepoobond: you dont have to buy bloods and earths, you can get them from the game
Majestical: Oh hell, I have over 200 Bloods. I also, have [Grand Master of All]. So not needing to worry about anything really.
davepoobond: if no one wants to pay the crafting cost then i lower the price
davepoobond: its simple economics
davepoobond: im trying to maximize my earnings
davepoobond: if i waste 5 minutes saying 6k then lower to 5k or 4k later its no risk
davepoobond: plus it gives me bargaining room
davepoobond: so if you want me to continue with economics lesson i can
Majestical: I understand economics far too well to be lectured by someone who clearly doesn’t understand knowing even simpler things, such as understanding your OWN economy. Thus why I have over 7 million gold, and you do not.
davepoobond: so what do you suggest i do, offer it in trade for at cost and then have someone haggle me below cost
He didn’t see the last message because he ignored me.
Developer/Publisher: GungHo Online Entertainment|| Overall: 8.5
Hardware Used: T-Mobile G2 with Android 2.3.4
With its roaring success in the Land of the Rising Sun, (that’s Japan, because the sun doesn’t rise elsewhere) GungHo Online Entertainment now intends to addict America with its special blend of Puzzle, RPG and Free-to-Play/Pay-to-Win elements with the straight-to-the-point title Puzzle and Dragons. Though, does the game deliver a fun experience that can garner the attention of an American audience, or will it simply fade in obscurity like many other Japanese imports?
If you need me to tell you which of these imports was a failure and which wasn’t, then videogaming
might not be the right hobby for you.
Puzzle and Dragons is the unholy combination of the puzzle elements of Bejeweled, the monster mechanics of the Shin Megami Tensei series and a dash of Pokémon for added flavor. While each game is addictive in its own right, someone in Japan thought combining the three would make an addiction juggernaut of the likes that mobile gamers have never seen before… and for the most part, he was right.
Puzzle and Dragons starts you off with the wholly “original” idea of having you pick one of three elemental monsters: a fire monster, a water monster, and a plant monster. You are given a random “rare” monster to further entice you to collect more monsters. Afterwards, you are thrown into a seemingly endless supply of dungeons to capture monsters, level and evolve your collection, as well as level yourself up — all to eventually continue the vicious cycle when you find that you can now take on stronger enemies and dungeons. All of which aptly describes your journey through the game.
Okay, I don’t care how it happens but one of you
is helping me catch a Mewtwo.
Game design in Puzzle and Dragons is actually pretty solid. The meat and potatoes of the core game will have you encounter wave after wave of monsters in each dungeon until you reach the boss monster. During battles, the monsters will attempt to attack and reduce your hit points to zero. You’ll counter by matching up elemental gems to make your corresponding monsters attack and reduce the enemy’s hit points to zero. The best moves are when you form a chain of matches, which further multiply the damage your monsters dish out.
Along the way, you collect more monsters while making enough coins to further advance your monster team. While the premise is simple enough a layer of strategy is added by the various special abilities each of your monsters provide that sometimes cause extra damage, other times restore your HP, and can even convert one type of elemental gem into another. Taking these special abilities into account when forming a team of monsters can mean the difference between beating an enemy monster that your current level shouldn’t be able to handle or having a boss curb-stomp them. Furthermore, special “Leader Skills” further shake things up and add another layer.
Puzzle and Dragons also resides in the easy-to–learn-but-hard-to-master category, though the game does a sufficient enough job at explaining the basics, it leaves the more advanced strategies to the players to find them on the internet or discover them in a happy accident. Overall, the gameplay is fun and engaging.
This is an example of strategies derived from a
On the other side of the Free-to-Play coin is the fact that Puzzle and Dragons is a Free-to-Play mobile game and has no shame in reminding you of that. While plenty of activities can be done with the in-game currency, namely leveling up your monsters and evolving them, there are activities that require a special form of currency called a “Magic Stone.” The activities vary in usefulness; you can revive your monsters in a dungeon, regain their stamina so you are allowed to play longer, or get a turn at the hallowed “Rare Egg Machine” for an almost guaranteed chance at a strong monster for the price of five Magic Stones. Then, once their usefulness has been established, the game proceeds to remind you at every turn that they can be purchased in their online store, especially when you have none left.
Now, a fair warning to new players: the game will attempt to make it seem like Magic Stones are easy to come by as it bombards you with them early on in your career as a Pokémon Mas… Persona Use… Dragon Tamer(?). Know that this is only temporary and the stones quickly become a much rarer commodity. That’s not to say that you’ll never get them, and that you can’t eventually achieve the same results with a lot of hard work, but the game is more than happy to offer you an easy way out if you wish to throw money their way.
The controls in this game sometimes suffer the same foibles that many touch screen based games have, but work enough of the time for that to not be a problem. The game never really asks you to do any more than tap the screen or drag your finger along it, and barring an occasional accident, you are able to do just that with no problem. The other elements of the interface are also easy to use. On the main menu, everything is visible and doesn’t require more than three taps to get somewhere, and in the dungeon the elemental gems and monsters are in clear view. The only problem I have with the touch screen controls is that the gems seem a bit too close, making it hard to see the gems around the one you’re currently in control of. Of course, it could just be my fat finger and small phone that are the real problems.
Visually, the game doesn’t really offer much outside the portraits that come with each monster. They are often colorful, creative and somewhere along the lines of adorable, ferocious or a very specific fetish that I’m sure applies to someone. In contrast, the backgrounds are mostly just pallet swaps (recoloring the same textures) of the same hallways. The special effects are just as bland and usually involve a ball of colored light that hits the opponents, followed by an uninspired effect that represents the element used in the attack.
The music unfortunately hits the same note (see what I did there), and is just as bland as most of the visuals. You are constantly subjected to the same slightly upbeat and so-often-forgettable-that-I-had-to-log-into-the-game-to-remember-it music in every dungeon. The monotony is only broken up by another, more intense song that is also played at every boss encounter. The sound effects are just as forgettable and really don’t do anything different that you haven’t seen before.
Now, a special note should be added as to why this game is so addictive. Not only does it provide solid gameplay, and a vast collection of monsters to collect, improve, and form a team around, but the game is also constantly in the midst of some sort of special event. The events serve many purposes from providing the user with fresh new dungeons to explore, the chance to collect rare monsters such as angels, demons, and batman (I’m not kidding), and also the ability to collect more of the coins, experience, and “Magic Stones” to make team building all the easier. Furthermore, these events often come and go, so it pays to log in daily to check out what is going on, what you can take advantage of, and exactly how long you can take advantage of it. In conclusion, the events give an incentive for players to log in daily.
Okay, let’s be honest here… you’d make a much better leader of this team
than me, so I’ll just stand back here and let you call the shots.
Despite the hiccups in the audio and visual department, Puzzle and Dragons is a fun and addictive game. The combination of bejeweled-like puzzles, collectable monsters, and a Shin Megami-like advancement system seemed to have meshed well into a game that is indeed playable, and worth a look.
Tagged People: GungHo Online Entertainment
“Yo dude que Shakira tiene dinero” (I doubt that Shakira has money)
Corporations represent the newly changed American society, from World War I, because of the many ways that the people not in charge of the way things are running it, can take charge and be a small part of it.
The Corporation, being a new thing, brought many new businesses into the fray. Larger sums of money and capital were made. The hiring of more workers i these newly formed corporations increased the amount of industrial productivity, though most of the workers in the corporation were white collar workers. The economy of United States fluctuated because of the internationalism, as it got easier to transport goods. Industrialists were the ones that sold to other countries of the world.
As society changed, new ideas changed with it. It gave birth to radicals and anarchists. The radicals were for the disarmament of military weapons all over the world. Now more locally, they were for prohibition. These new changes were meant for the good of the people. But every good thing has a repercussion. For prohibition lead to lawbreakers and a higher amount of crime. The corporations also had multiple repercussions, such as taking away the business of the smaller non-corporate businesses.
The progression of business to corporation is an example of how America progressed itself, during the years after World War I. America ame from a rural to urban society, and for the first time, electricity was able to flow through the cities. Due to the corporations and their rapidly changing technology, they invted the radio. The radio helped in increasing the number of billionaires, which raised 400% from previous years, because everyone wanted a radio.
The development of corporations in the business world itself changed American society.
Third party ownership is really annoying, I mean let’s take Crayola for instance. They’re owned by Binney & Smith, which is owned by Hallmark.
It’s really stupid when you look at it. But I guess we’ll have one thing to be looking forward to: Microsoft owning every company in every industry in the damn world, which means owning US, the government, and the world! And then the bushes we squat by. THen, the aliens will come and buy Microsoft which means buying the world, and all our Chipmunks compilation CDs (yes, even the Christmas ones).
Then people everyone hates, like Bill Gates, Rosie O’Donnel, Dennis Rodman, Jean Claude Van Damme, etc. will live forever just to spite us and make more reality TV shows such as Double Dare Extreme (where people use napalm instead of slime) and continuing Survivor forever.
And we can’t do anything because we don’t have any intergalactic space weapons or things that go “whoo whoo” to get rid of the aliens.
Then, the aliens make crop circles everywhere. Even in our grass, our pretty flower fields, and our landfills. I’m sorry, I’m getting out of hand. Bye.
I found this note at school.
You know Greg, you’re really starting to piss me off
I’m pissing you off!?
Well, shit, it piss me off
that I’ve come to a new place
and I’m trying desperately to
fit in and thrive in a new school
while your rich, pretty boy ass
hides in big daddy’s pocket
as he shells out mass amount of
Ben Frankling for your fu resplendent
future as a professional jerk off
That’s it you little bitch. I’m
bring you down one way or
Suffice to say, I do not know who these people are or the dramatic ending to this story that probably ended 10 years ago.
stimpyismyname had 3 pennies.
He told me that if I guessed which they’d all land on, I could keep the pennies.
If it didn’t land on what I guessed, I had to give him 3 pennies.
I guessed that they would all be tails, and when he tossed them on the ground, they were all tails, but he said I said all heads.
The bastard ended up taking the pennies.
unanill – v. to be paid exclusively in gift cards
Ex. I prefer to be unanilled, because I don’t need to claim them on my taxes.
“I’ve send an email 5 days ago and gained no reply. I am continually charged by your company and I’m not using that kind of service. I was not even emailed that I was being billed in the credit card. I was not notified that I was being charged. It started July 2012. I was not completely aware. Until my mom, asked me what I am I paying 15$? This has been a major concern in the family. So pls abusing my account. This is my continuous concern since I was charged for something I am not using. This is totally unjust and 15$ is killing me. With due respect I want to hear from you guys. What are you gonna do with this? Are you gonna bill me for life? So STOP this. I am not using this account, seems like once in a month, as you can see with your data and it’s not even worth a dollar. This is unfair, I was billed immediately without even prior notice or email.”
– from the YouSendIt forums
Tagged People: YouSendIt
Developer/Publisher: NimbleBit LLC || Overall: 5.0/10
Hardware Used: iPhone 5 with iOS 6
Pocket Planes is a somewhat-sequel to another NimbleBit game, Tiny Tower. Instead of managing an endless tower of floors, you are in control of your own endlessly expanding airline full of planes and airports across the Earth. Eventually you’ll be able to grow your airline from using planes that can only carry one person or one piece of cargo to planes that can carry up to 17.
The goal in Pocket Planes is to deliver stuff to different cities in the most efficient way possible. You take people and cargo in varying combinations from different airports and try to end up at your destination in the quickest/cheapest way possible so that you can have more capital to expand your reach. The idea is pretty interesting to me, personally, because I like Tycoon games, and at the end of the day it is one.
From a game design standpoint, Pocket Planes is a nice evolution from Tiny Tower. In Tiny Tower you basically had to micromanage your endlessly expanding tower. While there is still micromanaging in Pocket Planes, it isn’t nearly as stressful to keep up with since there is some actual strategy involved instead of just mindlessly spam-tapping you finger against a screen endlessly. When you want to deliver a person/cargo to a city, you have to figure out the best way to get there and the best way to make profit from the venture.
As opposed to Tiny Tower, you don’t necessarily feel like “time” is a resource. All of the planes in your fleet operate independently of each other, and you don’t feel like you’re “losing money” by having your planes sit at an airport waiting for instructions. Technically you could always be sending your plane on a job to make money, so there is that element of wanting to keep your planes busy, but the inclination is much less urgent. You can also dump a person/cargo at another airport without any penalties (other than fiscal) so that another one of your planes can take them wherever they need to go.
However, there are still some inherent flaws that the developers at Nimblebit just don’t seem to grasp that are present in both Tiny Tower and Pocket Planes — being able to FIND what you’re looking for EASILY. You’re going to have to memorize and hunt-and-peck for the airports you’re trying to get to. An arrow indicator or at least some sort of noticeable color that grabs your attention instead of slowly pulsing white text would be a real help here. Why are they trying to make me memorize where all of the airports in the game are? It looks like there are a hundred airports, at least.
User interface can also be a little wonky at times. It can lack intuitiveness, and the biggest issue is trying to figure out what is the most profitable flight path for a particular plane. You can’t easily switch out cargo to another piece to figure out if you’re going to make more money from shipping one piece versus another if you’re at the airport screen – you have to go back to the airport, go back to the load out screen for your plane, and THEN back to the map screen. You can’t just go back to the load out screen and back to the map screen back and forth. I feel like there are a lot of unnecessary taps involved in trying to send a plane on a new order. It should be more refined in this aspect and instantly bring up certain screens once you tap certain items instead of having to tap the button that explicitly has them occur. Or allow you to go back to the immediately previous screen.
Stability of the app is a huge issue. The game freezes, lags, and even crashes. Tiny Tower had some lag issues when you had a lot of floors, understandably, since it was trying to display all of the info at the same time. In Pocket Planes, there is much less going on, so it makes no sense whey I have to wait a minute or force quit the game to get anything going when it decides to go haywire.
The currency system in this game might actually be more ridiculous than Tiny Tower’s. Tiny Tower pretty much only had one place to sink your Coins into – more floors. In Pocket Planes, there are at least ten things you can spend Coins on, and more things to sink your Bux into. Coins are used to buy new airports (which come with a bonus plane part) and upgrade airports/airplanes. You can also advertise airports to get more traffic in and out of it. Bux are used to make planes instantly arrive at their destination, buy more Coins, and buy more planes or parts. Once you have enough parts for a particular plane, you can spend more Bux to build that plane and put it into service. If you don’t have enough available airplane slots, you have to buy another with more Coins. Airplanes have three stats that you can upgrade with Bux: speed, range, and weight. Speed and range seem self-explanatory. Weight, however, can be a little bit ambiguous. Weight will improve the efficiency of the plane and make them cheaper to fly, which means more profit in the long run. All three stats can be upgraded three times.
Of course, Bux are the all-important currency in this “free-to-play” game. Bux allow you to pretty much excel in the game, and if you have too many you can exchange them into Coins. While Bux are the more valuable currency and you are “allowed” to buy them with real money, Coins are the most needed and you need gobs of them to do anything profound (we’re talking tens of thousands). There is also the cost of actually having to spend Coins to have your planes fly anywhere, so if you don’t have any Coins, your planes aren’t going anywhere. When a piece of cargo or a passenger is paying Bux to get to their destination, you are essentially paying Coins to get those Bux. Spending Coins in this game to make Coins doesn’t have the same problem Tiny Tower does – in this game you can actually influence how much profit you can make by your flight plan for each individual plane. In Tiny Tower, all Coin costs were essentially fixed and could have easily been taken into account so that you wouldn’t have to “spend Coins” to make Coins.
The prices of airports range from 1000 Coins to 75,000 Coins, or maybe less/more. I’m not really inclined to tap a ton of airports to figure out how much they cost. Airplane slot costs slowly increase from about 2000 Coins to infinity. There is a leveling system in place that restricts your maximum amount of airplane slots you can buy (as if you would be able to buy them all) and the amount of airports you can own. Gaining levels gives you extra Bux to use as you please. Once you get to the point where you don’t want to use your one or two passanger planes anymore, you can remove them from service, which go into a repository named the “Hangar.” If you want to put those planes back into service, it costs Bux to do so.
One of the redeeming factors of the game is that it allows you to “collect” all of the planes in the game in your Hangar. It is also pretty cool because they have fun planes like a Starship or Hot Air Balloon. Another cool aspect is that practically every screen allows you to instantly look up Help information in-game if you are sketchy on the details of a particular option. The Help icon in the top right is pretty helpful at times, and is nice to have.
Notifications are also a problem that carries over from Tiny Tower. This game constantly notifies you if you are going in and out of the game. Every time one of your planes land it buzzes to let you know. You can temper the notifications – there are two options: “First & Last Landing” and “All Landings.” You can only disable the notifications if you go into your iPhone’s settings — not something you can do in-game. If you are constantly playing the game you are going to get buzzed quite a bit, and it can become tiresome during those points. There needs to be some sort of way to group up notifications – such as every 30 minutes (or something you can customize) the game should at that point tell you there are “8 planes ready for directions” instead of resetting the “First & Last Landing” counter every time you go into it.
A lot of the art in the game is re-used from Tiny Tower. The art style is basically the same as its predecessor, on account of the recycling, so it meshes well with it. It is nice to look at, but not as upfront humorous as Tiny Tower, since most of the time you’re spending it on menu screens. The sound is also sort of annoying since it is ambient airplane burrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr. And you can’t make it go away unless you go to an unoccupied airport. Recommend to turn it off, sirs and madams.
Pocket Planes may become as cumbersome as Tiny Tower does later in the game. As you expand airports, you might have a tough time remembering where anything is, and since there isn’t an easy way to figure out how much profit you can get from alternate choices, it may compound even further. You also shouldn’t get smart and try to start having airports randomly across the world – you will start getting requests to go to those airports you can’t reach with your main fleet, so it’s better to expand from your first airport out.
Playing the game for a longer period of time, you tend to hit a “wall” where you can’t buy any more airports or add any more planes to your roster. Gaining Coins is such a cumbersome task that it is hard to gain because your smaller planes only make so much in one delivery run. Expanding to the larger planes is also a difficult prospect, because the “class” of the plane allows it to only land at “bigger” airports. A Class 2 plane can only land in Class 2 or higher Airports, and so on. That means your larger planes won’t visit any Class 1 airport you bought and as a result, you won’t really be making money from a Class 2 plane until you have a lot of Coins. But you can’t make a lot of Coins with smaller planes… unless you grind forever. It is a vicious cycle, and sort of impedes any natural “progression” that you may have. The level restrictions are just an additional unneeded barrier since the thing that is really holding you back is the amount of Coins you earn.
I suppose recommending this game would be something I would do, but it’s not really all that fun, just more attention-inducing than anything else. You kind of wait around a lot and get tons of notifications. There’s a few “meta objectives” that consist of you delivering thousands of jobs and competing in some sort of social competition thing called Flight Crew where you can qualify for bonuses if you achieve a certain mark during an event, but they don’t really change the game that much – it just “inspires” you to play more.
Games like this tend to not be anything more than a time waster. There isn’t any skill involved with playing, and there isn’t any “fun” progression. The natural progression of the game is lassoed by the intent to make you buy Bux, and that is pretty sad. If it weren’t for the endless grind, stability of the app, and the recycled art, Pocket Planes might actually be fun.
Tagged People: NimbleBit LLC