Wednesday, May 2, 2012

Yep, I'm a noob...

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Sort of. I have done some roleplaying. Not a lot, but some.
Anyways, my name is Lilith :) and I stumbled upon this site. I hope to meet a lot of awesome people!

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Lilith Nightingale
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RolePlayGateway is a site built by a couple roleplayers who wanted to give a little something back to the roleplay community. The site has no intention of earning any profit, and is paid for out of their own pockets.

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RolePlayGateway is proudly powered by obscene amounts of caffeine, duct tape, Wordpress, Moodle, phpBB, AJAX Chat, Mantis, support from Mary Bedard (biochemist, photographer, and adventurer!). and the efforts of many dedicated writers and roleplayers. It operates under a "don't like it, suggest an improvement" platform, and we gladly take suggestions for improvements or changes.

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Qatari LNG Bound for UK>> LNG World News

Qatari LNG Bound for UK

The Mozah LNG carrier, with a capacity of 266,000 cubic metres, is due to arrive in the UK?s South Hook terminal from Qatar on May 6, according to the Milford Haven Port Authority website.

The South Hook terminal can process 15.6 million tonnes of LNG a year and is capable of delivering 21 billion cubic metres of gas a year into the UK?s national transmission system.

Qatar Petroleum owns 67.5 per cent of South Hook LNG Terminal Co, Exxon Mobil Corp 24.15 per cent and Total SA owns the rest.

LNG World News Staff, May 1, 2012; Image: Nakilat

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Galaxy Nexus for Verizon Wireless receives Android 4.0.4 update

Galaxy Nexus for Verizon Wireless receives Android 4.0.4 update

Owners of the Galaxy Nexus for Verizon Wireless are now joining the proud ranks of Android 4.0.4 users. As a common practice, it seems the rollout is gradual, and many of the devices receiving the update appear to be the property of corporate stores. Nonetheless, the 39.8MB download carries a build number IMM76K and similarly brings an update to the baseband software -- which is reason to hope that the (resolved) connectivity issues reported by Android 4.0.4 users of the HSPA+ and Sprint variants will be a non-issue. Are you one of the proud and few to receive the refresh? Let us know in the comments below.

[Thanks to everyone who sent this in]

Galaxy Nexus for Verizon Wireless receives Android 4.0.4 update originally appeared on Engadget on Tue, 01 May 2012 21:13:00 EDT. Please see our terms for use of feeds.

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Game endings: are we being too harsh? | bit-gamer.net

What's in a game ending?

It?s pretty fair to say that many games mess up their endings far more than they should do. ?Let down by the ending? is a common complaint, and the recent Mass Effect 3 controversy shows it?s an area in which even the best games can falter. It?s unfortunate that Mass Effect 3 has been targeted in such a way, as its ending is considerably more fleshed out than most. We?re often left with little more than a text box, or an ill-conceived cliffhanger which crudely sets up a never-to-be-seen sequel.

So why do games so often get it wrong? Are game writers just untalented, or is there another reason?

Mass Effect 3


Certainly compared to other narrative forms such as films or books, games seem more likely to fall at the last hurdle. That being said, there is a fundamental different between games and these other mediums. The primary objective of a book or a film is to tell a story. A beautiful turn of phrase or exhilarating car chase can add immersion, but without a semblance of a central narrative none of it would matter. To tell a story is not the primary objective of a game. Instead, a game first and foremost offers gameplay. You can have a great game with zero plot, but a game with terrible, frustrating gameplay is simply bad no matter how enthralling the story is.

Therefore from most developers? points of view the narrative in a game will always take second place to the gameplay. John Carmack famously stated: ?Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important.? Most would dismiss that a gross generalisation, but then most would also agree that the story should never take precedence over the gameplay.

Bioware writer Jennifer Helper found this out the hard way when comments she made in 2006, on preferring the story to the gameplay, re-surfaced recently on Reddit. She was subjected to a campaign of harassment from angry gamers who accused her of missing the point of games entirely. The treatment she received was rightly condemned by the majority of the gaming community, but very few people actually sided with her point of view. Despite this, the main objection to the Mass Effect 3 ending (a game which Helper contributed to), was about the conclusion of the story itself. The actual gameplay of the ending, whilst undeniably lacklustre, was a footnote compared to the reaction to the narrative problems.

Problems
This highlights the two reasons that developers face particular difficulties when creating an ending for their game. Firstly, any story that is present has to be nearly concluded. The issue is that to have a truly great narrative conclusion you need a great story building up to it. However a great story isn?t usually necessary for the preceding 99% of the game to work, a relatively simple plot is usually all that is required to keep the gameplay ticking along. Developing the very best of endings therefore requires intense additional work throughout the whole of the game, even though it only benefits the last 1%.

The second issue is the ending is the one bit of the game where both the story and the gameplay have to happen together.

Throughout most of a game, developers usually avoid combining the two: bouts of gameplay interspersed with sections of story. However the final boss (or equivalent) is the one challenge that is only truly satisfying to defeat if it has been suitably set up by both the narrative and the gameplay. The problem is that great gameplay and great stories are very hard to combine. Progression through gameplay is necessarily at a speed dictated by the player and their ability to play the game. A great story is the opposite: it is tightly woven, carefully timed and minutely orchestrated to guarantee maximum emotional impact when it concludes. To perfectly tie the two together requires compromise to one or the other: either more limited gameplay or a less tightly written story.

Barriers
These are large barriers any developer must overcome when designing an ending. One option is undoubtedly to go down the Carmack route: if you don?t have a story, then you can?t have an unsatisfactory conclusion. That?s probably why no-one minded that the ending to Quake was a paragraph of text that essentially said ?you beat the game, well done!?

Rage

That this technique so utterly failed in Rage is case in point: the game was beginning to have an actual semblance of a story when it abruptly ended. If id Software had stuck to their guns and had literally no story in Rage other than the basic premise, it probably would have been better off for it.

As it happens, most developers do integrate at least an aspect of plot into their Triple-A titles, so some sort of ending is a requirement. The problem is that creating the very best of endings requires a huge amount of work, and only benefits the last 1% of the experience. Compared to all the other things a developer needs to get right, creating a great ending is therefore typically a long way down the list. Far more important is the beginning and everything else that happens in-between, and it?s these that any developer is more likely to spend time and effort on perfecting.

Clearly a few games do manage to strike that perfect balance between gameplay and story, but such games will always be the exception. If a developer has spare resources, it?s quite right that they should spend them on improving the first 99% rather than the last 1%. Because of this I feel rather sorry for Mass Effect 3; it?s only because the preceding three games were so good that the ending was so criticized. The alternative may have been a game that had a more conclusive ending, but was a worse experience to play through. I know which I?d prefer.

So, I propose we are grateful for the good endings and try to forgive the average ones. Obviously in an ideal world every part of a game would be faultless. But failing that, there are so many other things which are genuinely more important to the game than the narrative conclusion. I, for one, would always choose a great game with a good-enough ending, rather than an average game with a great ending.

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Old star, new trick: Astronomers have detected arsenic and selenium in ancient star for first time

ScienceDaily (Apr. 30, 2012) ? The Big Bang produced lots of hydrogen and helium and a smidgen of lithium. All heavier elements found on the periodic table have been produced by stars over the last 13.7 billion years. Astronomers analyze starlight to determine the chemical makeup of stars, the origin of the elements, the ages of stars, and the evolution of galaxies and the universe. Now for the first time, astronomers have detected the presence of arsenic and selenium, neighboring elements near the middle of the periodic table, in an ancient star in the faint stellar halo that surrounds the Milky Way. Arsenic and selenium are elements at the transition from light to heavy element production, and have not been found in old stars until now.

Lead author of the Astrophysical Journal paper, Fellow Ian Roederer of the Carnegie Observatories explained: "Stars like our Sun can make elements up to oxygen on the periodic table. Other more massive stars can synthesize heavier elements, those with more protons in their nuclei, up to iron by nuclear fusion -- the process in which atomic nuclei fuse and release lots of energy. Most of the elements heavier than iron are made by a process called neutron-capture nucleosynthesis.

"Although neutrons have no charge, they can decay into protons after they're in the nucleus, producing elements with larger atomic numbers. One of the ways that this method can work is by exposure to a burst of neutrons during the violent supernova death of a star. We call this process the rapid process (r-process). It can produce elements at the middle and bottom of the periodic table -- from zinc to uranium -- in the blink of an eye."

Roederer, with co-author James Lawler, looked at an ultraviolet spectrum from the Hubble Space Telescope public archives to find arsenic and selenium in a 12 billion year-old halo star dubbed HD 160617. These elements were forged in an even older star, which has long since disappeared, and then -- like genes passed on from parent to infant -- they were born into the star we see today, HD 160617."

The team also examined data for this star from the public archives of several ground-based telescopes and were able to detect 45 elements. In addition to arsenic and selenium, they found rarely seen cadmium, tellurium, and platinum, all of which were produced by the r-process. This is the first time these elements have been detected together outside the Solar System. Astronomers cannot replicate the r-process in any laboratory since the conditions are so extreme. The key to modeling the r-process relies on astronomical observations.

"What I find exciting is that arsenic and selenium can be found in other stars, even ones like HD 160617 that we've been studying for decades," remarked Roederer. "Now that we know where to look, we can go back and study these elements in other stars. Understanding the r-process helps us know why we find certain elements like barium on Earth, or understand why uranium is so rare."?

The paper is published in the May 1, 2012 issue. Ian Roederer is supported by the Carnegie Institution through the Carnegie Observatories Fellowship. James Lawler is supported by NASA grant NNX10AN93G.

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The above story is reprinted from materials provided by Carnegie Institution.

Note: Materials may be edited for content and length. For further information, please contact the source cited above.


Journal Reference:

  1. Ian U. Roederer, James E. Lawler. Detection of Elements at All Three r-process Peaks in the Metal-Poor Star HD 160617. The Astrophysical Journal, 2012; 750 (1): 76 DOI: 10.1088/0004-637X/750/1/76

Note: If no author is given, the source is cited instead.

Disclaimer: Views expressed in this article do not necessarily reflect those of ScienceDaily or its staff.

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Tuesday, May 1, 2012

Low-intensity training isn't the best for fat burning- Health, Exercise ...

There is no ?right? way to get really fit. Everyone has that friend/brother/cousin ect that can eat whatever? and get? ?in shape?. If you are reading this than that isn?t you. There is a place for all intensities, but in terms of getting the most for your time, you can?t beat high intensity. HERE is a great piece on high intensity training and fat loss.

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Ideas For Pay Per Click [PPC] Advertising ? globaldailychronicle.com

The two most successful procedures for enhancing your on line picture are: search engine optimization, and pay per click advertising campaigns.

Essentially it really is all about helping prospects come across your web page and business enterprise. A pay per click on marketing marketing campaign is easy to start. You open up an account and deposit some revenue as a beginning balance together with the online search engine business which you are marketing with. You enter your site?s Url, title and description and bid on pertinent key phrases. A site promoting wine could possibly bid on keywords such as ?wine?, ?red wine?, ?wine club? and so on.

When somebody searches for ?wine club? the specifics of the web page appear, in the kind of a lookup result together with the Url, title and description you entered. When they then click on in your listing, your account is debited the amount you might have bid on that keyword.

Pay for each click on presents a substantial level of assurance that your campaign is reaching the correct target. What tends to make them so efficient is the fact that somebody that has searched for the product is currently qualified once they appear to your web site, that is selling the item or program they?re trying to find. Spend for every click on campaigns, having said that, are not ideal. Without continuous checking, you from time to time threat incurring marketing expenses that will spiral from control, focusing on phrases that do not change properly for the product or services or lose out during a bidding war.

It?s important that your search phrases are relevant and hyperlink for the page that consists of details concerning that keyword. Bidding on key phrases is usually expensive. An alternative approach would be to bid on connected keyword phrases which no-one else is bidding on. You could then be #1 in the rankings, monopolizing the site visitors for all those searches and only must pay the minimal amount for every click through. Related key phrases and phrases can involve synonyms, incorrect spellings, substitute words and phrases, closely related words/phrases, and so forth.

Then, possibly most importantly of all, you need a ?landing page?: (a) distinct page(s) produced for guests referred from advertising campaigns to maximise conversion. Landing pages could be a sequence of connected pages inside an current web-site framework or they can become a microsite, which can be specifically set up to get a marketing campaign, usually with its personal campaign Url ? an illustration is Norwich Union?s (faintly irritating?) quotemehappy

There are distinctive varieties of landing pages that work greatest determined by the marketing campaign goals -a landing web page integrated into the internet sites structure or possibly a landing page particularly made for the marketing campaign.

Built-in pages may well not work so well when it comes to conversion. Bespoke landing pages have a tendency to create greater conversion prices however it calls for more effort and maintenance. So you?ll want to work out no matter whether the cost of creating this type of page is offset from the probably greater conversion rates and much better campaign results.

Some easy recommendations for powerful PPC are preserve advertisements and landing pages relevant; present enough detail for a decision; seize the audience?s imagination and their information as swiftly as possible; forget the guru?s page length, graphics and menu options kind arguments and Discover WHAT Works, as in all direct promoting check, test, check.

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