Raids are rotating everyday, so no need to rush to clear them, you’ll have plenty of chance to do so. Focus on them as you need the units, no sooner.Intensive Courses are like the “Raids-light” for certain units. It’s a much easier quest that offers a certain set of raid units to obtain. They offer no other resource than the units described in the description of the event quest. Good for newer players to get some quick unit fodder, or in case you need an available raid unit.
While the IC quests are also on a rotational system, they are in a much slower rotation than the raids. They’re also super easy to clear, so just make sure you clear the available IC quests before the end of the week. Easy orbs!The resource quests are, well, resource quests. These quests offer the largest amount of resource of the specific type & attribute. These are here to stay forever. Just farm them as you need them, but I suspect that the limited events will offer a good deal of resources too, so probably just put these on hold for now. Plenty of time to cleafarm these later on!
Resource quests are permanently available, farm as needed, no need to rush at all.
Executive SummaryThe purpose of this post is, first to introduce our project to the core group of ethereum enthusiasts who would get most excited about the potential of this game. Second, we actually want to get your feedback on the current draft of our GDD. This will be an extremely unusual project with heavy community involvement. Even from the point of inception to get community involvement, thus, is a good starting point.
Amelath Prime is a next generation survival MMORPG that takes place on a mysterious new planet.
Players are dropped on this mysterious new planet as part of the first colonizing seed ship from Earth. On this new planet, players will have to forge their own destinies and create a society in a universe that will bend to their will.
The game will feature an almost exclusively player driven economy built on the back of a robust auction house and trading system.
Players will have to decide what they want to do in their new lives. Will you go out and hunt the mysterious but valuable fauna that are plenty in the harsh jungles of this planet? Will you go and mine the valuable ore to sell to refiners? Or perhaps you would like to build your own mining and ore refining conglomerate? The choices will be endless and they will all be yours.
It will be the first MMORPG to incorporate blockchain technology into its DNA from inception.
We will hold an Initial Coin Offering (ICO) for our in game currency called United Earth Credit, or UEC.
If you participate in our ICO, then as one of the founding colonizers from Earth, you will be given the opportunity to purchase unique parcels of land on the new world: parcels of land that will have their own unique blockchain addresses and which will be immutably yours for as long as the ethereum blockchain exists. The parcels of land will be available as detailed out in our whitepaper surrounding the initial landing zone of the mother ship. The ship itself, after landing will convert into a permanent structure to house the new fledgling world’s government and other institution’s main offices.
We will make it so that you as the player will be given tools to do almost anything with your land. You can turn into a big hotel, or build a market, or build a mine if the prospect reveals that it has great ore deposits, or even turn it into a farm land where no doubt the plants you grow will be met with plenty of hungry mouths on the market!
In addition to the unique blockchain defined land, players will be able to obtain other unique in game items that will be stored on the blockchain. These could include, but are not limited to, things such as a powerful sniper rifle, or a souped up ATV, or a helicopter, or a master crafted aethereum long sword, or perhaps even a hardy work horse with its own unique traits which you can mate with other horses to create their offspring’s. ALL of these will have their unique blockchain identifiers and will be immutable and unchangeable, until you as the player and owner of those properties decide whatever you want to do with them. Use your unique gun to hunt a giant seetha, or use your horse to plow your fields! Or sell them all on the market place and go have a drink at the bar! All these truly endless choices will all be yours
Game design and mechanics
Overview of features:
Blockchain based properties for players in game, including but not limited to: land, buildings, vehicles, breedable animals and unique equipment and weapons
Perpetual and ever expanding and changing game universe that doesn’t “reset” or start fresh.
Almost entirely player driven economy. Players can start as humble miners with nothing but a single pick to their names and grow rich to become the owner of a large mining corporation!
Minecraft level creative power for players to create their dream structures, on their own lands
Unlimited creation potential of items by player who choose to pick up a crafting profession
In-game currency can be exchanged for USD or ether. It can be used for game-time as well. Exchange rate of game currency to USD and/or ether will be market driven
Central bank that carefully monitors the inflation and supply of the in-game currency in order to make the players’ hard earned money in game feel that much more valuable. There won’t be any magically created money from NPCs.
Survival game: players will be required to consume adequate amounts of food and water to continue playing. All in game animals will also follow this principle while man made vehicles will require fuel to operate.
Players can invest their in-game currency: they can buy shares of the large earth based corporate conglomerates, which might pay out good dividends if the economic activities of the new colony result in higher profit for those corporations. Concurrently, players could buy shares of small new companies that are formed on the new planet.
Player created and controlled corporations: players must meet adequate initial funding levels and follow the in-game mechanism to incorporate their new company. Perhaps someone will create a giant corporation that will eventually own the entire colony?
Massive open world where players are free to roam and explore, as long as they are adequately supplied with food and water they are free to walk to the edges of the continent if they want to.
Severe penalty for death: upon dying, a player will be cloned in the science facility operated by the new planet’s government, which is going to be near the heart of the initial city. There is no magical teleportation or fast travel. Players can speed up their travel by using mounts or vehicles. After death, their bodies will become an interactable object within the game universe. Other players and NPCs will be able to loot their corpse. If the player himself runs back and gets to his corpse first then he can requip all his items again.
Game will have a permanent PVP enabled, however, within the confines of the “green” zone, the secure area that is maintained and patrolled by the marines that came with the colonists, PVP is not allowed. Players can still attack another player within these zones but they will be met with swift and overwhelmingly powerful NPC force that will result either in death or subjugation of the instigator. That captured player will have to pay a huge fine or serve jail time in game, or they could run away and try to live off the land as bandits or guerillas!
Players will take part in addicting fun mini games when they choose to pursue any of the professions such as farmer, rancher, gunsmith or brewer etc.
Brutal 1v1, 3v3, and 5v5 PVP gladiatorial arenas that players can take part in only in First-person perspective. You better bring your best guns and armor and if you think you are going to win, then you are welcome to bet on yourself! If you are good other players or NPCs might even bet on you and you can win a cut of the betting pool!
Mature rated game: a player could decide to open a strip bar for everybody’s enjoyment, they are welcome to do that! There will be nudity, extreme violence, and ability to gamble (this last part needs to be researched further)
The year 2389 AD. Humanity discovers the planet Amelath, the first terra compatible planet that can sustain humans without any terraforming. This discovery is only eclipsed by the greatest achievement of humankind, faster than light travel within the next decade. For the first time in its brief history of existence, this nascent species discovers the ability to travel to star systems that were not possible in a single human’s lifespan. However, the method by which the faster than light travel is possible is not easy or cheap. The energy required to open up a sustained warp gate to send substantial enough objects such as a spaceship, meant that the species needed to create a device to harvest the energy of the sun, an incomplete Dyson sphere. It requires the concerted effort of all of humanity and its two governing bodies, the United Earth Government, and the behemoth corporate conglomerates, to finance and build the Dyson sphere and the subsequent first warp gate terminal. As the first interstellar colonization effort, the government and its sponsoring corporations decide to send a single massive seed ship to colonize the planet Amelath.
Initial surveying drones report that the planet is rich in oxygen and water. The planet also sustains dense vegetation and native fauna, all of which can be exploited by a human colony.
Major design features:
Perpetual and ever-expanding universe. The game will start off with a massive single planet. Players will be free to explore the open world. How far they can explore will be depend on their supplies: food, water, clothing, and fuel (for vehicles). Societal progresses such as the construction of the spaceship factory, a factory that produces ships capable of leaving the planet and into space. This milestone for the new colony, for example, will allow the colonists to venture out to start colonizing the nearby planets and moons of Amelath.
Players must reach consensus regarding major game progress, i.e. colonization of the moon, or opening up different regions of the planet for permanent settlement. Players will be given the opportunity to “vote” as citizen colonists of the planet, based on the decision the next phases/expansions to the game could be designed based on player consensus
Living and breathing exclusively player driven economy that is fueled by the UEC, the in-game currency. The in-game currency levels and economic activity will be monitored closely. The central bank of the game will have a full-time director, ideally with PHD in Economics who will help control the supply and flow of in game money and other monetary policies to control inflation and economic growth of the game
Unlike traditional MMO’s, our game will have a strictly controlled supply of the in-game currency. The reason for this is that our in-game currency will have real world currency value as players can cash out their in-game currency for USD or ether or buy their monthly subscription. The supply and flow of the currency will have heavily monitored and the introduction of new supply of in-game currency will be controlled by the game’s central bank. The exact mechanism through which new money inside the game will be introduced is up for discussion. There will have to be a sophisticated in-game banking system, overseen by the Central Banker, that allows players to borrow or lend their funds. Since almost all the items in the game will have their own unique blockchain addresses we will have to create this banking system using smart contracts either running directly on the ethereum chain or off chain. Investors will have the incentive to participate in our ICO because the in-game currency can be exchanged for ether or USD. The price of the in-game currency will be determined by the market, we as the game developer will not determined
Construction and building:
Limitless building creation potential. If someone wants to build a huge mansion on their property by themselves, they can do that. Or if they want to build a bar and hire other players or NPCs to work for him. Or they can build a farm or a ranch, or a mine. They can even build stores and winery or mead.
Vehicles and mounts:
Players can ride, drive, fly, and mount a variety of different transportations. Horses and oxen will arrive with the settlers that can be used as mounts. They can also be used for transporting large amounts of items. Players will have access to vehicles for transportation purposes in addition to live animals. The vehicles can be manufactured by players from scratch or bought directly from other players. They can also be bought in through an auction in extremely rare circumstances such as during our ICO.
Pets and ranch animals:
Animals can breed to produce new generations that has potential to possess unique traits entirely different than their parents or carry the traits of their parents. For example, if someone has a very strong work horse that has the trait “stout” then if that horse is bred with another horse that doesn’t have the trait, the offspring will have 50% chance of receiving that trait. Animals can become rare and prized possessions. They will also age over time and will die eventually within a given amount of in-game time. The kinds of animals players can have as pets or for their ranches are including but not limited to, horses, oxen/cows, sheep, goats, cats, dogs, hawks, eagles, guinea pigs, hamsters, and a select few reptiles.
Players can choose to have as many professions as they would like. There is no set limits. However, it takes time and dedication to get good at a profession. Professions will be comprised of mini-games. If someone wants to be a “farmer”, for example, they will have to play a skill based mini game that is unique just for the farming profession. The more skilled (not in game skills that increase over time, but the player’s own abilities such as ability to think fast and to time moves etc.) a player is, and the more time he or she spends with a profession the greater the chance they can produce higher quality products. A skilled and high level farmer, at the master level, could produce the tastiest and most nutritious vegetables and fruits that offer greater hunger reduction and stat boosts. The highly skilled farmer also will be able to spot and treat the diseases and fungus infections much better than an beginner. Best items can only be crafted by players. Master gunsmiths, and armor makers will be the ones to produce endgame most sought after items.
Skill based minigames and unique “collectibles”:
Players can take part in 3 skill based mini-games, other than the professions. 2 of these games require a type of collectible pet, either organic or inorganic, to duel other players in tourney settings for ranks or with whatever bets the players themselves want to bet. They can bet any item from their inventory, for game currency, or even their pets themselves. Inorganic pets are little robotic drones that the player can create from separate parts or purchase readily made ones from other players or manufacturers. The new parts and drones will arrive in limited quantities from one way supply cargo pods that arrive from earth and will be available for players to purchase. These items will be on a first come first serve basis. Organic pets are small animals, such as the genetically modified large fluffy rat that players can breed, just like the regular farm and ranch animals. These pets can either be tamed or bred, and to make them stronger and more powerful they will need to be trained and provided for properly, whereas the inorganic pets will require the owners tinker and calibrate their parts carefully to make them stronger in fights. All pets will have a power rating based on their level so that fights are fair and pets with relatively in close power levels can fight in the tourneys. Player to player direct pet fights don’t have this restriction but both players can see the other’s pet’s power levels. The last skill based mini-game players can take part in will be the gladiatorial arenas. 1 arena will be available at the start of the game, but players can choose to buy license to operate arenas on their plots of land. In a gladiatorial match, player perspective will be locked in FPS mode and will be classified as melee or ranged arena. These gladiatorial arenas will have tourney systems. Players are welcome to test their skills versus other players anytime as long as they are willing to pay for the arena fees. The upside to fighting in arenas like this is that the fights will be recorded so that there will be video trail of the skill levels of each player so that other players might want to bet on them if/when they are taking part in tournaments or other fights in the future.
Production and Supply chain:
People who pick up a crafting profession, such as gunsmith, or armorsmith etc. will require raw resources to build their final products. A substantial amount of raw resources will be needed to produce the end product such as a gun or armor piece. The gunsmith will have to either buy or produce all the necessary components of each gun and then assemble them all together to make the final product. Each gun produced will be valuable because the producer will have spent a substantial amount of time, both in game and real life, and resources. Crafters can expand their production by hiring other players to make stuff for them, or they can hire NPC’s. The crafters will have to also expand their resource sources in order to expand their facilities to produce more products. Players can set up delivery contracts with other players either directly or through the marketplace, or they can set it up from NPC merchants and resource producers as well. Players must have sufficient amount or resources to continue producing their items.
Monsters don’t drop readily made items, instead they drop raw materials and resources to be used in further crafting and professions.
Skills and character conditioning:
All players will have access to skill sets that will increase or decrease depending on their actions. Skills will be separate from the profession system and will cover such areas as cooking, butchering, fishing, mining, shooting, melee, dodge, armor, riding, driving, and flying. In addition to the skills, players’ characters will have base conditioning points in strength, agility and acumen. Character conditioning will happen based on the type of skill someone is using. Also character conditioning will depend on the food intake amount and frequency. Characters will gain weight and obese if they are allowed to not move enough and to eat too extravagantly for too long, inversely, characters will gain strength and agility if they frequently do activities that increase those conditions such as sprinting or carrying heavy weights all the time.
Survival and emotions:
Characters must eat and drink to survive in the world of Amelath. WIth the base subscription players will be given access to unlimited amount of basic food paste and purified water from the space ship turned city’s center area. However, these basic nourishments only fulfill basic hunger and thirst needs, and eating the paste too frequently and often might yield to depression. A delicious meal made by a good cook will conversely give a temporary but powerful boost to the character, making the cooking skill a valuable skill to develop even if at the more basic level. Characters will experience emotional states based on activities. The player will have to be careful to manage his or her character’s needs, both physical (food and drinks) and emotional (entertainment) in order to have an optimized colonist performing at his or its peak.
The game world will be filled with either human or AI crafted NPCs. Players will have access to be two types of NPCs: hireable and unhireable. The unhireable NPCs will be ones that run the city such as the marines and officers and other story relevant characters. However in addition limited number of hireable NPCs will arrive with the first ship. These are NPCs that come to the planet with their own hopes and aspirations and usually from a difficult background such as extreme poverty. Players will have the opportunity to hire these NPCs to help them with their professions or other miscellaneous things like going hunting. Players can hire NPCs directly from the employment boards where the NPCs skills and stats will be shown and their base price to be hired depending on the job and profession. Players can post their own jobs as well and NPC’s might take them if they become available from their previous job(s). Other players can take the jobs posted as well if they need the cash. Permanent employment system will be implemented as well so that players, if they are willing to handle the ongoing expenses, could put NPCs on regular payroll. NPCs will die, and they all will have basic survival needs like player characters.
· The game will have its own private blockchain that will be linked to ethereum’s master chain by a smart contract
Mining, lumberjack, hunting, fishing, farming and planting, ranch
Blacksmith, gunsmith, armorsmith, tailor, cook, brewer (beer and mead), distiller (hard liquor), chemist, animal ranchebreeder
The SAFE Foundation’s Gambling Treatment Program provides individual and group counseling and comprehensive education on gambling addiction and recovery. We offer services to adolescents and adults in need of help overcoming a gambling disorder. Patients receive an individualized treatment plan from certified problem gambling counselors. National Council on Problem Gambling provides treatments for gambling addiction. Problem gambling was founded in 01/1972. Problem gambling's headquarters is located in Washington, District of Columbia, USA 20001. Problem gambling has an estimated 116 Toronto’s Best Addiction Treatment Centre, The Farm Rehab offers personalized addiction treatment in a secluded and serene setting. 1-877-353-2777 Road to Recovery gambling addiction Better Collective, Toldbodgade 12, 1253 Kobenhavn (Hovedstaden), Denmark (DK) Phone: +45-29919965 Email: [email protected] CVR/Org.nr: 27652913 Socioeconomic Impact of Gambling on Iowans A Study for the Iowa Racing and Gaming Commission Prepared by Strategic Economics Group Spectrum Gaming Group
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