Saturday, June 4, 2011

Tablet Android Honeycomb Terbaik Murah

Ultrabook Notebook Tipis Harga Murah Terbaik 
Tablet Android Honeycomb Terbaik Murah,
Bukan hanya di dunia smartphone, di mana Tablet Android Honeycomb  menjadi Tablet Terbaik Murah untuk anda,  Honeycomb adalah sistem operasi Android, dan telah dikembangkan secara khusus untuk bekerja pada tablet.

Manfaat  paling besar jelas ada dalam web browser Tablet Android Honeycomb. Tablet ini dibangun untuk menelusuri web, sehingga Anda dapat beralih di antara tab sangat cepat. Anda dapat memiliki banyak halaman web yang berbeda terbuka pada saat yang sama.

Antarmuka juga memiliki  tampilan yang segar, dengan efek, hologram pseudo-3D swooshing kesana-kemari. Antarmuka homescreen tetap - Anda akan mendapatkan lima homescreens yang berbeda dan Anda dapat menyesuaikannya Secara kustomisasi.

Semuanya ditata dengan apik, dan benar-benar memanfaatkan fakta bahwa pada  Tablet Android Honeycomb  yang Anda punya mempunyai ruang lebih leluasa untuk bermain karena  tidak adanya ikon-ikon besar yang hadir di  Ultrabook Notebook Tipis Harga Murah Terbaik

sekarang  Ada 'System Bar' di bagian bawah layar, yang akan mengingatkan Anda dengan pemberitahuan yang relevan untuk menjalankan aplikasi Tablet Android Honeycomb  Anda. Kelebihan lain dari Tablet Android Honeycomb  adanya layanan Google yang pre-loaded dan telah terintegrasi dengan baik.

Ada akses ke eBook Google, dan versi tablet-dioptimalkan dari Gmail dan aplikasi Kontak yang memberikan antarmuka dua-pane, yang bisa membuat Anda menemukan kontak dan menambahkan email jauh lebih cepat. - ( Baca Juga : Mercedes-Benz Mobil Super aplikasi  )


Memang, jika Anda menggunakan banyak layanan Google, Maka Tablet Android Honeycomb Terbaik Murah jelas merupakan suatu pilihan yang cerdas untuk anda pertimbangkan.

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Tablet Android Honeycomb Terbaik Murah

Thursday, June 2, 2011

The myth of the bad team

When discussing World of Tanks on this blog, several commenters stated one of the oldest myths of team-based gameplay: If they win it is because they are so good, if they lose, their team was bad. The same thing is often being said about pickup groups in World of Warcraft. But it is extremely easy to show mathematically that a "bad team" is so extremely unlikely as to be a very bad excuse for losing.

Imagine you could classify players as either good or bad (which as discussed earlier is a myth by itself). Now randomly draw 14 teammates for your World of Tanks team. What is the probability that you end up with a completely "bad team", with 14 bad player team mates? It is 1/2^14 = 0.006%, something which only happens once in over 16,000 games. And then of course you have to assume that the enemy team has all the good players. What are the chances of that? 1/2^29 is a one in half a billion chance!

Mathematical fact is that if you draw random team members, in 95% of the cases you get a team which is average, plus or minus 2 sigma (standard deviations). The overwhelming majority of battles in World of Tanks pitches two completely average teams against each other.

It is unfortunate that some people have so little real world achievements that they consider their skill in video games to be the source of their self-worth. These are the people you see arguing all the time about how valuable video game achievements are, and how games should have systems that favor the elite gamer. But of course if you believe that your greatest achievement in life is being an elite gamer, a perfectly balanced PvP game is the last thing you want. The myth of the bad team is needed by these people to preserve their illusion of self-worth. They could never admit that sometimes in a game you just make a bad move and lose, because that would go to the core of their being. Fortunately there are now specialized psychiatric clinics for people with this sort of mental defect. Until they seek help I'd advise them to stay away from team-based games. A team-player by definition works well with the other people on the team, and doesn't just need them as an excuse for losing.

Mercedes-Benz Mobil Super aplikasi

Nirwana Sitoeking : Tahun lalu sekali lagi membuktikan bahwa penemu mobil selalu melihat ke masa depan. Sejak awal tahun 2010, Museum Mercedes-Benz telah meningkatkan jumlah pengguna yang "seperti" nya halaman agar dapat lebih dari 10.000 dan sekarang peringkat di atas 3 museum Jerman di Twitter. Hal ini juga baru-baru ini meluncurkan aplikasi keempat gratis untuk iPhone Apple, iPod touch dan iPad.

Setelah di tumit Quartet Mercedes-Benz, Silver Arrow dan Olahraga Mobil Super aplikasi, Mercedes-Benz Classic kini meluncurkan aplikasi Classic. Bertepatan dengan ulang tahun ke-125 mobil pada tahun 2011, rilis tepat waktu dapat didownload secara gratis dari Apple App Store di http://itunes.apple.com/en/app/mercedes-benz-classic/id399398713. Aplikasi ini mengubah iPhone, iPod touch iPad dan menjadi panduan museum digital dengan antarmuka bilingual. Serta memiliki panduan untuk tangan di museum itu sendiri, pengguna juga dapat menikmati app di rumah dan di jalan. pameran kendaraan Semua 160 dari Legend dan wisata museum Koleksi ditampilkan, dengan gambar, keterangan, informasi latar belakang dan, dalam banyak kasus, file suara juga. Jadi tidak hanya bisa perangkat genggam Anda sendiri menjadi panduan multimedia saat Anda berada di museum, juga dapat berfungsi sebagai panduan tujuan praktis di jalan sana.

Berbagai menawarkan dan layanan yang berkaitan dengan setiap aspek dari Mercedes-Benz Classic juga dikemas dengan aplikasi tersebut. Sebuah wilayah pasar menggabungkan toko museum dengan alat pengganti bagian pencarian. Selain itu ada juga informasi yang komprehensif tentang kegiatan dan pameran. Aplikasi ini juga mendukung komunikasi berbasis dialog dengan profil pengguna dan bagian Klub dan Komunitas.

Museum ini memiliki rencana yang lebih inovatif dalam pipa untuk musim semi mendatang. Aplikasi ini akan memperpanjang sehingga pengguna sistem operasi lain dapat menikmati manfaatnya juga. Apakah itu dengan sistem operasi lain, seperti Android, atau perangkat akhir mobile baru, seperti tablet PC Galaxy Samsung, Museum Mercedes-Benz akan terus berkomunikasi inovatif sepanjang 2011. - ( Baca Juga : Vector Gratis Dari Tanah Air Tercinta Indonesia )

Wednesday, June 1, 2011

Failure is always an option

My apologies to the Mythbusters for borrowing their motto as title of this post. After over 1,000 battles in World of Tanks I have a win:loss ratio of very close to 50:50, with over 500 battles each won and lost, and less than 50 ending in a draw. And everybody else I've talked to has similar numbers, World of Tanks has a very balanced matchmaking system. While players tend to complain about any matchmaking algorithm that doesn't let them win all the time, I do think that a 50:50 win:loss ratio is ideal. Not only for reasons of fairness, which are debatable, but also because I believe that if you have a 50:50 chance of winning or losing, your personal contribution to the outcome is most pronounced. In assured victories or losses it matters not so much how you play.

Moving from World of Tanks to World of Warcraft and other MMORPGs, I have to observe that 50:50 chances in MMORPGs are rare in PvE, and not always given in PvP. Furthermore in PvE there is a bizarre switch in win:loss ratio when you reach raiding: While leveling up your chance to die in combat is very close to zero. On a raid night your chance to die in combat is very close to 100 percent. And even if you define winning and losing differently, a typical progression raid on a new boss is far from a 50:50 chance of succeeding. It isn't unusual for a guild to have certain bosses "on farm", with a high chance to win a combat against that boss, followed by the current "obstacle" boss on which the guild tends to wipe a lot.

Personally I find 50:50 chances to be more fun. In World of Tanks you never know what you will get when you press the Battle button. And even once you are inside a match and see what you are paired against, it isn't all that obvious to predict the outcome of a match. Sure, part of that unpredictability is based on luck. In one battle you decide to sneak around the left side and manage to destroy the enemies' artillery to great success, in the next battle the same tactic ends with you running into three enemy tanks guarding that flank and obliterating you. And there is always luck involved in how competent the other 29 players on the battlefield are. Nevertheless World of Tanks very much gives me the impression that my decisions matter for the outcome of the battle. If I observe what the rest of my team is doing, and what I can see from the enemy, I can make an intelligent tactical decision about what to do, and influence the outcome of the battle. That wouldn't be the case if victory or defeat was assured from the start, like it is in so many PvE fights in MMORPGs.

I do believe that MMORPGs would be a lot more exciting if most combat had a 50:50 win:loss ratio. That is obviously harder to implement in PvE than in PvP. In PvP you just need to pair people of similar abilities and strength against each other, while PvE suffers from the pervasive idea that the challenge has to be the same for everybody; that ends you up with the problem of people having different degrees of skill, so a perfectly balanced 50:50 win:loss PvE mob in fact has the skilled players still win all of the time, and the less skilled lose all of the time. But I think that problem could be overcome by giving people a better choice against what difficulty level of mobs to fight, and getting the incentives right for opting for the greater challenge instead of the easy farming. Too bad I haven't seen that in a MMORPG yet.

Tuesday, May 31, 2011

I agree

As it doesn't happen all that often, I thought it would be worth posting that I completely agree with Nils' analysis of hotkey/macro-based combat: When the best strategy is to spam a few buttons as fast as possible without caring what those buttons are, there is something wrong with the combat system.

And just for the record: This isn't supposed to be an "anti Rift" post. The remark applies to WoW as well, even if WoW has slightly different macro restrictions. If carefully choosing the right button to press is a bad strategy, and quickly spamming keys in more or less the right order gives a better result, that just isn't a game for me.

Monday, May 30, 2011

Progression and persistence

For me an ideal raid endgame would start with a dungeon that is relatively easy, and then get progressively harder with each following dungeon. As a consequence, players and guilds would spread out, with the best players advancing fastest, and the least good progressing very slowly, and that mostly through the inevitable gear accumulation. And all these raid dungeons would remain as they are throughout the expansion.

Blizzard's idea in Cataclysm appears to be to have a "current" dungeon set which is rather hard, and then nerf that set of raid dungeons when the next set of raid dungeons is patched in. Unfortunately the earlier version of this concept in Wrath of the Lich King shows that this simply doesn't work: The earlier raid dungeons just stood empty when a new set became "current". Instead of having persistent dungeon difficulty and a progression through them, the "add new and nerf old" concept just makes the old content irrelevant. If your guild doesn't happen to have finished their progression through the old content EXACTLY at the moment of the next content patch, you're screwed. If you are too fast, you have to wait around. If you are too slow, the boss kill you were looking forward to just got nerfed into being trivial and not fun any more.

If Blizzard thinks that by patch 4.2 they can get both the bored hardcore and the frustrated average players back into the game with one stroke, I'm afraid they will be severely disappointed. Some people will doubtlessly enjoy the new Firelands "personal development" daily quests. But their raid progression strategy is a complete dud that ends up making nobody happy.

Sunday, May 29, 2011

Every item in EVE is for sale for real money

Syncaine claims that CCP is doing item shops better than other games, because they announced a shop with vanity items only. You buy a PLEX, break it up into a new currency called Aurum, and buy items like monocles for your character, or paint jobs for your spaceship. So far, so good.

What Syncaine fails to mention is that of course the old PLEX against ISK trade is still there. And with ISK you can buy every single item in the game. Thus if you wanted, you could buy any item you want for real world money, although you might not have the skill to use it.

Sorry, I fail to see how that is "better than the rest of the genre". Other games have items which are exclusive for people who play, and other items you can buy. In EVE you don't know how the other player got his ship, whether he earned the ISK by playing, or just used his credit card.

So yeah, added vanity items are nice. But that doesn't distract from the fact that EVE has the most extreme "virtual item for real cash" system out there.