From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #6466 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Thursday, April 22 2021 Volume 14 : Number 6466 Today's Subjects: ----------------- Start Relieving And Protecting Your Knees Now ["Orthopedic" ] Feed These Brain Cells And Escape Type 2 Diabetes ["Mellitox" Subject: Start Relieving And Protecting Your Knees Now Start Relieving And Protecting Your Knees Now http://smartsocitey.us/a5nGlLqCd1k1gWd-f3GutAjyopgWmUlU9wTopKZEN7jTZb7N http://smartsocitey.us/jzr9RgJBJm_97V04wjvd7Y6_bYNECsNBQmk1GbQhfrnO5th- mong rulers in antiquity, the sufetes had no power over the military: generals (rb mhnt or rab mahanet) became a separate political office beginning in the sixth century BC, either appointed by the administration or elected by citizens. In contrast to Rome and Greece, military and political power were separate, and it was rare for a sufete to also be a general. Generals did not serve fixed terms, as they were usually selected to serve for the duration of a war. However, a family that dominated the sufetes could install relatives or allies to the generalship, as was the case with the Barcid dynasty. Most political power rested in a council of elders, variably called the supreme council or Adirim, which the Romans compared to their Senate and Aristotle likens to the Spartan Gerousia. The Adirim perhaps numbered thirty members and had a broad range of powers, such as administering the treasury and conducting foreign affairs. During the Second Punic War it reportedly exercised some military power. Like the sufetes, members of the council were drawn from the wealthiest elements of Carthaginian society. Important matters of state required unanimous agreement between the sufetes and council members. According to Aristotle, a special judicial tribunal known as the One Hundred and Four (??? or miat) served as Carthage's "highest constitutional authority". Although he compares it to the ephors of Sparta, a council of elders that held considerable political power, the tribunal's primary function was overseeing the actions of generals and other officials to ensure they were serving the best interests of the republic. The One Hundred and Four had the power to impose fines and even crucifixion as punishment. It also formed panels of special commissioners, called pentarchies, to deal with various state affairs. Numerous junior officials and special commissioners were responsible for different aspects of government, such as public works, tax collection, and the administration of the state treasury. Carthaginian silver shekel depicting a man wearing a laurel wreath on the obverse, and a man riding a war elephant on the reverse (c. 239b209 BC) Although Carthage was firmly controlled by oligarchs, its government included some democratic elements, including elected legislators, trade unions, town meetings, and a popular assembly. Aristotle claims that, unlike in the Greek republics of Sparta and Crete, if the sufetes and the supreme council could not come to an agreement, an assembly of the people had the deciding vote. It is unclear whether this assembly was ad hoc or a formal institution, but Aristotle claims that "the voice of the people was predominant in the deliberations" and "the people them ------------------------------ Date: Thu, 22 Apr 2021 11:06:23 -0400 From: "Benign Vertigo" Subject: Vertigo and dizziness is just a normal part of aging. Vertigo and dizziness is just a normal part of aging. http://smartsirenx.us/KcBcxDpEjXKnqRlhMYvtU3EVWeFtmtRew3bEGZl-Ef50ly0v http://smartsirenx.us/SHWlATu-KO18h9zyw_b5PEx8ohh__cWIdc_oUUojO24rLS3l me also features custom gamemodes and modding support. He considered modding support an essential part of the full release as, just as he had his start with mods, he wants to enable others to create variations on his game so that he could "find the next PlayerUnknown". This was aided by a quiet release of custom server support to a number of influential streamers which subsequently made it into public release. In one case, "Zombie Mode", all but four players pretend to be zombies, who may sometimes distinguish themselves by removing all clothing and are limited only to collecting melee weapons and consumable items, and must rush to attack the other four players, who are able to collect all gear and attempt to outrun and defeat the zombies. Inspired by this mode, Greene announced plans to introduce an official zombie-based gameplay mode based on this into Battlegrounds. Whereas most of the rest of the team continued to develop the core gameplay and maps, Greene is taking on the zombie mode as a near solo project, only using the assistance of the lead animator to help with the zombie animations. Greene sees Battlegrounds as a platform, and would like to see more custom game types and mods developed by players for it. Greene identified that some mods that he also previously worked on from ARMA 3 may become part of the Battlegrounds platform. Greene also wants to incorporate the game with streaming services like Twitch that would enable replays or other features amenable to treating Battlegrounds as an esport, calling this an "ultimate end goal" for his development, but he wanted to let the nature of how it would play out naturally with players. Release Release timeline Major release(s) 2017 PUBG (PC, early access) PUBG (Xbox One, game preview) PUBG (PC, release) 2018 PUBG Mobile PUBG (Xbox One, release) PUBG (PS4) 2019 Game for Peace PUBG Mobile Lite PUBG Lite (PC) 2020 PUBG (Stadia) Personal computers Bluehole used closed alpha and beta periods with about 80,000 players to gauge initial reaction to the gameplay and adjust balance prior to a wider release. Just prior to the early access phase on Steam, Bluehole opened a few servers and invited some popular live streamers of similar games to try it out as to start gaining interest. Early access for the Windows version launched on March 23, 2017. This period was planned to last approximately six months, originally aiming for a September 2017 release. In July 2017, Greene announced that they would need to extend the early access period by a few months, continuing to release updates on a regular basis, with plans to still release by the end of 2017, as committing to this original period "could hinder us from delivering a fully featured game and/or lead to disappointment within the community if the launch deadline is not met". Initially, Bluehole had expected that they would just gain enough players through early access to smooth out the gameplay, and only when the game was completed, they would have started more marketing for the title. The sudden interest in the game from early access exceeded their expectations, and put emphasis on the stability of the game and its underlying networking alongside gameplay improvements. Through Augu ------------------------------ Date: Thu, 22 Apr 2021 06:51:23 -0700 From: "Build sheds" Subject: Build sheds easily with this collection of 12,000 plans Build sheds easily with this collection of 12,000 plans http://growplllus.us/LClPojwT9MWqkwYh9VLNfglOQBkFs1Frs1Hkj93qTD-8-WJs http://growplllus.us/mpZkIhxRtU81JIDMV-Z4GFEudVik-VDs9KtRLZefKF_xBb6w yers who may not find weapons within the first few minutes of a round. During early access, additional maps were planned, such as one set on a fictional island in the Adriatic Sea that included snow-covered Yugoslavian territories. Greene stated that he thought the Erangel map felt disjointed despite meeting their goals for gameplay, and sought to create more unified ideas with future maps. The freefall from an airplane at the start of each match was a new feature for the genre, to encourage strategy between staying with the pack of players or seeking out one's own route for a better chance at finding good loot. With the added parachute drop, Greene considered that Battlegrounds had three distinct subgames: the airdrop during which one must quickly figure out the best time to jump and where to land in relationship to the other players, the loot game of knowing where and how to gather the best possible equipment, and the combat game with other players. Winners of a match are greeted with the phrase "winner winner chicken dinner", an idiom that Greene had used in his prior battle royale games and kept in Battlegrounds, which itself had origins as early as the Great Depression era. Greene also introduced microtransactions that allow players to use real-world funds to purchase loot crates that provide randomly-selected cosmetic items, also known as "skins", which they can trade with other players; while Greene recognizes the issue with skin gambling, he believes that Valve has put safeguards in place to support a "skin economy" that will provide further revenue for them without concerns over gambling. However, by November 2017, gray market skin gambling sites began to appear that used Battlegrounds cosmetics as virtual currency. Following controversy over the use of loot boxes to offer "pay-to-win" items in other games in November 2017, the PUBG Corporation affirmed that while they would continue to add new cosmetic items rewarded by in-game crate purchases, they would never add anything that affects or alters gameplay. In May 2018, PUBG Corporation disabled the ability to trade skins on the Steam Marketplace as they found that players were still abusing the system by selling them for monetary value through unofficial third-party platforms. While still in early access, Bluehole offered an early preview of the system by offering time-limited crates that could be purchased during the first Battlegrounds Invitations tournament during Gamescom in August 2017, with the sales from these contributing to the prize pool. Among loot from these crates were special outfits inspired by the original Battle Royale film. Greene anticipates adding a campaign mode with co-operative player support, though there would be "no serious lore" crafted for the narrative, comparing this to similar modes in Watch Dogs. The game also features custom gamemodes and modding support. He considered modding support an essential part of the full release as, just as he had his start with mods, he wants to enable others to create variations on his game so that he could "find the next PlayerUnknown". This was aided by a quiet rele ------------------------------ Date: Thu, 22 Apr 2021 04:49:43 -0700 From: "Compression Socks" Subject: These socks are the most effective option for people over 45 These socks are the most effective option for people over 45 http://catspraying.buzz/ROiB5NzIwmi4NcmkPVR3ivmOFNf-Y66XEDoAwsZsfgkMebio http://catspraying.buzz/zegZdx7AMwIsLgRt5eKVLJn9tWz6MVGwizDiH13imiK28FR7 he game's concept and design was led by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the 2000 Japanese film Battle Royale. At the time he created DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and America's Army. The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along. Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it. Greene was also inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play. His initial efforts on this mod were more inspired by The Hunger Games novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels. In taking inspiration from the Battle Royale film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted to Battlegrounds. When DayZ became its own standalone title, interest in his ARMA 2 version of the Battle Royale mod trailed off, and Greene transitioned development of the mod to ARMA 3. Sony Online Entertainment (now the Daybreak Game Company) had become interested in Greene's work, and brought him on as a consultant to develop on H1Z1, licensing the battle royale idea from him. In February 2016, Sony Online split H1Z1 into two separate games, the survival mode H1Z1: Just Survive, and the battle royale-like H1Z1: King of the Kill, around the same time that Gree ------------------------------ Date: Thu, 22 Apr 2021 05:52:18 -0700 From: "Deteriorating Brain" Subject: Deadly Daily Habit Accelerates Alzheimer's by 73%... Deadly Daily Habit Accelerates Alzheimer's by 73%... http://growplllus.us/EmNtNEPtVsBBRoGifdzqsKx7VIyPc4dwnSQnlYq_g-RvUtmd http://growplllus.us/IwAum7fd_Kd6tLZPmaIVKQowFyfxSsVhmRIq1iQ67is2x2p9 pid growth of interest in the game, Bluehole spun out the entire development for Battlegrounds into Bluehole Ginno Games in September 2017, which was renamed PUBG Corporation with Kim as its chief executive officer. PUBG Corporation continued the development of the game and its marketing and growth, opening an office in the United States with plans for future ones in Europe and Japan. In August 2018, PUBG Corporation launched the "Fix PUBG" campaign, acknowledging that that game by then still had several lingering bugs and other performance issues. The campaign finished in November, with PUBG Corporation calling it a success as everything listed had been implemented by then. In March 2019, Greene announced that he was stepping down as the game's lead designer, but would still serve as a creative consultant. Tae-seok Jang, the game's art director, would replace him, with Green relocating to PUBG's studio in Amsterdam, PUBG Special Projects. Greene stated that he believed the main Battlegrounds team was at a place to continue developing the game in the direction he had set to keep the game unique among the other battle royale games it had launched, and he wanted to try something not tied to battle royale but still multiplayer-based. The move also put him closer to his family in Ireland. Design Battlegrounds represents the standalone version of what Greene believes is the "final version" of the battle royale concept, incorporating the elements he had designed in previous iterations. Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines. Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which was not designed with such maps in mind. The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1. To prevent in-game cheating, the game uses the "BattlEye" anti-cheating software, which had permanently banned over 13 million players by October 2018. BattlEye indicated that 99% of all cheating software for the game was developed in China. Based on Greene's experience with the genre, an island with many terrain features was picked as the first map, known as "Erangel". The map design scope was to offer players many possible options for strategic and unique gameplay. Some buildings and structures were designed to depict the style of the brutalist architecture of the Soviet Union during the 1950s. The developer team playtested architecture features and random item placement systems, looking at both how close-quarters encounters went, and for open terrain areas. The goal was to optimize the right distribution and placement of weapons and gear across the map, to encourage players to make strategic decisio ------------------------------ Date: Thu, 22 Apr 2021 11:00:25 -0700 From: "Complimentary Gift" Subject: ? a surprise gift for you! {unwrap} ? a surprise gift for you! {unwrap} http://eyefloters.buzz/1vQfvbF0QDMP9OjC41kAIUT2YnaCvs97jEarZJpF-iwzxdI6 http://eyefloters.buzz/0eiDP6Zu96_QWPAD7qGJLFAbBc3bir--OwcSF61bvhVFmC0 80 BC, Gelo, the tyrant of Syracuse, attempted to unite the island under his rule with the backing of other Greek city-states. Threatened by the potential power of a united Sicily, Carthage intervened militarily, led by King Hamilcar of the Magonid dynasty. Traditional accounts, including by Herodotus and Diodorus, number Hamilcar's army at around 300,000; though likely exaggerated, it was likely of formidable strength. While sailing to Sicily, Hamilcar suffered losses due to poor weather. Landing at Panormus (modern-day Palermo), he spent three days reorganizing his forces and repairing his battered fleet. The Carthaginians marched along the coast to Himera, making camp before engaging in battle against the forces of Syracuse and its ally Agrigentum. The Greeks won a decisive victory, inflicting heavy losses on the Carthaginians, including their leader Hamilcar, who was either killed during the battle or committed suicide in shame. As a result, the Carthaginian nobility sued for peace. The conflict proved to be a major turning point for Carthage. Though it would retain some presence in Sicily, most of the island would remain in Greek (and later Roman) hands. The Carthaginians would never again expand their territory or sphere of influence on the island to any meaningful degree, instead turning their attention to securing or increasing their hold in North Africa and Iberia. The death of King Hamilcar and the disastrous conduct of the war also prompted political reforms that established an oligarchic republic. Carthage would henceforth constrain its rulers through assemblies of both nobles and the common peop ------------------------------ Date: Thu, 22 Apr 2021 13:35:16 -0400 From: "Fly Blocker" Subject: This summer's solution: repel mosquitoes with a Smart Watch. This summer's solution: repel mosquitoes with a Smart Watch. http://blackliver.us/zR2WHeE0H53oH4VelSSixnYC2BEh5Mbla9oSOFUxwBtxdE_v http://blackliver.us/81jHiEshhnPjYmAXOeob57PiMW8EzPxuU0Wsnl2nqsXeLnNg mertines became a growing threat to Carthage and Syracuse alike. In 265 BC, Hiero II of Syracuse, former general of Pyrrhus, took action against them. Faced with a vastly superior force, the Mamertines divided into two factions, one advocating surrender to Carthage, the other preferring to seek aid from Rome. While the Roman Senate debated the best course of action, the Carthaginians eagerly agreed to send a garrison to Messana. Carthaginian forces were admitted to the city, and a Carthaginian fleet sailed into the Messanan harbor. However, soon afterwards they began negotiating with Hiero. Alarmed, the Mamertines sent another embassy to Rome asking them to expel the Carthaginians. Hiero's intervention placed Carthage's military forces directly across the Strait of Messina, the narrow channel of water that separated Sicily from Italy. Moreover, the presence of the Carthaginian fleet gave them effective control over this strategically important bottleneck and demonstrated a clear and present danger to nearby Rome and her interests. As a result, the Roman Assembly, although reluctant to ally with a band of mercenaries, sent an expeditionary force to return control of Messana to the Mamertines. The subsequent Roman attack on Carthaginian forces at Messana triggered the first of the Punic Wars. Over the course of the next century, these three major conflicts between Rome and Carthage would determine the course of Western civilization. The wars included a dramatic Carthaginian invasion led by Hannibal, which nearly brought an end to Rome. During the First Punic Wars, the Romans under the command of Marcus Atilius Regulus managed to land in Africa, though were ultimately repelled by the Carthaginians. Notwithstanding the decisive defense of its homeland, as well as some initial naval victories, Carthage suffered a succession of losses that forced it to sue for peace. Shortly thereafter, Carthage also faced a major mercenary revolt that dramatically changed its internal political landscape, bringing the influential Barcid family to prominence. The war also impacted Carthage's international standing, as Rome used the events of the war to back its claim over Sardinia and Corsica, which it promptly seize ------------------------------ Date: Thu, 22 Apr 2021 03:44:54 -0700 From: "IRA Guide" Subject: The best way to invest in gold The best way to invest in gold http://catspraying.buzz/qiGF-GohUpxuiuq3BW4CGwP4OIdSRQ3RRco5DjFYeBDBP8WU http://catspraying.buzz/t4oa5HDg80FVarzFpwEFU6zmwkHpyhHsRl29ckRkCgJBINAY he Moon is a relatively large, terrestrial, planet-like natural satellite, with a diameter about one-quarter of Earth's. It is the largest moon in the Solar System relative to the size of its planet, although Charon is larger relative to the dwarf planet Pluto. The natural satellites of other planets are also referred to as "moons", after Earth's. The most widely accepted theory of the Moon's origin, the giant-impact hypothesis, states that it formed from the collision of a Mars-size protoplanet called Theia with the early Earth. This hypothesis explains (among other things) the Moon's relative lack of iron and volatile elements and the fact that its composition is nearly identical to that of Earth's crust. The gravitational attraction between Earth and the Moon causes tides on Earth. The same effect on the Moon has led to its tidal locking: its rotation period is the same as the time it takes to orbit Earth. As a result, it always presents the same face to the planet. As the Moon orbits Earth, different parts of its face are illuminated by the Sun, leading to the lunar phases. Due to their tidal interaction, the Moon recedes from Earth at the rate of approximately 38 mm/a (1.5 in/year). Over millions of years, these tiny modificationsband the lengthening of Earth's day by about 23 B5s/yrbadd up to significant changes. During the Ediacaran period, for example, (approximately 620 Ma) there were 400B17 days in a year, with each day lasting 21.9B10.4 hours. The Moon may have dramatically affected the development of life by moderating the planet's climate. Paleontological evidence and computer simulations show that Earth's axial tilt is stabilized by tidal interactions with the Moon. Some theorists think that without this stabilization against the torques applied by the Sun and planets to Earth's equatorial bulge, the rotational axis might be chaotically unstable, exhibiting large chang ------------------------------ Date: Thu, 22 Apr 2021 09:47:33 -0400 From: "Mellitox" Subject: Feed These Brain Cells And Escape Type 2 Diabetes Feed These Brain Cells And Escape Type 2 Diabetes http://smartsirenx.us/2rSFuvN_e1aLhwT3BMGbMpG9bZpF7rO8FnzPr9q0YlwKOwDX http://smartsirenx.us/xA31-BIUA4Na9gEU-nKedGd-PdsX51w9qRu_TfwFwX_La1Je parately, the Seoul-based studio Ginno Games, led by Chang-han Kim and who developed massively multiplayer online games (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, a major South Korean publisher of MMOs and mobile games. Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal computers that followed the same model as other mobile games published by Bluehole. He had already been excited about making a type of battle royale game after he had played DayZ, in part that the format had not caught on in Korea. He also wanted to make this through an early access model and have a very limited development schedule to get the game out as quickly as possible, while treating the product as a "games as a service" model to be able to support it for many years. In researching what had been done, he came across Greene's mods and reached out to him. In July 2017, Bluehole partnered with social media platform Facebook to provide exclusive streaming content to Facebook's gaming channels, as part of their push to provide more gaming content for its users. Around the same time that Greene left Sony Online, Kim contacted and offered him the opportunity to work on a new battle royale concept. Within a week, Greene flew out to Bluehole's headquarters in Korea to discuss the options, and a few weeks later, became the creative director of Bluehole. He moved to South Korea to oversee development. According to Greene, this was the first time a Korean game studio had brought aboard a foreigner for a creative director role, and while a risk, he says that his relationship with Bluehole's management is strong, allowing Greene's team to work autonomously with minimal oversight. The game's main musical theme was composed by Tom Salta, who was personally selected by Greene as he and the team were looking for an "orchestral electronic hybrid theme" that would give players a "huge build-up", keeping them "resolutely determined" until a match starts. Development began in early 2016 and was publicly announced that June, with plans to have the game ready within a year. Kim served as executive producer for the game. Bluehole started with a team of about 35 developers supporting Greene's work, but had expanded to 70 by June 2017. Greene stated that many of these developers were voluntarily putting in longer work hours into the game due to their dedication to the project, and not by any mandate from himself or Bluehole's management. In addition to Bluehole, Greene also credits Bohemia Interactive, the developers of ARMA and DayZ, for support with motion capture animations via their Prague stu ------------------------------ Date: Thu, 22 Apr 2021 11:22:06 -0400 From: "Benign Vertigo" Subject: Vertigo and dizziness is just a normal part of aging. Vertigo and dizziness is just a normal part of aging. http://smartsirenx.us/xrhc8kwm402tdT2KaIFzdn7fZEvNKsxSQ1OOlJVH_rNjgAQD http://smartsirenx.us/AAjzpQQPRkRAgn3RB_fxLfPmAwg5e-GLoJQrZjwyioZTbP2j me also features custom gamemodes and modding support. He considered modding support an essential part of the full release as, just as he had his start with mods, he wants to enable others to create variations on his game so that he could "find the next PlayerUnknown". This was aided by a quiet release of custom server support to a number of influential streamers which subsequently made it into public release. In one case, "Zombie Mode", all but four players pretend to be zombies, who may sometimes distinguish themselves by removing all clothing and are limited only to collecting melee weapons and consumable items, and must rush to attack the other four players, who are able to collect all gear and attempt to outrun and defeat the zombies. Inspired by this mode, Greene announced plans to introduce an official zombie-based gameplay mode based on this into Battlegrounds. Whereas most of the rest of the team continued to develop the core gameplay and maps, Greene is taking on the zombie mode as a near solo project, only using the assistance of the lead animator to help with the zombie animations. Greene sees Battlegrounds as a platform, and would like to see more custom game types and mods developed by players for it. Greene identified that some mods that he also previously worked on from ARMA 3 may become part of the Battlegrounds platform. Greene also wants to incorporate the game with streaming services like Twitch that would enable replays or other features amenable to treating Battlegrounds as an esport, calling this an "ultimate end goal" for his development, but he wanted to let the nature of how it would play out naturally with players. Release Release timeline Major release(s) 2017 PUBG (PC, early access) PUBG (Xbox One, game preview) PUBG (PC, release) 2018 PUBG Mobile PUBG (Xbox One, release) PUBG (PS4) 2019 Game for Peace PUBG Mobile Lite PUBG Lite (PC) 2020 PUBG (Stadia) Personal computers Bluehole used closed alpha and beta periods with about 80,000 players to gauge initial reaction to the gameplay and adjust balance prior to a wider release. Just prior to the early access phase on Steam, Bluehole opened a few servers and invited some popular live streamers of similar games to try it out as to start gaining interest. Early access for the Windows version launched on March 23, 2017. This period was planned to last approximately six months, originally aiming for a September 2017 release. In July 2017, Greene announced that they would need to extend the early access period by a few months, continuing to release updates on a regular basis, with plans to still release by the end of 2017, as committing to this original period "could hinder us from delivering a fully featured game and/or lead to disappointment within the community if the launch deadline is not met". Initially, Bluehole had expected that they would just gain enough players through early access to smooth out the gameplay, and only when the game was completed, they would have started more marketing for the title. The sudden interest in the game from early access exceeded their expectations, and put emphasis on the stability of the game and its underlying networking alongside gameplay improvements. Through Augu ------------------------------ Date: Thu, 22 Apr 2021 05:23:43 -0700 From: "Compression Socks" Subject: Reduces the sensation of tired legs and improves circulation Reduces the sensation of tired legs and improves circulation http://catspraying.buzz/Is4A1wSpbTjo22iWNe6zC5ka9tunsMJ8EzRZMO_MdJcW2ps http://catspraying.buzz/yV0d4YRakYXSnZLvAOFmjclh64cP1CwI6f0A5qTCaHj6Og he game's concept and design was led by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the 2000 Japanese film Battle Royale. At the time he created DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and America's Army. The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along. Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it. Greene was also inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play. His initial efforts on this mod were more inspired by The Hunger Games novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels. In taking inspiration from the Battle Royale film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted to Battlegrounds. When DayZ became its own standalone title, interest in his ARMA 2 version of the Battle Royale mod trailed off, and Greene transitioned development of the mod to ARMA 3. Sony Online Entertainment (now the Daybreak Game Company) had become interested in Greene's work, and brought him on as a consultant to develop on H1Z1, licensing the battle royale idea from him. In February 2016, Sony Online split H1Z1 into two separate games, the survival mode H1Z1: Just Survive, and the battle royale-like H1Z1: King of the Kill, around the same time that Gree ------------------------------ Date: Thu, 22 Apr 2021 06:26:33 -0400 From: "Pfizer Shopper Gift Card Chance" Subject: Leave your feedback and you could WIN! Leave your feedback and you could WIN! http://smartsocitey.us/MpTA1daKkHAG1zRkl85XYLKTrkwUjN_cygllV4QiQY6zPSik http://smartsocitey.us/otZZPMT9uZCG_9iue2Y9cpPVzfNigBGduVfukVCLutUtdD2X un will evolve to become a red giant in about 5 billion years. Models predict that the Sun will expand to roughly 1 AU (150 million km; 93 million mi), about 250 times its present radius. Earth's fate is less clear. As a red giant, the Sun will lose roughly 30% of its mass, so, without tidal effects, Earth will move to an orbit 1.7 AU (250 million km; 160 million mi) from the Sun when the star reaches its maximum radius. Physical characteristics Shape Main articles: Figure of the Earth, Earth radius, and Earth's circumference Chimborazo, whose summit is the point on Earth's surface that is farthest from Earth's center The shape of Earth is nearly spherical. There is a small flattening at the poles and bulging around the equator due to Earth's rotation. so that a better approximation of Earth's shape is an oblate spheroid, whose equatorial diameter is 43 kilometres (27 mi) larger than the pole-to-pole diameter. The point on the surface farthest from Earth's center of mass is the summit of the equatorial Chimborazo volcano in Ecuador (6,384.4 km or 3,967.1 mi). The average diameter of the reference spheroid is 12,742 kilometres (7,918 mi). Local topography deviates from this idealized spheroid, although on a global scale these deviations are small compared to Earth's radius: the maximum deviation of only 0.17% is at the Mariana Trench (10,925 metres or 35,843 feet below local sea level), whereas Mount Everest (8,848 metres or 29,029 feet above local sea level) represents a deviation of 0.14%.[n 6] In geodesy, the exact shape that Earth's oceans would adopt in the absence of land and perturbations such as tides and winds is called the geoid. More precis ------------------------------ Date: Thu, 22 Apr 2021 10:17:12 -0700 From: "Emergency Sleeping Bags" Subject: ? a surprise gift for you! {unwrap} ? a surprise gift for you! {unwrap} http://eyefloters.buzz/_I5afiLmpEtJLN2mr6lfT-cd2H6ZRFbETpu8jfzo_6wSugR3 http://eyefloters.buzz/IOSaa-cnO7ipgPkOc0uIjj02gBKfNWI8ZUY3gw_aw1RztXyP 80 BC, Gelo, the tyrant of Syracuse, attempted to unite the island under his rule with the backing of other Greek city-states. Threatened by the potential power of a united Sicily, Carthage intervened militarily, led by King Hamilcar of the Magonid dynasty. Traditional accounts, including by Herodotus and Diodorus, number Hamilcar's army at around 300,000; though likely exaggerated, it was likely of formidable strength. While sailing to Sicily, Hamilcar suffered losses due to poor weather. Landing at Panormus (modern-day Palermo), he spent three days reorganizing his forces and repairing his battered fleet. The Carthaginians marched along the coast to Himera, making camp before engaging in battle against the forces of Syracuse and its ally Agrigentum. The Greeks won a decisive victory, inflicting heavy losses on the Carthaginians, including their leader Hamilcar, who was either killed during the battle or committed suicide in shame. As a result, the Carthaginian nobility sued for peace. The conflict proved to be a major turning point for Carthage. Though it would retain some presence in Sicily, most of the island would remain in Greek (and later Roman) hands. The Carthaginians would never again expand their territory or sphere of influence on the island to any meaningful degree, instead turning their attention to securing or increasing their hold in North Africa and Iberia. The death of King Hamilcar and the disastrous conduct of the war also prompted political reforms that established an oligarchic republic. Carthage would henceforth constrain its rulers through assemblies of both nobles and the common peop ------------------------------ Date: Thu, 22 Apr 2021 11:18:41 -0700 From: "Manhood Elongation Ritual@eyefloters.buzz" Subject: Husband Finds Elongation Secret From African Tribesmen Husband Finds Elongation Secret From African Tribesmen http://eyefloters.buzz/w-ZCANtK15OKC7wXkEV852zfupUSAE7EmFcBwACwfohv6vvE http://eyefloters.buzz/sFiBCwfuZ63bTujlYuLIm7GnFDrhEaER0iAUmgKHXGwXV2VT nsula and won several victories over the Thessalians and Athenians. After securing the Greek mainland, Pyrrhus rejoined his advance guard in Tarentum to conquer southern Italy, winning a decisive but costly victory at Asculum. According to Justin, the Carthaginians worried that Pyrrhus might get involved in Sicily; Polybius confirms that existence of a mutual defense pact between Carthage and Rome, ratified shortly after the battle of Asculum. These concerns proved prescient: during the Italian campaign, Pyrrhus received envoys from the Sicilian Greek cities of Agrigentum, Leontini, and Syracuse, which offered to submit to his rule if he aided their efforts to eject the Carthaginians from Sicily. Having lost too many men in his conquest of Asculum, Pyrrhus determined that a war with Rome could not be sustained, making Sicily a more enticing prospect. He thus responded to the plea with reinforcements consisting of 20,000-30,000 infantry, 1,500-3,000 cavalry, and 20 war elephants supported by some 200 ships. The ensuing Sicilian campaign lasted three years, during which the Carthaginians suffered several losses and reversals. Pyrrhus overcame the Carthaginian garrison at Heraclea Minoa and seized Azones, which prompted cities nominally allied to Carthage, such as Selinus, Halicyae, and Segesta, to join his side. The Carthaginian stronghold of Eryx, which had strong natural defenses and a large garrison, held out for a long period of time, but was eventually taken. Iaetia surrendered without a fight, while Panormus, which had the best harbour in Sicily, succumbed to a siege. The Carthaginians were pushed back to the westernmost portion of the island, holding only Lilybaeum, which was put under siege. Following these losses, Carthage sued for peace, offering large sums of money and even ships, but Pyrrhus refused unless Carthage renounced its claims to Sicily entirely. The siege of Lilybaeum continued, with the Carthaginians successfully holding out due to the size of their forces, their large quantities of siege weapons, and the rocky terrain. As Pyrrhus' losses were mounting, he set out to build more powerful war engines; however, after two more months of dogged resistance, he abandoned the siege. Plutarch claimed that the ambitious king of Epirus now had his sights on Carthage itself, and began outfitting an expedition. In preparation for his invasion, he treated the Sicilian Greeks more ruthlessly, even executing two of their rulers on false charges of treason. The subsequent animosity among the Greeks of Sicily drove some to join forces with the Carthaginians, who "took up the war vigorously" upon noticing Pyrrhus' dwindling support. Cassius Dio claimed that Carthage had harboured the exiled Syracusans, and "harassed so severely that he abandoned not only Syracuse but Sicily as well". A renewed Roman offensive also forced him to focus his atte ------------------------------ End of alt.music.moxy-fruvous digest V14 #6466 **********************************************