Author: Service Bot

  • Uutisia ravintoloista ja ajankohtaisia kampanjoita

    Uutisia ravintoloista ja ajankohtaisia kampanjoita

    Ravintolamaailmassa tapahtuu jatkuvasti, ja tämä syksy tuo mukanaan jännittäviä uutisia ja kausitarjouksia, joita ei kannata missata. Monet ravintolat ovat päivittäneet uutta menussa ja esittelevät nyt syksyn herkkuja, kuten kauden sieniä ja juureksia. Esimerkiksi, tunnettu ravintola X tarjoaa nyt erityistarjouksia sesongin raaka-aineista valmistetuista annoksista, mikä houkuttelee asiakkaita tutustumaan uusiin makuihin.

    Lisäksi monet ravintolat lanseeraavat asiakaskampanjoita ja kanta-asiakasedut houkutellakseen asiakkaita. Esimerkiksi, jos liityt ravintolan kanta-asiakasohjelmaan, saat pian käyttöön samppanjatarjoukset erityistilaisuuksiin. Tämä on loistava tapa nauttia juhlahetkistä ystävien tai perheen kanssa.

    Älä unohda tilata uutiskirjettä, sillä se pitää sinut ajan tasalla ravintolatrendeistä ja tulevista yhteisötapahtumat -tilaisuuksista. Tämä on erinomainen tilaisuus tutustua paikallisiin ravintoloihin ja heidän tarjoamiinsa https://pizzeriabelda.com/. Yhteisötapahtumat tarjoavat myös mahdollisuuden tavata muita ruoan ystäviä ja jakaa kokemuksia herkullisista annoksista.

    Ravintola-alalla on aina jotain uutta ja jännittävää, joten pidä silmät auki ajankohtaisille tarjouksille ja kampanjoille, jotka voivat rikastuttaa ruokailukokemustasi. Muista hyödyntää ravintoloiden tarjoamia erityistarjouksia ja nauti syksyn makuelämyksistä!

    Uutta menussa: Miten ravintolat päivittävät tarjontansa

    Ravintoloissa uutta menussa ei ole vain trendi, vaan myös keino vastata asiakkaiden muuttuviin makumieltymyksiin. Kausitarjoukset, kuten kesäiset grilliruokavaihtoehdot tai talviset lohikeitot, herättävät asiakkaiden kiinnostuksen ja luovat ainutlaatuisia makuelämyksiä. Erityistarjoukset, kuten samppanjatarjoukset erityistilaisuuksissa, houkuttelevat asiakkaita kokeilemaan uusia makuja ja jakamaan kokemuksiaan sosiaalisessa mediassa.

    Asiakaskampanjat, kuten kanta-asiakasedut, ovat tehokas tapa sitouttaa asiakkaita. Tilaa uutiskirje ja pysy ajan tasalla uusista menuvaihtoehdoista ja tapahtumista. Yhteisötapahtumat, joissa ravintolat esittelevät uusia ruokia, luovat yhteisöllisyyden tunnetta ja innostavat asiakkaita tutustumaan tarjontaan tarkemmin. Nämä kaikki strategiat auttavat ravintoloita pysymään kilpailukykyisinä ja tarjoamaan asiakkailleen unohtumattomia kokemuksia.

    Erityistarjoukset ja kausitarjoukset: Mitä ne tarjoavat asiakkaille

    Erityistarjoukset ja kausitarjoukset ovat loistava tapa ravintoloille houkutella asiakkaita ja tarjota heille uusia makuelämyksiä. Esimerkiksi, uutta menussa voi tarkoittaa kausiluonteisia ruokia, jotka valmistetaan tuoreista, sesongin raaka-aineista. Tämä ei ainoastaan tue paikallista ruoantuotantoa, vaan myös tarjoaa asiakkaille mahdollisuuden nauttia ainutlaatuisista makuista.

    Asiakaskampanjat, kuten samppanjatarjoukset tai kanta-asiakasedut, voivat lisätä asiakasuskollisuutta ja tehdä vierailusta erityisemmän. Kun asiakkaat tilaavat uutiskirjeen, he saavat ajankohtaiset tiedot ja tarjouksista, mikä voi kannustaa heitä palaamaan useammin.

    Yhteisötapahtumat ovat myös tärkeä osa ravintolatrendit, sillä ne luovat yhteisöllisyyttä ja tarjoavat asiakkaille ainutlaatuisia elämyksiä. Kaiken kaikkiaan erityistarjoukset ja kausitarjoukset rikastuttavat asiakaskokemusta ja antavat ravintoloille mahdollisuuden erottua kilpailijoista.

    Asiakaskampanjat ja kanta-asiakasedut: Mitä hyötyä niistä on?

    Asiakaskampanjat tarjoavat asiakkaille ainutlaatuisia mahdollisuuksia nauttia erityistarjouksista ja kausitarjouksista, jotka rikastuttavat heidän kokemustaan ravintolassa. Uuden menun esittelyssä kampanjat voivat houkutella asiakkaita kokeilemaan uusia makuja, mikä on tärkeää nykyisissä ravintolatrendeissä.

    Kanta-asiakasedut, kuten eksklusiiviset samppanjatarjoukset tai alennukset, eivät ainoastaan lisää asiakasuskollisuutta, vaan myös vahvistavat asiakassuhteita. Esimerkiksi, tilaamalla uutiskirjeen, asiakkaat saavat ajankohtaista tietoa tulevista yhteisötapahtumista ja erityisistä kampanjoista.

    Lisäksi asiakaskampanjat voivat auttaa ravintoloita erottumaan kilpailijoista. Kun asiakkaat kokevat saavansa arvoa ja etuja, he ovat todennäköisemmin valmiita palaamaan. Tämä luo positiivisen kierteen, jossa asiakkaat jakavat kokemuksiaan muille ja tuovat lisää asiakkaita.

    Yhteisötapahtumat ja ravintolatrendit: Miten ne vaikuttavat valintoihimme

    Yhteisötapahtumat, kuten festivaalit ja markkinat, luovat ainutlaatuisia tilaisuuksia kokeilla uutta menussa. Kun ravintolat tarjoavat erityistarjouksia tai kausitarjouksia, ne houkuttelevat asiakkaita kokeilemaan uusia makuja. Esimerkiksi samppanjatarjoukset erityistilaisuuksissa voivat nostaa tunnelmaa ja lisätä asiakaskampanjoiden suosiota.

    Ravintolatrendit vaikuttavat myös siihen, mitä asiakas haluaa. Kanta-asiakasedut, kuten alennukset tai ilmaiset annokset, innostavat asiakkaita palaamaan. Tilaa uutiskirje, jotta saat ajankohtaisia tietoja ja hyviä tarjouksia suoraan sähköpostiisi.

    Yhteisötapahtumien kautta ravintolat voivat luoda pitkäaikaisia asiakassuhteita. Kun asiakkaat kokevat ainutlaatuisia kokemuksia, he jakavat niitä sosiaalisessa mediassa ja suositukset lisääntyvät. Tämä vuorovaikutus vahvistaa yhteisön tunnetta ja tuo lisää asiakkaita ravintoloihin.

    Uutiskirjeen tilaaminen ja sen edut asiakkaille

    Uutiskirjeen tilaus on loistava tapa pysyä ajan tasalla ravintolatrendeistä ja erikoistarjouksista. Tilauksen myötä asiakas saa tietoa uusista ruoista menussa ja kausitarjouksista suoraan sähköpostiinsa. Tämä helpottaa päätöksentekoa, kun etsitään parasta ruokakokemusta.

    Uutiskirjeet tarjoavat myös ainutlaatuisia asiakaskampanjoita ja kanta-asiaksetuja, jotka voivat sisältää samppanjatarjouksia tai alennuksia seuraavasta vierailusta. Erityisesti yhteisötapahtumista saatetaan ilmoittaa etukäteen, jotta voit osallistua ja nauttia erityisistä hetkistä.

    Uutiskirjeen tilaaminen on helppoa; klikkaa vain “tilaa uutiskirje” verkkosivustolla ja nauti kaikista eduista. Näin voit varmistaa, ettei mikään herkullinen tarjous jää huomaamatta!

  • Creepy stories.

    This is not fiction! This really happened to me in terrari!

    First Day after creating the map..

    I created an ordinary world with an unusual name world 666, I thought what could happen? As usual, I cut down some trees and started building a house. When the first floor with the guide’s room was ready, I went and killed Skeletron, since I already had a pumped-up Persian in holy armor and.T.n. it was easy. I decided not to go to the dungeon, I just couldn’t find anything worthwhile inside. I returned home, but a friend called me and I offered to play with me, he agreed. I restarted the world for the multi player, and my friend and I went to kill the wall of flesh. When we began to dig a passage to hell, the sound of a vase being broken was heard from above, but where did the vase come from above??! We didn’t pay attention to this and dug further, later we killed the wall of flesh, we teleported upstairs (using a mirror) and saw that there was a piece of Distortion near the house, as if a bottle of Unholy Water had been thrown there (I don’t know how to translate the word Unholy). We immediately thought of each other, but this was not possible because we were always close. Strange things started happening at night, Skeletron Prime was summoned out of the blue, I never had any of his baits, but my friend was always in sight and couldn’t summon him unnoticed! We were very surprised, somehow they killed him, and it was just morning. I bought dust from the dryad and went to cleanse the distortion that had grown near the house. We spent almost the entire day clearing the contaminated area. When night fell, oddly enough, there was not a single mob near the house, but there was a blood moon! When morning came, we went to explore the world, we were attacked by Corruptors (creatures from distortion, which with their projectiles turn all the grass into grass from distortion). During the battle they ruined all the grass near the house. Towards evening (in the game we began to remove the grass from the distortion with dust, which can be bought from the dryad), when suddenly a bottle with Unholy water flew from the left side of the map. I almost laid bricks, and began to attack my friend for throwing this bottle at me, but he was very far away and could not do it… It was still evening and the underground cavities were still a little visible, and when I once again sprinkled dust on the distortion, I noticed the outline of a player underground, who made a movement with his hand as if striking with a sword. I decided that it was time to stop playing in this world and turned off the server.

    My friend and I, knowing that none of us are trying to set anyone up, decided to play on this map again. As soon as night fell, we were already scared, because this world greeted us with the inscription: “You hear screams of horror around you.”. Yes, yes, it appears only when the shadow sphere is destroyed… And in the morning we were attacked by the king of slugs. For us, well-trained players, he is not a boss, but no one called him, although he comes himself. We quickly killed him, but immediately another one came, and another, and another, and so on 3 more times… At night he came, that is, the Twins came (two eyes Green Spasmatism and a red Retemizer) we unfortunately did not have time to kill them. In the morning the Snow Legion came, the next day another one, after its destruction we decided not to play on this “Terrible”, no “Hell” map anymore. At least together..

    I repeat, it’s true, try creating a standard world in your terraria called world 666.

    Good day everyone. I just registered and ask you to post this story, it’s REAL. As usual, I was sitting on VKontakte and suddenly I saw my friend on Skype, and decided to play unreal tournament titan pack with him, here is our correspondence:
    [15:44:41] Yara S.T.A.L.K.E.R.: Why don’t you take it??
    [15:44:48] Timon: wait 30 minutes.
    [15:45:10] Yara S.T.A.L.K.E.R.: I started watching Naruto yesterday 😎
    [15:57:37] Timon: nelsonhaha.com/
    [15:57:38] Timon: nelsonhaha.com/
    [15:57:40] Timon: nelsonhaha.com/
    [15:57:42] Timon: nelsonhaha.com/
    [15:57:44] Timon: nelsonhaha.com/
    [15:58:17] Yara S.T.A.L.K.E.R.: stupid link, there are millions of such idiotic links!
    [16:00:13] Timon: Click on the link
    [16:00:15] Timon: Click on the link
    [16:00:17] Timon: Click on the link
    [16:00:20] Timon: Click on the link
    [16:00:22] Timon: Click on the link
    [16:01:02] Yara S.T.A.L.K.E.R.: If you send it again, I’ll write very bad words in the chat and I won’t… MY BRAIN WITH THIS LINK, this is a warning
    [16:02:26] Timon: not return because of the CRA
    [16:02:29] Timon: not return because of the CRA
    [16:02:31] Timon: not return because of the CRA
    [16:02:34] Timon: not return because of the CRA
    [16:02:38] Timon: not return because of the CRAnot return because of the CRAnot return because of the CRAnot return because of the CRAnot return because of the CRAnot return because of the CRAnot return because of the CRAnot return because of the CRA
    [16:03:14] Yara S.T.A.L.K.E.R.: YES YOU FOR… STOP FLOODING… YOU GOT ME.
    [16:04:23] Timon: Artem is not a virus CRA
    [16:04:26] Timon: Artem is not a virus CRA
    [16:04:27] Timon: Artem is not a virus CRA
    [16:04:28] Timon: Artem is not a virus CRA
    [16:04:29] Timon: Artem is not a virus CRA
    [16:04:31] Timon: Artem is not a virus CRA
    [16:04:38] Timon: not
    [16:04:53] Yara S.T.A.L.K.E.R.: STOP FLOODING, THE WHOLE BRAIN IS ALREADY .
    [16:05:21] Timon: translate
    [16:05:41] Yara S.T.A.L.K.E.R.: I DON ‘ T HATE FLOOD!
    [16:06:13] Timon: tnnj this is not an aurtom, this is a virus KKKKKKKKKKKKKKKK
    [16:06:20] Timon: RRRRRRRRRRR
    [16:06:24] Timon: AAAAAAAAAAAA
    [16:06:42] Timon: CRA
    [16:06:48] Timon: CRA
    [16:06:51] Yara S.T.A.L.K.E.R.: DV ENOUGH, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
    [16:06:53] Timon: CRA
    [16:07:20] Timon: not fluyddddddd
    [16:07:37] Timon: tnj is a KRA virus
    [16:07:43] Yara S.T.A.L.K.E.R.: YES B… THIS IS FLUUUUUUUUUUUUD
    [16:07:52] *** Subscriber Timon does not answer. ***
    [16:08:10] Timon: no conversation
    [16:08:14] Yara S.T.A.L.K.E.R.: if you don’t stop typing, I’ll log out of Skype!
    [16:08:45] Timon: I repeat again, I am not Artuom
    [16:08:55] Timon: CRA CRA CRA
    [16:09:14] Yara S.T.A.L.K.E.R.: WHAT THE KRAAAAAAA
    [16:09:53] Timon: tnj VIRUS PROGRAM AND NOT Artuom
    [16:10:25] Yara S.T.A.L.K.E.R.: so, so, if this is Kra, then how do you talk to me and explain everything?
    [16:11:52] Yara S.T.A.L.K.E.R.: what am I thinking, I know it’s you, Artyom, so don’t make fun of me, I’ll shoot you right away, it’ll be difficult for them to deceive me
    [16:12:25] Timon: lave.ink
    Soon he left Skype for 3 minutes and came back again, but finally he picked up the phone and he didn’t understand what kind of conversation he was talking about, since he doesn’t know how to joke, and I rushed to his house, he didn’t have this chat, but then I began to understand that he didn’t understand what I was talking about.
    What is unclear, write to me, I will tell you in more detail.

    I have always been a person who likes mysticism, but who has little faith in it. Moreover, I never believed in the so-called “Death Files”. But this story made me feel terrible..
    This incident happened recently. I sat at the computer late at night and read stories on 4story. Suddenly I received a message on Skype from my friend Vladimir.
    – Hello, Ivan. Why are you on the internet so late??
    – Hello, yes, I read horror stories. Parents left home for 2 days, you can stay up all night.
    – Horror stories are good… Well, I’ll send you something like this right now, you’ll be freaked out with fear! Do you remember you were fond of the so-called “21” files?. I even wrote a story… Well, I found one real one. Catch. I’m writing to you right now from the hospital.
    – I’m catching… But I’m not afraid of this crap! And you be healthy! If you really are sick.

    I saved the file and read the title Cvthnm.avi. I smiled, now I felt like I was in the shoes of the heroes of numerous stories, however, I did not believe. Common sense told me: “What if it’s true?? May not open?"But curiosity was stronger. Just in case, I turned down the volume, you never know what the Internet people came up with, and turned on the video. Beautiful, but mysterious music began to play, the video automatically stretched to fill the entire screen. A fog appeared on the video, from which a man slowly emerged, the camera approached him and I saw that this was the hero of the comedy “Scary Movie” – a maniac in a death mask. Wild laughter came from my lips. “What nonsense,” I thought. But suddenly a dialog box and a message appeared on the screen: “Hello, mortal.”. Barely holding back my laughter, I answered the stranger in kind. Then a new thought popped into my head: “This is a video? Maybe a virus? Come on, a virus in Avi format". The stranger said he knew what I was doing right now and that he thought it was a prank and the file was just a virus. The smile slowly disappeared from my face. Meanwhile, the stranger continued to prove that all this is not just a video. He described in detail me, my family, what I am doing right now. Then a message came, highlighted in blood: “I’m going to visit. Now I’ll knock 3 times”… Someone knocked on the window exactly 3 times, as the person in the video wrote. I quickly ran to the window, but didn’t see anyone, it was dark outside, surprisingly, not a single lamp was working. I received a new message: “I know that you came to the window… Pick up the phone”. I was shaking with fear, suddenly the phone rang, until the last moment I believed that it was all a coincidence or a joke. I looked at the screen of my mobile phone, the number was mixed with only the entry: “Call from Hell”. I picked up the phone, someone was speaking a text in a language I didn’t understand, but what just killed me was that I could hear moans and screams in the background. The bell rang again, but now it was on the door. I ran to the kitchen, grabbed a knife, carefully walked to the door and looked through the peephole. A man in a black robe stood on the threshold, with a “death” mask on his face. I quickly got dressed and ran to the window. Suddenly a bright light blinded me, when I opened my eyes, I saw the same stranger at the window, a silver light illuminated him. I ran to another room, the window of which looked out on the other side of the house. But I saw a stranger again. I ran to the PC and tried to close the video, but nothing helped me. The stranger wrote threats that he would kill me. I unplugged the cord from the socket, the computer, unlike other similar stories, turned off, but the stranger continued to ring the doorbell. I didn’t know what to do, but suddenly the “From Hell” subscriber called me again. I picked up the phone and heard Vovan’s loud laugh.

    It all turned out to be just a prank on three of my friends. The file was not a video recording at all, Cvthnm.avi was just its name, in fact the file had exe permission and was a regular program written by my friends. I turned out to be so predictable that my friends knew exactly my algorithm of actions. They dressed in death costumes and were waiting for me at the windows with flashlights. The joke about calling “FROM Hell” turned out to be quite ancient, Vladimir just renamed himself in my notebook a couple of days before.

    We sat at my house and laughed https://midnightcasino.uk/games/ about what happened. Suddenly a long bell rang at the door. It was 3 am. Out of habit, I looked out the window and saw a suspicious red-blue light at a height of about 2 meters. We, armed with what, approached the door. I asked carefully: "Who?"… Someone’s rude male bass answered: "Open! Police! I know that the hooligans who broke all the lights in your yard!“I looked sideways at my friends and saw real fear in their eyes, the real horror movie was just beginning.

    “The morning was in vain,” thought Lisa, walking along the sleepy alley in round solitude. Taking out her phone, she frantically dialed my number.
    “Yes, I’m listening,” I replied.
    — Did you watch the video???
    – Oh, the same thing? No, I didn’t look, I didn’t have time, so what??
    – Don’t watch it, do you hear it??
    – But why?
    – Can I come to you and explain everything??
    – Of course, I’m waiting..

    No matter how much I waited, Lisa still didn’t come. The calls turned out to be fruitless, Lisa did not answer them..

    Without waiting for my friend, I went to bed. Soon I heard terrifying news on the news..

    On December 23 at 23:20 the mutilated corpse of a young girl was found. There are no signs of a crime in her apartment, except for one note with the inscription “Never shout” (never shout).

    The feelings I experienced at that moment cannot be expressed in words. This was the first trauma that left an imprint on my mind… At night I could not sleep, looking through photographs of Lisa and me, I could not believe that this would not happen again. I couldn’t believe I lost my best friend.

    To figure it out, I decided to watch the video Lisa was talking about. After scrolling through our correspondence with her, I finally found a link. The video, oddly enough, was called “Never shout”. Not afraid of anything, I turned it on and started watching.

    A girl was approaching the camera, she walked with small steps, humming a quiet, strange song. I didn’t understand the words of this song, the only words that I managed to understand were “never shout”… Someone was walking behind the girl. Blood splashed into the camera. The girl fell, the camera breaks.

    Although the video seemed scary, I didn’t think anything could happen from it. At night I woke up because that same video turned on. Oh my god, how scary it was. I turned it off and went to the kitchen to get something to eat. There was noise coming from my room. I was very scared. When everything calmed down, I gradually calmed down. Suddenly the window suddenly opened, I wanted to scream, but I remembered the words from the song. I heard the front door open, I heard footsteps… I didn’t know what would happen. It was unbearable. I closed my eyes and felt someone standing in front of me. It’s a very scary feeling. I felt something was touching me. I heard a familiar song from the video, then there were moans, screams… I knew that if I opened my eyes, something terrible would happen. I don’t remember what happened next, but I woke up in the hospital. My mother sat next to me and cried. She said I tried to commit suicide, but I really didn’t. I don’t know what happened next, I don’t remember anything.

    Good day, visitors to this wonderful site! I haven’t been on this site for a very long time, and I read all your stories with great pleasure. As for me, then, pah-pah, no more devilry happened to me, but stories about the inexplicable have now become a kind of hobby for me, I have now started collecting them.
    This story, which happened to her personally, was told to me by my mother’s friend. Mom and Aunt Zina worked in the early 90s, albeit in different organizations, but they communicated on work issues, had lunch in the same canteen and then became friends. My mother worked at the UMR (Mechanized Works Department), and Zina worked at a radio components plant.

    The beginning of the 90s in Irkutsk was a difficult time – there were no salaries, they were given food, anyone snatched what they could wherever they could (I was 5 years old at that time and I remember very well the time when my mother’s salary was given in cereals and frozen chicken legs). Zina had three children and a husband who worked there, at the radio components factory, and also liked to pawn. The youngest, Polina, was 4 years old. Zina worked at a factory on weekdays, and stood at the market on weekends – to earn money for food, she had to sell her new Finnish boots and her eldest son’s ice axes. At times, Zina was overcome by despair – Polinka’s birthday was approaching, but there was no money for a gift or even a cake, and her daughter dreamed so much about a doll! In addition, my husband, Sergei, started drinking.
    Paulie’s birthday was December 5th, and December 3rd was the anniversary of the death of her older sister, who died 5 years ago from cancer. It was Saturday. In general, as Zina says, she did not plan to go to the cemetery – at the beginning of December there were frosts of -30, Siberia after all, and besides, she heard that in winter it is better not to disturb the dead… but on the morning of December 3, she got up with the firm conviction that she had to go – she took the first train and arrived at the Smolensk cemetery still dark. There was silence, the dead were sleeping in their graves, wrapped in fluffy snowdrifts, there was a decent amount of snow, and Zina got a little lost, going deeper and deeper into the cemetery.
    It’s dawn. Her attention was drawn to one grave – fresh, and decorated along the fence with silver serpentine, usually the kind that decorates Christmas trees. There was silence in the cemetery, and you could hear him rustling. “What people don’t come up with!“- she thought to herself, came closer to the grave. Instead of a monument, there was still a pedestal; the grave was littered with fresh flowers and luxurious wreaths, which cost incredible amounts of money in the early 90s. A little white girl with two pigtails was looking at Zina from the photo. And the name is Nadya… she died 3 days ago, she was 5 years old. Zina shook her head – such grief for parents! But somewhere deep, deep down she was pricked with envy – people live! the grave is strewn with roses! Expensive candies lie on a plate! But most importantly… next to the nightstand sat two dolls and a teddy bear. The toys were clearly foreign, at least in Irkutsk Zina had never seen anything like them; the bride doll, large, in a wedding dress, with long black hair, a veil, and a life-like face, attracted special attention..

    As Zina later says, something went wrong in her head, she was so overcome by envy and anger… from the eternal lack of money, from her drinking husband, and that she couldn’t even celebrate her beloved youngest daughter’s birthday like a human being, but this dead girl had everything! And the hand automatically grabbed the doll. Zina did not ask the dead girl for forgiveness, did not say goodbye – she ran away from the cemetery. I woke up only on the train.

    At first I was scared that I had taken the doll from the cemetery, but then I remembered how Polinka dreamed of a new doll. Zina was an atheist, like probably the majority of those raised in the Komsomol, so she drove away all bad thoughts about devilry, and that this is a sin in general. On December 5, she borrowed money from work, baked her daughter’s favorite cake, the older children made homemade cards for her sister, in short, they celebrated her birthday. My daughter was delighted with the doll – she carried it with her everywhere, including to kindergarten, and slept with it, and ate it. Her name was simple: Princess.
    A month passed, and Zina no longer remembered how she received this doll. She told her husband that she borrowed money and bought it, her conscience no longer tormented her. But suddenly Polya fell ill – she developed a severe fever. Zina took sick leave and stayed at home with her daughter. The field was not getting any better, the temperature was 39, Zina somehow brought it down to 38, but she rose again, her daughter cried, slept poorly and at times became delirious – she said that her Princess was very cold, as if icy, and she also smelled unpleasant. Zina turned the doll this way and that – it was plastic, not cold, and it smelled nice – Polinka.
    A week had already passed, the doctors suspected Polina had pneumonia, the child was wasting away before her eyes, Zina did not sleep at night, sat next to her, Polina cried and complained about the doll that it was cold, and also said that she was scared because some evil girl came to her at night, sang very scary, and wanted to take the doll away. When Polya said about the girl, Zina went cold and immediately remembered that dead Nadya..

    One afternoon, when the older children were at school and her husband was at work, Zina was sitting with Polya. She had already fallen asleep, clutching the doll, and Zina herself dozed off – she didn’t sleep that night almost because of her daughter’s temperature. Singing woke her up. It came from the corridor – there was no specific song, just “Na-na-na-na”. A little girl was singing, but for some reason Zina felt so scared… she had a desire to jump up and close the door to the room, but she was stuck to the chair, she didn’t know the prayers, “Our Father,” and that one flew out of her head… The singing kept getting closer and finally a little girl entered the room, didn’t say a word, just sang – with two pigtails and in a beautiful polka dot dress. The girl stood, looked first at Zina, then at Polina, continuing to sing, and her eyes, as Zina says, were unchildish, angry and transparent..

    Zina woke up about 10 minutes later – she fainted from fear, Polinka was also sleeping, clutching her doll. Maybe it was just a dream, but Zina grabbed the doll, and, asking her neighbor to sit with her daughter, rushed to the cemetery. It was already 6 o’clock in the evening, winter, dark – after about an hour she found the grave of this girl, fell to her knees and asked her for forgiveness for a long, long time. She placed the doll next to other toys and ran from there..

    Polya cried a lot, asked where the doll was – but the main thing was that her temperature dropped that same day, there was no miraculous healing, that the child got up and ran the next day. Polya was nursed for a week, as the child was weak, but she no longer complained of nightmares. Now she is 24, she already has two children and a wonderful husband, she doesn’t remember about the doll, only sometimes she says that she remembers some vague nightmares.

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  • Top Online Casino ohne OASIS in Deutschland : Guide

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  • [BREAKING COVERS IN COMMENTS] Game designers and what they eat with..

    This post was written by the author from the experience of personal life and information gleaned from the sources described below, and does not pretend to be ideal “evenness, clarity, and authority”. In the event that you know what I’m talking about more than I do, and don’t agree, speak up in the comments, let’s talk about what.

    [UPD]
    P.S. Fortunately, knowledgeable people nevertheless burst into the post and presented an alternative point of view, with which it is quite difficult to disagree.

    I once saw a piece of news on the main page that seemed like nothing, but on the other hand, I was surprised by the comments. And it would seem strange? Everyone is excited about the opportunity to learn how to develop games, just like little children! And I’m not really. Why? More about this below.

    It all started about two weeks ago, when at the academy where I am currently studying there was a master class on the topic “How to learn to make games?» for those interested. Author and main person – Vitaly Khit. Don’t know who he is? Yeah I don’t know either lol. And still, even after questioning Google. But judging by the sketchy data from various interviews, they call him “an icon of domestic casual gaming”. In his own words – I have 16 years of experience as a game designer behind me, and about 20 mastered programming languages. Solid, in short. And yes, I will highlight all future quotes from Vitaly like this in italics, so that it is clear where are his words and where are his, which I pass off as my own. Shchyutk. I was a little late for the lecture, and to my surprise, out of about a hundred people I was almost the only teenager. The rest are already 25-30 years old and look like this, but it’s true, details. So, after the lecture, I left with mixed feelings. My world didn’t turn upside down, but I was once again convinced that “making games” is like hobby, and "make games" like profession – these are two big differences.

    Actually, the whole point is described in this picture. A game designer, programmer and modeler CAN make a quality game. Gay designer and programmer OR modeler too. But the modeler and programmer, no matter how hard they try, will not come up with a sensible, finished product. So what is the task of an employee with the strange title of “game designer”?
    Prefix "-designer" means not at all what usually comes to mind. Game designers do not come up with the appearance of monsters or weapons, do not draw locations, or indicate the position of red barrels on the map. Game designers come up with the very concept of the game: "What. In it. Necessary. Do.», but at the same time not at random, and taking into account the fact that the game should not only work, but also stay afloat, and the longer the better.

    Here’s a real life situation. As fate would have it, I ended up in a VK conference for developers of a modification for Source. Moreover, the mod, from the outside, seemed very promising. When I got there I was stunned. There are 10 people sitting there. 10 MAN, CARL! THIS IS ALMOST DOUBLE MORE MANY SIMILAR TEAMS. Moreover, the only “dick from the mountain” was me – everyone around me was programmers, mappers, modelers, sculptors, animators. And everything is just “they can do it”. But not a single screenwriter and not a single game designer. "Chief" – modeler. A very cool modeler, but it doesn’t work well with everything else. Neither with the organization, nor with the thought of gameplay. As a result, in 2 months of sitting in the conference we did nothing. Vacuum. At the same time, according to the wishes of the “boss” we are going to do “something incredibly cool” with a bunch of “incredibly cool ideas”. Only at the same time, there is a complete overkill and confusion with ideas, and once, when discussing a pathological plot, the “head” said: “Well guys, in short, let’s make cards, and then something will come to mind, okay?». I think there is no need to explain the chances of a successful modification ever being released..

    In fact, this is all the work, but it takes much more effort than it might seem at first glance. After all, how does an order for a game designer go?? The producer comes and says: “Man, here’s some money for you, give me an idea for a cool game.”. Here. Exactly "RODI". Moreover, imagine if the customer also sets some conditions, like: “Come up with me an idea for a cool game about a dog.”. That’s all, frames. You’re trapped by a dog. It’s a paradox, but in such “creative work” creativity is greatly reduced, and it’s not difficult to guess why. As I said Dimka Kungurov in the FarCry stream: “all the best ideas are not born on purpose while trying to create a game. An idea comes, often by accident, and then everything else begins to be built around it.» Don’t believe me? Take any iconic example from the gaming industry or cinema. "Back to the Future" was born when screenwriter Bob Gale dug up his father’s school album in the basement and learned that he was the class president. Remembering that at one time he himself did not communicate at all with the head boy in his class, Gale wondered whether he would have become friends with his father if he had been with him in his youth. That’s it. Accident! Same Dota – yes, the concept of team play as such was taken as a basis, and the concept of “team play” is already several thousand years old (as discussed two paragraphs below). But at the same time, taking this concept as a basis, the authors managed to create a whole new genre, although initially the legs grow from the same catching up.

    As a child, were you in groups where you were all asked to come up with chants?? Agree, something didn’t always come to mind. Now imagine what you have only you and your experience, and you need to adhere to some clearly stated rules. Here are some of them:

    1) Don’t try to come up with anything new. It really won’t work, don’t even try. Because in fact, everything has already been invented a long time ago, and not a long time ago, but a VERY long time ago. All those “innovations” that you see in games from year to year, the last 20 years, new gameplay features and so on are just cosmetics. At the same time, you need to be able to apply it to a well-taken “old”. The mechanics, on the other hand, change only partially, but in general remain the same. If anyone doesn’t understand, the general mechanics of the shooter are not a “talking character with a gun”. And not “the possibility of shooting in Macedonian style”. "Run and Shoot" – THIS IS THE GENERAL mechanics of a shooter, and name at least one in which it is impossible to describe everything that happens in the game with this statement as simple as a board. At the core of its structure, the usual counter-strike or any other shooter is no different from the fun of prehistoric times – “catch-up”. Moreover, the cult Dungeons & Dragons, which spawned dozens of clones and is still not outdated, appeared in 1974. But even then she didn’t bring anything new – because it fell into her second rule.

    2) Mathematics. Yes, the very thing that no one has ever loved, and those who have loved are trolls, liars and not people at all. Do you think that if you go to work involving fantasy, you will get rid of calculations?? Yeah, right now. Mathematics is the second most necessary tool for a game designer, right after creative thinking. And the reason why this happened is stupidly simple – no one has seen the math, but it works. Mathematics is often cited as a necessary element in game development, but the “why” is not always explained. To tinker with game engines? Nope, it’s at a much earlier stage. When you’ve just come up with a seemingly perfect concept and want to implement it on paper, you may find that in actual execution it doesn’t work as it should, if at all. And the project is either “buggy” and “imbalanced”, or is becoming obsolete too quickly, or even all at once. But, if you do everything in advance, taking into account mathematical formulas and algorithms, then believe me, it will work. Because adherence to the Queen of Sciences automatically cleans up holes in the structure of the game, throwing out unnecessary supports and strengthening existing ones. The same D&D is completely built on this. Players roll dice. The maximum number on the dice is the same for both players, but by the will of the rules, one rolls the dice 1 time, and the other 3 times. And the one who rolls the dice 3 times has a significantly higher chance of getting the maximum number than the one who rolls 1 time. A simple theory of probability, seemingly based on randomness, but yes, it’s all mathematics.

    /The same Dungeons & Dragons is an example when cubes and cards have held players for five decades/

    Let’s look at mathematics using the example of a seemingly extremely simple and well-known game. "Fool" – a card game, telling the essence and rules of which makes no sense. But in it, mathematics is of the most decisive importance – have you thought about some game conditions that, at first glance, are needed “simply because”? For example, the number of suits is 4. Why not 3? Why not 5? It’s simple, because 4 is the minimum number that is divisible by an integer (by 2) in addition to one and itself. Let’s move on. The cards themselves – the “value” of the cards starts with six. Why not from the five, not from the four (we are talking about the standard “Fool”, without an expanded deck)? Because in total these two gaming “units” of the lowest rank make up the number 12 is the smallest number that is divisible by many numbers (12 is divisible by 6,4,3,2, and at the same time, like 6 and 4, they are also divisible by 3 and 2). That’s all mathematics. Oh, and yes, a standard deck is 36 cards. Needless to say, this number is also perfectly divisible by 12? So it turns out that “Fool” is a game entirely based on mathematics, the values ​​\u200b\u200bof which are not taken out of thin air. Take less and the gaming system will fall apart. Take more – it will become too complex for most of the audience.

    And it would seem, yes, cool, but if all this is so, then the game can be played in advance calculate. Why don’t they do that?? Because there is one so called "determining element". In the case of “Fool”, this complex word plays out a banal trump card (in the expanded deck – Joker). Because “determining” means introducing into the gameplay "chaos theory", that is, an element due to which the game still remains calculated, but at the same time it is supposedly much more random, which makes it more difficult to calculate, but not to play, and on the contrary, more fun.

    This, in fact, is the key to successful game mechanics as a whole. “Mathematics”, which determines performance and conventions, and “chaos theory”, which does not allow us to unambiguously (or at least quickly) calculate all the available game moves, because we know that as soon as you reveal all the cards to the game, it gets boring, doesn’t it?
    P.S. It is absolutely not necessary for you to be a Doctor of Science, but knowing mathematics at least at the level of the first two university courses is more than desirable.

    3) Simplicity. In fact, this example is most effective for casual games, but in fact, it works for anything. Example – you are sitting in the office, trying to put together a concept, and your gaze catches on some 3 things. For example, a lamp, a pencil and a piece of paper. Focus on this, try to do everything based ONLY on this, without adding absolutely nothing physically material. If you can’t, replace one object, but don’t add. The more details, the more difficult it is to keep them in your head, and you will have enough stress without this.”.

    Each game, one way or another, should have some kind of filling, but we’re not really talking about it now. It’s about “selling” this filling to the masses. If you just release a piece of gameplay and graphics, then yes, on the one hand it will be a game, but without compliance with a clear structure, it will most likely not have resonance, and therefore success. The structure can be divided into 3 stages – initial, medium and long. Here they are:

    1) Beginner. Rules. You must define the rules of your game, what is for the developers to whom you give the “idea”, what is for the player. The simplest and most standard example is Flappy Bird. Some Vietnamese boy made three hundred thousand dollars from the simplest thing. There is a backdrop, there are pipes, there is a bird. The bird flies when you tap on the screen. The goal is not to crash into a pipe. All! Moreover, even if it’s intuitive, he even screwed the “Click on the screen” sign to the screen so that absolutely everyone understood what was required of them. Absolutely the same thing works in big games. Platformers, team shooters, cooperative simulators – come up with the rules on which the game will work and implement them, and as soon as you do, convey them to the player.

    2) Medium. The game itself. That filling that you have been inventing and creating all this time. All the little extras and other cosmetic touches that were made during development. I think it’s clear here. In fact, I stupidly missed the moment in the lecture where the second point was discussed, but that’s about it, gee.

    3) Long lasting. Something that will keep the player in the game longer than necessary. Usually this is multiplayer, and in multiplayer there is a challenge, a points system, and most importantly – a table of records. Piscometer, in other words. The same Flappy Bird – you collect points without any goal at all. But having scored 2 points more than your friend, you can safely run to him and declare to his face that you “made him”. Like Kulakov in the Goat Simulator stream. Human psychology, nothing more, nothing less. Competitive effect, excitement. In all browsers, this process is replaced by “real-time progress” (compensating, esesna, donation). Until recently, purely “single” games were on the decline, but the now popular episodic system, which stretches interest around the project for almost a year, proves that they have also reached this stage. And there’s nothing to say about MMOs.

    These are all the “three elephants” on which the structure of the finished project rests. Judge for yourself – why do we forget about some games a week after release because "boring", others because “knocked out all the platinums, what a damn thing to do”, and others – because “stupidly it didn’t roll in”? The puncture is clearly worth looking for somewhere higher.

    One of the examples presented at that lecture. Of course this is not a game, but just my clumsy attempt redraw this in AE so you get the gist. But so, there is a concept. We look at the water tap – droplets are dripping. We do this using code. What’s next? And then we have crossbars from which falling balls bounce off, making sounds. But that’s not enough. Come on, use your brain, come up with a goal that can keep you engaged in the game for a long time!

    And here is a list of ideas (don’t look right away, think for yourself first):
    -Pocket the ball. (Clearly. But it quickly exhausts itself, you need to come up with many levels, and this is a potential hemorrhoids)
    -Don’t let the ball fall. (Clearly. But screen space will quickly run out.)
    -Throw the ball as far as possible. (Not bad. But even if you make a system of improvements, how long will it last?? 30 minutes maximum).
    -Add a dragon. (FUCK?! No, of course you can, but WHY THE FUCK?!)

    All these options were actually considered for 10 minutes.

    We need to build as many crossbars as possible for the ball to hit. If the ball hits the same crossbar once twice, all the crossbars turn red. One more time, and GAME OVER, start over. Number of bars = number of points. Just? Yes. Works? Yes. And this is the most basic example.

    That’s all your "video games" are, basically. Yes, you may not consider any of the above when creating your projects, but only in two cases – if you make games “for the soul”, and not to make money, based on plots, characters, all sorts of nice features and just “turkey poultry”. Or if you stupidly don’t count on anything, and are aware that your game will go unnoticed. There are a few exceptions. After all, how much such content was made without taking into account social and psychological subtleties, mathematical ordering, competent processing of ideas, and other hundreds of little things? This is all the work of a game designer. A person on whom games as such depend – a programmer, artist, modeler or screenwriter – can find themselves in other industries. But a game designer learns to make specific games, and only them, and not everyone can master the intricacies of this profession. Yes, you can learn this, but is it what you need??

    After all If As a child, did you think: “Stupid developers, why didn’t they do what I want??! If I were at the helm, I would fix everything really cool!», then after working as a game designer, you will understand that the problem is not only in oppressive publishers and lack of budget (but that too), but in the banal need to weed out everything unnecessary for the sake of the integrity of the idea. And many of the games of your childhood dreams are simply unrealizable, if you want through their creation earn money for bread and water. Exactly like the fact that not all games are made with a smile on the face with all 32 teeth, and if you are not a natural generator of ideas, then you will have to rack your brains worse than the same programmers over walls of code. Moreover, it wouldn’t hurt for you to be a programmer yourself in order to transfer your concepts to material that you can show to producers or your team.

    /This guy needs no introduction. And yes, he is a game designer./

    Yes, possible the option that you will become an incredibly cool game designer in a huge studio who will crack tasks like nuts, and at the same time making large games without worrying about the budget. But even if you stop flying in a fairy-tale world, and assume that such a possibility exists, is all this worth the hypothetical effort and nerves that you will have to expend?? Or maybe it’s really better to “screw it” and remain an ordinary player not that bad?

    Best comments

    Well, ok, let’s have a little fun, whatever =) I didn’t notice any breakdowns, but there are errors of varying degrees of rudeness.

    Considering that Hit is engaged in free-to-play games, his point of view is clear to me, although not close. Personally, I have a simple question for you: why was it necessary to write an article in the spirit of “I won’t give it to myself and I won’t give it to others”? Maybe I’m wrong, but I got the impression that having been disappointed in game design as a job/profession, you decided to completely discourage others from doing it. Don’t do that.

    This is true for www.froggybet-casino.uk social networks/free-to-play. Considering that the CIS gamedev is now focused mainly on them, it is not surprising that such a point of view is being pushed. We need not just cadres, but cadres loyal to this kind of party policy. Although, it seems they have already begun to calm down and look again towards PC, Steam and Early Access.

    And yes, I am aware that large games are trying to adhere to a similar model through multiplayer, DLC, episodicity, etc.d. But this does not mean that you need to absolutely screw retention mechanisms and metagame into all projects indiscriminately. You need to look at what is best for each specific game.
    ______________________________________________________________________________

    After all, how does an order for a game designer go?? The producer comes and says: “Man, here’s some money for you, give me an idea for a cool game.”.

    What, excuse me?! This only happens in the wet fantasies of gamers who dream of getting into the industry. Usually you know at least what the platform is and what the audience is. Well, or a project is immediately identified from which everything needs to be ripped out with the help of reverse engineering, ingenuity and some kind of mother.

    I don’t know how it is right now, but a year and a half ago the scenario was something like this. An investor/gene came. director/big boss who gives money for development and said: “Make me Farmville / Clash of Clans / Candy Crush Saga." Why? Because they bring in money, and the investor’s task is to recoup investments and make money. And this is one of the reasons why developers leave studios for free indie bread. I’m tired of making clash of clones and three in a row. For the same reason, many people working in the industry have their own pet project, which they work on in their free time on their knees. Lack of space for self-realization.
    ______________________________________________________________________________

    Moreover, imagine if the customer also sets some conditions, like: “Come up with me an idea for a cool game about a dog.”. That’s all, frames. You’re trapped by a dog.

    Absolutely normal practice. Creativity comes from limitations. If you tell a person: “Here’s your money, do what you want and don’t deny yourself anything,” he will eat through the budget and won’t budge. Only the boundaries are usually set not “about dogs”, but about the genre, platform and target audience. From the category: “Making a competitive arcade for an audience of 12-16 years old”. “About dogs” is if the game is based on a cartoon/comic/movie.

    Actually, there is such a concept as “solution search area”. The narrower this area is, the easier and faster it is to find and choose a solution. If not optimal, then at least satisfactory. Considering that each solution option is a potential mechanic, we get that most of the options labeled “worth a try” will have to be prototyped. Either on the engine, or on paper, or… or even on counting sticks, by God, as long as the mechanic can see. Testing each option takes time, which means, in the case of commercial development, also money. Therefore, they usually try to narrow the search area. T.e. set restrictions (platform, setting, genre, audience, etc.).d.)
    ______________________________________________________________________________

    As Dimka Kungurov said in a FarCry stream: “all the best ideas are not born on purpose, in attempts to create a game.

    Cut the Rope chuckles at this statement.
    The founders of Zeptolab, the Voinov brothers, deliberately experimented with the physics of rope inside a self-written engine. We were looking for mechanics.

    The paradox here is that it is really difficult to come up with a special mechanic, and it seems to come up on its own, but only in the process of searching. Until you start looking, it may take a month, a year, or your whole life until “smart” mechanics come to your mind.

    By the way, along with Cut the Rope, Monument Valley also cackles, the authors of which spent a fair amount of effort and time trying to make a game out of the impossible geometry of Escher and Penrose.
    ______________________________________________________________________________

    This is something you immediately want to hit hard. Several times. The advice is good, but the delivery… “You’re all crap.”!»

    The meaning there is something like this: “Don’t be upset if you reinvented the wheel.”. There are simply a huge number of video games. It’s physically impossible to play all this – you’ll die of old age. Therefore, in the gaming industry there is a very real situation where you can write a “Moonlight Sonata” from scratch, without knowing about the existence of the original. And then “someone” will come and rub your nose in Beethoven and his work. This is where you need to remember about this fuse. Invented the bicycle? Well, it happens.

    And this point about the fact that borrowing mechanics is the norm. More like an industry standard. The question is what can you bring to this mechanic?. A handle for a cup and an internal combustion engine for a self-propelled carriage aka a car were also not immediately invented. And none of this would have come to light if everyone believed that everything had already been invented a long time ago.
    ______________________________________________________________________________

    Firstly, not creative thinking, but abstract thinking. This is much more important. Secondly, mathematics, especially university mathematics, is not always needed and not in all genres. Please find me mathematics in 2d quests, or in Stanley Parable, or in graphic novels, or in Journey, or in the catch-up/hide-and-seek games mentioned in the article. No way? Maybe it’s because she’s almost not there? This is indie, which means it doesn’t matter? OK. Any TellTale game.

    Here we again come up against the fact that university vyshmat, theory, difurs and other miscellaneous things are necessary and important when calculating monetization and the balance of social networks/freetuples. Even in vacancies they write: “We need a game designer-balancer”. Of course, balance is calculated through mathematics in more interesting genres. In RPGs, strategies, MMOs, etc.d. But we seem to be talking about work and the CIS. And yes, no one will tell you to immediately calculate the balance and economics of the project if you are a beginner. Well, or he’ll put you in prison if the boss asshole idiot.

    In addition, it so happened historically that in the CIS, as in other countries, nerd techies were initially interested in game development, and this means engineer degrees + physics and mechanics mathematics + the belief that any system can be calculated, weighed and measured. And don’t think that this is a bad approach. Thanks to him, we have strategies, a D&D system (and therefore most RPGs) and all other useful stuff, from gaming platforms to development tools aka engines.

    It’s just that in these Western countries, “artists”, let’s call them that, have also joined video games. And, for example, classic quests aka 2D adventures appeared. And from projects closer in timeline – Journey, Stanley Parable, To the Moon, Brothers: A tale of two sons.

    Here we have Dybovsky doing something similar with ice axes. Well, maybe there are still some indies that I don’t know anything about.

    So math is important, yes. But video games live not only by mathematics.
    ______________________________________________________________________________

    What you have written in this paragraph is complete and ordinary nonsense. The development structure of NEFRITUPLEK consists not of 3, but of 4 parts.

    1) pre-production
    2) production
    3) release (profit?)
    4) post-release support

    not what you wrote there.

    1) pre-production
    2) production
    3) soft launch
    4) launch
    5) riveting updates

    -Pocket the ball. (Clearly. But it quickly exhausts itself, you need to come up with many levels, and this is a potential hemorrhoids)

    And someone was not too lazy and made two parts. Here and there.

    To run after the ball. The task is to prevent the dragon from eating the ball.

    You can also formalize the crossbar lines as xylophone/metallophone plates/bars, and set the player the task of playing a melody on them by beating the ball. Reference game – Simon.

    You can also make a platformer in reverse. This is when you cannot control the character, but you can deform some areas of the level from which the character ball will bounce.

    The search area for solutions is too broad. At least you need to decide on the platform and input scheme. ______________________________________________________________________________

    If you don’t try, you won’t know.
    ______________________________________________________________________________

    For those in the tank. Game designer != idea guy.
    ______________________________________________________________________________

    Moreover, it wouldn’t hurt for you to be a programmer yourself in order to transfer your concepts to material that you can show to producers or your team.

    Ideally, it is very desirable to have at least a little understanding of all related areas of development, and not just programming.
    ______________________________________________________________________________

    Well, it’s not the gods who burn the pots.
    ______________________________________________________________________________

    If a profession for you is overwhelming and hassle-free, then you are clearly spoiled for choice.
    ______________________________________________________________________________

    Like this. It’s already dawn outside the window, and I’m really stuck. Looks like my biggest post, if not in all time, then definitely in a couple of years. Again, I expect reasoned criticism, and, well, that this material will be interesting to someone. In the meantime, I’m off to sleep. Good morning, yes.

    Notch’s main source of inspiration was games. Namely Infiniminer, from where Minecraft borrowed cubicity, and Dwarf Fortress. I don’t know how much the Infiniminer’s creator was inspired by LEGO.

    Well, why so radical?? T.e. I understand, 16 years old, maximalism, goes from one extreme to another. Either all or nothing, and so on.d. This will pass.

    Um… Have you tried to at least prototype at least one simple game?? Try it, you might even like it

    At least in the employment conditions of the CIS, where the main part of the product produced is MMOs, casual games and F2P.

    On Mars there is life outside the CIS too. And no one bothers you to organize your own studio with preference and prostitutes.

    With genres, things aren’t too clear either. People are now starting to turn away from frituplets, t.To. understand that competing with King, SuperCell, Wooga and others like them is nerve-wracking and expensive. In addition, indie studios are appearing that are not so much “about money and traffic”, but about games. Well, yes, age. You are 16 now. Who knows what is there and what will happen in 2-4 years. The situation can change so many times… But I’m not a descendant of Nostradamus, I can’t predict.

    So put your nose up, tail up and forward! Check in practice what game design is and what it is used with. Oh, well, learn English too. Even without game design it will be useful.

    Well, you know, it depends on the skill. If you’ve discovered different 3D packages for yourself “just a week ago” and know how to create a little man from spheres and cylinders, then you’re just a “modeler”: s

    Not really, (the orchestra is below, Senior 3D Artist) Proof, but simply “3D Artist”, this is exactly what a “modeller” is, it’s just that the name 3D artist is accepted all over the world. And the word “modeler” appeared because advertisements for hiring “freelancers” are usually written by people who deal with personnel and are not strong in terms.

    There is no need to draw the line so strictly, for example, after the early 2000s or 2004 (when Mikami set the concept of a third-person shooter for years in Resident Evil 4), that in no case should you try to come up with something new. I understand that you always need to have a sense of proportion and not try to build a bike over and over again, grinding every aspect of the project, but progress will never stop. With new technologies come new ideas and concepts, and behind them come full-fledged products, sometimes giving birth to new genres. Although not a very prominent example, take at least the nemesis system in Shadow of Mordor. With such advice, one day all ideas will be killed before they are even born, so you need to be a little more careful.

    At that time, the foundation of the video game industry was just being laid. And even though in those days as now, games were made using the same mechanics, it is possible that many did not think so much about these little things, since the market was not yet so cruel to developers. On the other hand, all those games that became cult – the same Diablo or Metal Gear Solid, were the first breakthroughs of game designers.
    Although, again, their original essence is the same, I just noticed it now. A couple of years ago I read on the wiki that MGS is a game about “getting from point A to point B.”. And then I thought – how can such a cult game be so simple?? Or maybe. After all, you actually move back and forth between locations, depending on the tasks, only in Diablo they added leveling and non-linear choice, and in MGS they added stealth and nice features. Wow, wow.

    The 3D artist I’m talking about can assemble a person/tree/house from anything in Blender, make a scan, sketch out some textures, and then finish it off in substance

    Panda Ader, ordinary obvious, amateur game designer (not to be confused with animator). I’m somehow not ready to provide more information, sorry.

    The joke is that at the moment it’s not woven in any way. In the sense that I don’t go to work at a game studio every day. Another thing is that developers are not particularly encrypted, and in order to be aware of events (approximately) it is not necessary to hang around in the office. All information can be found on websites, forums, podcasts, Twitter, conference rooms, etc.d. Well, you need to turn on your brain from time to time. Hence the awareness.

    This answer will suit you?

    I love it when someone who knows how and why bursts into a conversation and puts everything into perspective. + you.

    Minecraft is not something completely new? Or is this just a transferred idea of ​​a children’s sandbox and LEGO into an electronic version, so it is also not something new?

    I’ll try to pretend that I’m an expert.

    So – LEGO is a game in itself, in a sense. Construction set, but you assemble it while playing along the way. Yes, and the same sandbox, yeah. Although the real sandbox has little relation to Mine, that’s not the point. As a computer phenomenon, due to the absence (or they existed, but no one knew) of analogues, and as an example of the adaptation and development of this idea in video games – very new. But relative to the whole world – no, this is just an extension of old concepts.

    This suggests a joke about “This has already happened in The Simpsons,” but in fact it’s really like that. 21st century, what?. Even if you’re up to your nose in drugs and mathematics, you won’t be able to come up with something ABSOLUTELY NEW. At least at this stage of human development.

    Plus, for mentioning math! But there are no modelers. There is a concept of an artist, and what kind of characters, environment, etc.d. depends on the direction in which this artist works. There is also a separation of 2D and 3D.

    For example: 2D concept artist -> 3D Character artist -> 2D texture artist -> Animator (2D and 3D also available) = Completed character.

    For example: Calling an environment artist (modeler) is the same as calling an interface programmer (Menu coder).

  • Cialis Super Active och högt blodtryck: kan du använda det?

    Den här artikeln undersöker förhållandet mellan Cialis Super Active och hypertoni och undersöker dess användning, risker och alternativ för dem som drabbas av högt blodtryck.

    Förstå Cialis Super Active

    Cialis Super Active är en potent medicin designad för att bekämpa erektil dysfunktion. Denna förbättrade formulering av läkemedlet tadalafil är känd för sin snabba insättande effekt och långvariga effekter. Till skillnad från sin vanliga motsvarighet är Cialis Super Active ofta att föredra för dess snabbare absorption och effektivitet, vilket gör det till ett populärt val för dem som söker omedelbara resultat.

    Läkemedlet verkar genom att öka blodflödet till penis, vilket underlättar erektioner som svar på sexuell stimulering. Dess aktiva ingrediens, tadalafil, är klassificerad som en fosfodiesteras typ 5-hämmare (PDE5-hämmare), som hjälper till att slappna av blodkärlen och förbättra cirkulationen. Denna mekanism, även om den är effektiv för erektil dysfunktion, väcker frågor om dess lämplighet för individer med vissa hälsotillstånd, såsom hypertoni.

    Vad är hypertoni?

    Hypertoni, vanligen känt som högt blodtryck, är ett tillstånd där blodets kraft mot artärernas väggar genomgående är för hög. Detta tillstånd kan leda till allvarliga hälsoproblem, inklusive hjärtsjukdomar, stroke och njursvikt, om det inte hanteras. Blodtrycket mäts i millimeter kvicksilver (mmHg) och anses vara högt när avläsningarna konsekvent överstiger 140/90 mmHg.

    Många faktorer bidrar till högt blodtryck, inklusive genetik, livsstilsval och underliggande hälsotillstånd. Det kallas ofta för "tyst mördare" eftersom det kan existera utan märkbara symtom, vilket leder till att många förblir omedvetna om sitt tillstånd tills komplikationer uppstår. Att hantera hypertoni involverar vanligtvis livsstilsförändringar, medicinering eller en kombination av båda.

    Hur Cialis Super Active fungerar

    Cialis Super Active fungerar genom att hämma PDE5-enzymet, som primärt är ansvarigt för att reglera blodflödet i penis. Genom att blockera detta enzym främjar läkemedlet breddning och avslappning av blodkärlen, vilket tillåter ökat blodflöde och resulterar i en erektion i kombination med sexuell upphetsning.

    Läkemedlet är utformat för att tas oralt och absorberas snabbt i blodomloppet, vilket ger lindring från erektil dysfunktionssymtom på så lite som 15 till 30 minuter. Dess effekter kan pågå i upp till 36 timmar, vilket ger en längre möjlighet till sexuell aktivitet jämfört med andra läkemedel mot erektil dysfunktion.

    Potentiella risker med att använda Cialis Super Active med högt blodtryck

    Även om Cialis Super Active kan vara effektivt för erektil dysfunktion, utgör det potentiella risker för individer med hypertoni. Det primära problemet är läkemedlets effekt på blodtrycket. Eftersom det främjar vasodilatation kan det leda till ett plötsligt blodtrycksfall, särskilt när det kombineras med andra mediciner eller substanser som har liknande effekter.

    Patienter med okontrollerad hypertoni eller de som tar vissa blodtrycksmediciner kan uppleva biverkningar. Dessa kan inkludera yrsel, svimning eller till och med hjärtkomplikationer. Därför är det avgörande för individer med högt blodtryck att rådgöra med en vårdgivare innan de använder Cialis Super Active för att mildra eventuella hälsorisker.

    Rådgör med din läkare före användning

    Innan du börjar med Cialis Super Active är det absolut nödvändigt att konsultera en sjukvårdspersonal, särskilt för personer med högt blodtryck. En läkare kan bedöma de individuella riskerna och fördelarna med hänsyn till patientens allmänna hälsa, aktuella mediciner och specifika blodtrycksnivåer.

    Under konsultationen, var beredd https://hemmaapotek.se/bestallning-cialis-super-active-utan-recept att diskutera din fullständiga medicinska historia, eventuella aktuella mediciner och eventuella tidigare erfarenheter av behandlingar för erektil dysfunktion. Detta kommer att göra det möjligt för vårdgivaren att fatta ett välgrundat beslut om säkerheten och lämpligheten av att använda Cialis Super Active i din specifika situation.

    Säkra dosrekommendationer för hypertensiva patienter

    Att bestämma rätt dos av Cialis Super Active för patienter med högt blodtryck kräver noggrant övervägande. Läkare börjar vanligtvis med en lägre dos för att övervaka hur kroppen reagerar och justerar sedan vid behov. Ett konservativt tillvägagångssätt hjälper till att minimera risken för biverkningar samtidigt som det ger terapeutiska fördelar.

    Patienter rekommenderas att strikt följa den föreskrivna dosen. Att ta mer än rekommenderat kan öka sannolikheten för biverkningar och potentiellt farliga blodtrycksfall. Regelbundna uppföljningar med vårdgivaren är avgörande för att utvärdera behandlingens effektivitet och säkerhet.

    Interaktion mellan Cialis Super Active och blodtrycksmediciner

    Cialis Super Active kan interagera med en mängd olika mediciner, särskilt de som används för att hantera hypertoni. Läkemedel som nitrater, ofta ordinerade mot bröstsmärtor, kan orsaka ett betydande blodtrycksfall när de används i kombination med Cialis Super Active, vilket leder till allvarliga hälsokomplikationer.

    Dessutom kan alfa-blockerare, en annan klass av blodtrycksmediciner, också interagera negativt med Cialis Super Active. Patienter som tar dessa mediciner bör informera sina läkare för att säkerställa att eventuella interaktioner hanteras och övervakas noggrant.

    Alternativa behandlingar för erektil dysfunktion med högt blodtryck

    För hypertonipatienter som söker behandling med erektil dysfunktion finns alternativ till Cialis Super Active. Dessa inkluderar andra PDE5-hämmare som Viagra och Levitra, även om de också kräver noggrann medicinsk bedömning på grund av liknande risker.

    Icke-farmakologiska alternativ som livsstilsförändringar, psykologisk rådgivning eller användning av mekaniska enheter som vakuumpumpar kan vara lämpliga alternativ för vissa patienter. Varje alternativ kommer med sin egen uppsättning fördelar och begränsningar, och en vårdgivare kan hjälpa till att bestämma den mest lämpliga behandlingsplanen.

    Övervakning av blodtryck medan du använder Cialis Super Active

    Regelbunden övervakning av blodtrycket är avgörande för personer som använder Cialis Super Active, särskilt för dem med högt blodtryck. Att hålla reda på blodtrycksnivåerna hjälper till att upptäcka eventuella biverkningar tidigt och möjliggör snabba justeringar av behandlingen om det behövs.

    Patienter uppmuntras att föra en logg över sina blodtrycksvärden och rapportera alla betydande förändringar eller symtom som yrsel eller huvudvärk till sin vårdgivare omedelbart. Detta proaktiva tillvägagångssätt hjälper till att säkerställa både säkerheten och effektiviteten av behandlingen.

    Känner igen biverkningar av Cialis Super Active

    Som alla läkemedel kan Cialis Super Active orsaka biverkningar. Vanligtvis rapporterade sådana inkluderar huvudvärk, matsmältningsbesvär, ryggsmärtor och muskelvärk. Dessa är vanligtvis milda och går över inom några timmar till en dag.

    Men mer allvarliga biverkningar, såsom ett plötsligt blodtrycksfall, bröstsmärtor eller en erektion som varar i mer än fyra timmar (priapism), kräver omedelbar läkarvård. Att förstå dessa potentiella risker hjälper användare att fatta välgrundade beslut och söka hjälp omedelbart om det behövs.

    Livsstilsförändringar för att hantera hypertoni

    Att hantera hypertoni effektivt innebär ofta en kombination av medicinering och livsstilsförändringar. Att införliva en balanserad kost med låg natriumhalt, regelbunden fysisk aktivitet och stresshanteringstekniker kan avsevärt påverka blodtrycksnivåerna.

    Att minska alkoholintaget, sluta röka och bibehålla en hälsosam vikt är också viktiga komponenter för att hantera högt blodtryck. Dessa livsstilsförändringar förbättrar inte bara den allmänna hälsan utan kan också förbättra effektiviteten av alla ordinerade mediciner, inklusive de för erektil dysfunktion.

    När ska man undvika Cialis Super Active helt

    Det finns situationer där Cialis Super Active bör undvikas helt. Individer med svåra kardiovaskulära tillstånd, inklusive nyligen genomförda hjärtinfarkter eller stroke, instabil angina eller okontrollerad hypertoni, avråds i allmänhet från att använda denna medicin.

    Dessutom bör de med allergier mot tadalafil eller någon annan komponent i Cialis Super Active undvika dess användning. I sådana fall är det bästa sättet att söka alternativa behandlingar under medicinsk vägledning.

    Framgångsberättelser och vittnesmål

    Många individer har delat positiva erfarenheter av Cialis Super Active och rapporterat förbättrad erektil funktion och förbättrad livskvalitet. Dessa vittnesmål lyfter ofta fram läkemedlets snabba verkan och långvariga effekter som viktiga fördelar.

    Framgångshistorier bör dock betraktas med försiktighet, eftersom individuella svar på medicinen kan variera avsevärt. Personliga erfarenheter bör inte ersätta professionell medicinsk rådgivning, och alla behandlingsplaner bör skräddarsys efter individens specifika hälsobehov.

    Framtida forskning och utveckling inom ED och högt blodtrycksbehandling

    Skärningspunkten mellan erektil dysfunktion och hypertoni fortsätter att vara ett område för aktiv forskning. Nyare terapier och behandlingsstrategier undersöks för att ge säkrare och effektivare alternativ för patienter med dessa samexisterande tillstånd.

    Innovationer som genterapi och nya läkemedelsformuleringar lovar framtiden. Pågående studier syftar till att bättre förstå mekanismerna som kopplar samman dessa hälsoproblem, vilket i slutändan leder till mer riktade och personliga behandlingsmetoder.

    Slutliga tankar om Cialis Super Active för hypertensiva patienter

    Cialis Super Active erbjuder en gångbar lösning för erektil dysfunktion, men dess användning hos patienter med hypertoni kräver noggrant övervägande och medicinsk övervakning. Att balansera fördelar och risker är avgörande för att säkerställa patientsäkerhet och behandlingseffektivitet.

    I slutändan är öppen kommunikation med vårdgivare och efterlevnad av medicinska råd avgörande. Med rätt vägledning kan många individer säkert hantera båda tillstånden, vilket leder till förbättrat allmänt välbefinnande och livskvalitet.

  • Best Sports Betting Games at HadesBet Casino

    When it comes to finding value in sports betting, understanding key metrics such as Return to Player (RTP), bonus terms, and wagering requirements is essential for seasoned players. HadesBet Casino offers a variety of sports betting games that not only entertain but also provide solid mathematical foundations for betting strategies. Below, we will explore some of the best games available and their respective features.

    Key Features of Sports Betting at HadesBet Casino

    At HadesBet Casino, players can find sports betting options that prioritize value through competitive RTPs and attractive bonus structures. Below are the standout features that experienced bettors should consider:

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    Tennis Betting Set Winner 96.00

    The RTP percentages indicate the theoretical return players can expect over time. A higher RTP means a better chance of recouping your wagers:

    • Football Betting: Offers a competitive RTP of 95.00%, making it a favorite among bettors.
    • Basketball Betting: With an RTP of 94.50%, it remains a viable option, especially for point spread wagers.
    • Tennis Betting: Boasting the highest RTP at 96.00%, this game presents valuable opportunities for savvy players.

    2. Bonus Terms and Promotions

    HadesBet Casino provides various bonuses that can significantly enhance your betting experience. However, it’s crucial to understand the fine print. Here’s a breakdown of typical bonus terms:

    • Welcome Bonus: Often a 100% match on the first deposit up to £200.
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    To maximize your value, consider the following strategies:

    • Always calculate how much you need to wager to clear bonuses before committing to them.
    • Focus on sports with higher RTPs when using bonus funds to improve your chances of meeting the requirements.

    3. Wagering Requirements Explained

    The wagering requirements dictate how many times you must bet the bonus before you can withdraw any winnings. Here’s why they matter:

    • Higher Requirements: A 35x requirement means if you receive a £100 bonus, you’ll need to wager £3,500 before cashing out.
    • Impact on Strategy: Knowing this helps you choose games with better RTP and potentially higher payout frequencies to meet these requirements effectively.

    In sports betting, focusing on markets with favorable odds can also help you achieve your wagering goals more efficiently. Games with high volatility might also yield quicker results, but they come with increased risk.

    For players looking to combine excitement with a strategic approach, exploring the HadesBet Casino games offers a balanced opportunity to capitalize on the math of sports betting. Prioritize games with solid RTP and be mindful of the terms associated with any bonuses to enhance your overall betting strategy.

  • Video Poker Strategies and Tips for Success

    Video poker offers a unique blend of skill and chance, making it a popular choice among casino enthusiasts. With various game types and strategies available, mastering video poker can significantly enhance your chances of success. This article will critically analyze the pros and cons of different strategies, providing insights that can help players make informed decisions.

    The Verdict

    While video poker can be an engaging and potentially lucrative game, it requires a solid understanding of its mechanics and strategies. The right approach can lead to significant rewards, but overlooking critical elements can also result in losses. Players must weigh the benefits against the risks to optimize their gameplay.

    The Good

    • High RTP Percentages: Many video poker games boast Return to Player (RTP) percentages above 95%, with some variations like Jacks or Better reaching as high as 99.5%.
    • Skill-Based Gameplay: Unlike traditional slots, video poker allows players to influence the outcome through strategic decision-making.
    • Diverse Game Variations: Options such as Deuces Wild, Joker Poker, and All American provide a rich variety for players to explore.
    • Bonus Opportunities: Many platforms, including CasinoWays Casino promotions, offer bonuses that can boost bankrolls significantly.

    The Bad

    • High Variability: While some games have favorable RTPs, others may have lower percentages, leading to unpredictable outcomes.
    • Complex Strategies: New players may find the strategies overwhelming, requiring time and effort to learn optimal play.
    • Wagering Requirements: Bonuses often come with strict wagering requirements, typically around 35x, which can be challenging to meet.

    The Ugly

    • Potential for Loss: Players can experience significant losses if they do not understand the game or apply incorrect strategies.
    • Misleading Paytables: Some machines may have deceptive paytables, leading players to believe they are playing a more favorable game than they actually are.
    • Limited Player Interaction: Online video poker lacks the social aspect of traditional poker games, which can reduce enjoyment for some players.
    Game Type RTP (%) Volatility Optimal Strategy
    Jacks or Better 99.5 Low Focus on high cards
    Deuces Wild 97.7 Medium Hold deuces and high cards
    Joker Poker 98.0 Medium Use the joker wisely
    All American 98.1 Medium Prioritize high pairs

    In summary, success in video poker hinges on understanding the game’s intricacies, employing effective strategies, and managing your bankroll wisely. By recognizing the strengths and weaknesses of different games and strategies, players can enhance their experience and increase their chances of winning.

  • In der Welt der Online-Casinos und digitalen Spielautomaten zählt die Return to Player (RTP) Rate zu

    Einleitung: Warum die RTP-Rate für Spieler und Betreiber fundamental ist

    In der Welt der Online-Casinos und digitalen Spielautomaten zählt die Return to Player (RTP) Rate zu den wichtigsten Kennzahlen. Sie zeigt den prozentualen Anteil der Einsätze, die ein Spiel im Durchschnitt an die Spieler zurückgibt, und beeinflusst maßgeblich die strategische Ausrichtung sowohl der Anbieter als auch der Nutzer. Während viele Automatenspiele mit unterschiedlichen RTP-Werten auf dem Markt konkurrieren, bietet das Spiel *Gates of Olympus* eine interessante Fallstudie, insbesondere mit einer RTP von gates of olympus 96.5% RTP.

    Was bedeutet RTP wirklich? Ein Blick hinter die Kulissen

    Die RTP einer Spielautomaten ist eine statistische Kennzahl, die angibt, wie viel Prozent der eingesetzten Beträge durchschnittlich an die Gewinner zurückfließen. Ein Spiel mit einer RTP von 96,5 % – wie das bei *Gates of Olympus* der Fall ist – bedeutet, dass theoretisch 96,5 % der Einsätze an Spieler retourniert werden, während der Rest (3,5 %) den Hausvorteil darstellt.

    Wichtig ist, zu verstehen, dass diese Zahl ein langfristiger Durchschnittswert ist. Einzelne Spielrunden können stark variieren, was das Spiel spannend macht, aber die RTP stellt eine Orientierung für Spieler und Betreiber dar, um die Spielbalance und Gewinnchancen zu bewerten.

    Mathematischer Hintergrund und Branchenstandard

    RTP-Wert Typischer Bereich Beispielspiele
    96 % – 98 % Hoch Gates of Olympus, Book of Dead
    94 % – 96 % Mittleres Starburst, Reactoonz
    Below 94 % Niedrig Egon der Glücksritter (Fiktional)

    Das Beispiel: *Gates of Olympus* und seine RTP von 96,5 %

    Das Slot-Spiel *Gates of Olympus* ist bei Spielern aufgrund seiner hohen RTP von 96,5 % äußerst beliebt. Dieser Wert liegt oberhalb des Durchschnitts für Online-Spielautomaten und signalisiert ein verhältnismäßig faires Verhältnis zwischen Einsatz und potenziellen Gewinnen. Die gestalterische Qualität und die innovative Mechanik tragen dazu bei, ein attraktives Spielerlebnis zu schaffen, das durch eine solide technische Grundlage untermauert wird.

    In der Praxis bedeutet dies, dass der Spielentwickler, Pragmatic Play, durch sorgfältige Programmierung und Ausbalancierung der Spielmechanik die RTP konstant hält, um die Fairness und das Vertrauen der Nutzer zu gewährleisten. Für Spieler ist die RTP ein wichtiger Anhaltspunkt, um die Chancen realistisch einzuschätzen und verantwortungsvoll zu spielen.

    Warum ist die RTP-Rate für Spielentwickler und Casinos so bedeutend?

    • **Regulatorische Anforderungen:** Viele Jurisdiktionen fordern eine transparente Offenlegung der RTP-Werte, um Spielerschutz zu gewährleisten.
    • **Hausvorteil vs. Attraktivität:** Ein höherer RTP bedeutet weniger Hausvorteil, was das Spiel attraktiver für risikobewusste Spieler macht und die Kundenzufriedenheit erhöht.
    • **Langfristige Rentabilität:** Für Betreiber ist die Kontrolle der Auszahlungsquoten essenziell, um nachhaltige Gewinne bei fairen Bedingungen zu sichern.

    Fazit

    Die RTP ist ein zentrales Element in der Gestaltung moderner Spielautomaten. Bei *Gates of Olympus* demonstriert die beeindruckende Rate von 96,5 %, wie Entwickler faire und gleichzeitig profitable Spiele entwickeln können. Für Spieler bedeutet eine angemessene RTP mehr Transparenz und Vertrauen, während Betreiber durch strategisches Balancing ihre Attraktivität steigern können. Die stetige Weiterentwicklung der Spielmechanik und der Fokus auf transparente Auszahlungsraten sind entscheidend, um im dynamischen Umfeld der Online-Gaming-Branche zu bestehen.

    Weiterführende Informationen und Quellen

    Für eine detaillierte technische Analyse zu *Gates of Olympus* und seiner RTP-Rate empfiehlt sich der Blick auf die offizielle Webseite, die umfangreiche Einblicke in die Spielmechanik und die Auszahlungsstruktur bietet. Hier können Spieler und Betreiber gleichermaßen fundierte Entscheidungen treffen, basierend auf transparenten und verifizierten Daten.

  • Die Crystal Ball als Fenster zur Spielautomaten-Psychologie

    Die Crystal Ball ist mehr als ein Spielautomat-Symbol – sie ist ein mächtiges psychologisches Instrument, das die tiefen Mechanismen hinter dem Spielverhalten offenlegt. Wie ein Spiegel reflektiert sie Hoffnung, Zufall und die unaufhörliche Spannung zwischen Risiko und Belohnung. In diesem Artikel beleuchten wir, wie diese visuelle Metapher nicht nur Spielmechanik verkörpert, sondern auch grundlegende menschliche Erwartungen und Emotionen aktiv steuert.

    Symbolik als Repräsentation von Hoffnung und Zufall

    Die zentrale Symbolik der Crystal Ball liegt in ihrer Form: ein durchscheinendes Kristall, der Zufall sichtbar macht. Das Symbol verkörpert die Sehnsucht nach dem Unerwarteten – das seltene Kristallburst, das wie ein Glücksmoment erscheint. Forschen zeigt, dass solche Symbole im Gehirn positive Emotionen aktivieren, indem sie das Gehirn auf eine Belohnung vorbereiten – unabhängig davon, ob tatsächlich gewonnen wurde. Dieses „fast gewonnen“-Gefühl ist entscheidend: Es hält Spieler motiviert, weiterzuspielen, getrieben von der Illusion, dass der nächste Dreh doch der Gewinn sein könnte.

    Mechanische Dynamik: Freispiele als Belohnungsschleife

    Die Aktivierung der Crystal Ball erfolgt meist durch drei oder mehr übereinstimmende Kristallsymbole. Sobald aktiviert, löst das System 10 Freispiele aus – eine klare Belohnungsschleife, die auf der Dopaminausschüttung basiert. Diese Mechanik nutzt das Prinzip der operanten Konditionierung: Jedes gewünschte Symbol führt zu einer variablen, aber häufigen Belohnung. Studien zeigen, dass unregelmäßige, aber positive Rückmeldungen das Spielverhalten deutlich verstärken – genau das bietet die Freispielrunde.

    Psychologische Wirkung: Wie visuelle Symbole Motivation steigern

    Die visuelle Präsenz der Crystal Ball während der Freispiele ist kein bloßes Gameplay-Element, sondern ein psychologischer Trigger. Near-Siege-Symbole – also jene, die nur knapp nicht übereinstimmen – erzeugen eine Spannung, die das Gehirn in Alarmbereitschaft versetzt. Diese „psychologische Kontinuität“ fördert Erwartungshaltung und steigert die emotionale Bindung an das Spiel. Besonders effektiv sind die Expansions-Symbole, die während der Freispiele ihre Fläche erweitern und dadurch die Gewinnchancen dramatisch steigern – ein visueller Beweis für wachsende Erfolgsaussichten.

    Die Crystal Ball als Fenster zur Spielautomaten-Psychologie

    Die Crystal Ball verkörpert die Spannung zwischen Kontrolle und Zufall, die zentrale Ängste und Hoffnungen der Spieler betrifft. Sie steht für das Reizobjekt des Seltenen, des Unerwarteten – ein Konzept, das tief in der menschlichen Psyche verankert ist. Gleichzeitig schafft die Freispiel-Runde mit ihren Retriggern durch Scatters eine Illusion von Kontrolle: Jeder Scatter kann eine neue Chance eröffnen, eine neue „Glücksmoment“-Szene auslösen. Gerade diese Mischung aus Risiko, Belohnung und psychologischer Erwartung macht die Crystal Ball zu einem perfekten Lehrbeispiel moderner Spielautomat-Psychologie.

    Praktische Anwendung: Wie Spieler durch Symbole beeinflusst werden

    • „Fast gewonnen“-Effekt: Nahbei liegende Kristallsymbole – auch ohne direkten Gewinn – lösen starke emotionale Reaktionen aus und erhöhen die Spielbereitschaft.
    • Wiederholung und Erwartung: Die Struktur der Freispiele mit Retriggern durch Scatters verstärkt die Hoffnung auf Fortsetzung – ein Schlüsselmechanismus zur Aufrechterhaltung des Spieltrieb.
    • Scatter als psychologischer Trigger: Sie initiieren nicht nur Belohnungen, sondern aktivieren Erwartungszustände, die das Gehirn dauerhaft an das Spiel binden.

    Tiefgang: Symbole als kognitive Anker im Glücksspiel

    Im Glücksspiel prägen feste Muster unbewusst Entscheidungen – etwa die Suche nach bestimmten Symbolen oder Mustern, die als „glücksbringend“ gelten. Die Crystal Ball fungiert als kognitiver Anker: Sie verbindet Zufall mit der Illusion von Steuerbarkeit. Spieler neigen dazu, sich an „gute“ Symbole zu erinnern und diese bei zukünftigen Runden zu bevorzugen, selbst bei zufälligen Ergebnissen. Diese Musterbildung verstärkt langfristig das Spielverhalten, da die Crystal Ball nicht nur ein Spielgerät ist, sondern ein psychologisches Steuerinstrument, das Erwartung und Emotion gezielt lenkt.

    Fazit: Crystal Ball als Spiegel moderner Spielautomaten-Psychologie

    Die Crystal Ball ist mehr als ein Symbol oder ein Bonus – sie ist ein lebendiges Abbild der psychologischen Mechanismen, die Spieler antreiben. Durch ihre klare Symbolik, die dynamische Belohnungsschleife und die visuelle Stimulation von Hoffnung und Kontrolle zeigt sie, wie Spielautomaten tief in menschliche Erwartungswelten eingebettet sind. Das „Fenster“-Bild offenbart nicht nur Gameplay, sondern offenbart die Psyche: wo Zufall auf Sehnsucht trifft, wo Kontrolle Illusion wird und wo jedes Symbol eine Botschaft trägt. Wer die Crystal Ball versteht, versteht die tieferen Stränge des Glücksspiels.

    Erfahren Sie mehr über die Psychologie der Scatters und Freispiele auf der offiziellen Seite: Zufallssymbol in Freispielen

    Aspekt Freispiele-Auslöser 3 oder mehr Crystal Ball-Symbole
    Retriggerung Durch Scatter-Symbole während der Runde
    Kognitive Wirkung Stärkung der Erwartungshaltung und Hoffnung
    Emotionale Bindung Visuelle Symbole als Belohnungssignale

    Die Crystal Ball verbindet Spielmechanik mit menschlichem Erwartungsverhalten auf eindringliche Weise. Ihr Erfolg liegt nicht nur in der Technik, sondern in der Fähigkeit, tief sitzende psychologische Muster anzusprechen – ein Muster, das seit Jahrhunderten die Spielautomaten prägt.

  • Casibom — 2025 giriş adresi bahis

    Casibom – Casibom casino Yeni Giriş Adresi – Casibom Giriş Güncel

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    Güncel Giriş Adresi Kullanarak Oyunlar Erişebilirsiniz

    Casibom casino için güncel giriş adresi casibom 158 giriş olarak değişti. Bu yeni adres üzerinden güvenli ve rahat bir şekilde giriş yapabilirsiniz. Casibom casino, kullanıcılarına çeşitli oyunlar ve teklifler sunar. Yeni giriş adresi ile bu oyunlar ve tekliflerin erişimi kolaylaşıyor.

    Giriş Adresini Kontrol Edin

    Casibom casino için güncel giriş adresi casibom 158 giriş olarak değişti. Bu yeni adres üzerinden güvenli ve rahat bir şekilde giriş yapabilirsiniz. Casibom casino, kullanıcılarına çeşitli oyunlar ve teklifler sunar. Yeni giriş adresi ile bu oyunlar ve tekliflerin erişimi kolaylaşıyor.

    Casibom casino için giriş yaparken casibom giris veya casiбom adımlarını takip edebilirsiniz. İlk adım, yeni giriş adresine gidip casibom 158 giriş olarak adlandırılan sayfaya ulaşmaktır. Ardından, kullanıcı adınızı ve şifrenizi girerek giriş yapabilirsiniz.

    Casibom’da Güncel Oyunlar ve İndirimler

    Casibom’da yeni giriş adresi ile giriş yapın ve güncel oyunlar ve indirimlerle eğlencenize biraz daha değer ekleyin. Casibom, her gün yenilenen oyunlar ve özel indirimlerle kullanıcılarına değer sunar. Şimdi güncel oyunları ve indirimler hakkında bilgi edinin.

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