26 mar 2019

The Two Towers: Won!

Want to bet?
           
It's probably good for my version of the Fellowship that the story ended here, more warped and twisted from Tolkien's tale than you might imagine a computer game based on this material would allow. At the end, we'll have to have a little thought experiment about what happens to the story from here. There's a lot to complain about with this game, but I certainly can't complain that the developers didn't give the player the freedom to diverge from the original.

This last session began with Frodo's party in Ithilien. The map continued to be bounded by the river to the west and the mountains to the east, so I explored in east-west strips as I slowly made my way south. At one point, for no real reason, the game suggested that we were hungry and that we send Gollum to hunt for food. (Food and drink exist in the game, but to provide light amounts of healing. There's no hunger/thirst system.) Gollum took off to hunt, which is ironic because after he left, we found rations repeatedly as we walked.
          
Faramir looks like a jerk in this game.
          
Investigating an elephant, we were ambushed by Faramir and his men and taken to a hidden grotto, where Faramir gave us some lore, a healer tended our wounds and taught the "Herblore" skill, and one of Faramir's men made fun of us for picking up a shovel.
             
What a dick.
            
Wandering around, we found ourselves on a cliff with a pool below. Faramir pointed out Gollum fishing in the pool and asked if his boy Anborn should shoot him. "Sure," I had Frodo say, calling his bluff. Anborn nailed him between the eyes, and Gollum's corpse sank beneath the water.
              
From Gollum's perspective, it's probably better than being burned to death in lava.
         
Well, that's going to make things a bit easier, I thought, and decided to keep going instead of reloading. We left the grotto with Faramir and two other rangers in tow. At the south end of the map were the ruins of Osgiliath, and the game warned me that I shouldn't go in there, but I did and suffered an instant death scene.
          
But where will I get an inspirational speech from Sam?
         
Moving on, we found a statue whose head was missing. We replaced it but then the game wanted me to find a gem to put in its eye. I was losing patience about this point, so I just had the party press east to the gap in the mountains leading to the Morgul Vale. When we reached the entrance, Faramir, the rangers, and Gilglin took off. Gilglin didn't even have any farewell dialogue, and he took a bunch of Athelas with him.
          

This doesn't sound like a good use of my time.
          
In the Morgul Vale, I decided to adopt an exploration pattern that took us counter-clockwise around the mountain borders. We soon came to a river where the game decided it was important that we pick up some "Morgul Water." Then we came to a bridge that was "draped in evil," and Frodo froze, unable to move. 
        
Abrupt changes in the active party continued through the end.
         
The action switched back to Aragorn, Gimli, Legolas, and Gandalf, who (the game reminded me) were on the road to Helm's Deep. We passed by a couple of houses where there was this suspicious Rohirrim clearly up to something, but I couldn't figure out anything to do with him. Moving on, we fought some battles with orcs, Dunlendings, and Dunlending leaders called "Dunarches." (There were also "orcarches" a couple of times.) We tried to walk to Isengard, but the game wouldn't let me go past a particular point.

As we headed west, Gandalf suddenly decided that he had to head off on his own to find "the lost armies of Rohan." He split off into his own party with three Rohirrim named Wulfgrim, Hunthor, and Beodred--no idea where they came from--and went north in search of "Erkenbrand." I was a bit confused because in the films, Gandalf goes in search of Eomer, but I figured it was roughly the same quest. We wandered around until we found Erkenbrand next to some mountains, and everyone agreed to return to Helm's Deep.
           
Just a reminder of the manual paragraphs. For the most part, they're shorter than the in-game text.
            
Back to Frodo and Sam. Frodo somehow came to his senses and we walked off the bridge. Two steps later, we were at the gates of Minas Morgul, and the game relayed how we saw the gates open and the armies pour out with the Witch King at their head. We had to use the "Hide" skill to avoid being seen. Then it was back to Aragorn.
           
The game does an awful lot of telling rather than showing.
               
Rather than head directly for Helm's Deep, I had them thoroughly explore the area, fighting a number of orc parties along the way. We found a mountain pass north of the fortress that led into some caves occupied by Rohan citizens. We were unable to fully explore the caves because guards kept blocking certain passages. This becomes important later.
            
What is this place?
           
Eventually, we left and went to Helm's Deep itself. When we arrived, the first thing the gate guard suggested is that we go check out the secret exit at the "Glittering Caves" and make sure that Saruman's forces hadn't already found it. We went back to the caves but found nothing new.

Helm's Deep in the game consists of a central keep with about four rooms surrounded by an inner wall with one opening. Outside the inner wall is an outer wall with two openings. A moat surrounds the whole thing but is crossed by two bridges.
           
A satellite view.
          
None of the famous faces of Rohan--Theoden, Eomer, Eowen, etc.--were anywhere to be seen since I left Edoras in the last session. No sooner had I poked my head into the inner keep than I received a message that "an immense force of orcs has come," and I had to rush back outside.
          
I was hoping to have an unproductive shouting match with Theoden first.
         
Let's take a moment to go back in time to 2002, when the second Peter Jackson film hit theaters. I'm sure I have some readers who can't even remember 2002, but to a near 50-year-old man, this is "recent." I still think of Sleepless in Seattle as "recent." To me, Renée Zellweger is a fresh young face who's clearly going places. The other day, when Irene remarked that "Murphy Brown" had been canceled, I said, "Well, they had a good run. It must have been on for--what--15 years?" She had to explain to me that it had actually been off the air for 20 years and what was canceled was a brief revival series. I'm just adding some perspective.
          
I know that the way the film depicts the Battle of Helm's Deep violates some aspects of canon, which for some people is like violating a religion, but sitting there in the theater, looking across the field of 10,000 orcs, I realized we had reached a point in cinematic history where a movie could show us anything the director wanted to show us--that there was no more limit to what could be accomplished with special effects. It was one of the most thrilling sequences I'd ever seen. They technically topped it in the last film, but by then I was expecting it. Helm's Deep came out of nowhere.
       
I also couldn't help thinking how the battle illustrates the difference between the mentality of an RPG player and . . . well, real life, I guess. I'm sitting there thinking, "They're just orcs!" They don't have any mages or clerics, no trolls or ogres. My Might and Magic VI party would descend from the heavens and slaughter them all with a single "Armageddon" spell. If it was a Gold Box game, the battle would be over after six "Fireballs." These days, my character from Shadow of Mordor would scoff at 10,000 orcs. He'd dance through their ranks, exploding heads, and have half the army converted to his side within 10 minutes.
          
What do you mean "too many?" That's just more experience points for me. Plus, do you know how many wands, potions, and scrolls I have to get rid of?
         
In other words, some part of me had been waiting to fight Helm's Deep in an RPG for a long time, and the experience was . . . underwhelming. Aragon and friends rushed out of the Hornburg and encountered six orcs and two Dunlendings immediately outside the entrance. We killed them. Then a message told us more orcs were crossing the bridge, and we killed half a dozen more there. Then the message said that some Dunlendings had come through the south wall, and the game took us directly there so we could kill them.

Now, I guess we were supposed to have the sense that we were only seeing our part of the battle, and that the Rohirrim were fighting other battles all around us. In any event, we got a message that things were hopeless and we should retreat to the Hornburg. We did, then got another message that the absolute final battle--we mean it this time--was beginning. Outside we rushed again and fought three consecutive battles against orcs and Dunlendings right outside the gate. It occurred to me that it might be useful to blow Helm's Horn at several points during this sequence, and every time I tried, nothing happened. I mention this because after I won, I looked at a hint guide that said I could use Helm's Horn to make the battle easier. I have no idea where or when.
            
The Battle of Helm's Deep was basically six screens of this.
        
Gandalf showed up, as did an army of Ents, and the whole thing was over. Gandalf suggested that we "find any of our comrades who were scattered in the battle" and then go confront Saruman. I looked around and saw that we had Gimli, Aragorn, and Legolas, so I didn't really need to gather anyone. We thus headed up the road towards Isengard.

On the way, we ran into a party of Dunlendings, led by Prince Burlag, who said that it was their custom that, when they were defeated in honorable battle, the victor should give them a "gift that honors our skill." My version of Aragorn explained that it was his custom that when he defeated enemies in battle, he tracked down any who were left over and killed them, too.
             
            
I mean, talk about gumption. They'd just allied with an evil force to utterly destroy the people of Rohan, and they want a gift?! (The hint guide later told me I should have given them any sword.) Unfortunately, we lost Gimli in the ensuing battle. Figuring the game was almost over anyway, I didn't reload.

We arrived at Isenguard to find Merry smoking pipeweed at the front gate. The game didn't give me any option to talk to him or invite him into the party, so we pressed on to the main keep. We saw Saruman up at the top of Orthanc and entered the keep. The tower consisted of four levels, with one or two battles with human allies of Saruman. In a library, way too late to be useful, we found books that would teach us various skills.
           
Why would they introduce this now?
        
At one point, we discovered two "corrupted eagles" and one regular eagle behind a locked door. When we killed the corrupted eagles and freed the regular one, he gave us a word of power called MANWE, which we never used. The only word of power we ever used in this game is a single use of some elf word to open a locked door.
             
Can we just speak it, or do we have to whisper it into the ears of a little moth?
            
We continued up to the top of the tower, where the game gave us a paragraph indicating that we were now stuck on the top of Orthanc. Hint guides later told me that I should have used MANWE here to get the Eagles to give us a ride, or use the "Climb" skill to get down, but the stairs still worked just fine for me, so I'm not sure what happened there. Anyway, exploring more carefully, we found Saruman in a corner of the third level. We fought him, and he fled just before he would have died. He left the palantir behind. Picking it up ended the game for this party.
          
Our last shot of Aragorn and his part of the Fellowship.
        
Action returned to Frodo and Sam. After an instant-death scene when I blundered into Minas Morgul . . .
           
       
. . . we continued around the mountain range--I think we fought one battle against spiders--until we found the mountain pass to Cirith Ungol to the north. It was a long pass, but nothing assailed us, and we just had to use "Climb" at one point to keep going. 
            
Note that, with Gollum out of the picture, Sam is still with Frodo and we both have plenty of lembas bread.
          
The pass took us into the caverns of Shelob. I guess Gollum would have attacked us there if we hadn't killed him earlier, but I spared us that. We used the Star Ruby to burn our way through Shelob's webs, and Galandriel's phial to drive off Shelob herself when she attacked.
            
Alas, we get no image of Shelob during this sequence. That reminds me: Lord of the Rings fans, how do you feel about Shadow of War's revelation that Shelob is really a hot woman in disguise? Cool? Or . . .
          
And then, with no final battle or puzzle or anything, the game limped to its inevitable end:
           
You have been wounded with spider venom. You hear the approach of iron-shod boots. Orcs! But you collapse, and feel your consciousness fade. The last thing you remember is the Ring falling from its chain.

With the presence of his enemies revealed to him by the Palantir of Orthanc, Sauron decides to move his forces against the city of Minas Tirith, capital of Gondor. Saruman is beaten, but a far greater threat remains. 
          
I love how, in the film, it was treated as a big revelation that "Sauron moves to strike the city of Minas Tirith." Was there really anywhere else for him to strike?
           
And so ends the second part of "The Lord of the Rings," not in triumph and glory, but in uncertainty and deadly peril. Can Gandalf, Aragorn, and the other members of the Fellowship save Gondor from the armies of Sauron? The Ringbearer is trapped in the dreaded tower of Cirith Ungol. Can he be saved?
            
Someone's wedding is ruined.
          
You have done well indeed to bring the Ring this far, but the quest is not over yet. The Ring must be taken to Mount Doom and destroyed for all to be set right. To be continued in . . . "The Return of the King" coming soon from Interplay.
         
Not so hasty.
         
We've still got a bit to talk about, including the GIMLET, false journal entries, missed material, and why Volume III was never made, so I'll wrap things up in another entry. For now, let's analyze what happens in the darker world I've created. Gimli is dead--does it matter? (I mean, what did he really contribute?) Is Aragorn's decision to execute the Dunlending prince going to have any consequences? Most important, what changes with Gollum out of the picture?

Final time: 18 hours

Choices, Consequences And The Ability To Plan

This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.



Say you are playing a game like The Walking Dead, or any other interactive movie, and you are faced with the choice whether or not to help someone who is hurt. You decide that you want to help the person, after which you never see them again for the rest of the game. Reloading a save and playing through the scenario you find out that if you chose not to help, the same thing plays out. Simply put: in this case, your choice really has no consequences.

While the scenario is made up, it presents a very typical situation that opinions are heavily divided on. Some people are totally okay with it for various reasons. But others will argue that this lack of consequences ruins the entire experience, as your choices doesn't really matter. It's really easy to say that people who feel this way are simply playing the game the wrong way or are not properly immersed. However, I think it's really important to investigate this reaction further as it gets us closer to some fundamental problems of narrative games.

The argument from people who get annoyed by these non-choices goes something like this: if every branch leads back to the same path, then you really don't have any say in how the game plays out. You are not playing a game, you are only pretending that you are. It's like when you are playing a split-screen game and notice you've been watching the wrong side. The feeling of play is just an illusion. Nobody would tolerate a Super Mario where a pre-written script - not the player's skill - determines whether or not they survive a jump, so why tolerate games where all choices lead to the same conclusion?

One could counter that by saying the intention is to put you into a hard position and the game is about your varied emotional reactions as you ponder the different choices. It isn't about affecting how the game plays out - it is about making an emotional journey. If you require the game to show you the consequences of your actions, you are not immersed in the game's story - you are simply trying to optimize a system. This might sometimes be the case, but I also think this line of thinking is missing what the actual problem is: the failure of the player's mental model.

---

Let's start by breaking down the problem. A mental model, as explained in this previous post, is how the player perceives the game's world and their role in it. As you are playing a game, you slowly build a mental model of the various objects and systems that make up the game and attach various attributes to them. At first a box might just be a piece of the background, but as you learn you can destroy it in order to gain items, attributes are added. The object gains complexity. The reverse can also happen. For instance, when you first see a character you might think that you are able to speak to it and therefore label it with various attributes you know that humans usually have. But when you find out that the character is really just a piece of the background without any sort of agency, most of those attributes are lost.

Your mental model of a game is something that is continually revised as you are playing, and it is something that always happens, no matter what the game is. In fact, this is a process that is a core part of any medium, including books and films. So, obviously, when you are playing an interactive movie game, you are not simply reacting to a direct stream of information. You are answering questions based on your mental model.

Take my "will you help your hurt companion?" scenario from above. The knowledge you take into account about that choice is not just what is currently projected at you from the TV screen. It is a combination of everything you have gone through up to this point, along with a bunch of personal knowledge and biases. Even basic concepts like "hurt" and "companion" aren't just created in this moment. They are ideas that the game has spent a lot of time building up, be that for good or bad, from the very moment you started playing.

When you are faced with the hypothetical scene of  a hurt companion, you are not just dealing with an animated image on a screen. You are dealing with a whole world constructed in your mind. This is what your choice will be based around. While it might objectively seem that everyone is reacting to the same scenario, they may in fact be dealing with quite different setups.

So when someone gets annoyed by the lack of consequences, it is not necessarily the direct consequences that are missing. The issue is that they have constructed a mental around a real person in need, along with that person's future actions. So when it becomes apparent that the game doesn't simulate that as part of its own model, the player's mental model is broken and it feels like a big let down. Remember that we don't play the game that is on the screen, we the play game as we perceive it in our heads. So when it turns out that your imagined world is fake, it has a huge impact.

It gets even worse once we take into the fact that planning is fundamental to a sense of gameplay. As explained in a previous post, engaging gameplay is largely fueled by the ability to make plans. The way this works is that the player first simulates a course of action using their mental model, and then tries to execute that in the game. This is a continuous process and "planning and executing the plan" is basically the same as playing. Interactive movies normally don't have a lot of gameplay and it is really only in the choice moments that the player gets to take part in any actual play. Hence, when the choices turn out to have no consequences, it becomes clear that planning is impossible. In turn, this means that any meaningful play is impossible and the experience feels fundamentally broken.

As an example, take this experience I had with Heavy Rain:
[...] one scene I had made a plan of actions: to first bandage an unconscious person and then to poke around in his stuff. There really was nothing hindering me from doing so but instead the game removed my ability to interact directly after caring for the person. The game interpreted me wanting to help the guy as I also did not want to poke around, thinking that they two were mutually exclusive actions. Of course I thought otherwise and considered it no problem at all to do some poking afterward.
I think that people to complain the loudest about the lack of consequences are extra sensitive to situations like this. But, as I said, this is not due to lack of consequences per se, but due to the impact it has on the consistency of their mental model and sense of play. It is really important to note that this is not due to some sort of lack in immersion or ability to roleplay. On the contrary, as I have described above, many of the issues arise because they mentally simulate the game's world and characters very vividly.


---

So the problem that we are faced with is really not a lack of consequences. It is because the underlying systems of the game are not able to simulate the mental model for a subset of players. One way of mending this is of course to add more consequences, but that is not a sustainable solution. Additional branches increase exponentially, and it quickly becomes impossible to cover every single possible outcome. Instead it is much better to focus on crafting more robust mental models. Sure, this might entail adding consequences to choices, but that is just a possible solution - it is not the end goal.

As I outlined in the previous blog on the SSM framework it is incredibly important to keep track of how systems and story help form a mental model in the player's mind. For instance, if you start your game saying "your actions will have consequences", that will immediately start filling up your player's imagination with all sort of ideas and concepts. Even how pre-release PR is presented can affect this. All of these then become things that lay groundwork for how the game is modeled in the player's head and it is vitally important to make sure this mental model remains stable over the course of the game.

One of the main things to have in mind is consistency. Remember that as someone is playing a game, they are building up a mental simulation for how things are supposed to work. If you provide information that certain events are possible when they are in fact not, you are running the risk of breaking the player's mental model. You either need to remove this sort of information or to make sure that they never take part in situations where these sort of events feel like a valid option.

However, the most important thing to keep in mind is the ability to plan. A major reason why the lack of consequences can feel so bad is because these consequences were part of the player's gameplay plans. So when it becomes apparent that they don't exist, the whole concept of play breaks down. In all fairness, this might be OK for certain genres. If the goal is to simply to make an interactive movie, then losing a subset of player might be fair. But if the goal is to make proper interactive storytelling, then this is of paramount importance - planning must be part of the core experience.

That doesn't mean that every choice is something the player needs to base their plans on. But in that case then there need to be other things that lie on a similar time scale and which are possible to predict and incorporate into plans. I think that one way around this problem is to have a more system-focused feature that runs alongside the more fuzzy narrative choices. When the players make choices, their mental model will have the best predictive skills around this more abstract system, and play revolves mostly around this. Then when more narrative choices are presented they will feel more game-like and part of the a solid simulation, despite not really having any consequences.

A simple and good example is the choices you have to make in Papers, Please. This game is driven by a type of survival simulation where you need to gain credits (though doing proper passport check) in order to keep your family live. Entwined into this are choices about who you will allow into the country. Many of these don't have any far reaching consequences, but that that doesn't really matter because your ability to plan is still satisfied. But despite that, these choices still feel interesting and can have an emotional effect.

 This sort of approach relies on combining several elements in order to produce the feeling of something that might not actually be there. This is something that is used in a wide range of applications, from how we view images on a TV, to how films can create drama through cuts. We don't always have to have solve problems straight on, but often the best way is to split the problem into many and to solve each problem on its own. The combined effect will then seem like a solution to the original problem. This is a technique that is super important for not just this, but many other narrative problems. I will write a blog post later on that goes into more details.

Once you have a game that is consistent and that has some sort of planning apart from the more narrative choices, the probability of satisfying the people will be greatly improved. And not only that, your narrative experience will improve over all, for all players, not just a subset. In this case I think it is fair to view these extra sensitive people as canaries in a cave, something that is first to react on a much bigger issue.

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This blog post by no means presents the solution to end all problems with choices and consequences. But hopefully it will give a new way of thinking about the problem and some basic directions for finding a solution. I don't think we will ever find a perfect way of dealing with choices, but the better informed we are at underlying causes, the better experiences we can provide.



24 mar 2019

ouo.io - Make short links and earn the biggest money



Shrink and Share

Signup for an account in just 2 minutes. Once you've completed your registration just start creating short URLs and sharing the links with your family and friends.
You'll be paid for any views outside of your account.

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ouo.io have a simple and convenient user interface, and a variety of utilities.
We also provides full mobile supports, you can even shorten the URL and view the stats on a mobile device.






29 jun 2018

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    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  10. Uskip.me

    Uskip.me is one of the most reliable and trustworthy URL Shortener Service. It provides the opportunity to shorten the links and earn money. With Uskip.me, you can look up to high rates, on-time payments, live stats, and top-notch support. The best part is that Uskip.me has a worldwide presence.
    Payments are sent out weekly and on-time. It pays via PayPal, Payza, Payoneer, and WebMoney. Sign up is free and it takes hardly one minute. It also runs a referral system wherein you can earn 10% commission for referring users.
  11. CLICKSFLY

    CLICKSFLY is a new URL shortener website.It pays high CPM rate.You just have to sign up and then you can shorten URL and can earn money when visitors will click on your URL link.You can earn $15 for 1000 views.One of the best thing about this website is that you can withdraw your amount when it reaches $3.
    You can earn 35% commission by referring other people to this website.If your visitors are from developing countries like Pakistan India etc then I will suggest you that you should open an account in CLICKSFLY because it pays $2.5 minimum for 1000 views.
    • The payout for 1000 views-$15
    • Minimum withdraw-$3
    • Referral commission-35%
    • Payment methods-PayPal, PAYTM
    • Payment time-daily

  12. Linkshrink

    Linkshrink URL Shortener Service provides you an opportunity to monetize links that you go on the Internet. Linkshrink comes as one of the most trusted URL Shortener Service. It provides an advanced reporting system so that you can easily track the performance of your shortened links. You can use Linkshrink to shorten your long URL. With Linkshrink, you can earn anywhere from $3 to $10 per 1000 views.
    Linkshrink provides lots of customization options. For example, you can change URL or have some custom message other than the usual "Skip this Ad" message for increasing your link clicks and views on the ad. Linkshrink also offers a flat $25 commission on your referrals. The minimum payout with Linkshrink is $5. It pays you through PayPal, Payza, or Bitcoin.
  13. Link4.me

    Link4.me is another trusted and fast growing site.You can earn by creating an account for free.You have to shorten your long URL into the short one.Then you can paste it into websites, blog, and social networking sites.You can earn $9 for 1000 views.they offer 20% referral commission for the lifetime.
    When your earning will reach $5 then you can claim your earning.Paypal is the only method through which you can withdraw your earnings.
    • Payout for 1000 views-$9
    • Minimum payout-$5
    • Referral commission-20%
    • Payment method-Paypal

  14. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  15. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  16. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  17. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  18. BLV.ME

    BLV.ME is one of the most trusted URL shortener sites.It pays high CPM rate.You can earn $10 for every 1000 views.One worst thing about blv.me is its referral system.
    They only offer 5% referral commission which is very much low.You can withdraw your amount when it reaches $10.You can claim your amount through Payza, Bank Transfer or Skrill.
    • The payout for 1000 views-$10
    • Minimum payout-$10
    • Referral commission-5%
    • Payout options-Payza, Skrill, and bank transfer
    • Payment time-at the end of the month

  19. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  20. Shorte.st

    Shorte.st is another very popular and most trusted URL Shortening Company. Shorte.st comes as a user-friendly URL Shortener Service with many creative options for making money by monetizing the links you share. Shorte.st provides you an opportunity to earn from $5 to $15 per 1000 views for promoting their shortened links.
    For WordPress Bloggers, Shorte.st brings its WordPress Plugin which will help you greatly to boost your earnings. Shorte.st has a low minimum payout of $5.
    The payment is credited automatically on the 10th of each month. The payment methods include PayPal, Payoneer, and WebMoney. It also presents a referral earning opportunity wherein you can earn 20% commission on referrals for a lifetime.
  21. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  22. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  23. SHRINKPE.COM

    SHRINKPE.COM is also one of the best and most trusted shortener websites.It is also one of the fastest growing URL shortener sites.It is paying high for 1000 views.One of the best things about this site is that one visitor can click 15 times on your link and you will be paid for that clicks.
    You can withdraw your amount when it reaches $5.You can earn $9 for 1000 views.These rates are not permanent they change every time.They also depend on the advertisements currently available for the visitor's country.
    • The payout for 1000 views-$15
    • Minimum withdraw-$5 PayPal
    • Referral commission-20%
    • Payment methods-PayPal
    • Payment-instantly

  24. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  25. Shink.me

    Shink.me is one of the old URL shortener sites.It is a legit site.You just have open an account free.You can earn from this like other URL shortener companies.It offers the good CPM rate for all countries traffic.
    You can earn $4.65 for every 1000 views.The minimum payout rate is $5.ther offer 10% referral commission.PayPal and Payza are payment methods of shink.me.
    • The payout for 1000 views-$4.65
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Payza and Paypal
    • Payment time-Biweekly

  26. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

27 jun 2018

Top 14 Websites For Hackers 2018

  1. SecurityFocus: Provides security information to all members of the security community, from end users, security hobbyists and network administrators to security consultants, IT Managers, CIOs and CSOs.
  2. The Hacker News: The Hacker News — most trusted and widely-acknowledged online cyber security news magazine with in-depth technical coverage for cybersecurity.
  3. DEFCON: Information about the largest annual hacker convention in the US, including past speeches, video, archives, and updates on the next upcoming show as well as links and other details.
  4. SecTools.Org: List of 75 security tools based on a 2003 vote by hackers.
  5. KitPloit: Leading source of Security Tools, Hacking Tools, CyberSecurity and Network Security.
  6. Exploit DB: An archive of exploits and vulnerable software by Offensive Security. The site collects exploits from submissions and mailing lists and concentrates them in a single database.
  7. Hacked Gadgets: A resource for DIY project documentation as well as general gadget and technology news.
  8. HackRead: HackRead is a News Platform that centers on InfoSec, Cyber Crime, Privacy, Surveillance, and Hacking News with full-scale reviews on Social Media Platforms.
  9. Metasploit: Find security issues, verify vulnerability mitigations & manage security assessments with Metasploit. Get the worlds best penetration testing software now.
  10. Hakin9: E-magazine offering in-depth looks at both attack and defense techniques and concentrates on difficult technical issues.
  11. Phrack Magazine: Digital hacking magazine.
  12. Black Hat: The Black Hat Briefings have become the biggest and the most important security conference series in the world by sticking to our core value: serving the information security community by delivering timely, actionable security information in a friendly, vendor-neutral environment.
  13. NFOHump: Offers up-to-date .NFO files and reviews on the latest pirate software releases.
  14. Packet Storm: Information Security Services, News, Files, Tools, Exploits, Advisories and Whitepapers.

1 ago 2016

Unique watches. Summer sale!

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7 jul 2016

Unique watches. Summer sale!

 See watches and feel them on your hand- http://tiny.cc/rru4ay
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8 feb 2016

Best watches in the world. Pre-summer sale!

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2 feb 2016

Best watches in the world. Pre-summer sale!

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