Tuesday, April 2, 2019

Peter Jackson's King Kong: Game [Includes MULTi10 Languages] For PC [1.5 GB] Highly Compressed Repack

Peter Jackson's King Kong: Game - is an action-adventure game developed and published by Ubisoft, based on the 2005 film King Kong. Created in collaboration between Peter Jackson, and game designer Michel Ancel.


Embark on an epic adventure created in collaboration with Academy Award-winning director Peter Jackson and based on the Universal Pictures' film. Survive as Jack in a world crawling with predators and live the legend as Kong. Use weapons, traps, and your team wisely to survive in first-person as Jack. Break jaws, slam enemies, and throw massive objects in Kong's colossal third-person battles plus, a video game that will capture the imagination, vision and emotion of the epic movie. Download this video game now for free.
1. FEATURES OF THE GAME

• Intense and unbelievable battles together with all Creatures featured in the film challenge players' nerves & skills.
• Players are thrust directly onto the Skull Island where dark jungles, creepy Environment & danger become reality.
Kong will use both his agility and his raw, brute strength by any means necessary to battle his enemies and more.
Battle for survival on Skull Island in first-person as Jack Driscoll & experience the Staggering Power of King Kong.
Cooperation: Each Team member plays a crucial role and Complements each other with Valuable skills & abilities.

Game is updated to portable version
2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ You need μTorrent program to download torrent files, download here.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount DAA files.

PETER JACKSON'S KING KONG: GAME [MULTi10 LANGUAGES] - DOWNLOAD LINKS
http://pasted.co/af29b5ae       https://pastebin.com/raw/9EYeguHE
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game and turn off your Antivirus and Windows Defender to avoid file corruption.
➤ When the download process is finished, locate or go to that file.
➤ Extract the downloaded file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.







5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Windows XP, Windows 7, Windows 8, Windows 8.1, Windows 10
• Processor: Pentium III or Athlon processor with 1GHz speed or better
• Memory: at least 1GB System RAM
• Hard Disk Space: 5GB free HDD Space
• Video Card: 32 MB 3D video card NVIDIA GeForce 3 Ti/ATI Radeon 8500 or better
Supported Language: English, French, German, Spanish, Italian, Russian, language and more are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Twitch Partnership--Not Necessarily Worth It (Monday Musings 62)

Exhibit A: August Viewers 12
I've discovered during my first two months of streaming that getting Twitch Partnership may not be worth it, but Twitch Streaming is invaluable (this will be a subject for another time).

The requirements for even applying for
Exhibit B: September Viewers 14
Partnership is very difficult. Once you have 75 concurrent viewers, you have the right to apply. However, your application can still be turned down for Partnership.


The question is, is it worth getting Partnership? I'll break down the details so you can make that determination for yourself.

My August average viewers was 12 (Exhibit A) and for the month of September, the average was 14 (Exhibit B). 

Going through the numbers, it seems that the second month gained 2 viewers, but other months, my average can drop, so let's put the average number to 1 viewer/month.

To get to the magic 75, that will take 75-14 = 61 extra months, more than 4 years. I'm always of the mind that it doesn't matter how long it takes you to succeed, as long as you get there. For instance, who cares if it takes you 4 years to lose 100 pounds instead of 2 weeks, and indeed, it's MUCH safer to lose that much weight slowly so your body doesn't go into "shock". 

However, during the 4 years, what if there's a major life event and you need to take time off, you may lose viewers over time. Viewers may look around for you, but after awhile, they might think you're not going to return and move onto another streamer, viewer numbers then plummeting. In fact, I heard a lot of streamers who could be Partner, taking time off, then returning, but viewer numbers decrease, which is very demoralizing.

But, let's say that I can eventually get to 75, and my application is accepted, is getting Partnership still worth it? I think for me it's not because of the sacrifices you have to make. 

For one thing, I haven't been following one of my friend's brilliant health advice, in which he unplugs his computer and ONLY turns it on after he completes all of his day's chores and responsibilities. Instead, as soon as I wake up, I check my Discord server, which is a convenient place to communicate to your viewers, scrolling through to make sure I reply to everyone's comments in a timely manner.

Next I open Twitch, and lurk multiple streamers. What I mean by lurking is that I'd write a comment in chat for one streamer, and then flip from tab to tab talking to chat, while eating breakfast and lunch, doing chores, and exercise. Also while lurking, I write down my Twitch topics and perform my pre-stream rituals. Then I stream for 4 hrs, Sunday, Monday, Wednesday and Friday.

After streaming, while lurking multiple streamers, I eat dinner. If I'm conscientious that day, I read the nightbot chat log to make sure I private message (PM) new viewers thanking them for watching the stream, and thanking those who followed, subbed, gave me bits. I've been getting worse about reading the chat log due to the increasing number of comments.

Does this sound time consuming and potentially tiring? The answer is yes. However, be advised that I have it way cushier than most people who stream since I have a cushy workload. I don't know how anyone can sustain this type of activity if you work 40 hours/week and you must add 10 hrs/week for transportation and getting ready for work.

In other words, Stream Key podcasts are correct that you have to sacrifice a lot, including sleep to gain Partnership.

This is not to mention those who are parents and also work full-time. Whereas with Twitch, you can gain Partnership (if you do all the networking program that I laid out, and that does NOT even include using Twitter and Instagram which I've been ignoring), but will you get the amount of subscribers, bits and ad dollars to net the average American salary of 50K/year? Maybe, maybe not.

The other reason of my wanting Partnership (aside from ego issues) is to give legitimate advice to those who want to achieve Partnership. But given the unhealthy nature and risking health for minor rewards (not even guaranteeing a salary or living wage), I'm pivoting to advising putting in tip jar in your channel panel. 

The Stream Key podcasts are superb in discussing how to achieve Partnership, but already two of the podcasts I listened to mentioned sacrificing sleep, which I think may be a necessary sacrifice to gain Partnership, especially if you have a family and/or work full-time. But am I casting the proverbial stone at these two streamers from Stream Key podcasts and being a hypocrite?

Yes, because to achieve my MD degree, I sacrificed sleep. However, you do obtain your MD degree and net a career at the end of the long haul, with actual salary and benefits. Realize that Twitch doesn't give you a guaranteed salary, so once you're a Partner, your income will come from subscriptions, bits (people buy bits through Twitch and give out bits which are converted to cash), advertisements, and donations from your tip jar.

Be advised that you can make money even without Partnership!

First, you can put a tip jar in your channel panel description and make money that way. The easiest way is to download the StreamElements Extension (Twitch, Dashboard, Extensions) and it will walk you through the steps including adding a tip jar!

Second, you can also gain Affiliation, which is very doable. As long as you have 50 followers and have an average 3 concurrent viewers over 7 broadcasts on separate days totaling 8 hours in a 30 day period (nag your family and friends to watch you), you can get your Affiliation.

With Affiliation, you get the Subscription button as well as being able to accept bits. With the tip jar that doesn't require any sacrifice, and reasonable sacrifice in obtaining Affiliation, why kill yourself over Partnership?

After recognizing this, at the conclusion of this second month period, I made my peace to not pursue Partnership at all! I found I'd rather have fun so I can be more genuine with my viewers instead of being burned out from the work entailed in gaining Partnership.

It's more rewarding to challenge myself to be a better streamer than work towards Partnership. In the meantime, after installing your Tip Jar, I recommend that you get Affiliation which may take sacrifices, but not nearly as much as getting Partnership, so you can get subscriptions and bits.

Conclusion: For all the reasons above, for me, Partnership is not worth it, but Streaming in of itself is invaluable. Rather, get your Tip Jar installed in your Channel Panel Description, and work toward Affiliation.

The How of Happiness Review

Monday, April 1, 2019

West Marches Style D&D

I was in Mexico on vacation thinking about retirement and realized what I really wanted was to step up my Dungeons & Dragons game a couple notches. I've been running at home for my regular group for years, but I needed more. That's when I discovered the West Marches style online. It seemed to be exactly what I was looking for, as it requires the players to bring the motivation to explore your world. This was also while I was studying Matthew Colville videos, so sharpening up my GMing skills seemed to be a good fit with this style of gaming.

The problem with running a game for years for the same group, is they get fatigued with your schtick. They're excited at first, but after a few months, they show up to the game to be entertained. They show up because Sunday is game day. You as GM are therefore in this position of needing to provide continual, free entertainment to a group of individuals, pretty much in perpetuity. This is why GM burn out is a real thing, which for someone who considers this their primary hobby, feels like a terrible sports injury ... of the brain. Before this campaign idea, I built an entire world, wrote a player's guide, got player buy-in, and trashed the whole thing. The campaign setting was not the problem, it was the format of play.

So I moved forward with West Marches at the store, while running the same campaign at home in the usual format. As a store owner, I have a pool of players to draw upon, thankfully, so I queried our RPG Facebook group and started a West Marches style group. I needed at least 10 players to ensure it didn't fall back into a standard campaign format. Up to five players form an intention to explore something in my world, they query me about my schedule availability, and we do it. Five is the perfect number, because we can still play with four, yet six is too big. Group fault tolerance.

We're on the second session of this campaign, where there are now two groups exploring the same world. Somewhat in parallel with my home group . My home group is an elusive group that are never quite around. So really there are two player groups of adventurers and essentially an NPC group of adventurers (my home group). This creates yet another layer of verisimilitude. The world is very much alive and doesn't owe you an explanation. Things happen, get on it.

I'm thinking I would like a few more people in the pool, because my biggest concern is one group falters and we end up running a conventional campaign at a set time, which is fine but ends up with the same motivational pitfalls that West Marches attempts to overcome. The first session adventurers gave themselves a name, and I'll need to talk to them about not doing that. The large group are on the same mission. They are required to share information, including a magical map, and are not intended to be competitive or even separate. There should be flow between groups, with no individualized "groups" to speak of, although scheduling might result in this, as most players seem to want a set night. Perhaps when they're motivated to go on a specific adventure, they'll be willing to change their personal schedules to come on an off night.

So what am I running? The Colville style would be to have a large sandbox with some preset towns and adventures out there, often of the store bought variety across every edition. I will do that one day. Instead, I've got a hex crawl where most adventures are short and either home made or modified from one shot adventures. I have a lot of experience with hex crawls and understand their pitfalls and limitations, and so far it's going well. My concern with long adventures is groups go down rabbit holes and now they're by default a member of a separate group, as they're out of commission for weeks of real time.  My hex crawls tend to be intricate webs of interconnected groups, all of whom think they're the hero of the story, yet none are very heroic. There's a lot of politics interspersed with monsters and treasure. This grayness means picking sides is not so easy, and defeating one enemy is to by default choose to side with another.

The campaign goal is to colonize a region inhabited by indigenous peoples, bandits, and monsters, at which time they'll use Colville's Strongholds and Followers to hopefully defend themselves from an angry empire from which their new colony is seceding. All of this implies a timeline of various political actors and it will be interesting to see how that interacts with the various adventurers who are often doing different activities at different times. In my (second) session this evening, there will be fallout for a new group of recruits based on actions of the last group of adventurers, which may be directly related to their actions or just a timeline event based on their just existing in the world for a period of time. Meanwhile, my home group moves forward, leaving echoes of their activity in the world. Who are those guys!?

Another down side I see with West Marches is the campaign isn't tailored to the characters as I would do (and am doing) with a home campaign. There are eleven players with eleven backgrounds and I honestly can't put a lot of that information into what's essentially a pick up campaign. What I need to do, and I haven't expressed enough I think, is attempt to get them to align their characters with the world, rather than the world somehow serving their back stories. If your back story doesn't match the world, perhaps it's not a good back story? Or as Colville would recommend, keep character back stories light and be on the look out for a concept or issue to glom onto as your motivation. It's much easier to decide you're a revolutionary with the colonists than insisting the DM allow you to find your missing sister, kidnapped by hobgoblins.

Wish me luck! There is plenty of time for this to go off the rails.