Thứ Ba, 4 tháng 9, 2018

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Yung Bans Type Beat 2018 x Gunna "DARK ROSE" Gonna Rap Beats Trap Instrumental Free Type Beat 2018

For more infomation >> Yung Bans Type Beat 2018 x Gunna "DARK ROSE" Gonna Rap Beats Trap Instrumental Free Type Beat 2018 - Duration: 3:15.

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🔴 DARK SOULS remastered | first time playing #2 - Duration: 1:54:11.

For more infomation >> 🔴 DARK SOULS remastered | first time playing #2 - Duration: 1:54:11.

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"Walkin In The Dark" TRAVIS SCOTT x OFFSET x LIL BABY TYPE BEAT 2018 INSTRUMENTAL - Duration: 4:12.

travis scott

travis scott type beat

offset type beat

lil baby type beat

For more infomation >> "Walkin In The Dark" TRAVIS SCOTT x OFFSET x LIL BABY TYPE BEAT 2018 INSTRUMENTAL - Duration: 4:12.

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The DARK TRUTH About The 90 Poached Elephants Found in Botswana - Duration: 2:33.

Social Media is in an uproar over a shocking scene where 87 elephants were found dead near

a Sanctuary in Botswana.

I'm going to tell you everything you need to know, Here for you on IO.

Welcome back to inform overload, I'm charlotte dobre.

Starting things off the news today with a heartbreaking story about one of the largest,

most brutal elephant poaching scenes ever found.

Normally we try to keep the news light on this channel, but every so often there's

a story that we feel we need to bring to your attention, even though it might be hard to

hear.

While conducting an aerial survey over Botswana, Elephants Without Borders discovered an appalling

sight near a protected wildlife sanctuary.

No less than 87 endangered elephants were lying lifeless on the ground.

Upon closer investigation, it became obvious that the 87 elephants were killed for their

ivory.

They were discovered with their skulls chopped.

Poachers do this so that the tusks can be removed.

The poachers also tried to cover up the carcasses with drying brushes, but that obviously didn't

help much to conceal them when Elephants Without Borders were flying above.

According to Mike Chase of Elephants Without Borders, the scale of elephant poaching is

by far the largest he's ever seen or read about anywhere in Africa to date.

The elephants were killed very recently, over the last three months.

This discovery is essentially evidence that there is a poaching frenzy going on in Botswana

right now.

Botswana is home to the largest population of elephants in the world.

37 percent of the elephants in Africa, which are endangered, are found in Botswana.

Botswana used to be a place where elephants were protected.

Before this happened, there was a shoot to kill policy against poachers.

But despite the fact that Botswana has a duty to protect these elephants, when President

Mokgweetsi Masisi took office in may, he disarmed botswana's anti-poaching unit with little

explanation as to why.

This basically means that poachers don't really have much to fear anymore, and its

essentially open season in Botswana.

Over the last 10 years, one third of africas elephants have been killed by poachers, who

are well armed, and well managed.

To put it into perspective, it's been a little more than 3 months since the new Botswana

President took office, which is exactly how long these elephant carcasses have been piling

up.

Conservationists fear that this could be the beginning of the end, and the poaching in

Botswana is about to get a lot worse.

If the government isnt going to protect the elephants because they care about them, they

should at least protect them to protect the tourism industry in Botswana.

Thousands of tourists visit these sanctuaries every year, and tourism brings in money for

the economy and it provides jobs.

I doubt many tourists will want to visit Botswana if they could come across an elephant massacre

on their expensive safaris.

That is all for this IO, thank you for watching.

Over here is a link to the next IO video, click it to continue watching.

And make sure you turn on notifications for this channel so you never miss a video.

For more infomation >> The DARK TRUTH About The 90 Poached Elephants Found in Botswana - Duration: 2:33.

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Man performs dark Illuminati ritual - Too bizarre for words - Duration: 4:51.

Before we delve into this story.

If you like deep, strange, mysterious

but true stories

then my channel Lions Ground

is meant for you.

Every business day

I bring stories on YouTube

unbiased but straightforward.

Click the fancy red subscribe button

below this video.

Then click the Bell Notification Icon

next to it.

You will receive an email

and a notification

as soon as a new Lions Ground video

is online.

Now let's continue with the story.

You think my video

of yesterday is bizarre

of which a woman thinks

the police is the Illuminati.

Not after this video.

21-year-old Ugandan Herbert Were

chopped off the head

of his 6-year-old brother

so that he can become

a member of the Illuminati.

The police spokesperson

confirmed the story.

The so-called businessman

Jefu

pretend that he's the Illuminati

or businessman of the Illuminati

And has most likely found Herbert

via social networks

and obtained his telephone number.

How, will be explained later in this video.

The Kampala police show

Herbert's phone that

they have been communicating

with each other

by SMS and Whatsapp.

In order to become a

member of the Illuminati

with a lot of wealth

Herbert had to do something.

He had to bring a human head.

Not just a head of a random person

but someone close.

He took his little brother to a forest

near Burgiri

where he cut off the head

of his little brother.

He dumped the body of his little brother

into a river.

Write your opinion in the

comment section

or in the chat about this story.

The best comment will be featured

in the next video

like this.

I make videos on YouTube for a reason.

Do you remember the video of August 27?

Where I pretend to be

the leader of the Illuminati?

A video where I promised the

Illuminati wannabe

exactly the same workflow as that guy

and I assigned him to do

ridiculous things.

The video has a comical edge

but the message behind the video is

one word

Desperation

People like Jefu

and I don't believe

that's his real name

are everywhere on social networks

and all post those kinds of messages.

Like it or not

desperate people contact them

and are easy to be brainwashed

because they play on their emotions.

That's why I always try to remove

such kind of messages

as quickly as possible

to protect the sensitive ones.

Illuminati messages are

automatically blocked on this channel.

Before I forget.

If you appreciate my work

try to join my official website at

lionsground.com

or my

official patreon page

patreon.com/lionsground.

For a small amount of 1 dollar per month

you support your favorite content creator.

For more infomation >> Man performs dark Illuminati ritual - Too bizarre for words - Duration: 4:51.

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Dark souls Pt 1 | let the games begin - Duration: 14:58.

For more infomation >> Dark souls Pt 1 | let the games begin - Duration: 14:58.

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The Long Dark and Don't Starve: Turning Time into a Resource - Duration: 10:42.

At first glance, The Long Dark and Don't Starve are two very different kinds of survival

games.

One attempts to offer an authentic and unforgiving survival experience, while the other is more

focused on being a videogame first and foremost.

One takes place from a grounded first-person perspective, the other is in 3rd-person and

features a much more playful art style.

The two developers — Hinterland and Klei — clearly had very different priorities

and intentions while designing each game.

And yet what might surprise you is how similar they are in one particular way: both games

turn time into a resource.

Not only does the player's survival depend on how well they can scavenge for food and

other supplies, but it's also determined by how effectively they use the hours in each

day.

The player is required to be thoughtful about how they spend their time and what activities

they should prioritize in order to survive — something that I think sets both games

apart from many of their contemporaries in the genre.

In this video I'll be comparing how The Long Dark and Don't Starve achieve this

in both similar and different ways.

In order for time to be valuable and therefore worth managing in the first place, a number

of factors need to be in place.

First off, time needs to be limited in some way.

The Long Dark accomplishes this mostly through its day-and-night cycle, which is split between

13 in-game hours of light, and 11 in-game hours of darkness.

Each night brings with it a number of changes that severely limit how productive the player

can be.

When the sun goes down, so does the temperature, meaning you freeze to death far more quickly

and need to stay indoors longer to keep warm.

Exploration also becomes more of a challenge, not only due to a lack of visibility, but

because generating light uses up precious resources, whether it be fuel for a lantern

or wood and cloth for a torch.

On top of all that, wolves become more alert and aggressive after sundown.

Overall, these mechanics work together to make every night harsh, and to restrict the

players ability to collect food and other crucial supplies, which in turn makes every

hour of daylight matter.

By comparison, Don't Starve takes a more rigid approach to limiting your time.

The game also has a day-and-night cycle, but it's a lot more restrictive than in The

Long Dark.

Here, the darkness of night doesn't just make it harder to explore or perform certain

actions, but it will literally kill you if you stay in it for too long, forcing the player

to keep a light source with them at all times — usually that of a nearby campfire.

So once again, exploration is more difficult and resource-intensive than it is when the

sun is out, which makes daytime valuable and something that shouldn't go to waste.

The clockwork nature of these cycles places an immediate restriction on your time, but

where Don't Starve differs from The Long Dark is in the addition of seasons.

Unlike the perpetual winter of The Long Dark, the world of Don't Starve is constantly

shifting from summer to winter, and back to summer again.

The Reign of Giants DLC throws spring and autumn into the mix too, for a grand total

of 4 seasons, each with their own weather conditions and changes that they bring to

the world.

This acts as an additional layer of limitation because certain activities only occur at specific

times of the year.

For example, bees don't leave their hives during the winter and therefore stop producing

honey, thus cutting off a valuable source of food for the player.

On the other hand, some important items can only be obtained from creatures that spawn

during particular seasons.

That brings us to the second factor in how both games encourage you to be careful with

your time: by having high stakes that punish you for not using your time effectively.

In both The Long Dark and Don't Starve, death is permanent in most cases, and succumbing

to its sweet embrace means losing everything and starting over with a new character.

So any mistake the player makes — whether it be due to complacency or carelessness — could

potentially lead to their demise.

And more often than not, deaths in both games happen due to lack of preparation, which of

course you're given a limited amount of time to do.

In the case of Don't Starve, the most obvious example of this is winter, which by default

begins on day 21 after the start of a new world.

When I played Don't Starve for the first time, I celebrated making it to my first winter,

and then promptly starved to death when my farms stopped yielding food because of the

cold temperature.

It took me several more attempts to learn how to brace against the harshness of this

season, and how to get the most out of what limited time I was given to prepare for it.

Crops and other important resources stop growing, bees stop producing honey, and fishing ponds

freeze over, meaning I needed to stockpile enough food and materials to last me until

summer.

The threat of hypothermia meant I needed to craft warm clothing and other items to prevent

myself from freezing to death, and the shorter days caused my sanity to drain more rapidly.

All of these dangers required me to carefully manage what limited time I had in the summer

in order to prepare for them, as any one of them could potentially be my downfall.

The two seasons added by the Reign of Giants DLC also introduce their own unique changes

and hazards, such as the scorching heat of summer or the torrential downpour of spring.

All this, plus I haven't even mentioned the hounds that hunt down the player at regular

intervals, which is yet another periodic danger the player needs to stay vigilant of.

Going back to The Long Dark, the consequences of not managing your time are much more subtle

and gradual than they are in Don't Starve.

It's always winter in the desolate Canadian wilderness the game is set in, and outside

the games story and challenge modes, there's no obvious event the player needs to ready

themselves for.

Instead, the challenge comes from being prepared for the inevitable depletion of non-renewable

resources.

At the start of a new game, players can usually get by off of whatever supplies they scavenge

from abandoned houses or elsewhere in the world.

This is especially true in the Coastal Highway and Mountain Town regions, which feature many

buildings stocked with food and resources for starting fires.

But as time marches on, survival gradually becomes more and more difficult, as the canned

soup and granola bars begin to run out and the player is faced with starvation.

The only renewable food source available is the local wildlife population, which the player

will eventually need to hunt or fish for in order to stay alive, which once again takes

a lot of time and preparation.

For instance, the player can hunt down wild deer for their meat, but they need a ranged

weapon in order to do so.

The most sustainable option is to craft a bow and arrows, which takes a long time because

the materials used to make one need to be cured indoors for several days before they

become useable.

So if you wait too long to make one, there's a good chance you'll starve to death before

you can even finish it, because you didn't make effective use of what little time you

had.

So while Don't Starve is cyclical in the way the player must always be bracing themselves

for whatever the next season will bring, The Long Dark is more like a constant uphill slope,

where survival is forgiving at first but steadily becomes tougher the longer you're alive,

as the player is required to live off the land and invest their time wisely in order

to develop the means to do so.

The final piece of what makes time-management interesting in both games is how each of these

factors — limited time and high stakes for wasting it — drive player choice, and create

tangible consequences for those choices.

In this regard, the biggest way The Long Dark differs from Don't Starve is that many important

actions take a significant amount of time to complete.

Breaking down furniture for raw materials, reading skill books to increase your stats,

gutting an animal, cooking various foods, repairing clothes, and creating a map of an

area can all take hours of ingame time to complete.

Even actions that don't take long to do — such as collecting water, starting fires,

or even just eating food — all take a small amount of time that can quickly add up over

the course of a day.

The player has to be mindful about which activities they choose to prioritize, because — much

like in the real world — everything you do takes up precious time.

Additionally, certain actions can put the player in potential danger while doing them,

such as surveying an area or harvesting meat from a corpse, which temporarily leaves the

player vulnerable both to predators and to hypothermia.

This adds an additional risk-reward dynamic to the gameplay, with the player constantly

weighing the pros and cons of completing certain tasks that put them in harms way.

Contrast this with Don't Starve, where most actions take only a second or two to complete,

and even longer tasks such as growing crops or drying meat usually takes no more than

a couple days, versus the weeks it can take to cure pelts and hides in The Long Dark.

Here, where it could take hours to cook a fish or harvest a resource, in Don't Starve

you can do it pretty much instantaneously.

The game compensates for this by having a much shorter day-and-night cycle lasting only

8 minutes a pop, and by having tighter deadlines by which to prepare for the various seasons,

usually 20 days at the most.

The player is also given a lot more options for dealing with these seasons, both in terms

of available food sources and items they can craft.

So in The Long Dark, choice comes more from how the player decides to divide their time

between a small number of activities that are all very time-consuming, versus Don't

Starve where the player has to juggle many different tasks and decide which ones are

most suitable to their playstyle and offer them the best chance of survival.

All these differences may seem like minor observations when viewed on their own, but

together they have a significant impact on how each game feels to play, and reflect the

intentions of their respective developers.

For this reason, I think judging each system out of context to determine which one is quote-on-quote

"better" would be missing the point, because their success is ultimately dependant on the

focus of their respective games.

The time mechanics in The Long Dark work because they compliment the patient, slow-burning

survival experience the game sets out to be, while Don't Starve's implementation affirms

its focus as a game centered around more traditional mechanics and systems.

Having said that, I do think the way The Long Dark handles time is a bit more interesting

than in Don't Starve because of its subtlety.

Most games that treat time as a resource put these mechanics front-and-center for the player

to see, such as the 3-day cycle of Majora's Mask or the 60-second lives used in Minit.

So it's compelling to see a game like The Long Dark take a more understated approach

to making you manage your time, and it stands as another example of how many ideas remain

to be explored when it comes to using time as a game mechanic.

As for what exactly those ideas might be, I guess only time will tell.

Thanks for watching.

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