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Dwarf with Axe

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  1. I see what you are saying. The service gives you the opportunity to use PayPal as a payment method when the money is coming from your bank account. Am I correct? And yes, that would be my argument also. You still have to have a confirmed card.
  2. What do you mean?
  3. Your math is very helpful - thank you. We have models like that from Marketing who have 'hypothetical business savings' which read a lot like what you have written. With that, I think if we maximize our resources, we can push 2.49% + $0.25 USD, thereby eliminating the lower-revenue business throat-choking. Using your same model, Business A saves $66.40 per month. Business B saves $26.40 per month. Business C saves $16.60 per month. Business D saves $16.45 per month. As business A, I would be very concerned with that sort of gap in the amount of revenue I could be keeping, however, is $16.45 a month really enough to encourage the low sales number high-profit businesses to switch services? I really don't. So that means this company is targeting the higher-sale volume businesses instead of the big boys like the jewelry stores, car stores, etc. So how can this service be appeasing to everyone? If you had a business like business A, would you consider switching? What about if you had a business like business C or D? Some more questions a little off of the above topic are: If you were a consumer purchasing something online, would you feel more comfortable with a system that stored your card information and paid directly from your credit/debit card every time you made a transaction (also including a system where you just enter your card information and security info every time you want to purchase something)? Or, Would a system where you upload cash into an account and pay directly from that account better suit your taste? If answering, please include a brief explanation why. Personally, the only reason I would charge up an account is 1) to make myself believe I have more money then I actually do, and 2) to earn interest on my money, which really goes back to reason 1. If we offered the account from which you not only feed money into but also pay from, would an interest-bearing option be appreciated? (I would think so). I appreciate all of your replies, guys. Thanks a bunch. And hopefully with the schedule we have, in a few months when we have our gift card reward for business program I'll put in a few good words. Thanks again guys!
  4. I'm one of the leading officers of an internet payment company that is about to hit the markets soon, and would like some of you guys to comment on the pricing and benefits of using us instead of some of the leading internet payment solutions. This is in no way an advertisement, moderators. I'm looking for constructive feedback only. Our system is simple - as an e-business (in this case, "e-business" is defined as anyone involved in the selling of goods or services online and requiring electronic payment methods), you can accept credit cards on your auction page or website for 2.49%+0.39USD. The way it works is alot like Stormpay, where you can: [A] Create an account [B] Send money to other accounts (via debit/credit card; Not like Paypal where you charge up an account with the company and pay from that. Read on, please.) [C] Recieve money sent from accounts (option B) for the fee of 2.49%+0.39USD per transfer. The benefit to this system is the instant credit and debit of money from and to accounts. If you take a look at Paypal, their services are harmless at first, until you type in "Paypal sucks" or "Paypal scam" into google and realize a wealth of people who have been "screwed" or "mistreated" by Paypal. Stormpay is no different. What a lot of people don't know is that Stormpay, Inc., owns their own internet identity verification company, known as NetIBA, so while their "discount" for using NetIBA Certifications sounds appetizing, just remember that they're getting the money either way. This is in no way an attempt to demean or deform the character of the above said businesses, it is only an infomative statement. The benefit of our company is that we promise: [] To have your funds deducted (as a purchaser) only when the buyer has confirmed the transfer. [] To have your funds delivered (as a seller) either via ACH bank transfer (same-day or overnight), or via a check, recieved within 3-5 business days. There is no account to charge, monthly/annual service fees, etc. The only person charged a fee is the seller, and that is 2.49%+0.39USD per transaction and it is deducted right before the seller is profited his/her money. An online account management system will be employed so that you can: [] Change your profile and bank information (for quick-pay methods (so you don't have to enter your card information all the time) and for ACH transfers) [] Make transfers [] View statements (transfers for the month, profits earned, accounts funded, fees paid) With all of that, hopefully there are questions. Again, this is in no way an advertisement - I'm just looking for some constructive feedback. Please respond with your attitude towards an offer like this. Whether you think this is a good thing or not, and whether you personally would use it. Thank you, Dwarf PS I understand that 2.49%+0.39USD might seem scary, especially if standing next to paypals '2.9% + $0.30 USD" per transaction rate. Well I've done the math. Amount transfered: $10.00 Our fee: 2.49%+0.39USD = $0.64 Paypal fee: 2.9%+$0.30USD = $0.59 For the above transaction of $10.00, you save $0.05 by using Paypal, but what about for larger transactions? Lets take something I bought on eBay a while back. Amount transfered: $656.50 Our fee: 2.49%+0.39USD = $16.74 Paypal fee: 2.9%+0.30USD = $19.34 As you can see, the savings are small, yes, but with average sale prices ranging from $10 to $10,000, you'll definitely be saving money, albeit small at first. Averaging $100 per transaction, you save about $10/month. Averaging $300 per transaction, you save about $40/month. So the benefits are really with higher transactions.
  5. Text-based games are typically organized by cells. Everywhere you are is represented by a block in a 2d grid. The links above are good. Check them out.
  6. That's like asking, "what is the best hammer to hit the nail with?" Compilers are just tools. No one is really designed for DirectX, however there are some that are easier for to use for beginners. Dev-C++ is a nice one, especially to start with. I wish I had it when I started out - I was using the Borland 5.5! (A good one, but annoying sometimes)
  7. Death is too much of a common outcome to postulated solutions. If someone tries something and it turns out to be a stupid idea, they're dead and they don't get their character back (as someone had stated before). I thought I ranking structure might do better than just levels, but then again you are really doing the same thing. See, instead of just saying "well he's level 30" you would say instead "He fought at that one battle when so and so decided to open the gate to hell on that little town" and "Remember when the orcs were transformed into death knights? He was part of the party that killed them" this would really create an awesome world in that a lot would have to be going on, but it's a thought.
  8. Making a game is a lot more than just "Okay, I want it to be 2D." You need to organize yourself. 1. What do you want the game to be about? See if you can sum up the game in three to five sentences. 2. What platform do you want to target? In your case, it's probably the PC. 3. What tools will you use? OpenGL? A popular opensource graphics library. DirectX? A little more complicated to learn, but in the end more beneficial*. SDL? Popular for cross-platform developers. It's all a matter of taste really. If you don't know your basic hammer and nails (c, c++, Java, BASIC), don't try to use the skillsaw and anglefinder (OpenGL, DirectX, SDL, etc) to build your house (game). Do you get what I'm saying? What all do you know?
  9. If you're only dealing with x and y your sprite should be moving in a straight line. What kind of curve are you talking about?
  10. Or you could try my approach written in the forum FAQ.
  11. No one?
  12. I've tried and tried, but is there anyway that you know of to retrieve the filesize of a remote folder? It's one on a network. So if I have a computer //comp1 and //comp2, I can be on //comp1 and get the size of the folder //comp2/C$/MyDocuments. Know what I mean? I tried a recursive algorithm, but it's really slow and doesn't get remote files. Only local. Thanks.
  13. Wow... That was a lot to read. And a lot to soak in. I suppose I fell into the whole "wanting to be up and running before I put on my clothes" thing. Know what I mean? Yeah. I think I need to work a bit. Thank you both.
  14. And I too enjoy games without dice and random numbers. I just so happened to be discussing aureliarpg.com with a friend and he was telling me how I could have this intriquite system of numbers and stuff and he would definitely play it - then I realized he just wanted MY site how HE wanted a game. Bastard. Well there is something I would like to add, but I'm not sure how to execute it. I'd really like the players to have a sense of their character, so maybe they should have, duh, a character sheet. Since numbers and randomness are out of the question, to the left in their avatar box I would list their class, class-specific abilities, and their traits. I created the traits so that people could role-play characters that seemed a little more real. Basically, for each class you can choose a certain amount of positive traits and a certain amount of negative traits. The big strapping warrior might specialize with javelins but he can't fight up close very well. The mage with the ability to memorize almost anything can't stand the color red, or is a terrible fighter, or is allergic to animals. I'm trying to bring the characters alive a little and, hopefully, promoting more people to come play!
  15. Okay, here's another question. As I'm working on this game I was thinking of having this a little more table-topish in that you can have a dice-roller involved, but I'm not sure if this wouldn't make it too boring. Something like this: Player 1 would post (insert long thing here, then)...and decides to hit the man. [roll 1d20] Then, when he posts, the [roll 1d20] will be replaced with a random number between 1 and 20. So, the post will read, after actually posted, (insert long thing here, then)...and decides to hit the man. Rolled 1d20: (8) Then, the next poster would post according to the dice roll. If it was high, then the success would be proportional to how high above 10 (the middle) the roll was. In the case of the example post, the random number resulted in an eight, so the success would be just under satisfactory (assuming a satisfactory success would be a result of 10). Does any of that make sense?