Kamis, 29 Oktober 2009

Info Terbaru untuk para Biker's mohon dibaca!




Hati-hati mengendarai kendaraan bermotor jika tidak mengantongi Surat Izin Mengemudi (SIM). Anda bisa didenda hingga Rp 1 juta.

Penetapan denda itu berdasarkan UU No 22 Tahun 2009 tentang Lalu lintas dan Angkutan Umum Pasal 281 yang berisi "Setiap pengendara kendaraan bermotor yang tidak memiliki SIM dipidana dengan pidana kurungan paling lama 4 (empat) bulan atau denda paling banyak Rp 1 juta".

"Itu denda maksimal. Ketentuan berapa pelanggar harus membayar denda itu kan nanti sesuai dengan sidangnya. Sebagai warga negara yang sadar hukum, sudah seharusnya mematuhi hukum. SIM diberikan kepada pengendara bukan hanya sebagai sertifikat dia bisa mengemudi. SIM dibuat agar pengendara punya pengetahuan berlalu lintas," kata Kabid Humas Polda Metro Jaya, Kombes Pol Chryshnanda Dwilaksana kepada detikcom, Rabu (28/10/2009).

Sejumlah pasal lain yang mengatur ketentuan berlalu lintas memberikan denda yang tidak sedikit. Dalam UU baru tersebut, sanksi denda minimal Rp 250 ribu dikenakan kepada setiap pelanggar. Berikut sejumlah sanksi denda dalam UU yang baru disahkan 22 Juni lalu.

Pasal 278, setiap pengendara mobil yang tidak dilengkapi dengan perlengkapan berupa ban cadangan, segitiga pengaman, dongkrak, pembuka roda, dan peralatan pertolongan pertama pada kecelakaan dipidana dengan pidana kurungan paling lama 1 bulan atau denda paling banyak Rp 250 ribu (Pasal 278).

Pasal 288, setiap pengendara kendaraan bermotor yang tidak dipasangi Tanda Nomor Kendaraan dipidana dengan pidana kurungan paling lama 2 bulan atau denda paling banyak Rp 500 ribu.

Pasal 288 ayat (2), setiap pengendara kendaraan bermotor yang memiliki SIM namun tidak dapat menunjukkannya saat razia dipidana dengan pidana kurungan paling lama 1 bulan atau denda paling banyak Rp 250 ribu.

Pasal 285 ayat (1), setiap pengendara sepeda motor yang tidak dilengkapi kelayakan kendaraan seperti spion, lampu utama, lampu rem, klakson, pengukur kecepatan, dan knalpot dipidana dengan pidana kurungan paling lama 1 bulan atau denda paling banyak Rp 250 ribu.

Pasal 285 ayat (2), setiap pengendara mobil yang tak dilengkapi kelayakan kendaraan seperti spion, klakson, lampu utama, lampu mundur, lampu rem, kaca depan, bumper, penghapus kaca dipidana dengan pidana kurungan paling lama 2 bulan atau denda paling banyak Rp 500 ribu.

Pasal 287 ayat (1), setiap pengendara yang melanggar rambu lalu lintas dipidana dengan pidana kurungan paling lama 2 bulan atau denda paling banyak Rp 500 ribu.

Pasal 287 ayat (5), setiap pengendara yang melanggar aturan batas kecepatan paling tinggi atau paling rendah dipidana dengan pidana kurungan paling lama 2 bulan atau denda paling banyak Rp 500 ribu.

Pasal 288 ayat (1), setiap pengendara yang tak memiliki Surat Tanda Nomor Kendaraan atau STNK dipidana dengan pidana kurungan paling lama 2 bulan atau denda paling banyak Rp 500 ribu.

Pasal 289, setiap pengemudi atau penumpang yang duduk di samping pengemudi mobil tak mengenakan sabuk keselamatan dipidana dengan pidana kurungan paling lama 1 bulan atau denda paling banyak Rp 250 ribu.

Pasal 294, setiap orang yang mengemudikan kendaraan bermotor yang akan berbelok atau berbalik arah tanpa memberikan isyarat dengan lampu penunjuk arah atau isyarat tangan dipidana dengan pidana kurungan paling lama 1 (satu) bulan penjara atau denda paling banyak Rp 250 ribu.

disadur dari Yahoo!Indonesia

Senin, 19 Oktober 2009

Common Mistakes (noobs / rookies)

Common Newbie Mistakes - This may not apply to everyone but the truth is most low level players get robbed based on their own rookie mistakes

Most common - someone puts you on the hitlist, you get upset because u think all these high level players are attacking you for no reason (you are wrong), look at the series of attacks they are all within the same time span and u end up snuffed... then u go ahead and start trying to retaliate against these players BIG MISTAKE, u already saw the persons profile and it tells u their level and what they been up to but u go ahead anyway... when this happens the high level player does NOT want to attack u its almost pointless, but to teach u a lesson for not playing smart they rob u blind, and what do u do get upset and hitlist them, so they rob u again and the dance starts

this is simple guys... Play smarter, keep with beef with the person that hitlisted u

Choose your fights wisely - there is no way that it can make sense to pick a fight with a player 40+ levels above you, that is basically suicide (it's not impossible for u to win if u were building your character to be strong from the start)... research a player before u engage in a fight of any kind.. look over their stats it will tell u a lot... things to look for:
Fights win/loss - don’t be fooled by the losses though, sometimes someone started out just like you and had to learn the hard way so they may have a lot of losses
#of deaths - the higher someone’s death toll is the more you want to leave them alone I’d say over 500 leave them alone, this is the kind of player that will annoy you just so you can hitlist them because they actually benefit more from being hitlisted that it hurts them at all
Successful Heists if this number is extremely high over say 5000 leave them alone, this is the type of player that retaliates by robbing..
Hitlist Kills - if this number is high you know they spend a lot of time around the hitlist picking up bounties (this is probably why they attacked you to start with)

When you are being robbed there are some very simple things you can do. First do not get stressed out remember it’s just a game what may not be fun for you may be fun for someone else (it is impossible for the developers to please everyone). Now consider he following:
Let your properties sit damaged for a while DO NOT SELL them u will get 30% of the total hourly income, this is better than nothing, u only get half your money back if u sell them and u miss out on the hourly income (casino @ 100% $300,000/hr, casino @30% $90,000/hr) you just need to make sure u have enough income to cover your upkeep expenses.
DO NOT HITLIST... once u see the persons profile as described above u should know u don’t want to start with this person (you deserve what you get if u do) the chance to win is just too minimal for you... if you choose to retaliate you will only be doing 1 of 2 things, 1) upsetting the person with your rookie tactics or 2) you will be doing them a favor by letting them ride the hitlist, neither of these results benefits u.
When u get robbed you get a repair bill money out of your pocket. When you hitlist it costs you and you put yourself on that persons newsfeeds giving them access to you (it’s just an open invitation), and more than likely they will be back. You may feel like they are getting away with robbing you, but you must ask yourself is retaliating really worth it.
Take a look at this thread to see how the Hitlist can be beneficial to high level players Dead Wingers Example

If u have already made all of the mistakes above send the person a friend request, if the person has 100s of levels on u chances are u won’t catch enough to make a difference so u may as well stop being one of their targets

Lastly - stop complaining that someone is ruining your game, it is just a game and we all play differently, some are passive some balanced and others aggressive (visit this link for an idea of what constitutes abusive game play). The key is to think before you act... play this game with your head not your heart, try not to take it so seriously and learn from your own mistakes it will only make u better... keep in mind the very people you are complaining about was in your situation at some point and got to where they are by remembering to just have fun with it, even when it gets rough, just had to laugh it off. This isn’t just a click of the mouse kind of game guys there is strategy involved u just need to find yours.

Also consider increasing your attacked and defense stats as you level up, if u decide to invest all or mostly in energy you have no right to complain that u cannot defend yourself. We all make the choice of what to do with skill points - invest them wisely

Important Tips – read carefully and think your decisions through before you execute

Manage money wisely – in the early stage u may want to consider banking your money to keep it safe in fights. Buy the items u need for jobs, also make sure to equip your mafia with the best weapons, vehicles, and armor u can get (make purchases and do jobs when your health is below 20 points… u cannot be attacked or hitlisted when your health is below 20 points)
Buying property – buy land and properties in lots of 10, this will save u a lot of money. Do not be greedy in the early stages. Buying properties may seem like a great idea but if u cannot defend them it can be your worst nightmare, start small (Undeveloped Space, Rent Houses and Mafia Mike’s cannot be robbed).

Protection – this does not make your properties invincible and is only helpful against a player with stats similar to yours (I had a player rob me and failed, I tried to rob him back and also failed, we both had protection on our properties so I can only assume this is what made the difference). If your opponent is considerably stronger than you the protection will only take more of their health per hit until the protection wears off.

Repairing – it is not wise to repair your properties the as soon as you realize you have been robbed, chances are the same person that robbed you is waiting to do it again. As stated above damaged properties still generate income so allow some time for the thief to move on to someone else, a couple of days to a week should be fine.

copied from here

combath math (Newbie)

{AUTHOR'S EDIT - 8/27/09 - Zynga made some major changes to the combat algorithm within the last day or two. The discussion below is therefore now obsolete and should only be followed for historic interest. For discussion of the new combat algorithm, see the comments toward the end of this post.

{AUTHOR's EDIT - 08/01/09 - please note that this article was written before several major new features of Mafia Wars were implemented. Item gifting and MW Cuba did not exist at the time I wrote this. The basic principles discussed below are still valid and I still follow them (the combat algorithm has not been changed to my knowledge, and my DEF stat is now way over 1000), but gifting and Cuban loot have changed my approach a bit.}

It was several weeks ago that I discovered the conversations between Satanika and The Wanderer in which they discussed and figured out the combat system for Mafia Wars, and the earlier threads on the FB discussion page in which some very clever testing was done, validating and invalidating assumptions about how the combat system works. I've been experimenting with their results since then, and have mostly confirmed them. I changed my character build strategy and got some dramatically positive results in a very short time. I've also built a spreadsheet in which I've been tracking combat results from all my fights and have been running numbers on them. I won't bore you with all the details, but I've noticed a few interesting implications that I thought I'd pass on.

First of all, I'm going to be intentionally vague about the combat algorithm here. I'm breaking Omerta even discussing this here, and I don't want Zynga to get all aggro about "reverse engineering" or anything like that and kneecap my MW persona. I don't know if the formulas I've picked up are really correct, thought they sure seem to give a close approximation of how the system really works. If somebody else wants to post the equations, they're welcome to, but it won't be me. Let it suffice to say that: A) mafia size and combat skill stats are both very important and appear to be force mulipliers, and B) equipment (weapons, armor, vehicles) stats seem to be additive. "Win/Loss" in a fight quite clearly seems to be calculated entirely separately from damage taken (you'll often seen combat results in which you win the fight but take more damage than you inflict...or the opposite. There's also the infamous "critical hit", which seems to be an independent random probability of 20% that the defender automatically wins when the attacker is at a much higher level or the defender is below 20 health and "ghosted" (it also looks to me like the probability drops the more evenly matched the combatants are, but I don't have enough data to confirm).

So what conclusions have I drawn?

Skill Points and Combat Stats:
By far and away the most effective thing a player can do to increase combat effectiveness is to add skill points to both their Attack (ATT) and Defense (DEF) character stats. Hands down. Want to be strong in fights? Pump your combat stats with as many skill points as you can spare. If your mafia has reached the maximum size (for fighting) of 501, then each additional point added to these stats has the same net effect as adding 12 AR-15s to your arsenal. In fact, combat stats are so powerful as a force multiplier, that a player with 501 mafia, 500 ATT, 500 DEF, 501 Baseball Bats, 501 Shamrock Medallions, and 501 Speed Boats could easily defeat a player with 501 mafia, 1 ATT, 1 DEF, 501 AR-15s, 501 Pints o'Green Beer, and 501 Armored Limousines. No kidding. Speed Boats.

In fact, that first player could probably defeat me in a fight...Baseball Bats, Speed Boats and all. Oh, the humiliation.

Fortunately for my ego, the chance of somebody getting enough skill points to boost their stats that high without piling on a lot of more fancy-looking loot is essentially nil. So, I won't have to stay up nights worrying about the Speed Boat Bandit.

Here's another interesting observation about combat stats: as far as fighting goes, it doesn't matter whether you put your skill points in ATT or DEF. My DEF stat is five times higher than my ATT stat. In fact, if I told you what my ATT stat was, you'd probably be surprised at how low it is. And I only rarely lose fights in which I am the aggressor.

Why'd I pump the DEF stat, then? Well, part of it was a holdover from the days before I became enlightened and opened my mind to the Combat Algorithm. I was getting beat up a lot. So, I naturally surmised that boosting my DEF stat might help me with that. In the meantime, I learned that it doesn't really matter which stat gets the points as far as fighting effectiveness is concerned. So why keep pumping the DEF?

Because from observation of results, I've noticed two things about having a high DEF: 1) I seem to get loot drops from fighting more often, and 2) DEF appears to count more than ATT in robbing (regardless of whether you're the robber or the robbee). This is still conjecture, but as a working hypothesis it's proven remarkably useful.

Equipment
Here's where I've seen some very interesting and non-intuitive results. I've already alluded to this above with the Speed Boat example. How can a player fighting with Speed Boats (ATT 0, DEF 0) actually have any hope of winning? After running the numbers, I see that where mafia size and combat stats account for 86% or so of combat effectiveness, all of our precious loot weighs in at the paltry 14% remainder. This is a rather fascinating bit of misdirection on Zynga's part, since every shiny new Godfather Crate Item gets players scrambling to spend their precious GF points and own the new "shiny" (Ninjacycle, anyone?). And yet, per GF point, I would actually get (on average) nearly 100 times the combat boost from spending the same number of GF points it costs to get the special loot item on getting skill points from the Godfather and putting them in my combat stats instead.

Another oddity about the additive nature of equipment in combat: although the game system uses item ATT strength to select items for the attacker in a fight, and item DEF strength for the defender, when actual combat strength in the fight is calculated, it uses both. As a result, the game software is not necessarily always picking the strongest items for you to use in the fight. As an example, when attacking the game will choose all your Napalms (25 ATT / 9 DEF) for you to take into the fight before any Bonus Weapons (20 ATT / 20 DEF). Yet, the combat algrorithm sums the ATT and DEF values of all items as part of calculating your combat effectiveness. So, the Bonus Weapon (total strength of 40) is 6 points stronger in a fight than the Napalm (total strength of 34), regardless of whether you're using it to attack or defend.

That can be a sobering thought for those who loaded up on Napalms back when they were supposed to be the "strongest" available attack weapons. If my inventory has 501 Napalms and 501 Bonus Weapons, I'll never be able to take any of those Bonus Weapons into a fight as an attacker, leaving me 3006 combat points weaker than if I had no Napalms at all.

Fortunately, I'll still be using all those Bonus Weapons when I get attacked, so there is a bright side.

Also remember, because it's additive and not multiplied, equipment only counts for about 14% of your total combat power. The small edge you might have lost by bringing all those Napalms into the fight instead of Bonus Weapons is more than offset by putting a few more skill points in your ATT or DEF stats.

In fact, if we take the highest-value normally-purchaseable equipment items in each category (Bonus Weapon, Body Armor, and Town Car), you would only need to add 77 additional points to your ATT and/or DEF to get the same benefit as maxing out every single equipment item in all three categories to the highest-valued Godfather Loot "shiny"s (say, 501 Gold Crowbars, 501 Whatever-the-50-point-samurai-armor-is, and 501 Ninjacycles).

Imagine how many Godfather points you'd have to spend in order to do that with Godfather Loot. The mind boggles. 77 skill points costs only 280 GF points...cheap in comparison. This is why experienced players recommend that you don't waste your GF points on buying special loot. The people you run up against in fights may have Ninjacycles, but that's not going to do them much good when you turn them into roadkill with your crushing ATT stat.

The best approach with equipment is to stock up on items that are easily available and have above-average total strength values (using the highest-value purchaseable items as the baseline for "average"). So, any weapon with a total ATT+DEF over 40 is good (there are several 50-point GF Loot items out there, but Poison Gas Grenades, at 48, were easier to come by...AR-15s, in comparison have a total strength of 42). Any armor with a total over 11 (this is not hard...the Pint o'Green Beer is currently the best normally-obtainable armor item with a total strength of 44, though the Half-Dollar Body Armor (43) ain't bad either). Any vehicle with a total over 22 (current reigning champion is the Armored Limousine, a job loot drop item, weighing in at a massive and unchallenged 52 total combat strength...the highest of any item I've run across).

Skip the weaker items (for instance, I own no Chrome Skylines at all), and stock up on the stronger ones (I've got 180 Pints o' Green Beer...party!). Building your equipment list with items high in total strength (ATT plus DEF) gives the same effect as piling more skill points into your stats, just not as much. Also, don't be fooled into thinking that some weapon with a super-high ATT value is great unless it's got enough DEF value to make its total strength high enough to be worth it. Like I said, Napalms are actually a liability if you're building for fight strength. The Gold Desert Eagle, with the same ATT (25), but higher DEF (15) is better, but it's still exactly equal to your boring-old Bonus Weapon (20/20) in a fight.

Knowing that now, I wish I'd saved the purchase levels for all those Gold Desert Eagles I bought to buy more Green Beer when it came along. I'll probably be thinking the same thing about the Green Beer when they debut a new Special Loot armor with a total strength of 50 (doh!) weeks or months from now.

Oh well. Live and learn.{

{AUTHOR's EDIT - 08/01/09 - please note that this article was written before several major new features of Mafia Wars were implemented. Item gifting and MW Cuba did not exist at the time I wrote this. The basic principles discussed below are still valid and I still follow them (the combat algorithm has not been changed to my knowledge, and my DEF stat is now way over 1000), but gifting and Cuban loot have changed my approach a bit.}

It was several weeks ago that I discovered the conversations between Satanika and The Wanderer in which they discussed and figured out the combat system for Mafia Wars, and the earlier threads on the FB discussion page in which some very clever testing was done, validating and invalidating assumptions about how the combat system works. I've been experimenting with their results since then, and have mostly confirmed them. I changed my character build strategy and got some dramatically positive results in a very short time. I've also built a spreadsheet in which I've been tracking combat results from all my fights and have been running numbers on them. I won't bore you with all the details, but I've noticed a few interesting implications that I thought I'd pass on.

First of all, I'm going to be intentionally vague about the combat algorithm here. I'm breaking Omerta even discussing this here, and I don't want Zynga to get all aggro about "reverse engineering" or anything like that and kneecap my MW persona. I don't know if the formulas I've picked up are really correct, thought they sure seem to give a close approximation of how the system really works. If somebody else wants to post the equations, they're welcome to, but it won't be me. Let it suffice to say that: A) mafia size and combat skill stats are both very important and appear to be force mulipliers, and B) equipment (weapons, armor, vehicles) stats seem to be additive. "Win/Loss" in a fight quite clearly seems to be calculated entirely separately from damage taken (you'll often seen combat results in which you win the fight but take more damage than you inflict...or the opposite. There's also the infamous "critical hit", which seems to be an independent random probability of 20% that the defender automatically wins when the attacker is at a much higher level or the defender is below 20 health and "ghosted" (it also looks to me like the probability drops the more evenly matched the combatants are, but I don't have enough data to confirm).

So what conclusions have I drawn?

Skill Points and Combat Stats:
By far and away the most effective thing a player can do to increase combat effectiveness is to add skill points to both their Attack (ATT) and Defense (DEF) character stats. Hands down. Want to be strong in fights? Pump your combat stats with as many skill points as you can spare. If your mafia has reached the maximum size (for fighting) of 501, then each additional point added to these stats has the same net effect as adding 12 AR-15s to your arsenal. In fact, combat stats are so powerful as a force multiplier, that a player with 501 mafia, 500 ATT, 500 DEF, 501 Baseball Bats, 501 Shamrock Medallions, and 501 Speed Boats could easily defeat a player with 501 mafia, 1 ATT, 1 DEF, 501 AR-15s, 501 Pints o'Green Beer, and 501 Armored Limousines. No kidding. Speed Boats.

In fact, that first player could probably defeat me in a fight...Baseball Bats, Speed Boats and all. Oh, the humiliation.

Fortunately for my ego, the chance of somebody getting enough skill points to boost their stats that high without piling on a lot of more fancy-looking loot is essentially nil. So, I won't have to stay up nights worrying about the Speed Boat Bandit.

Here's another interesting observation about combat stats: as far as fighting goes, it doesn't matter whether you put your skill points in ATT or DEF. My DEF stat is five times higher than my ATT stat. In fact, if I told you what my ATT stat was, you'd probably be surprised at how low it is. And I only rarely lose fights in which I am the aggressor.

Why'd I pump the DEF stat, then? Well, part of it was a holdover from the days before I became enlightened and opened my mind to the Combat Algorithm. I was getting beat up a lot. So, I naturally surmised that boosting my DEF stat might help me with that. In the meantime, I learned that it doesn't really matter which stat gets the points as far as fighting effectiveness is concerned. So why keep pumping the DEF?

Because from observation of results, I've noticed two things about having a high DEF: 1) I seem to get loot drops from fighting more often, and 2) DEF appears to count more than ATT in robbing (regardless of whether you're the robber or the robbee). This is still conjecture, but as a working hypothesis it's proven remarkably useful.

Equipment
Here's where I've seen some very interesting and non-intuitive results. I've already alluded to this above with the Speed Boat example. How can a player fighting with Speed Boats (ATT 0, DEF 0) actually have any hope of winning? After running the numbers, I see that where mafia size and combat stats account for 86% or so of combat effectiveness, all of our precious loot weighs in at the paltry 14% remainder. This is a rather fascinating bit of misdirection on Zynga's part, since every shiny new Godfather Crate Item gets players scrambling to spend their precious GF points and own the new "shiny" (Ninjacycle, anyone?). And yet, per GF point, I would actually get (on average) nearly 100 times the combat boost from spending the same number of GF points it costs to get the special loot item on getting skill points from the Godfather and putting them in my combat stats instead.

Another oddity about the additive nature of equipment in combat: although the game system uses item ATT strength to select items for the attacker in a fight, and item DEF strength for the defender, when actual combat strength in the fight is calculated, it uses both. As a result, the game software is not necessarily always picking the strongest items for you to use in the fight. As an example, when attacking the game will choose all your Napalms (25 ATT / 9 DEF) for you to take into the fight before any Bonus Weapons (20 ATT / 20 DEF). Yet, the combat algrorithm sums the ATT and DEF values of all items as part of calculating your combat effectiveness. So, the Bonus Weapon (total strength of 40) is 6 points stronger in a fight than the Napalm (total strength of 34), regardless of whether you're using it to attack or defend.

That can be a sobering thought for those who loaded up on Napalms back when they were supposed to be the "strongest" available attack weapons. If my inventory has 501 Napalms and 501 Bonus Weapons, I'll never be able to take any of those Bonus Weapons into a fight as an attacker, leaving me 3006 combat points weaker than if I had no Napalms at all.

Fortunately, I'll still be using all those Bonus Weapons when I get attacked, so there is a bright side.

Also remember, because it's additive and not multiplied, equipment only counts for about 14% of your total combat power. The small edge you might have lost by bringing all those Napalms into the fight instead of Bonus Weapons is more than offset by putting a few more skill points in your ATT or DEF stats.

In fact, if we take the highest-value normally-purchaseable equipment items in each category (Bonus Weapon, Body Armor, and Town Car), you would only need to add 77 additional points to your ATT and/or DEF to get the same benefit as maxing out every single equipment item in all three categories to the highest-valued Godfather Loot "shiny"s (say, 501 Gold Crowbars, 501 Whatever-the-50-point-samurai-armor-is, and 501 Ninjacycles).

Imagine how many Godfather points you'd have to spend in order to do that with Godfather Loot. The mind boggles. 77 skill points costs only 280 GF points...cheap in comparison. This is why experienced players recommend that you don't waste your GF points on buying special loot. The people you run up against in fights may have Ninjacycles, but that's not going to do them much good when you turn them into roadkill with your crushing ATT stat.

The best approach with equipment is to stock up on items that are easily available and have above-average total strength values (using the highest-value purchaseable items as the baseline for "average"). So, any weapon with a total ATT+DEF over 40 is good (there are several 50-point GF Loot items out there, but Poison Gas Grenades, at 48, were easier to come by...AR-15s, in comparison have a total strength of 42). Any armor with a total over 11 (this is not hard...the Pint o'Green Beer is currently the best normally-obtainable armor item with a total strength of 44, though the Half-Dollar Body Armor (43) ain't bad either). Any vehicle with a total over 22 (current reigning champion is the Armored Limousine, a job loot drop item, weighing in at a massive and unchallenged 52 total combat strength...the highest of any item I've run across).

Skip the weaker items (for instance, I own no Chrome Skylines at all), and stock up on the stronger ones (I've got 180 Pints o' Green Beer...party!). Building your equipment list with items high in total strength (ATT plus DEF) gives the same effect as piling more skill points into your stats, just not as much. Also, don't be fooled into thinking that some weapon with a super-high ATT value is great unless it's got enough DEF value to make its total strength high enough to be worth it. Like I said, Napalms are actually a liability if you're building for fight strength. The Gold Desert Eagle, with the same ATT (25), but higher DEF (15) is better, but it's still exactly equal to your boring-old Bonus Weapon (20/20) in a fight.

Knowing that now, I wish I'd saved the purchase levels for all those Gold Desert Eagles I bought to buy more Green Beer when it came along. I'll probably be thinking the same thing about the Green Beer when they debut a new Special Loot armor with a total strength of 50 (doh!) weeks or months from now.

Oh well. Live and learn.

take from here

Minggu, 18 Oktober 2009

Strategy Guide Mafia Wars

Crime Jobs
A mobster's gotta work! Crime jobs are a great way to earn cash and experience, especially when you’re getting your start. Some jobs require certain items, properties, or mafia size to complete. New jobs become available as you progress through the game by completing jobs, earning cash and expanding your mafia size. Use that cash to buy the tools you need to perform bigger and better jobs for a bigger payoff.

Staying Alive, Stay Fighting, Stay On Top!
In order to do anything from picking a job to picking a fight you need to maintain your health, energy and stamina. You need your health to stay alive in fights and to avoid getting knocked down from a sucker punch. You’ll need your energy to complete jobs and should you get nabbed by the cops – to break out of jail! You’ll need stamina to keep fighting. Earn cash and experience by performing jobs and picking fights! You need experience points to move up to the next level and become a more powerful criminal.

Hit List
Check here to find out who’s got a bounty on their head, and make sure you’re not one of them! A successful hit will earn you a nice cash reward. Keep in mind being a bounty hunter will earn you easy cash, but every other mafia will be able to view the same Marked Men – first come, first served. You can place a mark on most players in your same level range from their Mafia profile as long as you’ve got the stamina and the money to pay out for a bounty.

Properties
Real estate is a great way to earn quick, steady and reliable cash and street credit. Owning properties is where the real cash is at! Properties generate recurring income that can be used to finance your criminal activates. The more properties you own, the more money will continue to roll in.

The Bank
The streets are rough, and rival mafias are everywhere. You can safe guard your cash at the bank, but after laundering and the bank’s cut, you’ll lose about 10%. But better lose it to the bank than on the streets because during fights, you can’t lose money you have in the bank!

The Godfather
Any made man knows that when you need a little help, you go to The Godfather. He’ll make you an offer you can’t refuse. The Godfather can assist you by rise quickly through the ranks by giving you cash, energy or more members power up your mafia fast. You can help The Godfather out by donating or filling out offers. I'm sure he'll be more than happy to return the favor...

IF YOU ARE MISSING REWARD POINTS:

* If you have completed offers with Super Rewards and you are missing the points have to send a request to them for help. In order to do this you will need to go to the Points page and click on "Missing Points". This will display a list of offers that you have clicked on. Find the offer that you believe you completed and click "Missing these reward points". In the form that comes up paste the confirmation email that you received for completing the offer. They will then process this request and award you the points if they find that you completed it.

The Hospital
Every now and then you’re bound to get caught up in a back alley beating or drive by shooting. When you’re feeling down and low on health, visit the Hospital to pay off the doctor to get patched up and back on the streets, and off the books.

Fight
There's a war going on outside! Fight it out with other Mafia Families for honor and fame. It's your family versus theirs: each member of your Mafia is armed with the best offensive and defensive weapons you've got and same deal for your opponent. You should try to have at least one offensive weapon, one defensive weapon, and one vehicle for each member of your family. Pick fights to win cash and bragging rights on the streets.

Inventory
Where you buy and sell items. Shows the items that are available and the quantity you own. More items become available as you progress through the game.

Your Mafia Members
In Mafia Wars, you're only as strong as your family. Mafia members are essential for doing jobs and fighting other families. If your Mafia is low on members, you can recruit more.

Profile
When you gain enough experience to increase in level, you are awarded upgrade points that you can use to improve your character's attributes.

Mafia War quick leveling strategy

Mafia War quick leveling strategy


Mafia War quick leveling strategy

I am going to show you an easy way to get high levels in Mafia Wars legitimately.

First chose the class Maniac. Download the IE toolbar RoBoForm. This utility is used to auto fill in forms. After you install and setup roboforms then start up mafia wars. Go to the Godfather andnd find free surveys to take. Choose ones that say “points awarded on valid contact info” These take the least time to fill out and require less work. Use roboform to fill out your contact info, then do the surveys or whatever requirements you have to complete. Do as many of these as possible. Now start doing jobs. Each time you level, put all of your points into energy. Everyone. You should do the jobs that give the most experience per energy. Don’t worry about anything extra till later. All you want to do is invest your points into energy. Keep your godfather points and save them. Go to the mafia wars forums and add every person you can as a friend. You want a big mafia as soon as possible. Along the way try to complete achievements, and master each tier of jobs. These give you extra points to put into energy. The really important job tiers are the one that give you reduced timer for energy and the boss tier which gives you 2 energy on each regenration. After you reach higher levels(I recommend 100+) start using godfather points to refill your energy. Try to use them effectively. If you only need a few more points to level, try waiting the timer out and doing jobs to finish the level. Energy is the most effective way to level. If you go with stamina it takes way to long to level. Plus you have to invest 2 points for stamina, and invest points into attack and health to be effective.

The money you get from jobs invest it in property at first. Once you get a steady income then start investing in items. Put things like the camera, false docs, illegal transaction record on your wish list. Maybe someone will send you some and they will make you boost a lot faster.






copied from : here

Moscow Loot Item List Episode 2

Moscow Loot Item List Episode 2

Here is a list of loot Items of Moscow Episode 2 for your mafia help.

Chapter1

Silence A Political Critic -ballistic knife



  • Ballistic Knife




Chapter2

Catch Karpov Accepting A Bribe- Set of Photos of Karpov

Set of Photos of Karpov 0 Attack 0 Defense


Extract A Favor From The Winner-ollen snowbike



  • Severnyy Olen Snowbike 32 Attack 20 Defense





    Chapter3



    Re-route An Equipment Shipment-PNV



    • PNV





Try to Get all to complete all the Jobs Easily.

Image

Berbarengan dengan terbitnya majalah PCMedia Edisi 11/2009, PCMAV kembali hadir. Berlabel PCMAV 2.2, PCMAV sudah mampu mendeteksi 3.0251 virus yang banyak beredar di Indonesia. Satu yang menyenangkan, di versi ini PCMAV “akur” dengan Avira yang saya gunakan di komputer. PCMAV versi 2.2 ini sudah bebas dari virus Induc dan juga terbebas dari false Alarm Avira. (bagaimana dengan antivirus lainnya yang anda pakai , silakan isi komentar di bawah)

Yang baru di PCMAV 2.2:

  1. UPDATED! Ditambahkan database pengenal dan pembersih 71 virus lokal/asing/varian baru yang dilaporkan menyebar di Indonesia. Total 3025 virus beserta variannya, termasuk varian virus Conficker yang canggih, yang banyak beredar di Indonesia telah dikenal di versi 2.2 ini.
  2. IMPROVED! Ditambahkan pengenal khusus yang dapat mengenali virus Induc yang sedang banyak dilaporkan di seluruh dunia.
  3. BUG FIXED! Kesalahan deteksi (false alarm) heuristik pada beberapa program dan script.
  4. IMPROVED! Perubahan beberapa nama virus mengikuti varian baru yang ditemukan.
  5. IMPROVED! Perbaikan beberapa minor bug dan improvisasi kode internal untuk memastikan bahwa PCMAV tetap dapat menjadi antivirus kebanggaan Indonesia.

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