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Entergy to close, decommission Vermont Yankee - Updated 10:43 a.m.By Susan Smallheer
Staff Writer | August 27,2013
Vyto Starinskas / Staff File Photo The Vermont Yankee Nuclear Power Plant in Vermont on Thursday Sept. 25, 2008.BRATTLEBORO — Entergy Corp. announced this morning that it was closing the Vermont Yankee nuclear power plant in 2014, at the end of its current fuel cycle.
"This was an agonizing decision and an extremely tough call for us," said Leo Denault, Entergy's chairman and chief executive officer, in a prepared statement. "Vermont Yankee has an immensely talented, dedicated and loyal workforce, and a solid base of support among many in the community. We recognize that closing the plant on this schedule was not the outcome they had hoped for, but we have reluctantly concluded that it is the appropriate action for us to take under the circumstances."
The news came as Entergy had won its latest battle to keep the troubled reactor open in a legal battle with the state of Vermont. Earlier this month, Entergy had won a major victory against the state in the Second Circuit Court of Appeals in New York City over state jurisdiction over the future operation of the plant.
The news by Entergy to shut down the troubled, 41-year-old reactor, which is one of the smallest in the country, was financial, the company said in a press release.
The company cited the fact that Vermont Yankee sells its 620 megawatts of electricity on the open market and doesn't have power contracts with area utilities. The electricity market has been depressed in recent years
According to a release from UBS Financial Services, Entergy Vermont Yankee was selling power at about 5 cents per kilowatt hour, which is about 20 percent higher than current market rates.The closing is expected to cost the southern Vermont region more than 600 jobs, although Entergy said the employment would remain steady until shut down in 2014, when the company began its decommissioning process.
Entergy said it would put the plant into what is called "safe store," a Nuclear Regulatory Commission-approved plan which would essentially mothball the Vernon reactor for up to 70 years, waiting for radiation levels to subside.
NRC spokesman Neil Sheehan said Entergy officials had called NRC Region One administrator William Dean this morning about their decision.
"The NRC will continue its rigorous oversight of the plant through the rest of its operations and into and through decommissioning. We have a decommissioning process that the details steps that would have to be taken by Entergy going forward," said Sheehan.
The announced closure of Vermont Yankee is one of several nuclear power plants that have been closed by their owners this year.
Under the safe-store scenario, all fuel would be removed from the reactor and its spent fuel pool in stages and put into concrete and steel casks in a facility that is currently in place at the Vernon reactor.
The decision was met with jubilation by anti-nuclear activists, who have been fighting to shut down Yankee even before it started generating power in 1972.
"We applaud Entergy's decision to shut down an aging nuclear power plant, rather than to push it past its limits. We appreciate their commitment for planning for a safe and orderly shutdown. We will remain vigilant to ensure that the decommissioning is done responsibly and in the safest way possible. Today, we celebrate this milestone in our work to end nuclear power generation in the Northeast and to foster a renewable energy future. This is a win for the people. Their relentless work has made the closure of Vermont Yankee possible. We thank all who have worked to make this day happen, especially the state of Vermont for its perseverance on this issue," according to Deb Katz, executive director of the Citizens Awareness Network, one of about a half-dozen environmental groups that have worked to shut down the plant.
Gov. Peter Shumlin, who was elected in 2010 by campaigning against Vermont Yankee, has scheduled a late morning press conference. Entergy executives were slated to discuss their decision at a noontime press conference at Entergy's administrative offices in Brattleboro.MORE IN This Just InThe family of a Connecticut man who was killed in a car accident on Route 4 last Friday night is... Full StoryAssociated Press Full StoryIt seems like I just started to warm up from last winter and I see back-to-school displays. Full Story
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(Release: June 27, 2011) - Chris Marschner, manager of Hagerstown Community College's Technical Innovation Center, recently completed training on business coaching in Baltimore. The two-day intensive clinic was adapted from materials designed by Corporate Coach U, the recognized leader in the coaching world.
Economic development staff and incubator managers from around the country, including three from Montgomery County, spent the two days practicing coaching skills, based on actual issues each participant was facing at the time. David Terry facilitated the training.
The program was designed to help participants sharpen their focus when working with clients. Too often the issues facing early stage firms are so numerous and varied it is difficult or impossible to help the client firms address all those issues at one time. The program helps to dissect the issue into "chunks" that are attainable and measurable. For many entrepreneurs, issues that once seemed insurmountable became manageable and attainable after coaching.
The program also helps to unburden the incubation professional from feeling responsible for other people's outcomes. Incubator managers can only help entrepreneurs develop solutions to complex issues. They cannot ensure that a positive outcome will result even with the best advice, if the client is unwilling to take the necessary steps for personal success.
"Learning and developing additional skills is something we all must do; it's part of our DNA at HCC. Having a professional coach work with us to refine and master some of the skills we need to use every day only helps us to improve the business development assistance we offer to our incubating and affiliate clients," Marschner said.
The Technical Innovation Center (TIC) is Washington County's full-service technology business incubator at Hagerstown Community College. The mission of the TIC is to foster entrepreneurship and technology business creation in the region to help diversify the local economy and to promote the creation of higher wage employment opportunities for HCC students and the citizens of Washington County. For more information on the Technical Innovation Center call 301 790-2800, ext. 399. The Web site is www.technicalinnovationcenter.com.
David Terry leads the WTAMU Enterprise Center as executive director. He is treasurer of the National Business Incubation Association board of directors and a member of its executive committee. In 2009, David was chosen by the Amarillo Chamber of Commerce as a recipient of the inaugural Top 20 Under 40 award for business leaders. He attained his MBA from West Texas A&M University in 2000, and has received CEG certification in 2009 through Coach University.

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|83 posts found
Novice Member
Joined: 12/18/11
I see MMOs headed down the same road I got off when I quit playing console games. (Except sports games, I quit playing those when it progressed to actually having to be good at golf, Tiger Woods)
I recenty posted my experiance with Driver 3. I played Driver 2 with a group of friends daily for months on end. It was hard and loads of fun. Driver 3 came out, I rented it and beat it in 5 days of play after work....WTF?
Now MMOs are all "Rush to endgame", and dare I say completely lack any RP. I think the lack of RP comes from the "rush to endgame" attitude.
For me, I say "Fine.", "You all can have them, I'm out.".
I have found an enviornment that is dynamic, includes lots of player to player interaction, and gives me more of a sence of accomplishment that cannot be taken away with an email that proclaims, "Thanks for teh support, but we are closing the servers.". Don't get me wrong, I understand all my characters arent really mine and belong to the Devfs, publishers yadda yadda. But, when I build and paint a minature, then go roll real dice with other real people that have to actually interact with me.. that interaction IS mine.
Maybe in the far distant future the "Next Big Thing" will explode onto the scene...But untill then, all MMOs will be to me is something to do when there is nothing to do, not as it used ot be when I would plan around a MMO.
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Elite Member
Joined: 1/18/06
Originally posted by Presbytier
I'm with Gudrunix on this one. Say whatever you and the other Themepark enthusiasts want, I don't want the Themepark stuff and am not buying it. I want a world like Gudrunix describes and I want it well made.
That's not "doom and gloom", it's what I'm willing to pay for. I'm not "abandoning" what I want and paying for what I don't want.
Once upon a time....
Elite Member
Joined: 3/30/10
I don't Forum PVP. If you feel I've attacked you, it was probably by accident.
Devs have figured out that they can steal players from other games and expand their playerbase by making their games easier, faster, and more casual friendly.
The future is 20 minute dungeon runs, automatic dungeon grouping, and level cap in 40 hours played.
Novice Member
Joined: 6/05/06
I think the future for MMO's over the next 5 years is rather bleak.
First, we have seen several very expensive MMO games fail miserably from a financial point of view. Some of those games would be DCUO and SWTOR. A company that makes a lot of MMOs (Funcom) just had to make massive layoffs to stay afloat after sales of TSW didn't meet expectations.
Overall, to make a "AAA" MMO, the costs seem to be skyrocketing and the likelihood of success seems to be shrinking. Furthermore, it is rumored that even WoW is beginning to see its subscribers decline. The only bright spot for MMO's appears to be GW2, but that isn't a subscription model. Other MMOs are successful as free to play with real cash upgrades. According to industry executives, about 2% of the players in those games actually pay cash for items.
In other words, when an executive looks at the cost of making an MMO plus the amount of time they require and the amount of risk involved (given how many have failed financially), it really isn't a surprise that we're likely to see far fewer MMO games.
In my opinion, we have already seen the wave of WoW clones, which failed. Any company looking at trying to make the money WoW did will also have to now consider why so many WoW clones failed. Which is to say they'll have to be innovative games, which probably just increases the risk of the game. SWTOR tried it with voice acting and failed.
Furthermore, what players expect in an MMO has also increased. It is no longer acceptable to release a half-developed game with lots of bugs at launch. It is no longer acceptable to have only a few end-game dungeons at launch with the promise to eventually develop more. It is no longer acceptable to have PvP as an afterthought in a game. It is no longer acceptable for the graphic engine to faulter when 60 players are in the same location, and yet still deliver high quality graphics.
Lastly, hardware is changing. Tablets are becomming much more popular, but doing an MMO on a tablet seems strange.
In my opinion, a developer needs to thread the needle between sandbox endgame with a meaningful impact (for longevity and community aspects) and themepark leveling (for casual gaming). While I'd love to see DAOC 2, the reality of the failures of SWTOR and WAR are unlikely to allow EA/Bioware to make another MMO game in the near future.
Hard Core Member
Joined: 7/18/04
Do you want to improve the world? I don't think it can be done. -Lao Tzu
Originally posted by SBE1
doing an MMO on a tablet seems strange.
Originally posted by Phaserlight
There are also quite a few. Order and Chaos is a 3D wow clone. Check it out.
Originally posted by XAPGames
40 hours played ... it is no where close to that fast. The record on WOW is like 4-5 days played, and that is before MOP. So my guess is that it is closer to 100 hours, than 40.
20 min dungeon runs? That sounds right. In fact, you can go faster when you are geared.
Elite Member
Joined: 3/22/09
One of the reason behind so few AAA sandbox games is tech. Mmo's in general have been stunted due to tech limitations. This is aside from the obvious concentration over the years by developers on copied mechanics and fast cash grabs.
The future of mmo's is the creation of true virtual worlds. Larger worlds with self sustaining mechanics allowing characters the resources to create their own content. This needs to be seemless within the world created and not just external toolsets like NWN which will always be nothing more than a gimic underutilized by the larger playerbase. Emphasis will be on offering players complete control over their characters and environment. This is the only way the social community can expand. A player must be able to exist in the virtual world without limitation.
Current mmo's off little to nothing new when it comes to player interaction. In fact they have often limited it. The new drive to create community websites and include facebook and twitter only distracts from the game. The only point of contact a player needs to organize and communicate is in game. It provides yet another reason to log into it. Every tool outside a game only helps in keeping players out of the virtual world for longer periods of time. If tools exists they should be accessable in an immersive manner within the game. On top of this nothing has been done since the dawn of mmo creation to expand and develope expanded control of your character in the virtual world.
What I would like to see:
- True sandbox mechanics. A developer must have access to advanced and dedicated sandbox mmo world builders. The developers already building in house engines capable of true virtual world emulation will be the companies cornering the market of future mmo's. Seeing how an engine can take as long or longer to build than an mmo (once a builder is obtained) puts companies without one years behind those already planning for the future (ie. a future of high bandwidth, cloud gaming environments). Once cloud gaming takes over (customized for mmo needs) a world builder engine is all the company really has and player side clients would be effectively gone. The entire gameplay must be contained within the world and not separated by instances and barriers designed to split the community up. Phasing must be limited. Micro-phasing could be used where minor interactions to enhance individual encounters but without removing a player from the world itself.
- The evolution of tech like SOEmote. I do not believe full motion capture will ever fully take over convention player controls but enhancements to RP could make a huge impact on an mmo. This does not mean everyone will suddenly fully RP but I would bet everyone would make use of it. The evolution of tools like this is the future of game interaction. When cloud gaming becomes a reality, the game will be accessable from nearly any device (tablet, phone etc). Vitrual toolsets will be required for those using such clients that do not limit gameplay interaction and immersion in anyway. This facilitates ease of access in order to attract new players as well so they do not need to learn a complex UI and simplifies use of complex in game mechanics.
- Text to voice conversion tools and voice alteration. Some like Siri that offers players the ability to not just convert what they say into text but to convert they normal voice into customized character themed accents and for npc text to voice conversion. Voice actors need to die out. Harsh perhaps to say but it kills and limits game development. Existing games could also use text to voice conversion to offer greater immersive qualities. On the fly conversion into quality voice accents would allow developers to heavily simplify voice overs. The first developer to create such powerful tools in house would save a ton of cash on lease and make a ton leasing the software. The point of all this is that real player voice in game will never enhance immersion unless they are professional voice actors themselves. Every player must have easy to use toolsets to allow full virtual world control. Access to UI elements through voice control would also be included.
- Improved physics. Sub category from above but games will not evolve unless we start seeing things like wall scaling, crouch and crawl, sneak mechanics, true object interaction all available to everyone (not just class specific).
- Vastly Improved AI. Along with character and in world interaction the least improved mechanic is any game for that matter is npc/mob AI. An mmo must have it's pve element driven by true AI and not scripted events. When mobs begin to act more like players the mmo will finally be truely immersive. The greatest challenge to developers right now is making an mmo where the game world changes. The only way to do this is to have the pve evironment react to players in the same way players react. Mobs should have goals and be able to reach those goals dynamically be it simple territorial survival or world/region domination. The one area developers should have been concentrating on is the one area they have been ignoring and cheating on since the dawn of video games. To be "out thunk" by a mob instead of simply losing to one through mathematical cheats allowing them to breaks rules not available to players is the ultimate feat in game development ... something utterly abandoned by current developers. When encounters no longer require scripted events this frees up developers creating content like dungeons. Every time you enter one it will be different due to advanced AI.
Also enviroments should be conceptual and not block balanced like normal dungeons. To hell with players wanting by-the-numbers dungeons runs. These players are ruining mmo's. They want a console game experience. There should be small and large dungeons control by dynamic AI. From 10 minute to dungeons that take days to explore (for those who actually remember games like that).
-Slower advancement and a game without the need of seperate end game systems. An mmo must offer engaging gameplay through out so called leveling process. If advancement is limited it must be a goal reached in months or years and not days. As an example: I played Asheron's call for 3-4 years without ever reaching level cap. You could partake in 99% of the content by simply reaching "high" levels and cap was close to meaningless. The game at cap was the exact same game you leveled through. All mmo's should be this way. The world you play in should never, ever become meaningless and segregated from the playerbase. I know GW2 attempted this but the only true way to accomplish it is through a living, breathing mmorpg world that supplies all resources for gameplay.
You stay sassy!
Advanced Member
Joined: 11/08/08
The definition of insanity is doing the same thing over and over while expecting different results.
Originally posted by PsyMike3d
What do I think we had good mmo's years ago. Then the dev's got lazy and just tryied to copy/paste/insert game funciton from xgame into their game. Now most of the stuff we get for mmo's is old borring and there is no inovation. It is the same old this is wow v.x.
I don't know what the future holds but there is not many games out there lurking about that even has my hype meter above meh.
Elite Member
Joined: 1/06/05
I forsee more cash shops or freemium games (though I'm convinced a sub could work if the player felt like they were getting value for money as opposed to just forking over cash until "something" was added to the game) I see more games starting than being completed because of costs.
As tools get better there will be more indy games but they will have an uphill battle because players will look at them and expect "indy ideas" but at AAA quality.
I think some companies will either completely play it safe or just pull out of mmo's as they are just too risky of an investment.
Novice Member
Joined: 12/27/03
Originally posted by Sovrath
Interestingly enough MS got out shortly after WoW they cut there losses on a number of projects and just packed up. I was angry at the time having friends working on Mythica and looking forward to the game, but looking back they may have been the smart ones.
I think as development tech gets better, engines become cheaper to either build or license and graphics hit a plateau, the barrier to entry will drop and more developers will take more risks on different and more varried games. I also think when Blizzard announces their next MMO, more investors will think about putting money in MMO's because WoW will finally be a "passed" achievement and not a looming shadow. Don't confuse that as meaning WoW will be irrelevant it just will be the elephant that left the room, not the one standing in it.
Made History
Joined: 7/11/11
Pink, it's like red but not quite.
Originally posted by Leoghan
Interesting notion. But honestly, that's always been the case (note long lists of Vaporware games always being present within the gaming industry). You're predicting the past...heh.
I hope, some day, to see fewer people promoting their personal agendas as the specific 'best' path future games must take--particularly Reactionary agendas.
But we know how unlikely that ever is to ever happen here, right?
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Elite Member
Joined: 1/06/05
Originally posted by Icewhite
I say that because as tools get better and cheaper (as was mentioned above) you will see more people trying their hand in the mmo space. But I fear they will then find out that it takes quite a bit just to get these games playable if not amazing.
There is also more failure in the pipeline because what it takes to get a AAA game to market has incraesed quite a bit.
Look at how many more games have been mentioned, how many more we know of and how many have not made it to market, have even been closed down (not including CoH as that did have a long life) so soon after launching if they were lucky to launch.
Novice Member
Joined: 12/27/03
Originally posted by Sovrath
While I don't doubt we'll see an increase in failed MMO's as the cost of entry to development goes down. But I hope it'll take a turn like micro-brewing did. You see one big/national sucess like Sam Adams helped generate a great deal of interest in finely crafted smaller breweries. There have certainly been flop breweries who put out crap beer as "hand crafted" and I'm sure even more brewers that never even made it to market, but today I can go into a large chain gorcery story and pick from at least 3 decent micro brews, and if I go to a more upscale market I'm likely to find tens if not hundreds of micro brew options. The mass market stuff is still there and still sells more than my favorite beers every will, but today as opposed to even ten years ago I've got more options and most of them are quality.
Novice Member
Joined: 9/22/11
When I started playing mmoprg's with Ultima Online in ~1998 and was amazed at this unique game experience I thought how with rapid technology advancement it might look in future. This is what I thought:
Mmorpg's will evolve in more interesting games-virtual worlds. They will have working enviroment, AI will be great and not easily predictiable, weather will have an impact on combat, terrain, your character vitals and stamina and many more, gameplay will be even more varied, crafting will be more unique and complex, there will be more dynamic and unpredicitable game world. Mmorpg's will be made more safe and less prone to exploits and botting.
Basically I thought that unique gameplay type of virtual world - sandbox will be expanded, flaws and exploitable mechanics will be fixed and generally game will be more varied and whole mmorpg concept will be bigger and better. I thought that UO concept will be made better and richer.
I thought that exploiters, botters and cheaters will be get ridden of. Never thought that game companies will take their place with cash shops.
Damn how wrong I was and how young I was.
No I don't try to predict anythign now - cause all sensible predictions would be preety depressing.
Originally posted by rungard
To be fair the arguments you make above apply to non-mmo console and AAA PC games as well. Nobody in the industry nor Wall Street knows exactly how things will shape up although most of Wall Street and other investors are placing bets on simpler cellphone/tablet-friendly games taking the lead.
There were some articles not too long ago showing the year-over-year stock results of most major games publishers and Wall Street as a whole is very pessimistic on all game companies right now. Every publisher's stock - including Activision/Blizzard's (whose stock was the best of the bunch but that wasn't saying much) has been taking a major nosedive. And I read there are rumors Activision is looking to sell Blizzard. Which I suppose is understandable considering how badly their stock tanked.
Dunno if MoP has helped raise it but my guess is unless MoP produces numbers that exceed the prior expansions Activision's stock will tank even further as investors will read it as a sign the MMO consumer market has been tapped out to the max (read: no further major opportunities for accellerating growth unlike with cellphones and tablets).
Early MMOs (and console games too) had smaller budgets because the tech within reach of consumer's budgets was also more primitive compared to what's out there today.
I don't normally pay attention to things like that except in this instance it impacts an industry I'm very fond of. I love video games and if the people who front the money (venture capitalist firms, Wall Street finance, big banks, etc) think population preference trends are leading away from all forms of high-end video games as we've known them it makes me wonder what we'll all be gaming 10 years from now.
Anyway...you raised some good points. I often wonder about these things myself. I even wonder if the day will come when we all look back and remember fondly when there actually were still major MMOs being made - even if they underperformed marketshare-wise. I guess I wonder if the investors and Wall Street placing their bets on cell phone / tablet games are making the right bets and MMOs as we know them today (themepark or sandbox) are in their final ascendant twilight years.
Advanced Member
Joined: 7/15/08
Judging by what we are seeing this year, the future appreantly is single player oriented games with co-op features so they can charge a monthly and call them MMOs......As for sandboxes, Im just not sure...It seems like every time I try a sandbox it ends up being FFA PVP with some guy who has maxxed every skill just waiting for every noob in the game to enter so he can slaughter them and brag how great he is.
Originally posted by Theocritus
You got it *almost* but not quite right.
Yes, the future is single player oriented with co-op content .. but NOT sub based. F2P is the trend. So we are getting FREE SP games with co-op content .. and that is the future.
Novice Member
Joined: 11/19/03
The enemy is so dumb! They believe that WE are the enemy! - A famous orc commander.
MMOs are here to stay.
But the form may change a lot.
When I left my first MMO, I had a thirst for more.
Now, I look gently at the idea of a new MMO...or a RPG...or talking a walk!
I'm an ex-MMOer, but that like saying you stop alcohol...that is never 100% accurate even if you haven't commit into it for years. But I definitedly knows what I don't want from a MMO...if a dev try to make me do something I don't want to do, I will just switch game, Facebook have dozens of cool games! Thing is...getting my attention on any game is a feat, keeping my interest hasn't for more than a week or two hasn't really happen for almost a decade...
See, EQ, CoX (year+) and the dozen other MMOs I tried for less than a month are kinda as hangover...I learn from them. If I see a new beer in store, I don't have to try it, if I see a new MMO I don't have to try it either.
- "If I understand you well, you are telling me until next time. " - René Levesque about the denial NO on the poll to his dream, project and goal. (Free translation)
Novice Member
Joined: 11/03/11
Working hard on WorldAlpha
Originally posted by Sovrath
This I think as an indie dev is a huge challenge. Producing a game that is compelling enough, and looks graphically on par with AAA titles. I realize we won't quite be there, but hopefully close enough that gamers will give us the benefit of the doubt and play the game. Once they start playing I hope it will captivate them.


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The annual Science Education and Enrichment Day will be held on the USC Aiken campus Saturday, Oct. 13, from 10 a.m. to 3 p.m.
More than 3,000 adults and children are expected to participate in the family-oriented event, that will include more than 60 hands-on activities from companies, nonprofits and other organiziation. The event is intended to promote STEM science, technology, engineering and math.
The event is free and open to the public.
USCA, Ruth Patrick to host SEED day
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Cleveland, Ohio - The New Mexico State football team landed 11 players on the Phil Steele's 2013 Preseason All-Independent Team as announced by Phil Steele, Thursday morning. The Aggies had four offensive players including two offensive linemen on the list, while the defense grabbed six awards as well. Special teams were not overlooked as two Aggies were recognized.
Junior Austin Franklin was named a first team selection at wide receiver and was the only Aggie to be named to the first team for the offense. Offensive tackle Davonte Wallace earned second team honors, while running back Germi Morrison and offensive guard Andy Cunningham and were named a third team picks.
Defensively, Trashaun Nixon earned first team honors at linebacker, while defensive lineman Willie Mobley, safety Davis Cazares and linebacker Bryan Bonilla garnered second team honors. Defensive lineman Matt Ramondo and safety George Callender earned a spot on the third team list.
Punter was selected as a second team member, while Franklin earned a place on the third team as a kick returner.
Phil Steele's College Football Preview is the nation's most informative preseason football magazine and has always provided a preseason All-American team as well as preseason all-conference teams. For more information or to obtain a copy of each of the all-conference teams, please visit PhilSteele.com


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Cox has grown educational efforts
HUNTINGTON — Back in 1995, the Huntington Museum of Art started a small program called Museum Making Connections to take the spirit of the museum to rural schools without the means to get their students up to the jewel on the hill.
It served 1,000 students.
Fast-forward to today and the Museum of Art has an eight-component Museum Making Connections educational program that touched the lives of almost 26,000 students last year representing 148 different organizations.
For her work with the education program, the museum's Director of Education Katherine Cox is the winner of The Herald-Dispatch Award for the Arts for 2012.
Sarah Denman, president of the museum's Board of Trustees, outlined how Cox's equal training as an artist (she has a bachelor's of fine arts in printmaking and ceramics) and as an educator (she has an master's of fine arts in art education) has empowered Cox to deftly craft the museum's reach to ignite a passion for art and learning.
Today, the Making Connections programs include Tri-State elementaries (first, third and fourth grade visits), after-school programs, ArtWorks, Summer Camps, Saturday KidsArt, classes and workshops, including the renowned Walter Gropius workshops led by internationally known artists. It also includes museum tours, such as the Fourth Tuesday Tour, and other community events organized by Cox and co-workers such as Brad Boston, education coordinator, and museums and schools coordinator Cindy Dearborn.
"All of these programs possess one thing in common -- the touch of the gifted hand of Katherine Cox," Denman stated. "...The Huntington Museum of Art was fortunate to employ someone who had the wonderful combination of a background in art and education. Her experience at the Cummer Museum of Art and Gardens in Jacksonville, Fla., made her the right person in the right place for the right challenge."
Cox, who has been at the museum for 14 years, including 10 years as its education director, said the museum's education program has organically grown and expanded with the vision of museum Director Margaret Mary Layne.
"I think basically with Margaret Mary's guidance, direction and leadership, our growth has been huge," Cox said. "She has such a great vision about how to help our community through art and how important that is."
Cox started the successful Saturday KidsArt program as well as after-school programming.
Cabell County Schools Superintendent Bill Smith said Cox wrote and shaped powerful and artful curriculum that the schools could use.
"We've seen a proliferation of quality experiences being provided by the museum, including off-site outreach in our schools and community," Smith said. "During her tenure in the position of Director of Education, Mrs. Cox has implemented programs designed to make connections for school-aged children with more than 25,000 participating students. These experiences are hands-on and engaging for students and have assisted the museum in its transition to a 21st Century learning center."
Smith also credited Cox with providing leadership by encouraging community support for the museum and the community's cultural growth.
Cox has written art-integrated curriculum such as the third grade's "Add it Up," blending art and math, and "Look, Listen and Move," which integrates visual art, dance and music. New this year for first-graders was "Kid Lit," which integrates visual art and reading language arts.
One other award-winning program that Cox helped created is ArtWorks, which pairs nationally recognized artists with at-risk youth.
It's handiwork is seen in dozens of often large-scale public art displays. Among them are a painted tile project at the Ritter Park Tennis Center, Windows in a downtown building across from the courthouse, and the national award-winning Building Blocks, a 27-foot, painted steel sculpture created by her husband and renowned sculptor Jon Cox with 11 young artists from the Huntington Housing Authority. Building Blocks stands at the foot of the Robert C. Byrd Bridge.
While only a handful of students get to participate in the now annual project, Cox said ArtWorks has had an incredible impact thanks to artists and teachers such as Kathleen Kneafsey. Kneafsey has spearheaded several of the projects, including this year's second installment of "Walk in the Park," which involves clayworks by Pressley Ridge students that will be pressed into large boulders placed along the walking/bicycling path in Ritter Park's west end.
"We are not serving a giant number every year, but the depth of the program is really significant," Cox said. "They are here every Saturday, 10 to 3, working, and they work toward completing a project that when they are done gives them a feeling of confidence and success and that feeling that I am of some value on the planet. It is pretty meaningful and these kids need that. I think we all need that."
Julienne McNeer, an emeritus trustee docent who has been a docent for more than 50 years at the museum, noted with pride that "the Huntington Museum of Art has gained recognition at the National Docent Symposium where our museum docents have held seminars on the innovative processes Katherine has developed for its own docent education."
Those docents lead the new, monthly Fourth Tuesday adult tours, a Sarah Denman idea that Cox credits Dearborn and docents for bringing new people to the museum for themed tours that have ranged from Harry Potter to a recent scavenger hunt.
Cox, who worked with the visually impaired in Jacksonville, also trains the docents to do tours for the visually impaired.
The museum also is running a special clay program for Cabell-Wayne Association for the Blind and is part of the New York City-based national research project, "Art Beyond Sight," Layne noted.
As a founding member of The Feminist Art Project and a working visual artist who has an upcoming exhibit on May 18 with her husband in Charleston at The Art Store, Cox brings an artist's touch to the educational job, said many artists who praised the museum's Walter Gropius Masters Workshops Series.
In fact, the museum is hosting the third of four diverse Gropius workshops with Tom Nakashima's workshop that runs Friday through Sunday.
Nakashima, whose wall-swallowing, large-scale works are now on display, will give a workshop entitled "Painting and a Philosophy of Life."
Although the internationally known artists draw in workshop participants from around the U.S., Cox said the intent always of Gropius has been to give local artists the continued chance to learn from the masters.
"We had someone register from South Carolina yesterday and that is flattering, but the goal is not necessarily to draw people from afar. The founder wanted to provide this for artists in the Tri-State -- that was the emphasis," Cox said. "The workshops themselves are amazing. To spend three days in studio with internationally known artists with other artists, it can't get any better than that. It is a great energy and you are learning and rubbing shoulders and getting to know people. I have done several myself and they are extraordinary."
That sentiment is echoed by Benjy Davies, the chair of the School of Fine Arts at the University of Rio Grande in Rio Grande, Ohio.
Davies has led an ArtWorks program and has attended several of Gropius workshops.
"These three-day workshops invigorate and inform my studio practice and inspire my students, many of whom have attended workshops with me," Davies said. "The quality of these workshops is above and beyond anything else available in the region and they are at least as good, if not better, than similar ones that I have traveled thousands of miles to attend. To have these kinds of opportunities available locally is a treasure beyond estimation."
With such stalwarts as Kneafsey, the museum's artist in residence, heading up a team of about 15 contract teachers providing a wide array of education, the museum has a great team dedicated to turning everyone onto art and growing the museum's reach in a thoughtful manner, Cox said.
Cox said they want to make sure people of all ages find themselves able to freely explore and to have their spirit quickened by learning something new at the museum.
"I do feel really strongly about people having experiences where they realize that learning is really cool," Cox said. "We want to instill that love of learning. That is key to the stuff we do, whether it is a school tour that has the tie-in to state standards or the Gropius Workshops, where someone is learning from a really well-known artist -- it doesn't matter. Those are the two extremes and everything in between -- the studio classes, the outreach -- I want people to love learning and to have that opportunity for self expression and to make something that you feel great about. That's pretty much it.
"Learning makes you feel alive. Loving to learn something new or to freely explore -- that is important to me."
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By Kim Jones, Curriki CEO
At the end of the 20 year civil war in Sudan, a new country was formed: South Sudan.
While I was at the WISE 2012 Summit in Qatar last week, I had the opportunity to sit next to the Undersecretary for the Ministry of General Education Deng Deng Hoc Yai. He told a fascinating story…
Deng Deng Hoc Yai grew up in south Sudan with parents who did not know how to read or write. He ended up going to school by accident when he was around the age of seven. He does not know his real birthday. He was born at home to parents who could be described as illiterate; they did not understand the concepts of dates, months or times. When Mr. Deng was old enough to understand these concepts, he only knew he was born during the worst drought sometime in the mid-1960s.
Mr. Deng excelled in school and ended up with a scholarship to the university in Cairo. He eventually made his way to London and lived there until the end of the civil war in Sudan. At that time, he returned with his family (his children were born in London) to help rebuild his country.
You might ask: how did he get a passport without a birth certificate? Well, this is more common than you might think in the developing parts of the world. Before he traveled to Egypt, Mr. Deng went to a doctor who measured him and assigned him a birth date of January 1, 1966. He has never questioned this date, as there is no way to ever know for certain.
Today, Mr. Deng is undersecretary for the Ministry of General Education and is trying to help educate the new generation and rebuild a country. The teachers have no textbooks and cannot afford to buy them. But Mr. Deng is a big believer in the power of technology and although they don't have electricity and power everywhere, they have batteries and many cell phones. He is very excited about Curriki and the opportunity for his country to use Curriki's free educational resources in his efforts to eradicate illiteracy and build an educated and informed nation.


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Fifty Shades of Grey Film: When Will It Be Released? (UPDATE: It's Delayed!)
Update (November 13, 2013): Universal Pictures and Focus Features have decided to push the Fifty Shades of Grey premiere date into 2015. Instead of hitting theaters on August 1, 2014, the hotly-anticipated movie will now heat up cinemas on February 13, 2015 — just in time for Valentine's Day. (Cameron Diaz's comedy Sex Tape will move into the now-vacant August 1 spot.)
As Deadline points out, this could be brilliant move, since Fifty Shades will now have a four-day weekend with which to seduce moviegoers— thanks to President's Day — and because international audiences won't be distracted by lingering World Cup fever — as the soccer tourney will have finished only a couple weeks before August 1.Original story (February 21, 2013):
When will a Fifty Shades of Grey movie hit theaters? It might be sooner than you think!
Universal Pictures chairman Adam Fogelson tells The Hollywood Reporter that the studio is making every effort to make progress on the film while still ensuring a high quality.
"It's conceivable that we could be ready to release it as early as next summer," Adam reveals. Hooray!
He also responds to concerns that the Fifty Shades movie is taking too long to come together, which may cause the project to lose some buzz.
"I certainly understand why some people might take that point of view," Adam admits. "But I don't believe that [author E.L. James] had any interest in going to a studio where rushing it into production was the vision."
"I don't believe that the second or third film would have benefited from that strategy," he says about rushing things. "And I think that there are totally legitimate questions about what this book is as a movie. I will tell you that it is an absolute priority for us."
So who will be directing the movie? Adam denies rumors that Angelina Jolie was in talks to direct, as he says that she will not be directing the movie.
However, he points out that "we have had really, really interesting, great conversations with talented, serious filmmakers." Sounds promising.
So we must admit that we get excited at the mere mention of the Fifty Shades of Grey film, but now that we know when the movie might be released, it's become even more real.
Then again, will the movie really be done by summer of 2014? After all, it doesn't even have a cast or a director yet, let alone a finished script. So we're skeptical but hopeful.
Nonetheless, we're going to completely keep our calendar clear for that entire summer, just to be on the safe side.
Source: The Hollywood Reporter


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TEMPE, ARIZ. (March 9) - After rain and hail washed out the first day of the Diamond Devil Invitational on Friday, the New Mexico State Aggies took back to Farrington Stadium on the Arizona State campus for a 4-2 win over the UC Davis Aggies, but then dropped 2-1 to the Notre Dame Irish on Saturday, March 9. The Aggies move to 15-8 on the season and 1-1 in the tournament.
"I was good to finally get back on the field after the weather delay yesterday," head coach Kathy Rodolph said. "I thought we did a great job sticking to the game plan that we laid out yesterday and we brought a lot of energy and we had a good team effort in game one."
Game One
With a slow start to the first game of the tournament, the NM State Aggies and the UC Davis Aggies were finally able to pick up in the bottom half of the first inning after inclement weather washed out all games on Friday. The Aggies were able to get out of the top of the first inning before rain and hail halted the game.
When play resumed Saturday morning, both teams were slow to get a hit. It was UC Davis that picked up a hit in the second and one in the third, but the Aggies were able to strand the runners on base.
Sophomores Kelsey Dodd and Staci Rodriguez hit back-to-back solo home runs to break up UC Davis' attempt at a no-hitter and give the Aggies a 2-0 lead going into the fifth inning.
The UCD Aggies came back with a three-base RBI after the runner reached on a walk. With the score in favor of the Aggies 2-1, The Aggies were able to keep UCD from plating the tying run with a play at third to get the third out of the inning.
NM State went into the bottom of the fifth for a pair of doubles by Malena Padilla and Tehani Kaaihue. Padilla scored off Kaaihue's hit to increase the Aggies lead, and a fielder's choice play at the bat of Amber Olive plated the Aggies fourth run of the day for NM State.
UC Davis came up with a late solo home run in the top of the seventh. The shot over the center field fence was not enough to rattle the Aggies as relief pitcher Alex Newman closed the game for her first save of the season.
Sophomore Karysta Donisthorpe worked for six complete innings in the opening game of the day for six strikeouts and just four hits on the day. She moves to 5-1 on the season.
Game Two
"The Notre Dame pitcher (Laura Winter) is a very talented young lady and she really moved the ball well. ND is a very solid ball club," Rodolph said. "I feel like we probably need to continue to get better under pressure, but all-in-all, I was pleased with the performance and I am confident that we can make the corrections needed for tomorrow."
Both teams got off to an equally sluggish start in game two of the Aggies double bill on Saturday. Notre Dame started things off with a single to center field in the bottom of the first, but NM State held the Irish without a run until their half of the fourth inning.
The Aggies picked up a single to left by senior Teresa Conrad in the top of the second and she moved herself into scoring position with a stolen base at second. Notre Dame's pitching proved to be the strength of the Irish as Laura Winter pitched 13 strikeouts against the Aggies with three of those resulting in the end of the Aggies at bat in the second inning.
ND was first on the board with a two-run fourth inning off four hits. A pair of doubles and singles scored two for ND, putting the Aggies behind 2-0.
It did not take much for the Aggies to come back with a run of their own as sophomore transfer Lacey Rother drove herself around the bases with a home run out to left field, just to the right of the scoreboard. The bomb marks the third this season for Rother with her eighth RBI. She went 2-for-4 on the day with a walk in the Aggies first game against UC Davis and two hits in the loss to Notre Dame.
As the Aggies went down in order in their half of the sixth, the team came back in its half of the seventh for two more hits. Rother had her second hit of the game with a single to left and Kaaihue finished the day with two hits as she hit a shallow ball up the middle to the pitcher.
NM State was unable to turn those hits for runs in the top of the seventh, giving the Aggies their first loss of the tournament to break a five-game losing streak.
The Aggies take back to Farrington Stadium on Sunday to play host Arizona State at 3 p.m. (MT). The team then looks for revenge against the Irish at 5:30 p.m., to close out the Diamond Devil Invitational.


text: Guerlain Parure de Nuit Pressed Powder & Blush ($67.00 for 0.35 oz.) is a limited edition is primarily a luminating product, but it can also deposit a faint hint of color on cheeks. It has a peacock-themed design with a good amount of details that actually survive past the first use (or three). The powder has four distinct colors: pale white, bluish-teal, pinked coral-red, and pale peach-beige. It's subtle, soft, and sheer. I was quite surprised at how well the design stood up to heavy swatching and lots and lots of passes with a brush–all done in hopes of destroying it–and I dug up a bit of the first feather to see if the colors ran all the way through (it appears to be so, and the brand's description seems to confirm that as well).


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I am thinking of all of the members within my state and the other states that are pregnant right now and are snowed in as I am today. I pray you have enough supplies and that your power and heat are still on.
I work parttime in the evenings for a grocery store around my husband's schedule and last night was very interesting. The snow was powdery but then it turned to sleeting flakes which stung the face when you were out for an extended time. The shelves had been scavanged to the point of being bare and the snow was piled so high on the roof, they had the emergency crews out there with a crane shoveling it off because the support poles inside the building were already bending under it's weight.
It is in seeing the preparations of so many running through the lines because of the wintry weather that I get concerned for the elderly and the families with children or children on the way. I am hoping for those in need of attending appointments that your roads are plowed.
I am also saying my prayers for those in the states south of the "blizzard" like weather who have been affected by tornados recently and other harsh weather events. I am hoping everyone is doing well and in a safe place.
Happy Valentine's Day to all! There's no school so let the fun begin! hehehee


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The 31-year old only managed 19 appearances for the Black Cats last season having fallen out of favour with new manager Paolo Di Canio, and he has been linked with a move to America.
Bramble's contract expires this summer and he revealed on his personal Twitter account that he will be moving on.
"The NE (North East) is a special place to play and will always be close to my heart. I wish the club and my team-mates all the best for the future," he wrote.
"I've had a great three years and would like to thank every SAFC fan for the support they have shown."


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Find accommodations in Weston with the hotel list provided below. Search for the cheapest discounted hotel and motel rates in or near Weston, MO for your upcoming personal or group travel. We list the best Weston, Missouri motel and hotel rooms. Browse the Weston area hotels to find the perfect lodging! Please use the provided map of the Weston hotels.The Weston center point is about the area of Weston City Center and 6 miles from Richard Allen Cultural Center.
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WebMD Health News
Kathleen Doheny
Reviewed by
Louise Chang, MD
Aug. 7, 2012 -- Some high blood pressure medicines, when taken long term, may increase the risk of lip cancer in white people, according to new research.
The list includes commonly used drugs such as the diuretic hydrochlorothiazide (HydroDIURIL, Microzide, others) and the ACE inhibitorlisinopril (Prinivil, Zestril).
The finding, however, is buffered with some reassurance. "I want to emphasize that lip cancer is rare," says Gary D. Friedman, MD, an emeritus researcher and former director of the Kaiser Permanente Northern California Division of Research. He led the study.
Lip cancer rarely spreads, he says. It is usually recognized early and treated promptly.
"I do not want to alarm people to the extent they are going to stop taking their medicine for blood pressure," he says. The study findings are not a reason to stop any medicines that make people more sensitive to the sun, he says.
The study is published online in the Archives of Internal Medicine.
Every year in the U.S., about 35,000 people are diagnosed with oral cancers, including lip cancers, according to the National Cancer Institute.
In a previous study, Friedman had noticed an increase in lip cancers among people on certain high blood pressure medicines.
For this study, he evaluated the types of blood pressure prescriptions dispensed and lip cancers found in patients at Kaiser Permanente from 1994 until early 2008.
He focused only on lip cancers, Friedman says, because data on skin cancers was not available.
Friedman focused on five high blood pressure drugs or drug combinations that are commonly prescribed. Besides hydrochlorothiazide and lisinopril, they included:
All but atenolol are known to make the skin more sun-sensitive.
During the study, 712 patients on blood pressure drugs were diagnosed with lip cancer. The researchers compared them to nearly 23,000 others who did not have lip cancer.
After finding a reduced risk of lip cancer among all minority groups, Friedman only evaluated white people.
For those who took the drugs for five years or longer, the risk compared to those who didn't take blood pressure drugs varied by drug.
The findings for lisinopril were more uncertain than for some other drugs, Friedman says. When taken alone, atenolol was not linked with an increased risk of lip cancer.
The average age at diagnosis was 68. Most people had a cancer type known as squamous cell.
Cigarette smoking, a known risk factor for oral cancers, further boosted risk for lip cancer, Friedman says.
"Cigarette smokers had about a 1.5-fold increased risk," he says.
No information was available on occupations or on sun exposure.
The findings would most probably extend to skin cancers elsewhere, he says. Other research has shown a link, he says. This type of study, too, can only show a link, not cause and effect.
Friedman suggests wearing a hat wide brimmed enough to shade the lips. Lip balms and lipsticks often contain sunscreen.
Among other medicines that make people more sensitive to the sun, he says, are certain antidepressants, nonsteroidal anti-inflammatory drugs, and antibiotics.
The National Cancer Institute supported the study. Friedman has consulted for Allergan, but the company had no role in the current study.
"It's certainly an important link if it is real," says Peter Galier, MD, an internal medicine specialist at UCLA Medical Center, Santa Monica. He reviewed the findings.
Other research needs to verify it, says Galier, an associate professor of medicine at the University of California, Los Angeles, David Geffen School of Medicine.
Until that is done, he says, one message would be to "protect your lips as you protect your face."
"Another big message is, if you are on these drugs please stop smoking, because your risk of lip cancer skyrockets."
SOURCES:Friedman, G. Archives of Internal Medicine, published online Aug. 6, 2012.Gary D. Friedman, MD, emeritus researcher and former director, Kaiser Permanente Northern California Division of Research, Oakland, Calif.Peter Galier, MD, internal medicine specialist, UCLA Medical Center, Santa Monica; associate professor of medicine, University of California Los Angeles David Geffen School of Medicine.
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We have our first sellout!
Following pre-orders going live today for Apple's new iPhone 5c, shipping times for the yellow, unlocked model of the device have just slipped from the expected delivery date of September 20 to "available to ship by 9/25." That's only for the 16GB model of the device, as all other colors and models are currently still listed as arriving by the previously announced Sept. 20 release date.
The device is also currently listed as shipping in 1-2 weeks on Apple's Hong Kong website and in Canada all models and colors of the iPhone 5c are shipping between Sept. 20 and Sept. 24.
Apple is currently accepting preorders for the new iPhone 5c in the US, UK, Hong Kong, Australia, Canada, China, France, Germany, and Singapore, and previously announced that the device would begin shipping alongside the new iPhone 5s later this month on September 20. Apple is still listing a delivery date of Sept. 20 in all other launch countries for the iPhone 5c, but we'll keep you updated if shipping times slip in other countries.
Other than Apple, a number of its carrier and retail partners are also accepting for preorders for the iPhone 5c starting today, but Apple isn't making preorders available for the iPhone 5s before its release.
(via @sammywalrusiv)
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10 Responses to "Unlocked 16GB Yellow iPhone 5c is first to sell out, available to ship by 9/25 (Update: 1-2 weeks in Hong Kong)"
it still shows 9/20 on apple site
my bad….it shows 9/25…guess next one should be pink or blue to be sold out
Asphalt 8 is free in the USA app store
So how do those Wall Scum nay-sayers explain this massive demand for the 5C? That's right, they can't, because they're clueless!
Judging by the speed of sales, especially in Hong Kong, this thing is going to a massive hit for Apple!
I dunno if you're being sarcastic but unless you know the preorder numbers or the stock quantity you're in no position to assume there is massive demand for this phone. I'll just throw this out there, though:
IIRC, the iPhone 5 sold out its initial stock in about an hour after going up for preorder. The 5C went up for preorder almost 11 hours ago and as of this writing, every single model is still available for release date shipping somewhere. I'm in America and contrary to what the article title implies, the yellow unlocked 16GB iPhone 5c is still available for release date shipping. You just have to get one that comes with a T-Mobile SIM.
This could be because Apple has a relative surplus of stock or because the demand of this phone is relatively low or a combination of both. My point is you don't know (if I'm wrong then please show the numbers).
Yellow being a "good luck" color in China and other parts.
But, but … ? All the clever financial analysts have dumped AAPL stock because they were sure that the iPhone 5C was way to expensive for those poor Chinese? Especially unsubsidized!? How can this be? It's almost as if all the analysts were … wrong? ;-)
all colors have sold out on hong kong site – 1-2 week wait for everything


text: WASHINGTON, DC On the heels of hearing gripping accounts last week in Beckley from retired coal miners who were promised lifetime pension and health care benefits for themselves and their families, Senator Jay Rockefeller introduced legislation that would protect those benefits for thousands of retired miners whose livelihoods are in jeopardy. Senator Joe Manchin cosponsored the bill. The Coalfield Accountability and Retired Employee Act seeks to provide certainty and peace of mind to retirees and their families while holding employers accountable for the commitments they make to their workers. The bill builds on and strengthens similar legislation Rockefeller and U.S. Rep Nick Rahall introduced last Congress.The new measure comes soon after a roundtable discussion Rockefeller held in Beckley with retired coal miners in which he re-affirmed his commitment to preserving their promised benefits. Rahall and United Mine Workers of America (UMWA) President Cecil Roberts also joined the discussion. Rahall introduced companion legislation in the House, just as he did last Congress.Last month, I heard stories that absolutely broke my heart, Rockefeller said. One womanShirley Inman, who lives in Boone Countyleft a good-paying job in Chicago to come home to West Virginia to work in the mines. She did it because of the pension and health care benefits she was promised. And now, after years of on-the-job injuries and a bout with cancer, that promise was broken. Thats more than unfair. Its shameful. And I wont stand for it.A strong mining industry begins with a strong commitment to our miners, Senator Manchin said. Our coal miners are some of the hardest working people in America, and they are proud to do the heavy lifting that keeps this country strong. They are the backbone behinds decades of lighting our cities and heating our homes, and deserve nothing less than the best possible benefits and care. This bill makes sure our brave coal miners receive the benefits theyve been promised.Every effort must be made to preserve health care benefits for our retired coal miners who worked so hard to produce the coal that powered this Nation, said Rahall. This legislation that Senator Rockefeller and I are introducing today keeps faith with the federal commitment that has been made to our coal miners. It ensures that those who participated in the noble but dangerous job of working underground to provide our energy security are secure in the retirement.Some retirees are facing uncertainty because the UMWAs 1974 pension plan is severely underfunded and on the road to insolvency because of the 2008 financial crisis. The 1974 plan covers more than 100,000 mineworkers, including more than 35,000 West Virginians. If the plan becomes insolvent, retirees could see reductions in their monthly pension checks.In addition, Patriot Coal, which was spun-off from Peabody Energy and Arch Coal, has filed for bankruptcy and could shed its obligations to retirees. This means more than 12,000 retired miners and dependants, including nearly 7,000 West Virginians the vast majority of whom actually worked for Peabody and Arch would lose health benefits, and the 1974 pension plan would be further destabilized.The Coalfield Accountability and Retired Employee Act would: Amend the Surface Mining Control and Reclamation Act to transfer funds in excess of the amounts needed to meet existing obligations under the Abandoned Mine Land fund to the UMWA 1974 Pension Plan to prevent its insolvency. Make Patriots union retirees and other union retirees who lose health care benefits following the bankruptcy or insolvency of his or her employer eligible for the 1992 Benefit Plan, which was established under the Coal Act of 1992 to provide health benefits to retired or disabled miners and their families. Companies that originally promised these benefits would be held accountable for the costs and, if needed, additional funding from the Abandoned Mine Land fund would be available. Provide that employer contributions under the UMWA Retiree Bonus Trust are not unfairly penalized by the tax code and receive the same tax-exempt treatment as contributions to other pension plans, allowing the full value of employer cash contributions to go to the retirees who earned them. This Retiree Bonus Trust provides modest supplemental pension payments to retired miners. Rockefellers efforts through the Coalfield Accountability and Retired Employee Act build upon a longstanding record of steadfastly pursuing fairness for miners and their loved ones. He engineered passage of the 1992 Coal Act, which preserved health benefits for more than 100,000 retired miners and their widows who had been promised these benefits by both the federal government and their companies, after several companies unfairly stopped providing these benefits. Rockefeller again fought in 2006 to protect the UMWA health care plans by providing them with Abandoned Mine Land funds.I was so incredibly motivated by the retirees I heard from in Beckley and so many others who have reached out to me, Rockefeller said. Our coal miners work their entire lives, at risk of life and limb, to provide for their families and fuel our nation. We owe them nothing less than to make sure the pledge of lifetime benefits is preserved. Its so simple: make a promise, keep your promise. Thats what Im fighting for.


text:
According to reports provided by the Aiken County Sheriffs Office:
An unknown man took meat products without paying from a store on Jefferson Davis Highway in Langley on Thursday.
A burglary was reported on Jefferson Street in Aiken on Wednesday. The owner reported electronics and a handgun missing.
Additional burglaries were reported on Thursday on Dixie Clay Road in Beech Island and Mim Woodring Drive in North Augusta.
A vehicle break-in was reported on Mim Woodring Drive in North Augusta on Thursday. The owner reported a purse and its contents, jewelry and a car key missing.
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text:
LG Magna, Spirit, Leon, Joy mid-range phones go global
While it didn't unveil its next flagship at MWC 2015, LG did announce, or rather pre-announce, some smartphones. Among them was a batch of new mid-range devices to fill in the gap, not just in time, but also between it's high end and its low end offerings. Instead of the usual letter-based naming, however, LG opted to give these four, … —> Read More


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|174 posts found
I have long been thinking of posting this, finally getting a little time to do so. While playing some games recently, TSW, GW2, SWtor, TERA, etc over the last year, it has dawned on me that the biggest community killer is the Auction House. Recently games (TSW and GW2) launched without a proper AH, and until they were put in place, people actually talked in the channels, making deals, helping people, selling mats etc. I actually made a couple acquaintances that were heavy crafters, who just were after all the supplies they could get their hands on, and I was willing to help em out. It was a good relationship. Then the AH was fixed, and since then I havent even talked to a single person in game. Before you say, well I should try making friends, there really is nothing in either TSW or GW2 that having friends makes beneficial. I dont need them to do anything in game, I dont need them to craft anything for me, etc.
Now long ago, the games we played didnt have Auction Houses, and they were very strong communities. Everyone on a server knew that if you wanted a Ubersword of Giant Slaying, that BobJohnson was the one that could craft it the best, or you could at least ask around and see if someone could hook you up. This built community, numerous times, a conversation would go something like. Hey I hear you can make me "item X', sure I can, but the mats are really tough to come by. But why dont we get a group together and go out on a hunting party to find them. You get your mats, you help me skill up one of my crafting skills, its a win/win. Friendships were formed, alliances were forged, etc.
Unfortunately with the have it all now crowd that play MMO's Auction Houses are an evil necessity. You collect your mats, sell them on the AH for X currency, then search for the item you want and bam, you got it, very short time, very EZ. But during this time, you have no interaction with another player whatsoever, hell you dont even know who made you your item. Items used to be imprinted with crafters as well, so that when someone says hey where did you get that sword you could inspect it and it would say made by "player X".
Anyways, I know I am going to likely be in the minority, but its something I have been thinking of for some time. I think a happy medium might be a game where an Auction House isnt really an AH, but a Job listing, for example you want "Sword X" you search the AH database of "who" can craft it, and it will give you a list with (online/offline) status's, where you then actually need to interact with a player, It might not be all that much different but at least its a step back in the right direction
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Originally posted by Myrdynn
Oh your right Auction house in those two games is bad (GW2,TSW) but in WoW is very good idea
would you please be a little honest
Novice Member
Joined: 12/27/03
I've played a lot of MMO's some with AH's at launch and some without. I remember EQ before there was a bazaar and I don't remember the addition of the bazaar changing the social aspect of the game.
If I remember correctly SWG launched with the market terminals or whatever they called them, I think that game probably had one of the best communities especially when it came to learning who was the best at crafting what and the like.
The reality is that community shaping is not just about one aspect. Heck I think the ability to tab out of game and look up things like quest guides or other game related things can have as big an impact on community, if not bigger, than an AH can.
Originally posted by rafatalex007
think you missed the point, I am not saying how good or bad a specific auction house is, but how the Auction House in general is a community killer. WOW is in the same boat, RIFT as well.
Originally posted by Leoghan
true, but EQ was a group based game, you had to have others around to progress, that built community as well.
I thought SWG you set up your own market terminals at your own place, no idea, I never played it
Joined: 2/10/05
I really, really don't know what to think (which should be more important).
Auction Houses are such an important convenience we have all grown extremely dependant of but they do in fact diminish community, especialy when you don't even know who you're making business with. Any kind of possible reputation here goes through the toilet along with the recent trend of removing any kind of meaningful "grind".
The same happens with Dungeon Finders and any other tool that automatizes something effectively replacing player interaction at previously basic social levels.
So I am pretty much split here, we seem to be accepting more and more convenience in themepark games and then when we see a game not featuring any, we call developers lazy for making us socialize to get what we want instead of clicking a few buttons.
I know it's convenience, but it simply does not work if we're considering the virtual world to be an immersive world... it's making me think about community as such an important factor for the longetivity of a MMO long-term appeal, but then we have the elephant in the room with its undisputed and unrivaled success.
Elite Member
Joined: 10/29/07
I dont think AHs is the death of the communities. Soloquests and need/greed looting is far worse for the community than any trading post is.
I do however prefer player owned stores in games with a good crafting system. But a good crafting system also includes specifically designed items, just in looks and stats.
The perfect system for me would be something like this: I walk into a player owned smithy. There a hired NPC will take orders and tell us what orders can be made and whats not. It would also allow me to see that the smith have the mats to the shield I want ready and give me an estimate (if I want to have something really specific I will leave a message and the smith will contact me) of the price based on parameters the smith have put up (work price + mat price).
I want a shield with my guildmark or personal mark on so I include that in the order, but I dont want any specific custom skin so I leave that part to the smith.
The game would take my money and give it to the smith when he complete my order, but there should also be a time limit (a day for express, 3 days for normal).
And I should of course also be able to browse what the smith have premade.
But we really need an NPC to take the orders, a player smith just cant and shouldnt stay in his store all the time but I should go to the store and not just mail him, otherwise we could just have an AH.
But here we are talking about a game with crafting based gear. In games like Wow crafted gear sucks and stores with looted gear takes too long time to browse so in many of those cases the AH still have a function.
Novice Member
Joined: 5/21/08
Originally posted by Myrdynn
Dude, know your MMO's and your MMO history. AH is old and have been there in one form or another since the early MMO's. SWG, EVE and AO all have/had more extensive AH and player based vendor systems than any of the mordern themepark MMO's have. None of these games have any problem with 'Death of Community'. They have/had some of the strongest communities that I have seen. So no AH, LFG-systems etc. is not the cause of bad in-game communities.
Currently playing: AoC, RIFT, Champions Online, DDO, LORTO, STO and Tribes: Ascend
Novice Member
Joined: 11/19/09
Originally posted by Myrdynn
Interesting conjecture. I have never thought of it. Usually the idea is the Dungeon finder has killed community.
You could be right to a degree. I have found that for every problem that gets solved a new one is created. Giving players and AH creates a way to sell goods even when they player is off line. But it takes away the necessity of having to chat.
Novice Member
Joined: 12/27/03
Originally posted by Loke666
Yeah SWG's system had some of these elements. Of course some of the cooler NPC's and such came along after the in crafting and gear got nerfed big time.
As a slightly related aside I'm on the fence about gear in games, there is part of me that would rather just see gear be the visual side of things while you level up the statistical side of whatever gear you "wear". If a system like this could be created that still allowed for meaningful crafted gear, but put the power of the statistics behind the gear in the hands of the player I'd be hooked.
Back on subject, even in games with AH's and no player run shops I find myself seeking out specific crafters for orders, maybe that's just a hold over from my earlier MMO experiences, but it generally works out for me.
Elite Member
Joined: 10/10/03
Anything that makes people come together and interact helps with community. We have also lost the like of crafting hubs and now quest hubs. But don't worry the next AAA MMO out will be a lobby game but still "all about the community" as the press releases keep telling us with each new title.
Novice Member
Joined: 9/22/11
While removal of AH would not fit games like WoW or Swtor also because big percentage of their playerbase are not interested in economy, crafting, communiuty and are almost purely combat oriented - and removal of AH would mean for them incovenience taking their time off combat and instances.
I personally I am sick of things like AH and games with design like that. While they are technically mmorpg, for me they are nit anymore - I realized recently that games like WoW, GW2 or Swtor are so far away from original mmorpg concept that for me they are just diffrent type / genre of game.
After all if I want to play an single player crpg - I don't go and start playing God of War or Diablo since they are diffrent genre and offer diffrent type of gameplay even if there are some small similarities.
This statement here I see often, "...the best crafters..." How so?
Is LordDarkittyDarkdark's "Chainmail of Infusion" better than XxAlucardxX's "Chainmail of Infusion"? Are the stats any different? Does one give more AC than the other? Is one more durable than the other?
Does LadyNightShade's basic backpack wear out any faster than FatL33tz's basic backpack? Does it hold any more items?
How does a player become a "better craftsman" than any other player? I just don't understand what people mean by this turn of phrase.
As to the OP:
When EQ came out with the bazaar, I often wondered if people actually made secondary accounts solely to sell their items, or if they just went to "shop mode" when they went afk. I would not miss not having an AH. I would just go back to selling to vendors.
I don't know if the AH is a cause or a symptom of today's more closed off community. I find it hard to point at any one thing and say, "This is why the community is dieing."
Novice Member
Joined: 10/02/06
I have to agree with the OP on this one. In the early days of SWG, crafters could have their own merchants or vendors in their houses, but we had to know the guy and know what he was crafting, otherwise we didn't even know where to find a house with a vendor in it (of course it was also possible to explore a planet and try all houses hoping to find a vendor). There was a bazaar but there was a price limit on it so it was more profitable for a crafter to have his own vendors or interact directly with a potential buyer and more efficient for all players to know them. Then came the "personal vendors location" on the bazaar and the social aspect of crafting and commerce took a big hit.
I don't say that having a auction house is good or not, I'm just staying with the OP about how it affect social. For some, interacting directly with a crafter is the best or more fun way to do buisness, for others, it's the fast and practical side of the auction house.
Elite Member
Joined: 1/13/10
Currently playing EVE, SMITE, ArcheAge, and Combat Arms
Originally posted by Myrdynn
I think some might be taking 'Auction House' as 'central trading system' and missing the point. I agree, an auction house really cuts down on interaction. Buy/Sell Orders, the ability to contact notable sellers directly and the ability for sellers to advertise their wares (not /trade) contribute far more to interaction between buyer and seller than most AH's do.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
Hard Core Member
Joined: 1/02/08
Let em put a slave ring thru u're nose u're prob not going to like where they're taking you. Think.
I'm pro Auction House and anti shops. AH forces people to compete and bring their prices down (minus the gold seller influence). I don't know you or the 10000 other people playing. How am I going to know if you're honest? Just as much chance to get screwed. Shops are always more expensive than an AH. When I am the one crafting there are to many peeps who need for me to get to know each one. This is NOT a good way to socialize. It's a good way to get shafted. On the same note, I think AH should have a three digit limit so no one can sell anything for more than $999. This would keep out the ridiculous priced items that no one but gold buyers can afford.
Why are you people constantly obsessing over socializing in games? You sound like homemaker wives who buzz a dude's ear off and he just wants to relax, eat his pizza, watch sports and go to bed. If you want to talk so much join a quilting club not an mmo.
Best console game: DD Dark Arisen. Best mmo: GW2. Best game series ever: The Sims.
Elite Member
Joined: 1/13/10
Currently playing EVE, SMITE, ArcheAge, and Combat Arms
Originally posted by AlBQuirky
Some examples from previous games:
SWG - some resources were only available in certain areas. Some crafters could create things that others simple couldn't because they neither knew how nor had the materials to do so.
UO - having shops in prime locations. Regularly stocking good. Offering a selection of specific goods. For example, I'd regularly get my spears and krysses from Krom Flaa. I had easy access to his shop, he was always stocked with weapons, and his weapons were always GM quality with the option of deadly poisoned or regular.
EVE - location, stock and also ability to ship goods. Some crafters just build things to put on the market. Some take special orders. Depending on the blueprints they have and their efficiency, some crafters can build goods faster or for less materials. Some have freighters and an escort team so that if someone orders a fleet of battleships they can not only fill the order at a decent price but also ship it to the desired destination (usually at a nice price per jump to get there).
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
Novice Member
Joined: 10/02/06
Originally posted by Jemcrystal
I wouldn't call it an obsession but what's the point of playing a MMO game (btw the 2 M's means MASSIVE MULTIPLAYER) if you don't interact with others? When i don't want to socialize, i play games like Skyrim or Fallout but when I get into a MMO game, especialy a MMORPG, it's because I want to interact with more than NPCs.
Novice Member
Joined: 5/18/12
Originally posted by Loktofeit
In most sandbox games there are usually secondary skills that do affect wear/durability.
In UO a lot of that stuff was patched in later, and has to do with arms lore if memory serves.
Mortal took up to 3 characters just to make weapons/armor
In Darkfall it was Trueforge, and before the recent skill increase only dedicated crafters had a high Trueforge which made that 20k weapon up to 4 times as durable
I'm guessing mister Quirky hasn't played any sandbox titles before
The above is my personal opinion. Anyone displaying a view contrary to my opinion is obviously WRONG and should STHU. (neener neener)
-The MMO Forum Community
Made History
Joined: 7/11/11
Pink, it's like red but not quite.
Everything from new moons to space aliens to the decay of modern society to b-net kiddies causes the 'death of community'.
The very speculation itself is growing tiresome at this point. Find a new cell phone tower to watchfully guard against.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.


text: MAC Deep Cravings Eyeshadow ($15.00 for 0.05 oz.) is described as a "dark shimmery grey [with a Veluxe Pearl finish]." It's a dark, charcoal gray with a pearly sheen–it has a very light dusting of pink and copper micro-shimmer. It had good color payoff, and it applied smoothly. The texture was good, but it did feel slightly dry–not as buttery or as soft as other VPs (which is something I've noticed in general with recent VP releases). LORAC Slate is lighter, bluer. Disney Flotsam is lighter, also bluer. Urban Decay Ace is very similar. MAC For Effect is similar but a cream. Bobbi Brown Gunmetal is similar. See comparison swatches.


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Hey! Look what I've done. I made poverty history. Woo hoo!
All I did was visit compassion.com to sponsor a child and then this happened.
Hey! Look what I've done. I made poverty history. Woo hoo!
All I did was visit compassion.com to sponsor a child and then this happened.
This is an awesome marketing tool….love it!!!
This is so cool! I love it!
Great video! I sent it to a number of my friends.
It would be wonderful if this could only be true!
Oh, this is so far beyond way cool!! And JoAnn did a great job as the excited woman in the crowd!
Can you clarify for me, tho': Can this be personalized without actually sponsoring another child? We will certainly do that, in the future, but by that time, this video will be history.
Great idea! They need to fix a few bugs though… I saw "undefined" in a few places where there should've been a name.
@Brady – Undefined isn't really a bug, it's more of a reptile. I'm a chameleon. The code is trying to figure out who I am in that moment, but it's only code, ya know? It's not up to the task.
The undefined bug is a pesky critter. I brought it to the developers' attention.
@Vicki Small – There is no sponsorship obligation to personalize the video. Personalize away. Send it to allll your friends and family.
Love it!! How cool is that!!!
What a great way to share with other sponsors to remind them of the impact they make when they sponsor a child.
It will be interesting to see if it brings additional sponsorships (I presume Compassion is tracking click-through sign-ups).
Here is a sampling of the responses I've received from those receiving this "invitation":
"That's awesome, Bob!"
"I'm surprised but it's not me!"
"ha ha"
"The video is completely fabricated and a lie."
"You are too funny. I don't know why I thought we could keep this a secret!"
PS: It would be nice if this video didn't autoplay each time the blog page loads… that can be annoying %)
@Bob – Thanks for sharing the comments you've gotten. And that autoplay is completely annoying. The minute I saw it I asked the developer to change it. Expect it will get done soon.
This is way cool Chris! I'll send it out to others —
Absolutely hilarious!


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Himalayan Pink Salt with Shaver 1 1
fun cooking accessory I enjoy using this little salt shaver. It works exactly as you would expect it to. The salt that you shave off is very fine, so it's better to use as a finishing touch rather than adding it while cooking. It's definitely fun and easy to use. November 22, 2013
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