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Hard Core Member
Joined: 4/17/11
Originally posted by DAOWAce
That is to bad cause me thinks your going to miss out.
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A 3.5 second global cooldown is not cerebral, and it's certainly not visceral. It's a combination of ponderous and dumb. I have no problem with slower, more methodical combat, but there's a difference between slowing down to think about your next action and staring at the screen for 3.5 seconds every time an ability is used.
By comparison, the combat in WoW, Rift, SWTOR, et al. looks like next generation action combat. I think that's a reason why people are saying combat looks awful. It looks slow because it is slow, and the reduced speed doesn't seem to be there for a good reason e.g. to more methodically plan out your course of action.
Not to derail the main point, but I also have concerns with their choice to have an ubiquitous resource system for the two main combat archetypes; mana for mages and TP for melee. What's to differentiate them enough to offer a sufficiently different playstyle from one another?
At the most basic level, what makes my Dragoon mechanically different from my Monk? Not a whole lot. I would much rather see job-specific resources along with the main resource. For instance, Dragoons could have Dragon Souls that they can use to further empower all of their abilities. I don't think the typical archetypal differences of tank, melee DPS, ranged DPS, and healer is enough.
Apprentice Member
Joined: 12/10/12
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
Originally posted by ezpz77
I somewhat agree here. In particular, with TP starting at 100% and regenerating throughout the fight, it sure looks/feels a lot like MP.
That said, I'll wait and see where combat in the open beta goes before saying a whole lot. My understanding of the alpha was that it was more of a server stress test than a mechanics test.
Hard Core Member
Joined: 4/20/05
Originally posted by ezpz77
yeah 1 thing that make some mmorpg fun are that classes are different enough than playing melee A is far different than playing melee B
Wow does something like that (with rage , energy , runes , ect) but fails in the end because no matter what resource u have u use your priority system over and over....
in FFXI , all melees felt the same (kinda), playing a war , mnk , drg, drk , all similar other than using different weapons and "cooldowns" , but playing a Sam or nin in FFXI was fun as hell :D
Joined: 12/11/08
While I agree that not every game needs to have action combat, if you're going to make combat a big part of a game, then you have to do something to make it interesting. Action combat where you can avoid damage by moving out of the way and so forth is one way, but not the only way.
The problem is that some games don't do anything to make combat interesting. I quit Anarchy Online shortly after I realized that in most battles, it didn't matter if I got up and left the room in the middle of combat. If a simple 1-2-3-1-2-3 macro could fight almost as well as you do, then that's not interesting.
Spotlight Poster
Joined: 9/21/12
Originally posted by DAOWAce
Its not a technology thing, its a roots of the genre thing. The genre's roots are very DnD.
And now that we see it is a genre where people play large chunks at a time, a more action oriented combat frankly doesnt make a whole lot of sense. Its just too tedious to play for long stretches. But a lot of today's games are just as tedious.
The problem lies more in the focus on GCD spam than anything, pressing a button every 1.5 seconds isnt a whole lot of fun. It also doesnt help that 99.9% of fights are trivial nowadays, mobs arent remotely scary like they were in EQs days.
While I think there is certainly room in the genre for a pure action MMO or two, its more than likely a niche crowd. TERA was a failure, but the game was pure garbage outside of the combat system so you cant really judge based on TERA. AoC and DCUO were also failures. The only game with an action lean towards its combat to do well is GW2, and tis not like the combat there draws rave reviews.
Novice Member
Joined: 6/04/05
Arrr refreshing about time we had some turn based combat...awesome well done!!
Advanced Member
Joined: 12/02/09
Originally posted by Soulrift
The solution is the skillchain system that FFXI used, and is being reintroduced to XIV with ARR.
I don't know if you played XI but essentially every skill is assigned a couple of unique attributes such as an element or damage type, and using different elements/damage types in sequence created special skillchain effects. Specific mobs were weak to specifc combinations and very few jobs (classes) were capable of comboing on their own. The result was a massive interdependency between party members that encouraged pre-planning and strategy, to the point that the slower combat system was seen as a boon to allow them time to perform the combos.
Every battle was different as the skills you were going to be using depended entirely on the mob you were fighting and what jobs were in your party.
The key to cerebral combat in real time is simply slowing the system down and having individual abilities be weak on their own but much much more potent when used strategically in conjunction with other abilities of other players. This does actually mean that cerebral combat does not go well with solo combat... it works much better when there are other players to co-ordinate with.
Elite Member
Joined: 5/12/10
Originally posted by Quizzical
Great point on both part. And if we push the second part forward, why it became the norm to put combat in the top place? Not only in mmo's, in single rpg's as well (and in adventure games, etc. etc). It seems nowadays in rpg's your main interaction with the world is to kill something :) That culminated in such things like Tera, or the Dota clones...
Back in the pen&paper days we sometimes haven't touched dices for weeks. In AD&D I mean, not because of we played Amber :) (which we also played a lot btw). We just had a great GM, and a group of rp'ers who loved roleplay and stories more than lame dice throwing. Combat had it place of course, when it fitted into the story. Don't know where I heard, but so true: "if you use RE or combat to fill the story, you can be sure you're a crappy GM".
I sure can understand the direction, it's easier from developer's side to fill the world with mobs, and make quests like "kill 10 rats". Also get it from player's side, action everywhere can be fun and gives fast success. I just don't understand how it became the norm, why such games like TSW are the minority and not the trend...
(I personally blame Diablo :) the abomination of the genre, which introduced the "rpg = kill, loot, level up, kill more" definition)
Apprentice Member
Joined: 1/26/12
For the over 40's (which is a considerable and ever growing percentage of the gaming population) action combat is likely to never really take on. It's a fact of life that in the vast majority of cases we don't have the reflexes we had 20 years earlier. Also -in my teens and twenties (80's and 90's) i DID enjoy action games of all types - as I've grown older I've enjoyed them less and less. Strangely single player action games are "stupid easy" these days and I have no difficulty playing them...I also have very little interest in playing them either.
I also agree with the comments above that tab based MMO's are also not the answer. Again that just comes down to spamming your standard rotation over and over again and is (as the authors of those comments rightly said) if anything LESS cerebral and certainly less interactive than action MMO's
I play and love EvE and there are some other games I enjoy, primarily NOT for the combat. Dwarf Fortress as an MMO RTS? That would take some doing - but I'd play it.
I'm 46 this year - earning far more than I ever earned in the past and having a disposable income that would basically allow me to play whatever games I want under whatever financial model they had. But even here - someone willing to pay $50 a month for game - there really is nothing on the market that appeals to the MMO strategist/builder/creator in me at all.
Nearly all MMO's = fightly fighty bang bang and not much else. And that's pretty sad
It's not about the ability spam they introduced and not try to "perfect" said combat system. It's because they "don't get" the feedback of players and the current times.
Just look at a simple thing as restricting items and APPEARANCES on player characters. Every new mmo is build in with some way to change item appearance and stats, or slap any look over your character, or like TSW divide them alltogether. And yet FFXIV (with no level enforcements and no class enforcements) had it about right.
Now FFXIV ARR has strict level enforcements (need to be lvl4), Class Enforcements for gear and NO WAY to exchange appearance or divide looks from stats.
Funy thing is, they tried so hard to copy from "WoW" they completly ignored that even WoW now has that ability to share certain gear on an account basis, not "soulbound to character". And slap different looks on an armor.
This all goes for the combat system. I'm just not sure that this will end well. I personally don't dislike TAb-Target "combat", but i'm not sure a blant copy of an already dieing system is going to work out.
Novice Member
Joined: 8/10/09
Should be a treat for anyone who is looking for a PS3 mmo or a PvE heavy FF mmo. The original FF XIV had some issues and it was a bit of a brutal PvE grind to play with a story plot arc, but beyond that it was a bit too sand box a PvE experience to get the WoW crowd interested.
Hard Core Member
Joined: 6/15/09
Maybe I have been spoiled with how Monster Hunter has done things, but more and more I am shying away from the combat methods in today's MMOs.
Some might concider MH "Action" combat, but it still has tons of strategy to add. As long as the amount of players in the encounter is limited... and there is where I see the true limitation of the MMO.
Being "massive", means that for a normal human, planning out unique activities for the entire group/raid, becomes virtually impossible. Instead, they only work with very limited factors: How will damage be treated (Tank & heals, avoiding, mitigating, or spreading), how will damage be dealt, and what hoops will be jumped (Crowd Control, awareness checks, minimum dps ect.)
What I would see as revolutionary, is to stray away from the current formulas, and redesign each encounter as if it were a 1 vs 1 encounter, and incorporate the enviroment into the equation to re-add strategy to the combat. Multiplayer world should be seperate from the single player world, and should be completely multiplayer based. IOW, it should require group strategy to beat, and should be impossible for a single player to complete. FFXI did this correct in the sense that a same level mob was not meant to be tackled by a solo player.
The drawback, is that while this type of playstyle would be enjoyable, it would not be mainstream. Since companies want money, and not just to give out mental games, I just don't see this happening.
Apprentice Member
Joined: 4/12/12
Excellent article! I'd like to add my 2-cents if you'll oblige.
Back when WoW was the undisputed MMO Champion I wished for the combat to be more fast paced. I mean, you'd just walk up to a mob and use the exact same rotation as you did for the one before for the most part.
Once the new batch of "Action MMOs" started coming out, I loved it at first, but then I quickly grew tired of them. Action combat is OK for a single player game, but in an MMO it becomes a mess of people just running around and spamming the same abilities. I find that in all action MMOs I have played, I get pretty tired of the combat after playing for an hour or so. Every time I logged into GW2 or TERA I loved the shit out of the combat for the first 10-15 minutes and then I would quickly grow tired/exhausted of it. I can play a turn-based, tactical combat game for hours upon end on the other hand.
After much thinking and playing XCOM Enemy Unknown I think I have it narrowed down. I didn't start disliking WoW's combat because it was turn based, on the contrary, that's the part I enjoyed. I grew tired of it because it was slow paced and repetitive.
My absolute favorite combat moments in WoW and any other MMO were always when a mob would use an action that I could either counter, interrupt, or prevent by another action of my own. As a Warrior, my favorite thing has always been to interrupt a caster with a well timed shield slam, or use Revenge when a mob happens to miss me, or engage an active block for a particular powerful attack, etc.
The problem with WoW mobs is that with the exception of bosses, they all tend to have just one or two at the most special abilities you can interact with; the rest is just combat monotony. I think what is really needed in the MMO world is simply better AI for mobs that adapts and fights depending on what it's being presented with.
If a mob is encountering a caster it should try to bridge the gap, if it gets rooted it should try to attack at range. There should be ways for the player to counter a mob's actions, or to active block, etc. Not just once per fight as it's usual the case in WoW, but rather the cooldowns shouldn't be as long and punishing, it should allow for this interaction to happen several times per fight.
Furthermore, each mob should have a better arsenal of skills, otherwise we land into the routine of things again. A caster mob should sometimes use a fireball, but sometimes it should use an ice spell, or an AoE, etc. Each of those should then be allowed to be countered or prevented by the player if they time it right; this would make each fight with the same type of mob a more varied experience.
I'm not saying this is a magic bullet solution, everything eventually becomes monotonous and repetitive, but at least this would alleviate the problem. After giving Action MMOs a try I have to admit I was wrong and I really look forward to games in the future hopefully being a next step of turn-base tactical combat.
Novice Member
Joined: 1/08/13
Originally posted by neobahamut20
Ignore this post person has obviously never played (and by played i mean truely explored end game) FFXI. While you can argue the combat was not as active as certain mmo's it was incredibly challenging in the higher areas of the game (Sky, Sea, bcnm runs, primal fights, HUGE nm hunting) however most players never withstood the incredibly large grind to attain access to these areas when the game was in its prime. The combat was in fact so challenging that many times i would be playing with japanese players because their parties operated so much more fluidly and in return you had less death penalties and higher xp/hour.
Yoshi P is the savior of 14 and has stated time and time again it is returning to the party-based incentive approach in which those who can establish the most cohesive groups will be rewarded the greatest. However thats not typically the taste of western players, which is why games like call of duty are best sellers here and paper weights in japan.
Novice Member
Joined: 1/08/13
Originally posted by Sephastus
This is exactly what FFXI and is exactly what the new dev team of FFXIV ARR is trying to do. Yes i understand your point and im sure there will be some more solo-friendly routes than were available in FFXI (except BST), but i think you forget Yoshi-P doesn't answer to investors like many of todays modern mmo's and this is the second time an experienced company is launching this game after pulling it back into development. To assume they are trying to save their brand name i doubt they would completely stay away from the elements of success that still has them receiving subs on a dated game from 2001...
Apprentice Member
Joined: 12/10/12
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
Thank you again for all of the comments. There is a lot of interesting discussion happening here and I have found myself having to consider and reconsider a few points.
A number of you will see your comments reflected in the second half of this article which will address the "what might be coming" aspect of FFXIV. It's been very interesting to see that a number of you have very similar thoughts to what I had penned in that part of this article.
But a lot of you have added in ideas that weren't in the piece too. We have seen a lot of recurring discussion about how GCD combat is just boring, repetitive actions are repetitive and we'd really like combat choices to matter.
@FDisk81 - The problem with WoW mobs is that with the exception of bosses, they all tend to have just one or two at the most special abilities you can interact with; the rest is just combat monotony. I think what is really needed in the MMO world is simply better AI for mobs that adapts and fights depending on what it's being presented with.
I think there's something important to think about here. The funny thing is, I remember that MMO combat used to involve some of the very choices you reference. Back when the processing power and bandwidth were lower, we actually might have had more interesting trash fights!
I put together a new companion piece titled "what have we lost to the GCD" over at EorzeaReborn. For instance, things we used to have need/abilities to counter in mundane fights included:
These days, normal AI for mobs is usually hit and hit-harder.
Novice Member
Joined: 1/11/13
Originally posted by scritty
Just what you said here I agree with you on. I Have played few games to max level. WoW 2 times once in VIN/BC days then again in CATA. FFXI played that for 5 years. TERA, Rift,GW,GW2, DCUO.
The one thing that made FFXI stand out was the milestone quests in that game. Did not feel like a rush to max level was more of an adventure. A world I could dive into to be RP. what a RPG mmo should be. FFXI has many many flaws like all games do.
What People are trying to do is fit ALL mmo's into the same genre. today's mmo is race to max level get best stuff just bunch of flury skills mahsed over and over again. Battle is battle. same stuff over and over and over again. Think about how many times you hit just regual attack in any solo rpg console game.
Thing is in games now there is just a quest hub kill this feel to game with very very little storyline in. the story is about as deep as a puddle in the street with fancy moves and omg i can dodge now battle system.
the main issuse is the mundane combat to level up is brainless. go here kill this go back do that till max level. why play an mmo if you want to solo level to max. go play a solo game.
I would like to se milestone quests back. party leveling with a bouns to party up. that is me though that is why I loved FFXI.
Novice Member
Joined: 2/16/06
What we do in life, echoes in eternity.
Some of my concerns with this game have not been addressed:
- Leavequest: Its fine as a quest hub, but does not feel right that the same guy gives you "crafting" "battle" and "Harvesting" quest... i would have got ridden of the whole stupid leavequest system.
- It's nice they have added BAMs to this game, its a great addition, but the combat system its not TERA, feels ackward when tanking a monster whose ass is so big that you cannot see anything else (same as happened to TERA), otherwise looks cool.
- Crafting: Some people may think the old system was good, but seriously? personally i do not want an asian grinding material system, They failed heavily on that previously and i have not heard this is gonna change, they said it would, but i have heard nothing so far (someone tell me if they did)
- No Milestone - party encouragement: Most of the modern mmos fail to encourage to group, partially because some player base whine about never finding a tank or a healer, which is true. But that does not mean you cannot encourage the playerbase to keep party, like the old milestone system. Mentoring systems, hire systems (my favorite), cross-server/cross-plataform group base, etc.
Those are among many thing. But overall, i hope this game is a success, i want to spend my bucks on something that does not feel short lived, something that encourage me to take vacations just to play lol :P
What we do in life, echoes in eternity.
Elite Member
Joined: 9/19/06
Cerebral and Visceral are not mutually exclusive.
The issue for me when I see combat in FFXIV, at least up until this point, is that it looks like it has both a lack of visceral feel and takes almost no thought to do well.
Also, this has been a little confusing to me. People keep referring to the combat as being turn-based. This game is NOT using turn based combat at all, correct? There is not going to be any skill chain system that you need to time with other people at all, right? From what I've seen there is a 2 second (maybe more) cooldown between skills and that is all at this point. I read that later on they are adding a gauge that fills up and then specials can be used when it fills up or something, but that doesn't sound like it has anything to do with being turn based at all either.
SWTOR is the greatest mmo ever!

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text:
EPA seeks public input on new carbon pollution standardsWritten by Staff Reports | | email@example.com
By Holly Tuey
An upcoming citizen hearing will provide the public with an opportunity to learn about new carbon pollution regulation for future power plants in the United States.
The event is an opportunity for anyone in the community to get involved in the discussion on climate change. It will be held in the McQuade Auditorium at the University of Toledo College of Law, 2801 W. Bancroft St. The hearing is expected to run from 7-8:30 p.m. Oct. 22.
The U.S. Environmental Protection Agency (EPA) is seeking comments from the public on the new carbon pollution regulations. The National Wildlife Federation and other partners in the "I Will #ActOnClimate" campaign are hosting hearings across the country to discuss why these standards are important by addressing the risks of climate change as well as talk about opportunities to counter climate change and solicit public comments for the EPA's official record.
"Last year, our efforts set a record," said Frank Szollosi, the Great Lakes regional outreach coordinator for the National Wildlife Federation. "We solicited over 3 million public comments on the EPA's efforts to regulate carbon pollution. This is a continuation of that."
In June, President Barack Obama announced the country's first-ever limit on carbon pollution for future power plants. According to the "I Will #ActOnClimate" campaign, the administration plans to release similar regulations next year for existing power plants.
The new standards will reduce the allowed emissions from future power plants to about what a natural gas-burning plant produces, Szollosi said. He said the regulations will prohibit the development of another plant like Bay Shore in Oregon, which doesn't have carbon-capturing technology on its coal-burning unit.
"The coal companies are adamantly against this. It is going to stop the development of future coal-fired power plants in the U.S.," Szollosi said. "But the fact of the matter is because natural gas is so cheap, even prior to the development of this rule, utilities have opted to use natural gas-burning plants, which are more efficient and cheaper than coal."
Szollosi said there are other benefits that will come from the new standards and that the carbon-capturing technology needed for existing plants like Bay Shore is currently being developed.
"This new rule will provide the impetus to greater innovation and greater technological investment," he said.
Szollosi said pollution from the power sector in the U.S. is responsible for 40 percent of total U.S. greenhouse gas emissions causing climate change. Requiring future plants to have a smaller carbon footprint can help reduce the threats of climate change locally and worldwide.
"Changes in climate are already costing our community money," Szollosi said. "Look at what happened in Carroll Township this fall. That was the first time public drinking water had to be turned off because of the intensity of toxins [from algae in the water]."
He explained that warmer water, combined with increased runoff from farms, leads to an increase in algae in the water. The increase in runoff is due to more precipitation, he said, which is also a consequence of climate change.
The City of Toledo has also had to increase its water budget this year to keep the drinking water safe from algae.
"We really encourage folks to come out, even ask the tough questions, because obviously this is not without detractors," Szollosi said. "Basically, it comes down to putting a price on the pollution that comes from coal-burning power plants."
Szollosi said organizers of the hearing are hoping to have the EPA regional administrator, Susan Hedman, attend the event, but there will be many local leaders, educators and environmental advocates there, too.
Sam Evans is a physics teacher at Maumee High School and a volunteer with the Climate Reality Project. He will be at the hearing to talk about the impact of climate change around the world and how others are addressing the issue.
"Personally, I think climate change is a moral issue," Evans said. "Once I started to inform myself on this issue, how big the problem is and what the scientists are predicting will occur, it's like I don't have a choice. I have to do something about it."
Tags: Climate Reality Project, Environmental Protection Agency, EPA, I Will #ActOnClimate, National Wildlife Federation, power plants, Susan Hedman


text:
James Oliver Stumbo, of Williamson, W.Va., passed away Friday, Feb. 8, 2013, at his residence.
He was born on the Fourth of July, 1921, at Printer, a son of the late Joe Kendall Stumbo and Tina Martin Stumbo, originally of Printer.
Mr. Stumbo was preceded in death by his wife of 70 years, Doris Wallen Stumbo. He is survived by his sister, Audrey Stumbo Gunnell, of Printer; two sons, James William (Rosemary) Stumbo, of Parkersburg, W.Va., Joe David Stumbo, of Sarasota, Fla.; and two grandchildren, Kelly Nicole Stumbo (Kevin) Bos and Amy Stumbo (Jason) Burge, both of Sarasota, Fla.
In addition to his wife and parents he was preceded in death by a daughter-in-law, Judi Stumbo.
He retired from Columbia Natural Resources as the Area Superintendent of Operations, in Kermit, W.Va. He was a World War II Army veteran, having served with the 3184th Signal Service Battalion in France, Belgium and Germany (Rhineland Campaign). James was a 32nd-degree Mason and a Shriner for well over 50 years. He was an avid bird hunter in his early days in Kentucky, and thoroughly enjoyed fishing later in his life. He was a member of the Grace Baptist Temple, in Williamson, W.Va.
Funeral services for James Oliver Stumbo will be conducted at 1 p.m., Saturday, Feb. 16, in the Hall Funeral Home Chapel, in Martin, with Ron Sanger officiating. Burial will follow in Davidson Memorial Gardens, at Ivel, with the Hall Funeral Home caring for those arrangements.
Visitation is Saturday, Feb. 16, from 10 a.m. until 1 p.m., at Hall Funeral Home.
In lieu of flowers, the family suggests donations may be made to the Grace Baptist Temple, 1618 West 4th Ave., Williamson, WV 25661


text:
WebMD Health News
Kathleen Doheny
Reviewed by
Laura J. Martin, MD
Nov. 17, 2010 -- Vaccinations aren't just for kids. Adults need them, too, and while vaccination rates are increasing, there's definitely room for improvement, according to public health experts.
At a news conference today hosted by the National Foundation for Infectious Diseases (NFID), experts released new CDC data, spelled out areas that need improvement, and discussed how to be proactive at the doctor's office.
Thanks to vaccines, ''we see only a fraction of the disease, death and suffering'' as in years past, says Susan J. Rehm, MD, the medical director of the NFID who opened the news conference. "But there are lower vaccination rates in adults," she says. "Skipping your vaccines is not all about you, it's about people around you. We are talking about preventable illness and preventable death."
At the conference, the CDC released new data on 2009 adult vaccination coverage. ''For most adults, coverage isn't as high as we'd like it to be," says Melinda Wharton, MD, MPH, deputy director of the National Center for Immunization and Respiratory Diseases.
The trends toward vaccination are going up, she says, which she praised. But in many cases, the vaccine coverage doesn't meet the goal for the Healthy People 2010 targets set up by public health officials.
For instance, in 2009:
In an NFID-commissioned survey of 300 doctors conducted online and 1,000 adult consumers conducted by telephone, Rehm says they found ''disconnects'' between input from the two groups.
For instance, while a high percent of doctors say they usually broach the topic of vaccines, consumers tend to report they bring it up.
''Eighty-seven percent of physicians say they discuss vaccines with every patient who comes into their office," Rehm says.
''But when we talked to consumers, nearly half, 47% say they don't recall ever discussing vaccines other than influenza with their health care provider or doctor."
What does work to convince adults to get vaccinated? A recommendation from the doctor, apparently. "Nearly nine in 10 of the adults we surveyed said a strong recommendation for the doctor would motivate them," Rehm says.
A little education may help, too, she says. "Only half of American adults are aware there is a formal schedule of immunizations applicable to them."
Other public health care experts speaking at the conference gave convincing arguments for why adults need to pay more attention to vaccinations.
Jeffrey Cohen, MD, chief of the medical virology section and laboratory of infectious diseases at the National Institute of Allergy and Infectious Disease, told the story of his father, who contracted shingles.
Adults 60 and over are advised to get a shingles vaccination because varicella zoster virus, the same virus that causes chickenpox, can also reactivate decades later to cause herpes zoster, or shingles.
The painful skin eruption is common among older adults and can lead to chronic pain that lasts for months or years.
"When he developed shingles, it profoundly changed his life," Cohen says. Formerly a bank manager, he worked long hours and loved chatting with customers. "After he developed shingles, he developed a long-lasting pain that sometimes occurred even after the rash was resolved. When he recovered a year later, he confided in me that he had actually considered suicide and that he wouldn't wish it on his worst enemy."
Other experts stress the importance of the flu vaccine.
"Many people dismiss the flu as a minor annual nuisance," says Catherine Alicia Georges, RN, EdD, a member of the AARP board of directors and professor and chair of nursing at the Lehman College and Graduate Center at City University of New York who also spoke at the conference.
In actuality, she says, complications from flu contribute to some 200,000 hospitalizations each year, she says. "The flu can be deadly."
Rehm urges adults to take action. "Please don't wait for your health care provider to bring up vaccines," she says. "Ask which vaccines you need."
SOURCES:National Foundation for Infectious Diseases News Conference, Nov. 17, 2010.Susan J. Rehm, MD, medical director, National Foundation for Infectious Diseases.Melinda Wharton, MD, MPH, deputy director, National Center for Immunization and Respiratory Diseases.Jeffrey Cohen, MD, chief, medical virology section and laboratory of infectious diseases, National Institute of Allergy and Infectious Disease.Catherine Alicia Georges, RN, EdD, professor and chair of nursing, Lehman College and Graduate Center at City University of New York.
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text:
Middle Tennessee State is moving to C-USA.
So is FAU
Florida Atlantic will move to conference USA in all sports. FAU will try make the transition in 2014.
That's four schools jumping ship from the Sun Belt to C-USA, with North Texas and Fla Int'l doing so mid-2013.
Edited by mabrowndog, 28 November 2012 - 05:02 PM.


text:
It's not a secret anymore. It seems that the world has finally discovered South Carolina. Those of us who live here have known it all along: no other place has the beaches, mountains, salt marshes, temperate climate, forests, wildlife and fertile farmlands that we do.
When you combine that with strong people, vigorous research universities, top ranked technical training, right-to-work laws and deep-water port access, you get what we are experiencing today: a state in the spotlight, where world class business and industry thrive, where knowledge-based innovation, agricultural diversity and tourism flourish, and where people understand that our priceless natural heritage and great economic potential cannot only coexist, but can compliment and strengthen each other.
Yet, we are concerned. We have seen across our country – and the world - how political scandal and allegations of public corruption can demoralize the citizens and blunt the momentum and energy critical to economic growth and prosperity. We do not want that to happen here, especially now as our state is so uniquely positioned for enormous economic success and growth.
Sound, honest government – from city council chambers to the State House – encourages economic investment and growth, which leads to better jobs, which leads to more revenues, which supports better infrastructure and education, which produces a happier, healthier workforce, which in turn leads back to more economic investment and growth. Thus, it is important that our citizens have confidence in and respect for our government.
That is why we were proud to co-chair the South Carolina Commission on Ethics Reform, appointed by Governor Nikki Haley. Our 11-member, bipartisan panel – which included former prosecutors, former state ethics commissioners, journalists and former legislators – released its report this week, recommending much-needed changes to our laws dealing with ethics, campaign finance and the public's access to government records. Here are the highlights:
• Create a strong, independent Ethics Commission with enhanced powers and staff to investigate and discipline violations of our ethics laws by all government officials – without exception – from the school boards and county councils to the State House and constitutional offices. These government officials should all be held to the same high standards, and none should judge each other. Gaps in the ethics laws should be fixed and fines should be increased. A public integrity unit headed by the attorney general should be authorized to receive referrals from the Ethics Commission for investigation and prosecution when criminal misconduct is uncovered.
• Expand disclosure laws to reveal and prevent conflicts of interest by all government officials. These conflicts are often reflected by money. Today, our laws are among the weakest in the nation, requiring officials and spouses to disclose only that income received from their government agency or offices, typically a government salary. Our Commission recommends that all other, private income sources be reported as well. And if that private source – usually a business – employs a lobbyist before that public official or has a contract with or is regulated by his government agency, the dollar amount of that private income must be reported, too. Most states require such disclosures. We concluded that going further and requiring dollar amount income disclosure for work in no way related to an official's post would be an unwarranted invasion of privacy. We also recommend that legislators not only recuse themselves from voting on members of state boards and commissions before which they appear, as currently provided by law, but that they also refrain from attempting to influence that vote while not actually voting. All of this is consistent with current law which provides that public office should not be used for personal gain. And to ensure that citizens know who is attempting to influence their government officials, we recommend that all lobbyists at all levels of government register with the State Ethics Commission.
• Clarify election laws and strengthen campaign finance laws. Last year, more than 300 candidates were thrown off the ballot due to confusion in our election laws; this filing process must be clarified. We also recommend clearly specifying how campaign funds can be used, clearly defining and disallowing personal use, and abolishing so-called "leadership political action committees." Such committees allow a donor to indirectly give a candidate contributions in excess of what he can give him directly, thus fostering at least the appearance of impropriety. We further suggested how our current law could be amended to require anonymous groups running campaign ads to disclose their donors.
• Simplify Citizen Access to Government Information. Our current Freedom of Information Act is falling short and allowing confusion and frustration. Only we and two other states allow a response time of 10 days or more by the government agency; only we and 14 other states do not include legislative offices. We recommend shortening the initial response time by the government agency to seven calendar days, like 37 other states, and requiring the full production within 30 days thereafter. We recommend that disagreements between the citizen and the agency over such things as timeliness, costs, scope and propriety of the request and response go quickly to the Administrative Law Court for prompt, official resolution in an informal setting not requiring attorneys. Today, such disagreements languish in the circuit courts. Penalties should be imposed for harassment. We also recommend that all groups or associations receiving public funds should be subject to the Freedom of Information Act.
Our report does not address every change and improvement which must be made.
Rather, in the time and scope of our authority, we sought to identify those areas which need immediate attention as well as others which would stimulate further examination and change. Twenty years ago, our citizens demanded and received comprehensive ethics reform. But this work is never over.
The time again is upon us. It is our Commission's fervent hope that our efforts will inform and encourage the insights and enthusiasms of others committed to the vision of South Carolina as the best place to be.
These changes will put us in a class by ourselves. The spotlight is on us; let's show them how it's done.
Travis Medlock a former S.C. Attorney General. Henry McMaster is a former S.C. Attorney General and U.S. Attorney.
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CRESTVIEW — Segregated education produced the 1954 opening of Carver-Hill School, then a state-of-the art place of learning for black students.
Today, Carver-Hill Museum in Allen Park celebrates the spirit of community that the school engendered.
One Tuesday morning, Rae Roberson, a museum volunteer and member of the Carver-Hill Memorial and Historical Society, which operates the museum, showed a trio of visitors around the facility.
Rather than a Smithsonian in which artifacts are carefully curated, Carver- Hill Museum is a repository of Crestview pride.
As one visitor praised the collection and the museum for preserving it, Roberson said, "That's what I tell you: we relay, relate and remember here."
Carver-Hill School closed in 1969 when Okaloosa County integrated its schools. Many mementoes that migrated to the museum's collection included a collection of 1960s school equipment.
"Welcome to the world of non-digital," reads a sign near the devices.
Carver-Hill Panthers cheerleader megaphones mingle beside old filmstrip projectors and mimeograph machines. Diplomas and scrapbooks share shelf space with overhead projectors.
Typewriters, adding machines and Dictaphones are on display in the center of the room above bins of treasured documents and archives preserving the city's black heritage.
Special artifacts The museum's north side is devoted to local black residents' service in the U.S. military. On another wall is a cracked and worn 1925 diploma from Tuskegee Normal and Industrial Institute. It was earned by Roberson's uncle, Claiborne Payne "C.P." Randolph.
He lived in campus housing down the hall from George Washington Carver, one of the school, museum and historical society's namesakes.
"He was my uncle, he was my grandpa, he was everything to me," Roberson said as she proudly gazed at the diploma. "You wouldn't believe it, but he died in my arms."
Some posters and photos that cover the walls hold special meaning for Roberson.
One shows the Carver- Hill Panthers band parading down Main Street on May 20, 1955. "That was the school's first band," Roberson said. "We walked downtown and we got all the attention. They opened up the street for us and we showed up and paraded."
A collection of band uniforms, hall lockers and the school's original bell remind Roberson of the lessons she and hundreds of other students learned in its classrooms.
The three R's — reading,'riting and 'rithmetic — were just part of their education. There was also a P.
"I learned from Carver- Hill that you've got pride," Roberson said.
Contact News Bulletin Staff Writer Brian Hughes at 850-682-6524 or email@example.com. Follow him on Twitter @cnbBrian.


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