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Claire is a data journalist. She primarily covers stories based on government statistics, open data and Freedom of Information requests, as well as maintaining the Datastore section of WalesOnline. She has worked for Media Wales since 2010.
If current trends continue, overcrowding in the Welsh capital would see more than 41,000 households without a home by 2036
There were 24,000 fewer people working in the public sector in Wales at the end of 2012, than at its 2009 peak.
One in five people in Wales have skipped a meal because they could not afford to buy food, a new report has found.
Data below shows local authority estimates for how big a budget shortfall they are likely to have over the next five years and the assumptions underlying that in terms of how much they may need to raise council tax.
Inflation-busting council tax hikes will be forced on households across the country for the next five years as Wales' local authorities plan savings of more than £500m.
The Queen will spend the day resting after suffering symptoms of gastroenteritis, Buckingham Palace said.
Struggling families in Wales would be landed in severe financial difficulty if they are hit by sudden job losses, according to a new study.
Armed Forces veterans and charities have come together to call for tighter controls in the area of mental health treatment for veterans in Wales.
Two men have been have been charged with the murder of Glynis Eileen Solmaz at her Wrexham home.
The Welsh Government will today launch an online service allowing parents to view detailed information about school performance.
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Call of Duty 3 - Close Quarters
Sometimes you won't get a chance to take an enemy down from range; here's a demonstration of some hand-to-hand combat.
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Mortal Kombat X Fatalities guide Our reference list of all of the new finishing moves.
Titan Souls walkthrough and boss guide How to beat every boss in the game.
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subset: commoncrawl


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Cineplex VIP Cinemas Don Mills: Canada's first adults-only multiplex opens Friday
Canada's first theatre built just for 19-plus audiences offers cocktails and munchies served to your reclining seat.
Hollywood loves to turn bestsellers into films, so why not a bookstore into a movie theatre? And this one is a decidedly adult affair.
Cineplex VIP Cinemas Don Mills, Canada's first theatre built just for 19-plus audiences, opened Friday in the former McNally Robinson Booksellers at the Shops at Don Mills.
The theatre, its adult status born of being licenced for beer, wine and liquor, has five auditoriums with reserved seating in oversized chairs with extra legroom — including two rooms with oversized faux leather seats that recline at the touch of a button and Dolby Atmos digital surround sound.
There's also valet parking.
"There's a feeling of feeling of intimacy. You feel like it's a special environment," said Ellis Jacob, president and CEO of Cineplex Entertainment of the outlet he calls "the most refined movie theatre in North America."
Fancy words for a movie house, but Jacob is committed to heightening the experience, already adding 11 VIP locations to existing multiplexes, with another opening in Markham later this year and at the Yonge-Eglinton location in 2015.
At the Don Mills complex, there's a fully licensed lounge with large patio overlooking a shopping street. Moviegoers can drink beer, wine and cocktails there or while seated in a theatre, with prices ranging from $6.50 for a domestic pint to $9.50 for a two-ounce Candy Appletini. In addition to the usual snacks, food ranging from an artisanal cheese board ($11) to a burger ($14) is on offer. If the candy counter doesn't tempt, there's a Brownie Explosion sundae for $7.
Servers take orders before the show starts and deliver drinks and food to side tray tables before the lights go down. Some of the seats are made for cuddlers, with no armrests in between.
There's a $7 to $10 VIP surcharge — half price on Tuesdays — on Cineplex's basic adult admissions of $12.99 and up (depending on day of the week, time and whether the movie is in 3D).
Jacob says despite pressures from home viewing or VOD on personal devices, people still want to see a movie in a theatre, and VIP screening rooms are an upscale part of the experience.
"As long as we keep raising the bar, staying relevant and giving you an experience you can't have at home, people are going to come out because people want to be social," said Jacob. "My analogy is: you have food in your refrigerator, do you stop going out to eat?"
The two-level theatre complex features black-and-white stills of classic films from Warner Bros. archives on the walls, along with a large and colourful close-up artwork of Heath Ledger as Joker in The Dark Knight.
The opening slate of films includes Guardians of the Galaxy, Let's Be Cops, Teenage Mutant Ninja Turtles, The Hundred Foot Journey and Expendables 3.
Jacob, who was credited with bringing the first VIP cinemas to Canada with four small theatres added to the Varsity 15 years ago, said patrons with families can visit nearby theatres at Fairview Mall and Eglinton Town Centre.
Although it's a more expensive movie ticket, Jacob said the VIP concept crosses demographics.
"When we opened Yonge and Dundas VIP I thought the clientele would be older but when I visit it's usually the 20-to-30-year-olds there," he said. "They want a quiet intimate time that they spend with their date and the money is not the barrier. It's more about the freedom to do something in an environment that they feel comfortable in. And nobody is kicking their chairs."
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Key things you need to know aboutDr. Baginski:
Dr. Baginski's Experience
Research training, expertise and qualifications
Dr. Baginski's Specialties
- Dermatology
- View 1 specialty and 1 board certification
Procedures Dr. Baginski Performs
- Destruction of Benign Skin Lesion
- Destruction of Malignant Skin Lesion
- See all 5 procedures
Conditions Dr. Baginski Treats
- Acne
- Actinic Keratosis
- See all 26 conditions
More About Dr. Baginski's Background
Hospital Quality
The right hospital is as important as the right doctor
- Mercy Hospital
- 144 State Street
- Portland, ME 04101
9 Facts About Hospital Quality
Patients' risk of dying during a hospital stay for heart bypass surgery could be 85.2% lower, on average, at a hospital rated 5 stars compared to a hospital rated 1 star for that procedure. Choosing the right hospital is critical to your health. View Slideshow
Patient Satisfaction
Patients' feedback on their experience with Dr. Baginski
Likelihood of recommending Dr. Baginski to family and friends is 2.6 out of 5
See More Survey Results
8 Facts About Patient Satisfaction Surveys
Patient satisfaction surveys provide a standardized way of reporting about healthcare experiences. But there can be more than meets the eye when reviewing scores. Here's what you should know
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Check insurance plans, locations and make an appointment
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- Dermatology Associates
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7 Tips to Prepare for Your Appointment
The key to a successful appointment is communication. To get the most out of your visit, prepare ahead of time so you can lead the conversation with your doctor. These 7 tips will get you ready


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Black Velvet Cake with Orange Cream Cheese Frosting
Black Velvet Cake with Orange Cream Cheese Frosting
cup butter
teaspoons unsweetened cocoa powder
teaspoon salt
1 1/2
cups granulated sugar
teaspoon vanilla
1 ounce bottle black food coloring (1 tablespoon)
teaspoon baking powder
cup buttermilk
teaspoon baking soda
teaspoon cider vinegar
8 ounce package cream cheese, softened
teaspoon finely shredded orange peel
tablespoon fresh orange juice
5 1/2
cups powdered sugar
- Let eggs and 1/2 cup butter stand at room temperature for 30 minutes. Preheat oven to 350 degrees F. Grease and flour two 8x1-1/2-inch round baking pans; set aside.
- In a medium bowl combine the flour, cocoa powder, and salt; set aside. In a large mixing bowl beat the 1/2 cup softened butter with an electric mixer on medium to high speed for 30 seconds. Add granulated sugar and vanilla; beat until combined. Add eggs, one at a time; beat on medium speed after each addition. Beat in food coloring on low speed.
- Alternately add flour mixture and buttermilk to egg mixture; beat on low to medium speed after each addition just until combined. Stir together baking soda and vinegar. Add to batter; beat just until combined.
- Spread batter in prepared pans. Bake for 25 to 30 minutes or until a toothpick inserted near centers comes out clean. Cool in pans on wire racks for 10 minutes. Remove from pans; cool completely.
- For frosting, in a large mixing bowl beat cream cheese, 1/2 cup softened butter, orange peel, and orange juice with an electric mixer on medium speed until light and fluffy. Gradually beat in powdered sugar to reach spreading consistency.
- Place one cake layer flat side up on a serving plate. Spread top with 3/4 cup frosting. Stack second layer, flat side down; spread remaining frosting on top and sides.
Nutrition Facts
(Black Velvet Cake with Orange Cream Cheese Frosting)- Per serving:
- 614 kcal cal.,
- 23 g fat
- (14 g sat. fat,
- 1 g polyunsaturated fat,
- 6 g monounsatured fat),
- 98 mg chol.,
- 481 mg sodium,
- 98 g carb.,
- 1 g fiber,
- 81 g sugar,
- 5 g pro.
- Percent Daily Values are based on a 2,000 calorie diet


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Blog Archives
System Shock 2: That 90s Feeling
System Shock 2 (hereafter SS2) is a game I've heard about a lot, but up to this point didn't have much of an interest to play. I mean, I immensely enjoyed Bioshock and all, but I have found by experience that "spiritual successors" tend to make their source material difficult to play. Which makes total sense, considering a game is a spiritual successor if it emulates and expands upon all the good things about the prior title while discarding the rest.
Plus, you know, 1999 was a long time ago. There is a whole swath of games that are more or less forever unplayable by me simply because I can't get over the terrible (by today's standards) graphics. Watching the intro to SS2 did not inspire much confidence:
Luckily for everyone, there is a wide selection of mods out there that more or less brings the game to at least 2004.
At this point, I am roughly 10 or so hours into the game and I must admit that SS2 still has value to give. For example: it's pretty damn scary, but not in the way you might be used to. FEAR has some great moments, Silent Hill definitely gets the horror angle correct, and Resident Evil does "crash through the window" better than most. None of those really capture the unique (as far as I know) dread that is hearing the "whisk" sound of a spaceship door opening behind you. In fact, I find myself developing somewhat of a complex with these doors, as evidenced by nearly jumping out of my chair from the sound of one door – that I had just activated – closing behind me.
Aside from the evil doors, I want to spend a moment and praise the overall sound design of the game in general. For the most part, you can hear nearly every enemy before you actually see them. Which, now that I think about it, is not as common a gaming trope as it should be. What this allows SS2 to do is make the various types of enemies resistant or vulnerable to specific weapons without the player feeling cheated. If you hear a robot walking around nearby and aren't switching to your energy weapons in anticipation, it's your own damn fault.
Another thing I can appreciate about SS2's design is the overall upgrade mechanic. Your character has like four tabs worth of various stats and abilities you can upgrade/purchase with Cybernetic Modules. While you do receive some periodically as "quest" rewards, the vast majority of Cybernetic Modules are stuck in desks, on dead bodies, and sometimes hidden in plain sight on the floor. Combined with a traditional (the de facto back then) non-regenerating health system and the necessity to collect currency for ammo/hacking/etc purposes, Cybernetic Modules provide an immense incentive to explore every inch of the ship. Contrast this with, say, Bioshock Infinite which has painstakingly-designed nooks and crannies without any reason at all to search them.
As an aside, I can understand why some games might not go that route. If you hide a bunch of upgrade currency throughout your game, you are then faced with a dilemma: either that upgrade currency is necessary to realistically defeat the final boss, or it isn't. If it is necessary, you are forcing everybody to comb your game for supplies, including the people who find that sort of thing tedious. If all the upgrades aren't necessary, the people who enjoy looting all the things are "rewarded" with trivial encounters for the rest of the game. It is much easier to control your game's pacing by directly tying upgrades to specific plot points, so no one is ahead or behind. That does make your game more boring and empty however. Hence, dilemma.
In any case, I am likely closing in on the System Shock 2 endgame and should be done in the next day or two. While I do not consider it to be as groundbreaking as something like the original Deus Ex, it is at least in the same parking lot as the ballpark. If you picked it up as part of one of any number of bundles in the last two years, go ahead and spend the 20 minutes or so it takes to set up all the mods and give it a whirl. Part Deus Ex, part Half-Life, and extremely atmospheric.
Winning for Losing
Way back before I got distracted with Crowfall news, Rohan had an interesting few posts exploring the challenges of structured PvP vs transient PvP. Namely, how do you solve the "3rd/4th faction" problem of people migrating to the winning side in structured PvP? The clear answer involves incentives to stay on the losing/outnumbered side, but the implementation is tricky.
Or is it?
I consider one of the gold standards of loss incentives to be Titanfall's Extraction phase. At the end of each match – be it CTF, Death Match, etc – there is a no-respawn phase in which the losing team tries to make it to a waiting drop ship. If all losing members make it, the entire team receives a significant bonus (less than a win, but not by much). The winning team will of course try and kill the stragglers, but they can also destroy the drop ship and get bonus points. While it is still possible to queue into a complete blowout match in which the other team practically insta-kills the drop ship, most battles end with the drop ship taking off. Not only do the extra points for an Extraction soften the blow of losing perhaps a close match, the psychological reward for "escaping" is immense.
You lost, but you didn't lose. And, yes, there is a difference.
This might seem weird to say, but I actually enjoy hopeless defenses in many games. Whenever I play used to play PlanetSide 2, for example, I looked for the bases under attack by near-overwhelming odds. From my perspective, such bases present A) easy opportunity for kills in the chaos, B) no expectation for success, C) small chance for epic comeback. Being spawn-camped by tank spam is miserable, but anything less can be great low-pressure fun.
The same sentiment existed even in WoW PvP for me. Being farmed at the Graveyard in WSG is enough to make one ragequit. Dial it back a few notches though, and I found it immensely entertaining simply being annoying, e.g. by tanking DPS as a healer, taking potshots and then forcing someone to chase me for two minutes, and so on. My team might lose, but I still won. Some of my favorite PvP memories was on my Rogue, when I ran around Sapping everyone into diminishing returns and watching their futile attempts at unstealthing me.
All of the above examples (except for PS2) are from transient PvP rather than structured PvP. Still, I think you can achieve a similar incentive structure using the same principals. For example, if a certain team is way behind or outnumbered, start giving them an alternative currency (call it Honor or whatever), or even a bonus to the normal PvP currency. In this way, winning becomes much less of a zero-sum game, and offers an "out" for those players who would, strictly speaking, be better off defecting to the winning side. Plus it would attract goofballs such as myself to hopeless defenses, thereby making the match more entertaining for everyone involved.
[Crowfall] Sweet Summer Child
In the comments yesterday, Scree disagreed with my prediction that Crowfall will have a major "3rd/4th/Nth Faction" problem, saying:
Further, players aren't going to "give up" as the world draws to a close. In fact, your likely to see just the opposite based on Crowfalls Kickstarter Update #6 which indicates the materials you've gathered during the campaign… only a percentage of these transfer over to your Eternal Kingdom. That percentage is based on how you did during the campaign. You want to give up because 3 days are left? No problem, I'll be happy to move up in the rankings and get more loot.
According to the Kickstarter, the most generous map type allows you to keep 30% of your scavenged goods upon a loss. In the next best world-type, there are 6-12 factions with (presumably) only one winner; the rest are stuck with 25% goods, maximum. It gets worse for the losers from there.
In fact, given how you need to physically haul your loot to the "Embargo area" to bank them – and the Devs even point out how nice of an ambush spot this is, implying either full or partial looting of your corpse – it might be that the winning side simply camps that area too and you are left with whatever you can squirrel away at 3am on a Tuesday. The kicker is that right now the Devs are saying that what loot gets saved at the end is actually random:
Do I have any control over which item(s) are kept and which item(s) are lost from my Embargo?
Maybe. Right now our design is simple: we will randomly select which item(s) and materials will be released and which item(s) and materials will be lost. We could certainly change this design later, to give preferential treatment to certain items based on rarity, size, value or player preference.
Spoiler alert: that's a terrible idea and will be changed.
The "fix" Scree mentioned in the Kickstarter update is that these percentages are scaled based on your personal performance in the overall battle, including either time spent or when you entered the map (it's not clear which). This does indeed prevent or at least discourage people from being able to hop into a winning map that is almost over and reap the higher rewards.
However, it does nothing at all in encouraging people to continue playing a losing match.
The problem is simple: opportunity cost. Scree indicates he/she would be fine with me dropping out, as that would make his/her rank go up in the process. But who is really going to be fighting tooth-and-nail for the maximum value of the 25% pie? That would be crazy, especially if I could earn 35% by half-assing a winning map.
There are really no good solutions to this problem, and plenty of ways to make the problem worse. And Crowfall seems poised to do exactly that. For example:
1) Make it easy to hop in/out of maps.
The easier it is to exit a losing map, the more people will do so. As near as I can tell, Crowfall does lock you into a Campaign when you zone into one. I have been unable to quite tell what exactly that means though. Are you locked into that particular map type, but can go elsewhere? As in, can you go into a God's Reach map and also a The Shadow map? Or are you locked totally down, such that your character ain't going nowhere for the next three months? The latter might seem the most logical, but take a moment to really absorb what that potentially means to your day-to-day gameplay. You could be stuck in a shitty strategic situation and/or gametype for nearly a quarter of a year, grinding away for that 30% payout months from now. How excited are you for that?
Don't worry too much though, because the concept of alts lets you easily bypass the restrictions and bail out of the failboat. Is your main doing poorly? Hop on to whichever of your two alts are doing better. Indeed, there is no rational reason to even have a main, considering:
2) Make loot Account-Bound.
This is actually the current Crowfall design. With the resources you gather in these maps being Account-Bound, it actively encourages you to cheese the system via alts as much as possible. It would be dumb to fight hard in a losing battle on your main if you could sail to an easy win on an alt – all loot goes into the same pile at the end, which means your main will benefit just the same.
I'm honestly shocked that Crowfall is heading down this route, especially given how prevalent the alt issue is in other games. I don't normally believe conspiracy theories, but it's hard to argue against the notion the Devs are doing this precisely to sell more subscriptions (for the multiple character passive skill gains) by making alt-hopping the best way to play. Put all three character slots into three different maps and play enough on each to get some middling reward, or extra hard on whichever map is a winner. If you have a subscription, you lose zero progress on any character by playing this way.
So what are some potential fixes? Well… there's not many due to the nature of Crowfall's design. Alt-hopping isn't much of an issue in games like EVE and Darkfall precisely because the world is persistent and corps/guilds will likely vet your character to prevent spies. Then again, most EVE players have multiple accounts in the first place, so… maybe not the best example. People drop out of short-lived BGs in other MMOs all the time (and are punished by timers), but since the rewards are tied to the character, there's not much of a point to switch to alts; switching factions for a win isn't possible because you'll never get back into that specific BG anyway.
Crowfall's uniqueness is this regard presents a uniquely difficult problem.
What is realistically going to need to happen is for the losing (or even just disadvantaged) side to be rewarded with something else. Someone in EVE might fight for pride or survival, but Crowfall's worlds are temporary. Someone in WoW might realize it's faster to stick out a lopsided WSG match than the Deserter timer, but Crowfall's fail states could last weeks. The people making a protracted, futile last stand in Crowfall need to be earning either bonus XP or skill points or perhaps another currency akin to Honor to make their time losing worthwhile.
Otherwise we might just see an emergent, Tol Barad win-trading situation all over again.
Dynamic vs Random
Keen has another post up lamenting the stagnant nature of modern MMO game design, while suggesting devs should instead be using ideas from games that came out 15+ years ago and nobody plays today. Uh… huh. This time the topic is mob AI and how things would be so much better if mobs behaved randomly dynamically!
Another idea for improving mob AI was more along the lines of unpredictable elements influencing monster behavior. "A long list of random hidden stats would affect how mobs interact. Using the orc example again, one lone orc that spots three players may attack if his strength and bravery stats are high while intelligence is low. A different orc may gather friends." I love the idea of having visible cues for these traits such as bigger orcs probably having more bravery, and scrawny orcs having more magical abilities or intelligence — intelligence would likely mean getting friends before charging in alone.
The big problem with dynamic behavior in games is that it's often indistinguishable from random behavior from the player's perspective. One of the examples from Keen's post is about having orcs with "hidden stats" like Bravery vs Intelligence that govern whether they fight against multiple players or call for backup. Why bother? Unless players have a Scan spell or something, there is no difference between carefully-structured AI behavior and rolling a d20 to determine whether an orc runs away. Nevermind how the triggers being visible (via Scan or visual cues) undermine all sense of dynamism. Big orc? Probably not running away. If the orc does run away, that's just bad RNG.
There is no way past this paradox. If you know how they are going to react based on programming logic, the behavior is not unpredictable. If the behavior is unpredictable, even if it's governed by hidden logic, it is indistinguishable from pure randomness. Besides, the two absolute worst mob behaviors in any game are A) when mobs run away at low health to chain into other mobs, and B) when there is no sense to their actions. Both of which are exactly what is being advocated for here.
I consider the topic of AI in games generally to be one of those subtle designer/player traps. It is trivially easy to create an opponent that a human player could never win against. Creating an opponent that taxes a player to their limit (and not beyond) is much more difficult, and the extent to which a player can be taxed varies by the player. From a defeated player's perspective, there is no difference between an enemy they aren't skilled enough to beat and an unbeatable enemy.
You have to ask yourself what you, as a hypothetical designer, are actually trying to accomplish. That answer should be "to have my intended audience have fun." Unpredictable and tough mobs can be fun for someone somewhere, sure, but as Wildstar is demonstrating, perhaps that doesn't actually include all that many people. Having to memorize 10+ minute raid dances is bad enough without tacking convoluted mob behavior outside of raids on top. Sometimes you just want to kill shit via a fun combat system.
Themepark MMO players enjoy simple, repetitive tasks – news at 11.
Dailies and Long-Term Engagement
In terms of creating an incentive to play, I believe that things like Daily Quests and other log-in rewards are extremely effective. That being said, I also believe it is an open question as to whether such incentives come at the expense of long-term engagement with the game. At least, those are my thoughts after reading the long thorough post by Torvald that is making the rounds.
Players are logging on, feel compelled to go through their Garrison chores, getting those rewards that are placed right in front of them… Even though that very content is not fun and drains their stamina for engaging in other content. It reduces their stamina for engaging in other activities that absolutely require large blocks of time to give a reasonable hope of success. And for activites that don't absolutely require large blocks of time, so many of those lack structure that the player defaults to assigning them large blocks of time for what it would require to be "worth it" (i.e. very few players want to make a trip for an unstructured rep grind just to grind for 15 minutes).
In this situation, Torvald is talking about WoW players who say "there's nothing to do" despite there arguably being more things to do than ever before. A player feels like they have to complete the Garrison stuff immediately, lest they forever lose the reward and fall behind. And that is a sentiment that I 100% can relate to in expansions past. Remember the Tournament dailies in Wrath of the Lich King? Or Jewelcrafting dailies? The end goal required X amount of days to reach with few (or no) catch-up mechanisms, so each day you skipped doing them added that much more time to completion.
There is absolutely no question that I logged onto WoW some days solely to do daily quests. Similarly, there is no question that on the days where I logged on just to do dailies that I sometimes ended up hanging out with friends. So, in essence, the daily quests worked in making social situations possible. After all, the death knell of any MMO starts ringing when you no longer feel compelled to log on.
But I can totally feel the other side of this too. When you think about MMO burnout, what is the image in your mind? Did it come from the activities you found fun in the moment? Or did it come from the sense of crushing obligation? If you are having fun every time you play, is burnout even possible?
I hesitate to say that dailies are not fun generally, as I personally find satisfaction in the completion of even mundane tasks. I also enjoy the sense of character progression and the working towards a long-term goal. That said, dailies do in fact take up a non-inconsequential amount of limited play time. If you spend "just" 30 minutes on chores, how much time do you have left for other activities? And how do you avoid the sense of loss (i.e. opportunity cost) that derives from not completing dailies and letting those easy rewards go?
I do not know if there is a solution. The one offered by Torvald is to essentially reduce the number of Garrison chores directly, and then make the remaining ones take longer than a day (e.g. Weekly quests). I did enjoy when WoW experimented with allowing you to complete a full week's worth of dungeon dailies in a single session, as that allowed you the freedom to either work on other projects guilt-free or only to log on the weekends and still remain somewhat competitive. Then again, I'm not entirely sure how healthy plowing through that many dungeon dailies on Reset Day really was.
It might be cute to suggest "no dailies" but I'm not sure we can really go back. At a minimum, other games will have daily quests and I know people who log onto them to get those easy rewards before logging off and playing the game without dailies. That scenario "drains your stamina" just the same as if the daily-less game had them.
I'm not sure there is a solution here other than the one I'm currently employing: not playing MMOs. Of course, Dragon Age: Inquisition has War Table timer-based quests now too. You just can't escape.
Detective Vision
About halfway through this already worrying Kotaku article regarding The Witcher 3 is a section on Geralt's "Witcher Vision":
Witcher Vision is pretty cool. At any given moment, you can hold down a button to put Geralt's field of vision into a sort of detective mode. This lets him see footprints, clues, key items, and the like. In practice, sleuthing around various environments—be they houses, dilapidated beach huts, or seemingly inconspicuous forests—isn't very challenging, but it adds a lot to the feeling of being a Witcher.
All I could do was release a heavy sign and massage my temples.
"Detective vision" and its equivalents has never been good game design in any game I have ever played, for one specific reason: there is hardly any incentive to ever turn it off. Games with detective vision usually have hidden treasures and/or secret doors that are only visible in detective mode. This makes sense in a twisted-logic way, as why have detective vision at all if you can only use it in certain prescribed areas? That is basically "Press B to solve puzzle." Of course, you don't want to give players an ability that's completely useless outside of specific zones either, for the same reason you don't craft an elaborate cave complex with no treasure chest at the end. That's just frustrating.
But the end result is that designers hide invisible things throughout the game because they feel they have to, and then the players end up spending the entire game with detective vision active so as to not miss these invisible things. Which means not only is nothing of use being accomplished (the actions cancel each other out), the player ends up spending the entire game in a sepia-colored wasteland devoid of all detail or immersion.
Case in point: Batman Arkham Asylum. Played and beat it a few months ago, but I couldn't even really tell you how the game looked, because I was in X-Ray vision nearly the whole damn time. Case in point: Dishonored. The Dark Vision spell is an early upgrade that trivializes even the highest difficulty, no-kill runs. Beautiful game environments reduced to sepia-colored vomit for the whole rest of the game. Hell, I didn't even like the scan mechanic all the way back in the first Metroid Prime game for these same reasons. I just ran around trying to scan every damn thing, just in case.
I honestly see no good solutions for this design issue. Even if you limit the player when they're using detective vision (e.g. not letting them attack, or perhaps even move) that doesn't stop players from feeling like they need to be utilizing it at every opportunity. Only allowing detective vision to be useable when there is something to detect is kinda asinine; why bother including it at all?
None of the solutions feel particularly good. One might think that the "search pulse" ability featured in Dragon Age: Inquisition, the original Witcher games, and many others might be better, but… I spend the whole damn game spamming those keys already. Same deal with the Battlefield series and PlanetSide 2, in spamming Q to spot enemies that I don't actually see, but could be out there somewhere near my crosshairs. Sometimes it saves your life; there's no reason not to.
This might well be one of those scenarios in which the "old school" solution of just making hidden things hard to find is best. At the same time, I don't necessarily want to go back to the days of having to tab out and hit GameFAQs when I can't find the pixels the designers wanted me to click on either. If I had to choose though, I would rather miss hidden treasure because I was too immersed in the game environment than miss it because I took a break from the otherwise permanent Instagram filters.
Dragon Age Online
After around 20 hours of Dragon Age Inquisition, I am more convinced than ever that this is all an elaborate beta testing of the inevitable MMO sequel. Seeing other Heralds running around and closing rifts would not at all have seemed out of place. Hell, there are already dungeons, bosses, grouping, abilities with cooldowns, action combat, mining and herb gathering every 5 feet, crafting, gear upgrades, something approximating reputation meters, companions, mounts, talent trees, and repeatable/grindy quests.
After 20 hours, I am also convinced I am playing this game all wrong. Witness:
Basically, I have 4 Inquisition perks, 67 "Power," and hit level 10… all before recruiting another party member beyond the default ones. No, I did not stay entirely within the Hinterlands; I simply did most of everything aside from the Main Plot that naturally unlocked as I leveled up. If they didn't want me completing the swamp zone until after the first major encounter with the Chantry, perhaps they should have made the enemies stronger.
Or… maybe they did, and I didn't notice because I'm goddamn level 10. Oops.
Although I have clearly screwed the game up for myself this way, I am not entirely convinced it is my fault. The genre in general – and Dragon Age in particular – is fond of having plot progression tied to permanently closing areas and eliminating quests. Which isn't necessarily a bad thing in of itself, but if I am always paranoid that this particular foray into Zone X might be the last chance I have to acquire Something Something Y, you can bet I am going to do all the things.
It is one of those unfortunate Design Catch-22s wherein you give the player a variety of activities to complete (in case they don't like a particular kind) and then the player ends up doing everything. What's the real alternative though? Only having a very limited selection of quests? Relying on a player's self-control to move on from an area simply because one has become a god amongst men?
Hah! We're MMO players: we pay by the month for the privilege of performing pointless activities.
In any case, an hour or two after I took that screenshot I advanced the plot by one degree and suddenly recruited four new party members. I am guessing that there is still one more out there somewhere, if only because my total party is otherwise mirror images of each other: male/female shield warrior, male/female mage, male/female ranged rogue, and then just male 2H warrior. Perhaps it will be a melee rogue, just to shake up the symmetry.
I'll find out eventually, I suspect. Just as soon as I feel like advancing the plot one more degree. In the meantime, I got some more shards to find.
Cooperation Requires Incentives
Both Tobold and Rohan were musing about a similar issue last week: why isn't there more cooperation in survival MMOs? Or more PvE-only survival MMOs in the first place?
Let me turn the question around: why would you cooperate? Tobold is thankful that our real-life ancestors were not as blood-thirsty as the average DayZ player, but I am not even sure whether or not that is true. Recorded history is filled with the conquest of the weaker, and who knows what happened in the darkness of the forest millennia before that?
The problem in gaming, as is often the case, comes down to incentives. Specifically, if there are no extrinsic bonuses for assisting someone in any game, I generally only do so if I happen to be in the mood and it's easy. For example, I have no problem playing Medic classes in PlanetSide 2 or Battlefield 4 because reviving teammates A) gives me as much XP as a normal kill, and B) the revived character is likely to get me closer to the goal of winning the match/flag/etc (i.e. more XP). Guild Wars 2 also did a pretty good job in incentivising reviving other players along similar lines. Obviously 5-man dungeons and such offer similar carrots.
In the absence of the extrinsic carrot though, a game designer cedes control to the player's own nebulous intrinsic motivations to govern behavior. Unless you are a particularly extroverted individual looking to make more internet friends, there is really no reason you would ever cooperate without the carrot. If it's a free-for-all scenario, not killing another player on sight is a huge risk. And even if you are willing to take that gamble and it succeeds, the "reward" is generally limited to what you can accomplish within that play session… unless you go out of your way to befriend them.
What if you don't want more friends?
For a PvE survival MMO to work, I think constructing the proper incentives for cooperation would be Priority #1, and they would need to be extrinsic incentives. I am not a huge fan of the permadeath ideas Rohan was tossing around, but imagine if permadeath were a possibility, and killing other players (without cause) increased that chance? Let's say the odds of permadeath were 10% baseline and increased by 25% for each player you killed. Meanwhile, if you healed, revived, traded/interacted with, or perhaps simply were in X radius around another player on your friends list, the baseline permadeath chance dropped to 0%. The "stain" of unjust PvP would not diminish – unless as a result of some penance or whatever – and yet it would give both groups the relevant incentive to do stuff with others.
I do not necessarily think it is wrong for game designers to rely on players to want to make friends to enjoy their game properly, but that ship has long sailed for me. I got my ex-WoW buddies, some IRL friends, and this blog if I want to talk shop with someone; I'm not entirely in the mood for the arduous vetting process and necessary synchronized timing necessary to make new friends. Needing to join a guild or Outfit or whatever to get the "full experience" simply means I won't ever be getting the full experience in your game.
And if your game offers nothing else, then I won't be playing it.
Unlikely Encounters
There are a lot of tropes in RPGs that go largely unexamined, but I experienced one in Dragon Age 2 recently that seemed especially egregious: the impossibly unlikely encounter.
Now, you know how it is, you are walking around town and just so happen to stumble across a conversation between a woman looking for her son and guards clearly not interested in searching for him. What were the odds you would be walking by that one-minute exchange in the middle of a sprawling city? It's a trope, but I can forgive that out of necessity; how else could you really set up such a quest organically, right? I'm not talking about those sort of encounters.
No, I'm talking about the part in Dragon Age 2 when I run across a band of Elvish assassins confronting a human along a desolate path on the Wounded Coast. The human is apparently a former werewolf who inadvertently killed the mother of the main Elf assassin, but the Warden from the first game has cured his lycanthropy. You get the choice here between letting the assassin finish the job, defending the man, or trying to shame the Elves into leaving. I did the latter, got paid 50 silver by the grateful man, and both parties left.
Err… what?
This wasn't even a quest. It was just a goddamn throwaway encounter miles from any sort of civilization and/or rational explanation for how the two people could have met one another just in time for me to waltz by. It wasn't like this dude was trying to assuage his guilt by watching the beach. As far as I can possibly determine, there was no reason for him to be there at all; he was not a trader, nor hermit, nor on the run. I would have been infinitely more sympathetic with my suspension of disbelief if this occurred in the city. Or in a cave he was hiding in. Or as part of a plot-line or rumor which suggested someone was looking for a former werewolf. Instead, this scenario gets more and more ludicrous the longer I think about it.
I mean, sure, most of the quests that I have seen in Dragon Age 2 so far seem rather unlikely. Who exactly is going to trust a complete stranger who was conveniently eavesdropping on your conversation in the first place? Actually, it might be fun for there to be an RPG in which all of these sort of tropes are subverted; some sort of deranged, manic dude cavorting into the middle of groups of people and "completing their quests" based on random snippets of dialog. But, man, that Wounded Coast encounter is on an impossibly absurd level of its own.
I Miss Ghostcrawler
There, I said it.
Luckily for all of us, apparently the people of the LoL forums occasionally goad him into talking about WoW design. Here are some of the bits I found most interesting:
Was there a specific wow example that you think changed the balance too much? Whether you meant to shift the game that way or not, it seems like the playerbase thinks this has happened.
If I had to point to one controversial change, I'd say that in vanilla and BC to a lesser extent, there were many specs that weren't really viable for PvE or PvP. We felt like they needed to be viable in order to justify being in the game, and we were reasonably successful in getting all of them much more competitive. I'll be honest that there were times when there was still one dominant PvP spec, one dominant PvE spec and one more-or-less dead spec per class, but we did get a lot closer than ever before, especially in the most recent expansion. (And that was the team that accomplished that — I take very little credit.)
So why was this direction controversial? One, it was just flat out harder to balance since there were more variables. It led to all sorts of religious debates such as whether pure classes "deserved" to do more damage than hybrids. In order to guarantee that a particular class or spec wasn't mandatory for raiding or Arenas, we had to share utility among more classes. (One example is shaman were no longer the only ones to bring Bloodlust.) This did homogenize classes, and some players were understandably not excited about that direction. I'm not sure of a better approach though. Maybe WoW should just have had 10 classes and not the 30 that different specs brought. Maybe some specs should have just stayed dead. I still think about this a lot.
As someone who mained a Paladin throughout TBC, I am a little biased against the whole "leave dead specs in" design. I was not a particular fan of Paladin healing, which left… precisely zero viable PvE/PvP specs for me for most of that expansion. Hell, Illidian as a raid boss was entirely designed around having a Warrior tank. And don't get me started on how Retribution was only viable as a DPS option on Horde side (Seal of Blood was Blood Elf specific). Paladins ended up being 5-man tanking kings by the end of TBC, but I still remember the growing pains into of Ulduar in which General Vezax basically meant I had to level up a Death Knight alt just to main-tank it.
Still, I almost wonder how a "just 10 classes" design would work. Perhaps like Guild Wars 2? Or would there simply be tanking classes and healing classes?
Do you ever regret opening the game up to be more casual? Instead of taking the kind of direction you are with league?
Different approaches work for different products, and I don't want to second guess the WoW team. Let's just say that after working on Age of Empires and World of Warcraft for a total of 16 years, it's really refreshing to work on a game where I don't have to worry whether someone's grandmother can pick it up or not.
Would like to see GC's grandmother (or mother or father or brother etc) kill Heroic 25m Siegecrafter Blackfuse!
Blackfuse is not the standard by which most of the game is designed. It's memorable in fact because it's so much harder than 99% of what you do in the game. Very few players even try (though it is a great fight). You don't wipe 100 times leveling up. Few players quit running dungeons because they're too hard. In much of the game, death is unlikely and not much of an obstacle when it does happen. That's just the way the game was designed and the way nearly all players experience it. I'm not even commenting on whether I agree with that philosophy or not, but it was the philosophy.
Regardless of whether anyone's grandmother can beat Blackfuse or attain Challenger tier is really besides the point. The points (and these are facts, because I was on the staff of both dev teams) are:
1) WoW spends a lot of effort to make sure almost any player can pick up the game, learn the ropes, level to 90 and even raid if that's their interest. LoL spends almost no effort making sure almost any player can pick up the game. It does expend some effort to make sure that players who self-identify as gamers can pick up the game.
2) As a result of these efforts and different definitions of potential audience, WoW has a much broader audience than LoL. That's fine. Different strategies work for different games.
My point was that I spent a lot of development time on both Age of Empires and WoW trying to make the games approachable to a wide audience without compromising the game design. I don't have to do that anymore, which is s nice change of pace.
Well that's certainly a confirmation of a lot complaints about WoW's difficulty curve in solo content.
I love WoW but if not for heroic raiding, I likely would have left a long time ago.
I'm a heroic (mythic) raider. That's how I fell in love with WoW. But they can't sustain the game alone. (Source)
There's a widespread misunderstanding that most people even want to be "brought up." Everyone has the tools and capability to do anything. How many do it? (Bashiok)
We thought in Cata that we could entice players to rise to the occasion to do harder content. But, you know, some players just said that's not why they play the game. More power to them. (Source)
The notion that gaming exists (entirely or in part) as a means to improve the skills of the player is a topic all its own, but let me briefly say: that's dumb. Games are entertainment products. Some people are indeed entertained by honing their skills and seeing increases in finesse. But in many ways that is ultimately a zero-sum endeavor – being "too good" eliminates a wide swath of potential games for you on the one end, and the limits of your own physical abilities removes games from the other end. Meanwhile, everyone can experience, say, character progression at any level.
In a game entirely based around competition, sure, go ahead and "train" your players. Some of us just want to press some buttons, experience a little escapism, and/or need an excuse to (virtually) hang out with online friends and do things together.
I'd like to know what Blizzard considers to be the big barriers.
Well *I* consider the biggest barrier being it's a 3D WASD game with a movable camera. (Bashiok)
I agree. So does a lot of data. (Source)
Man, I always supported you with WoW changes and felt really bad when you left, but that WoW comment… ouch.
We updated Elwynn Forest twice while I was there to make the game accessible. It was a lot of work. There are very hardcore aspects of WoW but there are also casual ones. Catering to both (or all) is a big challenge. That's all I meant. I earned a reputation for "dumbing the game down" which is bizarre to me. I was countering that supposition. No offense intended.(Source)
I'm reading a lot of comments confusing accessibility with difficulty. Learning to play WoW is accessibility. Raiding is difficulty. WoW's intent when I was there (I can't speak for it now) was to appeal to a wide audience. Developing for a wide audience is very hard. Ulduar (my favorite raid) had two raid sizes (and optional hard modes). After that we added more difficulty tiers to broaden raiding appeal.
Is that something you didn't want to do?
You can argue it exposed more players to the fun of raiding, but might have diminished the psychological reward of doing so. Raids also self nerf over time as players gear up, and we did across the board nerfs as well. So dedicated players would eventually get to see the content. The change was more about whether players deserved to see new content when it was new vs several patches later. (Source)
Adding multiple tiers per raid is more work. Appealing to a broad audience is more work. For once in my career, I don't have to do that. (Source)
People struggled through bad design and confused it with mastery of difficulty.
There also was very little concept of damage meters or optimal rotations in Molten Core. The audience matured. (Source)
The raiding bit was interesting, but the fact that the very fundamental 3D interface being an issue is… illuminating. The things was take for granted, eh?
What by your experience are the constant things that come up that make learning a game hard?
1) Identifying the goal, 2) Understanding the controls, 3) Realizing where the fun is going to be. I mention that third point because too many tutorials strip away too much fun out of fear of burdening a new player.
Hand held guidance vs joy of discovery and freedom. Can`t have both.
Yes, but you can make the hand held guided part fun. Maybe you can see a dragon even if you have no business fighting one yet. (Source)
Explained another way, when you see a big drop off in players after only a few minutes then they are probably very confused. Players can't usually tell if a game will be fun that quickly, but if they have no idea what's going on, then they may quit. You see this a lot when casual players can't mouse look, a skill second nature to many core gamers. (Source)
Look, you can play a very demanding game casually or invest many hours in a simple iPhone game. WoW appeals / tries to appeal to many gamers who don't fit the traditional gamer mold. League doesn't go after those gamers. Simple as that. (Source)
I can mouse look, play WoW, and adventure games. Dont consider myself (hard)core gamer. Core/casual split seems so limiting
It is very limiting. However, when even game developers watch a brand new player struggle with controls it's eye opening. (Source)
Alright, I'm good.
Still… see what I mean? Could someone point out where else we could read some rather frank discussions on the nuts and bolts of game design? Developer blogs are almost entirely marketing vehicles that only tangentially resemble the final product. I am not suggesting Ghostcrawler is necessarily best designer out there, or even a good one. He might not be the one we deserve, but he's the one we need right now.


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I am really excited about the coming new year. This has been a very challenging year for us, and while we threw in plenty of fun, I have to admit that there were some pretty big things that happened to Elvie in particular that we are glad are over. Her first big surgery kicked off the year, and she ends it still in a brace, recovering fully from the second big surgery. We will be so happy to usher in 2014 and look forward to all the good things which are to come this year. I've been imagining lately what Elvie's resolutions would be if she were to make some, and I made up a little list, complete with what I imagine her explanations for each one would be. I am confident that she will continue to be a determined delight of a little girl, and I look forward to seeing her light shine this coming year. Here's her list.
Elvie's New Year's Resolutions
Posted by Mary McBride
Tagged as: Stories
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Jane's Piano & Math Tutorials Website
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Piano Adventures - Theory Book 2A - By Nancy and Randall Faber - Instruction, reinforcement and creative application of theory concepts through writing, sightreading, and ear-training activities, all within a fun-filled context - (old edition) .....music book..... Hal Leonard 00420175


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BI Task Force Review and Planning
High Level Plan and Timeline
BI Assessment and Recommendations Report - Final Version - do not distribute outside Indiana University
Meeting Date |
January 14, 2009 |
April 2, 2009 |
August 28, 2009 |
Analytics and Higher Education
- John P. Campbell, et. al., "Academic Analytics: A New Tool for a New Era," EDUCAUSE Review, Jul/Aug 2007.
- Thomas H. Davenport, "Competing on Analytics," Harvard Business Review, January 2006.
- Thomas H. Davenport and Jeanne G. Harris, Competing on Analytics, Harvard Business School Press, 2007.
- Thomas H. Davenport, et. al., "Data to Knowledge to Results: Building an Analytical Capability," California Management Review, Winter 2001. (click on PDF)
- Wayne W. Eckerson, "TDWI Benchmark Guide: TDWI's BI Maturity Model, TDWI, 2007.
- Philip J. Goldstein, "Academic Analytics: The Uses of Management Information and Technology in Higher Education," ECAR Study, vol. 8, 2005.
- Donald Norris, et.al., "Action Analytics: Measuring and Improving Performance That Matters," EDUCAUSE Review, Jan/Feb 2008.
- Donald Norris, et. al., "Framing Action Analytics and Putting Them to Work," EDUCAUSE Review, Jan/Feb 2008.
- Donald Norris, et. al., "What Every Campus Leader Needs to Know About Analytics," White Paper, 2008. - includes glossary of BI terms
IU Presentations
Other Universities
- University of Michigan
University of Michigan Business Intelligence Presentation
A Business Intelligence Strategy Proposal for the University of Michigan
- University of Illinois
Business Intelligence Competency Center
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University of Washington Strategic Roadmap for Information Management and Administrative Systems
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Cop SAVES dog
Published On March 6, 2013 |
Submitted by Rick
With Facebook Posts like this Help stop cops shooting Innocent Dogs and Rochester, NY Police officer Chris Burgstrom Executed Codi from Behind, Shooting the Scared Dog as it was Running Away, Baltimore City Police Shoot and Kill Beloved Pet, and Cops Murder Yet Another Dog, it's refreshing to see a Cop Saves Dog Story which has received much attention on Yahoo – Cop shuts down highway to save small dog, becomes Web hero and Channel 11 in Houston (Video).
It starts with one.
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Book your room at Motel 6 Arlington TX
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Family-friendly Arlington motel in Dalworthington Gardens with free breakfast
With a stay at Motel 6 Arlington TX in Arlington (Arlington South), you'll be close to Arlington Highlands and MetroCenter.
This family-friendly motel is within the vicinity of Maverick Stadium and University of Texas at Arlington.
Make yourself at home in one of the 66 air-conditioned rooms featuring refrigerators and microwaves. Complimentary wired and wireless Internet access keeps you connected, and cable programming provides entertainment. Conveniences include desks and complimentary newspapers, as well as phones with free local calls.
Be sure to enjoy recreational amenities, including an outdoor pool, a 24-hour fitness center, and a seasonal outdoor pool. This motel also features complimentary wireless Internet access and a television in the lobby.
A complimentary continental breakfast is included.
Featured amenities include a computer station, express check-out, and complimentary newspapers in the lobby. Free self parking is available onsite.
Information missing or incorrect? Tell us!Hotel Amenities
Hotel Amenities
In addition to an outdoor pool, Motel 6 Arlington TX provides a 24-hour fitness center and a seasonal outdoor pool. A computer station is located on site and high-speed wireless Internet access is complimentary. A complimentary breakfast is offered. This family-friendly motel also offers coffee/tea in the lobby, complimentary newspapers in the lobby, and dry cleaning/laundry services. Onsite self parking is complimentary.
- 24-hour front desk
- Coffee/tea in lobby
- Free newspapers in lobby
- Free breakfast
- 24-hour fitness facilities
- Dry cleaning/laundry service
- Express check-out
- Free WiFi
- Computer station
- One meeting room
- Total number of rooms - 66
- Safe-deposit box at front desk
- Free self parking
- Outdoor seasonal pool
- Outdoor pool
- Television in lobby
Available in all rooms: Free WiFi , Free wired high-speed Internet
Available in some public areas: Free WiFi
Free self parking
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- Sofa bed size
Where to Eat
Guests are offered a complimentary continental breakfast.
Nearby Things to Do
An outdoor pool and a seasonal outdoor pool are on site. Other recreational amenities include a 24-hour fitness center.
To make requests for specific accessibility needs, complete the "Special or Accessibility Requests" section of "Trip Preferences" when you book your hotel.
- Accessible path of travel
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Check-in time starts at 3 PM
Check-out time is noon
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Government-issued photo identification and a credit card or cash deposit are required at check-in for incidental charges.
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Only service dogs are allowed
- Pet fee: USD 10 per day


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- WND - http://www.wnd.com -
Cop who Tased Alzheimer's patient loses job
Posted By -NO AUTHOR- On 05/15/2014 @ 10:24 pm In Health,U.S. | No Comments
(Kokomo Tribune) A former Peru police officer's nearly two-year legal battle to get his job back after he Tasered a nursing home resident is at an end.
The Indiana Supreme Court earlier this month ruled it would not hear the case of Gregory Martin, who in 2012 Tasered 64-year-old James Howard, a resident at Miller's Merry Manor Nursing Home in Peru who has advanced-stage Alzheimer's disease.
The final decision by the court means Martin will not get his job back.
Martin deployed a Taser on Howard for 31 seconds in a 65-second period after officers and nursing home employees said Howard was combative and wouldn't obey commands to enter an ambulance to go to the hospital.
Article printed from WND: http://www.wnd.com
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Search Results: 'Historic Bridge'
A Bridge to the Imagination
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7th and 8th grade students made a book of historical monologues, art, and photographs to celebrate the opening of Poughkeepsie, New York's Walkway Over the Hudson.
Bridges of Cleburne County
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This book contains 40 color photographs, taken by Photographer Wayne Ruple, of old truss bridges that cross the Tallapoosa River in Cleburne County, Alabama
King Bridge Over Troubled Waters: Preservation Versus Destruction of the Historic Zenas King Iron Bowstring Bridge in Newfield, New York
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2015 Covered Bridges Calendar
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Twelve month 2015 Indiana Covered Bridges Calendar featuring the photography of Kenneth Keifer. Ken's landscape imagery has been featured in USA Today, CNN Travel, Pure Michigan, and more.
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Ali, M.M., Murphy, K.J., and Abernethy, V.J. (1999) Macrophyte functional variables versus species assemblages as predictors of trophic status in flowing waters. Hydrobiologia, 415, pp. 131-138.
Full text not currently available from Enlighten.
Publisher's URL: http://link.springer.com/article/10.1023/A%3A1003833419359?null
A series of models was developed using functionally-derived variables (mainly based on morphological attributes of freshwater macrophytes) to predict the trophic status of river and associated channel systems. The models were compared with an existing species-assemblage based procedure for predicting British river trophic conditions (the Macrophyte Trophic Ranking scheme, MTR). We compared sites in cooler temperate conditions (in Scotland) and warmer, sub-tropical conditions (in Egypt). In total, we made measurements of 13 traits from >600 individual plant specimens of 33 species growing at 42 sites (divided into independent input and test site datasets). N status (as annual mean concentration in water of total oxidised nitrogen, TON) was only very poorly predicted by this approach. However, P (as annual mean concentration in water of soluble reactive phosphate, SRP) was better predicted: both by a model based on MTR (r =
Item Type: | Articles |
Status: | Published |
Refereed: | Yes |
Glasgow Author(s) Enlighten ID: | Murphy, Dr Kevin |
Authors: | Ali, M.M., Murphy, K.J., and Abernethy, V.J. |
College/School: | College of Medical Veterinary and Life Sciences > Institute of Biodiversity Animal Health and Comparative Medicine |
Journal Name: | Hydrobiologia |
Publisher: | Springer Verlag |
ISSN (Online): | 1573-5117 |
University Staff: Request a correction | Enlighten Editors: Update this record


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A Mirror Maze Adventure located in Niagara Falls Ontaro! Are you brave enough... clever enough... or crazy enough to reach the end of this Crystal Labyrinth??
About the Caves:
The year was 1884. Hundreds of pounds of dynamite were assembled atop Clifton Hill to pave the way for the Niagara Falls railroad station. But when the first explosions to lay the foundations went off, everyone got more than they bargained for. Workers found deep caverns next to the site cut out of crystal just beneath the surface and miles of icy tunnels so clear the men could see their reflections in the walls. Construction took years as each blast opened new caves and weakened the earth below. When the station was finished, every entryway was sealed and the treacherous labyrinth forgotten... Or so the legend goes. A century later, a tragic fire burned down most of this historic railroad site. As rescuers moved through the rubble on the adjacent property they found a dark hole in the rocks – just large enough for a person to fit through. What they found inside confirmed the stories that have been passed down for generations: crystals jutting out of the walls of endless ice-lined caves and a maze of passageways, shaky wooden bridges, and crumbling ceilings. Today you can be among the first, in over a hundred years, to step foot in this MIRRORED MAZE OF CRYSTAL CAVES. But before you enter...just be sure that you have what it takes to find your way out... for you might just get lost in the infinite passageways FOREVER!
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Schedule is subject to change and/or cancellation without notice.


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gft. pretty good platform if you're into tech analysis
gft. pretty good platform if you're into tech analysis
If you're looking for some local quality, I recommend go markets, they have become a very good broker.
GoMarkets use the standard Metatrader platform with Gold, Silver and Forex to trade.
Have GoMarkets solved their roll-over problem? It cost me several thousands due to spreads jumping up to 10 times their normal rates at roll-over time which they were not inclined to correct. Their terms allowed them to not to do that but in my disappointment of that decision I moved brokers.
Hi Tulip,
that must have changed, as I have never seen that happen on roll time. I have seen their spreads expand but only on new releases... In the 18ish months I have been with go markets they only had one month where I had a few connection issues, (last OCT). After they changed to current new servers things have been A++, especially on the execution side.
hey I see you run a kangeroo EA why not a a clog ea mate????? (considering your TulipFX)
I am glad to hear they have solved that troubling issue. Was earlier this year and made a right mess of SL's.
ClogEA you suggest. Not bad. I will add it to our list of potential names.
Obviously not FXCM. Wonder who's next? Forex.com (Gain Capital) should be next cab off the rank IMHO.
FXCM slapped with a class action suit over claims of fraud and racketeering
* Posted by Michael Greenberg in Brokers
* 0 Comments
Im trying to confirm whether this is true but based on some Google searches I'd have to assume it is.
The Business Trial Group of Morgan & Morgan, P.A. filed a class action lawsuit today against Forex Capital Markets, LLC (FXCM) (NYSE:FXCM) alleging fraud and racketeering by the nations largest Forex dealer.
The lawsuit, filed in the United States District Court for the Southern District of New York (Manhattan Division), alleges that FXCM has bilked thousands of customers out of hundreds of millions of dollars using deceptive and unfair trade practices, including falsely portraying its Forex trading platform as a fair, transparent and true foreign currency exchange, when instead it is a rigged game designed to systematically separate customers from their money.
The Plaintiff, William H. Sanders, of Muscogee, Oklahoma, brought the action on behalf of himself and all other similarly situated FXCM customers, accusing FXCM of fraud by misrepresenting itself as a trading platform that is free from dealer intervention or manipulation. Instead, Sanders alleges, FXCM uses a number of devices and tricks, including software applications, designed specifically to interfere with customers trades.
The Complaint further alleges that FXCM engaged in a pattern of racketeering activity by collaborating with its software developers and programmers to develop a diabolical software application that provides FXCM with a myriad of tools and system commands with which to interfere with customers trades, including routing trades to slow servers and sending false error messages when customers attempt to close out profitable trades.
Finally, Sanders alleges in the Complaint that FXCM lured thousands of customers to its trading platform by promoting a demo account which was touted as providing customers with a true market trading experience. Instead, he claims, once live trading commences, FXCM deploys specially designed software to manipulate customers trades.
Lead Trial Counsel Tucker H. Byrd, of the Morgan & Morgan Business Trial Group of Orlando, Florida, stated, We are proud to be representing Mr. Sanders in this action, which we believe will be an important step in bolstering accountability in an industry that has been largely unregulated since inception. We believe, as the Complaint alleges, that Forex Capital Markets, LLC has taken advantage of the trust placed in it by its customers, causing substantial financial harm to this group of people, and we are committed to working to recover those losses.
FXCM is the nations largest Forex Dealer Merchant. The company recently went public and trades on the New York Stock Exchange.
The Business Trial Group teamed up with the renowned Morgan & Morgan Class Action Group headed by attorneys Scott Weinstein and Andrew Meyer in filing this lawsuit. Attorneys James Byrd, Jr., J. Carlos Real and Damien Prosser of the Business Trial Group and Rachel Soffin and Tamra Givens of the Class Action Group round out the Morgan Forex team.
Thanks for the 'heads-up' DaggerDirk.
It really comes as no surprise that another FX broker has been caught with their pants down, hence why l am reluctant to trade FX.
I note it is about 2 years since your original post and your initial scepticism (US sp check ) remains.
I personally know professional traders who use OANDA as their FX provider. OANDA is just best avoided around news releases.
I hear good reports about GoMarkets.
In my opinion if you swing trade or need crosses these two would be your best bet.
If you focus on the majors and scalp look @ CME Futures.
Very surprising about FXCM.. big name.
Personally I like OANDA as well, and also use GFT (have found nothing wrong with them).
In the process of trying out a few others.
I found forex.com's interface annoying, so didn't continue past demo with them. Mobile apps are also a biggie for me, and OANDA has a nice mobile app.
I prefer to stick with brokers registered in Australia as I live here (and I know they are registered/regulated with Asic). I can definitely give the thumbs up to Pepperstone (razor account) and Icmarkets , I have an account with both of them and they have been very reliable, unlike some of the brokers in Cyprus that I have dealt with in the past. Anyway, at the end of the day I guess it depends on what features you are after from the broker, this site has a big selection of brokers that you can filter through and compare depending on what features you are after - http://www.****************/broker-directory.cfm
Please don't post links to directory sites like that. You might think they are good resources, but in reality they get a backend kickback from the broker's they list and this means that money could affect how one broker appears compared to others.
I wish there was a better alternative, but nothing beats your own due diligence and information gathering.
If you want to seriously trade the major pairs then either go with a real broker like Interactive Brokers for interbank FX, or a futures broker like AMP Clearing and trade the currency futures. The mini contracts are quite good but a little illiquid outside of US hours...
I don't trust any FX brokers other than the two above.
I do understand that some sites may take kickbacks and have questionable ethics/morals (I have been trading for a long time and have seen them all), however I have genuinely found this site to be very useful and contrary to what you have stated above, I see no evidence of anything on the site being skewed in any way to any broker.
If you had taken the time to visit the site, you will notice that they have an extensive listing of brokers (approximately 150) and there is absolutely nothing to suggest that they are favoring any one over the other...or are you suggesting that they are collaborating with all 150 of the brokers ? hehe. In fact, they don't even have any advertising on the site ...how do you explain that ? anyway....as I said, I have found it to be a very useful resource with good filtering options...however if the moderators choose to remove the post...so be it.
Ps. No one is saying don't do your due diligence, but it's a bit hard to do when you are new to the game and don't know any brokers....istn't it.
Last edited by alanJames; 29th-June-2013 at 03:07 PM.
Sign up with IB,
Don't even ask any questions.
The best ones don't make it obvious.
Continue to talk to me like that and see just how far it gets you. We can play the instigation game if you'd like. I mean, I could point out that your first post was to drop a link and direct traffic to the site, and your second post was to defend the site, but I wouldn't want to make any insinuations like that.
Language is everything; it's hard to win over an audience with patronizing words.
Explain the no advertising bit? Consider their economic incentive to create, host, run, and keep updated such a site. They aren't doing it out of the kindness of their hearts, I'll tell you that much.
Just about every single FX broker is simply making a market with a MT4 server.
Only the big boys are actually interbank dealing and they still wont offer those spreads to small retail clients like us.
So really just look for a broker with good client fund security so they dont go under with your trading capital (Storm Financial). See IG Markets, they have fantastic deposit security. Second, look for tight spreads and good execution speeds, last thing you need is a good tight spread that is lost to market slippage as you try to get your order on. AXI Trader has some great spreads. Finally, be happy with the platform features, as discussed this is most likely going to be a white labelled MT client of some description.
I use FXCM right now, love trading directly off the chart http://www.fxcm.com/products/trading...g-from-charts/


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Staff Report
CASTLETON — Vermont-based band Atlantic Crossing will take the stage at 7 p.m. Tuesday as part of the 18th Annual Castleton Concert Series.
The band has been together more than 18 years with their traditional songs and acoustic instrumental music. Their songs are rooted deeply in the Celtic, French and maritime Canadian musical traditions.
Atlantic Crossing has appeared in numerous festivals and concert series, touring frequently across the country and the United Kingdom.
The concert at the Castleton State College Pavilion is free and open to the public.
Audience members are asked to bring a chair or blanket.MORE IN This Just InMONTPELIER After failing to have his bail reduced on appeal in Rutland criminal court in April,... Full StoryThe Select Board in Rutland Town has voted to rename the transfer station in memory of its... Full StoryA Perkinsville nurse is safe back home after volunteering in Nepal, and surviving the devasting... Full Story -
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What is the future prefect from of " He has a wonderful pen"?
asked Oct 06 '13 at 09:38
S.M. Leakat Hossain
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1 answer
He will have a wonderful pen.
link | answered Oct 07 '13 at 11:53 Lewis Neidhardt Grammarly Fellow |
"He has a wonderful pen" is a simple present tense. So " He will have a wonderful pen" is a simple future tense. The class teacher of my son has converted it as " He will have had a wonderful pen". It is not correct?
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Lipo or tummy tuck?
I had twins and a baby so close together and lost 60 pounds total after both pregnancies. I currently weigh 215. My tummy sags about 2 inches and I am unaware of what I really need to get done to help me on my journey to being healthy and fit.
View 107 doctor answers to Liposuction Vs. Tummy Tuck - What's the Difference?


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Named Person: | John P Adams; Patrick Coyle; Albert Hall; David Hall; Joseph Hall; William Hall; Mary Spear; Mary Vanhorn; Daniel Webster; Vanhorn family. |
Document Type: | Archival Material |
All Authors / Contributors: |
Arthur Vanhorn |
OCLC Number: | 71131989 |
Description: | 75 items. 1 container. |
Correspondence (1779-1847) and commonplace book (circa 1705-1735). Correspondents include Patrick Coyle, John P. Adams and Daniel Webster. Also includes letters of Mary Vanhorn, Albert Hall, David Hall, Joseph Hall, William Hall, and Mary Spear, relating to their participation in the Civil War.
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Perfect Pebble
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- Publisher: DC Comics
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- Publication date: 11 February 2014
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These tales from Batman numbered 655-658, numbered 663-669, and numbered 672-675 introduce Damian Wayne! Plus, Batman and a group of global heroes face a killer on a mysterious island, and Batman relives an adventure in the life of young Bruce Wayne: the hunt for his parents' killer!
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Grant Morrison has been working with DC Comics for more than twenty years, beginning with his legendary runs on the revolutionary titles ANIMAL MAN and DOOM PATROL. Since then he has written numerous best-sellers — including JLA, BATMAN and New X-Men — as well as the critically acclaimed creator-owned series THE INVISIBLES, SEAGUY, THE FILTH, WE3 and JOE THE BARBARIAN. Morrison has also expanded the borders of the DC Universe in the award-winning pages of SEVEN SOLDIERS, ALL-STAR SUPERMAN, FINAL CRISIS and BATMAN, INC., and he is currently reinventing the Man of Steel in the all-new ACTION COMICS. In his secret identity, Morrison is a "counterculture" spokesperson, a musician, an award-winning playwright and a chaos magician. He is also the author of the New York Times best-seller Supergods, a groundbreaking psycho-historic mapping of the superhero as a cultural organism. He divides his time between his homes in Los Angeles and Scotland.
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Patricia Heaton, the Emmy-winning actress who plays sassy suburban wife and mom Debra Barone on Everybody Loves Raymond touts the importance of friends and family in her new book, Motherhood & Hollywood.
Heaton plays the wife of Long Island sportswriter Ray Barone on the CBS sitcom, in which the couple comically contend with overbearing in-laws, and sibling rivalry with Ray's brother, as they try to raise three children in the suburbs.
The Emmy-award winning actress, a mother of four who grew up in the suburbs, understands her part well.
Here is an excerpt from Motherhood and Hollywood: How to Get A Job Like Mine, a collection of essays on family and friendship, by Patricia Heaton:
My Childhood: Where Did it All Go Right?
I suffer from an early childhood malady that is more common than you've been led to believe. I call it Way Too Normal and Happy Upbringing Syndrome. Or, as you probably know it, WTNHUS. It's easier to say if you hold your nose closed really tight with your thumb and forefinger. Go ahead, I'll wait.
See, the problem is that I grew up in an average west-side Cleveland suburb, in an average, fairly functional, devout Catholic family, two parents, different sexes, five kids, no divorce, suicide, sexual abuse, drug addiction, or jail time. We didn't have a lot of money but we weren't poor. We got to do cool stuff because our dad was a sportswriter, but we weren't rich either.
We lived in a tree-laden five-miles-long-by-two-miles-wide village on Lake Erie that was like Andy Griffith's fictional Mayberry. Minus the Barneys, Gomers, and Floyds. We did have a few Aunt Bees. It was the mid-sixties, and we were close enough to Cleveland to have cool music, professional sports, and tons of movie theaters. The Beatles, the Stones, Jimi Hendrix, and Barbra Streisand all made stops there. And we were far enough away from downtown to be able to read about local poverty and race riots like they were happening somewhere else.
Bay Village was such a soft, gentle community that the kids from the suburbs closer to Cleveland called it Gay Village. We could walk to the beach, ride bikes to our friends' houses, buy penny candy and lucky rabbits' feet from the five-and-dime. Every Fourth of July there were fireworks, a carnival, and a parade where we displayed the bikes we had decorated with red, white, and blue crepe paper in the spokes and pinwheels on the handlebars. My best friend across the street, Sally Greene, discovered that if you soaked the crepe paper in water it would color it, and suggested that we could make a killing if we put the colored water in jars and sold it-you know, colored-crepe-paper water. Oddly enough, no takers.
We picked elderberries by the railroad tracks, which permanently stained our moms' Formica countertops when we made them into pies. Four cups of sugar on those berries. (Count 'em, four.) We played Tag, Capture the Flag, Hide and Seek, Four Square, Red Light/Green Light, Hopscotch, Statues, Running Bases, and the ever-popular Whack the Lightning Bug (or fireflies, or whatever you call them where you live) with the Whiffle-Ball Bat. They were the only animals harmed in the writing of this book, by the way. Except when my cousin Art accidentally whacked me on the back in pursuit of a lightning-bug whacking record.


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Lot 3180 |
1921-S 1C MS63 Red PCGS....
2013 February 7 -8 & 10 US Coin Signature Auction - Long Beach #1182
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1921-S 1C MS63 Red PCGS. A Select Mint State example that is
bright and lustrous on both sides, this coin has an attractive
appearance. The piece is well-struck at the centers although areas
of incompleteness appear at the outer edges. The obverse exhibits
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values: N491) (NGC ID# 22C7, PCGS# 2536)
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MASSENA – Mr. Joseph H. Rayome, 79, formerly of 29 Somerset Ave, died Thursday afternoon, March 13, 2014 at the St. Regis Nursing Home.Arrangements are incomplete with the Donaldson Funeral Home, Massena.
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September 22nd, 2012 at 9:08 am
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ABC won the night in adults 18-4, while CBS was on top in total viewers.
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Friday's final broadcast primetime ratings.
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ABC's Friday Season Premieres Open Big
ABC finished a dominant #1 on Friday night
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TV Ratings Friday: 'Shark Tank' Premieres Flat & 'America's Next Top Model' Hits Cycle High + 'Touch' Bonus Episode Fizzles
ABC won the night with adults 18-49 and total viewers.
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ABC News' Award-Winning 'What Would You Do?' Returns For New Season Friday September 14
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Fall 2012 TV Schedule Night by Night: Friday
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Friday Final TV Ratings: XXX Olympic Opening Ceremony Final Numbers
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I was playing around in Team Fortress 2 for a while to make one of my characters to show Seattle Seahawks and 12th Man spirit, so here he is. Complete with green shovel with a blue and green flame effect, green beard and captains hat and a blue uniform to boot. GO HAWKS!
TF2 Soldier supports the 12th Man
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