This is a discussion on FIFA 18 OS Community Sliders within the EA Sports FIFA Sliders forums.
Welcome to another year of the Operation Sports Sliders thread. This is a collaboration space for us to work on a set together, and build off of the experiences that this year's version of FIFA presents. Yes, we are aware of the updates that EA releases, and will adapt as required. We are focused on providing a sim/realistic experience. This thread moves FAST, so please refer to this original post if you need the current sliders, or sliders that are in beta for testing.
Since most of the time we are testing the values of previous sets, you will see the same value twice if it is currently in beta testing status. This will be marked red in this format: "BetaV3" (Beta Version 3). There will be an explanation of the values as well as the credits when sets are finalized.
3/24/18: Version 1.10 Update released.
Looking for the Previous Official Version from Patch Update 1.07? Click the Spoilers at the bottom of the page.
What made it so easy?
What made it so hard?
Our Number 1 RULE: PLEASE DO NOT POST YOUR OWN SLIDER SET. The base is posted here in the Original Post, please provide feedback and suggested tweaks (and why) from it directly. Thank you.
Not many changes yet from V7B, but what has changed is a good start. The issue that I am seeing with 1.09 is that the game is geared for high counter attack and quick passes to the forward. What was adjusted, even within minor scales, has helped the tempo a bit better. For me, I still think there is a lot of room to wiggle and discover some other triggers. In particular, I need the physicality back. The ref is not recognizing the collision detection as well, and the CPU is back to making fantastic tackles.
The other area is I'm also wanting to get some runs into the box at better points. As it stands, the runners are barely getting into the box before the ball is crossed. The cross quality is poor and looping, which is aimed at the players' head instead of the path in front of them.
Pass Speed - 45/45 (from 50/50) - lowering pass speed means lowering pass error. Was nice to see some whipped in crosses, but still not as much as I'd like to see.
Pass Error - 52/52 (from 55/55) - Probably the lowest we can go here without getting too much ping pong. Next is to time the runs into the box, and most of all, get the physicality back.
Okay, guys. Here's the Beta Version 7 (1.08 patch update). Some values remain, which means I've just left their description from the previous set. Overall, this patch update has been a great feel patch and reminds me a lot of FIFA 16. The slider values seem to be respected more and true to their scaling. Have tested several other values, but these are the ones that made the cut for me.
Please provide feedback as best as you can. Video is always best, but let's remember that animations are the most important to determine some issues, should they come about. Thanks as always, everyone.
Sprint Speed - 50/50 - Had to bump this up because the lower sprint and acceleration were in part in creating the 1) slidey animation and 2) the backpedal, followed by forward pedal.
Acceleration - 50/50 - See above for sprint. Also wanted true fatigue back. Animations seem much smoother as well since putting these back to 50.
Shot Speed - 50/50 - Same as above for Shot Error. Feel like I saw a lot more backward save animations with the higher shot speed.
GK Ability - 50/50 - Had to get this back to 50. Honestly, I feel that the GK animations must be in sync with the shot speed + error chosen. This is why I feel the GK made so many more saves at a lower value. They would be late in reacting, yet somehow still get their gloves to the ball.
Marking - 60/60 (previous 50/50) - While the defending was quite good at 50/50, it was primarily defending side-to-side, as in covering space from sideline to sideline, and not actually going towards the ball carrier. This is a product of two-fold, marking + line length, so both received a bump. Tested the marking value to help with the goal-kicks and throw-ins to be better marked as well. With the adjustment to the lines, this marking value of 60 seems to allow the best of both worlds of tight matches and wide open counter-attacking matches, depending on how you, or the CPU, choose to play.
Run Frequency - 20/20 (previous 20/22) - Just a slight bump here. During testing, we tried it at 35/35 and that was a bit too back and forth. The patch update helped runs off the ball significantly, and the best part is the values are actually being respected. Meaning if you go 100 RF, you will see multiple runs, and if you go ZERO, you will see less. In the past updates, this would be determined by the line settings and the run frequency value, so it is nice to be able to see that the update has allowed the run frequency to be in-line with the chosen value. 20/20 still allows enough runs into the box, but not so much that it leaves the midfield completely exposed for a counter attack.
Height- 60/60 (previous 55/55) - Like I said, it is a solid patch update, but it still leaves the user's defenders not meeting the attackers early enough. So, there is a necessary bump in height, length and marking. This is actually working out quite well and actually feels like all players are in-tune with where the ball is. Granted, there is not much that can be done with the driven pass to the CPU striker, but at least when it does occur, there is a defending player nearby. Did not want to raise this too high as the higher it goes, the more exposed the defensive line will be and the less the CTT's will come into play. The higher marking value alone should allow them to move forward more, so there is no need to overdue it and risk things becoming linear. The best part about this patch update is that no longer are the midfielders "pushed" out of position due to the higher height. They will now remain compressed if needed, which really looks great when the numbers are built in defense properly. Makes for a proper defensive third stand or attack - depending which side of the ball you're on of course.
Length- 42/42 (previous 40/40) - A very slight bump here from 40. The higher we go in length, the more we have to be careful of the spacing endline to endline. We want to ensure there is still a midfield to get through, and it's not going to just be driven pass after driven pass like in previous patch updates. Bumping just 2 spots form 40 to 42 has also allowed the gaps to be filled by the midfielder's in the passing lanes, while still maintaining the great variety that has been seen in this patch update as a whole.
Width- 50/50 (previous 60/60) - If anything, this is the one value, relevant to the marking, that needs extra attention. The reason is we know that FIFA is designed to be defensively narrow (FB's covering CB's, etc), so please keep an eye on the positioning of the FB's in defensive positions. Keep in mind, if we go too wide with this, the outside midfielders can also get caught out and not make a run into the box, thus never really getting "deep" enough into the attack. Keeping this value at a "stock" 50 also allows the CTT's to stick out and allow different formations to play out as intended.
FT Control - 50/52 (65/65) - There really is no need to raise this higher. The pass error value + speed seems to be respected here, and you get a lot of individuality among players and their control. The discrepancy here is just a test to see if we can manufacture more fouls. The concept is fairly simple, the higher error of foot-to-ball contact, the more chance of a physical collision detected and hopefully an opportunity of a foul. Full disclosure, this is something I personally test with each patch update as the logic seems to be sound, but it's just one of those things that EA do not quite respect from a slider value standpoint in general. We need a foul slider for sure .
Okay, the more I play this update, the more I like it. It's not without some needed, but good, adjustments though.
First, width has to go from 60 to 50. The patch update has widened out players even more, so no need to keep the 60. Dropping it back down to 50 has brought back the sense of a crowded midfield. Really like this much more because you don't have to widen out the pitch so often.
What I also like about this patch update is that the FB's are overlapping properly again. They are not just staying right past the halfway line, but instead are following the tactics properly and getting involved in the attack.
The second adjustment that is needed is the marking from 52 to 55. I agree with everyone that has posted regarding this, and it's nice to see that it can be translated to this patch update. The little bump in marking allows a bit more awareness throughout the pitch and, thankfully, very little ADD as that can creep up.
The other value that can go up is run frequency. I remember Orion always said the the closer we keep the Run Frequency to default, the closer in-line we are with the CTT's. Now, while that doesn't 100% apply to FIFA 18 as a whole, mainly because FIFA 18 is a split of multiple patch updates, it does apply to this patch update in a way. I tried the value of 50, and eventually settled on 35. This patch update didn't bring back chaos on 50 like it has in the past, instead it brought back a lot more positional movements, such as players actually gradually getting into position. The main reason I didn't use 50, 45, 40, is because the forwards get past the defensive line too soon, thus resulting in the choice of wingers/backs not to cross the ball because our relative height is 55.
All over the place here, but lastly I think Shot error actually has room to go....down. This is highly rare for me because I don't want every shot to be on target by low quality teams, etc. Most of all, I want the 5-6 posts a match to stop. I saw way too many in 3 consecutive matches that enough was enough. So I lowered it to 49, and it has been perfect. CPU is not super clinical like you would expect, and not constantly hitting the post either. I have seen absolutely wild, shots by the CPU that got closer to the corner flag than the goal. It's so random, and I have really enjoyed the last 10 matches I played in using it.
Last value to change was FT Control from the 65 to 50 again. Seeing poor touches relative to the player and best of all the drilled passes can be make or break decisions, especially as lowering the width value makes those tougher to come by.
12/10/17: 1.07 update Updated OP and released video for 1.07 update slider set.
Shot Error - 50/50 - Too many posts hit before, even on 51. Still happens, but can't go under 50.
Pass Error - 55/55 (previous 52/52) - As suggested, we bumped this up from 52 and it's great to see the CPU being more humanized, but definitely not losing its attacking prowess or variety in play.
Pass Speed - 50/50 - Big difference here. Yes, driven pass will be attempted, but not always successful. Takes some getting used to as well, but at least it keeps the ball alive and passing feels less labored now than before.
Marking - 50/50 (previous 49/49) - Happy to bump this back up to a normal value of 50/50. No issues with positioning, and no over/under marking with weird animations.
Run Frequency - 20/22 (previous 50/52) - As suggested, moved this down from 50/52, but keeping the 2 pt discrepancy for the CPU. This allows them get the crosses in and also promotes the same variety before. Overall, good balance with this lower run frequency - and of course seeing plenty of runs.
Height- 55/55 (previous 65/65) - This had to go down from 65. With it at 65, it was too easy to get from defensive third to defensive third. The midfield was bypassed too easily, especially with the pass speed + length, etc. The real key with this value was also to help the crossing game. This now allows the CPU and User runs to be more timed into the box, and that can result in crosses into space, versus crosses that loop up in the air lazily and meet someone's head...head on.
Length- 40/40 (previous 45/40) - Had to drop this back down to an even level. Think the 40/45 was working nicely, but eventually the CPU just started to get past the length too often. Now, evened out again, like version 5, there is a lot more midfield play. Building numbers defensively and offensively is real key now.
Width- 60/60 (previous 50/52) - Anytime we raise width, there is always a concern that it's going to be too wide, and players won't stay goal-side. Well, FIFA is already designed to be more narrow, so raising the width here, relative to the height + length, just works. They real key was to ensure that the marking was less...magnetic. Noticed on 50 width that the players were just falling over eachother, and performing that weird backpedal/forwardpedal animation. At 60 width, we're now in a great spot, and there's also no need for a discrepancy since the HLW are all the same.
FT Control - 65/65 (previous 50/50) - Had some hesitation with this suggestion, but upon review, it's great. You just never know what can happen. Elite players are humanized still, but not so much that it inhibits their class. The pass speed at 50 also keeps the ball alive, and when the CPU chooses a unrealistic driven pass, the recipient's first touch will determine the next action versus just automatically able to turn or pass off to a runner. Happy with this.
Sprint Speed - 50/50 (42/42) - Had to bump this up because the lower sprint and acceleration were in part in creating the 1) slidey animation and 2) the backpedal, followed by forward pedal.
Acceleration - 50/50 (49/49) - See above for sprint. Also wanted true fatigue back. Animations seem much smoother as well since putting these back to 50.
Shot Error - 50/50 (51/51) - Too many posts hit before, even on 51. Still happens, but can't go under 50.
Pass Error - 52/52 (54/54) - Helps the crosses and keeps the ball alive. Hesitant to raise this too much now.
Shot Speed - 50/50 (51/51) - Same as above for Shot Error. Feel like I saw a lot more backward save animations with the higher shot speed.
Pass Speed - 50/50 (42/42) - Big difference here. Yes, driven pass will be attempted, but not always successful. Takes some getting used to as well, but at least it keeps the ball alive and passing feels less labored now than before.
GK Ability - 50/50 (48/48) - Had to get this back to 50. Honestly, I feel that the GK animations must be in sync with the shot speed + error chosen. This is why I feel the GK made so many more saves at a lower value. They would be late in reacting, yet somehow still get their gloves to the ball.
Marking - 49/49 (52/52) - The key to this set. I spent majority of the time changing the marking value. The test was ensuring the angles are taken properly by the teammate AI (secondary pressure) and also keeping the defending player in front of the ball carrier, without any animation of sliding from left to right and extra animation/momentum that gets player out of defensive positioning (basically, not giving up the position when facing up). Pressure throughout the pitch is still fine. Beating the CPU on a 1v1 can happen as well.
Run Frequency - 50/50 (15/15) - Feel like there was much less direct play with raising this. However, need to make sure it doesn't become a full on attack every time. Always cautious with run frequency, but so far it's okay.
Height- 65/65 (70/70) - Bumped down a bit to compensate for run frequency and helped runs into the box by the forwards (less going to the edge of the box to meet the crosser, and more so staying in the middle - and adjusting to the ball when it's crossed).
Length- 45/40 (40/40) - Key discrepancy to create the User's midfield intercepting passes from the CPU. Tested by allowing CPU goal kicks that are not precision kicks, and more long goal kicks instead. When they would try the short/precision kicks, there would be a midfielder there to attempt to intercept.
Width- 50/50 (48/48) - Bumped a bit to allow more width throughout the pitch, but also allow the FB's to get up and not get so central. Still have issues with players running into eachother defensively, so will have to keep an eye out if this can be increased slightly.
FB Positioning - 55/60 (55/55) - Bumped for CPU since they have a lower Length.
FT Control - 50/50 (65/65) - Bad touches still occur due to pass speed + pass error.
11/2/17 - Unfortunately, this is the patch that has hurt more than helped. We knew it was inevitable, but it really hurt a lot of what Set 4.2 and 4.3 had produced. It took a bit of patience, but Set 4.4 (yes, we're moving fast, and hoping one of these can just be called Set 5 when done) was created from confirmation of set 4.2 and 4.3 - not to mention Set 3 as well. In the end, it's about making sure the CPU respects the midfield and the User defense is not having defensive awareness issues such as turning their backs constantly (yes it still happens) and following runners. Please provide feedback to the set at hand. It's a frustrating process, but if you read this thread, and choose to test, then this is what has to be done. Thanks!
Pass Speed: From 45/45 to 48/48 - The patch brought an overall slower pass speed; so this should allow us to move the value closer to default now. Have to look out for driven passes, but as long as the CPU mentality doesn't become forward-forward we should be in good shape.
FB positioning: From 100/100 to 80/80 - The FBs are getting up the pitch a bit faster and earlier post patch. At 100 they were too close to the SMF, so we have room to reduce this value a tad.
10/30/17 - Quick note here. We have received great feedback about the current set. We definitely appreciate those who take the time to provide the feedback. However, please before posting, determine how this feedback is going to help us troubleshoot. Giving comments like "It is too easy", or "I scored [this many] goals", or "I beat every team"...literally does nothing for us. It provides so many variables that we as a community have no idea where to go.
So what ends up happening? To be honest, the post is acknowledged, but we move on.
If you want to provide feedback, it needs to be feedback that is helpful.
I have not acknowledged these generic posts, because they are just too difficult to address, and rather than feeling like it's a collaboration, it becomes customer service. Please help the community by providing detailed feedback.
Sprint Speed - 45/45 - What a difference the lower Sprint does. Yes, we've known that it always tends to improve things, but at the cost of too much jogging animation. This year, it's much better and more contained. The lower sprint brings in much needed physicality and control over players.
Acceleration - 50/50 - No change.
Shot Error - 51/51 - Dropped down just a bit to compensate for all the posts hit.
Pass Error - 55/55 (55/60) - Dropped it down for the CPU a tad. Just better quality in their short and long passes, not to mention crosses.
Shot Speed - 50/50 - No change.
Pass Speed - 48/48 - The patch brought an overall slower pass speed; so this should allow us to move the value closer to default now. Have to look out for driven passes, but as long as the CPU mentality doesn't become forward-forward we should be in good shape.
GK Ability - 50/50 - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well.
Marking - 50/50 (58/55) - Ultra sensitive value again. Just like how it was in 1.01. Too high and things get chaotic, user's defensive line loses their awareness...the works. Need a little less chaos, and a bit more composure.
Run Frequency - 30/30 (50/50) - I know guys love the 50 run frequency, and I didn't have any problems with it pre-patch. However, the second this was lowered to 30, instantly the CPU plays the ball around and instead of having another siege at my box. Relative to the increase in length for user below, this value makes sense and thankfully it does what it should.
Height- 60/60 - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall.
Length- 45/45 (40/45) - Forced to even these out. The length discrepancy forced the players to be completely out of sync. Pair that up with the higher marking, and it just continued a chain reaction of hurt and confusion by the defense; in particular the user's defense.
Width- 52/52 - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third.
FB Positioning - 80/80 (100/100) - The FBs are getting up the pitch a bit faster and earlier post patch. At 100 they were too close to the SMF, so we have room to reduce this value a tad.
FT Control - 55/55 (65/65) - Another value I did not want to change, but too many ball warping through feet, etc. Also, the CPU would concede with poor touches in the backline that felt like charity for the user.
Sprint Speed - 45/45 (50/50) - What a difference the lower Sprint does. Yes, we've known that it always tends to improve things, but at the cost of too much jogging animation. This year, it's much better and more contained. The lower sprint brings in much needed physicality and control over players.
Shot Error - 51/51 (52/52) - Dropped down just a bit to compensate for all the posts hit.
Pass Error - 55/60 (52/52) - Adjusting pass speed means we can bump the pass error now. Many have said no issues with it previously in the 60's for CPU, and I would agree. I think our old beliefs of previous versions of FIFA are starting to take shape into this 18 version of FIFA. Pass error does not make the CPU inept or lacking attack, it depends highly on the pass speed. This is why it is always important to understand the concept that sliders are all relative.
Pass Speed - 48/48 (45/45) - The patch brought an overall slower pass speed; so this should allow us to move the value closer to default now. Have to look out for driven passes, but as long as the CPU mentality doesn't become forward-forward we should be in good shape.
Injury Frequency - 64/64 (40) - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r .
Injury Severity - 4/4 (45) - still plenty of severe injuries and variety of injuries. Credit to @mark0r .
GK Ability - 50/50 (42/42) - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well.
Marking - 58/55 (58/58) - Just had to drop this down a bit from 60 because the defending players were starting to switch roles too often. It still happens at times, but not as bad now. 55 Marking for CPU to allow them to release their marked assignments a bit sooner.
Run Frequency - 50/50 (60/60) - With the increase at FB below, this makes sense to lower RF now. This isn't so low that the CPU plays very direct, and it's not exactly passive either. Still maintains A LOT of variety. Updated to 50 because lower than that and the CPU is even more direct.
Height- 60/60 (52/50) - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall.
Length- 40/45 (50/50) - Biting the bullet here, but relative to the adjustments at hand, this had to be done. There just has to be a discrepancy of significant value when it comes to the CPU's constant forward-forward attack. They still do it, it's built in, but at least with this combination of RF+Marking+HLW, it is starting to come together.
Width- 52/52 (48/48) - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third.
FT Control - 65/65 (50/50) - Big fan of putting this back up because now the ball is loose again, and 50/50 balls are true. Love seeing the random occurrences that are dictate by how the ball bounces.
Pass Speed - 45/45 (45/35) - Thanks to Papinho for this suggestion. Relative to the change in Pass Error, this is a great feel with the ball. Nice to see some whipped in crosses, and some driven passes that are relevant to the positioning. I just love how we have now been able to get this to work.
FB Positioning - 100/100 (70/70) - Now the FB's are getting up the pitch, but even then they aren't getting all the way behind the defensive line, but they are getting up there and staying in transition. Thest best part is they recover from their runs nicely, but definitely not automatically glued back - which is usually the issue with a high line + lower than 50 length. The CPU will definitely test your FB's positioning, as is the case in most situations, but at least you won't be faced up against 1 striker the whole time. The CPU attack is completely changed as well. With more options in the attack, they actually use their teammates, passing back, sideways, etc.
After the stream, I feel good enough to call these Version 4, but will defer to everyone to try first. As a result, we'll call it BetaV4.1 (Version 4.1 Beta). I have highlighted the changed values in red, and the v4 beta values in parentheses.
Injury Frequency - 45/45 (50/50) - This is one I'm just throwing out there. Haven't seen a crazy amount of injuries with it, and no random walk offs. Have to make sure though. Tried some of the other suggested, but too many injures, and those shoulder injuries started to be the common theme ala FIFA 16.
Injury Severity - 40/40 (50/50) - This is one I'm just throwing out there. Haven't seen a crazy amount of injuries with it, and no random walk offs. Have to make sure though. Tried some of the other suggested, but too many injures, and those shoulder injuries started to be the common theme ala FIFA 16.
Marking - 58/58 (60/60) - Just had to drop this down a bit from 60 because the defending players were starting to switch roles too often. It still happens at times, but not as bad now.
Run Frequency - 45/45 (60/60) - With the increase at FB below, this makes sense to lower RF now. This isn't so low that the CPU plays very direct, and it's not exactly passive either. Still maintains A LOT of variety.
FT Control - 50/50 (55/55) - Oddly enough putting this back to 50 is showcasing more bad touches than before. I'm not sure if it is a combination of all the values, but it's nice to see some true ratings kick in for the lower caliber players vs higher caliber. This also affects the the player's dribbling as well.
10/14/17 -- Recap from last night's stream.
- As mentioned, this helps the user from getting barged off the ball, also creates some nice physicality.
- Reluctantly changed down even lower, but just for the CPU. The CPU will still use driven pass, but now their passing is a lot more manageable for the user defense. It doesn't stifle their attack at all, and maintains variety.
- With the lower pass speed, and the length adjustment (below), the marking value can now be balanced out, and let the CTT's to show. Marking is such a crazy value, relative to the run frequency, so I already went down that rabbit hole - definitely don't want to again.
- The difference maker. I discussed this in the stream, but when lengths are under 50 it basically does two things. First it never lets the players "Meet" together. One side is always retreating, while the other attacks, and so forth. Second, it creates this passive mentality by the defensive line that basically prioritizes the midfielders to go mark the attackers, instead of the defenders meeting them. The increased length also allows proper spacing and marking, not to mention the runs into the box are much better.
So, you may be asking if BetaV3 is voted as good to go, then why are we adding on to it?
Frankly, the user's defensive line plays completely different than the CPU. This imbalance was enough to need to look things over.
I will be closing down the poll, and add these values into Version 3. I feel that good about them. Enjoy!
Is BetaV3 good to go?
10/8/17 -- A long week playing with the patch update(s). The version 2 set still played well, but issues with the user defenders meeting the CPU attackers was a bit troublesome. We went a bit too extreme with beta testing, and that backfired a bit. Most recent BetaV3 values are in a better direction. Please provide feedback on them.
9/26/17 -- We used the base and turned it inside out. Exploring multiple values, and coming up with some great stuff. I think our goal to have something solid out by Friday should be on track. Please check it out and leave your feedback!
Sprint Speed - 51/51 - Needs more testing, but the attempt here is to increase more physicality, but also to balance the slower animations due to pass speed decrease.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 50/50 - Realized that 51/51 is too much to get discrepancy between players. Fast players were getting caught too easily, etc.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 52/52 - I think it was Jhedges that found this shot error at 52 to be a nice balance of terrible misses, solid finishes and chances for the spectacular.
Pass Error - 60/60 - We liked the decision making here from the CPU, without hurting the variety.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 55/55 - Think it was Jimmymeatball that suggested this value, and it seems to be solid so far. The key with this lowering of pass error is because the crosses by the CPU were just horrendous. Not as bad as years past with constantly going out of bounds, but more so that every cross went to the keeper, or just looped up in the air illogically.
Shot Speed - 45/45 - Kudos to Josh here, fantastic find. Loving the shot animations and the power on the shots still. Really great.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 50/50 - It was getting a bit laboring with the low shot speed, especially since EA tuned the goalkeepers to save more easily. Needed a bit more of that "oomph" to the shots as well, and now, relative to the shot error, it looks good.
Pass Speed - 35/35 - Probably the breakthrough here thanks to balla. It not only slows the pass speed (Driven pass), but also slows down the animation speeds of all players. Very nice find, and allows us to modify the other values accordingly.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 45/40 - I know there is a good reception for 35/35, but for me, I felt the ball just dragged on the surface. The CPU is lower here because they love driven passes.
GK Ability - 45/45 - Kudos to Josh here because the saves, relative to the shot speed, look much more in sync and less twitchy. Seeing some nice save animations and adequate, realistic, goals given up.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 42/42 - Lowered just a tad to make up for the GK saving everything under the sun. Still may need a look because they tend to catch every side footed shot that is headed for the top corner.
Marking - 40/50 - The discrepancy is because the CPU defense is fine, so there is no need to adjust their values away from default anymore. The user's, however, is a bit more chaotic at default. The defenders tend to turn their back and follow the attackers deep into the box. With this lower marking approach, it allows more calmness defensively, and not have the users defenders running around aimlessly. More zonal look means less of chasing an attacker out of position, and more opportunities for offsides.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 40/51 - Started to see Defensive Angle Animation (DAA, when the defending CPU player takes a terrible angle to the ball, most of the time happens to high aggression teams). As a result, marking just got a bump in marking to 51. On the user side, 40 is still solid, and as Gnemi said, it allows the user to make the defensive decisions versus higher marking where the teammate AI just wants to follow players everywhere.
Run Frequency - 50/50 - With the adjustment to pass speed, and the line values, there is no need to handicap the CPU with a lower run frequency. Thankfully the driven pass is lessened, so now the CPU has to find these players that are making their runs. In addition, it was found that the run frequency affects some physicality chances as well, since on a lower setting, there are not enough players up the pitch - thuse not enough opportunity for physicality.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 52/50 - Bumped up slightly for the user as the defensive line just could not reach the CPU's attacker. Now, they are at least much closer, and it is up to the user to make the next move. Yes, you may still have to manually move the CB, but there will also moments where they get there on their own.
Length - 45/45 - Bit the bullet on this one, reluctantly, as we did not want to modify any line values. Enough was enough though as the length of the pitch was too far decompressed, and resulted in 15-30 yard passes with ease, and to feet. This change, relative to the set, has now allowed a bit more opportunity for physicality and more actual build up.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 45/44 - Very subtle change, but made a big difference in the CPU's attack. They are more calm, less direct, and actually pass the ball back if they don't have any options forward. It's not to say they won't use driven pass, but at least there will be times where the CPU attacker picks up the ball in the defensive third instead of top of the box constantly.
Width - 48/48 - Lowered this just a bit to compliment the adjustments to length and pass speed. The driven pass tends to occur in more width in the midfield, so lessened the space has helped quite a bit. Have to pay attention to the FBs getting too cramped though, but this should be okay relative to the run frequency and marking settings.
FT Control - 55/55 Allows for a slight bad touch on occasion, and separates quality players form lower level.
Version 6.2B becomes Version 6, which to those outside of this forum will know it as the 1.07 update. Good work everyone. Enjoy, and remember to adjust whatever value you see fit!
Pass Error - 55/55 - As suggested, we bumped this up from 52 and it's great to see the CPU being more humanized, but definitely not losing its attacking prowess or variety in play.
Marking - 50/50 - Happy to bump this back up to a normal value of 50/50. No issues with positioning, and no over/under marking with weird animations.
Run Frequency - 20/22 - As suggested, moved this down from 50/52, but keeping the 2 pt discrepancy for the CPU. This allows them get the crosses in and also promotes the same variety before. Overall, good balance with this lower run frequency - and of course seeing plenty of runs.
Height- 55/55 - This had to go down from 65. With it at 65, it was too easy to get from defensive third to defensive third. The midfield was bypassed too easily, especially with the pass speed + length, etc. The real key with this value was also to help the crossing game. This now allows the CPU and User runs to be more timed into the box, and that can result in crosses into space, versus crosses that loop up in the air lazily and meet someone's head...head on.
Width- 60/60 - Anytime we raise width, there is always a concern that it's going to be too wide, and players won't stay goal-side. Well, FIFA is already designed to be more narrow, so raising the width here, relative to the height + length, just works. They real key was to ensure that the marking was less...magnetic. Noticed on 50 width that the players were just falling over eachother, and performing that weird backpedal/forwardpedal animation. At 60 width, we're now in a great spot, and there's also no need for a discrepancy since the HLW are all the same.
FT Control - 65/65 - Had some hesitation with this suggestion, but upon review, it's great. You just never know what can happen. Elite players are humanized still, but not so much that it inhibits their class. The pass speed at 50 also keeps the ball alive, and when the CPU chooses a unrealistic driven pass, the recipient's first touch will determine the next action versus just automatically able to turn or pass off to a runner. Happy with this.
Sprint Speed - 42/42 - The patch update made players very, for lack of a better word, slidey...or loose. They just never seemed to set their feet. As a result, we decided to bite the bullett (as will be the theme) and lower the Sprint value to get more solidarity on the player's momentum and turn of direction. This, paired with lowering acceleration, has worked nicely.
Acceleration - 49/49 - For the first time we are adjusting acceleration to a lower value. This is creating the much needed physicality throughout the pitch and is allowing the user to get past the defending CPU players in certain situations. In addition this also helps with the runs off the ball. That little bit of needing to revv up, allows the defending players just a second extra to gear for the attack.
Shot Error - 51/51 - No change here.
Pass Error - 54/54 - With the way the CPU tends to attack this patch update, this made the most sense. We started at lower error values from 50 and moved up. Yes, the CPU loves their driven passes, but at least now there is a little bit more error in some passes; not to mention the lines help the driven pass from being truly effective.
Shot Speed - 51/51 - Just an extra added pop to the shots. Results in slight deflections by the keeper and lets headers really be powerful - also side footed shots.
Pass Speed - 42/42 - The biggest mystery was pass speed. Here's the simple fact. The teammate AI does not react to a high pass speed. They just will not step forward or even acknowledge that a pass has occurred. On top of that, the CPU will use their driven pass when you raise this pass speed to 43, 44, 45 and so on. They even use it here on 42, but now at least the user's AI is actually aware of the ball and can react. This is the same concept as what we've had on the past with lower pass speeds in the 30's etc, but I would say that this is one of the most important elements of this set.
GK Ability - 48/48 - Always one of those values that needs some extra looks. When it's lower it seems that logically it should mean less superman saves. The thing is though that a lower GK sometimes results in the keeper diving backwards more often because they are not quite in sync with the shot at hand. Lowering their ability does introduce some chance of randomness when they have to kick the ball away though. So keep an eye out for this one overall.
Marking - 52/52 - Still an extremely sensitive value. Too high and players are following runners everywhere. Too low and it's passive resulting in through pass central to a fallen asleep outside back. Good balance here at 52 where there is enough urgency to defend the player, but not so much that it over commits the position. Note that some less than stellar teams out there tend to suffer from issues with defending, especially when they are on a fairly high aggression in the CTT. So if you see instances in which the defending seemed suspect, please let us know. As I said though, marking is very sensitive.
Run Frequency - 15/15 - With the new line values, this makes sense to lower the run frequency. Thankfully it doesn't make the CPU super direct like in did in previous patches, however the CPU forwards will cut off their streaking runs to check to the ball. Thankfully the pass speed matches this animation up and allows the defenders to at least be aware of what is going on. We had this value at 20 for a bit during the stream, but changed it to 15 due to the crossing issues from both user and CPU. The issue was that the forward was getting ahead of the defensive line and in an offsides position. Lowering the value allows the forward to time their run a bit better and get a good opportunity to have the ball played into their path versus behind them.
Height- 70/70 - Huge difference for us here. This was a value that I feared would have to come into play. Mainly the issue with higher height is that players get "pushed' out of position, so you have to constant compensate with a lower length. Problem with a lower length is that the players retreat a bit too quick in transition. I think we've found the right value to go along with this height though. Another thing with height is that the aggression of defending players is back again, and it's a nice sight to see players get pushed off the ball completely - and yes the ref seems to call these. In addition, the defensive line works as a solid unit with this height, but of course all sliders are relative, so the length and width have to be adjusted as so.
Length- 40/40 - Relative to the higher height, 40 works perfectly. Not too low that it is ultra compressed and never decompresses, and not too high that the players are so spread out that it becomes end to end consistently. With any lowering of length there is a bit more of a retreat in transition, but the higher height does allow this to not look as obvious - and the midfielders are much more aware due to the pass speed, that the CPU cannot just counter at will every attack.
Width- 48/48 - Another tough value to get right, but lowering width was crucial in getting the midfield back. Too spread out and the CPU will start driven passes all over and it will be a cluster by the user's defensive line like before. Yes, with this low value there is always a chance that positions can get easily swapped or players may be out of position on occassion. This happens IRL football, so it has to be welcomed in FIFA as well. Overall, this is another crucial setting, and is one that I tried desperately to increase, only to find that the CPU sees it as their out to try to be extra direct again.
FB Positioning - 55/55 - The higher height and lower length promotes the need to indeed lower the FB positioning. This value has been found to be just about right as it doesn't start the FB's run too soon such as immediately going on the run once possession is regained, but it does make the runs a priority in the deeper defensive third. This value also helps with the crossing as it pushes the midfielder to be more into the box and thus bringing in another body for the crosser to aim for.
FT Control - 65/65 - Had to raise this up with the lower pass speed and error. The combo of a higher FT control and pass error is delightful and will make elite and poor players stand out respectively. Not to mention the fact that dribbling experts can also stand out.
Sprint Speed - 51/50 - The idea of a slight increase for the user is so the user is not constantly barged off the ball by the CPU. Also allows the user players to react better to loose balls, etc. Increases good chance of physicality as well.
Acceleration - 50/50 - Has been no reason to change this value as it is continuing to be solid.
Shot Error - 52/52 - Good mix of efforts from distance, shots on target, and wayward shots. Adjust as necessary, and minutes chosen.
Pass Error - 55/55 - Solid balance here of bad passes, good passes, driven passes and varied crossing. Best part is that the pass values do not affect variety.
Shot Speed - 50/50 - Happy with this value as lower will look too floaty, and higher will be a bit of a rocket. Shot error has a role to play as well.
Pass Speed - 45/30 - One of the elements to get the game playing on an even level playing field. The user's defense is just too passive by default, unlike the CPU defense which is ultra aware and react well. Lowering the CPU's pass speed allows the user's defenders to react to the ball much better, and with the adjustment to the length below it lets everything come together nicely. Remember, the driven pass is still used by the CPU, so if the value is at 30, a driven pass can look like a true 50.
Injury Frequency - 50/50 - Still being looked at, no set value just yet.
Injury Severity - 50/50 - Same as above, still being looked and no set value yet.
GK Ability - 42/42 - No real complaints here. It has room to go lower, but too low and the GK will duck below shots when he should be staying upright.
Marking - 50/50 - Happy to be able to move this up for the user from the previous 40 value. With the adjustments to the lines, the even marking now lets the CTT's to take place and bring in a bit more individuality from a defensive point of view. The CPU's auto-passing is lessened, so the user's defense has a fighting chance in the defensive third instead of being dominated constantly.
Run Frequency - 50/50 - Does what it should, and is still a bit strange to have it this high. Lowering will sometimes cause more tiki-taka rather than a more controlled approach, so higher pass % that way. As Orion always says, keeping it closer to default does allow the CTT's to stick out a bit more, so we'll go with that unless things go awry.
Height - 52/50 - Gives the user just a slight bump in their defensive presence. The CPU plays like they're on a 60 height because of how well they react to the ball, so again we need to balance things here.
Length - 50/50 - Love this change. Oddly enough it's a basic one, but we've been all over the map, and the concept is simple. Lowering the value under 50 seems to promote more passive play by the User's teammate AI. The thinking here is that the defensive line places a priority for the midfielders to go mark the forwards. So once the forwards get past the midfield, like they do on lower lengths, the midfielders are dropping into the position of the defenders, so the as a result - the defenders don't have a big emphasis to do anything. With the length increase, we now see an increase in attention and reaction. In addition, the increased length lets the players to "meet" and thus create more physicality. More players in the passing lanes is always a catalyst for more variety as well.
Width - 48/48 - Have kept this value for a bit. Don't want to go too wide because then it takes players out of those passing lanes, and the CPU will just pass the ball forward as quick as possible.
FB Positioning - 50/50 - One of those values that is a bit temperamental, and can affect the value of run frequency. Would be a bit of a balancing act, and the CTT's seem to control the way teams attack anyways, so no need to look into this area too far.
FT Control - 55/55 - Good balance of bad touches, touches under pressure and with the user's Sprint at 51, it allows the user to have a fighting chance in 50/50 challenges. Can see some great tussles and physicality as a result.
NYBorn81, Steve_OS, Imotepe and 33 others like this.
Last edited by Matt10; 03-24-2018 at 01:18 PM.
SteveFBC and Matt10 like this.
JHedges2 and Matt10 like this.
Last edited by Aaron458f; 09-12-2017 at 03:05 PM.
Nice to hear the CDM (I'm assuming that's what you meant?) staying back. Hopefully CTT's are working well so krebs can do his magic.
aterry, JHedges2 and SteveFBC like this.
Also, in case anyone asks, the demo doesn't seem to have sliders, but we can at least start addressing what to look at if need to. Good to play default as well as the goal is always stay close to default, unless absolutely something stands out.
JHedges2, SteveFBC and SilasSousa like this.
Matt10 and SteveFBC like this.
This is a bummer. Esp considering I saw in a Madden patch they addressed the size of the ball.
Playing pes demo really made me see how small the ball in FIFA is.
Champpy84 and Matt10 like this.


text:
Home Sports Baseball Corona Comes Back– NPB Season Update Week of 9/26
Corona Comes Back– NPB Season Update Week of 9/26
Sam Ceisler
The Tokyo Dome is home to the Yomiuri Giants. PHOTO CREDIT: 江戸村のとくぞう//Wikimedia Commons
Man, Oh Man, was I wrong about the Yomiuri Giants.
The Central League powerhouse now lead the Hanshin Tigers by 13.5 games with less than 1/3 of the season left to play. The Giants went 5-0-2 this week, extending their lead.
On the other side of the coin, the Pacific League leading Fukuoka SoftBank Hawks went 1-1-5 this week. The defending champs beat the Chiba Lotte Marines last night by a score of 7-3 to narrowly hold onto first place.
Barring an unexpected change in the final third of the season, the Hawks, Marines and Giants will be the NPB's 3 playoff teams. However, other teams will find themselves in the news this week because of the league's September 30 trade deadline.
The Tohoku Rakuten Golden Eagles made a move this week in anticipation of that trade deadline when they gave cash considerations to the Hiroshima Carp in exchange for pitcher D.J. Johnson. Johnson played for the Colorado Rockies in 2018 and 2019 before signing with Hiroshima at the end of 2019. Prior to the trade, the right-handed reliever had a 4.61 E.R.A. and no wins in his 14 appearances this year.
In other NPB news, the draft is next month. Each team's priorities in the draft will not only depend on their success, or lack thereof, in the trade market, but also their relative success in the season.
Here's what else is happening around the diamond:
Corona Comes Back:
The Hanshin Tigers got some bad news on Friday when 5 of their players tested positive for coronavirus. The infected players, and those who had been in close contact with them, were taken off the team roster and placed in quarantine. Hanshin still managed to play their scheduled game against the Swallows on Friday. However, 1 of the 5 positive tests came from a player on the Tiger's farm team. So, Friday's exhibition between the Tigers farm team and the Chunichi Dragons farm team was cancelled as a result.
Sorry, the Tokyo Dome is Closed:
The Yomiuri Giants ran into an interesting hiccup with their playoff plans. When the season ends, the Central League leaders will ascend directly into the Japan Series. But that series won't be played at the team's home stadium. This year's coronavirus schedule pushed the Japan Series back to the end of November. The Tokyo Dome has a tournament scheduled for Japan's Industrial Leagues during this timeframe. So, the 22-time champions will have to find a new place to play. Orix's stadium in Osaka is the current frontrunner to serve as a replacement.
Orix on the Rise:
I'm a sucker for a comeback story. Not only did the Orix Buffaloes come back from rock bottom, but this week their old uniforms came back as well. The Buffaloes became a team in 2004 when the Kintetsu Buffaloes merged with the Orix Blue Wave. Last week, the team wore Blue Wave jerseys in a 3-game series versus the Golden Eagles, and won 2 out of the 3 games. Orix started this season 16-4-33 before the team fired manager, Norifumi Nishimura. Under the new management of Satoshi Nakajima, the team has gone 14-1-16.
Writer, filmmaker, long-suffering New York Jets fan. Yes, I was watching when the butt-fumble happened. No, I don't want to talk about it. Big chicken salad sandwiches guy– come to think of it, big all kinds of sandwiches guy. Reporting on the intersection of politics and sports, and international baseball leagues. Journalism master's from the University of Oregon (Sco' Ducks), undergrad at Binghamton University. Learned critical thinking by reading the racing form, won my first ever bet at the age of 7 on a 36-1 wire-to-wire winner. Post-pandemic you can catch me at the fronton throwing bread down on jai alai.
What's Next for Tim Tebow? I Have An Idea…
Cleveland and its Obvious P.R. Stunt Mean Nothing
Yes the New York Mets McCann!
Heroes Get Remembered But Legends Never Die: Pedro Martinez
Fukuoka SoftBank Hawks Fly High Once Again– NPB Offseason Update

redpajama_set_name: RedPajamaCommonCrawl


Nancy gave a talk at TED2014 in Vancouver! Check back for a link when the full talk is posted, but for now you can read a synopsis here.
Terri Scott is off to grad school this Fall. She'll be studying neuroscience at Boston University.
Matt Peterson gave a Rank Prize talk.
Alex Kell received the DOE Computational Science Graduate Fellowship.
Rosa Lafer-Sousa received the NSF Graduate Research Fellowship.
Zeynep Saygin won a Wellcome Image Award and a Koch Institute Image Award for her DTI image of white matter tracts in the human brain! The image can be seen in the Koch Institute Public Galleries.
- Matt Peterson joined as a new postdoc.
- Katherine Hermann joined as a new research assistant working with Caroline Robertson.
- Michael Cohen will be joining us this summer as a new postdoc.
Ev Fedorenko officially accepted a faculty position at MGH.
John Mikhael ('13) won a Rhodes Scholarship to study next year at Oxford University! He has been working in our lab as a UROP with Danny Dilks and Jason Fischer.
Kami Koldewyn moved to her new faculty position in the School of Psychology at Bangor University in Wales.
Danny Dilks moved to his new faculty position at Emory University. How does he feel about it? See here.
Alex left his position as a lab tech but didn't go far; now he is working with Nancy and Josh McDermott as a graduate student.
In August, Nancy hosted a lab retreat on the Cape which included wonderful food, friends, and whale watching!
There are many new members of nklab!
- Caroline Robertson joined the lab as a new postdoc.
- Rosa Lafer-Sousa joined the lab as a new grad sudent.
- Jenelle Feather joined the lab as a new tech.
- Walid Bendris joined the lab as a new tech.
Former lab member Tanya Goldhaber gave a talk at TEDx Oxbridge.
In July, Nancy had us down to her beautiful Cape house. It was part lab retreat, part goodbye party for Josh and Julie, and part welcome party for Jason, Zeynep, and Terri. Or, as one lab member put it, "A grand meeting of old and new!" Among other things, we sailed on a seventy-foot boat, where we took a group picture.
- Jason Fischer is a new postdoc coming from David Whitney's lab at UC Berkeley.
- Zeynep Saygin is joining the lab as a postdoc after finishing up her PhD with John Gabrieli and Rebecca Saxe.
- Terri Scott joined the lab as a new lab tech.
Julie Golomb got a faculty job at The Ohio State University.
Danny Dilks got a faculty job at Emory. He can't bear to leave (and would like to finish up some work around here), so is deferring for a year.
Josh Julian is off to grad school (fall 2012). He's going to Penn to work on scene perception with lab alum Russell Epstein.
Po-Jang (Brown) Hsieh got a faculty job at Duke-NUS Singapore.
Eyal Dechter is off to grad school (fall 2011) -- just down the hall to work with Josh Tenenbaum (and Nancy, too).
Sarah Weigelt finished up in lab is now working as a post-doc at the University of Muenster in Germany.
David Pitcher finished up here and is now working with Leslie Ungerleider at NIMH.
Alex Kell joined the lab as a new tech.
Danny Dilks won the Simons Post-Doctoral Fellowship.
Kami Koldewyn and Sarah Weigelt won the Simons Post-Doctoral Fellowship.
Sarah Weigelt will be awarded the Otto Hahn Medal of the Max Planck Society.
New people are joining the lab: Josh Julian (lab tech), and new grad student Sam Norman-Haignere.
Ed Vul got a faculty job at UCSD (starting fall 2010).
Won Mok Shim got a faculty job at Dartmouth (starting in winter 2010).
Many new people are joining the lab: Eyal Dechter (new lab tech), plus postdocs Julie Golomb, Kami Koldewyn, and Sarah Weigelt.
Jason Webster is off to work with Scott Murray, Geoff Boynton, and Ione Fine.
Jonas Kubilius is off to grad school in Hans Op de Beeck's lab.
Danny Dilks' recent paper was written up in Scientific American.
Former lab member Kalanit Grill-Spector got tenure at Stanford.
Nancy was elected as a fellow of the American Academy of Arts and Sciences.
Kanwisher, McDermott, & Chun (1997) has now been cited 2,000 times (and not all of them are saying we are wrong).
Former lab member Russell Epstein got tenure at UPenn.
Ev Fedorenko will be receiving a K99 award for her neuroimaging work on language.
Ed Vul's work on the "crowd within" has been written up in Scientific American Mind and the Economist.
Long-ago lab member Rebecca Saxe received the very fancy 2008 Parkard Fellowship in Science and Engineering, plus was named one of Popular Science's "brilliant 10" of 2008.
Former lab member Hans Op de Beeck received a Career Development Award form the Human Frontier Science Program.
David Pitcher, a grad student with Brad Duchaine and Vince Walsh at UCL, is arriving this fall to spend 8 months in the lab working on joint fMRI and TMS experiments and helping us set up our new TMS lab (complete with Brainsight).
Jonas Kubilius graduated from MIT this spring and has joined the lab as a full-time tech.
Bradley Berk, who graduated from Hopkins this spring, is working in the lab as a half-time tech.
Johannes Haushofer and Becca Schwarzlose received their Ph.D.s. Becca is now at UCLA for a postdoc in clinical neuroscience, and Johannes is now working on a second Ph.D. in Switzerland, this time in Economics (after a stint in Kenya).
Karla Evans has joined Jeremy Wolfe's Lab.
Ed Vul was awarded the APA Early Researcher Award.
Karla Evans, Evelina Fedorenko, and Won Mok Shim have just joined the lab as postdocs.
Jason Webster is our new technical assistant.
Ed Vul received an NDSEG Fellowship.
Becca Schwarzlose received a Razin doctoral fellowship and a postdoc position in Ty Cannon's lab at UCLA.
Karla Evans received her Ph.D. from Princeton.
Evelina Fedorenko received her Ph.D. from MIT.
« Nancy Kanwisher received the 2007 "Golden Brain Award" from the Minerva Foundation.
Mark Williams was hired as a Senior Academic (CORE) from the Macquarie Center for Cognitive Science at Macquarie University.
Leila Reddy was hired as a postdoc at the Centre de Recherche Cerveau et Cognition in Toulouse.
Zoe Kourtzi won the 2007 VSS Young Investigator Award.
Johannes Haushofer was awarded a German National Merit Foundation Scholarship.
Johannes Haushofer, Nancy Kanwisher, and Margaret Livingston received a grant form the Bial Foundation for research on the neural basis of temporal discounting.
In September 2005 we moved into an awesome new lab in the McGovern Institute, in a wonderful building shared with the Brain and Cognitive Sciences Department and the Picower Institute for Learning and Memory.
Johannes Haushofer was awarded a Boehringer Ingelheim Scholarship.
Galit Yovel accepted a faculty position in the Psychology Department at Tel Aviv University. Also received the very prestigious Alon Fellowship.
Chris Baker has been offered a tenure track investigator appointment in the Laboratory of Brain and Cognition at NIH.
Nick Knouf was admitted to the graduate program at MIT's Media Lab.
Rebecca Saxe Received job offers at Harvard, Berkeley, and MIT, and chose MIT (yay!).
Paul Downing promoted to senior lecturer in the School of Psychology, University of Wales, Bangor.
Yuhong Jiang recipient of the 2005 ONR young investigator award and the Presidential early career award for scientists and engineers.
Zoe Kourtzi appointed to Professor and Chair in Functional Brain Imaging at the School of Psychology, University of Birmingham.
Nancy Kanwisher was elected to the National Academy of Sciences.


text:
Q: How can I execute a .py file in another one and pass a list to it as its input? I am going to send a list as an input to a .py file which should be executed in my main.py ; I tried following code but it returns None:
arr = [1,2,3]
arr1 = exec(open("G:/My Drive/Python Project/Algorithm1.py").read())
print(arr1)

Algorithm1 file also contains this code:
def pr_array(array):
    array2 = []
    for i in array:
        array2.append(i)
    return array2

pr_array(arr)

Note: I have a lot of files that I'm going to execute in the main file, and each of them has multiple functions; if I want to import them one by one, that would be too many, so this solution does not work.

A: You can import functions from another file in the main.py.
Algorithm1.py
def pr_array(array):
    array2 = []
    for i in array:
        array2.append(i)
    return array2

main.py
from Algorithm1 import pr_array
arr = [1,2,3]
arr1 = pr_array(arr)
print(arr1)

redpajama_set_name: RedPajamaStackExchange


Total Comfort is your best choice for repair, installation, and service in homes and buildings just like yours in the Twin Cities area. We take special pride in the craftsmen we train and employ–a fact you'll see in their reviews below. It's also noticeable immediately in the attitude and integrity our technicians bring to your job site. Our entire company works hard to make your experience with us hassle-free and enjoyable. You can also be assured that Total Comfort stands behind the work we do as well as comply with all local codes. This is why, as you can see by the map and reviews below, we are rated so highly for Furnace Repair and Air Conditioning Repair in New Hope, MN. Call us today at (763) 383-8383!
Awesome job. Neat clean and professional.
Heating Furnace tune up on carrier 90%.
Furnace repair on Carrier Furnace.


I give a lot of keynote talks, presentations, and banquet speeches, including university commencement addresses and professional development workshops. I tailor my talks to the theme or need of the particular event. You'll find some of my titles under VISITS on my website: http://www.davidlharrison.com . I can't remember giving the same one twice. I'm a humorous speaker and can talk about the natural connection between young readers and their authors, the importance of reading to young children, and how poetry serves as a useful classroom teaching tool. Because I write in three genres for children and also author and co-author teaching strategy books, my subjects vary. If you would like more information, contact me at david@davidlharrison.com.
My school presentations support what is going on in the classroom. I ask teachers to give me suggestions on how I can reinforce their current focus while bringing my own insights based on personal experience as a writer. Although I'm comfortable with students from kindergarten through high school I work with primary grades more than any other.
Authors become a resource for teachers when we share how writing happens. Writing can be pleasant but it's also a messy process and young writers need to understand that before they become frustrated with their own early efforts. Writing should be, and for most kids can be, a rewarding experience. I work to help them enjoy the process while they're learning.
I read from my work, frequently choosing humorous poems, and explain how some of my books began so kids can understand how ideas originate. I stress the importance of learning about a subject before writing about it and provide numerous ways for students to discover and develop their own writing ideas.
To learn more about booking me for your school, contact me at david@davidlharrison.com .
I have some homeschooling mom friends who would like to know if they can submit their children's poetry.
Home schooled students are welcome to join the fun. We ask that parent/teachers hold their students to standards of writing achievement that meets those of student writers in formal schools. Each teacher is limited to the best three poems per month by their students.
Hi David, I am a writer and always looking for new writer websites and blogs. I happened upon yours. Although, I do not write poetry I did read it orally competitively in Forencsics in both High School in College. I think your ideas are great in the class room . I also taught for 20 years in the class room N/K .


text:
Genetic Counseling without Clinical Guidelines: Perspectives from the Pediatric Oncology Experience with Kami Wolfe Schneider, MS, CGC
Across genetic counseling specialties, genetic counselors face a rapidly evolving field in which oftentimes there is little to no information known about a particular genetic condition or gene. Genetic counselors strive to provide patients and families with as much consistent information as possible, but this can vary widely among differing clinics, genetic counselors, or geographic areas, and some may feel uneasy about the best way to approach these cases. As the field of genetic counseling moves forward and service delivery models change, these are the areas that genetic counselors will likely be needed more often to provide their expertise. This webinar aims to help attendees consider options for how to handle clinical discussions regarding patients with conditions for which there is a lack of published testing or management guidelines. A brief background will be provided and examples of how these situations may be approached in a clinical setting will be discussed, utilizing experience and case examples from pediatric oncology genetic counseling.
Kami Wolfe Schneider, MS, CGC | Presenter
Kami Wolfe Schneider, MS, CGC is a Senior Instructor working full time for Children's Hospital Colorado in the Hematology, Oncology, and Bone Marrow Transplant Division since June 2013 at the University of Colorado. A 2005 graduate of the University of Cincinnati's genetic counseling program and ABGC board certified since 2007, she worked as a cancer and prenatal genetic counselor in Memphis, TN for more than 4 years, at which time she saw some patients referred from St. Jude Children's Research Hospital. She then joined Children's Hospital Colorado's Clinical Genetics and Metabolism department in December 2009. She initiated and developed the hospital's first pediatric cancer genetic counseling clinic which began in March 2011, and she has since expanded the genetic counseling services in the Division of Hem/Onc/BMT to include 2 full time genetic counselors covering specialty clinics including Solid and liquid tumor, Neuro-Oncology, Ortho-Oncology, Survivorship, Cancer Predisposition, Polyposis, Bone Marrow Failure, General Hematology, and Immunohematology. Kami has co-authored multiple publications on pediatric cancer genetic counseling, and she was the founding chair of the Pediatric Subcommittee of the NSGC's Cancer Special Interest Group in 2014. In 2016, Kami was honored to be invited to participate in the American Association of Cancer Research's Cancer Predisposition in Children's International Workshop with 6 other genetic counselors and almost 60 other international experts in pediatric cancer predisposition. The workshop resulted in publication of 20 articles in Clinical Cancer Research in 2017 outlining expert recommendations for surveillance for syndromes for which previously published recommendations were scarce.
Tami Johnston, MS, LCGC | Moderator
Tami Johnston graduated from Tulane University with a B.S. in Cell and Molecular Biology and received her M.S. in Genetic Counseling with Distinction from California State University, Northridge. During her graduate training, Tami's clinical rotation sites included Cedars-Sinai Medical Center, Children's Hospital Los Angeles, and the University of California, Los Angeles Familial Cancer Registry & Genetic Evaluation Program. She then embarked on her career at Alfigen, The Genetics Institute, where she worked in both clinical and laboratory settings. She spent several years as a Laboratory Genetic Coordinator at Genzyme Genetics prior to joining Ambry Genetics in 2011. At Ambry, she began in General Genetics Reporting before transitioning to Cardiology Reporting and currently manages the Cardiology Reporting Genetic Counseling team. She is passionate about cardiovascular genetics and promoting organ donation.
Date: Mon, June 4, 2018
Time: 12:00pm PDT
C.E.U. 1 unit
P.A.C.E. 1 unit
Webinar Newsletter
Subscribe to receive notifications for future webinars.
Subscribe To Our Webinars
-- Please select one -- Ambry Email Facebook Google LinkedIn Referral Twitter Other
How did you hear about us (other)


text:
Parafia św. Andrzeja Boboli – rzymskokatolicka parafia znajdująca się w Czechowicach-Dziedzicach. Należy do dekanatu Czechowice-Dziedzice w diecezji bielsko-żywieckiej. Parafię prowadzą członkowie Towarzystwa Jezusowego (jezuici).

Historia
Historia parafii związana jest z działalnością jezuitów w Czechowicach i Dziedzicach, którzy w 1905 założyli tu Dom Rekolekcyjny pod Opieką św. Józefa. Po II wojnie światowej w 1951 miało być zadekretowane zarekwirowanie przez państwo tegoż domu. Ratunkiem okazało się pospieszne utworzenie maleńkiej (ok. 1000 wiernych) parafii pw. św. Józefa, co stało się 29 maja 1955, i jest to trzecia najstarsza parafia na terenie miasta po św. Katarzyny i NMP Wspomożenia Wiernych; Dzięki temu rozszerzona została działalność czechowickich jezuitów, tak że parafia z czasem stała się drugą jezuicką jednostką znaczącą w mieście, również z racji kultu św. Andrzeja Boboli, ogłoszonego w 1999 patronem miasta Czechowice-Dziedzice.

Gdy w latach 70. XX wieku wybudowano na terenie parafii nowe osiedle zaistniała potrzeba wybudowania kościoła parafialnego. Budowę rozpoczęto w 1988, a konsekracja nowego kościoła parafialnego pod wezwaniem św. Andrzeja Boboli nastąpiła w 1998.

Grupy parafialne
 Liturgiczna Służba Ołtarza (Ministranci)
 Apostolstwo Modlitwy
 Biuro Radia Maryja
 MAGIS
 Oaza Dzieci Bożych
 Oaza Rodzin
 Dziewczęca Służba Maryjna
 Odnowa w Duchu Świętym
 Towarzystwo Charytatywne im. Ojca Pio

Zobacz też
 Dom Rekolekcyjny pod Opieką św. Józefa w Czechowicach-Dziedzicach

Przypisy

Bibliografia
 Informacje o parafii na stronie diecezji bielsko-żywieckiej

Andrzeja Boboli
Czechowice - Dziedzice
Parafie jezuickie

redpajama_set_name: RedPajamaWikipedia


text:
ASIANOW
Headline News brief
CNN networks
CNN programs
on-air transcripts
CNN WEB SITES:
TIME INC. SITES:
MORE SERVICES:
news email services
free email accounts
desktop headlines
pointcast
pagenet
SITE GUIDES:
FASTER ACCESS:
Launch day, 1969: A quick breakfast, a long elevator ride ...
The Saturn V rocket sits in the shadow of a sunrise on the morning of the historic launch
Web posted at: 3:22 p.m. EDT (1922 GMT)
In this story:
Moon suits were donned
The crew enters the fiery Saturn
All systems go for launch
RELATED STORIES, SITES
By Miles O'Brien
CNN Space Correspondent
(CNN) -- You had to get up early if you were going to be first to land on the moon.
The wake-up call for Apollo 11 astronauts Neil Armstrong, Buzz Aldrin and Michael Collins came at 4:15 a.m. EST on Wednesday, July 16, 1969.
Their first opportunity for a launch was at 9:32 a.m. and they had just 13 minutes and 54 seconds of leeway beyond that. The timing was precise so they would arrive four days later at the moon's Sea of Tranquility with optimal sunlight coming from behind the lunar module and low on the horizon.
The astronauts eat a breakfast of steak and eggs
For exactly 25 minutes they ate their breakfast -- steak, eggs, toast, juice and coffee. Mike Collins described pre-launch breakfasts as having "an air of studied casualness."
Armstrong had told reporters he wasn't worried about the launch of the Saturn V -- which had carried humans into space three times prior. "It's been done before ... and we're quite sure this girl will go," he said.
Suit up began with technicians shaving the astronauts' chests and attaching four electrodes that allowed flight surgeons in Houston to constantly watch the astronauts' heart rate and respiration.
Their $100,000 white pressure suits came in two versions: a 35-pound "intravehicular" suit for Collins and an "extravehicular" suit that included Teflon-coated cloth overalls to provide meteoroid protection for moonwalkers Armstrong and Aldrin. When coupled with the Portable Life Support System backpack, the suit weighed 83 kilograms (183 pounds) on Earth but felt like 14 kilograms (30 pounds) on the moon.
Suiting up for the mission
They called it getting "locked in the suit" -- and once it was done, they were effectively in a cocoon.
In a metal suitcase, the astronauts carried their air supply. Wearing yellow galoshes to protect their boots, they walked to the crew transfer van seeing a crowd of NASA workers and photographers but hearing only the sound of their breathing.
With a backup van trailing, they drove slowly from the Manned Spacecraft Operations Building (MSOB) to Launch Complex 39-A -- about eight miles away.
Until then, it could have been just another simulation. But when the van turned onto the 3 1/2-mile access road that links the Vehicle Assembly Building and the launch pad, reality set in.
Armstrong is the model of confidence and concentration prior to liftoff
The Saturn V/Apollo stack measured 111 meters (121 yards) from the base of the mammoth F-1 engine quintet to the tip of the Launch Escape System solid rocket.
Once fueled, most anyone who got near it described the Saturn as a living, breathing thing. It had a belly full of super-cooled liquid oxygen and hydrogen. The thin-skinned giant creaked, groaned and belched gases like a raging bull and shed sheets of ice like a molting serpent.
Twenty minutes after leaving the MSOB, the crew arrived at the pad, stepped in the elevator and began their long vertical voyage -- marking time and height as red capital letters S-E-T-A-T-S--D-E-T-I-N-U blurred by.
At the 320 foot mark, they were greeted by the legendary "Launch pad Fuhrer" Guenter Wendt. Small gifts and bits of conversation were exchanged, and then Wendt cracked the whip so the rocket could run on time.
The crew arrives at the pad
First Armstrong (left seat), then Aldrin (right seat) and then Collins (middle seat) contorted themselves into the tight confines of the Command Module.
The hatch was shut with a "clang" and the countdown continued with onlookers including 3,500 members of the media, 20,000 VIPs and a million people along the Florida coast, as well as millions more watching at home.
In the Launch Control Center, the father of the Saturn V -- Wernher von Braun -- looked on as launch director Rocco Petrone polled his troops. "Go" was the reply from every post and the crew.
The Saturn V rocket propels the crew of Apollo 11 skyward
At T-minus 12 seconds, the ignition sequence began. The swing-arms pulled away and a 500-volt charge was sent to the launch pad to spark the conflagration. With 8.9 seconds to go, the first flames snorted out of the F-1 engines. But the rocket stayed in place building thrust as huge clamps held it down.
When the countdown clock hit "0," the clamps were released -- and the 6.5 million pound rocket was set free. Despite a nudge that was 7.75 million pounds strong, Saturn seemed reluctant to leave. It seemed to lumber skyward in slow motion.
It took 15 seconds just to clear the tower. The crew reported later that it seemed even longer than that.
They were on their way. Their destination was destiny.
Last man on the moon spins tale of guts, glory and loss
Today's astronauts a different breed
Apollo spirit: Female shuttle commander wants to 'get the job done'
NASA chief remembers Conrad as 'cutting-edge pioneer'
LATEST HEADLINES:
Enter keyword(s) go help
Back to the top © 2001 Cable News Network. All Rights Reserved.


text:
Cornwall Model Boats | Plastic Model Kits | Revell | Military Vehicles & Tanks | Military Vehicles & Tanks 1:72 Scale | Revell Soviet Battle Tank T-80BV 1:72 Scale
Revell Soviet Battle Tank T-80BV 1:72 Scale
2020 Clearance Line Special Offer. Get a 25% discount off the price shown when you add this item to the cart.
Introduced in 1985, the T-80 BV features blocks of explosive reactive armour (ERA) which are fitted to the vehicle´s front end, the sides and to the turret. When a vehicle is hit by HEAT projectile, that particular ERA block explodes to minimize the effect of penetration. In addition to more conventional ammunition, the 125 mm 2A46 main gun of the T80 BV is also capable of firing 9M112 Kobra (AT-8) missiles. The 12.7 mm NSVT anti-aircraft machine gun fitted to the commander´s cupola is used for air defence. Weighing roughly 12.5 t the vehicle is powered by a gas turbine which develops some 1050hp. Max. speed 80 km/h.


text:
Tag Archive for Swine Flu Vaccine
DHS Influenza A(H1N1) National Integrated Report
• As of 16 October, the number of Influenza-Like Illness (ILI) deaths in the U.S. was 537 this week compared to 405 deaths reported last week. (Source: HHS/CDC)
• As of 16 October, the most significant impacts of A(H1N1) remain increased ILI outpatient visits and influenza associated pediatric deaths. (Source: HHS/CDC)
• CDC provided updated interim guidance on the use of face masks and N95 respirators for decreasing exposure to A(H1N1). (Source: HHS/CDC)
Sanofi Pasteur Influenza A (H1N1) 2009 Monovalent Vaccine Insert
Anaphylaxis has been reported after administration of influenza vaccines. Although Influenza A (H1N1) 2009 Monovalent Vaccine contains only a limited quantity of egg protein, this protein can induce immediate hypersensitivity reactions among persons who have severe egg allergy. Allergic reactions include hives, angioedema, allergic asthma, and systemic anaphylaxis. The 1976 swine influenza vaccine was associated with an increased frequency of Guillain-Barré syndrome (GBS). Evidence for a causal relation of GBS with subsequent vaccines prepared from other influenza viruses is unclear. If influenza vaccine does pose a risk, it is probably slightly more than 1 additional case/1 million persons vaccinated. Neurological disorders temporally associated with influenza vaccination such as encephalopathy, optic neuritis/neuropathy, partial facial paralysis, and brachial plexus neuropathy have been reported.
CSL Influenza A (H1N1) 2009 Monovalent Vaccine Insert
Because postmarketing reporting of adverse reactions is voluntary and from a population of uncertain size, it is not always possible to reliably estimate their frequency or establish a causal relationship to vaccine exposure. The adverse reactions described have been included in this section because they: 1) represent reactions that are known to occur following immunizations generally or influenza immunizations specifically; 2) are potentially serious; or 3) have been reported frequently.
Pandemic Influenza A (H1N1) Virology Update
– Antigenic characteristics
– Transmission characteristics
– Severity of disease
– Antiviral resistance
– Intensity (surge) in US cases


Dr. Hinson's message this morning is centered on the visit of the Wise Men, the Magi, to Jesus recorded in Matthew 2:1-12.
In this message Dr. Hinson guides in an understanding of Jesus' parable of the Wedding Feast found in Matthew 22:1-14.
In this message Dr. Hinson leads us to examine Jesus' teaching through the parable of the Landowner and the Tenants found in Matthew 21:33-46. God entrusts us with His mission and gives us opportunity to demonstrate our trustworthiness. What are we doing with that trust?
Dr. Hinson guides us in understanding Jesus' parable of the workers in the vineyard found in Matthew 20: 1-16.
Our guest in the pulpit for this week was Dr. Cameron Jorgenson. His message is based on Matthew 14: 13-21 which is Matthew's account of the miracle of the feeding of more than 5000 from 5 loaves of bread and two fish. Even today, the Good Shepherd is still feeding his flock.
Dr. Hinson's Palm Sunday meditation is based on Matthew's account of Jesus' arrival in Jerusalem. He was greeted with cries of "Hosanna!". Hosanna is the translation of the Greek that means "O' save now!". Are we crying out "Hosanna" in our lives today? Based on Matthew 21:1-11.
Temptation. We all experience it. It began back in the Garden of Eden. Dr. Hinson leads us to find guidance for facing temptation from the account of the temptation of Jesus detailed in Matthew 4: 1-11.
In this message Dr. Hinson uses the experience of Peter, James and John on the Mount of Transfiguration as instruction for us in response to God speaking. This message is based on Matthew 17:1-9.


Back in December, I stopped by a friend's house before going into the office of Esperanza (HOPE International's partner organization here in the DR). I looked over to the corner and spotted something that was strangely familiar to me. There stood a 5-year old Konica Bizhub c250 commercial printing machine. But "why" was it doing here?
I asked my friend and he said that a church had donated it to his church about two years ago. I could tell he sensed that I knew something about the complicated machinery covered with dust next to the window. He asked me, "Do you know how to fix it? It doesn't work." I laughed and kind of groaned. When I worked in a marketing department back in Richmond, VA, I spent hundreds of hours with our lovely 4-color, 30 pages per minute, automatic duplexing and collating wonder of modern technology. (I remember celebrating the 500,000th copy that we made.) I also knew that even the smallest bump or mishap could mean a call to the specialists and 3-5 hour downtime. There are about eight replaceable parts that need maintenance every six months, and the four toner drums for color last about 2-3 months. In short, running a Bizhub c250 is expensive and requires a trained specialist.
What Do Poor Communities Really Need?
On a tour of the small campus of the Bethel Primary School, Reuben shows me the water spigots and the bathrooms that he recently built. The cistern supplies the water to the bathrooms and to the water access points on their school campus. He said that people come to the church and send their kids to school here because they know they have water. People come daily to get water, bringing buckets, bottles or whatever container they can find to transport water. I look around and think that just three years ago, this community did not even have a basic necessity we take for granted: WATER. Reuben shows me the bathrooms they built a few months ago. They have running water and are the only sanitary restrooms in the area.
This makes me think about that original question of usefulness, "But will kids really need to use the bathroom during a school day?" And of course, I laugh because I think we all know the answer to that.
Reuben knows that to build more classrooms he has to find a way to finance the project. Money does not come easily so he is careful about what financial arrangements he gets involved in. He knows that he will have to own the responsibility of this loan, and whatever he builds, he has to use it. We met Reuben in his office, which doubles as the kindergarten classroom, and we were open and honest with him. When we talk to someone about what we do at HOPE, we start with our vision to carry out God's work in the places He has told us to go. We describe our passion for being involved in the community, to connect with the local churches, and our desire to help people accomplish their goals and satisfy their most pressing needs.
Lending money for income-generating activities is what HOPE International does around the world, and in this case, Reuben will be able to recoup the money for the loan with the tuition that the parents pay him per month. It's only a $5 monthly payment to send a kid to school (which is a lot of money here), but it's the only good school in the area, and it's got running water and a sanitary bathroom, and it soon will have almost 170 students.
I think we know the answer. We all try to make the best decisions based on what is available to us, and in this community where Bethel Primary School operates, this school is the number one choice.
Thank you for reading and staying in touch. I hope you and your families are doing well.
This entry was posted in Monthly Newsletter on May 29, 2011 by Aaron.
As I made my rounds getting to know the office, I sat down next to Norberto, the person in charge of the Kiva program for Esperanza. He's been with Esperanza for quite some time and that's probably why they let him run such an important program. Kiva.org is a web site that collects donations for microfinance programs world-wide. They have raised over $100+ million for 300,000+ entrepreneurs in 50+ countries and they've helped to fund a significant portion for Esperanza to lend out to their clients.
Kiva.org is where I found out about Microfinance. It was actually from a blog post from Seth Godin back in 2006, and from that link I signed up to make my first loan with Kiva. That loan went to Elodia Ruiz Gonzalez in Monterrey, Mexico. My initial four loans have since been recycled 10 times as the amounts have been paid back so my loan count is up to about 40. It's amazing to see the investment of time in a project.
Of course, I don't think I could have predicted my journey of the past five years in Richmond, the 10 months away from an actual stable and routine living environment, nor the travel through five different Spanish speaking countries, countless flights, plenty of strange nights in hostels, buses, taxis, motorcycles, boats, walking miles on foot, not to mention the paperwork and logistics it took to be a volunteer to work here.
Maybe it's a good thing that we don't know that full journey, or all the steps it takes to get there, because we might not actually make the first step.
When it comes down to it, sometimes to get to where you intended on going, you can just catch a bus in Parque Enriquillo, ride for an hour, and when the bus stops, walk two blocks to the office.
This entry was posted in Dominican Republic, Organizations and tagged Esperanza.org, Kiva.org on May 17, 2011 by Aaron.
"I used to think sugar came from a box in the supermarket." I've gotten a lot of laughs with that kind of small talk around the topic of sugar, and in particular with that statement. Usually, the Haitians who have emigrated here for employment and work with the sugar cane everyday laugh when they hear it, and ask what else Americans really think. Here in the Dominican Republic, sugar production is still a major export, and if you explore a little bit beyond the major cities you'll find enormous sugar cane fields, and the sugar cane communities ("bateys") of people who work in those fields.
The sky is big and the air is clean. Life is quiet, and a soft breeze sweeps through the fields. There isn't usually electricity in the communities, and consequently there aren't any TV's or radios to create noise. My first experience entering the rural area (campo) was on the back of a motorcycle of a loan officer with HOPE. I felt like I had returned back to Iowa where I was a kid. Next to our house in Iowa there was a dirt road where my brother and I used to ride our bikes. We usually stopped at the cemetery because our mother didn't want us to go riding off into the sunset. So I never traveled beyond the cemetery to explore the dirt road that kept going on in the distance.
With Francisco, the loan officer of our La Romana office, I felt like I got the chance to see what lay beyond the cemetery. Now I know, and I can tell you, there's a grove of mangoes (almost ripe for picking), corridors of sugarcane fields separated by tiny dirt roads where men lead their oxen and carts to carry the cut sugar cane to be weighed, and a community of pleasant and amiable Haitians. I thought of the famous quote from Field of Dreams: "Is this Heaven, no it's Iowa" and I'll say that the beauty of the sugar cane fields felt a lot like Heaven, and yes, Iowa as well because the 12ft high sugar cane looked a lot like corn to me.
What Does "Tuah Cuah" Mean?
Back in February, I know I made the joke that if the "Lord wants me to learn Creole then I'll do it." Now it's looking like I might actually head down that path. The women of the Bank of Esperanza "Fe y Amor" (Faith and Love) of Batey Community #62 graciously accepted the task of teaching a "gringo" his first few words and phrases in Creole.
None of the women make jokes about illiteracy, but add that when someone will be able to write, they can write notes to their children like "Where did you put the dishes when I wasn't here . . ." I love that. I love the sense of comradery and solidarity between these women. They are accepting and edifying to each other in the process of development of their small businesses, their community, and their families. Still, it's shocking to me to meet these women who are 30 or 40 years old and don't know how to write, and their kids do. It's usually because they missed the education opportunities when they were children that are now available to the young generation. Generally, it's a little more common to meet an older woman that doesn't know how to write, and very often it's difficult to know just how old these women are.
That afternoon Franklin and I went to visit a group of associates' homes to verify their places of residence and their businesses. We stopped by the house of one woman in the community, Rosemena, to do the survey of poverty. We usually ask for the national identification card or their passport. Rosemena had neither.
Rosemena has three children and she will be using her six-month loan of $75 of HOPE to buy food and drinks to sell in the community. We told her that now since she is a HOPE client, she can come to the literacy classes for free – "You can learn to write your name." (HOPE, in addition to being a microfinance organization, offers free business, educational, medical and dental services to their clients.) "Yes, that sounds good to me. I want to do that." she politely smiled as she responded.
"Yes, I'd like to learn some Creole." I say.
"Sit down, I will teach you some." She goes inside and brings out a wooden chair for me to sit on, and then one for her as well.
"What is your name?" I ask.
"Oh, you know how to write!!!" She exclaims.
I stop for a minute and think that I am going to write about this conversation with Francisca, and that this ability, the ability to convey my thoughts, ideas, and hopes with pen and paper is a rarity and a gift for many people in developing countries like this one. Whenever I want, I can communicate to my friends and family – and she cannot, yet, and marvels at the possibility of this coming soon.
How blessed are we, that we can write our own names. That we can write letters or emails to the people we care about. I never thought that reading and writing were a privilege, but they are. To be able to write to you is a privilege. To receive emails from my family and friends in Broadway, my friends in Richmond, my fellow members at WEPC, and well, anybody from the States, is truly a joy and a blessing. The ability to write is something that Rosemena and Francisca are looking forward to learning, much like the arrival of a birthday and the gifts and celebration it will bring.
that day is coming soon . . .
While I'm volunteering down here in the Dominican Republic, I am still finishing the final part of my fundraising through the remainder of the year. Do pray for the work of HOPE and if you feel led to support me financially, you can find that information here.
This entry was posted in Dominican Republic, Monthly Newsletter, Santo Domingo on May 7, 2011 by Aaron.


text:
Tom Clancy's Splinter Cell: Conviction es el quinto episodio de la serie de videojuegos Splinter Cell desarrollado y publicado por Ubisoft. Salió en primer lugar para Xbox 360 pero también tuvo versiones para otras plataformas. La fecha de lanzamiento oficial estaba programado para el 16 de abril de 2010, pero puso a la venta el 13 de abril de 2010.

Historia
Splinter Cell: Conviction trae de nuevo al agente Sam Fisher. La historia se sitúa tiempo después de la última entrega, con un Sam Fisher destrozado por la muerte de su hija a manos de un conductor que se dio a la fuga después de atropellarla. Vive amargado por los recuerdos, pero todo cambia cuando encuentra una pista que le lleva a aquel que la asesinó y decide ir en su busca para cobrarse su venganza, ayudado por una ex compañera llamada Grim. Aunque ya no pertenece a Third Echelon, Sam aún conserva sus habilidades, lo que unido a que ahora sólo le guía la venganza le hace más peligroso que nunca. Y es que el Sam Fisher de Conviction es más salvaje y no duda en golpear a un hombre hasta llevarlo al borde de la muerte para que confiese. La forma de contar la historia será muy especial, ya que además de algún flashblack, nos encontramos con que en ciertos momentos se proyectaban escenas de cosas que habían sucedido en otro momento o recuerdos en una pared, como si saliesen de un proyector de cine.

El que Sam Fisher sea un personaje más oscuro no sólo repercutirá en el guion del juego, sino que tendrá efectos directos sobre la jugabilidad, haciendo que sus acciones sean más duras que antes o que en ciertos momentos se salte el sigilo (aunque siempre será importante de cara a descubrir a nuestros enemigos con la guardia baja)
. En este apartado el juego trae interesantes novedades. La primera es la "última posición conocida", que hace que cuando nos descubren aparezca una silueta nuestra en el último lugar donde hemos sido vistos. A partir de ese momento, los enemigos de la zona se dirigirán hacia esa silueta e incluso dispararán sobre ella en ciertos momentos, suponiendo que todavía estamos cerca. Desde el punto de vista jugable esto tiene muchas posibilidades, pues podemos jugar con ese último rastro que hemos dejado para alejarnos y pillar por la retaguardia a los que nos persiguen.

La otra gran novedad del título es "marcar y ejecutar", una nueva habilidad que nos permitirá acabar con varios blancos de forma rápida. Para conseguirlo primero tenemos que matar a alguien usando nuestras manos, lo que nos permitirá activar la habilidad. Después de eso, deberemos localizar nuestros blancos, dos en principio, aunque según avancemos por el juego parece que esta cifra se irá implementando. Cuando los blancos estén marcados aparecerá un símbolo sobre los enemigos y Sam Fisher, de forma automática, acabará con ellos de dos disparos. Además, el sistema está equilibrado, ya que no podremos usarlo siempre que queramos, sino solamente después de haber causado una muerte con nuestras manos.

Al margen de estas novedades, Splinter Cell: Conviction sigue sus señas de identidad. Sigue siendo vital escondernos en las sombras para pasar inadvertidos. Para conseguir estas sombras será importante jugar con el entorno, ya sea apagando luces o destruyéndolas directamente. También podremos interactuar con el escenario de otras formas, por ejemplo rompiendo una lámpara para que caiga sobre nuestros enemigos o haciendo ruido (algo que hará que seamos descubiertos) si lanzamos a nuestros enemigos sobre ciertas superficies, como un coche (su alarma se activará) o una mesa llena de botellas.

A lo largo del juego, Sam Fisher irá encontrando un buen arsenal por el camino, el cual podrá mejorar a cambio de puntos que irá ganando según se cumplan objetivos secundarios de la misión, como evadir con destreza o matar de alguna forma concreta. Pero aunque el armamento disponible nos permita entrar a matar y, si somos buenos, sobrevivir, las cosas son mucho más fáciles si vamos con cuidado y nos aseguramos antes de entrar en cada habitación Una forma de hacerlos será usando un espejo por debajo de la puerta, lo que nos permitirá conocer la situación con exactitud y estar preparados. Una cosa curiosa del juego es que todos los mensajes del tutorial e indicaciones de la misión están integrados con el escenario, de forma que los textos aparecen en las paredes o en ciertos objetos.

Gráficamente el juego ha evolucionado. Por otra parte, Sam tiene unas animaciones más cuidadas. Los escenarios, por su parte, cuentan con un gran nivel de detalle, y nos encontramos con bastantes objetos por doquier, como libros, copas, botellas, etc. Además, todos ellos serán destructibles, lo cual además afectará a la jugabilidad, pues su ruido puede alertar a los guardias.

Armamento

A lo largo del juego, Sam Fisher irá encontrando un buen arsenal por el camino, el cual podrá mejorar a cambio de puntos que irá ganando según se cumplan objetivos secundarios de la misión, como evadir con destreza o matar de alguna forma concreta.

Pistolas

- Mk.23
- MP-446
- Desert Eagle
- P228
- Five-SeveN
- USP.45

Metralletas Ligeras

- Skorpion
- SR-2M

Subfusiles

- MP5-N
- MP5-SD3
- AKS-74u
- UMP-45

Rifles

- AK-47
- M468
- G36c
- SC3000

Escopetas

- M-500
- spas-12

Multijugador cooperativo

Se ha confirmado que Splinter Cell: Conviction contará con modo multijugador cooperativo en línea y en pantalla dividida para dos jugadores. Contará con su propia campaña de cuatro niveles (unas 6 horas de juego) que servirá de prólogo a la principal, en las que manejaremos al estadounidense Archer y al ruso Kestrel utilizando las habilidades y novedades del título, así como otras propias de la vertiente cooperativa como las coberturas para resucitar al compañero caído o reducir al enemigo que haya descubierto a nuestro compañero. Además el modo Deniable Ops planteará retos independientes de esta sub-campaña, al más puro estilo Modern Warfare 3.

Contenido descargable

Dentro de la página de Ubisoft se podrán descargar contenidos adicionales como por ejemplo la pistola P99, los subfusiles MP7A1, el VIKHR, la escopeta SPAS-1000 y los rifles SCAR-H y el FAMAS. Además se podrán desbloquear distintos modos de campaña cooperativo como el modo "Infiltración"

Recepción

Existe una secuela de este juego llamada Splinter Cell Blacklist.

Referencias

Enlaces externos

 Página oficial de Splinter Cell: Conviction (ENG)

Videojuegos para Xbox 360
Videojuegos para Windows
Videojuegos para Windows Phone
Videojuegos para iOS
Videojuegos para Mac
Videojuegos para Android
Videojuegos para Bada
Videojuegos disponibles en Steam
Videojuegos de sigilo
Videojuegos de 2010
Videojuegos de Ubisoft
Splinter Cell
Videojuegos ambientados en Malta
Videojuegos ambientados en Rusia
Videojuegos ambientados en Azerbaiyán
Videojuegos de Tom Clancy's Splinter Cell