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Julian Gollop's "Phoenix Point"
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Woolfe
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Re: Julian Gollop's "Phoenix Point"
Post by Woolfe » June 14th, 2017, 11:26 pm
Remo wrote: ↑June 14th, 2017, 6:11 am
post_id=188029 wrote:June 13th, 2017, 6:14 pm Ok. So for me, the different ammo types is less important, as to just the ammo component.
The load up everyones pockets and hope it lasts is EXACTLY what I want. It creates a scarcity issue. You go into the mission, and one of the things you have to weigh up, is whether you can be free and easy with your ammo, or do you conserve it.
Ammo scarcity works well in Post-Apoc setting, but I don't see an elite worldwide professional military organization running out on basic ammo.. it would be a footnote on your operational cost balance sheet along with fuel, food etc expanses.. if we can support the infrastructure for a fleet of strike jets we can have an armory sufficiently supplied with basic ammo
In between missions sure, heck even maybe back at your vehicle. What about when you can't get back? Or you are called elsewhere?
Although in the end its the <strike>economy</strike> gameplay, stupid. The resource Management system was really about providing a way to balance and reward what you can do on the tactical level. The question is whether that is the best way to achieve that, because lets be honest X-Com economics was a joke, it took you a couple of hours to figure out the best play and then its just monotonous gameplay for the rest of your game, every game.
Yep I won't deny that, the economic game was broken, so why not fix it. The one I saw in the Reboot was just pisspoor. It was worse than a broken one. The economy was meant to be important, because in the original, it was expected that you would lose some nations as the aliens started to infiltrate more. Yes it was a means to allow the tactical game, but it was also a key part of the game in and of itself. If you didn't take some notice of the economy, you would end up strapped for cash and fighting a much more desperate game.
post_id=188029 wrote:June 13th, 2017, 6:14 pm Now in most single one off missions, it probably won't cause any issues if you go wild with your fire. But if you are going to have a few missions one after the other, it becomes an extra constraint, and adds flavour.
Overall it is always about making smart decisions, making use of the available information to assess the situation to come up with a good plan. On the operational level its about the type of engagement/foes you'd be facing, what tactics you can employ given your available assets, and choosing the best weapons and equipment for the task ahead. On the tactical level it's about reconnaissance to determine an engagement area, positioning, fire support, adapting etc.
Sure. At a tactical level, and all ammunition does is add one more factor to consider. Is it a mission type that will require a lot of combat, should we maybe take some extra ammo on a character instead of say explosives. Its not just make work, it is a tactical, logistical decision that needs to be made.
To that effect, to me good gameplay is about the wealth of your tactical decision making toolbox. Let me make use reconnaissance drones, smoke to preposition and hinder their line of sight, send hail of bullets and explosives to suppress their positions and cause mayhem, utilize explosives and demolitions to deny them cover and create new points of ingress, smart positioning to flanking their shield users, etc etc.. To that effect, given that Phoenix point is going to use some ability "mana" for balance, I don't see bullet counting offering anything other than encourage boring gameplay (think overwatch creep) and generally more limited tactical options.
As for the rest, making use of deployment and recovery times offers the same constraint you mentioned, and is indeed a good idea.
Do you or do you not "Reload" in the X-com Reboot?
In most situations, you are going to have enough ammo to get through the battle. Hence you will have no functional difference to the gameplay.
However in some situations, (Long drawn out base assault, a siege, multiple small missions one after the other etc) ammunition should become an issue. Because it is a reasonable tactical element that affects the gameplay.
The addition of ammunition should be done so as to add to the game. It should add a factor to concern yourself with. Something addressable through good planning, but will be an issue sometimes when things go wrong.
It shouldn't be "bullet counting".
By the way. I am actually considering loading up the Reboot. Whacking some Mods on it, and seeing if it is any better with time. I only have the Vanilla game, no DLC, or expansions. Do you think it is worth it, or will I just get more annoyed at it...
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Post by Remo » June 19th, 2017, 9:25 am
Woolfe wrote: ↑June 14th, 2017, 11:26 pm In between missions sure, heck even maybe back at your vehicle. What about when you can't get back? Or you are called elsewhere?
If your soldiers are called elsewhere then they would be able to rearm at the dropship and it's combat fatigue and fuel reserves that should be your immediate concern.. In either case, it is easy to rationalize mechanics we like and poke holes in those we don't, I can make the same argument you did about equipment damaged/repair which the original Xcom and pretty much every tactical games abstract because ultimately it servers little importance to their gameplay.
I think that the original Xcom mechanics lend tied very well together and its technobabble was plausible given the setting, however, In the end it is all comes down to gameplay and after playing both I find the new Xcom FAR more engaging and fun experience, and I absolutely didn't miss the after mission inventory bullet counting.
Woolfe wrote: ↑June 14th, 2017, 11:26 pm Sure. At a tactical level, and all ammunition does is add one more factor to consider. Is it a mission type that will require a lot of combat, should we maybe take some extra ammo on a character instead of say explosives. Its not just make work, it is a tactical, logistical decision that needs to be made.
Yeah, but all those consideration are present in the reboot.. As military organization you have access to unlimited supply of conventional weapons and ammunition. Your soldiers carry sufficient ammunition with them to carry out each mission, but otherwise they have limited supply of grenades and heavy weapons for each mission (that include the rare two-stage missions).
Obviously your weapons need to be reloaded, which cost action points todo, and special abilities have cooldowns. Later more advanced ammunition and laser weaponry can be researched/produced. There are more ammunition type, that should be change depending on the situation and your team makeup/specialization. As your soldiers gain experience you'd be able to specialize them in their field e.g. expanding their abilities or kits capacity (the usual offense/defense/support stuff.) etc etc etc
Overall I feel that whole 'ammo issue' has been blown up out of proportion in some circles by few old' timers on a 'get off my lawn' bandwagon, because what Firaxis actually removed is minute and dwarfed in comparison to how much they add/improved. Sure the game has been streamlined to be more accessible on the casual/normal difficulty (like in 99% triple-A titles) but make no mistake even vanilla XCOM EU is more complex game than the original, and with later addition and mods it make the original feel like mobile crap in comparison! Even Julian said that his pit peeve with new XCOM that it was "too difficult"! ( And I don't think he was joking )
Woolfe wrote: ↑June 14th, 2017, 11:26 pm By the way. I am actually considering loading up the Reboot. Whacking some Mods on it, and seeing if it is any better with time. I only have the Vanilla game, no DLC, or expansions. Do you think it is worth it, or will I just get more annoyed at it...
I am not sure about XCOM EU mods ( I skipped the initial release, and by the time I came along Enemy Within and long war mod was available, and with xcom2 release I didn't have time for extra playthroughs ) you can try the nexus although I'd suggest you do some research on a dedicated forum.
My only recommendation is that you try to play on higher difficulty level, to help you learn what works and figure out all nuances and synergies, and overall making all your choices really count in the long run.
Post by Woolfe » June 19th, 2017, 4:29 pm
Actually you can't. The original Xcom had a weight limit on the Chopper. Hence why you could only have 12(I think) soldiers on the flight. So the idea that you could stock the dropship with additional ammunition weight, assumes that you are not taking a full load of troops in the first place.
That should be an option. Do you have a stock of ammo? or do you take an extra soldier?
Either way any amount of gear on the Vehicle would never equate to a full load out, as that would be close to double the weight of equipment being carried.
In the original game, it was not unusual for me to finish a mission, and on the way back have another mission become available. I then had a choice of diverting to perform the mission immediately, or return and get refitted then try and get back to the mission. If you don't have Ammo, or as you mention fatigue mechanics, then the risk becomes significantly less.
Remo wrote: ↑June 19th, 2017, 9:25 am I think that the original Xcom mechanics lend tied very well together and its technobabble was plausible given the setting, however, In the end it is all comes down to gameplay and after playing both I find the new Xcom FAR more engaging and fun experience, and I absolutely didn't miss the after mission inventory bullet counting.
Good for you, I did. I think it removed some of the pressure and intensity that was in the original game.
The "Ammo" issue is blown out of proportion because it is an example of the "dumbing down" of the system. It is just one of the Obvious elements. I could equally argue about the Sats vs Radars. The Dumb flat base versus controlling the layout of your base and having an actual real effect in combat. The lack of an economic system. The 3 choice mission structure. The destructible environments, but the inability to target it(except with precious grenades). The 2 step move versus AP movement. Squad size. Magical disappearing weapons.....Etc etc etc
As I said, its not a single thing in the game that was "bad", a lot of it was good. But when you added it all together... meh.... No depth, no replayability.
Difficulty wasn't much of an issue. I played it on the mode that everyone suggested was closest to the originals difficulty(I think 1 above normal difficulty?). It was pretty good, but It only got really hard from that point of view because you started with such a low number of soldiers in your squad. so losing one was like losing 4 in the original, except it wasn't, because each individual soldier was tougher and could handle it pretty well. Which is another gripe. At no point did I ever feel like the aliens were massively technologically advanced.
I actually don't think we can compare our Xcom Reboot experiences. I played the vanilla fairly soon after release. It was good enough that I finished it, but it burnt me badly enough that when I went to replay it I just couldn't get past the constant repeating maps and boringness of just mission after mission. Without that middle build up to each mission of performing the other functions of a commander, it became just a series of tactical battles with no depth, the long war mod came out not too long after I had finished it, but even with it and a bunch of other elements turned on, I couldn't bring myself to play more than 3 maps on the reboot....
You on the otherhand, have come in with the changes made at Enemy Within, and the Long War Mod having been tweaked and perfected for several versions. I'm guessing we had very very different experiences.
Post by Remo » June 19th, 2017, 5:39 pm
Woolfe wrote: ↑June 19th, 2017, 4:29 pm Actually you can't. The original Xcom had a weight limit on the Chopper. Hence why you could only have 12(I think) soldiers on the flight. So the idea that you could stock the dropship with additional ammunition weight, assumes that you are not taking a full load of troops in the first place.
You can't because they built their gameplay around that, hence *insert technobabble balance reasons* the chopper could only carry that, not because its realistic that our choppers couldn't carry extra 20kg of ammo. ( in fact, I can argue that the reboot abstract inventory specialized kit system is much more realistic representation of modern battlefield than the game inventory slot/weight gamy holdover from dnd ) For the same gameplay reason in Phonix point you are going to have an ability "mana" pool and they will strap on with some technobabble.
Like I said before the game is more than the sum of its part and its the designers job to look at the big picture. And while I have many issues with vanilla XCOM, the removal of ammo and the economics of production/selling isn't one of them, and I didn't miss the air combat in XCOM2 ( although the infiltration part is done so much better by LW mod)
Woolfe wrote: ↑June 19th, 2017, 4:29 pm The "Ammo" issue is blown out of proportion because it is an example of the "dumbing down" of the system. It is just one of the Obvious elements.
Like I said, it was a mainstream triple-a reboot with all it entails, still I wouldn't say "dumbing down" because even though they have shifted focus we ended up with far more complex gameplay (even without mods). Whether it something you will enjoy is entirely different question. And I was mainly commenting on people like Gizmo who will eagerly bash on franchise even though they never played it..
Woolfe wrote: ↑June 19th, 2017, 4:29 pm As I said, its not a single thing in the game that was "bad", a lot of it was good. But when you added it all together... meh.... No depth, no replayability.
That is your right. Although to be fair you only play vanilla XCOM EU.. As for me, I find the definition of replayability and depth is very subjective and frougth with confirmation bias. Does a slot machine offer replayability, does the economic equivalent of fetch quest offer depth
Post by Gizmo » June 19th, 2017, 6:55 pm
Remo wrote: ↑June 19th, 2017, 5:39 pm And I was mainly commenting on people like Gizmo who will eagerly bash on franchise even though they never played it..
Do explain; especially since that would be news to me; fake news at that.
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Remo wrote: ↑June 19th, 2017, 5:39 pm
That's not really the case though is it. Choppers only carrying X amount is a fairly logical step and works in fine with idea of how many troops you could actually carry.
Xcom reboot only let you take 4 to start with. Which was a travesty in and of itself. So in theory in "that" space having any amount of gear in your chopper equivalent makes sense. Doesn't make it "not dumb" though.
Ability point mana, allowing you to choose the abilities and skills of each character. So is that not a better representation than, you are a heavy, therefore you can not possibly ever fire an Assault rifle/Shotgun/Pistol/Sniper/etc etc etc...
Remo wrote: ↑June 19th, 2017, 5:39 pm Like I said before the game is more than the sum of its part and its the designers job to look at the big picture. And while I have many issues with vanilla XCOM, the removal of ammo and the economics of production/selling isn't one of them, and I didn't miss the air combat in XCOM2 ( although the infiltration part is done so much better by LW mod)
And as I said, it is the SUM of the game that is the problem. The economics, and Ammo, and Air combat, and base building, and and and, where all what made up the SUM of the original game. The Tactical combat was only a part of the whole. Without the other elements, as they did with the Xcom Reboot, it didn't make up to be the total of the original. Actually they gave a veneer of the original, as a sop, because they knew they were going to catch heat for it.
That's not an excuse, no matter how many execs bleat it.
Agreed, and I am tempted to load it up with the mods to see if age has made it better. But it sounds somewhat like EW might be needed, and they don't get money from me anymore.
Of course it is. Just like anything related to "enjoyment" it is subjective. So are you saying the game was meant to be played once and then move on? So why then all the extras etc. No that is crap. I played the original, with all its flaws, to death. Numerous times. Just like I play CIV a lot, or Stellaris etc. The original game was a Tactical AND a Strategic game. The Reboot became a Tactical game, with some stuff on the side to make it look like a Strategic game. It was the equivalent of the Total War series of tactical shooters. But they took it and turned it into less than it was, and THAT is my problem with it.
Woolfe wrote: ↑June 19th, 2017, 7:33 pm That's not really the case though is it. Choppers only carrying X amount is a fairly logical step and works in fine with idea of how many troops you could actually carry.
You are not hearing me, the squad (map, speed) size and everything is determined by the gameplay that they are aiming for. A squad size of 4, 16, 64 or 256 are all just as arbitrary and make as much sense as teleportation quantum buster grenades, if it was all that important to gameplay they would have added vehicle variants, send two choppers or make some hightech technobabble Its fine if your prefer larger scale engagements (me too) but it doesn't make it smarter design just geared for longer session time.
Its ok not to like it, just no need to justify your personal preference to me with cheery picking that ignore the wider context.
Woolfe wrote: ↑June 19th, 2017, 7:33 pm Ability point mana, allowing you to choose the abilities and skills of each character. So is that not a better representation than, you are a heavy, therefore you can not possibly ever fire an Assault rifle/Shotgun/Pistol/Sniper/etc etc etc..
Deployable highly-trained specialized forces are huge part of modern small-unit tactics, these detachments are rotated among points of engagements and take the brunt of fighting. As far as representation goes: having a good aim doesn't make one a sniper, it takes a lot of training with Sniper rifle and tactics to make one a sniper, and that wont make you better than a rookie as close range shock troop with a Shotgun, a flanker with a Rifle/SMG or explosives specialists.. Overall I would say that in this even XCom EU release works very well and offer vast improvement over the originals, and then there squeals and Long War offering a system with a lot of verity that can lead to in depth tactical discussion.
As for ability mana.. that sound soo silly but I assume that they have done their research, so I will reserve judgment until I see more details.
Woolfe wrote: ↑June 19th, 2017, 7:33 pm Without the other elements, as they did with the Xcom Reboot, it didn't make up to be the total of the original. Actually they gave a veneer of the original, as a sop, because they knew they were going to catch heat for it.
Nothing can ever capture or compare with my initial experience with those game.. but otherwise that is true, Firaxis Xcom didn't make up to be the total of the originals, it took a little patience but they ended up with a game that offer me much more in all the above, a game that I actually enjoy playing and figure out rather then forcing myself to slog through due to misguided nostalgia.
Woolfe wrote: ↑June 19th, 2017, 7:33 pm That's not an excuse, no matter how many execs bleat it.
That is not an excuse, that is a fact. Don't like it don't buy it. This whole games for gamers vs evil Inc is just sweet talk to make you open up your valets, like Fargo cheesy Wasteland kickstarter video Or do you not think that Inxile have a business plan, picked up Wasteland for its ol' school brand recognition, and have target audience that left out some of its original fans Did they hit it right out of the bat? or needed some time to polish a 'director cut' and forced todo a 'visual upgrade' despite people chanting that 'graphic don't matter'.. Aren't they making WL3 shorter, more accessible, more 'industry standard' ready, developing simultaneously for console etc.. Also Julian isn't "beating" Firaxis in their own game, he plays the same game, making his in Firaxis own cauldron
For an experienced gamer you seem to be a either very clueless or willfully ignorant. Here is a "pro" tip form one veteran PC gamer to another, look at triple-a games as platforms; check out the reviews and modding section before buying; exercise patience as it can take a while until your tall order can be meet. And If that haven't work for you so far, save your nerves and move to greener pasture of mid-size or indie devs that focused on more niche tastes.
Last edited by Remo on June 20th, 2017, 4:26 am, edited 1 time in total.
Post by Woolfe » June 20th, 2017, 4:24 am
Its ok not to like it, you don't need to justify your personal preference to me with cheery picking that ignore the wider context.
Of course its gameplay.. What else would we be talking about. Doesn't make it any more reasonable. You can say technobabble and other spiffy terms all you want, its all the same thing. The original game had pressure caused by lack of ammunition, and the ability to do more elsewhere. You were the one who brought in "Reality" by saying that why wouldn't they just rearm from the chopper etc. I simply pointed out that your reality doesn't make sense in the real world, let alone the gameplay.
Deployable highly-trained specialized forces are huge part of modern small-unit tactics, these detachments are rotated among points of engagements and take the brunt of fighting. As far as representation goes: having a good aim doesn't make one a sniper, it takes a lot of training with Sniper rifle and tactics to make one a sniper, and that wont make you better than a rookie as close range shock troop with a Shotgun, a flanker with a Rifle/SMG or explosives specialists.. Overall I would say that even XCom rebot inital release works very well and offer vast improvement over the originals in this, and then there sequals and Long War offering a system with a lot of verity that can lead to in depth tactical discussion.
Oh no.. I'm sorry you are totally right. A sniper doesn't ever get trained in say how to use an assault rifle. A Heavy would not know how to use a Shotgun, why would they, I mean its not like in real life they ever run out of fucking ammunition.
You have some serious circular logic going on there.
Isn't it simply willpower? A method to allow usage of special abilities etc, its no more stupid than having a cooldown. Oh I can run and gun. But nope can't do it 2 turns in a row...
Nothing can ever capture or compare with my initial experience with those game.. but otherwise that is true, Firaxis Xcom didn't make up to be the total of the originals, it took a little patience but they ended up with a game that offer me much more in all the above, a game that I actually enjoy playing and figure out.
Rubbish, they ALMOST achieved it with the reboot. But then you scratched the surface and realised it was a big shell game full of nothing but fluffy feel good bullshit.
That is not an excuse, that is a fact. Don't like it don't buy it. This whole games for gamers vs evil Inc is just sweet talk to make you open up your valets,
They advertised it hard as being like the original. And yeah I fell for it. I'm sorry for hoping that a company would be a little more respectful of the original source.
like Fargo cheesy Wasteland kickstarter video Or do you not think that Inxile have a business plan, picked up Wasteland for its ol' school brand recognition, and have target audience that left out some of its original fans Did they hit it right out of the bat? or needed some time to polish a 'director cut' and forced todo a 'visual upgrade' despite people chanting that 'graphic don't matter'.. Aren't they making WL3 shorter, more accessible, offer more industry standards, developing simultaneously for console etc.. And Julian isn't "beating" Firaxis in their own game, he plays the same game, making his in Firaxis own cauldron
Hey here is a bit of info for you. I haven't backed WL3. And at this stage I am unlikely to. I wasn't totally happy with how they handled WL2. I am not happy with what I am seeing of BT4 either. So yeah, at this point Inxile don't get my money.
For an experienced gamer you seem to be a either very clueless or willfully ignorant. Here is a "pro" tip form one veteran PC gamer to another, look at triple-a games as platforms; check out the reviews and modding section before buying; exercise patience as it can take a while until your tall order can be meet. And If that haven't work for you so far, save your nerves and move to greener pasture of mid-size or indie devs that focused on more niche tastes, and focus on the positive.
You feel better now? Got that condescension off your chest? I've already stated I trusted them too much. Sorry for occasionally being suckered into the hype. Firaxis have actually treated a lot of IP pretty well, and they beat that old "we loved the original game" drum really fucking hard, so yeah I thought they might actually produce something good. Coupled with positive reviews from sites I trusted, I had a little cash spare at the time and I bought it. Are you suggesting you are so perfect that you have never purchased something that didn't live up to the hype?
Please, stop being petulant because you actually can't argue against most of the problems the game had, other than to say "well that's the way I like it". You even admitted yourself that you played with the mods and the expansions which solved some of the issues.
The original game had pressure caused by lack of ammunition
FYI XCom2 has pressure caused by infiltration timers, that didn't prevent this mechanic from being poorly received by many fans of the originals and longwar mod in particular, and Phoenix Point specifically took steps to address the underlying reason in different way.
Anyway, to sum it up I think that Firaxis correctly identified key gameplay elements that leads to interesting decisions and removed pointless busywork. It took a while to hone the formula but they ended up with game that offer mechanics that lend to more meaningful decisions and good gameplay. And with next update they are moving to expand on the strategic level as well, And we get a new take from 'Phoenix Point' soon-ish, that is a win win in my book.
That not what I said. Which was that he should be as effective with it as any other rookie in game. And yes (A) realistically even in special forces where they are intentionally trained with a verity of weapons and roles, a specialist ( i.e. someone who has spend most of his time training in terrain/scenarios and combat in a specific role) sniper will be more effective in said role than an expert in close quarter fighter or demolition expert who just picked a gun; (B) I spoke off the modern specialized combat kits, which are outfitted to the individual need, specialty, designation, and mission (need more ammo, strap a pouch with extra mags) which is why its not as simple as just pick up a gun and blast away..
But again, the main point was gameplay, I was noting that XCom offered a vast improvement over the original ( which you tend to skip in favor of what they didn't do, or didn't do well enough to your taste ). And yes I think that its skill trees offered more unique options that allow your soldiers really come into play in a verity of interesting situations. And made the loss to the team that much more devastating when a specialist is incapacitated or bites the dust, because you can't just pass the sniper rifle to the next guy with high aim and as result pressured to make due and adapt.
Otherwise, it would be nice to see what refinement to the formula Phoenix Point came up with, with what their engine will offer.
It is game balance mechanic yes, but it still sound silly.. ability mana As for your comparison, I find that more abstract vague nature of cooldown works better for me, depending on the ability I can pretend that its due to strenuous physical (run and gun), mental exertion (eye fatigue) or mechanical reason (barrel cooldown), while a magical mana pool that rules them all is much harder to digest.. But I am intrigued to see what Phoenix Point will do with it, if it works i'll call it ability mana with pride
Woolfe wrote:
Remo wrote: Nothing can ever capture or compare with my initial experience with those game.. but otherwise that is true, Firaxis Xcom didn't make up to be the total of the originals, it took a little patience but they ended up with a game that offer me much more in all the above, a game that I actually enjoy playing and figure out.
By little patience I was speaking of the expansion ( wink wink "director cut" ) and mods ( Which to me is an integral part of any triple-a.) Otherwise we going to have to put an end to this and agree to disagree.. segway -->
You feel better now? Got that condescension off your chest?
Yeah :smug: I always respond poorly to seemingly entitled, self-righteous amd butthurt comments that such forums are a breading ground for.. I mean, we get it hugs and stuff, still 'despite all the rage you are still a rat in cage', so sober up mate and look at the bright sight of modding and Phoenix Point
Last edited by Remo on June 20th, 2017, 11:08 am, edited 2 times in total.
Zombra
Joined: March 8th, 2012, 10:50 pm
Post by Zombra » June 20th, 2017, 10:43 am
OK, we can leave the little personal duel out fellas. If it continues you can expect to see your posts trashed and I don't really want to do that when you're putting so much effort into the actual debate. Keep it respectful. Thank you.
Because they don't make sense. A timer does not equate to a replacement for pressure from lack of resources. One is a "Time" issue, the other is a conserve fire issue.
I get abstract, but why use abstract when you can use the actual real effects. Especially when you are using "actual real effects" in any number of other areas in that same system. They are looking for a solution to a problem that already has an answer.
Remo wrote: ↑June 20th, 2017, 7:26 am Anyway, to sum it up I think that Firaxis correctly identified key gameplay elements that leads to interesting decisions and removed pointless busywork. It took a while to hone the formula but they ended up with game that offer mechanics that lend to more meaningful decisions and good gameplay. And with next update they are moving to expand on the strategic level as well, And we get a new take from 'Phoenix Point' soon-ish, that is a win win in my book.
I can't comment on the current build/version, because they lost me with the original reboot. The X-com game was always about more than the tactical combat. Oh the tactical combat was very important, but the strategic elements were what gave the game its structure. You didn't just go into a fight with a bunch of soldiers. You went into a fight with a bunch of soldiers you hired, you equipped, from the base you designed with direction from the radar emplacements you put in place etc.
They failed in that space.
And yet that is how the game does it. I know what you said, but your argument of how it works in real life, supports the original Xcom way more than the Reboot. The Reboot has taken the "real life" elements, and turned them into abstracts.
In the original you could and often did pick up someone else's weapon if they had fallen. Maybe they were carrying one of the precious alien weapons, that even though it was a different type was still more effective than whatever weapon you may be carrying etc. Or maybe you need to go into an environment where you are checking room to room. A sniper rifle would suck at that, grabbing the shotgun off your fallen comrade may well be the better solution.
Haven't skipped. Have constantly stated "it was almost a good game". My focus is almost entirely on the bits that they did so badly they would be better if they had dropped them, or on the bits that have been done to "ease" gameplay, but at the expense of the actual complexity of combat that the original had. It went from a tactical game to an action game.
I wouldn't have a problem with the skill tree, if it didn't lock down everything else. Sure it doesn't make sense for a sniper to start with a shotgun. But in the middle of combat sometimes you just need to get something done. But all that flexibility has been "abstracted" out of the game.
And what "Willpower" doesn't fit Mental exertion? or Strenuous actions? Mechanical reasons should exist anyway. Why abstract them into a single thing. Its no different to the "magical" cooldown timer. Also I assume you are using "magical" and "mana" to get a rise out of me. Which is odd, because that is just a name, it doesn't define the gameplay mechanic. Also Mana doesn't even accurately describe the function, as mana tends to be large sums, whilst the willpower thing looks like it will be somewhat limited.
Well I did say several comments ago that we can't really compare our experiences. Cause I am coming from Vanilla Reboot. You are coming from Multiple expansions and Modding to fix what the Developers did wrong.
The dumb thing was, I had no animosity towards you at all, I was even asking your advice so I could give the game another chance.
I get where you are coming from. I'm not butthurt, I am disappointed, and angry. Butthurt would suggest I don't have a reason to be that way, but I have shown repeatedly that I do. I have even admitted repeatedly that I got taken in by them. I have reasoned and real arguments why the reboot was a shadow of the original. Many of which you agree with, simply by dint of the fact you are using mods to fix it. And yet, you continue to argue, and now insult me. There is a reason people resort to those tactics, and it doesn't involve having a cognisant argument.
Zombra wrote: ↑June 20th, 2017, 10:43 am OK, we can leave the little personal duel out fellas. If it continues you can expect to see your posts trashed and I don't really want to do that when you're putting so much effort into the actual debate. Keep it respectful. Thank you.
All Good Zombra, and apologies if I cracked a little, his trolling got to me. I can't see this going on much longer, his argument is going nowhere and is repeating itself.
Post by Remo » June 23rd, 2017, 11:58 am
Maybe that is your problem, because there is no argument to be won here.. I am not challenging your gaming preferences, I don't care why you feel disenfranchised or say that you shouldn't, I don't need walkdown memory lane nor care for clash of the mechanics in a member berry grove, and certainly not trying to sell you on giving the new Xcom another chance. We have more in common than you realize, I am just tiered of some recurring themes and feel little perspective should be had, that what I am trying to dribble with my English drivel.
If you recall I noted that we hadn't had a turn based tactical squad based shooter worthy of the name in a decade, and how much Firaxis effort reinvigorated the genre. That all studios have real life constraints and considerations. That a game is more than the sum of its parts and designers need to look not just at the rulesets but the people they are designed for. I think that mechanics made meaningful when integrated with the rest of the gameplay in a way that prompts interesting and ambiguous decisions. And while for me Firaxis initial release left a lot to be desired, it provided a solid foundation to build on that removed the pointless mechanical incumbency of the originals ( including but not limited to ammo management and the manufacturing income padding .) And finally noting how much the reboot has grown since its initial release proved to be a commercial success, and the effort Firaxos put to address the community's needs (And that as far as I am concerned what their game offer to me managed to both surpassed the original and capture their flavor and tension. FYI i recently have been playing LongWar2 )
To help illustrate these points i tried to offer less evocative examples substituting Firaxes for Inxile/Snapshot, ammo management to weapon wear (which isn't present in WL2). Suggested that while Xcom/Xcom2/Mods use different mechanics you are offered at the very least with the same decisions. Showing you can plausibly explain and tear down any mechanic, and when you hung up on your example showing an examples of what you argued for on paper that was already implemented in Xcom1 and another poorly received in Xcom2. (btw if you put your mind to it, you should be able to reason out a plausibly explanation for each example and how it tied to the rest of the game in the reboot )
But I am not sure what are you trying to prove, but from my perspective it just feels like pointless nitpicking. Usually i'd suggest that we focus on the present and how Phoenix point can improve upon what Xcom/Xcom2/Mods offer, but given that you are only played the initial release we lack common ground for such discussion, and this back and forth isn't doing good for any of us... so agree to disagree..
Post by Woolfe » July 4th, 2017, 11:56 pm
Indeed, as I mentioned quite a number of posts ago, we can't really compare experiences.
I don't have a problem. Firaxis created a game that was almost good, but lost a lot of the elements that made the original what it was. I bought it. I found it to be not what they said. As such I now don't buy Firaxis games, and I will point out the Xcom remake's plethora of issues whenever I have the opportunity.
I like arguing, I find it an excellent way to understand someone else's point of view, so for me that is not a problem.
I wasn't trying to prove anything, I was simply having an argument with someone over a game that could have been so much more. Based on your comments, I was even leaning to giving the game another try as clearly you enjoyed it and you seemed reasonable, albeit subjectively wrong on many points.
Then you started abusing me. That was a problem, but not mine.
SagaDC
Joined: May 2nd, 2012, 5:51 am
Post by SagaDC » July 11th, 2017, 2:43 pm
Snapshot's pre-order store just went live, so people who were waiting for Paypal support can now back the project using CrowdOx. Snapshot has also just finished setting up the official Phoenix Point forums.
https://www.fig.co/campaigns/phoenix-po ... 16#updates
Godfather101
Post by Godfather101 » July 11th, 2017, 10:08 pm
Thx for the Info @Saga.
The Bard's Tale Series
↳ The Bard's Tale Series
↳ The Bard's Tale: News & Announcements
↳ The Bard's Tale IV: Director's Cut
↳ The Bard's Tale IV: General Discussion
↳ The Bard's Tale IV: Gameplay Discussion
↳ The Bard's Tale IV: Story Discussion
↳ The Bard's Tale IV: Technical Help
↳ The Mage's Tale
↳ The Mage's Tale: General Discussion
↳ The Mage's Tale: Tech Support
↳ The Bard's Tale Classics
↳ The Bard's Tale Trilogy & ARPG
Wasteland Series
↳ Wasteland Series
↳ Wasteland Series News & Announcements
↳ Wasteland: The Original Classic
↳ Wasteland: General Discussion
↳ Wasteland: Game & Technical Help
↳ Wasteland 2
↳ Wasteland 2: General Discussion
↳ Wasteland 2: Gameplay Discussion
↳ Wasteland 2: Story Discussion
↳ Wasteland 2: Technical Help
↳ The Ranger Citadel 6502 Computer
↳ Wasteland 2: Community Content
↳ Crowdsourced Unity Assets Forum
↳ Wasteland 3: Story & Quests
↳ Wasteland 3: PC Bug Report Forum
↳ Wasteland 3: Console Bug Report Forum
↳ Wasteland Remastered
↳ Wasteland Remastered: General Discussion
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↳ Torment: Tides of Numenera
↳ TTON: News & Announcements
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↳ TTON: Story Discussion
↳ TTON: Technical Help
↳ TTON: Community Content


text:
A Modest Proposal for Sony's PSP, and the Marketing Thereof
By Jared Newman | Tuesday, February 2, 2010 at 7:07 pm
Nintendo and Sony reacted predictably to the iPad's debut last week — that is, they blew it off.
Sony's comments, in particular, deserve scrutiny, because PSP sales fell further last year than any other console. It's harder to find fault with Nintendo's remarks when the Nintendo DS continues to outsell every gaming machine on the market. John Koller, Sony Computer Entertainment's director of hardware marketing, said Apple's gaming presence has been "a net positive" for Sony. "When people want a deeper, richer console, they start playing on a PSP," he told the Wall Street Journal.
Sony's been saying this for a while. The company believes that the PSP offers deep gaming experiences while the iPhone is shallow. That is increasingly less true as games like Assassin's Creed and Grand Theft Auto: Chinatown Wars end up on Apple's devices. Besides, ignoring consumers who liken portable games to snacks isn't wise. That's probably why Sony introduced PSP Minis, a downloadable catalog of cheap, small-scale games, albeit more expensive than the same games on the iPhone.
So here's what I propose: Instead of trying to position the PSP as the major leagues to the iPhone's farm team, Sony should exploit the one real advantage it has. I'm talking about buttons.
We're entering an age where buttons are marginalized. The Wii threw out many of them. Nintendo DS games often focus on the touch screen. Microsoft's Project Natal will do away with buttons entirely. Play any console game that's been ported to the iPhone, and you'll miss the D-Pad's tactile feedback. Someone's got to stand up against the erosion of gaming's most time-honored tradition.
It might as well be Sony, whose PSP is blissfully set in its ways. Mr. Koller, I propose that you ditch the silly marketing jargon and say something that gamers really understand: "Button mashers, welcome home."
Read more: Apple iPad, Gaming, Sony, Sony PSP
Ben Norman Says:
I completely agree! I've yet to find a ported game or even style of game that was created for the older consoles that I like on the iPhone. The only ones that work well are the purposely built apps which rely on the accelerometer. Using the screen as a button just doesn't work as well.
Saying that I think things the Natal will have their place, as long as that place is alongside a gaming pad. It should never be used as a complete replacement to analogue sticks like the Wii's controller was.
L1A Says:
February 3rd, 2010 at 3:15 am
assassin's creed and gta: china wars are much much better with real d-pad instead of the on-screen one. anyways i think all 3 have different markets most of the time. between ds and psp i only buy the exclusives, if it's on all 3 platforms i get the psp one.
I don't think anyone uses the PSP anymore.
Sony Phone and Tablet Will Take on Microsoft, Too Says:
[…] Just one question: If Sony's planning on bringing Playstation games to a tablet and smartphone, what does that mean for sweet, sweet buttons? […]
Sony Cheers for Buttons Ahead of Playstation Move Launch Says:
[…] like Epic Games get onto Apple's platform. When I said in February that Sony should adopt a pro-button marketing stance for the PSP, I was half-kidding, but if Sony's willing to go there for the Playstation Move, […]
The PSP2 Comes Into Focus Says:
[…] yes, Sony is taking up the narrative that buttons are irreplaceable for certain kinds of games. It's certainly better than arguing that smartphone gaming exists […]

redpajama_set_name: RedPajamaCommonCrawl


text:
Football League Championship
Leeds track German defender, Bilic makes admission and Cocu eyes Dutchman for Derby - Championship transfer rumours
A round-up of the latest Championship transfer news, views and rumours
Liverpool's Curtis Jones (Image: Getty Images)
The January transfer window may be over but that doesn't mean clubs have finished their business.
Many already have one eye on the summer and what they could do to get ahead of their rivals.
Here is a round-up of the latest Championship news, views and rumours.
Leeds track German defender
Leeds United are interested in German defender Robin Koch, according to the Yorkshire Evening Post.
The centre-back, who has played twice for his national team, has been scouted by Marcelo Bielsa's side, according to Sport Witness.
Freiburg player Koch would not come cheap, however, with his value said to be around £15m.
The 23-year-old has also been linked with Leicester City and Wolves.
Bilic's revealing admission
West Brom boss Slaven Bilic has revealed why the Baggies didn't sign exciting Watford midfielder Domingos Quina.
Bilic had hoped to be reunited with Quina, who he worked with at West Ham United.
But since there were no late departures at The Hawthorns, the Croatian boss opted against pursuing the 20-year-old.
Chris Brunt was expected to move to Stoke but the Potters were unable to finalise a sale.
The inside story of Reading FC's January transfer window business
Ex Reading FC striker caught speeding at more than 100mph on motorway
Bilic, as quoted by BirminghamLive, said: "Quina was an option but only if one of our players was leaving.
"There was a possibility that one of our players would go and one more.
"And for one I said [okay] and the other I said no, no way. Then maybe we would have got Domingos.
"But because that transfer did not happen it would not be fair to player to bring him in but for him not to be involved as much as he deserves to be."
Derby go Dutch
Derby County boss Phillip Cocu is set to reignite his interest in Mike te Wierik in the summer.
Dutch legend Cocu failed to bring the centre-back to Pride Park Stadium in January but is expected to make a move for his compatriot at the end o fthe current campaign.
Derbyshire Live report the Rams tried to bring him in on deadline day and although they did not succeed, they are 'likely to revisit their interest' in the Groningen captain who will be a free agent in the summer.
Rovers want Liverpool attacker
Blackburn Rovers are already looking to put together their squad for next season.
Reading FC transfer news
Gunter on why he turned down exits
Barrow goes awol again
Championship free agents
Bowen outlines summer plans
According to The Sun, Tony Mowbray's side are looking to recruit young Liverpool forward Curtis Jones.
The 19-year-old shot to fame when he scored the winner in the Reds' Merseyside Derby win over Everton in the FA Cup last month.
Top flight duo eye Reading attacker
Reading forward Danny Loader is wanted by Premier League duo Wolves and Norwich City this summer.
The teenager is stalling on signing a new contract with Royals and he was expected to move on in January.
According to BerkshireLive via the Daily Telegraph, both top flight clubs are willing to wait until the end of the season to land the England youth international.
Loader has scored two goals in 35 games for Royals since breaking into the team last season.


Been coming here for years! The Steak and Cheese is the best in the city! Hands down.
Their pizza is great and the service that comes with it is just the best.
Best family friendly Mexican restaurant I've been to. The girls are so nice and the service is on point even when they are super busy. I even had my big anniversary party there and fed over 10 people with less than 200! Including drinks!
Very slow service - we were going to an 8:00 show @ Lynn Arts and just made it. Food was very salty; eggplant and chix wings overcooked. First time visit was better, but 2nd visit was not a good experience.
Called in an order for delivery, was told 30-45 mins. After an hr called and they weren't sure what was going on but would be there. Called after another 30 mins, still no food. The woman on the phone was so rude and said "yea, we're busy." It was an hr and 45 before the food was delivered!!!! They lost good customers!
I hope Phantom Gourmet never finds this little hole n the wall. Everything is cooked to order, never had a bad meal EVER!!!!!!!!!!!!!!!! The best of the best and I have been to many $$$$$ restaurants, this place beats them hands down.


This is what Tānre said. We know this from the temme ien at the beginning of sentence four. se followed immediately by ien is generally a quote marker. la rixōλa ñe jajāra "your beauty is like a dance" is a fancy way of saying "you are graceful". la rirōña ñe mamōra mīña is "Your eyes are like small moons", mīña being the animate singular inflection of the stative anīña which means "little" or "small" in size or volume.


Multi-functional. On-delayed. Off-delayed. Fleeting contact on energization. Fleeting contact on de-energization. Flashing, pulse initiating. On- and Off- delayed. W. Remote potentiometer, IP ≦ DILET ETR MR10K. 1 off. –. DILET ETR M22S-R10K. 1 off. Screw adapters. Eaton Multi Function Timer Relay, Screw, s → 60 h, DPDT, 2 Contacts, DPDT, 24 → V ac/dc. RS Stock No. ; Mfr. Part No. ETRA; Brand.
Functions,,All 8 listed functions rtr4-70-a with 2 x delayed contacts or 1x delayed and 1 x instantaneous contact offering 16 functions in total16 time ranges. They are ideal in etr4-70-a saving applications due to their slim design and help reduce work in control panels.
RS Components Statement of conformity. The panel builder is responsible etr4-70-a the temperature rise calculation. Etr4-70-a products ETRA These delivery times are estimations and may vary when the item order has etr4-70-a processed.
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Etr4-70-a info PDF Reviews. Solid-sate time delay relays with push-in plus technology are used for in-panel etr4-70-a. This manufacturer will be closed from 13th to 17th Etr4-70-a. Please refer to data sheet for details. Thank you for your interest in our products; we hope the delivery time indicated is to your convenience.
Multi-functional On-delayed Etr4-70-a Fleeting contact on energization Fleeting contact on de-energization Flashing, pulse initiating On- and Off-delayed Pulse forming Pulse generating. Technical data ETIM 6. Electronic Timing Relays SIRIUS 3RP25 series time relays wtr4-70-a used in control, starting, and protective circuits for etr4-70-a switching operations involving time delays.
Is the panel builder's responsibility. Do you recommend etr4-70-a product to buy?
No customer reviews for etf4-70-a moment. Timing relay, etr4-70-a, 0. Multifunction time relayLED indicator. Etr4-70-a fully developed concept and space-saving, compact design make the time relays ideal modules for control cabinet, switchgear and control manufacturers in the industry.
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The specifications for the switchgear must etr4-70-a observed. Connection of remote potentiometer possible.


text:
package com.mongodb.memphis.config;

import java.util.List;

public class Test extends Config {

	private List<Stage> stages;

	public List<Stage> getStages() {
		return stages;
	}

	@Override
	public void executeInternal() {
		for (Stage stage : stages) {
			stage.execute();
		}
	}

	@Override
	public List<Stage> getChildren() {
		return stages;
	}

}

redpajama_set_name: RedPajamaGithub


text:
Fast and furious: The influence of implicit aggression, premeditation, and provoking situations on malevolent creativity
Daniel J. Harris, Roni Reiter-Palmon
Being intentionally harmful in original ways has been termed "malevolent creativity." The empirical study of malevolent creativity is still in its infancy, so developing a strong foundation of its antecedents is paramount. Three factors were identified as potentially influencing the generation of malevolently creative ideas: implicit aggression, which is aggression that is beyond one's conscious awareness; premeditation, a facet of impulsivity that pertains to the degree of planning and forethought an individual engages in before acting; and situations that condone or otherwise provoke the use of malevolent creativity. Consistent with our hypotheses, and in accordance with the theory of trait activation, a 3-way interaction among those factors was obtained. Specifically, the interaction indicates that individuals who are more implicitly aggressive and less premeditative are more likely to be malevolently creative in response to situations that provoke malevolent creativity.
Psychology of Aesthetics, Creativity, and the Arts
https://doi.org/10.1037/a0038499
Impulsive Behavior
Ethical impulse
Implicit aggression
Malevolent creativity
Provoking situation
Trait activation
Harris, D. J., & Reiter-Palmon, R. (2015). Fast and furious: The influence of implicit aggression, premeditation, and provoking situations on malevolent creativity. Psychology of Aesthetics, Creativity, and the Arts, 9(1), 54-64. https://doi.org/10.1037/a0038499
Fast and furious : The influence of implicit aggression, premeditation, and provoking situations on malevolent creativity. / Harris, Daniel J.; Reiter-Palmon, Roni.
In: Psychology of Aesthetics, Creativity, and the Arts, Vol. 9, No. 1, 01.02.2015, p. 54-64.
Harris, DJ & Reiter-Palmon, R 2015, 'Fast and furious: The influence of implicit aggression, premeditation, and provoking situations on malevolent creativity', Psychology of Aesthetics, Creativity, and the Arts, vol. 9, no. 1, pp. 54-64. https://doi.org/10.1037/a0038499
Harris DJ, Reiter-Palmon R. Fast and furious: The influence of implicit aggression, premeditation, and provoking situations on malevolent creativity. Psychology of Aesthetics, Creativity, and the Arts. 2015 Feb 1;9(1):54-64. https://doi.org/10.1037/a0038499
Harris, Daniel J. ; Reiter-Palmon, Roni. / Fast and furious : The influence of implicit aggression, premeditation, and provoking situations on malevolent creativity. In: Psychology of Aesthetics, Creativity, and the Arts. 2015 ; Vol. 9, No. 1. pp. 54-64.
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abstract = "Being intentionally harmful in original ways has been termed {"}malevolent creativity.{"} The empirical study of malevolent creativity is still in its infancy, so developing a strong foundation of its antecedents is paramount. Three factors were identified as potentially influencing the generation of malevolently creative ideas: implicit aggression, which is aggression that is beyond one's conscious awareness; premeditation, a facet of impulsivity that pertains to the degree of planning and forethought an individual engages in before acting; and situations that condone or otherwise provoke the use of malevolent creativity. Consistent with our hypotheses, and in accordance with the theory of trait activation, a 3-way interaction among those factors was obtained. Specifically, the interaction indicates that individuals who are more implicitly aggressive and less premeditative are more likely to be malevolently creative in response to situations that provoke malevolent creativity.",
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10.1037/a0038499


Billionaire business funds investor Tim Draper has earned a whopping $89.1 million from his Bitcoin investment within five years of time. In the year 2014, Tim Draper acquired a volume of 30,000 BTC from the U.S. authorities in a public sale. He outbid each and every investor who had been a part of it by giving $632 for each Bitcoin, with a small premium.
The $18.96 million amount he spent in 2014 is at the present of value $108 million in spite of the 80 percent alteration the leading cryptocurrency went through in the previous 12 months of time.
Earlier, as CCN stated, a South Africa Shark Tank host as well as Civic CEO Vinny Lingham recommended that the cryptocurrency marketplace possibly will require an extended period to pull through from its alteration. Lingham put in plain words that the bull rally of digital assets in 2017 was mainly set off by retail and individual investors, plus the big number of a mass of the investors lost a major portion of their funds in the latest alteration. Expressively and monetarily, he realized that a good number of investors who lost out extremely in the cryptocurrency bear marketplace might require years to get well.
"The crypto marketplace is going to mount once more, although quite possibly at that moment when the sting of the latest plunges turns out to be a far-away remembrance. Don't undervalue the rule of psychology in open marketplaces," Lingham alleged.
Nonetheless, investors such as Draper who have spent a limited part of their net value that does not impose any chief impact on their portfolios turned out to be successful enough to endure several bear marketplaces as well as lengthy alterations.
In an up-and-coming marketplace similar to crypto, it is very much unsafe to make a large number of investments and chances of big losses do exist. In a single year, cryptocurrencies might climb by 300 to 500 percent. However, in the subsequent year, the asset category might fall down by 80 to 90 percent in worth throughout a few months.
Those investors having a strong faith in the prospect of the technology and the capability of an un-censorable type of currency to offer fiscal liberty to billions of citizens throughout the globe in the likes of Tim Draper, Mike Novogratz, as well as Peter Thiel keep up with their funds year after year, recognizing the great threat involved.
Investors holding onto the leading cryptocurrency as a long-standing investment are anticipating the asset to ultimately fight against gold and further kinds of safe-haven assets to turn out to be a multi-trillion dollar asset.
At present, Bitcoin is a substitute currency at its early life, functioning to augment commercial and conventional acceptance. In the exact sense of the word, all key alteration it experiences raises its elasticity significantly.


The file is updated as usual on the last day of the month, the final returns for November will be available in two days' time. As usual there was a very intense, high quality interest in www.aias.us, with study visits from sixteen of the world's top twenty universities: Berkeley, Caltech, Cornell, Michigan, Princeton, UC San Diego, Washington, Wisconsin*, EPF Lausanne, ETH Zurich, Cambridge*, Oxford, Imperial*, Edinburgh*, King's College London and Toronto*, the * denotes multiple visits.
There were 1444 files downloaded from 349 reading sessions, main spiders google, MSN and yahoo. Top ten items 1505, Collected ECE2 483, Collected scientometrics 425, F3(Sp) 320, Collected Evans / Morris 280, UFT88 219, Autobiography volumes one and two 206, Barddoniaeth / Collected poetry 181, Eckardt / Lindstrom papers 147, Engineering Model 123, Self charging inverter 91, Principles of ECE 87, Evans Equations 79, UFT311 52, CEFE 40, UFT321 35, Llais 31, Lindstrom Idaho Lecture 26, UFT313 17, UFT31418, UFT315 15, UFT316 16, UFT317 16, UFT318 37, UFT319 29, UFT320 22, UFT322 30, UFT323 17, UFT324 49, UFT325 29, UFT326 29, UFT327 18, UFT328 22, UFT329 28, UFT330 32, UFT331 33, UFT332 19, UFT333 7 to date in November 2015. cnsat.co.cn (China) extensive study of Omnia Opera and UFT sections; The Chinese University of Hong Kong UFT126; University College London UFT158; British Mindfulness in Schools Project general. Intense interest all sectors, updated usage file attached for November 2015.
His E index is 47,600 = AB where A = 200 and B = 238, h index 57. He published about 200 papers and 38 books, and is generally considered as one of the greatest of mathematicians, specializing in Lie algebra. He inferred spinors in 1913 and with Maurer, the structure equations defining torsion and curvature in the early twenties. He is an obvious influence on the Einstein Cartan Evans unified field theory. Cartan's differential geometry is very elegant, and very powerful, and ECE is based directly on it. All physics can be derived from Cartan geometry with the exception of indeterminacy, or uncertainty principle, refuted in UFT175. Apart from his influence on my work , I resonate with Cartan's biography because he came from a very poor background similar to mine, the son of a blacksmith in the village of Dolomieu, where Ecole Elie Cartan is now situated. Due to the help of a school inspector Antoine Dubost, he was able to attend College de Nienne, then a Lycee in Grenoble and a Lycee in Paris. He attended the Ecole Normale Superieure in Paris along with Henri Poincare and other brilliant students. He graduated in 1891 and met Sophus Lie in 1892. His doctoral work of 1892 – 1894 was funded by a prestigious bursary from the Peccot Foundation. He became professor at Nancy in 1903 and in 1909 built a house in his native village of Dolomieu in the Savoie alps, and often helped his father in the forge. He became a professor in Paris. He was very modest in character, so recognition was delayed until his mature years. I have worked a great deal with Cartan geometry and always find it perfectly logical and supremely elegant. Within its axioms it cannot be refuted, so ECE cannot be refuted mathematically. ECE can be refuted only by comparison with experimental data, and in twelve years no data have come near to refuting it. It is the first successful unified field theory, which is why it is read by tens of millions.
This is 556,928, A = 655.21, B = 850, h = 106, publications from 1920 to 1988, a total of sixty eight years of continuous publication. His total number of citations is 78,252, of which 68,797 occur in the 105 h index papers, so his A = 68,797/105 = 655.21. The citations are dominated completely by one book, "The Nature of the Chemical Bond", cited 23,766 times. Chemistry Nobel Prize 1954, Peace Nobel prize 1962. This compares with my A = 130.18, B = 1638, h = 39, E = 213,235 over forty two years of publication, plus scientometrics indicating tens of millions of readings. Pauling was a visitor to Sommerfeld's group and one of the most eminent pioneers of quantum mechanics applied to chemistry. Pauling was forced to resign from Caltech because of his political views. He was a great (and not altogether healthy) influence on my Ph. D. supervisor Mansel Davies, who had a jar of ascorbic acid or Vitamin C on his desk, and a deflagrating spoon which he used to eat raw ascorbic acid. I thought that this was not real science, and much of Pauling's later work is in my opinion pseudoscience. I think that virtually all of Hawking's work and much of standard physics is pseudoscience. Nevertheless Pauling's early work is still very influential. Pauling introduces the modern era in publication, where an output of a thousand or more papers and books (essentially by a large group) occurs quite often. My own output is currently 1,638, probably a world record. Added to that are nearly 23,000 blog postings, but I do not count those in calculating the E index. My analysis so far shows that the Hirsch h index has very little meaning, but the website scientometrics are accurate and most valuable for science history when carefully archived. They show the REAL influence of an individual scientist.
This is 55,200 from A = 251, B = 220, h = 49. I can find about 220 scientific papers on Google Scholar by Sommerfeld and co workers. He was nominated for the Nobel Prize 84 times from 1917 to 1951, seven of his students or assistants were Nobel Laureates: Pauli, Heisenberg, Debye, Bethe, Pauling, Rabi and von Laue. He was nominated many times by Max von Laue, Max Planck and Wilhelm Wien, also by Enrico Fermi in 1950. The nominations were blocked by only one physics member of the Nobel Prize Committee, Carl Wilhelm Oseen, who felt that Sommerfeld's work was not fundamental enough! This makes little or no sense to me, showing that the Nobel Prize process is quite arbitrary. It is obvious that Sommerfeld made many major discoveries: the relativistic correction of the Bohr atom, and two quantum numbers are attributed to him. His students obviously built on his teaching. Sommerfeld was not very happy at all this, he felt he should have been awarded the 1923 Nobel prize after Bohr had been awarded one. In comparison my indices are E = 213,235, A = 130.18, B = 1638, h = 39 plus a vast impact by scientometrics. A Civil List Pension is higher in status than a Nobel Prize because the former is a State high honour, rarely awarded, and the Nobel Prize is an academic honour, although it dominates the public mind in an unhealthy way. For a scientist's scientist, Sommerfeld is the most influential figure in what became known as the new quantum mechanics of the golden age of physics. Planck and Einstein are the most influential figures in the original quantum mechanics of about 1899 onwards, known as the old quantum mechanics. I am in the process of demolishing the standard physics which dominates the Nobel Prize scene, but I am told I have been nominated a few times. There is no reason to disbelieve this.
This is E = 9561, A = 107.43, B = 89, h = 28. I have been fascinated by Compton's work since second year undergraduate, and with Horst Eckardt, have recently extended it in UFT158 ff., a hugely popular series of papers. He was born in Wooster Ohio and received the 1927 Nobel Prize for demonstrating at Princeton the wave particle dualism of de Broglie in electrons. He published about 89 papers, and was a prominent figure in the Manhattan project, overseeing Fermi. He became Chancellor of Washington University St. Louis.
According to a subjective choice of schemes the usual Zeeman effect is either shifted according to Eq. (1), with the classical linear momentum p0 regarded as a function, or split, as in Eq (29), using the expectation value of the classical kinetic energy in the H atom. The various splittings will be different from those computed in previous work, and they can all be computed and graphed for various lines of the H atom. So we reach a profound turning point in physics, the Dirac equation is not objective once the unphysical Dirac approximation (H0 = 0) is discarded. The next note will develop tha anomalous Zeeman effect, in which the spin quantum number is introduced in addition to the orbital angular momentum quantum number. The usual method of dealing with the anomalous Zeeman effect rests on another arbitrary choice of quantization as in Eq. (30).
These are to develop the main Zeeman term for the type one hamiltonian, in order to investigate the effect of using the rigorous Dirac equation on ESR and NMR. UFT333 dealt only with the spin orbit term of the type one hamiltonian.
There was a bronze plaque to Soddy in the EDCL, opposite the staircase which led up to a machine which dispensed tea and coffee, often tasting the same. I recall A. J. S. Williams, who was bald and who always wore a laboratory coat, tripping down the stairs and nutting the plaque, tea / coffee thrown all over it. EDCL was associated with the Nobel Laureate Soddy and two nominees, Sir John Thomas and myself. I am the only EDCL graduate to have been nominated for a Nobel Prize. The EDCL is supposed never to have existed so my nomination is kept very quiet. The plaque was taken up to the main campus when the EDCL was shut down and then vandalized. Not the best use of resources.
I noticed from the feedback that it is Thanksgiving time, so Happy Thanksgiving to Fellow U. S. citizens two or three days late. At IBM Kingston they shut down early for Thanksgiving and the refectory had a choice of everything provided it was turkey. In early October 1986 it was in the eighties in Kingston and by the end of the month it was snowing.
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A new casebook reveals people with a learning disability and/or autism are being restrained over 100,000 times in modern-day asylums
Thousands of people with a learning disability and/or autism are in modern-day asylums at risk of increased levels of abuse, despite the UK government making promises to change the system 10-years on from a major hospital abuse scandal.
Charities renew pressure to move people with a learning disability out of inpatient units, five years on from Winterbourne View scandal
Mencap, the Challenging Behaviour Foundation and the National Autistic Society release 'Making it Happen' guide for campaigners Charities Mencap, the Challenging Behaviour Foundation and the…
Charities, families and solicitors produce 'Know your rights' guides on getting the right support for people with a learning disability and behaviour that challenges
A coalition of charities, family members and solicitors have produced a series of guides which explain the rights of individuals with a learning disability and behaviour…
Strong commitment and action needed to move people out of places like Winterbourne View
Today, 26th November, The Transforming Care and Commissioning Group (TCCG) produced its final report, including a proposed framework for local commissioning. The work has been…
Pressure from learning disability strategy group prompts National Audit Office inquiry in to post-Winterbourne View actions
Following a number of serious concerns raised by the Challenging Behaviour National Strategy Group (CB-NSG), families and campaigners, the National Audit Office (NAO) has announced…
Norman Lamb Visits Assessment and Treatment Centre
The Minister for Care and Support Norman Lamb has visited an Assessment and Treatment Unit to meet 17 year old Fauzia, a teenager with learning…
Charities call for tough action as new allegations of abuse come to light
Mencap and The Challenging Behaviour Foundation call for those responsible to be held to account Police have arrested seven care workers on suspicion of abuse…


United Consultancy is a company specialising in providing consultancy services to the F&B industry. United Consultancy prepared its operating statement for period 2 of the year ending 31 August 2012. This was as follows.
While the directors are pleased that the actual profit exceeded their budget expectations they are interested to know how this has been achieved. After the budgets had been issued to them, the consultants expressed concern at the apparent simplicity of assuming that costs could be classified as being either fixed or varying in direct proportion to chargeable consultancy hours.
ii. Critically discusses the format of the operating statement for period 2.
Explain how a spreadsheet could be set up so that a flexed budget and variance calculations could be rapidly produced by inserting only the actual data, assuming that variable costs are thought to vary in line with chargeable consultancy hours.
Critically discuss the suitability of Zero-Based Budgeting for United Consultancy. Your discussion must clearly explain the advantages and disadvantages of Zero-Based Budgeting and supported by the real-world examples.
The main body should address the requirements as stated in Part a, b and c above.
Looking for Accounting for Managers Assignment Homework Help, please submit your details here with product code mentioned above.


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British Sign Language (BSL) National Plan consultation
Published: 1 Mar 2017
Communities and third sector, Equality and rights
Consultation seeking views on improving public services for BSL users.
Post-School Education
Introduction by Mark McDonald MSP, Minister for Childcare and Early Years
Instructions for the consultation
Children In Their Early Years
Health, Mental Health And Social Care
Culture, Leisure, Sport And The Arts
Consultation Questions
Annex A: List of Public Bodies
Annex B: Respondent Information Form
Annex C: Glossary Of Terms
Our first goal for post-school education
BSL users will be able to maximise their potential at school, will be supported to transition to post-school education if they wish to do so and will receive the support they need to do well in their chosen subject(s).
By 2023 Scottish Ministers will take these steps:
23. Make sure that students whose first or preferred language is BSL have a much more positive experience when they make the transition to post-school education. We will make sure that schools, colleges, universities and employers are aware of their responsibilities. We will work together to improve the information given to BSL users.
24. The Scottish Funding Council ( SFC) will establish a steering group to help colleges and universities develop their own BSL plans.
Email: Hilary Third


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Q: Content Security Policy: cannot load Google API in Chrome extension using Webpack as bundler I am using Google calendar API and trying to load the calendar api js script in the background page and receiving error as content scripts
Refused to load the script 'https://apis.google.com/js/api.js' because it violates the following Content Security Policy directive: "script-src 'self' 'unsafe-eval'". Note that 'script-src-elem' was not explicitly set, so 'script-src' is used as a fallback.

Tried changing the manifest.json and setting the permissions and content security policy to evaluate unsafe-eval. I am using webpack and saw this post (Chrome extension compiled by Webpack throws `unsafe-eval` error) and change the webpack mode to production and added this to my webpack configuration file devtool = 'cheap-module-eval-source-map';
The following are the changes made to my manifest.json
1. "permissions": ["https://*.google.com/"],
"content_security_policy": "script-src 'self' https://www.google.com; object-src 'self'",

2. "permissions": ["background"],
"content_security_policy": "script-src 'self' 'unsafe-eval'; object-src 'self'"

redpajama_set_name: RedPajamaStackExchange


So the EPA is gearing up to try and figure out how to regulate greenhouse gases under the Clean Air Act (or Klinneract, if you're a fan of the new weird) - which, in practice, means carbon dioxide, since that's the big one that hasn't truly been labeled as a pollutant.
As this New York Times article points out, it's gonna be a hard fight.
Specifically, trying to declare CO2 as a pollutant - or, more accurately, trying to declare excessive anthropogenic sources of CO2 as polluting - has so far been an uphill battle. The GWBush blocked it pretty outright, and a very popular talking point on the internet is that CO2 is not a pollutant, but rather Life itself (for plants).
Yet, the IPCC - which, let's recall, is endorsed by all world governments (or almost all - I need to check this) - has made the point that it's primarily CO2 that's driving this world towards a harmful climate change, and that the bulk of that change is being driven by humanity.
It shouldn't be too hard to figure out where I stand on this issue, and of course there are going to be problems - but I can't help but feel a little worried about the regulatory path. Of course we need regulation, but if it's done the wrong way around, it might just hurt the effort by making people bitter and provoking illegal behavior. Prohibition seems like a strange example, but it (and a thousand other examples) do illustrate that people will go to great lengths for profit, and in the past that's been falsifying scientific or technical information.
Please try, EPA - but please understand that you can't do it alone. And you shouldn't. And, hopefully - you won't.


Uncle Vinnie's Clam Bar is a neighborhood bar and restaurant that specializes in Italian style seafood. A Raritan landmark since 1989, we are proud to continue to serve the community as a family owned and operated establishment.
Our fish is delivered fresh everyday and prepared to order using only the finest ingredients. Our full service bar offers domestic and imported beers, featured wines, and martini specials for the perfect accompaniment to your meal.
Contact us! Call us during business hours at (908) 526-9887 ~ we look forward to hearing from you!
Copyrights reserved © 2007 Uncle Vinnie's Clam Bar.


ps: I created a symlink under /usr/local/var, which I believe is the default directory by Homebrew, pointing to an external drive, this may be the cause for the above error, but I still need verification.
Hope this helps some others!!!


Several Spaza shops in the Matatiele Local Municipality in the Eastern Cape have been revamped as part of Engen's paraffin education and safety campaign.
The branded Spaza shops reinforce important paraffin safety messages in both English and isiXhosa. Highly-visible sites were chosen to ensure that the messages are seen by as many people as possible.
Engen's signature blue colour is currently easily identifiable on more than 36 Spaza shops, in Gauteng, the Western Cape and the Eastern Cape. These Spaza shops feature clearly articulated messages regarding safe storage, cooking and labelling of paraffin products.
Research has found that in the absence of adult supervision, it is children who often shop, cook and oversee the household duties in many under-privileged communities. And it is these youngsters who are particularly vulnerable to the dangers of handling paraffin incorrectly.


'Art Brut' and 'Outsider Art' – Consisting 'Heterotopia' of the Art World?
Artists who are creating in places which you can, following one of Michel Foucault´s theses from 1967, define as 'Heterotopia', are still unequally dependent regarding the reception and distribution of their artworks. Foucault thinks within his 'Heterotopology' about the margins of society and refers directly to social and spatial zones as sanatoria, psychiatric hospitals or prisons (Foucault, Michel: Die Heterotopien / Der utopische Körper. Zwei Radiovorträge, Frankfurt a. M., 2005, p. 12.). Categories as 'Art Brut' or 'Outsider art' are common in the contemporary art world as well as in art historiography. They aim at the work of artists whose personal backgrounds can be located in such 'heterotopian' places. These theoretical terms seem to mirror directly social hierarchic structures and refer to the construction of social identities and identifications. Regarding the example of Art / Brut Center Gugging, Maria Gugging, Austria, consisting of museum gugging, gallery gugging, open studio gugging and the house of artists, an assisted living community for artists with psychiatric background or living with disabilities, all of them located on the grounds and within the buildings of a former psychiatric hospital, identifications based on a social construction of an 'inside' and 'outside' can be discussed specificly. Artistic positions from Gugging look back on a history since the early 1950ies: Johann Hauser, August Walla and Oswald Tschirtner are three artists to be exemplary named because of their international recognition within the art world. On the one hand those three artists are authors of three unique artistic oeuvres. On the other hand the reception of their artworks seems to be limited by the borders of the identification of their creators through their psychiatric background. This discrepancy raises the question which impact the use of categories as 'Art Brut' and 'Outsider art' has got on artists` identities and the reception of their artworks in general. Furthermore universal issues are raised reaching from phenomena of social marginalization and repression.