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Dear Devs! We have 3 usables for our ships... missing the 4th one. U forgot The Sauerkraut! Famous Captain James Cook used it and brought his Expeditions to success. Instead of Rum SK should be in hold to recover from crew losses. The cabbage has to be farmed with a new building. In future Rum could be used to buff morale and influence some skills positive and some negative, such as the way the different alcoholic upgrades do it permanent. Rum or other alcs could do it with timer. Here u find the historic background: https://modernfarmer.com/2014/04/magical-sour-cabbage-sauerkraut-helped-save-age-sail/
Ship Load-out Chandler
Kubrat posted a topic in Current Feature Improvement SuggestionsWhat is the problem we are trying to solve? The more ships we acquire the more tricky it is to keep track of fitting the correct load out of repairs. When we are switching between ships we lose track of which ships have repairs etc, and which do not. Moreover, when we have a lot of ships, a lot of our assets are tied up not being used. What might a solution look like An easy way to unload all repairs from a ship An easy way to fit out (load) a ship with a certain load-out setting How might it work Clear Load-out A option in docks or equip screen that lets you select to "Clear Load-out" On activation all repairs - hull, rigging and Rum are sent to warehouse Activation prompt: "Are you sure you wish to Clear the Load-out on <Ship>." Success screen: "Ship Load-out for <ship> returned to warehouse" Restore Load-out Select screen for pre-configured load-outs (as named by the Captain concerned) Captain selects load-out e.g. 'Small Frigate' Prompt screen appears When select the system resets the load-out on the selected vessel taking into account whatever was already on board Maintain Loadout ( (Will also need a configuration screen for load-outs, or the system could just have some defaults everyone has to use) Load-out name Number of hull repairs Number of rig repairs Number of rum Standard create, update, delete capability An example might be: Name: 'Armless Trader Hull repairs: 1 Rigging repairs: 1 Rum:1 The above would also have the benefit of removing a nag screen if like many traders you rely on an fast empty light boat to avoid destruction. I hope you like this suggestion. If you do please give it a bump so Admin knows too. TYVM
On the PVE server access to repairs and rum are really scares. Very few ports drop repairs and rum while guns are accessible in every port. This does not make much sense since guns is not something you need to supplement once your ship is outfitted. So if your are about to venture far away from your home port and consider taking som prizes or sink som NPCs on your journey, you will have to be sure to stock up with plenty of repairs and rum since you will not be able to buy them in any port on your way. Suggestion: Limit gun availability to the home port of your nation or a few ports in each region of the map and make more ports drop repairs and rum, so at least a few ports in each region has them (prices should be set at a level higher than the cost of crafting them of course). Another idea would be to let each NPC carry a few repairs and a couple of rums, that could be looted when you cap or sink them.
Something must be done, I've been able to sell repairs at several free ports, hives of activity some might say, for rediculas over the top extortionate prices for weeks now. Personally I would just laugh off the "could someone give me some repairs in la tortue" with a : "there's loads on sale in the shop mate" with a little muhahahahahhahahahaahahh to myself. HOWEVER, I've had absolutely no dramas selling them for 4000, 5000, 6000 for hundreds at a time, Hell even 9000 in 100 batches Now this all gets completed within 2 days. So I'll say again you guys should probably do something about this before people start crying and I dry my tears with mountains of doubloons. Baity
"1" key does not work in battle
De Ruyter Michiel posted a topic in SupportSince a couple of days the "1" key apparently does not work anymore in battle. Outside battle mode the "1" key works just fine. Also different keyboards do not fix the issue. This means: I cannot switch load for the "1" broadside. For the rest of the guns I cannot switch back to balls (key "1") once I used other ammunition. In repair mode I cannot use hull repairs (key "1"). Obviously, this creates a massive handicap in battle. Has anybody experienced similar problems?
Repairs and Survivability Discussion
admin posted a topic in Combat MechanicsCaptains. Lets talk about balancing of repairs. Multiple players request limitation of their numbers. Some think that they make battles much longer. Our goal with repairs is the following Provide the money sink Give the option to the captain to recover from mistakes (for example the ability to repair masts only in port would be ok in a single player game but wont be ok in a multiplayer game - because no-one would like to stand still for 1.5 hours losing masts at the beginning of the battle) As a result of this goals repairs must stay in game and captain should decide himself how many repairs he carries and how many times he can repair in battle. What we would like to hear is your ideas on repairs that could improve combat depth (increasing importance of first proper shot and focus fire). For example - we are considering. Add speed debuff when you repair sails/masts. Ships cannot repair sails/masts at speed. Add speed/water intake dependence: structural and penetrating leaks will take a lot more water if sailing fast and will take much less water if you are stationary.
Repairs are far too powerfull
asuspiciousbear posted a topic in Combat MechanicsThe biggest issue in combat is how much and how quickly we are able to rebuild our ships and sprout new masts(often more than once) half way through a battle. I think its especially demoralizing for new players who see all the damage they do undone. Combat is basically seeing who will run out of repairs first. Instead of removing repairs, change the damage to a tier system, I.E. once your hull or sail goes below 75% you cant repair above that, then again for 50% getting a smaller max as you go lower to represent the struggle of an increasingly damaged ship: 40%- 20%- 15% It would maintain the essence of reality while keeping it fun to play. It would also give battle sails their purpose back. On another note, when you go into rigging shock the sails should go wild instead of staying in whatever position they are in at the time as uncontrolled sails like to do as they please.
The mistake many players seem to make when analyzing games like this is focusing on realism, rather than capturing the essence of realism, which I think this game does very well for the most part. The biggest issue I see in the game as far as combat goes is how much and how quickly players are able to rebuild their ships (often more than once) half way through a battle. I think its especially demoralizing for new players who see all the damage they do undone. Combat is centered around who can out repair the other. Instead of removing repairs, change the damage to a tier system, I.E. once your hull or sail goes below 75% you cant repair above that, then again for 50% and so on. It would maintain a bit of the essence of reality while keeping it fun to play. Also when you go into rigging shock the sails should go wild instead of staying in whatever position they are in at the time as uncontrolled sails like to do as they please.
Repairs and chain shot
HachiRoku posted a topic in Combat MechanicsI have been playing this game for 3 years now and every year the combat system improves for the most part up until recently. @admin has asked for the community opinion on chain and only wants to stay on the topic of chain. This is impossible in my opinion because 1 bad thing leads to another. I will start with chain because its the most game breaking thing atm. First of all it is far to strong at short range. I can rig shock a suprise with my chasers on my trinco. A ship that is in front of me CANNOT repair because my chasers do more damage than his sailors can repair so he basically wastes crew for 2 min. Limited chain does not matter in this instance because you can fire a long time with chasers. The problem with this is that certain ships like the trinco, wasa and ingermanland are very strong compared to others AND this is a very very good way to not use your broadside and just hide behind a ship as long as you want to. This was always the case to a certain extent. Engagements start of at very close ranges these days and this gives the leeward ship little to no chance to get into a better position or even run. If dron441, Liqy, Havelock, rediii attacked me with a trinco and they had the wind in open sea I would never engage because I would be stupid to with the current mechanics. What do I do? I have no stern chasers, he would be retarded if he lost that position in a 1v1 if both ships did the same top speed +/- 1 knot. I cannot take his wind because he will just pound my sails with chasers. This way I will never have enough energy to tack. This is the most extreme in trinco 1v1s but chain destroying 2-5 % sails with 1 chain at close range is stupid. It also breaks rigging specialist because wtf difference does 2.5% make atm? It is also useless at long range and this is also a huge disadvantage. The range NEEDs to be increased and in my opinion the damage/range was just fine before. Also, admin has said it is more tactical now. I would like to hear 1 good argument on why it is more tactical? I have not seen a single battle that was decided over the better "tactical" usage of limited chain.1 ship chains the other and if he is lucky the enemy is rigged shocked. GG. well played Now I will start with repairs. The main issues with repairs is the kiting/buying time tactics used by people today and repair mod stacking. Mistakes are not punished because kitting for 12 min will make up for it. This a good example of how broken the combat is in my opinion: Lord Bomgordel was smashing Raxius in a 1v1. Bom did a tack to make sure he did not give up the wind as any skilled captain would do but Raxius turned downwind and kited bom for 30 minutes, did 2 hull repairs until his ship was 100%. Bom only needed 1 repair but 40min into duel it was basically a new duel. Bom had longs and rax had carros. Bom could not chain rax at 400m because he didnt want to waste it against somebody that can angle their yards and depower. This makes the long gun very useless in the chain game and thats game breaking. Sure a long gun can pen more than a carro at long range but the issue is that at the ranges carros cannot pen, it becomes to easy to turn away and angle ship or yards in the case of chains.... The long gun ship cannot chain and slow the carro ship down because chain is useless at long range. Naval Actions combat system should be about the battle for the wind yet all of the changes in the recent year are in favor of the brawl. There is 0 skill in a brawl and I promise any of the best pvpers now. If you were to duel a RAKER when wind and tactics made sense. You would weap. I Hate to be the one pointing this out and criticizing all the time but I really do believe that the combat system and the current good pvpers including myself as a whole is the most casual it has ever been. I hope people can understand what I mean and if I had better upload I would make a video about it
The Combat model as Stands (April 18) & Sails
VonVolks posted a topic in Combat MechanicsHi all, i wanted to see if we can start a discussion on the current state of the combat mechanic in game. Since coming back to the game I feel that although the ship sailing model has gotten more realistic with bigger ships being slower and less maneuverable, this combined with the repairs model and the game controls has actually resulted in what I regard as a very negative consequence. In "the old days" before I left, you had one repair and had to use battle sail (if you were smart) to preserve sails and try to preserve your sails while hurting the enemy (if you chose to target the sails). Now, the slower ships have resulted in captains deploying full sail ALL THE TIME in order to override the new ship model and enhance maneuverability, whilst using 2 things: 1. The multi repair model to allow for sail damage with no worries as constant repairs can make good) 2. The "arcadey" mechanic of using swinging yard arms and depowers to "dodge chainshot". Now as we ALL know, age of sail combat used Battle sails (so named for a good reason) IN BATTLE, and age of sail combat was slow and unmaneuverable, hence the need to think tactically when positioning ships, and the fear of tacking and the importance of wind. I really feel the current system has really gone away from the realism the devs were aiming at to a more "arcade system" where sails are never used except at 100% and that SOLs are being used almost like very big frigates, maneuvering all over the place, rather than grinding along in straight lines pounding things. "Dodging" chain shot with yard arms swings seems to me the very opposite of the kind of game play we (I?) want. I love the realism and "slowness" of age of sail combat where the game WAS heading and the time for thought and to outthink the enemy, and think the move to arcadey fighting with twitch manouveres like sail dodging is not good. Any system which means all ships sail about at 100% sail in combat cannot be seen as a system functioning properly. It defeats the whole idea of different sail rates, and also defeats the idea of "crew allocation" as its raising and lowering sails that really takes a lot of crew, and not so much maneuvering the yards. If your sail allocation is pointless, it means you can just crew the guns / boarding and ignore sails. Thoughts? Suggestions? MY opinion is that sails reps should only allow a "diminishing return" of repairs, to encourage sail preservation, eg 1st rep - to 100% (if possible), 2nd rep Max 85%, 3rd rep max 70% Also perhaps 100% sail will magnify MAST damage? Via more strain and tension on masts (or whatever, but just as a way to prevent constant 100% sailing with no downside)? Or perhaps each level of sail up, means yards take longer to turn (as more weight and pressure in the sails?) eg 100% sails = 50% slower yard turning, and proportionate penalties down till 1/2 sail?
The Case Against Repair Items
StaleMemes posted a topic in Combat MechanicsOn balance, when the benefits and of having repair items necessary for OW and combat repairing of ships are far outweighed by the costs, and game enjoyment for the vast majority of players would be improved with a different system that does not require items. (in my opinion) My case is based on the following ideals. PvP accessibility and encouragement Combat instance quality and enjoyment Realism (obviously not the highest value but still important, current repair mechanics would only be possible in real life with nano-robots with matter synthesizers to fabricate an entire new hull's worth of planking out of splinters and hold contents.) Depth for all players Contention 1 Repair items discourage PvP and making it more frustrating for those who partake. Repairs add additional, unpredictable costs to players wanting to do PvP anywhere but in their safe-zone. PvP without repairs is highly disadvantageous and a captain wishing to be competitive and enjoy the experience must have at least hull/rig repairs. However, repairs in isolated ports are usually unavailable meaning a captain could who wants to do pvp in that area may be unable to restock after a battle or two, and be forced to sail back to a port that has repairs. This wastes time and player and is frustrating, discouraging players to venture out and look for PvP. In ports where they are stocked by players, they are very expensive and availability is still uncertain. Up to several thousand per repair, which is a lot for inexperienced players already struggling to run a profit, or players that are low on gold for whatever reason. Furthermore, whenever this is a compelling reason for players to go there (hint hint patrol mission) the price skyrockets. When I was doing Hispaniola PvP missions, the price in La Tortue was 5-6k or more. It is possible that other ports still had cheap supplies, but forcing PvP hungry players scamper around ports for half an hour or more just to find repairs is a quick way to make them lose their appetite. Players in PvP already risk lots of gold in their ships, and adding 200,000 (only 20 hull and 20 rig at La Tortue at that time mind you) on top of that isn't helpful. Additionally and possibly most importantly it forces captains to return to port and get new repairs after almost every battle. A common argument against built in repairs is that players can just enter instances, repair, and leave, and in doing so game the system. But repairing even a massive ship in port is extremely cheap, so they aren't saving money by doing so, only time. Why not have the ship repair automatically while sailing in the OW between battles? That way captains can get more action with less down time. It will still make blockading with a huge fleet hard, as a large ship would take long enough to repair that a fleet emerging from the port they are camping around could emerge and attack before they had time to repair. As for realism of this mechanic, the current mechanics are totally unrealistic too, being able to instantly repair the ship fully. The only difference here is being able to slowly repair the ship fully, without onboard items. But the "hull repairs" aren't an accurate portrayal of what would be necessarily to repair ships in the open ocean, so that's not a loss of realism either. *Contention 2 I am not very qualified to speak on as I don't have very much recent PvP experience, but I still think I might have good points here. Contention 2 Combat quality would be improved by making repairs built in and either limited in number or unlimited with decreasing returns. Current repairs system encourages cautious kiting gameplay as damage taken that doesn't drop below 70% on any system is largely irrelevant when fighting due to the captain being able to open range to where the hull can't be penned, or use defensive angling to stall while repairing/cooldown starts wearing off. Captains are also forced to flee once they run out of repairs, because they can't tell if their opponent has done so as well. Perhaps their opponent carried enough for 5 hull repairs, maybe 3? Nobody knows. If the player decides to just "rush in and finish them quickly" their opponent can attack their sails and flee to repair, while they will do minimal damage to the enemy hull in that time -- a stalemate engagement. This is a skill and adds some depth i'm not going to comment on whether it is bad from a meta type of viewpoint as I make no claims to be a very skilled PvP player, but it is not intuitive to new players and doesn't make sense. Hull hp feels more like shields on a spaceship that regenerate than it does wooden planking on a massive ship, with crew trying to repair what they can while under fire, and trying to perform other tasks in the heat of battle. Given those conditions, the ability to repair an entire armor HP worth of damage over the course of an hour is wild. I much prefer the old system where fleets would skirmish for a while, waiting for their opponents to expose a weakness, and then rush in for a decisive battle that ends the engagement one way or another. Currently, most of the fleet escapes once the battle is lost by spamming sail repairs and running while the few trapped ships slow the enemy pursuit. Even if they are eventually caught, its a slow arduous process with tons of chaining, repairing, and mitigating damage to the hull that can easily drag a "concluded" battle out to an hour's length as the losers try to live till the battle times out. Contention 3: Realism Not much to say here, except that repairing the hull and armor of a warship that has been blasted to smithereens by its entire strength over the course of a 1 hour battle is... wild. Even with modern power tools and equipment, such speedy and quality repairs in the battle would be challenging. Obviously the game would be boring with perfect realism, but just magically fixing so much armor every 12 minutes or whatever the cooldown is as many times and necessary is too much in my opinion and just makes battles boring. Things like cannon loss to raking fire are just irrelevant, as they will be brought back soon. http://thepirateempire.blogspot.com/2015/10/repairs-at-sea.html This source (not certain on credibility) lists examples of in-battle repairs. They are all about mitigating damage, or stopgap repairs. The idea of repairing catastrophic damage (like one side down to 0% back up to extremely good health is unrealistic. Contention 4: Depth for all players Hull repairs only offer depth and improved game play for a small number of players who work to stock ports with them. They can make huge profits, but it is a very small number of players. Also, its not a recurring source of trade or open world action. A triple indiaman fleet can carry 10,000+ repairs, so there aren't any "repair shipments" to be escorted or intercepted. Its not a trading good, and they can be manufactured near almost every port... but only on an economically viable scale by people who are set up to do it. The bottom line is that the items do little to improve game play, while discouraging pvp (putting this in the context that those who are into PvP are often frustrated by not being able to find it.), wasting the time of those doing PvP, and in my opinion they makes actual battles worse. Rebuttals to counter arguments. "Repair items require players to realistically plan for their voyage" > Its not realistic, ships shouldn't carry enough repairs to do the stuff they do now, in fact in battle repairs were largely limited to plugging holes and re-positioning dislodged cannons/repairing rigging. If realistic ship preparation is wanted, then it should be by requiring items such as cannon balls, or requiring provisions to supply the crew. " Non item based repairs allow players to use battle instances to repair without paying." >> see contention one "The argument against built in repairs is that players can just enter instances, repair, and leave, and in doing so game the system. But repairing even a massive ship in port is extremely cheap, so they aren't saving money by doing so, only time. Why not have the ship repair automatically while sailing in the OW between battles? That way captains can get more action with less down time. It will still make blockading with a huge fleet hard, as a large ship would take long enough to repair that a fleet emerging from the port they are camping around could emerge and attack before they had time to repair. As for realism of this mechanic, the current mechanics are totally unrealistic too, being able to instantly repair the ship fully. The only difference here is being able to slowly repair the ship fully, without onboard items. But the "hull repairs" aren't an accurate portrayal of what would be necessarily to repair ships in the open ocean, so that's not a loss of realism either." "They are something for crafters and traders to do" >> This only benefits a small minority of players, and massively inconveniences the rest. "Players who are serious about PvP can get used to this and learn mechanics, or set up staches or repairs in ports they like to fight near." >> This stagnates PvP by discouraging players to move around. It also makes starting PvP Even more painful for inexperienced players, who already have to deal with getting a ship, cannons, upgrades(?) finding PvP, learning PvP, and not getting ganked. Now they have to spend even more gold and waste tons of time setting up for PvP, carting repairs around, or looking for them in ports. Or they could just keep doing PVE outside their capitol and making short trade runs. All of this, within the context of PvP struggling. Events like the patrol mission highlight this problem even more, and are evidence of the fact that not enough people are seriously engaging in PvP. Adding more annoying roadblocks to getting into it to be more "hardcore" or whatever, is not going to help. Feel free to discuss try to stay polite and on topic though. I didn't know what section would best suit a topic like this, as it encompasses combat, economy, and open world. If its in the wrong one please move it mods. Thanks, Aerobane (StaleMemes)
Limit repair amounts in instances
la Touche-Treville posted a topic in Combat MechanicsWhile I can understand the need for a captain to be able to repair his ship 100% when in OW, I would like it to be a limited % of hull/sails/crew lost for each repair launched. Take a look at World of Warships and how the damage control works as a good example. You'll never see a ship being damaged 50% going back up to 100% after a repair and thank god for that otherwise the battles would go on for ever. Well in Naval Action, ships can restore their sails to 100% after having them shredded to pieces. yes there is a 15mn timer that helps avoid abuse but with the meta speed boats we're facing, that just doesn't crack it. You'll see the infamous 'speed Wasa' take off with less than 80% sails, still be able to outdistance the enemy, launch the repair and come back to continue the fight totally unscratched. This becomes even more absurd with the surgeon operating in a boarding scenario! By default you should only be capable of adding 50% back after pressing the repair button and maybe 75% if you have a special perk.
First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes). I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles: 1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails 2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials 3. Repair process requires crew (like now), but crew has higher chance of being hit by shots by a fixed value - Crew being outside of battle stations 4. % of Hull repair limited to 50% of current damage (plus modules/knowledge): - Ships hull can be properly repaired out of battle or in port 5. % of Rig repair limited to 75% of current damage (plus modules/knowledge) - Ships sails or rigs are easier to access and repair than parts of the ship under water For example if a ship has 5000 side Armor... goes down to 0... starts repair... it takes 10 repairs (250 each) in 10 minutes to repair to 2500 (50% - see point 4 above) - at this point ship cannot be repaired no more until getting more damage to this side of Armor... If it goes down to 0 again, it could be repaired up to 1250... After that to 625... 313... It is always 50% of current unrepaired damage (till the limit) This mechanic would: - prevent ships from repairing to full, brand new out of shipyard state all the time (in battle instance) - make ships with higher armor/sail HP more important in PvP / RvR - make ships made of Fir/Fir with stacked speed upgrades/knowledge less favourable in PvP / RvR - make armor/structure/repair upgrades/knowledge more favourable in PvP / RvR
Idea: The Auxiliary LGV Support Ship(A-LGV) Not sure if this is of interest to you chaps or just a bad idea. Let me know what you think. The Problem… The general idea came from this week's threads with concerns of REPAIRs in BATTLE and the unrealistic RUM replenishment system of CREW. I believe the general community thought is REPAIRs need restricting when in battle. Even @admin did a poll on the subject. So, I'd imagine the solution might come in the form of severely reducing the amount any one ship can carry to as low as 1 or 2 kits per ship. This solves the ludicrous re-spawning a basically fresh new ship in a never-ending cycle. Unfortunately, it creates a side effect POST PvP or just a normal PB for the need to get to a friendly port and repair. This hamper or restricts the logistic movements of the FLEET. Use of a Forward Operating Base (FOB) for host grind prior to an assault kills the element of surprise and is costly for the smaller type clans to OPEN then CLOSE etc. The A-LGV might be the solution that helps extend a clans reach. The A-LGV… In looks its exactly the same as her sister the LGV, but she's not a trade ship. The Auxiliary LGV (A-LGV) purpose is to follow your fleet in OW and then into BATTLE. She carries large amounts of Hull Repairs and Rig Repairs. Plus, extra CREW that's not part of her ship complement and sits in the cargo hold. The ship could either be PC/ALT driven or AI with a call request button pressed by YOU when needed. She'd then sail towards you. Maybe added later she'll carry ammo like Chain Shot, Grape or Double Ball charges, if the community want to restrict their uses also… In BATTLE The A-LGV as defensive guns and marines for protection. Upon request she sails up to a damaged ship and tags it like a BOARDING action mechanic. Then you can exchange repairs. In OW it would work similar to the tag system now I guess? @admin Is this a feasible idea we could test on the TestBed or [PvP Global]? She'll need a BR and I guess like the WASA you buy a permit and in drops into your dock pre- built. YOU must fill it with repairs and crew though. Summary… What it will allow for is a better repair mechanic plus the ability to replenish crew which seems a tad more realistic. I had a look back to the first use by the Royal Navy of Auxiliary Support ships. I can find the HMS Medway circa 1928. Nothing before, the Brigs and sloops were the support craft in realty for the age of sail I guess. Norfolk nChance [ELITE]
Tournament - Limited Repairs?
Liq posted a topic in Patch Feedback and General discussionsFor the upcoming 3vs3 tournament, it's still unclear whether or not Repairs should be limited - They can sometimes unnecessarily extend battle length, but sometimes also create new interesting situations. Please only vote if you are planning to participate in the tournament, and let me know your thoughts below. Thanks!
Hi, I find it pretty ennoying and unatural that a ship can go through 5 or more repairs while in battle with very little penalty. Actually this really applies to the rigging repairs. I would like a ship to be able to launch repairs only when sails are lowered to 40% (battle sails) or less. Damn it, taking down broken masts, cutting out the old rigging, putting in place new sails all while the ship is going full sails seams unbalanced and unrealistic. This would also solve the issue of capped 15kts ships pursuing each other for ever.
Please consider giving all players working together and ships the ability to nest. Nesting (or Rafting Up a more modern term) is a real world and viable capability for ships working together to actually come close to one another, put over lines and send items to one another. Another way to look at nesting is it is an at sea or "sea to sea" transfer ability. For example, a group of ships operating together can nest or raft up, and exchange or share hull or rig repairs, rum, crew and even other items deemed capable of being transferred. Additionally, items brought from port for the purpose of supporting at sea operations are able to be moved from one ship to another without, repeat without returning to port. One of the most important capabilities of nesting or rafting up is it keeps ships at sea without the need to return to port to fetch more repairs. That is, it keeps them in the fight for a longer period of time. Since we have the ability to loot another ship after it has been sunk, nesting could become another option from that part of the software. Instead of pressing X to loot, a player could press another key that asks if he or she wants to nest with the other ship or ships. Did the ships of Naval Action really nest in the real world, yes they did. The accompanying picture shows a group of sailing ships nested. Yes they are at anchor but doing it underway was more than possible, it was done. However, it did require really careful seamanship. Thanks for your attention to this matter.
Hi, I know that I could have calculated this myself but I think it would be nice if when you were doing repairs in the openworld the UI told you how much would be repaired and how many repairs it will cost BEFORE it does it: eg: "You will Repair 50% Sails at a cost of 12 Rig Repairs" Cancel/Confirm. Instead of: "Ha! you didn't expect that did you? Now you've no rig repairs and if you get tagged you are screwed!!" I had a traders brig fleeted with a surprise, the sails were damaged on the brig and (stupidly) I decided to repair them a bit. It repaired them but at the cost of ALL my rig repairs! I was in enemy territory and this left me VERY vulnerable. All because I had performed a task that I would not have performed had I known. I think my Ship's Captain might have thought to himself: "mmm maybe I should hold on to a few repairs?" rather than blindly emptying his hold of all his repairs to repair the sails on a cheap ship in the fleet. Being able to choose (a slider?) how many repairs you wish to use would be even better!!!
In-Battle Repairs ... There 5/27 and Gone 5/28
HardyKnox posted a topic in Combat MechanicsOn May 27, I noticed that for first time, using the "5" - "1" to "Repair - Repair Ship" had some perceivable impact during a Battle. I'm in PvE, US Server. I noticed a number of crew in the fraction associated with the Repair button, and the sliders indicating fore, sides and aft damage slowly improving. As they were fixed, crew went off the repair fraction and back to whatever they were doing before. In a Battle today, I noticed that once again, using "Repair - Repair Ship" Buttons had no effect. I'd previously often hit the "Repair - Repair Ship" buttons, but never before saw any effect. Was this a one-day only Special, or am I missing some command prefix? ~ Hardy ~
Repairs... cannot take my men off repairing when done! Glitch?I have a question about repairs in battle. Maybe it is me (maybe I do not know how to do it) or it is a problem in game mechanics after the last patch. In battle, I used repairs. Good! But when I did my repairs I couldn't take off my crew from repairing. It is me not knowing how to do it or it is a problem in the games mechanics? Any answer would be appreciated, even if just pointing at my ignorance of the game
Silly Repair system
Magnum posted a topic in Combat MechanicsGot into it with a scurvy dog of a pyrate in a bigger ship who started shooting my sails so I couldn't get away (fair enough). While he was doing that I got 5 good solid broadsides into him (doubles) and he started listing and disengaged (ran). then his leaks slowly self repaired (fricking magic) while my SAIL DAMAGE was exactly the same. ---- I think my chance to sink him should be as great as his chance to desail and board me is! If I have to continue to suffer from his sail holes inflicted - he should continue to suffer from my hull holes inflicted ---- When you CAN'T WIN because the other guy can get (slow) repair and you get NONE - it is the one thing this game can't be ---- BORING
Repair mode / Long term repairs
StaleMemes posted a topic in Current Feature Improvement SuggestionsI think that we should have a "long term repair" option that does not have a limit, but is very slow. The inspiration for this was a very frustrating Trafalgar battle in the surprise, I got heavily damaged, my sails pretty torn up and slowly taking on water. I managed to break from the action to recover, but realized I was out of repair kits. I had to spend the rest of the battle half full (and slowly filling) with water and on low sails, unable to catch up to the action and do anything. It just felt silly that I was out of the battle, not being fired at, but still could not repair my hull by probably 10% that was necessary to stop the little bit of flooding, or that my sails were now totally irreparable and even the entire crew working together could not fix them at all. I would like there to be a way to repair once out of the action and not being fired upon that does not have limited uses, but is much slower than a standard repair. It would slowly repair whatever you told it to (sails, hull (hull could be broken down into exactly what quadrant you want to repair.)Rudder, pump,) Slowly repairing them over a few minutes. The idea is to let players who have escaped the battle but are damaged and cannot catch up/move repair enough to be able to get back to the battle and be of some use there. Some limitations I think would be useful are: (1. It may only be used at least 45 seconds after last being shot or taking any damage. (2. It cannot be used in close proximity with enemies. and (3. It cannot repair absolutely massive damage, (masts destroyed etc) (4. And it will only bring the health of hull armor up to 50% of the original, undamaged, maximum. (It will be able to repair as much as it needs until reaching 50% of the original strength) This last limitation is because I don't want to encourage people to immediately drop out of battle and repair once they take the slightest bit of damage. When it comes to sails I don't think it matters as much, let it repair to 100% I think it would probably be good to also include some kind of penalty while using it, for instance much slower reloads and sail management. (again this is for repairing while not in combat, not for extending the life of your ship while fighting.) Thoughts?
On the topic of officers
ShiverMyTimber posted a topic in Current Feature Improvement SuggestionsSo, as everyone playing the game knows, you can outfit your ship with officers, I've got a few suggestions and would also ask for some player feedback into what officers roles should be and how that would affect your sailing; if they go down with the ship or have a chance of getting onto the longboat and paddling to the nearest pirate port, whether they can be injured, gain XP and rank up just like you; or just simply be modules you plug into your ship, leaving all the captaining and micromanagement to you, though captaining a ship would be no easy task. Firstly I'll take a look at navigation. What I'd propose is, with an officer who fills the role of your navigator is access to your captains quarters (though in a 'locked' isometric position) where you would get to see your map spread out over a table, along with all the ports and their flags. When asking a basic/low level navigator where you are he would simply reply "Nearest to <portnamehere>", however as you got better navigators (or your navigator got better) a circle would appear around your ship on the map like GPS on your phone with bad sattelite reception, as the navigator gets better and better or the best one is got the circle would shrink until you had a very reasonable idea of where you were, along with the navigator telling you where the nearest port is provided it's on the map. Officer of the watch - This officer would stop you having to buy a 72" 4k TV to tell if there is a ship in the distance. Of course like the navigator not all officers are as good as others so you may still have to keep an eye open for ships he might miss. However, he would be tasked with one other important thing, logging ships and fleets into the ship's map a lower-level/rarity officer would have them as lines coming out from the ship indicating heading, but not exact distance, somewhat like the sonar map in silent hunter; as he gets better he will begin to mark the lines red, white or green according to whether they are neutral, an enemy or an ally (He would start with black lines), eventually he would work his way up the skill/rarity tree to map the ship's approximate location, heading and speed he would also give call when land is spotted and if it's uncharted you could have him and your navigator draw up a rough shape (accuracy dependant on how skilled both officers are) of an island that was not on your 'original' chart. As a pair the navigator and officer of the watch can map out shallows and put them on your map too. Bosun - (or whichever way you want to spell it), generally keeps the morale of your crew up and gives shipwide bonuses if morale is high (almost as if you had added more crew), he keeps you aware of your crew's status, if any are sick (if this is added in the future) or if they are annoyed to the point of mutiny due to a series of failed encounters and not having a captain of the correct rank controlling the vessel. Your bosun could also double as a carpenter or surgeon, the carpenter getting more effectiveness out of repair kits and allowing you to repair about 20% of your armour if in survival mode, though patching a ship up with bits of shattered ship takes time. Him doubling as a surgeon would reduce crew loss in battle and reduce crew loss during boarding and regain some crew who would have otherwise died during boarding, they would mend slowly over a matter of days depending on their injuries. If he is acting out other roles then shipwide bonuses would Gunnery Officer - Pretty simple this one really, firstly you can set him to fire broadsides if you wish, possibly manning starboard and firing salvos at an easily hit ship while you pick off the little guy in a gunboat. If he isn't on firing duty he would assist with aiming, giving you somewhat of a trajectory arc, as all other officers some are better than others. As well as that a modest increase in gun damage would be nice as well as the ability to have him suggest where to shoot (eg armor, rudder, sails; though this may be very difficult to code) if trajectory arcs are a bit too Assassin's Creed for you then let him widen the little red line, essentially adjusting guns on the fly to hit where you may have just missed. Just to add a quick edit here. Should ships with multiple gundecks benefit from only one gunnery officer or should you have to have one for each gun-deck or set him as a ship-wide gunnery officer who's task is just to maintain the guns and keep the firing crews trained, giving less bonuses to all the guns on your ship than say 3 gunnery officers for each gun-deck of the HMS Victory who would actively be running fire control for each deck. Edit: one more thing he would do is tell you how close your ranging shots are to the enemy ship rather than you having to fire and get a spyglass on the ship (a feat impossible/very very difficult in real life if you are controlling the gunner's aim first) naturally as the officer got better by way of experience he would be able to tell you how far you missed by, by saying "Your shot missed her" at the beginning to "You hit just short/long of her cap'n" to giving more accurate descriptions of how much you missed by such as "You only missed by a few yards short cap'n" as well as letting you know how well you are damaging the ship from telling you whether you scored a hit to whether the shot hit her sails (though ball going through sails would not count as a hit when he feeds back to you), her mast or her hull (higher levels would be able to tell you if you hit her on the waterline and higher levels yet would tell you if you have created a leak) essentially a high level gunnery officer takes you away from mundane tasks and allows you to focus on things like manual sails. Boarding commander - takes care of boarding tasks, gives a modest increase in turn rate and fire rate prior to boarding(once again increasing with experience or rarity) during boarding he gives a recharge rate bonus as well as a morale and damage bonus. If there are any roles I've missed, let me know and let me know how you feel about things. Main questions would be: - Should officers be bought from the store as an item or hired from the tavern (Yes I got most of those roles from Age of Pirates 3 City of Lost Ships; a great game with mods, though it is somewhat buggy). - Should officers require pay to function (a good bosun would lower their wages by keeping them and the crew happy)? - Leading on from this, if officers have an XP based levelling function should they level automatically (thus requiring you to pay them more) or should you need to promote them. However officers that have gone a long time with max XP and no promotion may get a little annoyed and demand you promote them or you part ways next time you make port. - Should officers die upon sinking? Or should those that make it to a boat in time (wounded officers are slower) so having "fill boat" and a countdown running until all officers are on board (at risk of your ship sinking and you losing all your officers if it's taking on water fast) then a command to "Scuttle ship and escape" Any and all feedback is much appreciated, even if it's a link from a devblog going deep into officer mechanics and you calling me a fool for not finding it (I used both the forum search and Google, neither turned up anything like this so I'm sorry if I'm making you read the same stuff twice) anyway, that's all I've got to say for now until I retreat to the batcove and think of moar stuffs.
Realistic Repairs and large crews
Magnum posted a topic in Current Feature Improvement SuggestionsWhat is the point of having a 850 man crew if they quit making repairs after three times? I think they should be able to continue to make repairs indefinitely - but at a limited pace say 1 repair every 4 or 5 min game time. I just had to sit in a totally de-masted Victory with zero repairs and 838 surviving crew for 20 minutes while a couple frigats finished us off from behind. At 60/1 compression 20 min would be TWENTY HOURS IRL It was unpleasant - IRL we would have done SOMETHING with those 20 hours! ------------ Couldn't we have a gain back of 1 repair ever 4 hours IRL - or ever 4 min in game time. Let's encourage those frigat captains to "get busy"


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Make Your Promotional Message Stick longer With Custom Magnetic Clips
Magnetic clips– the little wonders that can tidy up the messy piles of papers on your work desks, on the kitchen tables and even on the refrigerator doors! These sturdy clips can hold photos, recipes, to do lists and reminders that we all rely on a daily basis!
You can't go wrong with custom magnet clips! The fridge often makes the center of attraction for busy families and offices, which means that it will double up as prime real estate for your promotion! A perfect organizational tool, these budget friendly logo items will ensure consistent brand impressions. Not just to keep the papers of the office table tidy and well organized but also to seal chips packets and to put reminders on refrigerator doors for other household members to see.
Available in a range of colors and sizes, magnetic clips make budget friendly gift items for businesses to sneak in the brand to the hands of their recipients. Just imagine the impression that your brand creates every day as they see these tiny task masters getting all the paper bits well organized. Not sure how to make use of these custom items?
We have some random thoughts to share with you.
To display Photos
If you have some great photos to display and don't want purchase a new picture frame every time you take some new snapshots, these clips will make a great choice. Put the photos on the clip and stick it to the filing cabinets to have a smart surface-top gallery.
Toothpaste Wringer
Clip magnets can double up as a handy toothpaste squeezer in your busy morning. Squeeze out the last blob of paste by rolling the tube from bottom up and putting the clip on the top each time you need more toothpaste.
Cord Wrangler
With the advent of technological gadget there has been a steep rise in the number of cords, people need to manage in their daily lives. Thread the charging cables and earbuds through the arms of the magnetic clips to hold these in place till you need it. Bid adieu to knots and keep the cords straight and safe.
Chip Clip
Keep the snacks fresh and crisp by using these magnetic clips. Just roll down the top of your snack bag and use a clip to hold it tight. Snacks will stay fresh till you are ready for the grubs again!
Holiday season staples: Now that Christmas and New Year is not very far, these magnetic clips in star shape or heart shape can all make delightful and practical gift items that your recipients will find interesting for a very long time. Imprint your brand and message on these and every time they use to hang ornaments on the trees or fix Christmas décor indoors, these will double pull as a handy clip and a magnet alike.
Awareness event handouts
Ribbon shapes have always been symbols of awareness events. Check out these ribbon shaped magnetic clips that highlight your social commitment and your message all at once. Every time your recipients use these clips, these will attract a lot of attention and your audience will surely be proud to be part of a social cause.
Night events
Glow in the dark magnetic clips can easily turn heads during any night time party. Imprint your brand and message on these gleaming clips that will make an interesting décor item on the fridge doors or filing cabinets. Every time someone clips a piece of paper with it, they will be taking a closer look at your message. Even when these clips are not in use, these will continue to grab the attention of everyone who happens to see it. Inexpensive yet highly functional, magnetic clips will make perfect gift items as corporate gifts, holiday season goodie bag items and handouts for tradeshows, career fairs and more.
Apart from the above tips that we shared, do you have any new ideas to use these custom clips? Do share with us.

subset: commoncrawl


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THE ECONOMY: Business Rescues Surge As Economies Cool Down
Recent Gauteng Business News
Following the introduction of business rescue by the new Companies Act, which came into effect on 1 May 2011, there has been a surge of high value companies that have gone into business rescue. According to Auction Alliance CEO, Rael Levitt, There have already been almost 100 appointments of business rescue practitioners over the last few months around the country with several high profile companies choosing this route of recovery.
According to Levitt, a number of financially distressed companies are using business rescue to avoid liquidations, and the common view amongst insolvency practitioners is that business rescue is often a first-step in an inevitable liquidation process. Despite this, business rescue is gaining traction and many companies, creditors and other stakeholders actually far prefer business rescue to liquidations. We see it gaining great traction as the economy cools down and generally, banks have been supportive of the new provisions.
Business Rescue Aim to Slow Down Liquidation Proceedings
Certain creditors have quickly realised that companies are opportunistically trying to put their companies into business rescue to slow down or temporarily stop inevitable liquidation proceedings. Investec Bank won a provisional liquidation order for various Pinnacle Point Group subsidiaries, after a liquidation order was granted by the Western Cape High Court, despite the Pinnacle Point Group being under a business rescue. The view was that the company had tried for so long to resuscitate itself that it simply had no chance to survive.
Many business rescue applications are in the property development space and unfortunately many of these companies simply have no chance of survival or of being restructured. Taking them into business rescue will be a mistake as the chances of a successful turnaround will be slim. Its a case of trying to revive a patient that is passed being on life support and has no chance of ever breathing again, he says.
Levitt asserts that one of the unintended consequences of the act is making creditors aware of a company's financial difficulty, which is now mandatory. If a director decides not to place a company in financial distress into business rescue, then he or she is under a statutory obligation to deliver a written notice to each affected creditor, confirming that the company is financially distressed, but is not being placed into business rescue. Although reasons for such a move must be provided, it could potentially put the company at further financial risk.
New Companies Act Could Counteract Business Rescue Plan
He maintains that it has already created a situation where creditors have stopped supplying companies with goods and services and caused them to hasten business rescue proceedings. Unfortunately if many of these companies are not successfully rescued, they may well go into liquidation and this will actually cause an increase in liquidations. If this is the unintended consequence of the new Companies Act, it is certainly not what Government envisaged.
One of the roles of business rescue practitioners is to save a business, and that may include selling off redundant, obsolete or idle assets that are not critical to the survival or operations of the company. We believe that we will soon start seeing business rescue assets hitting auction floors.
Business News Sector Tags: Business|


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Day 1 :
Keynote Forum
Bjørn Kvamme
University of Bergen, Norway
Keynote: Impact of solid surface adsorption on hydrate formation risk evaluation
Time : 09:30-10:05
Bjørn Kvamme obtained his MSc in Chemical Engineering (1981) and PhD in Chemical Engineering (1984) from the Norwegian University of Technology and Natural Sciences. After a short period with SINTEF and two years at Bergen University College, he was appointed to full Professor in 1987 and started education of MSc and PhD in Process Technology in Telemark. He entered a position as Professor in Gas Processing at Department of Physics, University of Bergen in March 2000. He is the author/co-author of 373 publications, of which 140 are in high quality journals.
Hydrocarbons being transported in pipelines will always contain some dissolved water. High pressures and low temperature involves a risk of hydrate (ice-like crystals contain up to 14% CH4) formation. The traditional way to calculate the risk of hydrate formation and the corresponding level of water content that can be permitted before transport has been to calculate water dew-point and the checking if presence of liquid water would lead to hydrate formation at the conditions of temperatures and pressures at these conditions. Pipelines being used for hydrocarbon are, however, normally covered by rust even before they are placed out. One of the most stable iron oxide in rust is Fe2O3. This mineral is a very good adsorption material for water and will as such represent another route for the water to drop out from hydrocarbon mixtures. The chemical potential of water adsorbed on rust can be 3.4 kJ/mole lower than chemical potential of liquid water at relevant conditions. In this study we have examined maximum water content which can be permitted in mixtures of CH4 and C2H6 when considering adsorption drop out versus drop out as liquid water. For CH4 contacting water the tolerance limit based on liquid water drop out is found to be in the order of 26 times higher than corresponding limit based on rust adsorption, for temperature 275 K and pressures between 50 and 250 bars. Similar ratios are also found for pure C2H6 and a mixture of CH4 with 20% C2H6. As a consequence the hydrate risk analysis needs to be revised in order to reflect the most preferred routes for water drop out from gas.
Keynote Forum
Mansurov Z A
Institute of Combustion Problems–Ministry of Education and Science, Kazakhstan
Keynote: Aquatic oil spill elimination by burning
Time : 10:05-10:40
Mansurov Z A is a General Director of the Institute of Combustion Problems of the Ministry of Education and Science of the Republic of Kazakhstan. His scientific activity includes study and investigations of kinetics and mechanisms of hydrocarbon combustion and structure of cool soothing flames. In 2002, group of scientists headed by him had received Diploma for discovery of phenomenon of low-temperature cool-flame soot formation awarded by Russian Academy of Natural Sciences. Her professional career includes longstanding activity in INTAS. He is Editor-in-Chief of Combustion and Plasmochemistry and Eurasian Chemico-Technological Journals indexed at Scopus.
Emergency oil spills during transportation of them by water way, from offshore oil drilling rigs and other sources can rapidly result in harm to the ecosystem and leads to negative and social impact. The development of effective methods on oil spill elimination is a task of singular importance. Burning can be used where other methods are not effective spill response, and can be done in parallel with other methods of spill after determining an appropriate method for a particular site or geographic region. The paper provides an overview of the current state of the problem, and research results on combustion of Karazhanbas and Tengiz oil on water surface were carried out. It has been established that minimum thickness of oil blanket, allowing to initiate and support combustion process, lie in the range of 3-5 mm. For ignition and maintenance of stable combustion of oil on water surface, the synthetic sorbent was suggested. It is found that, the synthetic sorbent accelerates the combustion process of oil on water surface threefold in comparison with combustion process of oil without sorbent. It is shown that the remaining mass of oil on water surface after combustion process termination, presents the bitumen substance, having a good adherence and strong adhesion that allows taking it with high efficiency by mechanical method.
Keynote Forum
Akkihebbal K Suresh
Indian Institute of Technology-Bombay, India
Keynote: Heterogeneous catalysis of complex reaction systems: Case studies from petrochemicals
Time : 10:40-11:15
Akkihebbal K Suresh completed his PhD from Monash University. After a brief stint with Hindustan Lever Research Centre (a Unilever company), he joined the Indian Institute of Technology Bombay in 1988 and has been with the Institute ever since. He currently holds an Institute Chair in the Department of Chemical Engineering. He served as the Head of the department from 2005-2008, and as the Dean of Faculty Affairs of IIT Bombay during 2009-2014. Apart from an abiding interest in liquid phase hydrocarbon oxidations, his work encompasses other themes in transport and reaction engineering. He is a Fellow of the Indian National Academy of Engineering.
There are many processes in the general petrochemicals and petroleum processing arena which are characterized by a complex network of reactions, and hence a complex reaction mixture which presents challenges for product workup. While in principle, catalysis presents a possible solution to reduce the complexity of such reactions via a selective promotion of the desired steps in the network, development of appropriate catalysts remains very much an art to this day, if one that is informed by a wealth of experience and some theoretical developments. In this task, we shall discuss some case studies from the petrochemicals and related areas such as biodiesel and automotive catalysis, to illustrate both the possibilities as well as the challenges. Each case study illustrates a separate set of issues. Among the challenges illustrated will be (a) that of selectivity (b) the role of catalyst support (c) synergistic behaviour when catalysts are combined, (d) catalyst activation and deactivation.
Coffee Break: 11:15-11:30 @Foyer


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Friday Email: 12 May 2017
Every Friday morning our lead analyst Mark Riding sends out his weekly run-down and upcoming events in the investor calendar, like this one:
The FTSE 100 has had a good week and is up about 150 points. The markets reacted favourably to the French election result.
The past week saw a little more activity which from a dividend perspective was dominated by TalkTalk going back on the dividend promise made at its half yearly results that they would maintain the dividend at last years level. The shares were pummeled in early trading, but later recovered. They now yield a more realistic 4.5% and the dividend is now covered by forecast earnings.
The week ahead suddenly sparks into life after a good few weeks of relative inactivity as the March year-end stocks start to report. It is nothing like as busy as the December year-end reporting season, but there is plenty going on. We have results from Nex, Diploma, Tui, British Land, SSE, Land Securities, Royal Mail, Burberry, National Grid and Experian.
It is another big week for companies going ex dividend.
New into DividendMax this week at the request of a member we have Clarke (T.)
As part of the ongoing improvements, we have made some changes to the GeneratorMax product to correctly calculate portfolio performance which no longer requires entering an opening cash balance. You may see a change to your portfolio performance as a result.
The Friday email is delivered to over 20,000 subscriber's every week, and remains a widely read run-down of recent events and what investors can expect in the week ahead written by our chief analyst Mark Riding.
It's included as part of the free DividendMax trial.
Read next: 05 May 2017
The past week was a shortened week with the May bank holiday on Monday. The FTSE 100 is up about 40 points on the week.
— Interested in a free trial? —


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4 The two of them, sent on their way by the Holy Spirit, went down to Seleucia and sailed from there to Cyprus. 5 When they arrived at Salamis, they proclaimed the word of God in the Jewish synagogues. John was with them as their helper.
6 They traveled through the whole island until they came to Paphos. There they met a Jewish sorcerer and false prophet named Bar-Jesus, 7 who was an attendant of the proconsul, Sergius Paulus. The proconsul, an intelligent man, sent for Barnabas and Saul because he wanted to hear the word of God.


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With an arching frame and brushed nickel finish, this LED wall sconce gives off a stylish contemporary vibe.
Additional Info:
Illuminate your room with this energy-efficient LED wall sconce. This aerospace-inspired design comes in a sleekly curving frame with a brushed nickel finish, resulting in an attractive modern look. It also has a delicate silk-screened glass diffuser with a white ceramic glaze, to soften the lighting for a gentler glow. This versatile fixture can be installed vertically or horizontally.


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Following a disappointing 12-4 defeat to Italy in their opener, the Tikia Toa dominated from the outset with Gervais Chan-Kat scoring a brace—his second catching the eye with a display of close control combined with a calm finish—to lead the team to a crucial victory.
Mexico scored their first goal of the tournament in the third period of the match through Jose Vizcarra, but it ended up being mere consolation for Ramon Raya's charges, especially after Tearii Labaste, Heimanu Taiarui and Patrick Tepa added three more in the final period for the Oceania champions.
Tahiti will face Uruguay in their final group match on Monday evening.
Oceania Football


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Hedala Fardi was a Force-sensitive human female living on the planet Thabeska during the first year of the Galactic Empire. She was four years old and the youngest member of a branch of the Fardi clan, a wealthy smuggler family on Thabeska. Hedala was Force-sensitive, and able to sense danger from afar. While the Togruta former Jedi Padawan Ahsoka Tano was working as a mechanic and courier pilot for the Fardis, she befriended Hedala. Although most people could not distinguish between the various female cousins of Hedala's branch of the Fardi clan, everyone remembered Hedala. Her cousin Chenna joked that this meant that Hedala would not be successful in a life of crime. Hedala's Force talents also made her extremely good at many of the games she played with her cousins, including a throwing game. Her cousins became so used to it that they didn't find anything unusual about her skill.[1]
Two months before the one-year anniversary of Palpatine's ascension as Emperor, Ahsoka was working on one of the Fardis' droids when she saw several of the youngest Fardi cousins, including Hedala, playing in the shipyard, which they weren't allowed to do. Ahsoka was about to shoo them away when a stack of crates the children were playing on began to fall, so she used the Force to save the children's lives. The other children did not realize what had happened, but Ahsoka saw Hedala, who was too young to be included in the game, watching with a fascinated look on her face. Ahsoka was certain that Hedala was the only one who had seen and understood what she had done, and three days later, she saw Hedala use telekinesis to move a small stone.[1]
Shortly after the Empire Day festivities, when Ahsoka had left Thabeska in an attempt to avoid Imperial attention, Hedala sensed a "shadow" in the Force, which turned out to be the Inquisitor known as the Sixth Brother. The Sixth Brother had come to Thabeska after receiving reports of a Force-sensitive on the planet, but he was not strong enough in the Force to track it to its source, resulting in him leaving. Hedala later confided in Ahsoka, who advised her to stay away from the "shadow" should she sense it again. Ahsoka later told Hedala's uncle Fardi to safeguard the youngest of the clan because she was "special". Hedala was saddened by Ahsoka's departure.[1]
- Ahsoka (First appearance)


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Let me apologize in advance, but today I'm going to write about the Chicago Cubs. On Saturday night, the Cubs clinched a trip to the World Series by defeating the Los Angeles Dodgers 5-0. It's the first World Series trip for the Chicago baseball franchise since 1945. The 71-year drought had been the longest current streak in major league baseball. I considered waiting to write about the team until after the World Series, but being a Cubs fan, I was afraid I might be too distraught to write about them then. I've been disappointed before, so I decided to seize the opportunity.
But before you dismiss this as a self-indulgent sports piece by a lifelong fan, please do me the courtesy of reading a bit more because I believe that in their victory, the Cubs have demonstrated some great lessons we can learn from and use as employees, managers, and leaders:
Success follows when you put the team above yourself. I've marveled at this Cubs team as they seem to have put egos aside to pursue a goal—a World Series championship—that has eluded the franchise for 108 years. That's right, the Cubs organization has not claimed the top prize in the sport since 1908! Yet at a time when so many athletes care only about themselves and their next contracts, this group of players seems to have put the team's success above their own.
Let me give you an example. Ben Zobrist, who at 35 years old is one of the veterans on a team filled with 20-somethings, was the team's starting second baseman this year. But as the playoffs started, the manager, Joe Maddon, decided to move Zobrist to left field to make room for 23-year-old Javier Baez. Zobrist didn't object. You never heard a word of complaint or even a hint of controversy surrounding the move. Zobrist and the team embraced the change, and Baez ended up the co-MVP of the National League championship series. It wasn't about Zobrist; it was about the team.
This may not sound like a big deal, but in today's sports world, it seems very rare to me. The team chemistry the Cubs appear to have is an incredible contributor to their success.
A healthy respect for others. This Cubs team seems to have a genuine respect for one another, their manager, the fans, and even the umpires. In their victory the other night, one player after another talked about how loyal the fans had been and how much they appreciate their support. They paid respect to a group of people who had, collectively, waited 71 years for a chance to see their team in the World Series.
But nothing demonstrated the respect the Cubs players have for the game and those around them than the actions of Anthony Rizzo last Wednesday night. Rizzo thought he had been thrown ball four and been issued a walk. So he tossed his bat and started down to first base only to learn that the pitch had been called a strike and he was out. When he returned to the batter's box for his next at bat, he didn't glare at the umpire or criticize the call. Instead, he apologized. Yes, you read that right. Anthony Rizzo apologized for his behavior, telling the umpire that he didn't mean to show him up.
Doing the right thing, even in the heat of competition with so much riding on every action, is the right thing to do. Rizzo did the right thing, and it speaks to his character and the environment the Cubs have created in Chicago.
Leadership matters. Cubs Manager Joe Maddon led this team to 103 wins this season—the most by any team in the major leagues this year. The players have responded to his low-key, often quirky leadership. One of the things Maddon preaches is consistency. When the Cubs fell behind the Dodgers two games to one, Maddon and the Cubs didn't panic. In losing games 2 and 3 to the Dodgers, they had gone 21 innings without scoring a run. But Maddon didn't change his approach. He didn't reinvent his strategy. He stuck with what had helped his team win 103 regular season games and had gotten them this far into the playoffs. And that consistency paid off as the Cubs won the next three games and now advance to the World Series.
People look to their leaders, especially when times get tough. If the manager is panicking or doesn't know how to respond to adversity, then he's not providing the leadership necessary to be successful.
The Chicago Cubs may not win the World Series this year, but they've demonstrated to me that they are a winning organization. After years of mediocrity and futility, they have built an organization the right way. They have assembled a group of individuals who are working together as one. They have great team chemistry, they have a healthy respect for one another and those around them, and they have a leader the players respond to. Even if they don't win the World Series, it looks a lot like success to me!


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Located in the heart of Mumbai city, Bandra the queen of Suburb, this hotel serves a perfect place for everyone to stay back and relax after a long tiring day of work. Stylish and classy hotel with different types of room starting from deluxe to standard to suite, this hotel has an option for everyone. The hotel offers high class services for everyone who looks for a comfortable and luxurious stay. The rooms are well decorated and furnished with all types of comfort equipped in them. The hotel staffs are dynamic and dedicated in serving you the best with their people friendly services that are very much important for a comfortable stay in a hotel away from home. The hotel offers dignified comfort in an economical budget that is just perfect for a stay like this. The hotels strategic location offers it to be one of the most convenient places to stay in Mumbai at such a budget which is so reasonable for a place like this. With all the comfort and luxury that you seek while travelling to Mumbai can be found here. Apart from that, the place is located in a very posh area where you will get almost everything with amazing places to visit while your free time.
With adequate numbers of room, this hotel serves an amazing atmosphere that helps people to stay relaxed and enjoy. The comfortable rooms with all modern amenities make your stay worth enjoyable and the prices for the rooms are too economical. With fine décor and amazing furnishing, the rooms are very comfortable and luxurious to stay and enjoy the feel of home while you are away from home. Also you will get every facility in the room so that you don't have to ask theme over and over.
The hotel is just 8km away from the domestic airport and 12km from the international airport and 16km within other transports make it an easily reachable spot.


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So, I have all the Caster files extracted to where MBAC.exe is.Yet, I still get MBacPCpath set failed Wait for Debug errorlolwut
I can hardly wait till kb config support ... I'm getting carpel tunnel playing w/ default kb controls. All I ask is that u also provide us w/ a few macro keys such as ABC and AD etc. if u dont mind plz
All people having random crashes, pathset errors or start errors not caused by mbcaster being in the wrong folder, try the latest version. It should fix most (all?) of them.
I keep getting CharInit( ) failed for the debug so I can't get it to work. I extracted everything to the folder that mbac.exe is in too.
this is awesome, I wonder if this also works on games like Big Bang Beat or SWR (which have crappy netplay)
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Recent advances in pediatric gastroenterology, hepatology and nutrition.
Source: F1000Prime Rep. 2013 Jul 1;5:25.
Date of publication: July, 2013
Publication type: Journal article – commentary
In a nutshell: This commentary highlights important trends in Pediatric gastroenterology, hepatology and nutrition which are rapidly evolving, exciting and diverse disciplines.
Length of publication: 4 pages journal article
Some important notes: This article is available in fulltext online. In case you experience difficulty accessing item please ask your local health librarian to locate this for you.
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Here is a another small collection of jokes that have either a direct or indirect connection with watches and time. I'm sure that some of them will make you smile.
If twenty dogs run after one cat, what time is it? Twenty after one.
At lunch time, sit in your parked car w/sunglasses on and point a hairdryer at passing cars. See if they slow down.
A customer calls the round-the-clock tech support hotline to ask what hours the call center is open.
– The number you dialed is open 24 hours a day, seven days a week.
Says the technician who answers the call.
Customer asks:
– Is that Eastern or Pacific time?
Even though he could not tell time, my three-year-old grandson was wearing a watch when I visited. Later, when I was putting on my coat to leave, I asked him what time it was. He looked at his watch blankly, then brightened. "It's time for you to go," he answered triumphantly.
The church wanted to help their congregation cope better with the stresses of modern life, and decided to offer a course in Time Management.
Soon after the course was announced, a member telephoned the Pastor.
– What time does the course start, Pastor?
– Oh… six-ish, seven-ish….
I've learned that our dog doesn't want to eat my broccoli either.
– Age 7
I've learned that just when I get my room the way I like it, Mom makes me clean it up again.
– Age 12
I've learned that although it's hard to admit it, I'm secretly glad my parents are strict with me.
– Age 15
I've learned that wherever I go, the world's worst drivers have followed me there.
– Age 29
I've learned that if someone says something unkind about me, I must live so that no one will believe it.
– Age 30
I've learned that the greater a person's sense of guilt, the greater his or her need to cast blame on others.
– Age 46
I've learned that children and grandparents are natural allies.
– Age 47
I've learned that motel mattresses are better on the side away from the phone.
– Age 50
I've learned that you can tell a lot about a man by the way he handles these three things: a rainy day, lost luggage, and tangled Christmas tree lights.
– Age 51
I've learned that making a living is not the same thing as making a life.
– Age 58
I've learned that I still have a lot to learn.
– Age 92
A man is at Grand Central Station waiting for his train that leaves at 6 p.m., but he has forgotten his watch. So he looks for someone to ask the time. He spots a guy carrying two suitcases and sporting this fabulous hi-tech watch, so he asks him for the time and the guy replies:
– Sure, which country?
– How many countries have you got?
– All the countries in the world!
– Wow! That's a pretty cool watch you've got there.
– That's nothing, this watch also has a GPS facility, fax, e-mail and can even receive NTSC television channels and display them on its miniature active color pixel LCD screen!
– Boy, that's incredible. I wish I had a watch like that one. You wouldn't consider selling it by any chance?
– Well, actually the novelty has worn off for me, so for $900, if you want it, it's yours.
The watchless traveler can hardly whip out his checkbook fast enough to hand over a check for $900.
The seller takes off the watch and gives it to him.
"Congratulations, here is you new hi-tech watch." Then, handing the two suitcases over as well, he says, "And here are the batteries."
The 12-year-old boy stood patiently beside the clock counter while the store clerk waited on all of the adult customers first. Finally he got around to the youngster, who made his purchase and hurried out to the curb, where his father was impatiently waiting in his car.
– What took you so long, son? he asked.
– The man waited on everybody in the store before me but I got even.
– How?
The youngster explained happily:
– I wound and set all the alarm clocks while I was waiting. It's going to be fun at eight o'clock.
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• Each volume includes audition repertoire and works that are most frequently performed by symphony orchestras.
• Each work is presented in its entirety, not just as an excerpt.
• All metronome markings, which were omitted from the published parts, have been taken from the score and included in each part.
• Foreign language indications have been translated.
• Additional cues and instrument entrances have been included.
Exercises, Etudes and Solos for the Timpani
(BT-1500, 160 pages)
• Contains more than 500 exercises, 100 etudes and 17 solos for two, three and four drums.
• Chapters include: Tuning, The Legato Stroke, The Staccato Stroke, Sticking Patterns, Rolls, Muffling, Pedaling, Three Drums, and Four Drums.
• Each chapter contains a brief explanation, exercises, etudes and representative orchestral excerpts from the standard repertoire.
• The final section of the book includes 4 solos for two drums, 6 solos for three drums and 7 solos for four drums. All of these solos are also available separately; please see "Timpani Solos" for more information.
"This outstanding textbook for timpani is uniquely and creatively well organized. This is truly one of the more creative texts written for the timpani."
Percussive Notes
"[Mr. Carroll's] timpani method book is excellent! It offers everything that a student needs and more! It is well paced, brilliant in scope and should join other successful and popular methods on the market, plus setting a new standard. BRAVO!"
Cloyd Duff, Retired Timpanist - Cleveland Orchestra
"Beginning and future timpanists will find this book a pleasure from which to study and gain a particular satisfaction in knowing all there is to know about the kettledrums."
Eugene Espino, Principal Timpanist - Cincinnati Symphony Orchestra
"I compliment [Mr. Carroll] on the inclusion of materials that are much needed for the common-sense player. I recommend that this book be included as a method for all serious timpani students."
Fred D. Hinger, Retired Timpanist - Philadelphia Orchestra, N.Y. Metropolitan Opera
"This book is innovative and comprehensive. The etudes and solos are excellent. A very welcome addition to the literature."
Tele Lesbines, Retired Timpanist - Milwaukee Symphony Orchestra
"This is a welcome addition to timpani pedagogy. The three and four drum exercises are especially useful."
Don Liuzzi, Principal Timpanist - Philadelphia Orchestra
"Congratulations on an excellent timpani book. It is clear and precise on content, layout and intent. A welcome addition to the standard timpani methods. How nice to have a timpani method that not only talks about the technique, but also about music and music making. Bravo."
Salvatore Rabbio, Principal Timpanist - Detroit Symphony Orchestra
"This book does a terrific job in helping the student to build basic timpani techniques. It lays out the basics in a logical and musical fashion yet still allows individuality of playing style to be taken into consideration. The exercises and etudes should assist any student in developing the techniques needed for better timpani performance."
Mark Yancich, Principal Timpanist - Atlanta Symphony Orchestra


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Getting to grips with online behaviour is one of the most significant needs in modern businesses. Here you can find out the latest information on how people behave online. With the help of Graham Jones, Internet Psychologist, you will improve the way you use the Internet in your business and get the maximum benefits from the latest knowledge in web psychology.
Graham Jones
Internet Psychologist
What people say about Graham Jones, Internet Psychologist
An invaluable help to anyone involved in online marketing. If you get the chance to see Graham speak, take it. He is outstanding.
Nick Keith
Managing Director, Life Magazines
Graham demystified the whole process of using the Internet and getting our message across to our customers.
Phil Baker
Bakers Coaches
Graham Jones really opens your eyes to the way to go about using the Internet to further your business.
Kevin Croker
Lloyds British Testing
Really enlightening and informative with some great tools to take back to my work place and use immediately.
Shirley Davies
Westlea Housing
Get my weekly newsletter packed with Internet advice
Your name and email address will be added to my mailing list stored at Mailchimp. You will be sent an email asking to confirm that you wish to be on that list. Every email includes an unsubscribe link should you wish to be deleted from the list at any time.


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This Steampunk Kickstarter has a noble set of goals and needs your help to meet their deadline! Felicia Day fans, you're in luck, a $75.00 donation gets you a previously unreleased steampunky photo of Ms. Day. What die hard geek wouldn't love that?
Hosted by steampunk fashion house Clockwork Couture, funds raised will go towards beautifying their brick and mortar location with steampunk art, building a classroom for teaching unemployed people how to start and run their own business, and to open an adoption center in the store that will serve to support the North Central California Animal Shelter.
Oh and gamer geeks – they've got plans for a public game room as well.


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He Considers His Great Luck, 1812
(for Catherine)
The moment that is lost is hardly ever found again,
As this minute, as the century.
Your love when I found it there was a brief day
For the asking, but you and your Sisters
and the Ursulines home from Havre
Might easily have snatched you away again —
Most utterly loved woman, most Callanan-like.
Out of this harbor the unlicensed ships sail.
The wind catches them, the fingers of heaven.
Even the most skilled Master can only protect
But not bring home cinnamon, not profit.
One moment in my life I did sail beyond Roche's Point
So that you might catch my sail, my merchant eye.
I have traded off your love all my life —
The way a Bishop, the way a good Prince ventures forth.
Thomas McCarthy was born in Co. Waterford and educated at University College, Cork. He has published six collections of poetry, two novels and a memoir.
Stay tuned, dear blog readers. Stay tuned.


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Stunning and profound, the highly anticipated debut novel from the award-winning, bestselling author of We Were Eight Years in Power - a story of bondage, freedom, and love.
Every slave plantation is a house of spies and intrigue. No slave walks a straight line or has a single story - deep within their hearts is betrayal and insurrection. But against whom?
Hiram Walker is a man with a gift and a curse. He was born between worlds: his father a white plantation master, his mother a black slave. And he was born with a secret, special power. Sold to a new mistress as punishment for trying to escape, Hiram discovers her home is a secret hub of the underground railroad: a training ground for its agents. With his special power, Hiram fast becomes a highly skilled agent, retrieving the enslaved from the most dangerous circumstances - but betrayals lurk everywhere. And eventually Hiram must risk everything to return to his father's plantation and free the friends he left there.


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January 2018 Shadow Accord
Located at:
Sound View Camp and Retreat Center
8515 Key Peninsula Hwy S
Longbranch, WA 98351
Do not arrive at site before 2:00 PM and do not enter site until the gate has been opened by one of our Executive Officers (Michael Osgood-Graver, Lorilynn Parker, Jeff Tabrum)
Please remember every weapon prop must be checked every time before you start game.
It's a new year, and that means EVERYONE signs a new liability waiver! Please plan on filling one out at check in.
Please remember to follow the posted speed limits in the camp site. The ranger has mentioned he has seen people driving quite quickly in the past, and is concerned for the safety of his children, especially after dark. Please be courteous.
Last game there was a mold problem in two rooms of the Golden Horn (Calvinwood). We are hoping the site has fixed this by now. If not, people with respiratory and immune issues should have a back-up sleeping arrangement, just in case. Please see the XOs for an update on the condition of the building when you get to site.
If you get injured, even if it is a simple scrape, find a member of the safety staff immediately. If you do not know who is on staff and become injured, please make a request to any other nearby Player Characters that you need medical assistance by crossing your fingers over your head or loudly declaring "Stand Down" whichever is more possible given the situation. Current safety staff members are Kristie Neises, Susanna Lauder, Darian Boyer and Zack Rodriguez.
Its winter in the PNW and that means wet. Bring extra socks, blankets, changes of clothes, non-perishable food, and a cloak or other warm outerwear. No one wants to be wet all weekend. Keep an eye out for hypothermia. Warning signs are: Stiff fingers, uncontrollable shivering, confusion, lack of coordination, difficulty speaking, dizziness, lethargy. If you see these symptoms, please get the individual to a warm, dry location and alert a member of staff.
You may bring heaters to be placed in some of the tents provided by the camp, they must be checked by a member of safety, or an executive officer, prior to use. Any heaters left on and unattended will be turned off and removed from the tent, held at Storyteller camp for the duration of the event, we do not want any accidental fires.
Due to improper fire management we are not allowing live fires to be used without express permission. Please find a member of the XO team to present a fire bucket to for inspection if at any point during the weekend you wish to light a fire.
Remember! Only new players, and returning players who have given notice will have the ability to have a character CGed on site, the options for on site characters are limited.
If you go to StoryTeller Camp during the event and ask for your character to travel somewhere outside of Seaton Carew, you will likely be asked to NPC, or proceed to and OOG area prior to returning to game space. Please do not remain at StoryTeller camp to chat with other Players.
If your character dies, is imprisoned, or otherwise removed from town by an NPC, go to StoryTeller Camp. There you will have the following options:
1. Play a backup character which must have been checked in on Friday night
2. Ask to play an NPC.
3. Pack your things and leave site
If your character undergoes major character sheet changes (becoming a fomori, ghoul, or vampire) please remain in game space long enough to finish the scene you are in. When it appears appropriate to slip away, head to StoryTeller camp and inform them of the change. You will be given further instruction there.
Please take some time to review the rulebook and clarification document: https://docs.google.com/document/d/1mkG ... Utf86y5R7w
And the rulebook here: https://drive.google.com/file/d/0B2khPW ... ZjWUU/view
If a call is used on you that you are not familiar with, politely raise a hand with two fingers crossed and ask the player who said the call what it does, they will help you understand the power and how to roleplay it's effects
If you taught a character a new power or skill at the previous event and do not remember if you submitted the teaching form, please e-mail check-in IMMEDIATELY informing them of the teaching in question: email@example.com
If you sleep in a structure, please see that it returns to the way you found it once game has been called, Soundview loves how clean Shadow Accord keeps the site, let's keep it that way.
All players should plan for their own meals, or make arrangements to purchase food in game. ANY players preparing food for other players in any of the kitchen spaces are required to have their Washington State food handlers permits. You may prepare your own food without a food handler's permit but if using a kitchen space must be supervised by an individual with a food handler's permit. Please get permission from whoever is managing kitchens prior to personal use.
Do note that the NWLARPers Anti-Harrassment Policy will be in full effect, please review the policy here: http://nwlarpers.org/sa-policies/
Check Lost & Found! It will be at ST camp. Shadow Accord has a one-game retention policy so make sure to claim your items or risk them being donated.
In the event of an emergency, SA's safety team has prepared the following document: https://docs.google.com/document/d/1FNE ... qlJa0/edit
Friday: Showers, lows of 41 degrees, highs of 46
Saturday: Showers, lows of 40, highs of 46
Sunday: Showers, lows of 40, highs of 45
Moon Phase: Waxing Crescent
Any character with theurge as one of their innate trees gains the benefits of the "Moon Ties" Merit this weekend, assuming it is on their character sheet.
Dawn: 7:48am
Dusk: 4:54pm
January Announcements
Out of Game discussion for the Shadow Accord community
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January Announcements
"Well, listen to this I'll tell you 'bout the heartache. Tell you 'bout the heartache and the loss of god. Tell you 'bout the hopeless nights, the meager food for souls forgot. Tell you 'bout the maiden with wrought-iron soul." ~ The Doors
Lightweight steel fantasy armor for gamers ~ http://www.sinistermetalworks.org
Lightweight steel fantasy armor for gamers ~ http://www.sinistermetalworks.org
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How Should You Deal With Twitter Spammers?
Twitter spammers are annoying entities that are an unfortunate part of the service, and it doesn't look like that they will be going away anytime soon. Until Twitter finds a way to automatically get rid of them, it will take some participation from its user base to keep the site clean and free from fake accounts, phishing scams, and nasty viruses.
Below are the three main methods that Twitter spammers use to try and infiltrate the lives of innocent users, and then we look at their most current solutions. All of these are officially suggested by Twitter, so you should know that this is the most efficient way to deal with things as of right now. Are these solutions perfect? Of course not, but they are the best that we have right now.
"Official" Twitter Emails
You've likely received email from an address like "email@example.com" before, and the message probably looked exactly like official Twitter correspondence. As obviously fake as it is, it's a growing problem, but it's also an issue that has existed across multiple services for a while now. In most cases, it's a simple phishing attempt to coerce you into typing your information into a fake login page. In others, it could lead to even more headache-inducing situations.
If you ever get in a situation such as this, just forward the email to email@example.com. After that, delete the email from your inbox, and do not download any attachments. Twitter should eventually be able to take care of it.
Peculiar DMs From Friends
<imgclass="aligncenter" alt="deal with twitter spam" src="//static.makeuseof.com/wp-content/uploads/2013/05/twitterdm.png" width="520″ height="90″ />
It may be just me, but I've always thought direct messages (DMs) are one of Twitter's lesser-used features. Maybe I'm wrong, but I don't use it, and neither do my friends. That's one reason that I always find it to be very strange if I receive a DM from someone. I'm even more on my guard if the message contains a link to a site that I don't know about.
If you receive an odd DM from a friend or one that is obviously spammy, do your buddy a favor and let them know that they have been hijacked. Also, remind them that this could have been a result of them giving access to their account to a bad app. A little research on all of their apps could go a long way, and a simple password change could help as well.
Tweets From People You Don't Know
Ever gotten a Tweet from someone that you absolutely do not know? Yep, it happens. If you check the user's profile and see that it is plastered with similar-looking Tweets and each one contains a link to an unknown website, there's a 99% chance it's a spammer. These links will likely take you to malicious material or yet another phishing attempt, so do yourself a favor and don't click them.
You can easily report and stop Twitter spammers by visiting their profile, clicking the person icon, and then selecting report @username for spam. It's needless to say, please use this feature responsibly, so don't report someone just because you don't like them. This will send a Bat-signal to Twitter's caped crusaders, and in the meantime, the user will not be able to follow or reply to you. It doesn't mean that there will be an immediate suspension, but at least you won't have to deal with them.
Above are the three main methods of Twitter's notorious spammers, and yes, it seems like we are just going to have to deal with them for now. A while back I wrote about some possible methods that Twitter could use to fight spammers Top 5 Things Twitter Could Do To Deal With Spammers No one likes a spammer. I don't care if the spammer is your grandmother, your Uncle Harold, your second cousin, or your newborn child that you just took home from the hospital yesterday. "Aw, she's... Read More , but alas, they haven't used any of them. (I would expect some compensation if they did, though.)
If you'd like to target spammers, TidyTweet is a service that sifts through your followers and finds out which ones are known for spam, and it even includes profanity filters as well as integration with WordPress. On the other hand, you could look at StatusPeople which scans for fake accounts or ChumpDump which cleans up your followers in the form of a game.
In the meantime, I guess we'll just have to cope. Thankfully, there are some basic steps we can follow to create a walled fortress to stay safe and not get hacked on Twitter Don't Get Hacked on Twitter: What to Do to Stay Safe Sites like Twitter are not soft targets. Twitter has even implemented security protocols like DMARC for stronger phishing protection. But even as I write this, news has come in of a hijacked Associated Press Twitter... Read More .
How do you stop Twitter spammers in their tracks? Do you think that there is a better way than what Twitter has already provided?
Related topics: Online Security, Spam, Twitter.
Affiliate Disclosure: By buying the products we recommend, you help keep the site alive. Read more.


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EisenCoach- how much iron does my food contain?
Zurich, main station
03.09.2019, 08:00 - 19.00
CSS Versicherung AG
The CSS Group was founded in 1899 and is headquartered in Lucerne. Drawing on its long and proud tradition, the company insures around 1.76 million individuals. With a premium volume of 6.46 billion Swiss francs, it is one of Switzerland's leading health, accident and property insurers. The CSS Group is the market leader in basic insurance, having earned the trust of 1.39 million people. The company fosters close ties with those it insures, with more than 100 agencies throughout Switzerland and some 2,700 staff. CSS produces information that provides guidance and support in all aspects of health and healthcare.
As a leading Swiss health insurer, CSS is committed to offering its clients digital solutions. CSS also lets clients take care of their insurance matters outside of office hours – by using the digital client portal or the app. Moreover, through its involvement in the Health Lab, CSS actively seeks to promote the use of information and communication technologies for health – or even to prevent illness in the first place. CSS sees itself as a health partner that applies all its expertise and passion to providing the best for its clients.To the website


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List of Schools in Europe
Roundwood Park School
Roundwood Park, AL5 3AE Harpenden
Telephone: 1582 765344Fax: 1582 461404
Schools-UK.eu is the largest online school database in the United Kingdom and is becoming more and more popular between the students.
The visitors can find there information about all types of schools – from kindergartens to universities.
Operator just4web.cz s.r.o.
© 2009-2015
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