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Episodio 8
Episodio 8
Benvenuti all'ottavo episodio di BlizzCast! Vi parla Bashiok, il responsabile della comunità di Diablo, in questo episodio di BlizzCast mi accompgneranno il responsabile della concezione grafica e tecnica di Diablo III, Julian Love; e Mike Nicholson, artista senior impegnato nella realizzzione dell'interfaccia di gioco (articolo in inglese). Esplorermo gli effetti speciali che rendono visivamente impressionante il mondo di Santuario, e gli ultimi cambiamenti dell'interfaccia di gioco di questo attesissimo sequel.
Inoltre, in quest'episodio Bornakk girerà agli sviluppatori le domande inviateci dagli ascoltatori. A questa sessione di domande & risposte parteciperanno Tom Chilton per World of Warcraft, Jay Wilson per Diablo III, e Dustin Browder per StarCraft 2.
BlizzCast Q&A
Diablo III interview
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BlizzCast Q&A
Tom Chilton (WoW Game Director), Jay Wilson (Diablo III Game Director), Dustin Browser (SC2 Lead Designer)
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Hello and welcome to Blizzcast episode 8! This is Bornakk from the World of Warcraft Community Team. In today's Q&A session, we have some Starcraft 2 questions for Dustin Browder, some Diablo 3 questions with Jay Wilson, but first we have our World of Warcraft questions with Tom Chilton. Welcome to the show Tom!
Tom Chilton:
Thanks, how are you doing?
Doing pretty good, how about you?
Tom Chilton:
Not too shabby.
Good good. The first question today is from Sneakysnakes on Wildhammer. Before Wrath of the Lich King came out there was talk of aerial combat in Wintergrasp and in the game in general with some goblin anti-air shredder being put in the game. Howling Fjord showed some footage of this as well. What happened with aerial combat and do we still plan to put it into the game?
Tom Chilton:
Well the aerial combat that we had in Wintergrasp we just ended up feeling wasn't really polished enough for the final experience. We gave it a shot with the vehicle technology that we had but ultimately it was a little goofy that you could crash your airplane into the ground and nothing bad would really happen. Then also the kinda of sense of flying really wasn't there enough.
If you look at a lot of games that have done flight simulation, there is a lot of care that goes into giving you that sensation of flying by having the world tilt and stuff like that so it feels a little less mechanical, feels a little bit more alive or more natural. So one of the things that we have kind of tasked ourselves with doing is figuring out how to polish that, how to improve on our vehicle physics, there's still a lot of vehicle physics tech that we want to get in that didn't make it into the first pass of Lich King.
So we have to make some tough decisions sometimes about what we are going to go forward with and what just isn't working out well enough to meet our quality standards and that was one of them. So it's still definitely on our list of things that we want to do, we have a lot of people here who are passionate about vehicle combat, passionate about making it more interesting, more fun, by increasing the number of things we can do with it – that would definitely include the possibility of doing aerial combat.
The other question from the same player was just if we had any plans to add any additional ranks to Wintergrasp, the battle there, and to expand on the system in general?
Tom Chilton:
Well the things we would have to think as far as ranks in Wintergrasp go would be kind of how it ties into the game play as it's established right now. Really the purpose of the ranks is to give you access to new kinds of vehicles and in the absense of new kinds of vehicles to give you then that doesn't really seem to be something we need to do. It wouldn't really add a whole lot of value, it wouldn't be that interesting if you ranked up but there was nothing really anything new to get as a result of it.
Then we also have to factor in the combat time, how much time do you actually spend in the Wintergrasp scenario and is it reasonable to expect a player to actually get to that higher rank? Do they have enough time to get to a higher rank and actually have time to enjoy the result of getting to that rank? So since we have really tried to make sure Wintergrasp is playable in a very reasonable period of time the scenario doesn't tend to go a really long time then it doesn't seem to me, at least not at first glance, that we would really have room to add an additional rank for an additional vehicle even if we were to actually create that vehicle and make it accessible. I don't think you'd have a whole lot of time to do much with it.
Okay, well that's all the questions that we had today. Thanks for stopping by Tom and we'll roll on to the next questions.
Tom Chilton:
Right on.
Welcome to the next Q&A portion of BlizzCast. We have our Diablo 3 Game Director Jay Wilson, welcome to the show!
Jay Wilson:
Thank you very much.
We have a couple Q&A questions for you today. The first one is from Daleks on USEast. Will shrines be making a return to the world of Sanctuary in Diablo 3?
Jay Wilson:
Well there are some aspects of shrines that we liked, experience shrines I think are probably the prime example everyone uses. They're fun because they drive the player forward. Monster shrines are sometimes fun because they bring out a rare that you didn't know or weren't expecting that could come from any direction and that's cool. But for the most part, the pure mechanic of shrines, a random powerup that just appears in the world for no reason, we don't really want to litteraly bring that back. What we are going to try to do is integrate a lot of the best things of shrines into our quest and event systems so that when you encounter a random quest or random event that has a story context within the game it either rewards you like a shrine would reward you or something that is actually built into the gameplay of the quest. So while technically no shrines are not coming back verbatim, we are trying to bring back kind of the best things of them in a different form.
So you'll still have the randomness and spontanenity of it.
Jay Wilson:
Exactly, and really they are kind of there to change up the gameplay and add a little factor of randomness, but we felt that very few of the shrines actually did that – accomplish that goal...
Stamina shrine?
Jay Wilson:
Yeah, stamina shrine lets you run a long time. Skill shrine made you a little bit more powerful. We feel like we can take the best and put them within actual events that are a lot more fun and have a lot more gameplay to them.
Alright, great. The next question is from David Nishball in Fairfield, Connecticut. Will buildings and towns be enterable, like Atma's Bar was from Diablo 2's second act?
Jay Wilson:
There probably will be some buildings, my guess is not too far off from how many were enterable in Diablo 2. Most towns we don't make all the buildings enterable, it's just a ton of art to create for very little reason. Most people tear through the towns at lightning speed, so they don't have a desire to go into the individual buildings. But we do have some specialty buildings that I'm sure we'll go inside of throughout the quest course of the game.
Okay. The next question is from James on USWest. Will there be a diverse selection of items that are viable for the end-game or will it follow the WoW-type style where there is more like one end-all-be-all set for each class?
Jay Wilson:
It's definitely diverse and it's diverse on a lot of different fronts. When you think about Diablo 2, all the different ways you can build your character, we really expanded all the ways you can customize your character by adding in the rune system. Not only can you completely customize your skill set, much more so than you can in game like most MMOs like World of Warcraft, because of that, the items you want are based upon the skill set that you've chosen or the type of build that you are trying to create.
And items, one of the things we are trying to do is focus on this even greater element of defining your build. So really it's up to the player on what kind of stats they want on their character, but we're definitely not shooting for a, "oh here's the barbarian armor", there is a set and when you get the full set you're done. That's just not very Diablo and it's not really the kind of gameplay we're going for. If anything we'd like the item set to be a lot more diverse than it was in Diablo 2.
Always something to collect right?
Jay Wilson:
Exactly, always a new build to try out.
Right, exactly. The last question we have today is from James Wichtowsky. Have you settled on a particular color scheme for item drops?
Jay Wilson:
We've kind of gone round and round on color scheme. I know with World of Warcraft when they decided on a color scheme to fit quality, they were taking that from Diablo 2 and other MMOs, but they chose a color set that they felt was easier to read. We actually tried to emulate that for awhile, I think actually our announcement build or maybe our BlizzCon build was actually using a color scheme very similar to World of Warcraft and we generally found we just didn't like it, it didn't feel Diablo. So something as simple as that didn't feel Diablo anymore.
Color scheme is pretty solid right now, it follows very closely to the Diablo 2 color scheme. We slightly shifted some of the hues to help, especially with color blindness, to try and get some of the more problematic combinations. We took out, for example, uniques were gold, we've changed their color I think we did purple which is a bit of a nod to World of Warcraft but the problem was gold and yellow were really close. Even though the gold lettering was unique and everything it was often very difficult to tell the two apart. So we just did that not to get away from Diablo but to try and fix that kind of readability issue. What we found is that if we try and get too far from Diablo it doesn't feel right, so right now magic items are blue, rare items are yellow, unique items I think they're purple – I'm operating off memory here but they might be different actually because I think we use purple for something else for an item type we haven't announced yet. Then if we do set items they'll be green, we haven't made a call on set items yet.
Okay, well that's all the questions we have for today, thanks for coming in Jay.
Jay Wilson:
My pleasure.
For the next segment we have some Starcraft 2 questions and our Lead Game Designer Dustin Browder has come back to help answer them. Welcome back Dustin!
Dustin Browder:
Hey everybody.
The first question is from Norfindel on Battle.net. Can you give us some insight into the current air model, like what are the roles of the air unites, and what do you see working really well in-game?
Dustin Browder:
Well obviously each of the races behaves differently with how they use their air units. The Zerg, obviously the mutalisk is still a powerful part of the Zerg air force and still used for a lot of fast raiding, a lot of sudden attacks from different directions to keep the enemy off balance and of course in mass in the end game you can obviously use mutalisks for mass air assaults.
The other races behave a little bit differently. The Terrans with their banshee, is very very powerful anti-ground unit. It can even sometimes just power right through base defenses which really the wraith couldn't have handled in the original game. So you see a lot of need for all the races to have some very powerful anti-air weapons to deal with these kinds of threats.
A similar threat on the Protoss side is the void ray. It is a very powerful bream that can really do a lot of damage to enemy buildings. So you'll see there are some very heavy hitters in the air in Starcraft 2 that really require you to get out there and use some of these more dedicated anti-air units like the corrupter, like the phoenix, to really fend off these powerful sort of air threats. Obviously there are some similarities players will see with the original game, at the same time there are these really powerful hitters really do make a pretty big difference.
You'll also seem some new authority for some of the bigger units in the game. Certainly the carriers have a much longer range than they've ever had before. It makes them a very powerful threat from the air in the end game. We should probably see more carriers used in higher level games but obviously will see how that goes in the beta. And of course the battlecruiser has three different options in terms of how he wants to sort of improve his battlecruiser, whether he wants to buy a yamato weapon for his battlecruiser, or the player wants to a buy a shield for his cruiser, sort of different choices for the player for the battlecruiser which again adds to the authority of these big end game units which makes them a little more practicle in different matchups. Where previously you would only see battlecruisers in certain matchups in Starcraft, now in Starcraft 2 you'll probably see them in more matchups sort of across the board.
sc1warpin : sc1warpin : videos/
sc2warpin : sc2warpin : videos/
Okay. The next question is from Ultimasx on Battle.net. I noticed that in the Protoss demo the Protoss buildings when warped in had like there surfaces visibly warped in, like in the original Starcraft. It seems however in recent builds and footage, Protoss buildings just appear after the building animation but the units still have the surfaces visible when warping in. So basically it sounds like he is seeing some differences in the animations here and can you tell us how the animations are planned to work for the Protoss structures?
Dustin Browder:
Sure so I talked to Samwise just before coming here, our Art Director, and asked him about this and he doesn't remember making any changes throughout the process for how the Protoss are supposed to be working so it's possible in either some of the builds or some of the footage we've put out we may have had some errors, we may have had some bugs, I'm not exactly sure what people are seeing but I can certainly speak to what the intention is and what the intention will be.
The building will obviously have a warp-in state just as it did in the original Starcraft, sort of a building state. There's sort of a big ball of energy , you can sort of see the building warping in but it's not obviously clear what the building is going to be yet. Then as we get to the final phases of the building warping in you see an outline of the building sort of shimmering sort of fading in as the building is teleported in from its location on another world to this battlefield. It will sort of harden and you'll see the gold shape or in the case of dark templar you'll see the sort of the more blue platinum shape of the building sort of form into place. So it should look at a basic level very similar to the way it was in the original Starcraft but obviously with our updated graphics engine, with the new 3D stuff, it should look a whole lot better.
A lot more detailed.
Dustin Browder:
He actually had another question, he noticed that the Terran buildings, they smoke instead of just catching on fire. He knows this is a bit early but he just wanted to know if Zerg buildings will still bleed after taking damage?
Dustin Browder:
I certainly hope so. We obviously haven't gotten to that stage where we're doing a lot of that work yet. A lot of the stuff people are seeing in-game right now, I know we're showing a lot of material, I know people are looking at it saying, "If this looks really good, it must be close to final." That's certainly not how the art team feels about it right and they've been going over it and hitting individual units as we go forward, individual races, and the Zerg in terms of their buildings and even their units are still the furthest behind in that respect. There is still a lot more work to go into the Zerg , for instance the hatchery, the lair, the hive are all going to go under massive revisions here in the next couple of weeks as we really punch up the art to really represent these iconic, critical, central buildings to a Zerg base. So there is still a lot of work to go into it and certainly bleeding buildings would feel very Zergly, very appropriate for the race and is something we'd love to do.
Well that wraps up the Starcraft 2 questions, thanks for coming in today Dustin!
Dustin Browder:
Alright thanks guys.
Diablo III interview
Julian Love (Lead Technical Artist – Diablo III), Mike Nicholson (Senior Artist- Diablo III)
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Welcome to BlizzCast 8, my name is Bashiok your Diablo III Community Manager. With me today is Julian Love, Lead Technical Artist and Mike Nicholson, our UI guy, he's a Senior Artist on Diablo III.
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Starting with Julian some people may know you from WWI and BlizzCon, you were up on stage giving some presentations, for those who don't know you personally what do you do on Diablo III?
Well I do a lot of things, I'll try to cover them briefly. So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they're going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting.
Very cool, and Mike Nicholson who is a new face and voice to those following Diablo III, what do you do on the team?
I'm a Senior Artist and I'm in charge of all the interface. Also known as "The UI Guy".
So Mike, actually I wanted to touch on something you did in the past. I was at your office a few weeks ago and found out you were Lead Designer and Lead Art on a game which was near and dear to me which was called Sanitarium. Without going into it too much, that was a point and click adventure game, so how did you get from that to working here at Blizzard?
Well, I'm glad you liked it, I'm proud of that game. Well the thing was when we did Sanitarium unfortunately even though it was well received, everyone who played it liked it, not that many people played it. Well eventually they did. We kind of got there as the party was going out...
For point and click adventures...
So, you know you kind of take a look around and go well I guess I need to get back into art. Came out to California and started doing 3D environments and kind of worked all the way back up to interface, where I'm back to doing 2D art again.
Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we've seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?
Yeah, something pretty close to my own heart there, was we really recognized that monsters really live to die in Diablo. You really don't have a lot of time to express their personality, and you don't have a lot of time to try to make your experience with monsters meaningful. Most of what you're doing is killing them. So one of the things I was really interested in doing was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we're up to something like 35 ways for any given monster to "bite it" at this point. But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let's take that further, monsters could burn to death when you hit them with a firey sword, and then we added the idea of crits and monsters could explode across the screen, and it just kind of went from there. But that's essentially the idea.
Very cool. A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with … different damage types?
Yeah in fact that's a common input that I'll receive is "Hey this guy's a firey this or whatever, but can we make that fire look green?" And that's where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it's a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I'm trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they're not confused that you know, green fire might mean poison. Then there's the other part of it which is it's really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can't see the game anymore. So those are really the two constraints we really work with most.
Back to Mike, since people saw the game at BlizzCon – they got to play it at BlizzCon – which was exciting for everybody, the interface and the UI has actually changed pretty dramatically even since then, it's been an iterative process … since the conception of the game really, but uh so for those that didn't see it at BlizzCon or even those who did what are the changes that have come about since then?
Well one of the biggest things involved in Diablo are items, right? We've experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we've decided split it into large and small objects. That brings up the question of tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don't. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there's a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which was one of the complaints about the old system is the frustration in trying to fit everything into your pack.
And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?
Current design right now is to have bags. You'll get bags and they will expand, you know kind of like in WoW, except you're not going to open up separate windows. You'll start off your inventory with say… you know, eight slots, right, and then you'll get a new bag and that has ten, so two more slots will open up within that tab, but you'll never have multiple tabs. Like you won't have two or three "large" tabs.
Right, and is that working out pretty well so far? It's been in testing for a while.
Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.
And you can really see the artwork as it is now with the larger icons...
Oh yeah, very much so.
Also, on iterative processes, a lot of BlizzCon saw the skill icons. And there's been some talk in the community that the skill icons are definitely a departure from what we saw in Diablo II. Which were these gold runes, almost, I guess. So what was the decision there to make a change to the skill icons, and do, y'know colorful skill icons?
I am unabashedly a fan of WoW, I'll probably catch flak "oh you're making it look like WoW oh no!" but I love them, I love the WoW icons. And y'know what we're trying to do is see, ok what works about the WoW icons? They're illustrative; is there a way to try to maybe bridge the gap. You know what worked about the more symbolic DII icons, and what works with the WoW icons, and trying to find a way to put the two together. And that's really what I'm trying to do is to try to make them more symbolic, so they're not necessarily little murals, but they are painterly. So they are colorful because you're going to have a lot more of them than you would in DII. So you have the hot bar at the bottom, and you want that to look colorful enough that it's interesting, but not to the point where it's an eyesore. And quite honestly I've made many iterations on the icons, and there's still many to come. It ends up being a balancing act, you know I test them out what they look like next to each other, and if they're too colorful – tone it down.
One of the things I like about them is, without even looking at your hot bar you can kind of see, oh this one looks blue and cold it's probably an ice spell of some type. So without even mousing over it to see what it is I can tell it's at least of a specific magic or damage type or skill use...
You know one of the best experiences I've had at Blizzard is the iterative process, which some artists don't like, but I personally love it. Because it lets me test stuff out. For a while I was trying out, ok let's do color theory… ok so all the berserker skills will be this tone, and all the battle master will be this tone. And you know on paper it looked good, sounded good, ok it's a nice theory but what we found is when you put them on the hot bar, if you went down a certain tree now everything's the same color at the bottom and it's hard to tell them apart. You know, ok I get a gold star for being clever, but then I lose points because it's not playable. So you know you go back once again, scrap it, and reevaluate it. But I love that process.
Back to Julian, the Thousand Pounder...
Julian is not a Thousand Pounder! Kind of rude… [laughs]
[laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?
Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they're kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it's starts to look like a Kool-Aid commercial...
Oh yeah!
[laughs] Which really undoes what we're trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren't really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we're all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that's what popped out.
Very cool, and is that something we'll see in the final game you think?
Oh yeah, in fact I think there's been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn't be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There's a lot of leeway with it.
fury_blizzcast8 : fury_blizzcast8 : videos/
Very cool, and last but not least you're both working on a system which is the barbarian's fury system. So, the fury system for those that don't know, the barbarian uses a sort of reverse mana system. It's not using mana as it uses abilities, but it builds up as he's fighting, so it kind of… he gets angry and he's chopping dudes down and he gets more and more fury to use for his abilities. But that's actually changed quite a bit, can you guys go over how UI and effects are coming together to create the new fury system?
Yeah well it's always an, again, an iterative process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn't see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we'll talk about what are the goals we need to accomplish. And then I'll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups.
And I think where we're at right now with it is the recognition that spending your fury is what we really want you to be doing, we want you to see it as a commodity to spend in order to gain access to more power, and that wasn't really being communicated so clearly with the other one. So we're trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you're spending but you don't necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we're trying to not put effects in there just for effects' sake, but only do it when we think that it's going to help you really read and understand what's going on.
Yeah, before one of the problems was you would see the build up more than what you had to spend. Like you would build your fury up, and then you know "bonged", and you'd have an amount you could spend. But everything was sharing the same visual space and you couldn't necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn't conveying the gameplay. And gameplay is king, you've got to make sure that it comes across in every way.
Can you describe for those listening what it currently looks like?
Let's see… if I had to use a cruel comment, one that I made myself as I was making it, oh "It's the fury traffic light". Because it's three spheres stacked vertically, and no we're not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that's the gist of it, because when you're playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you'll see I've got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you're doing it, but not be a distraction.
Right, sounds like a cool system. I'm looking forward to it. For those listening on iTunes or elsewhere be sure to check the BlizzCast website because we will have images and some art assets to check out for this interview. And that about wraps it up, I want to thank Julian and Mike for joining me here today.
You're welcome.
Thanks for having me.
And that about wraps it up for BlizzCast 8, I want to thank you very much for listening. This has been Bashiok, signing off.


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"Did you ever find a 4th for your group? I'm also in Riverside, in the RCC area. I used to be a 4.5 when I played in high school, but I'm now in my 30's and haven't played consistently for years. Nights and weekends are best for…"
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text:
Hi there, up for sale is a pair of Sennheiser IE80's, they come with all original accessories, buds and packaging. The carrying case has a few minor scuffs, but nothing bad, and the IEM's themselves are in mint condition.
They come with receipt and warranty (about one and a half year left or so I beleive).
Edited by Audiocrack - 9/2/12 at 8:00pm


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I might have to read that also.
EQ is becoming a hot topic in the world of Psychology, it's not the first time it's been brought up, but it's becoming popular. I certainly think my EQ is much MUCH higher than my IQ LOL partly because I'm female, and females pay more attention to emotions and ****.


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Johannesburg, South Africa - 09 May 2012: IBM (NYSE: IBM) today announced that Santam, South Africa's leading short term insurance company, has saved $2.4 million on fraudulent claims in the first four months of using IBM business analytics software. The analytics software has enhanced Santam's fraud detection capabilities and also enabled faster payouts for legitimate claims.
"IBM and OLRAC-SPSolutions have helped us build a solution that has not only transformed our claims processing methodology in terms of speed and efficiency, but also provides new insight which helps us identify false claims more quickly, which protects our business and customers," said Anesh Govender, Head of Finance, Reporting and Salvage at Santam. "The solution has delivered a full return on investment and also helped uncover a motor insurance fraud syndicate in less than 30 days after the system went live."
The claims division developed a new operating model for processing claims, depending on varying risk levels. IBM's predictive analytics software has enabled Santam to automatically assess if there is any fraud risk associated with incoming claims and allows the insurer to distribute claims to the appropriate processing channel for immediate settlement or further investigation, which optimizes operational efficiency.
With the enhanced claims segmentation, Santam is also able to reduce the number of claims that need to be assessed by mobile operatives visiting the customer or claim site, resulting in further considerable cost savings for the company.
Speed of claims handling is an important differentiator for the company. Before using IBM analytics, it took at least three days to settle claims. Now, Santam is able to settle legitimate claims within an hour allowing the insurer to significantly improve customer service.
"IBM is investing in building business analytics solutions that help organizations to effectively mitigate risk," said Rich Holada, vice president of predictive analytics at IBM. "Santam provides an excellent example of how insurers can put analytics into action in order to reduce fraud and risk, while improving the customer experience by settling claims faster and keeping premiums low."
In the last five years, IBM has invested more than $14 billion in acquisitions. With investments in SPSS, Clarity, OpenPages, i2 and Algorithmics, and others, IBM is building business analytics solutions providing clients with capabilities for managing fraud, risk and threat. In addition, IBM has assembled almost 9,000 dedicated analytics consultants with industry expertise, and created a network of eight global analytics solution centers.
The Santam project illustrates IBM's leadership in analytics in South Africa. IBM is also actively laying the foundations for a major presence throughout the African continent, with offices in more than 20 African countries, where the company is assisting businesses and governments in building strategies, expertise, solutions, frameworks and operating procedures to help improve performance.
The IBM predictive analytics solution at Santam was implemented by IBM Business Partner, OLRAC-SPSolutions.
For more information on Santam, please visit: www.santam.co.za.
For more information on OLRAC-SPSolutions, please visit: www.olsps.com.
For more information on IBM in Africa, please visit: www.ibm.com/press/us/en/presskit/34710.wss.
For more information about IBM Business Analytics, please visit: www.ibm.com/analytics
Contact(s) information
Leslie J. Monreal-Feil
IBM Media Relations, Insurance
1 (561) 862-3074
Lisa Rautenbach
IBM Media Relations, South Africa
+27 11 302 9255
Related resources
Site links
Flickr Photo: Detecting Insurance Fraud Using IBM Predictive Analytics
YouTube Video: Santam Predicts Fraud & Increases Client Satisfaction with IBM Smarter Analytics
Detecting Insurance Fraud Using IBM Predictive Analytics
Insurance organizations are using predictive analytics to detect fraud. For example, Santam, South Africa's leading short term insurance company, has saved $2.4 million on fraudulent claims in the first four months of using IBM business analytics software. The technology is enabling faster payouts for legitimate claims.
Topics | XML feeds |
IBM Analytics News about IBM solutions that turn information into actionable insights. |


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The Divine Comedy of Dante Alighieri |
Opiniăo das pessoas - Escrever uma crítica
Năo foram encontradas quaisquer críticas nos locais habituais.
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Outras ediçőes - Ver tudo
Palavras e frases frequentes
Angel answered appeared Apulia art thou ascend bear Beatrice beauteous behold beneath blest Boniface breast bright Cacciaguida canto Charles Martel Charles of Anjou Christ Church circle Convito cried Dante Dante's death delight descended desire displayed divine dost doth dwell E'en e'er earth erst eternal exclaimed face faith father fear feet fire flame Florence gaze Geryon glowing grace Guelfs Guido hath heard heart heaven heavenly hell hence holy Italy Lady light lofty look master mighty mind mortal mount mountain ne'er o'er Paradise poet Pope Pope Boniface VIII prayer punished Purg Purgatory pursue replied Rome round seen shade side sight smile Sordello soul spake speak spirits splendour star Statius stood stream sweet tell thee thought Trat truth turned Ugo Foscolo unto Virgil virtue voice ween whence Whereat Wherefore wings words
Passagens conhecidas
Página 286 - As the apple tree among the trees of the wood, so is my beloved among the sons. I sat down under his shadow with great delight, and his fruit was sweet to my taste.
Página 273 - As the appearance of the bow that is in the cloud in the day of rain, so was the appearance of the brightness round about. This was the appearance of the likeness of the glory of the Lord.
Página 272 - And one of the elders answered, saying unto me ; What are these which are arrayed in white robes ? and whence came they? And I said unto him ; Sir thou knowest. And he said to me ; These are they which came out of great tribulation, and have washed their robes, and made them white in the blood of the Lamb.
Página 273 - And the four beasts had each of them six wings about him; and they were full of eyes within: and they rest not day and night, saying, Holy, holy, holy, Lord God Almighty, which was, and is, and is to come.
Página 289 - And the beast which I saw was like unto a leopard, and his feet were as the feet of a bear, and his mouth as the mouth of a lion; and the dragon gave him his power, and his seat, and great authority.
Página 289 - For all nations have drunk of the wine of the wrath of her fornication, and the kings of the earth have committed fornication with her, and the merchants of the earth are waxed rich through the abundance of her delicacies.
Página 226 - And Mary arose in those days, and went into the hill country with haste, into a city of Judah; And entered into the house of Zacharias, and saluted Elisabeth.
Página 289 - Babylon the great is fallen, is fallen, and is become the habitation of devils, and the hold of every foul spirit, and the cage of every unclean and hateful bird.
Página 358 - Give therefore thy servant an understanding heart to judge thy people, that I may discern between good and bad...
Página 213 - And they stoned Stephen, calling upon God, and saying, Lord Jesus, receive my spirit. And he kneeled down, and cried with a loud voice, Lord, lay not this sin to their charge.


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For the truly passionate tea lover: BYOT
Hey Steepster Friends,
We're excited to announce the launch of our new, never-been-seen-before tea concept: BYOT (Bring Your Own Tea, yup move over BYOB).
BYOT is a convenient, compact, and cute pouch that carries 10 servings of loose leaf tea as well as 10 easy to use biodegradable steeping bags.
For those tea lovers out there, you know that a good cup of tea is sometimes all you need to retreat from the rush of day. So why not carry your own little sanctuary in your pocket by bringing your own tea!
With 10 different all-natural, premium loose leaf blends to choose from, it's the perfect wintertime gift for family and friends, or a treat for yourself! Before December 1st get free shipping on BYOT. So hurry and start BYOTing: http://www.shopsanctuaryt.com/byot
:) We've been carrying these around and steeping around town! We're glad you like them and we hope they can be a nice stuffer or small gift to some tea lover/tea-lover-to-be!
Hey all,
If you want a chance to try BYOT out check out our blog post: http://bit.ly/9MwA7N
Just comment with an idea, and you could get a free BYOT for you to steep around!
Sanctuary T Shop


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If you want a end of the world mod with guns , lasers , aliens ,robots and a totalitarian government. your in the right place Mod name - Wastelander [ the rifts mod ] A mount and blade mod based on the Rifts pen and paper rpg game
Hi all, this is the wastelander mod update 3. Major features added.
This is the main update for the week, to show you all what I've done to the mod.
Welcome to the wastelander mod based on the rifts rpg game but this will be more post apocalyptic and less about magic


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My name is Billy Evans. I am a very sick little boy. My mother is typing this for me, because I can't. She is crying. The reason she is so sad is because I'm so sick. I was born without a body. It doesn't hurt, except when I try to breathe.
Every time you forward this letter, the astronauts can take more prayers to the angels and my dream will be closer to coming true. Please help me. Mommy is so sad, and I want a body. I don't want my leaves to rot and my body turn into mulch before I turn ten.
If you don't forward this email, that's okay, I'll understand. But my Mommy says you're a mean and heartless bastard who doesn't care about a poor little boy with only a head. She says that if you don't stew in the raw pit of your own guilt-ridden stomach, she hopes you die a long slow, horrible death and then burn forever in hell.
Please help me. I try to be happy, but it's hard. I wish I had a kitty. I wish I could hold a kitty. I wish I could hold a kitty that wouldn't scratch and claw and chew on me and try to bury its turds in the leaves of my burlap body. I wish that very much.
Thank You,
Billy "Smiles" Evans


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U.S. Raised $489.9 Million From GM Share Sales Last Month
Tim Higgins and Craig TrudellThe U.S. Treasury, which is exiting its ownership stake in General Motors Co., accelerated its sell-down of the automaker in February, raising $489.9 million in proceeds from the sale of common shares.
The government disclosed the results yesterday in its monthly report to Congress on the status of the Troubled Asset Relief Program. A similar report last month said the Treasury received $156.4 million from selling GM shares in January.
The U.S. is moving to exit within the next 12 months its $50 billion investment in Detroit-based GM, the biggest segment of an auto industry bailout that was a centerpiece of President Barack Obama's first term. The rescue drew criticism from Republican officials, with GM receiving the "Government Motors" label that Chief Executive Officer Dan Akerson now is trying to shed.
"The story is moving on at GM," Matthew Stover, an analyst with Guggenheim Securities LLC in Boston, who has a neutral rating on the shares. "They have to get on with the business of growing and moving past the crisis period, and one of the important pieces of all that is the government leaving the business."
The number of GM shares sold and average price per share will be disclosed when each pre-arranged trading plan is completed, according to the Treasury report.
Share Buyback
GM in December purchased 200 million of its shares for $5.5 billion from the Treasury, moving the government a step closer to exiting the auto bailout. After that transaction, the Treasury was left holding about 300 million shares, or 19 percent on a fully diluted basis, and said that it planned to sell its entire holding within 15 months.
GM rose 0.2 percent to $28.37 at the close in New York. The shares have climbed 11 percent since Dec. 18, the day before the company disclosed the share purchase from Treasury. The Standard & Poor's 500 Index has increased 7.3 percent during that span.
Akerson, 64, took command of GM in September 2010, overseeing the final stages of the company's initial public offering in November of that year. The CEO is trying to boost GM's profit margins, regain market share in its home market and break even in Europe by mid-decade as it competes with Toyota Motor Corp. and Volkswagen AG for global auto sales leadership.


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17 Freaky Face Replacers!
Posted: Tue, 7/26/2011 - 8:08pm by Editor
Better to have your face replaced in a picture then by machines in some terrifying future where machines rule over mankind and capture us and replace our faces for their mere sick amusement. Am I right, ladies?
Whose face do you want to replace your face? Let us know in the comments!


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Kolklata: Feb 6, 2013
Former India captain Sourav Ganguly has been allotted a two-acre plot on leasehold by the West Bengal state cabinet to set up a Plus II school in the Rajarhat New Town in Kolkata.
The Times of India reported that highly placed government officials have informed that Ganguly will receive the plot in Rajarhat's Action Area-I on a lease of 99 years, and he would be charged in accordance with current market rates.
The report added that the land will be allotted as per the government's new land allotment policy.
According to sources, the former cricketer will be offered the plot against a payment of Rs 11 crores.
The Supreme Court in 2011 had quashed the Buddhadeb Bhattacharjee government's allocation of around 63 cottahs of land to Ganguly for the same purpose.
Also, the Supreme Court had scrapped a government decision to allot Ganguly a plot in Salt Lake's CA Block in 2008. But then, a section of the residents had filed a Public Interest Litigation (PIL) in the Calcutta High Court, challenging the government's decision to give the plot to Ganguly.
The case went to the Supreme Court after the Calcutta High Court dismissed the petitions of the residents which challenged the manner in which the government allotted the plot.
As per the petition filed by a NGO, the plot was worth Rs 44.9 crore, but it was allotted to Ganguly for only Rs 63 lakhs, violating the rules and regulations and also in extraordinary haste.
The NGO also claimed that the former Indian captain had initially taken passion of 48 cottahs of land, but had also requested the then state urban development minister, Ashok Bhattacharya, for more land because ICSE only gave affiliation to schools that have a minimum of 60 cottahs.
Ganguly was directed to peacefully return the land to the state government in two weeks by a Supreme Court bench of Justices GS Singhvi and AK Ganguly.
The bench had also quashed the allotment of the plot
"The impugned allotment is clearly in breach of the principles of Article 14 [equality] of the Constitution," the bench said.
"We are sorry to hold that in making the impugned allotment in favour of the allottee, the State has failed to discharge its constitutional role…. The second allotment is not only about a change in the location of the land, but… also of a much larger plot of land, brought about in terms of the request of the allottee for a bigger plot.
"The government was so anxious to oblige the allottee by giving (him) a bigger plot, that too with no loss of time," Justice Ganguly wrote.


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Derrick the Deathfin is the world's first underwater papercraft videogame! Enter an irreverent aquatic world full of paper, goofy fish, paper, arcade action, paper, wanton destruction, and paper! Join Derrick on his epic quest to decimate everything he sees under the guise of avenging the death of his parents.To succeed you must fight, jump, race and eat your way through a myriad of confusingly textured circumstances. Good luck!
No tutorials were found matching the criteria specified. We suggest you try the tutorial list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.


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NEW YORK (Sept. 26, 2012) — The Public Relations Society of America (PRSA) has selected San Diego State University Associate Professor Bey-Ling Sha, Ph.D., APR, as its Outstanding Educator of the Year for 2012. The award honors a PRSA member who has made a significant contribution to the advancement of public relations education through college or university teaching.
Sha will receive her award at the PRSA 2012 International Conference in San Francisco, which runs from October 13 through 16.
"PRSA is honored to recognize Bey-Ling's contributions to public relations education through our Outstanding Educator of the Year Award," said PRSA chair and Chief Executive Officer, Gerard F. Corbett, APR, Fellow PRSA. "Our profession is fortunate to have such a dedicated educator and passionate communicator preparing the next generation of public relations practitioners for the journey that lies ahead."
Sha has been teaching public relations full time for more than a decade. Prior to joining the faculty at San Diego State University, she held assistant and associate professorships at the University of Maryland and the American University of Paris. She received the Outstanding Faculty Award from San Diego State University in 2007 and from the University of Maryland in 2004.
Earlier in her career, Sha worked as a public affairs officer for the U.S. Census Bureau, where the campaign she directed for the 2000 U.S. census earned a 2001 PRSA Silver Anvil Award for excellence. She also has worked as a public relations consultant for clients such as Microsoft Corp., Perrier-Vittel, Premier Aircraft Sales and Father Joe's Villages.
Sha is co-author with Glen Broom of the 11th edition of the best-selling textbook "Cutlip & Center's Effective Public Relations" (Prentice Hall). She also has published scholarly articles in the Journal of Public Relations Research, Public Relations Review, Public Relations Journal, Journalism and Mass Communication Quarterly and Journal of Promotion Management.
"There is no greater responsibility than shaping the minds of young public relations professionals through education," said Sha. "Teaching students is tremendously rewarding in itself, and I am humbled and honored to accept the PRSA Outstanding Educator of the Year Award."
Sha holds a Ph.D. in mass communication from the University of Maryland at College Park. She also has been Accredited in Public Relations (APR) by the Universal Accreditation Board.
About the Public Relations Society of America (PRSA)
PRSA is the largest professional organization serving the U.S. public relations community. With a mission to "advance the profession and the professional," PRSA provides news and information, thought leadership, continuing education and networking opportunities; sets standards of professional excellence and ethical conduct; and advocates for the business value of public relations and greater diversity among public relations professionals. Based in New York, PRSA comprises 112 local Chapters; 14 Professional Interest Sections that focus on specific industries and practice areas; and the Public Relations Student Society of America (PRSSA), which is active at more than 320 colleges and universities.


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With Instructables you can share what you make with the world, and tap into an ever-growing community of creative experts.
Unscrew the back of your phone. You should have a MEID HEX circuit board.
Unscrew the small metal plate that gives you access to the main circuit board.
It looks complicated, but you just need to take off the top part of the phone.
The small wire in the picture is the wire that sends the information that you type to the screen. That is the piece that you need to replace.
The wire is the piece that you need to replace.
This piece is like a sticker, you just simply connect it to the little port on the side. Like a one piece puzzle.
Now your phone is ready and working.
Poor man's mobile case, stand and more ...by bobes360
SRI MOBILE DETECTORby SridharT3
wet mobile phone repair how to Repair mobile phones Nokia, HTC, iphone, sonyericsson,...by benben247


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Following on from other comments, I'd like to add a few more requests...
1. Simpler way of having nulls generated - at the moment the method seems to be use a RegEx and set the null percentage to 100%
2. Similarly for a fixed value, have to use a RegEx rather than just say a FixedValue generator, e.g. setting an integer or bit field
3. Counter generator, takes start number and increment and keeps going - example here is that I have to generate 50K users for a load test - with a RegEx generator I have to dump the file afterwards to find out the usernames I can use; unless someone can suggest a better way?
4. Ignore columns - important, but already mentioned.
5. Dates - ability to push Current Date/Time in


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This section contains 1,592 words (approx. 4 pages at 400 words per page) |
Blevins's is a poet and essayist who has taught at Hollins University, Sweet Briar College, and in the Virginia Community College system; Blevins' first full-length collection of poems, The Brass Girl Brouhaha, is forthcoming from Ausable Press in September of 2003. In this essay, Blevins argues that Mary Karr's penchant for concrete details undermines The Liars' Club's believability.
The English poet Samuel Taylor Coleridge uses the term 'the willing suspension of disbelief' to talk about how important it is for readers to at least pretend to believe that what they're reading is true. In fact, it is so common to assess the merits of literary fiction by evaluating its believability that even people who have never heard of Coleridge appraise the merits of texts and films on the basis of their willingness—or their lack of willingness—to suspend their disbelief. Bad actors can undermine good...
This section contains 1,592 words (approx. 4 pages at 400 words per page) |


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Filed under: Dessert
Rich-tasting and luscious as cheesecake, but easier to make and "sugar-free."
- 1 envelope unflavored gelatin (or equivalent agar-agar)
- 1 1/4 cups heavy cream
- 1/2 cup XyloSweet® xylitol granules (www.xlear.com or a local health food store)
- 1 pint strawberries, raspberries or blueberries
- 1 package cream cheese (room temperature)
- Fresh berries
- Dissolve the gelatin in a small amount of cold water (1 or 2 tablespoons)
- Pour heavy cream and xylitol into a thick-bottomed saucepan and simmer under low heat until the XyloSweet® is dissolved.
- Mix the dissolved gelatin into the cream/XyloSweet® mixture – stir well to ensure that there are no lumps or undissolved gelatin in the mixture and remove from heat. Let cool slightly.
- Puree the berries in a food processor or blender. Stir the fruit purée and cream cheese into the heavy cream mixture and whip to the consistency of thickened cream.
- Pour into 6 ramekins 1/2 full. Serve garnished with fresh berries.


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BALANCE DISORDER and PromethazinePatientsVille |
BALANCE DISORDER Symptoms and Causes
Have you ever felt dizzy, lightheaded, or as if the room is spinning around you? If the feeling happens often, it could be a sign of a balance problem. Balance problems can make you feel unsteady or as if you were moving, spinning, or floating. They are one cause of falls and fall-related injuries, such as hip fracture. Some balance problems are due to problems in the inner ear. Others may involve another part of the body, such as the brain or the heart. Aging, infections, head injury, certain medicines, or problems with blood circulation may result in a balance problem. If you are having balance problems, see your doctor. Balance disorders can be signs of other health problems, such as an ear infection or a stroke. In some cases, treating the illness that is causing the disorder will help with the balance problem. Exercises, a change in diet, and some medicines also can help. NIH: National Institute on Deafness and Other Communication Disorders Check out the latest treatments for BALANCE DISORDER➢ BALANCE DISORDER treatment research studies ➢ Promethazine clinical trials, surveys and public health registries |


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Get an overview of this hotelRiverfront aparthotel with restaurant and bar/lounge
Collect 200 Nectar points!
Simply enter your Nectar card number when you check out. Your points will be credited 35 days after you return from your trip.*Offers may apply
Located in the heart of Narbonne, this aparthotel is within 1 mi (2 km) of Treasury, Narbonne Cathedral, and Canal de la Robine. Réserve Africaine de Sigean and Musee de la Chevalerie are also within 1 mi (2 km).
Property Features
A restaurant, a bar/lounge, and a coffee shop/café are available at this smoke-free aparthotel. Free WiFi in public areas and free self parking are also provided. Additionally, a business center, meeting rooms, and concierge services are onsite.
Room Amenities
All 54 soundproofed apartments feature free WiFi and pillowtop beds. Guests can enjoy private spa tubs, and other standard amenities include kitchenettes with refrigerators and microwaves.
Information missing or incorrect? Tell us!Opens in a new windowClarion Suites Narbonne Ile Du Gua
Property Amenities
The aparthotel offers a restaurant and a coffee shop/café. A bar/lounge is on site where guests can unwind with a drink. Business-related amenities consist of a business center and meeting rooms.
High-speed wireless Internet access is complimentary. Event facilities measure 1615 square feet (150 square meters). This business-friendly aparthotel also offers a terrace, tour/ticket assistance, and multilingual staff. Onsite self parking is complimentary.
Clarion Suites Narbonne Ile Du Gua is a smoke-free property.
- Year Built 2012
- Conference space size (meters) - 150
- Free WiFi
- Number of floors - 3
- Number of buildings/towers - 1
- Restaurant
- Concierge services
- Total number of rooms - 54
- Bar/lounge
- Breakfast available (surcharge)
- Business center
- Coffee shop or café
- Elevator/lift
- Front desk (limited hours)
- Tours/ticket assistance
- Meeting rooms 3
- Multilingual staff
- RV, bus, truck parking
- Garden
- Terrace
- Luggage storage
- Number of meeting rooms - 3
- Free self parking
- Conference space size (feet) - 1615
- Smoke-free property
Family Friendly Amenities
- Family Hotel
- Free Wi-Fi
- Soundproofed rooms
- Kitchenette
- Refrigerator
- Microwave
Available in all rooms: Free WiFi
Available in some public areas: Free WiFi
Free self parking, RV, bus, truck parking
Room Amenities
- Daily housekeeping
- Phone
- Private bathroom
- In-room climate control (air conditioning)
- Premium bedding
- Soundproofed rooms
- Free WiFi
- Pillowtop mattress
- Private spa tub
- Cookware, dishware, and utensils
- Shower only
- Rainfall showerhead
- Furnished balcony or patio
- Air conditioning
- Kitchenette
- Refrigerator
- Minibar
- Coffee/tea maker
- Free bottled water
- Microwave
- Hair dryer
- In-room safe
- Desk
- Cable TV service
- Room service
- Rollaway/extra beds (surcharge)
Where to Eat
Buffet breakfasts are available for a surcharge and are served each morning between 7 AM and 10 AM.
Brasserie du Moulin - This brasserie serves lunch and dinner. Open select days.
Room service is available.
Nearby Things to Do
The recreational activities listed below are available either on site or nearby; fees may apply.
- Boat tours nearby
- Sailing nearby
- Parasailing nearby
- Skydiving nearby
- Windsurfing nearby
- Hiking/biking trails nearby
- Bicycle rentals on site
If you have requests for specific accessibility needs, please note them at check-out when you book your room.
- Accessible bathroom
- In-room accessibility
- Roll-in shower
Property Policies
Check-in time starts at 4 PM
Check-in time ends at 9 PM
Special check-in instructions:
Check-out time is 11 AM
Payment types
Children and extra beds
- Children are welcome.
- Kids stay free! One child 12 years old or younger stays free when using existing bedding.
- Rollaway/extra beds are available.
- Pets allowed for an extra charge of EUR 15 per pet, per night
- 1 per room
- Restrictions apply
- For more information contact the property at the number on the booking confirmation
You need to know
Extra-person charges may apply and vary depending on property policy.
Government-issued photo identification and a credit card or cash deposit are required at check-in for incidental charges.
Special requests are subject to availability upon check-in and may incur additional charges. Special requests cannot be guaranteed.
- The name on the credit card used at check-in to pay for incidentals must be the primary name on the guestroom reservation.
No rollaway/extra beds available
No cribs (infant beds) available
- Deposit: EUR 150.00 per stay
- A tax is imposed by the city: EUR 0.40 per person, per night
- Tourism fee: EUR 0.40 per person, per night
Optional extras
- Breakfast fee: between EUR 15 and EUR 17 per person (approximately)
- Pet fee: EUR 15 per pet, per night
- Rollaway beds are available for an additional fee
Property Name
- Clarion Suites Ile Gua
- Clarion Suites Ile Gua Aparthotel
- Clarion Suites Ile Gua Aparthotel Narbonne
- Clarion Suites Narbonne
- Clarion Suites Narbonne Ile Gua
We should mention
One child 12 years old or younger stays free when occupying the parent or guardian's room, using existing bedding. Only registered guests are allowed in the guestrooms. Guests can arrange to bring pets by contacting the property directly, using the contact information on the booking confirmation (surcharges apply and can be found in the Fees section).