text:
This article will be permanently flagged as inappropriate and made unaccessible to everyone.
Are you certain this article is inappropriate?
Excessive Violence
Sexual Content
Political / Social
Email Address:
Article Id:
Reproduction Date:
Eve Online (stylised EVE Online) is a player-driven, persistent-world massively multiplayer online role-playing game (MMORPG) set in a science fiction space setting, developed and published by CCP Games. Characters pilot customizable ships through a galaxy of 7,800 star systems.[2][3] Most star systems are connected to one or more other star systems by means of stargates. The star systems can contain moons, planets, stations, wormholes, asteroid belts and complexes.
Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player). The character advancement system is based upon passively training skills in real time, even while not logged into the game.[4]
Eve Online was released in North America and Europe in May 2003. It was published from May to December 2003 by Simon & Schuster Interactive,[5] after which CCP purchased the rights and began to self-publish via a digital distribution scheme.[6] On January 22, 2008, it was announced that Eve Online would be distributed via Steam.[7] On March 10, 2009, the game was again made available in boxed form in stores, released by Atari.[8] In February 2013, EVE Online reached over 500,000 subscribers.[9] The current release of Eve Online is Galatea, published August 25, 2015.[10]
Set more than 21,000 years in the future, the background story of Eve Online explains that humanity, having used up most of Earth's resources through centuries of explosive population growth, began colonizing the rest of the Milky Way.[11][12] In turn, this expansion also led to competition and fighting over available resources as it did on Earth, but everything changed with the discovery of a natural wormhole leading to an unexplored galaxy named "New Eden". Dozens of colonies were founded, and a structure was built to stabilize the wormhole that bridged the intergalactic colonies with the rest of human civilization, a giant gateway bearing the name "EVE". However, when the natural wormhole unexpectedly collapsed, it destroyed the gate. Cut off from the rest of humanity and supplies from Earth, the colonies of New Eden were left starved and disconnected from one another; some died out entirely. Over the millennia the descendants of the colonists managed to survive and rebuild their own societies, but the memories and knowledge of humanity's origins as well as their own from Earth and the Milky Way became lost. Five major distinct societies rose to prominence from the colonies, each growing into interstellar spaceflight-capable civilizations. The states based around these colonies make up the five major factions in Eve Online: the Amarr Empire, the Caldari State, the Gallente Federation, the Minmatar Republic and the Jove Directorate.
The Amarr, a militantly theocratic empire, was the first of the playable races to rediscover faster-than-light travel.[12][13] Armed with this new technology and the strength of their faith in their god, the Amarr expanded their empire by conquering and enslaving several races, including the Minmatar race, who had only just begun colonizing other planets.[14][15] Generations later, after the intense culture shock of encountering the Gallente Federation, and in the wake of a disastrous attempted invasion of Jovian space, many Minmatar took the opportunity to rebel and successfully overthrew their enslavers, forming their own government. However, much of their population remain enslaved by the Amarr, and some, having adopted the Amarrian religion and sided with their masters during the revolution, were released from bondage and incorporated into the Empire as commoners in the Ammatar Mandate. The free Minmatar Republic, taking as inspiration the ideals and practices of the Gallente Federation, is presently a strong military and economic power actively seeking the emancipation of their brethren and all other slaves.
The Gallente and the Caldari homeworlds are situated in the same star system.[16][17] The Gallente homeworld was originally settled by descendants of the French colonists of Tau Ceti; Caldari Prime on the other hand was purchased by a multinational megacorporation that began to terraform it.[18][19] The terraforming of Caldari Prime was incomplete at the time of the wormhole's collapse, however, and the planet remained environmentally inhospitable for millennia. The Gallente restored themselves to a high-functioning technological society some hundred years before the Caldari, building the first lastingly democratic republic of the new era in the form of the Gallente Federation. Originally the Caldari were members of the Federation, though cultural animosity between the two peoples spiralled into a war during which the Caldari seceded from the Federation to found their own Caldari State. The war lasted 93 years, with neither nation able to overwhelm the other.[18][19] The planet Caldari Prime was initially retained by the Gallente Federation during the war, and did not become part of the new Caldari State. Much more recently, however, a Caldari offensive managed to recapture their lost homeworld, a fact which is viewed with abhorrence by the Gallente, who see the presence of a significant Caldari fleet about the planet as a mass hostage taking.
Both the Gallente Federation and Caldari State are economical and trade oriented nations. However, the Gallente favour statist corporatocracy, where the State itself is owned by and operated on behalf of a few trust-like megaconglomerates. Due to their official policies regarding multiculturalism and encouragement for diversity, the Gallente Federation attracts many immigrants; a third of all ethnic Minmatars reside as citizens there, and thus while the Caldari State originally existed at a relative population deficit, this was rectified instead by a Statewide programme of artificial reproduction, producing a generation of so-called 'Tube Children' raised by the State to enlarge the available labour pools of the controlling megacorporations.
The Jovians (currently a non-playable race) were colonists, too. Unlike the other races of Eve Online, they maintained a relatively high-functioning technological society after the collapse of the wormhole and did not need to spend millennia recapitulating ancient societal developments, and while the other four major races were still grounded, Jovian history saw two major periods of empire.[20] They expanded outward and eventually turned to genetic engineering in order to mold themselves into a species more suited for deep-space life and long-range interstellar exploration. Genetic experimentation, however, eventually led to the deadly "Jovian Disease", an inheritable psychological disorder which, despite their best efforts to reverse it, crippled their civilization. They now inhabit a region of space supposedly inaccessible to outsiders.[21]
In addition to different backgrounds and histories, each of the races have characteristic philosophies of starship design. Minmatar ships tend to be quite fast but fragile, and rely on their high speed maneuverability to evade the tracking systems of heavier weapons, while themselves using projectile weapons such as artillery or autocannons, more sophisticated kin to today's munitions technology. Amarr ships are ponderous, densely armored, and pack batteries of powerful laser-based energy weaponry. Gallente ships are sleek, well designed and armored, and specialise in deploying fleets of robotic drones while mounting hybrid weapons that operate using superconducting magnets to accelerate mass toward targets at extreme speeds. Finally, Caldari ships are typically poorly armored and not particularly fast but utilise powerful energy shields, and make extensive use of torpedo/missile launchers and hybrid railguns, favouring engagement at extreme ranges.[22]
Players start the game by either selecting a previously created character or by creating a new one. Each Eve Online account allows for up to three characters.[23] When a player creates a new character, they start by choosing one of the four playable races – Amarr, Gallente, Minmatar, or Caldari. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player.
Unlike many other MMOs, where there are numerous copies of the game universe intended to run at once (i.e., servers), Eve Online is functionally a single-universe game. There are technically four copies of the universe running (the main server "Tranquility", the Chinese-based "Serenity", the event test server "Duality"[24] that focused on organized events like mass tests and playtests coordinated by CCP and the test server "Singularity" which is subject to periodic wipes when new content is being tested[25]) but rather than starting a new "realm" when in-game population increases, CCP simply adds new features to the existing game environment. A new test server was announced called Buckingham to replace Singularity as the main EVE Online test server while Singularity was used for Dust 514/EVE Online joint testing. As DUST 514 has been moved to the main Tranquility server, Singularity is now the main test server again and Buckingham is a closed DUST 514 test server for the CCP developers.[26]
The playing environment in Eve Online consists of more than 5000 star systems,[27] as well as 2500 randomly accessible wormhole systems, taking place in 23341 C.E.[28] Systems are classified by their Security Status, on a decimal scale from −1.0 to 1.0.[29][30][31] These systems are categorized into three groups, each determining the response from CONCORD (Consolidated Co-operation and Relations Command) NPC law enforcement units.[32] Star systems classed as 0.5–1.0 security are considered "high sec" and any unauthorized/unprovoked attack by a character on another character anywhere in the system will result in the appearance of law enforcement. These units will attack and destroy the aggressor, and are designed to reinforce in such strength that they will always win. Systems classified as 0.1–0.4 are considered "low sec", where CONCORD law enforcement units will not destroy aggressors, but do monitor unprovoked acts of aggression and have automated sentry guns in some locations. Unprovoked attacks will flag the aggressor as a free target for other players, and attacks within sight of sentry guns will cause them to fire on the aggressor. Systems classified 0.0 to −1.0 are called "zero space" or "null sec", and feature no law enforcement; individual systems, or groups of systems, may be controlled by player alliances, up to the creation of player-owned empires reaching across entire "regions" (the term the game uses to collect together large groups of star systems). Wormhole systems are accessible only by wormholes that randomly appear and disappear, and are also lawless space, showing as −1.0, however player-run corporations cannot claim sovereignty in wormhole systems. Star systems contain different types of celestial objects, making them more or less suitable for different kinds of operations. Typically, players find asteroid fields, planets, stations, stargates, and moons in a system. Many of the game's most profitable income sources are found in dangerous null or low security systems, giving players incentive to engage in high-risk, high-reward activities in which they must survive the possible harassment of other players who may also enter the system.
The game's primary mode of play is flying around in space ships. Players can dock at stations, where they are safe and can use station services such as repairing, refitting, and the regional market. All space combat takes place in real time at sub-light speeds from around 100 m/s to 8000 m/s, depending on ship size. While players can manually control their ships as in space combat simulators such as Wing Commander or X-Wing following the release of the Rhea expansion on December 9, 2014, most opt instead to give commands such as Orbit, Approach or Align to their flight computer, which does its best to comply. Weapon aiming, however, cannot be done manually; instead, the player locks on to an opponent and orders their weapons to fire, and the result is determined through calculations based on factors such as range, velocity, weapon tracking and a degree of randomness.
Travel across distances longer than hundreds of kilometers is done with the ship's Warp Drive, which every ship and escape pod has. The player issues a command to warp to an object, which must be greater than 150 km away and in the same star system, and, after an alignment maneuver, their ship will enter warp. After between a few seconds to several minutes, depending on ship speed and warp distance, the ship will arrive at the selected destination. A ship's warp drive can be temporarily disabled by warp disruption weapons, which is an essential part of combat to prevent a target from escaping.
For most ships, travel between star systems is only possible by using structures called "Stargates". Each stargate is linked to a partner stargate in another system; most star systems have more than one stargate, forming a network through which players travel. While travel within a star system by warp drive is relatively free-form, the need to use stargates to travel between systems makes them focal points for combat.
Capital ships may travel either by stargate or by using jump drives, which require another ship to create a "Cynosural Field" which the capital ship can then jump to. While this allows the capital ship to travel instantaneously, it requires a trusted second party to create the beacon. Jump drives also consume fuel (in contrast to stargates, which require nothing), drain the ship of its capacitor, leaving it nearly defenseless until it is recharged, and incur "jump fatigue", which prevents the pilot from jumping for progressively longer periods of time after each consecutive jump. Titans are also capable of allowing other ships to instantaneously travel by creating temporary bridges to cynosural fields. Black Ops battleships can create similar, but undetectable, bridges capable of transporting only specific ship types.
Unlike other massively multiplayer online games, player characters in Eve Online advance continuously over time by training skills, a passive process that occurs in real world time so that the learning process continues even if the player is not logged in.[33] The skill training queue allows up to 50 skills to be scheduled, with up to a 10-year total training schedule. Before the November 4, 2014 "Phoebe" release, the skill training queue allowed skills to be scheduled to start training only up to 24 hours in the future.[34] Some skills require other prerequisite skills to be trained to a certain level to be trained, and some skills require more time to train than others; for example, the skill to fly a Titan spaceship takes 8 times as long to train as the skill to fly a frigate ship, with a significant number of prerequisite skills.
Until the Odyssey expansion, it was not possible to train more than one character per account at the same time. Odyssey introduced "Dual Character Training", which allows players to expend a PLEX (see accounts and subscriptions) in order to allow that account to train a second character for 30 days, equivalent to paying for a 30-day subscription on another account to train a single character.[35] Odyssey 1.2 introduced the more generalized "Multiple Character Training" which allows players to expend yet another PLEX to activate this feature for a third character on the account.[36]
The in-game economy in Eve Online is an open economy that is largely player-driven. Non-player character (NPC) merchants sell skill books used by players to learn new skills and blueprints to manufacture ships and modules. NPC merchants also buy and sell Trade Goods. Some Trade Goods are only for trade between NPC merchants while others have a functional use and are not good for trade with NPC's. The characters themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game. NPC ships can be looted and salvaged for items and materials. Non-player created ships and equipment may be purchased from various NPC factions as a character gains status with them, and can be resold in the in-game economy. The in-game currency is ISK (Interstellar Kredits), which is also the currency code of the Icelandic króna, the real-world currency of Iceland, where the Eve Online development studio is located.
The amount of money or materials in the universe is not fixed and, as such, the economy operates under supply and demand. Market manipulation is possible on a large scale, particular examples being ramping and bear raids. CCP does not issue refunds on in-game purchases. Hence, there is always the risk of certain types of confidence tricks or other scams.[37] The economy is balanced by the automatic introduction of extra materials in underpopulated areas. This encourages a more even spread of players.[38]
The game provides support for the trading of in-game resources, including graphs of item price history, with Donchian Channel and daily average price. Some player characters operate primarily as traders, generating profits through buying, selling, and transporting goods. Others operate primarily as producers, obtaining components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, items, or various technologies in demand by other players. Some less combat-oriented players operate as miners or salvagers, collecting and processing ores used in manufacturing or collecting salvage materials to make into items, respectively. Finally, some characters operate as mercenaries or pirates, being paid primarily to be battle-ready and either to attack or defend other profitable enterprises.
Unlike some games such as Second Life, in-game currency is not freely convertible with real world currency. Players may only buy specific in-game items (such as the Pilot License Extension (PLEX), a token worth 30 days of game time) from CCP with real-world currency. The player can then sell the items on the in-game market for ISK (game currency). The reverse process, selling in-game currency or items for real-world money, is prohibited.[39] The developers' reasoning for this policy, as related by a CCP representative at Fanfest 2010, is that free interchange of currency causes in-game banking to fall under the same regulatory domain as real-world banking. CCP would rather not place this restriction on in-game behavior, due both to the difficulty of regulatory enforcement and the desire to allow players to create illegitimate in-game banks or Ponzi schemes if they wish to do so.
Commentators have attempted to estimate the value of Eve Online entities in real-world currency based on the current value of PLEX. One such conversion valued a fleet-ready titan (the most powerful ship in the game) at US$7,600.[40]
In 2007, CCP was the first game developer to hire an economist, Eyjólfur Guðmundsson, to oversee Eve's in-game economy. Guðmundsson was previously dean of the faculty of business and science at the University of Akureyri.[41] Eyjólfur Guðmundsson would leave CCP in 2014 to the position of Rector at the University of Akureyri in July 2014.[42]
Due to the game's focus on freedom, consequence, and autonomy, many behaviours that are considered griefing in most MMOs are allowed in Eve. This includes stealing from other players, extortion, and causing other players to be killed by large groups of NPCs.[43]
Only malicious, prolonged and concentrated harassment where no material gain is involved and a few other actions are considered to be illicit griefing by the game's developers.[44] Escaping CONCORD retribution for high-sec aggression is also forbidden (CONCORD is intentionally designed to be unstoppable).
Ships in Eve Online are organized into classes, from tiny frigates only a few dozen meters long to gigantic capital ships up to 17 kilometers long (as large as whole cities). Ships fill different roles and vary in size, speed, hull strength and firepower; smaller ships are generally faster and capable of disabling their targets but lack the damage output necessary to destroy larger ships, while capital ships do very high amounts of damage but have difficulty in striking smaller, mobile targets. Each of the four races has their own unique ship design preferences and varied strengths and weaknesses, although all races have ships that are meant for the same basic roles and are balanced for play against each other. This means that there is no "best ship" in Eve Online. According to their preferred style of play, the player might want their characters to fly a ship with a huge cargo hold, one that is suited for mining, one that has a powerful array of weapons, or a ship that moves quickly through space (among other capabilities); but the fluid, ever-changing nature of Eve Online means that no ship will be perfect at all of these tasks, nor is there any guarantee that the "best ship for the job" today will continue to be the best ship tomorrow.
Furthermore, unlike many online games, Eve does not feature racial bonuses; that is, characters of different races do not gain intrinsic advantages for flying ships designed by their own race. While a character will begin with more advanced skills in his own race's ships, a character of another race can reach the same proficiency through training. Thus, players are encouraged to use starships that meet their preferred style of play, and the game does not place incentives for playing as one race over another.
Ships in Eve Online come in four size classes. Small starships include frigates (small, mobile ships good for disruption and harassment) and destroyers (slightly larger and more offensively oriented than frigates). Medium starships include cruisers (multipurpose ships with many possible roles) and battlecruisers (heavier, more combat-oriented cruisers). Battleships (heavily armed and armoured dedicated combat ships) make up the large size class. Extra-large (or capital-class) starships include carriers (mobile bases that can launch fighters and are adept at repairing other ships), dreadnoughts (dedicated siege ships for attacking structures and other capitals), supercarriers (larger versions of carriers focused more on damage to capital class ships) and titans (supermassive mobile battle stations, capable of equipping doomsday devices which do massive amounts of damage to other capital ships).
Each spaceship within the Eve Online universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including power grid, CPU, capacitor size and recharge rate, energy shields, armor, maximum velocity and inertial modifier, agility, locking range and maximum number of lockable targets. A ship's systems also receive bonuses depending on the level of various skills of the ship's pilot. These bonuses usually correspond to the role the ship has been designed for, and thus vary widely.
One important characteristic of a ship is the slots it has available for modules. Slots and modules come in three variants: high-, mid-, and low-power. Examples of high slot modules include weapons such as turrets and missile launchers, cloaking devices, tractor beams, and other tools for mining and salvaging. Mid slot items include modules to improve shields or propulsion, repair hull damage, engage in electronic warfare, and "tackle" other ships to slow or stop movement. Low slot items include armor enhancements and repair, increased cargo space, and improved speed, agility, computers, or power supply. Different-sized ships have different numbers of module slots.
A ship may also have one or more slots for rigs, modules that require no power grid or CPU, but instead require a ship resource called calibration. Installing a rig is a semi-permanent action, as a rig cannot be removed from the ship without being destroyed. Rigs come in four sizes: small, medium, large, and capital which roughly correspond to the size of the ship, and are used to affect other aspects of the ship such as maximum speed or cargo capacity, or to augment the capabilities of other modules installed in the ship. Most rigs also incur a penalty to certain aspect of the ship; for example armor rigs reduce the maximum velocity of the ship.
All ships in the game are also classed according to Tech level, from Tech I to Tech III. Tech I (or T1) ships are general purpose, easily manufactured models that perform simple, straightforward functions in an obvious way; faction ships, which are usually very expensive and very good at their intended tasks, are also T1. Tech II (T2) ships are based on T1 designs that have been modified to perform specific roles using specialized technology. T2 ships are harder to manufacture and are only produced by certain corporations, and are priced well above the T1 variants. They also require significantly greater skills to fly than their T1 variants.
The Apocrypha patch introduced into Eve Online a new type of ship: the Tech III (T3) strategic cruiser. These highly advanced starships gain their unique qualities by being manufactured from material recovered from beyond wormholes, another new feature introduced by Apocrypha. Strategic cruisers are quite rare and expensive, and require unique skillsets on the part of manufacturers that allow the reverse engineering and integration of highly advanced technologies recovered from dead or dormant ancient civilizations. They differ from other ships in that they are modular. Players start with a hull and then add five subsystems to it, the choice of which can dramatically change the ship's character, giving it a different layout of module slots, different preferred weapon systems, and abilities such as being able to fit covert cloaks or ignore some warp disruption effects.
Players have several interaction options when playing Eve Online. Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, such as pirate clans or corporations.
Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors. Alliances can control enough star systems that their territory can be plotted on the Eve Online game map.[45] Alliances based in lawless space often form unofficial political power blocs with other alliances. These power blocs are typically referred to as "coalitions". Unlike formally established alliances, coalitions are similar in nature to Japanese keiretsu—an informal 'business arrangement' in which several corporations band together to provide mutual financial, military and/or industrial support.
Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Corporations can levy income taxes on their members, which skim off a percentage of every member's earnings. Many corporations offer a variety of benefits to their members, such as free or discounted ships, equipment, formal training, and organized corporate group operations.
Among the many activities that corporations can organize is piracy. Actions considered piracy generally involve breaking the in-game law, and can come in a variety of forms. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate characters often will have low security status and may even be branded as outlaws by CONCORD. Likewise, victims of overt piracy may retaliate without intervention from CONCORD, often via an expressed right to destroy the pirate ship (i.e., "kill right"). Although piracy activities are "illegal" within the game universe, they are not against the rules of the game, i.e., there will only be in-game retaliation and punishment for them.
Illegally attacking another player in secure space will result in a loss of security standing; CONCORD, the interstellar NPC police, will arrive shortly to destroy the aggressor's ship. There are, however, legal ways to attack other players in high-security space.
Whole corporations and whole alliances can officially declare war on (or "war-dec") other corporations or alliances for a weekly fee, permitting all members of the involved corporations or alliances to attack each other without loss of security status or the intervention of CONCORD.[46] The weekly fee can be eliminated if the war declaration is reciprocated. War declarations will clearly flag a player's enemies, so the player can determine who can legally attack and be attacked.
In March 2006, CCP made a deal with Optic Communications to start working on bringing Eve Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000.[47] The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to Eve Online's main server cluster.[48] In order to avoid the shock of quickly adding thousands of new players to the current server (Tranquility), CCP Games decided to launch Eve in China on its own server (Serenity).[47] In 2011, CCP allowed its licensing agreement with CDC Games, which had acquired Optic in July 2007,[49] to expire. CCP created a new partnership with TianCity to relaunch Serenity on December 11, 2012.[50]
The code base between Serenity (serving China) and Tranquility (serving the rest of the world) is synchronised, so that feature development is distributed to both server clusters, although the game worlds are not connected. Eve Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI.[51]
In October 2006, the average age of an Eve Online player was 27, and 95% of players were male. The average weekly playtime was 17 hours, or just under 2.5 hours per day.[38] By 6 May 2009, Eve Online claimed to have more than 300,000 active subscriptions and 45,000 active trial accounts.[52][53][54][55][56] The total active subscription count at end of 2010 was 357,000 accounts.[57]
In 7 July 2011, CCP announced that it planned to partner with Nexon Co. Ltd. to bring a "fully localized game client and product services for CCP's award winning... EVE Online" to Japan in the fall. Localized services for Japanese players would enable them to access the game in their native language through the Tranquility server, which currently hosts over 350,000 subscribers from around the world in three languages: English, German and Russian.[58]
On May 5, 2013, Eve Online claimed a new record for the maximum number of simultaneous pilots online with 65,303 concurrent accounts logged on to the same server at the same time. This record was set on the eve of Eve Online 10 year birthday and topped the previous record of 63,170 set January 23, 2011. Eve Online typically experiences the highest number of users on Sundays and the peak player records have almost exclusively been broken on Sundays.[59]
During two weekends in July 2006, a live streaming video production called Eve TV[60][61] covered the events of the 2nd Caldari Alliance Tournament. The tournament pitted three-man teams from the top alliances against each other. Eve TV provided live in-game footage of the battles along with expert commentary. Analysis of the teams and strategies, interviews with CCP staff and behind-the-scenes specials were also aired between battles. Eve TV was produced and hosted primarily by DJs[60] from Eve-Radio (a player-run streaming radio station) with resources provided by CCP. A total of 95 matches were scheduled, with the Band of Brothers[62] alliance emerging the winner.[63]
The first two weekends in December 2006 saw the 3rd Alliance tournament. This was once again broadcast via live streaming video by Eve TV[61] The tournament saw 40 Alliances[64] pitting five-man teams against each other. Once again, the Band of Brothers[62] alliance emerged as the winner. Of particular note in this tournament was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate. The ship was destroyed in the semi-finals of the tournament by the COW (Cult of War) team. A last-minute attempt to arrange an 8 billion ISK ransom for the ship fell through.
The fourth Alliance tournament in September 2007 brought several upsets, with Star Fraction defeating Band of Brothers in the second round, using only tech 1 cruisers, and Hun Reloaded sweeping both the semifinals and finals to win.[65]
The two weekends starting February 29, 2008, and March 7, 2008, saw the fifth Alliance Tournament.[66] Eve TV provided coverage via live streaming video.[67] During the six days a total of 40 teams competed in 95 matches. The last tournament's winner, HUN Reloaded, made its way into the quarter-finals where it lost to Ev0ke alliance, who later became tournament champion after having won all eight of its matches.[66]
The sixth Alliance Tournament was held during three consecutive weekends starting January 24, 2009, and ending on February 8, 2009. A total of 64 teams took part in the qualifying rounds on opening weekend. While the final weekend was broadcast live via Eve TV, the qualifying rounds were broadcast through various Eve Online radio channels. A number of changes were made to the tournament rules.[68] This was also the first tournament Factional Militias were able to take part alongside traditional alliance teams.[69] In the final match, R.U.R. went up against Pandemic Legion with Pandemic Legion emerging as the tournament winner.[70]
Alliance Tournament 7 took place in September 2009, with Pandemic Legion winning a second successive tournament, beating Circle of Two in the final. Alliance Tournament 8 took place in June 2010, with Pandemic Legion winning for the third time, beating Hydra Reloaded,[71] while Alliance Tournament 9 took place in June 2011, with Hydra Reloaded as the winner in the uncontested final match against Outbreak.[72]
Alliance Tournament 10 took place over four consecutive weekends in July 2012. 64 Teams took part in the Tournament, with all matches being broadcast live on EVE TV. A number of changes were made to the format of matches, which included increasing the maximum amount of pilots from 10 to 12.[73] Verge of Collapse were eventually crowned Champions, defeating Alliance Tournament 4 winners HUN Reloaded in the final. The Alliance stunned everyone beating top teams to claim the title of Champions.[74]
Alliance Tournament 11 took place during 3 weekends in July and August 2013, with Pandemic Legion beating Exodus. in the loser's bracket, then coming back from a 2-0 score in a best of five match against Hydra Reloaded to win 3 matches in a row and win their fourth Alliance Tournament, and their first victory since Alliance Tournament 8.[75]
The Interstellar Services Department (ISD) is a group of volunteers, made up of subscribed players, who assist in a variety of tasks like answering questions from players, bug hunting and QA testing, covering player-driven news,[76] and writing game fiction. It includes ECAID (Equipment Certification and Anomaly Investigations Division), STAR (Support, Training and Resources), IC (Interstellar Correspondents), M (Mercury), CCL (Community Communication Liaisons), and YARR (Yulai Archives & Records Repository Team).[77]
According to the developers Eve Online evolved from the classic computer game Elite, which itself was based on concepts from the science-fiction role-playing game Traveller. Eve combined concepts from Elite with the multi player chat and player-versus-player aspects of Ultima Online.[78] Elite had four single-player aspects of missions,[79] mining, trade routes and combat with random hostile NPC's[80] all of which are aspects of the first incarnations of Eve Online.[81]
One of the original developers of Elite, David Braben, believes Eve Online is a reimplementation of the 1980s game, not its true successor.[82] Some of the developers (John Cameron, James Cassidy, Joe Chaney) also believe that this game creates a world where players can become someone else only possible in their imaginations.
Both the server and the client software for Eve Online are developed in Stackless Python, a variant of the Python programming language. Stackless Python allows a relatively large number of players to perform tasks without the overhead of using the call stack used in the standard Python distribution. This frees the game developers from performing some routine work and allows them to apply changes to the game universe without resetting the server.[83] However, the Eve cluster is taken offline daily for database and server maintenance.[84]
On March 14, 2006, the Eve Online development team announced that they would be upgrading the graphics engine of Eve Online to a DirectX 10 / Windows Vista graphics platform.[85] Revelations patch 1.4 had patch notes quoted as saying that the current Eve Online client should work in Vista "as well as it does in XP."[86]
On September 10, 2007, CCP Games announced that the new Trinity 2 graphics engine will be using DirectX 9.0.[87] This was released on December 5, 2007.[88]
Official support for Linux and Mac platforms, using Transgaming Technologies Cedega and Cider (forks of Wine) for Linux and Mac compatibility, was introduced with the Revelations 2.3 patch released on November 6, 2007.[89][90] At Fanfest 2008 Transgaming announced and demonstrated that the Premium graphics client is now running on Mac OS X 10.5 Leopard. In February 2009 CCP announced that they planned to discontinue the official Linux client with the next major patch,[91] and advised on using third-party programs to run the Windows version of the client under Linux (namely Wine).[92][93] The discontinuation of the official Linux client was primarily because the game ran better using the Windows client via Wine than it did with the official one, as a result many Linux users were already using Wine instead.
Third-party applications supplement players' Eve Online experience. Some of these, such as automated applications designed to claim publicly available contracts accidentally put up without an associated cost, can result in a ban if discovered, while others are endorsed, tacitly or explicitly, by CCP. EVEMon, a .NET application that monitors and forecasts skill training times, is one example of an explicitly authorized external application.[94][95] Another such application, Eve Fitting Tool or EFT, allows players to try different ship setups and see how certain skills and modules will affect that ship.[96]
Third-party applications to monitor character information and skill training exist for both the Android and iPhone mobile platforms.[97][98]
In May 2005, CCP announced the Eve API Project; third-party utilities such as EVEMon now interface with character data, market, and other data through an API.[99]
Since the initial release of Eve Online, CCP has added twenty expansions to the game, free of additional charge to its subscribers.[100] The twentieth expansion "Rubicon," was released on November 19, 2013, and focused on new faction ships, introduction of mobile structures, and the first steps towards "The Future of EVE" outlined by CCP Seagull.[101] The nineteenth expansion, "Odyssey," was released on June 4, 2013, and focused on exploration and rebalancing battleships.[102] The eighteenth expansion, "Retribution," focused on a newly re-worked Crimewatch system. It also introduced the newly rebalanced frigates, destroyers, cruisers, and battlecruisers.[103] The seventeenth expansion, "Inferno," added enhanced graphics for missile systems, a host of new ship modules, and a controversial new "Unified Inventory" UI.[104] The sixteenth expansion, "Crucible", was released in November 2011 and shifted the focus from cosmetic changes to game mechanics.[105] The fifteenth expansion, "Incarna," was released in the first stage of CCP's controversial Ambulation project, also known as the "Walking in Stations" project. "Incarna" added "Captain's Quarters" to stations, the first phase of allowing players to explore stations as human avatars, as well as an update to ship turret models.[106] The fourteenth expansion, "Incursion," was released in stages, the second of which introduced the Sansha Incursions, in which Sansha's Nation invaded constellations, disrupting all forms of activity in the area, but provided large rewards for fighting back the incursions, and an overhaul of the character creation tool, paving the way for the Incarna expansion.[107]
The eleventh expansion of Eve Online, "Apocrypha," was released on March 10, 2009, and introduced features such as further graphics updates as started in the Trinity expansion; the ability for players to group their vessels' weapons for easier interaction;[108] changes to autopilot routes and avoidance of player-defined star systems.[109] The twelfth expansion, "Dominion," was released on December 1, 2009, and overhauled the sovereignty system,[110] while the thirteenth expansion, "Tyrannis," released on May 26, 2010, added planetary interaction as well as the online platform "EVE Gate".[111]
Over time expansions have added features such as conquerable stations, massive capital ships like Freighters and Dreadnoughts, advanced versions of existing ships for situational encounters and advanced missions, or Epic Arcs for players to master. Apocrypha included an overhauled probing system, wormholes, a smarter and tougher AI and customizable Tech 3 ships as its major features.[112] Dominion, which became available for download on December 1, 2009, included an overhaul of the sovereignty system, more realistic astronomy, the Titan Doomsday weapon functionality being changed and the in-game web browser with Chromium's WebKit. It also included a redesign of the UI and in-game mailing system. Tyrannis added new features, such as the ability to exploit planetary resources, a social networking program called EVE Gate, new technology for ships, and graphical updates.
On May 6, 2014 at their yearly Fanfest convention, CCP announced the move from the current development cycle of two expansions per year, to ten expansions per year on a rapid release cycle of six weeks per expansion. Senior Producer of EVE Online Andie Nordgren (CCP Seagull) stated that the move was to necessary for future developments to have a more flexible release cycle, rather than the deadline imposed on the previous system, allowing smaller patches and changes to be deployed more rapidly and large projects not having to be rushed due to the expansion deadline.[113][114]
The developers have been working on a game feature to allow players to exit pods and interact with other player avatars in the communal setting of a station interior.[115] The first iteration, called Captain's Quarters, was released on June 21, 2011.[116] The second iteration, with stylised quarters for each race, was released with the Crucible expansion.[117] Player interaction in station environments has not yet been announced and only preliminary details have emerged.
The ability to enter a planet's atmosphere (atmospheric flight) and to interact with its surface is mentioned as one of the future development plans. The "Future Vision" trailer portrays Dreadnaught-class ships performing planetary orbital bombardments on Dust battlefields. The first glimpse trailer of Dust 514 ended with a ship exploding in the atmosphere. However, the interaction between Dust and Eve has not been fully defined and no official confirmation has yet been provided. At Eve Fanfest 2005, a working prototype was demonstrated in which a Caldari Crow interceptor could be seen navigating a makeshift landscape superimposed on a nebula. However, this effort was later abandoned. CCP has stated that full-scale integration of such features requires an enormous effort and is only planned for post-Revelations (expansion) production phases, 2006.[118] Subsequently, it was stated that, until a proven in-game reason is found for planetary access, further work on this feature will not have a high priority.
During the 2009 Games Convention in Cologne, Germany, CCP unveiled Dust 514, a console-based MMOFPS title meant to integrate with the Eve Online universe. According to developers, players hired by Eve Online alliances would fight over planets.[119]
According to Eve Online Creative Director Torfi Frans Ólafsson, at the recent Eve Online Fanfest, the Dominion release is planned to involve sovereignty, the ownership of districts on planets that are capable of creating industry.[120] This player ownership system will be dynamic as it will be subject to PvP diplomacy as well as subjugation. The latter allows for linking with Dust 514, whereby players within Eve Online will be able to contract, in-game, Dust 514 players to take control of planetary regions within the Eve Online universe and these 'mercenaries' will then vie with other Dust 514 players hired by the opposing faction. The integration between the console MMOFPS game and the Eve Online MMORPG is both through community interaction and through the changeable battlefields based on the planetary architecture of a common universe—the outcome of these battles in Dust 514 will affect the status and ownership of the corresponding planets in Eve Online as well. At E3 2011 it was announced that Dust 514 is a PlayStation 3 exclusive with a PS Vita tie-in, both to be released in spring of 2012.
The Eve Online soundtrack was composed by Jón Hallur Haraldsson, also known as Real-X. A digital soundtrack titled EVE Online: Original Soundtrack, Vol. 1 was released on iTunes on August 12, 2009. The soundtrack comes with an audio book track EVE Chronicle – Taught Thoughts. The soundtrack has since been removed from iTunes.
The game itself contains an extensive in-game soundtrack. On December 4, 2012, the "Retribution" expansion of Eve Online was released. Among its features was the removal of the Jukebox, which enabled players to select their favorite songs to play.[121] In tandem with this, CCP Games announced that the entire game soundtrack (consisting of music in the game at the time) would be available to download for free from Soundcloud.[122] The soundtrack consists of 74 songs, with a running time of nearly seven hours.
Piracy (in the ship-to-ship sense) is part of the game, as is protection racketeering, theft, and ransom.[123] Eve Online periodically has arisen for discussion within the wider gaming community as players of the game find various ingenious methods of scamming, deceiving, or attacking each other. One infamous example was a corporate infiltration and heist where one corporation infiltrated a target corporation over the course of nearly a year. They then performed a virtual assassination on the target's CEO and proceeded to steal corporate property to which they had gained access. The target corporation lost billions of ISK worth of property (amounting to about $16,500 USD) and a great deal of prestige; the CEO's expensive ship and cybernetic implants were destroyed in the attack.[124] Events of this nature are debated both inside the game world and in the media.[125]
In 2009, a player alliance known as Goonswarm was contacted by a disgruntled director of rival alliance Band of Brothers, one of the largest alliances in the game at that time. The defecting director then stripped Band of Brothers of a large quantity of assets including ships, money and territory, and disbanded the alliance.[126]
A player-run bank known as 'EBank' was also involved in controversy in 2009 when Ricdic, the CEO of the bank, withdrew 200 billion ISK and converted it into real world currency to pay for medical expenses.[127][128]
Such dangers are an inherent part of Eve Online's virtual economy and thus are purposely not dealt with by the developers.[129] Players are expected to make financial decisions based (among other factors) on the possibility of other players' fiduciary malfeasance, much as in real-life economics.
The most common acts of piracy in Eve are ganking, gate camping, and small gang warfare. Every pirate corporation in Eve Online has its own preferred activities, strategies, and tactics. Some utilize cheap but high damage ships to "suicide gank" and kill players in high-security space (where they should theoretically be safe) quickly before CONCORD law enforcement units arrive to destroy them (thus "suiciding"), in the knowledge that certain ships they destroy will be carrying valuable commodities or expensive gear capable of recovering the cost of the pirate vessels lost in the gank. Others choose to set up gate camping fleets consisting of varied ship types and roles capable of rapidly disabling and destroying any unwitting passersby, thereby locking down star systems and killing or robbing whoever tries to pass through. Other pirates choose to roam in very fast and versatile skirmish ships, such as interceptors, recons, or heavy assault ships, killing anyone they encounter in lightning attacks. On gaining the upper hand in a fight many pirates will ask the victim for an ISK ransom, in exchange for sparing their ship or escape pod.
Suicide ganking has declined in overall popularity since the release of the Crucible expansion; while players may opt to insure their ships against loss using in-game currency, pilots will no longer be reimbursed if their ship is destroyed by CONCORD. Such changes have been the subject of intense debate on the game's official forums, with opinions divided on whether or not players should be truly 'safe' while flying.
Instances of developer misconduct in Eve Online have been substantiated, leading to debates and controversy within the game community. On February 9, 2007, a player known as Kugutsumen hacked an enemy corporation's private forum to find out and reveal that Eve Online developer t20 had provided his corporation, Reikoku, with six valuable blueprints, giving them an advantage over competing corporations.[130] Some within the Eve Online community asked for t20's dismissal. While an apology letter was left for the community in the form of a dev blog, he remained an Eve Online developer until late 2008. Kugutsumen was permanently banned from the Eve Online universe for violating the game's terms of service and end-user license agreement by revealing t20's real name.[131]
In response to public concerns, CCP decided to set up an internal affairs division whose responsibility is to monitor the activities of both privileged and player accounts operated by CCP staff in-game.[132]
In part due to the matters above, CCP invited users to stand for the first Council of Stellar Management (CSM) in March 2008, resulting in 66 candidates seeking election to nine positions.[133][134][135][136] It was a requirement that candidates release their full real names in addition to stating their in-game details.[137] In May, after a two-week voting period, the first Council was elected, comprising seven men and two women; three each from the Netherlands and the United Kingdom, two from the USA and one from Denmark, their ages ranging from 17 to 52.[136]
The remit of the Council has been changed since it was first proposed and is now seen by CCP primarily as a route for players to make requests for changes and improvements to the game mechanics, presentation, and game content of Eve Online. The first four Councils served for six months, after which new ones were to be elected.[135] Each individual was only permitted to serve twice. Each CSM gets the authority to put requests to CCP three times during their term of office which CCP have stated must be answered; once in person in Iceland and twice by e-mail, with most of the costs of their visit to Iceland being borne by CCP.[135] The rules were changed for the fifth CSM to feature one-year terms with two Iceland trips and four email requests, as well as the abolition of the two-term limit.
The first meeting of the CSM with CCP took place in Reykjavik between June 19 and 23, 2008, and included not only the nine CSM members but a number of developers, designers, game masters, and producers from CCP and members of print and video media.[138] Matters discussed by players on the Eve Online forums were reviewed in detail and whilst some were rejected for technical reasons, many were accepted by CCP as useful improvements to the game which would be introduced either in an early so-called point release or added to the development plans for a future major update.
Nominations for the second CSM opened on September 26, 2008, with voting commencing on November 9. The following third Council of Stellar Management included a modified age restriction: candidates under the age of 21 are then no longer eligible as CSM members.[139]
Beginning with the eighth CSM, a single transferable vote system was introduced, allowing voters to select up to 14 candidates.[140]
Unlike many other MMOs, Eve Online permits a certain degree of 'griefing'. The legitimate limits of grief-play are the source of ongoing debates among Eve players with the discussion focusing on play styles that aim at extracting a negative in game response from the target. Tactics like suicide ganking (attacking another player in high-security space where NPCs will immediately kill you) are generally considered as being acceptable if they are in furtherance of profit or personal agenda but specifically targeting and killing a single person over and over is considered to be harassment, which is cause for action by the gamemasters.
CCP's general attitude is that anything that is not a breach of game mechanics (exploiting) nor a breach of the EULA (harassment) is a legitimate play choice, even if it does generate negative responses. This extends throughout every aspect of Eve Online 's gameplay, including suicide ganking and scamming. While most games do not allow this behavior, CCP specifically encourages players to use the mechanics of the game to their best advantage, and have often commented that every aspect of Eve has a player vs player component far beyond simply fighting each other.
Users start playing Eve Online either by creating a trial account, being invited to the game as a "buddy" via the game's Buddy Program, or purchasing the Eve Online Special Edition retail box.[141][142][143] Trial accounts are freely available through both the Eve Online website and the Steam content delivery system. The Buddy Program, on the other hand, is a means for full-subscription players to distribute 21-day free trial accounts to their friends. If the buddy account is converted to a full account within 2 weeks of receiving the Buddy Program invite, the referrer is rewarded with 30 free days added to their subscription.
Both buddy accounts and regular trial accounts are free and allow players to access most of the Eve Online game, with exceptions. Players cannot train skills for some advanced ship types, for example industrial ships. Players also cannot create contracts and cannot directly transfer ISK to other players. Enlistment to faction-based militias is also unavailable to trial accounts. Once the trial period ends the trial account is locked and must be converted to a full account before its characters can be accessed again.
As of June 2008, Eve Time Codes (or ETCs) are available exclusively in 60-day increments. Before then, they were also offered in 30-, 50-, 90-, 100- and 120-day increments. Discontinued cards remain valid. Players using ETCs are treated like normal subscribers in every way. Eve Time Codes are available through CCP's online store as well as via online resellers.[144] Cards purchased through resellers are usually delivered through email for immediate use while codes issued through the Eve Online store are issued via postal mail or in-game item, and as such ETCs do not violate the EULA and can be bought and sold within the game.[145] There are no distinguishing differences in functionality between digital and hard-copy codes. Both provide the exact amount of specified game time, are entered into the same account section and can be exchanged between players for ISK using a secure exchange system facilitated by a "Timecode Bazaar" forum.
In November 2008, CCP introduced PLEX, the CONCORD Pilots License EXtension, which is an in-game item that can be used to extend a subscription for 30 days. PLEX can be purchased on the Eve Online website for real money, or inside the game for ISK. 60-day ETCs can be converted to two 30-day PLEX within the Eve Online client, which can then be sold via the in-game market. PLEX is the reason that the cost of in-game assets can be translated into real-life money. As the price of a PLEX is around €15, it can be calculated how much a certain ship or implant is theoretically worth in a real currency.
As of March 10, 2009, a boxed edition is available in shops. The distribution is being managed by Atari.[8] The boxed edition includes a 60-day ETC, instant standings update to facilitate quicker entry into factional warfare, exclusive online new player guide, and an exclusive expanded cargo hold shuttle. Although marketed as included in the retail box, the bonus items are only available to new accounts created with the 60-day ETC.[146]
Eve Online received mixed reviews at the launch of the game in 2003 but more favorable reviews later in its lifecycle. The original version received 74.50% on GameRankings and 69% on Metacritic. The Apocrypha expansion released in 2009 has an aggregate score of 88% on Metacritic[164] and 89.33% GameRankings.com.[165]
On January 11, 2010, EVE Online was selected as 2009 Game of the Year by MMORPG.com.[166] For the second year running, EVE Online was voted 2010 Game of the Year by MMORPG.com on January 14, 2011, which beat World of Warcraft by 3%.[167] In 2013, PC Gamer placed EVE Online at #12 on their list of 100 Greatest Games of All Time.[168]
In June 2013, the Museum of Modern Art added Eve Online to its permanent collection of video games. The game is showcased as a "day in the universe" video. To create this, CCP Games called upon Eve Online 's large player-base to provide gameplay footage of the game. Furthermore, CCP Games contributed a large amount of data from its servers, which were compiled to produce a "stunning view" of the accomplishments of player collaborations.[169]
In 2013, CCP said that they had made deals to create both a comic book and a television series based on Eve Online. The comic, titled Eve: True Stories, will be created by Dark Horse Comics and made available for free online in Fall 2013. Following this, a physical version of the graphic novel containing bonus material will be sold in bookstores in Winter 2013. To make the television series, CCP signed a deal with Icelandic director Baltasar Kormákur. As of May 2013, no information has been given about the title or the premiere date of the television series. The storylines from both the graphic novel and the television series will be based on actual player-driven events that happened in the game.[170][171][172]
Linux kernel, Free software, Debian, Gnu, Unix
Atari 2600, Pong, Atari ST, Consumer electronics, Nolan Bushnell
EVE Online, MobyGames, Kerbal Space Program, Video game genre, Sports game
Logic, Eve Online, CCP Games, Mathematics, Strategy
2011 Tōhoku earthquake and tsunami, Nintendo, Microsoft, Square Enix, Nintendo DS


text:
Basmati Rice Salad
By á-170456
- 2 cups basmati rice
- 1/2 cup clarified butter (or vegetable oil)
- 1 cup chopped yellow onion
- 2 teaspoons sliced garlic
- 1 teaspoon minced fresh ginger
- 6 cardamom seed pods crushed to release
- the small seeds and pods discarded
- 1 cinnamon stick broken in half
- 1 bay leaf
- 2 teaspoons salt
- 1/2 teaspoon ground coriander
- 1/2 teaspoon freshly-ground black pepper
- 1/2 teaspoon turmeric
- 1/2 teaspoon ground cumin
- 1/8 teaspoon cayenne
- 3/4 cup golden raisins
- 1/2 cup toasted slivered almonds
- 1/2 cup cooked chickpeas drained
- 1/2 cup fresh peas, or defrosted frozen peas
- 1/2 cup chopped fresh cilantro
Servings 6
Step 1
Place the rice in a colander and rinse under cold running water. Place the rinsed rice in a large bowl and cover with 4 cups of water. Let soak 30 minutes. Drain and reserve the water for cooking.
In a large pot, heat the butter over medium-high heat. Add the onion and cook, stirring, for 3 minutes. Add the garlic and ginger, and cook, stirring, for 45 seconds. Add the cardamom seeds, cinnamon sticks, bay leaf, salt, coriander, pepper, turmeric, cumin, and cayenne, and cook, stirring, until fragrant, about 45 seconds. Add the rice and cook, stirring, for 2 minutes. Add the reserved soaking liquid and raisins, and bring to a boil. Reduce the heat to low, stir, cover and simmer until the water is absorbed and the rice is tender, 20 minutes. Remove from the heat and let sit covered for 15 minutes.
Fluff the rice with a fork and transfer to a large bowl. Combine with the remaining ingredients and remove the cinnamon pieces and bay leaf. Serve warm or at room temperature.
This recipe yields 6 to 8 servings.

subset: commoncrawl


text:
IES Ombudsman
As we work together to create the right school environment in the best interests of our students, it is essential that there is a close and trusting relationship between each school and its parents.
Where there is a complaint which the mentor teacher or Head of Year is unable to resolve, the next step is for the Assistant Principal or Principal to look into the matter.
If a satisfactory solution cannot be reached within the school, complaints should then be addressed to the "Huvudman" - the organization behind the school - which is Internationella Engelska Skolan I Sverige AB.
These complaints can be referred to our Academic Manager, Mr. Damian Brunker via e-mail firstname.lastname@example.com or by letter to:
Mr. Damian Brunker,
Internationella Engelska Skolan, Huvudkontoret,
Nytorpsvägen 5B,
183 71 Täby.
Any complaints will be investigated in a factual and objective manner after hearing from the school, parents and students involved.


text:
BOWLING GREEN, Ohio (AP) Zeke Marshall scored 15 points as Akron extended its winning streak to 12 games with a 68-55 victory over Bowling Green on Wednesday night.
The Zips (16-4, 7-0), off to their best Mid-American Conference start ever, remained one of two undefeated MAC teams. They'll host the other, Ohio, on Saturday.
Akron broke a 9-9 tie with a 14-5 run capped by two dunks by Marshall. The Zips limited the Falcons (7-13, 2-5) to 18.5 percent first-half shooting (5 of 27) and led 28-17 at halftime.
Bowling Green never got closer than seven points in the second half and trailed by as many as 20. Akron shot 57.1 percent (16 of 28) in the second half, when Nick Harney scored all 10 of his points. Demetrius Treadwell finished with 10 points and 11 rebounds.
Chauncey Orr had 16 points for Bowling Green, and A'uston Calhoun had 11 points and 11 rebounds.


text:
Call today (843) 651-7505
Mad Science Myrtle Beach camps offer a daily combination of in-class discovery and exploration, outdoor games and physical activities, and hands-on applications of the scientific principles presented.
Your child will be able to touch, see, hear, smell and taste what science is really all about.
We use simple, real world science techniques that allow even the youngest of campers to enjoy our learning environment.
Campers create, build and assemble a variety of take-home projects while exploring how science affects the world around us.
***** "Just wanted to let everyone know that our son attended two sessions of Mad Science camp, and loved every minute of it. We would recommend it to anyone. Definitely have plans for more madness!" - Stacy
***** "Such an awesome program for the science kid in your life. My son LOVED IT!" - Caroline
Mad Science is your place for Myrtle Beach camps! Summer Camps & Holiday Camps!
*All camps based on participation
Watch us on WPDE News Channel 15 Good Morning Carolinas summer camp edition!
Check us out on SCIWAY.com , the Sun News Myrtlebeach Online, SCNOW, WMBF News!


text:
With a rich Cinema EOS feature-set and optimized for
one-person operation, the EOS C100 is a full 1920 x 1080 digital video camera thats compatible with Canons entire range of EF Cinema and EF-lenses. Equipped with the same Super 35mm Canon 8.3 Megapixel CMOS image sensor and revolutionary Canon DIGIC DV III processor as the EOS C300 and EOS C500 series cameras, the C100 is a more compact
professional camera thats highly mobile and ideal for those seeking operational convenience and exceptional HD imagery. Recording AVCHD format video to dual SD cards, the C100 is compatible with a wide range of workflows and can acquire content to suit a broad range of post production/color-grading preferences, including Canon Log Gamma and a new Canon Wide DR Gamma. Autofocus recording with supported AF lenses, a multi-angle control/LCD panel, a removable handle and rotating grip, and many other innovations provide compelling mass-market appeal.
Canon Super 35mm CMOS Sensor
The EOS C100 is equipped with the advanced 16:9 Super 35mm Canon CMOS sensor. The large sensor format opens up cinematic vistas and permits a shallow depth-of-field for arresting images. The 8.3 megapixel sensor and its fine pixel pitch permit greater sensitivity in low light while minimizing noise. The EOS C100 captures Red, Green, and Blue channels independently for Full HD 1920x1080 video. The resulting picture features the color and image quality of a three-chip camera with a single sensor. The optimized pixel count allows the camera to avoid additive processing as a result of skipping lines during capture; sensor sensitivity is maintained and aliasing or other degradation of the image is prevented.
One-Shot AF
This function helps you to obtain precise focusing. Before recording starts, the camcorder focuses on a subject at the center of the screen when the ONE-SHOT AF button is pressed. The focusing status can be confirmed by the color of the frame.When a subject is focused: Green; When a subject is not focused: Red
Push Auto Iris
This function provides assistance in determining the exposure. It automatically adjusts the aperture in accordance with the brightness during recording. PUSH AUTO IRIS function is activated only while PUSH AUTO IRIS button is being pressed for manual aperture adjustment.


text:
Serviços Personalizados
Links relacionados
- Citado por Google
- Similares em Google
Indo-Pacific Journal of Phenomenology
versão On-line ISSN 1445-7377
versão impressa ISSN 2079-7222
Indo-Pac. j. phenomenol. (Online) vol.10 no.2 Grahamstown Out. 2010
doi: 10.2989/ipjp.2010.10.2.8.1089
Naturalistic and supernaturalistic disclosures: The possibility of relational miracles
Amy Fisher Smith
This paper explores naturalism and supernaturalism as modes of disclosure that reveal and conceal different aspects of relationality. Naturalism is presented as a worldview or set of philosophical assumptions that posits an objective world that is separable from persons and discoverable or describable via scientific methods. Because psychotherapy tacitly endorses many naturalistic assumptions, psychotherapy relationships may be limited to an instrumentalist ethic premised upon use-value and manipulability. Given these naturalistic limitations, relationships may require a supernatural component - a component which reaches beyond the naturalistic and into the miraculous. The alternative grounding for this supernatural disclosure is found in the philosophy of Martin Heidegger and that of Emmanuel Levinas, the former emphasizing the possibilities inherent in contemplative rather than calculative disclosures, and the latter emphasizing ethical obligation and absolute otherness. A therapeutic case is discussed as an exemplar of both kinds of relational disclosure - that is, naturalistic and supernaturalistic - and the therapeutic and relational consequences of each type of disclosure are explored.
"Full text available only in PDF format"
American Psychiatric Association. (2000). Diagnostic and statistical manual of mental disorders (4th ed., text rev.). Washington, DC: American Psychiatric Association. [ Links ]
American Psychological Association. (2002). Ethical principles of psychologists and code of conduct. Washington DC: American Psychiatric Association. [ Links ]
Anderson, E. M., & Lambert, M. J. (2001). A survival analysis of clinically significant change in outpatient psychotherapy. Journal of Clinical Psychology, 57(7), 875-888. doi: 10.1002/jclp.1056 [ Links ]
Andreasen, N. C. (2001). Brave new brain: Conquering mental illness in the era of the genome. London, UK: Oxford University Press. [ Links ]
Aznar, S., Klein, A., Santini, M., Knudsen, G., Henn, F., Gass, P., & Vollmayr, B. (2010). Aging and depression vulnerability interaction results in decreased serotonin innervations associated with reduced BDNF levels in hippocampus of rats bred for learned helplessness. Synapse, 64(7), 561-565. doi: 10.1002/syn.20773 [ Links ]
Bennett, M. R., & Hacker, P. M. S. (2003). Philosophical foundations of neuroscience. Malden, MA: Blackwell Publishing. [ Links ]
Cushman, P. (1990). Why the self is empty: Toward a historically situated psychology. American Psychologist, 45(5), 599-611. doi: 10.1037/0003-066X.45.5.599 [ Links ]
Dallaire, R., & Beardsley, B. (2003). Shake hands with the devil: The failure of humanity in Rwanda. Toronto, Canada: Random House Canada. [ Links ]
Frances, A., First, M. B., & Pincus, H. A. (1995). DSM-IV: Its value and limitations. Harvard Mental Health Letter, 11(12), 4-6. [ Links ]
Ganzach, Y. (2000). The weighing of pathological and non-pathological information in clinical judgment. Acta Psychologica, 104(1), 87-101. doi: 10.1016/S0001-6918(99)00055-4 [ Links ]
Garza, G., & Fisher Smith, A. (2009). Beyond neurobiological reductionism: Recovering the intentional and expressive body. Theory & Psychology, 19(4), 519-544. doi: 10.1177/0959354309336318 [ Links ]
Guignon, C. (1992). Authenticity, moral values, and psychotherapy. In C. Guignon (Ed.), The Cambridge companion to Heidegger (pp. 215-239). Cambridge, UK: Cambridge University Press. [ Links ]
Gunton, C. E. (2000). The one, the three, and the many: God, creation and the culture of modernity. The Bampton lectures, 1992. Oxford, UK: Cambridge University Press. [ Links ]
Hansen, N. B., Lambert, M. J., & Forman, E. M. (2002). The psychotherapy dose-response effect and its implications for treatment delivery services. Clinical Psychology: Science and Practice, 9(3), 329-343. doi: 10.1093/clipsy/9.3.329 [ Links ]
Heidegger, M. (1977). The question concerning technology. In D. F. Krell (Ed.), Martin Heidegger: Basic writings (pp. 283-317). San Francisco, CA: Harper. (Original work published 1954) [ Links ]
Heidegger, M. (1966). Discourse on thinking: A translation of Gelassenheit (J. M. Anderson & E. H. Freund, Trans.). New York: Harper Torchbooks. (Original work published 1959) [ Links ]
Husserl, E. (1970). The crisis of the European sciences and transcendental phenomenology: An introduction to phenomenological philosophy (D. Carr, Trans.). Evanston, IL: Northwestern University Press. (Original work published 1954) [ Links ]
Jones, W. T. (1969). Hobbes to Hume: A history of western philosophy (2nd ed.). New York: Harcourt Brace Jovanovich. [ Links ]
Kitcher, P. (1989). Explanatory unification and the causal structure of the world. In P. Kitcher & W. S. Salmon (Eds.), Scientific explanation: Minnesota studies in the philosophy of science (Vol. 13, pp. 410-505). Minneapolis, MN: University of Minnesota Press. [ Links ]
Lambert, M. J., Bergin, A. E., & Garfield, S. L. (2004). Introduction and historical overview. In M. J. Lambert (Ed.), Bergin and Garfield's handbook of psychotherapy and behaviour change (5th ed.) (pp. 44-83). New York: John Wiley & Sons, Inc. [ Links ]
Levinas, E. (1969). Totality and infinity (A. Lingis, Trans.). Pittsburgh, PA: Duquesne University Press. (Original work published 1961) [ Links ]
Manning, R. J. S. (1993). Interpreting otherwise than Heidegger: Emmanuel Levinas's ethics as first philosophy. Pittsburgh, PA: Duquesne University Press. [ Links ]
McIntyre, R. S., Soczynska, J. K., Konarski, J. Z., Woldeyohannes, H. O., Law, C. Y. W., Miranda, A., Fulgosi, D., & Kennedy, S. H. (2007). Should depressive syndromes be reclassified as 'metabolic syndrome type II'? Annals of Clinical Psychiatry, 19(4), 257-264. doi: 10.1080/10401230701653377 [ Links ]
Merleau-Ponty, M. (1983). The structure of behaviour (A. L. Fisher, Trans.). Pittsburgh, PA: Duquesne University Press. (Original work published 1942) [ Links ]
Neumeister, A., Charney, D., Drevets, W. C., Tamminga, C. A. (2005). Hippocampus VI: Depression and the hippocampus. American Journal of Psychiatry, 162(6), 1057. doi: 10.1176/appi.ajp.162.6.1057 [ Links ]
Nickerson, R. S. (1998). Confirmation bias: A ubiquitous phenomenon in many guises. Review of General Psychology, 2(2), 175-220. doi: 10.1037/1089-26126.96.36.199 [ Links ]
Peperzak, A. (1993). To the other: An introduction to the philosophy of Emmanuel Levinas. West Lafayette, IN: Purdue University Press. [ Links ]
Polkinghorne, D. (1983). Methodology for the human sciences: Systems of inquiry. Albany, NY: SUNY Press. [ Links ]
Richardson, F. C., Fowers, B. J., & Guignon, C. B. (1999). Re-envisioning psychology: Moral dimensions of theory and practice. San Francisco, CA: Jossey-Bass. [ Links ]
Robinson, D. N. (1995). An intellectual history of psychology (3rd ed.). Madison, WI: University of Wisconsin Press. [ Links ]
Robertson, B., Wang, L., Diaz, M. T., Aiello, M., Gersing, K., Beyer, J., Mukundan, S., McCarthy, G., & Doraiswamy, P. M. (2007). Effect of buproprion extended release on negative emotion processing in major depressive disorder: A pilot functional magnetic resonance imaging study. Journal of Clinical Psychiatry, 68(2), 261-267. doi: 10.4088/JCP.v68n0212 [ Links ]
Rojcewicz, R. (2006). The gods and technology: A reading of Heidegger. New York: SUNY Press. [ Links ]
Salmon, W. S. (1984). Scientific explanation and the causal structure of the world. Princeton, NJ: Princeton University Press. [ Links ]
Slife, B. D. (2004). Theoretical challenges to therapy practice and research: The constraint of naturalism. In M. J. Lambert (Ed.), Bergin and Garfield's handbook of psychotherapy and behaviour change (5th ed.) (pp. 44-83). New York: John Wiley & Sons, Inc. [ Links ]
Slife, B. D., & Williams, R. N. (1995). What's behind the research? Discovering hidden assumptions in the behavioural sciences. Thousand Oaks, CA: Sage. [ Links ]
Staub, E. (1999). The origins and prevention of genocide, mass killing, and other collective violence. Peace and Conflict: The Journal of Peace Psychology, 5(4), 303-336. doi: 10.1207/s15327949pac0504_2 [ Links ]
Staub, E., Pearlman, L.A., Gubin, A., & Hagengimana, A. (2005). Healing, reconciliation, forgiving, and the prevention of violence after genocide or mass killing: An intervention and its experimental evaluation in Rwanda. Journal of Social and Clinical Psychology, 24(3), 297-334. doi: 10.1521/jscp.24.3.297.65617 [ Links ]
Taylor, C. (1991). The ethics of authenticity. Cambridge, MA: Harvard University Press. [ Links ]
Taylor, C. (2007). A secular age. Cambridge, MA: The Belknap Press. [ Links ]
Van den Berg, J. H. (1961). The changing nature of man: Introduction to a historical psychology. New York: W. W. Norton & Co. [ Links ]
Van der Stelt, H. M., Breuer, M. E., Olivier, B., & Westenberg, H. (2005). Permanent deficits in serotonergic functioning of olfactory bulbectomized rats: An in vivo microdialysis study. Biological Psychiatry, 57(9), 1061-1067. doi: 10.1016/j.biopsych.2004.12.040 [ Links ]
Van Frassen, B. C. (1980). The scientific image. Oxford, UK: Clarendon Press. [ Links ]
Westen, D. & Weinberger, J. (2004). When clinical description becomes statistical prediction. American Psychologist. 59(7), 595-613. doi: 10.1037/0003-066X.59.7.595 [ Links ]


text:
Racial Slur or Misunderstanding?
In this feature, with the assistance of those at the eye of the storm, Martin revisits a cricketing controversy from 1995.
Racial Slur or Misunderstanding?
In this feature, with the assistance of those at the eye of the storm, Martin revisits a cricketing controversy from 1995.
Fascinating article, fred. Must admit that the furore rather passed me by or at least hadn't snagged itself on some cormer of my memory. I was a student in 1995 tho, so my recollections of contemporaneous events may be slightly compromised by certain lifestyle choices.
It's hard not to feel some sympathy for Frith but he was perhaps badly advised in publishing an article from a chap described in the article you linked to about his correspondence with Mr Blair as "a political writer". That the article was published by The Libertarian Alliance possibly betrays Mr Henderson's political leanings.
Cricket Web's current Premier League Tipping Champion
- As featured in The Independent.
"Rory Burns wafted and whooshed, hit a few, edged a few more and batted at times with all the graceful serenity of a man trying to force his way head-first through a privet hedge." - Barney Ronay on the Surrey opener's maiden test ton
Prior to 'joining' Cricket Web, I spent several years being part of the same internet chat-room as Robert Henderson. From the start, he was keen to air his views about this and related matters, as well as his grievances about his treatment in 1995. I was equally keen to point out that his arguments, supposedly based on statistical analysis, we actually statistically flawed, as well as being morally dubious. Although he makes some fair points about qualification criteria for English sporting teams, any prolonged discussion made his political leanings clear enough. For instance black players are, by definition, not English. When pushed about whether this extended beyond guys who moved here at a young age to born & bred players such as Mark Butcher, he opined that the latter was disqualified due to 'duff parentage'.. For all his supposed love of free debate, intellectually strong arguments against his point of view were simply ignored. After a while, it became clear that I was better spending my time elsewhere.
Does your email addy begin dand?
LOL your libel laws are so ****ed.
-My beliefs summarized in words much more eloquent than I could come up with
How the Universe came from nothing
other countries specifically make sure your laws are unenforceable in their own country? Surely that proves the balance isn't where most other countries think it should be.
Last edited by silentstriker; 01-04-2012 at 08:44 PM.
AFAIK, those laws aren't really popular within UK either.
You don't believe that the thread of libel (and the heavy cost of defending it, plus the onus being on the defendant) creates an atmosphere where people might not say things that are true just because a more powerful entity can simply afford to sue them?
I haven't seen polls in the UK, but I was under the impression they were unpopular. Happy to be corrected.
Robert Henderson has made the following comment - when I have a bit of time, and in order to be fair to him, I will post up the rest of it (my original draft with his comments) - the only reason I haven't done so now is because I need to reformat it in a way that makes it easier to read.
Robert Henderson The belated and to me unannounced publication of Martin Chandler's Racial Slur or Misunderstanding? perpetuates factual inaccuracies and misrepresents my views. It will be interesting to see whether CricketWeb allow me to reply or whether they will do what all the mainstream media outlets have done since the publication of Is it in the blood? in July 1995, namely, allow me no opportunity to reply.
Chandler contacted me in April 2010 to ask me to comment on his draft article. This I did together with supplying him with some other documents to support what I was saying and to fill in the background . A copy of the draft article with my comments interleaved within it (my comments are italicized with RH at the beginning and end of each comment) are below. From that document the reader may judge how honest Chandler has been in his re-writing of his draft following the receipt of my commentary. Chandler promised to come back to me in his last email to me of 7 May 2010. He never did.
There are certain issues I will expand upon. The first is Chandler's attitude to Frith whom he represents as a victim who was merely offering me a platform for views he did not share. The truth is that Frith did share my concerns. Here is what he said in a letter to me in March 1994:
\"Let me just assure you that I was one of the earliest to feel a sense of unease at the number of foreign players piling into the England XI. It\'s hard to separate oneself from the personal side of it all I know all of them - even the reclusive Caddick - and like them almost without exception. But the principle seems wrong, and I think that there has been some sort of dislocation in the national psyche. How can a true Englishman ever see this as his representative side despite all the chat about the commitment of the immigrant?\"
I supplied Chandler with these details but instead of incorporating these into his published article to show Frith to be a liar he still goes along with the line that Frith did not share my views.
Despite Frith's contemptible treatment of me through his refusal to publish my reply to the pages of abuse and criticism he published in the August 1995 WCM and his denial that he shared my views, I never criticised Frith until he published his autobiography Caught England Bowled Australia several years later. I did not criticise him because I was genuinely sorry about his loss of the WCM editorship. I just saw his as a weak man who had buckled before the storm. However, that changed with Frith's autobiography, because not only did he libel me and repeat his lie about not sharing my views, he produced this contemptible gem:
"Robert Henderson, , the author (who had previously had letters published in the Sunday Telegraph and, this very month, in The Cricketer, was all but invisible and inaudible through all the uproar. It would have been so different had a leading and accessible writer penned the article. Instead, I, as editor, was taking a double blast, and the perception eventually became so ludicrously blurred that I was considered by some of the more careless as having been the actual author. The Telegraph Magazine later gave me a "Flying Duck Award" as Editor of the Year, stating that I "cast doubt on the patriotism of black and Asian England players" and that Wisden subsequently attracted a flurry of writs and had to pay out undisclosed damages to Devon Malcolm. I suggested they should publish a correction and apology for this particularly sloppy piece of journalism, and they did so two months later. I now wonder whether I should have pressed for compensation. P334.
Frith not only knew the vast effort I had made without success to get a public voice in both the press and the broadcast media, but he himself had denied me the opportunity to make a public response. Despite that he wants to blame me for not being publicly invisible. You genuinely could not make it up.
Frith did claim in a letter to me that he could not publish my response because he had been ordered not to by the WCM management. Here is Frith writing to me not long after the article was published viz: '...in view of the furore (an understatement) which has followed publication of your article in our July edition, I have been told by the management of Wisden that I should not accept anything further from you. I hardly needed telling,for the past fortnight has been probably the most difficult of my life.'
What self-respecting editor would allow the owner of the paper to put such a bar on his freedom of action? Frith should have published and be damned or resigned. I did explain to him shortly after the article was published that if he played the pc game and apologized and pretended he did not believe what he believed it would do him no good, merely lead him to humiliate himself before getting the inevitable sack when those who held his job in their hands thought he had served their purpose. Sadly, he did not take my advice and suffered the as I predicted.
The other issue directly relating to WCM which requires comment is the question of the libel actions. None of those who sued included me in their suits. You will find few libel cases in England in which the author of the alleged libel is not sued along with the publisher. They did not do so because I made it clear to Frith that if I was sued I would take the matter to the floor of the court. The fact that none of those suing was willing to take that risk tells you they had no confidence in their case. Unsurprising, because the PCA employed counsel rapidly advised DeFreitas and Malcom there was no libel. Why did WCM not fight the suits? Very simple. The owner of WCM John Paul Getty jnr was desperately trying to bury his sordid past by flashing his vast wealth in polite society including the world of cricket. Getty did not want to fight and win actions which would have gone against the prevailing climate of political correctness and queer his pitch with the upper echelons of English society. [Note to CricketWeb owner: no libel can exist in that statement because Getty is dead].
The third and last issue is not directly related to WCM, although it ultimately derives from it. For reasons only they can explain, Tony and Cherie Blair tried during the 1997 General Election campaign to have me prosecuted for malicious communications and assault by sending them letters (I kid you not). There was so little substance to their complaints that the police never attempted to interview me and the CPS ruled that no crime existed on the same day the papers were sent to them. Despite that, I was then made the subject of surveillance by Special Branch (definitely) and MI5 (probably) for the period of Blair?s premiership. During that time I received death threats, underwent a protracted internet campaign inciting violence against me and had my post routinely interfered with. When I reported these matters to the police no meaningful investigation was undertaken. My experience is summarised neatly in the Early Day Motion put down by Sir Richard Body:
Sir Richard Body
That this House regrets that the Right honourable Member for Sedgefield [Tony Blair] attempted to persuade the Metropolitan Police to bring criminal charges against Robert Henderson, concerning the Right honourable Member?s complaints to the police of an offence against the person, malicious letters and racial insult arising from letters Robert Henderson had written to the Right honourable Member complaining about various instances of publicly-reported racism involving the Labour Party; and that, after the Crown Prosecution Service rejected the complaints of the Right honourable Member and the Right honourable Member failed to take any civil action against Robert Henderson, Special Branch were employed to spy upon Robert Henderson, notwithstanding that Robert Henderson had been officially cleared of any illegal action.
This motion is now part of the official House of Commons record.
Early day motion 1008 - CONDUCT OF THE RIGHT HONOURABLE MEMBER FOR SEDGEFIELD - UK Parliament
Those wishing to know more about the my battle with the Blairs should go to When Tony and Cherie Blair tried to have me jailed Living In A Madhouse
The behavior of the Blairs,, the response of the police to my complaints of death threats and incitement to violence and the resolute determination of the mainstream media not to touch the story should every person in Britain. As the Leveller John Lilburne said over and over ?What they do to me today they may do to you tomorrow.?
I will leave you with one question: why are people so terrified of allowing me a public voice? After all, I am just one person with no power, wealth or influence, so of what are those who do have power, wealth and influence afraid?
I haven't read any further than that (although I definitely will), but why not encourage him to join the forum if he's so worried about you not passing on his views? That way he could just.. post them...Robert Henderson The belated and to me unannounced publication of Martin Chandler's Racial Slur or Misunderstanding? perpetuates factual inaccuracies and misrepresents my views. It will be interesting to see whether CricketWeb allow me to reply or whether they will do what all the mainstream media outlets have done since the publication of Is it in the blood? in July 1995, namely, allow me no opportunity to reply.
**** me gently. Bitter much?
Imagine he's great fun at parties.
There are currently 1 users browsing this thread. (0 members and 1 guests)


text:
Holiday Homes: Queenstown
Details of Queenstown for those looking to visit New Zealand
Queenstown is justifiably among New Zealand's most popular resorts. It is located on the shore of Lake Wakatipu, in the South Island's southwest region. The town is bordered by a range of tall mountain peaks.
Due to its location, Queenstown can offer recreational activities throughout the year. You can unwind on the beach and go swimming on a warm summer day. You can go canoeing and explore the beautiful mountains in autumn and spring. Winter is the ideal season for snowboarding and skiing. However, prior to visiting Queenstown, you need to pick your accommodations.
The resort has accommodations for all preferences and budgets. The serviced and self-contained apartments are the most common type of Queenstown accommodation. If you enjoy your privacy, then this is the ideal choice for you. You can expect all the facilities of a normal holidays home in one of these apartments. The price of the apartments varies, based on location and size. You will have to pay extra for luxury self-catering accommodations.
There are many five, four and three star hotels located in Queenstown and the surrounding areas. Usually, the room rates are at least 100 New Zealand Dollars (NZD) per night. These rates can be as much as 2600NZD. You can choose luxurious accommodations that have all types of impressive amenities. However, if you are visiting Queenstown to enjoy the great outdoors, it might be better to choose a modestly-priced hotel. Undoubtedly, you can get a cozy and clean room with good service without having to break the bank.
Unusually, Queenstown bed and breakfast accommodations are not less expensive than the hotel accommodations. The majority of B&Bs provide four star luxuries, which is reflected in the room rates. Nonetheless, a bed and breakfast accommodation is quieter and more private than the larger resorts and hotels.
For budget travelers, there are two main options. The various motels provide different kinds of amenities and rooms, so the prices are considerably different. However, these accommodations are quite competitively priced. Accommodation for backpackers is the least expensive and most widely available in Queenstown. Rates can start from as little as 22NZD per night.
Make sure you thoroughly research the different available Queenstown holiday homes. It is best to plan your holiday early, decide where you want to stay, and make reservations in advance of your trip. The resort is fairly busy from July to September, which is the peak winter season. For a closer look at whats available have a look at listing on NZ Holidayhomes.co.nz - Queenstown Holiday Homes


text:
Science, Curiosity and Life
Science blogger and writer; Owner of Dr. How's Science Wows; Mother of three junior scientists who have taught me that to be a great scientist you need to look at life through the eyes of a child!
Your email address will not be published. Required fields are marked *
Name *
Email *
Notify me of new posts by email.


text:
Corning FREEDM® loose tube gel-free interlocking armored cables are flame-retardant, indoor/outdoor, riser-rated cables for interbuilding and intrabuilding backbones in aerial, duct and riser applications. Encased in a spirally wrapped, aluminum interlocking armor for ruggedness and superior crush resistance, these cables are ideal for industrial and heavy traffic areas and installations requiring extra protection for optical cables and for high-fiber-count trunking applications in areas with limited conduit or vault space. The riser rating precludes the need for a transition splice when entering the building.
These cables are protected against water penetration by innovative waterblocking tapes and yarns that swell to absorb water without the use of messy gels to provide more efficient and craft-friendly cable preparation. This waterblocking technology makes cable access easier and simplifies the use of buffer tube fan-out kits. The buffer tubes and fibers in each tube are color coded for quick, easy identification. The SZ-stranded, loose tube design isolates fibers from installation, environmental rigors and allows for easy mid-span access. The cable design is also National Electrical Code® (NEC®) listed (OFCR and FT-4).
The flexible, interlocking armored design offers over seven times the crush protection compared to unarmored cables (as characterized to ICEA-696) and allows easy one-step installation which reduces the overall installation costs. The UV-resistant, flame-retardant jacket is rugged and easy to strip.
Note: This cable is available in 12 different jacket colors – blue, orange, green, brown, slate, white, red, black, yellow, violet, rose and aqua. The colored jacket allows for easy visual identification of the cables while still providing all of the required environmental protection of an indoor/outdoor cable jacket. Black is the standard jacket color using the part numbers shown here.
Features And Benefits
• Fiber Category: multimode (OM3)
• Standards:National Electrical Code® (NEC®) OFCR, CSA FT-4
• Design and Test Criteria: ANSI/ICEA S-104-696; CSA FT-4
• Fiber Count: 60
• Fibers per Tube: 6
• Number of Active Tubes 5
• Fiber Coloring: Blue, Orange, Green, Brown, Slate, White, Red, Black, Yellow, Violet, Rose, Aqua
• Outer Jacket Color: Black
• Operation: -40 °C to 70 °C (-40 °F to 158 °F )
• Max. Tensile Strength: Short-Term 2700 N (600 lbf) / Long-Term 810 N (180 lbf)
• Weight: 293 kg/km (196.8 lb/1000 ft)
• RoHS: Free of hazardous substances according to RoHS 2011/65/EU
• Fiber Category:50 µm MM (OM3)
• Wavelengths: 850 nm / 1300 nm
• Maximum Attenuation: 3.0 dB/km / 1.0 dB/km
• Serial 1 Gigabit Ethernet: 1000 m / 600 m
• Serial 10 Gigabit Ethernet: 300 m / - m
• Min. Overfilled Launch (OFL) Bandwidth: 1500 MHz*km / 500 MHz*km
• Minimum Effective Modal Bandwidth (EMB): 2000 MHz*km / - MHz*km


text:
Beijing Moves to Enforce Care for Older Parents
Legislature Amends Laws, Calling on Government to Do More and for Adult Children to Assist Their Parents
BEIJING—Chinese officials signaled rising concerns over the nation's growing ranks of elderly with new measures urging adult children to visit their parents and opening the door for elders to sue for better care.
The amendments to current laws on the elderly enacted on Friday are vague and likely difficult to enforce. But they fit into a broader conversation in China that includes the breakdown of social mores in a fast-moving economy, a rapidly aging population and the impact China's one-child policy....


text:
Please click anywhere to continue browsing our site.
*Eligible tires: Potenza, Dueler, Turanza, Ecopia and DriveGuard. U.S. only. Void in Puerto Rico. Purchase from participating store and submit claim form. Offer excludes Costco and GM purchases. Limit 2 per household. Cannot be combined with any other offer. Certain restrictions apply. Void where prohibited. See BridgestoneTire.com for details.
**The Bridgestone Visa Prepaid Card is issued by The Bancorp Bank pursuant to a license from Visa U.S.A. Inc. and may be used everywhere Visa debit cards are accepted. The Bancorp Bank; Member FDIC. Cards are issued in connection with a reward. See claim form for details. Card terms and conditions and expirations apply. All trademarks and brand names belong to their respective owners. Use of these trademarks and brand names does not represent endorsement by or association with this card program. All rights reserved.
©2019 Bridgestone Americas Tire Operations, LLC. All rights reserved.
Ken's Tire & Wheel is a pillar of the Montebello, CA community. Ken's Tire & Wheel is a leader in offering name brand tires, wheels, auto repair and brake services for customers located in and around the Montebello, California area. Our goal is to focus on customer service. It is the foundation of our business. Ken's Tire & Wheel employs a well-trained staff specializing in the sale and installation of passenger car, performance and light truck or SUV tires. Custom wheels are available at Ken's Tire & Wheel. Special wheels and rims compliment any tire or customer vehicle. Complete under-car services, such as oil changes, brakes, shocks, struts, alignment, and transmission fluid flush for both foreign and domestic vehicles are readily available at competitive prices. Take this opportunity to browse Ken's Tire & Wheel website or call us for personalized service.