Have you ever wondered what a septic tank at a laundromat looks like?

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Well now you know.

We had to get ours cleaned today, so I snapped a photo after the lid was opened and before the cleaning actually began.

If you’re curious, the tank is split up into two sections. The first section, which is closer to the bottom of the photo, is the filter section. All the garbage gets piled up in that section (like lint from clothing and other items that manage to get thrown into the washing machine and make it down the drain).

Although you can’t really tell from the photo, because only the top part is showing, the divider is actually like a sifter that holds the garbage on the closer side and lets the water through to the other side.

Once the water makes it to the other side, it should be relatively free from debris, which at that point, it gets drained out through the regular sewage system.

I would estimate that the tank, when emptied, is approximately five feet (1.5 meters) in depth.

A consequence of septic tank cleaning is that the entire laundromat begins to smell like moldy sewage. To try and mitigate this, I opened up all the windows, propped the front door open, and opened the side doors to the hallway of the building.

Opening the doors to the outside didn’t really do much, apparently, because the smell still lingered; but, opening the door to the hallway did do fantastic work in the sense that the entire building started smelling like sewage.

Our neighbors were extraordinarily delighted about that, and by delighted, I mean irritated.

 

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Android Pay no longer accepts all custom loyalty programs

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I got an email from Google about a week or so ago letting me know that Google Wallet was now Android Pay.

In response to the notice, as well as from all the hype going around about using your phone as a payment method, I decided to give Android Pay a try.

I uninstalled my old Google Wallet app (which now apparently serves the single purpose of sending and receiving money), and downloaded Android Pay to set it up.

The main reason I used Google Wallet was to keep track of my loyalty cards (and other cards with a bar­code), not so much to use it as a credit card replacement. Most of the stores I go to don’t even have the features installed to use NFC for payment anyway.

The first thing I noticed about Android Pay was how unintuitive the controls were. You would expect things to only respond when you want them to, but if you tap any card once, your entire card set expands, rather than just that one card popping up. If you scroll too far up, everything collapses again.

But that’s not my primary complaint. The main problem I’m having is that you can now only add loyalty cards for companies registered in Android Pay’s database.

Back when I used the old Google Wallet, I was able to put in my library cards as loyalty programs because it would let you assign a custom name for all your cards, and it didn’t have to match it with any database.

Now, although my library cards carried over to Android Pay, I’m not able to add any new cards with bar­codes (such as my student ID). When I type in “Northwestern University” (because that’s what I want to save my barcode as), it just says there are no results found, and won’t even let me put in a custom card.

I searched around for a solution, and it seems like that’s just not a feature that’s available anymore.

Sure, Android Pay wasn’t exactly designed to be a loyalty card holder, but it, in theory, is supposed to be a wallet replacement (or, at the very least, a wallet shrinker, because you can’t store your driver’s license in Android Pay). If a secondary feature like this is implemented, I would hope that it has full functionality (or at least not take a step backwards from a previous version of the app).

 

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Geese

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I had a meeting today in a room at the top of these stairs:

I took these photos out the window while I was waiting in the lobby:

There were a lot of geese there, as you can tell from the second photo.

I watched them.

Edit: No, I did not miss my meeting because I was busy watching the geese. I stopped watching them when the meeting began.

 

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Reactions to HotS PTR Patch Notes for September 24, 2015

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My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

There was a problem with today’s PTR launch and the patch is being delayed until the beginning of next week. But, luckily, that doesn’t delay this article – here are my thoughts on the changes being trailed on the pub­lic test realm.

Heroes of the Storm PTR Patch Notes - September 24, 2015

Source: Heroes of the Storm PTR Patch Notes – September 24, 2015 (via Battle.net)

  • New maximum graphic settings for 32-bit operating systems

    You’ll be surprised at how bad a lot of people are at using computers.

    With the trend going towards convenience and usability, fewer people need to actually know how computers work nowadays because they’re so easy to use. Something goes wrong? A few decades ago, you needed to retrace your steps on your own and find out where the problem happened. To­day? Just run the troubleshooter, and it will automatically solve it for you.

    With a remarkable number of people not knowing how processors, graphics cards, and screen res­o­lu­tion can affect frames per second, frame skip, and other in-game performance issues, it’s clear that the easy way out is to just do it for them, rather than trying to leave settings in their hands.

    I can visualize a young teenage boy, loading up Heroes of the Storm for the first time on his eight-year-old laptop, and projecting his (soon-to-be) masculinity into his game settings by selecting Ex­treme for every option.

    He then proceeds to queue into a game and play at 3 frames per second, mentioning every several seconds how much this game sucks, not realizing that it’s actually because his laptop probably can’t handle anything above Low.

    I like that it seems like Blizzard is taking a step towards expanding their playerbase and trying to improve retention rates. Hopefully, not even giving the option for people to screw over their own gaming experience will make Heroes of the Storm more user-friendly.

  • Lt. Morales

    Although Lt. Morales’ traits and specific damage numbers have not yet been published, it’s clear that she does very little damage. According to information released so far, her only sources of dam­age output are through basic attacks and her Displacement Grenade, with everything else being a heal, buff to an ally, or utility spell.

    This new hero sort of reminds me of the zDPS Witch Doctor from a while back in Diablo III (zDPS stands for zero damage per second, the build was named as such because it has very little damage output compared to other conventional builds). The zDPS Witch Doctor would use Haunt, paired with the legendary affix on Tiklandian Visage, to permanently crowd control enemies.

    It’s interesting to see that, in a similar manner, a hero with almost no damage output can be in­clu­ded in a team composition simply because she provides such good utility.

    The way Lt. Morales is designed also continues Blizzard’s trend towards giving each hero a unique identity.

    A problem that a lot of League of Legends players face is feeling restricted to a small set of cham­pi­ons that are in-meta. These champions are considered the most powerful because they do what oth­er champions do, but better.

    For example, for a period of time, Hecarim was the best top laner because he could basically do what all other top laners could do, but better, and all-in-one (tankiness, mobility, dueling, as­sas­si­na­tion potential, sustained damage output, etc.).

    League of Legends addressed this problem by releasing the juggernaut patch, where a bunch of cham­pi­ons were reworked and given “gimmicks” to make them unique from one another. Even then, there are still situations where you see a champion and think, “why play this champion when you can play this other champion instead, fill the same role, and do it better?”

    For Blizzard, although this is likely attributed to the fact that there aren’t many heroes yet, each new hero already has a unique set that will allow them to fill a role no other hero can fill.

    For Lt. Morales, that role is a support/utility-only role, which will likely work well with teams that have a lot of high-risk high-reward hypercarry heroes (heroes deal a lot of damage and pose a huge threat to the enemies, but die easily without help from allies).

  • Clarity changes to buffs, debuffs, and visual effects

    There are a handful of changes to improve clarity in-game, some of them including a structure tar­geting indicator, an egg overlay for Murky, art for Lamb to the Slaughter victims, and stack in­di­ca­tors for some talents.

    This is a step in the right direction, but something that really needs to be added back into the game at a high priority are all buff and debuff indicators, not just the few from this patch.

    A handful of patches ago, these indicators were removed from the game for reworking. With this change, we lost a lot of information about our heroes’ statuses.

    The number one thing that sets apart a better player from a worse player is how many things they can keep track of at the same time. A very new player might only have the capacity to focus on the one-on-one in lane, while a professional player will be keeping track of every single one of his/her opponents.

    However, to expect someone to memorize the duration of all enemy crowd control and count the number of seconds for the Block trait to max out is a little unrealistic. There needs to be a good middle-ground for information being provided so the player can work with what (s)he has.

    It’s fine if buffs and debuffs get cluttered. They’re off in the corner, and their icons are small enough that they are not going to cover up important areas of gameplay, even when a hero might be under the effects of 15 things at once.

    New players probably won’t even notice them anyway because they’re tunnel visioning on the fight. Seasoned players will appreciate the fact that they can now see their hero’s power swings (when am I crowd controlled vs. when am I ready to fight with max stacks of a passive). Professional players will use this to distinguish themselves between regional champions and world champions.

  • Other changes

    I really like the implementation of end-of-game surveys. I obviously have no clue what kinds of questions they’ll be asking, but research is always one of the keys to improvement, and polling play­ers is a good way to gather information. I also like how the question will be asked right after a game – this will help gauge end-of-game emotions (because players will not have had a chance to “cool down”), and avoid skewed answers from poor memory.

    The loading screen will now contain more information about the upcoming game. For more serious players who are playing as a group, this is a good opportunity to strategize before the game. Always remember that the game starts at hero select, not when minions spawn, and continues until one core explodes.

    Branching off the last point, group replay viewing is another way for serious players to come to­gether and analyze play. This will probably be an extraordinarily effective tool for professional teams that haven’t transitioned into a gaming house yet, and can’t just huddle around one com­pu­ter to watch replays.

    And finally, Garden of Terror is about to become a lot more annoying, as if the Terror wasn’t ir­ri­tat­ing enough. Overgrowth can now disable the Core, and has scaling health based on game time. One thing I really liked about Heroes of the Storm is how the Core can defend itself (unlike how the Nexus in League of Legends is just an inactive structure when its double turrets are down). I sure hope that this Overgrowth change brings some unexpectedly good results, because as of right now, I’m not too excited for it.

 

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I’m not unlucky, I’m cursed

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I’m pretty sure that, in return for everything bad I’ve said about League of Legends and how much better Heroes of the Storm is, Riot has basically applied some sort of curse onto me so every game of League of Legends I play becomes the newest worst experience of my life.

Out of my last five ranked games:

  • 3 have had at least one person disconnect or ragequit
  • 2 have had two people disconnect or ragequit
  • 2 have had allies who have typed out very elaborate death threats (more detailed than the standard “go kill yourself” that you see every game)

During one of the games, after being called a homosexual during champion select for a reason I wasn’t able to catch, we went in game with a Draven who is also an aspiring comedian.

After our Leona accidentally uses her Flash and announces it in chat, Draven intentionally uses it, and re­plies, “same.”

League of Legends - Draven intentionally wastes Flash

Four minutes later, he leaves the game.

League of Legends - Draven ragequits after blaming his support

(Click to enlarge)

Not that it would’ve mattered anyway, seeing as now both our jungler and marksman were disconnected, but the enemy jungle Trundle then proceeds to run figure-8s around my lane, avoiding my wards and thrusting his club up my anus.

(Also, notice how in the second screenshot, my ping has mysteriously gone up to 47ms when it used to be 18ms at the start of the game. I basically live next door to the new Chicago servers.)

I can’t wait for Heroes of the Storm to become more popular so I can just quit this game entirely, instead of being forced to play LoL anyway in order to be a well-rounded caster for the world’s most popular game.

(This post isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or any­one officially involved in producing or managing League of Legends. League of Legends and Riot Games are trade­marks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.)

 

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The HotS Americas Championship broadcast was amazing

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The Heroes of the Storm American Championship concluded today, with Cloud 9 defeating Tempo/Storm in the finals to claim first place in the region.

My tweets from during the event:

Twitter - @Parkzer - Tweets from Heroes of the Storm Americas Championship

(This screenshot was taken from my feed, so the oldest tweets are at the bottom and the newest tweets are at the top.)

As you can tell, I was a bit disappointed at Tempo/Storm’s defeat, and was sad that Zuna and the team were having a tough time on the day of the finals.

Some of it might have had to do with the fact that the point of the tournament was to qualify for BlizzCon, which Tempo/Storm did, and about which I’m happy. But, that extra prize money would’ve been nice to go to the team I support the most.

Overall, the broadcast was amazing. I have a more in-depth article being planned out right now about why the broadcast was so successful.

In summary, the interface, camera control, audio balance, and usage of down time all contributed pos­i­tive­ly to making the broadcast a success.

Even though Heroes of the Storm is probably the smallest out of the big eSports right now, I’m glad that the producers and directors behind the scenes are working on things that make watching Heroes of the Storm better than even the seasoned productions like League of Legends’ League Championship Series.

On the 19th, the event opened up with a bit of an error in the interface, with the team names being in­verted (it’s possible that it could be attributed to a seating mix-up?):

Heroes of the Storm Americas Championship - Team names reversed

This error was temporarily patched up by just removing the team names two minutes into the game, and was fixed later on into the game.

Heroes of the Storm Americas Championship - Team names removed to fix error

Apart from this, I didn’t really see any problems over the weekend-long broadcast.

Stay tuned for my in-depth article – if it’s not posted directly on my website, then it probably means it was posted elsewhere. Even in that case, I will still include excerpts and a link here soon.

 

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