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Marianne McCann

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Posts posted by Marianne McCann

  1.  


    Baloo Uriza wrote:

    Oh, well, I stand pleasantly corrected, then!  Though I think my point about the BC canals being a little more suited for random stumbling to be valid since the vehicles in question don't try to eggregiously violate gravity.

     

    Perhaps so! Though, to be honest, I view any vehicle that is "randomly stumbling" to be flawed. Vehicles don't (or should I say, "shouldn't") stumble.

     

  2.  


    Baloo Uriza wrote:

    That said, the boat canals in Bay City have ferry platforms in the canals, which may have one time or in the future be served by LDPW boats, but are currently unused.  Would be neat to see boat traffic lift the drawbridges now and then, and the high canal walls would help prevent boats from running into other parcels.

     

    That would be in error. There is an automated water trolley in the center of both the east and west side that serves the very platforms you speak of. These do automatically lift the drawbridges on their route. Why, here's a picture of one of the trolleys doing just that:

    http://www.sluniverse.com/pics/pic.aspx?id=275631

    One of the central differences between these and, for example, AnnMarie's vehicles is that hers are self guided, rather than on a set course. This is how you end up with them in places never designed for cars (such as the bridle path, where it is unreasonable to expect pedestrians to watch for automotive traffic). IMO, this is one of the key differences between her system and many (most) out there, and is the cause of a fair amount of the friction between her system and other Second Life Residents. Some places are just not designed for such a system, and are ill-served by it.

  3.  


    AnnMarie Otoole wrote:

    *  Most people love them, some hate them, can't please everyone.
    *  They are popular.  Over 50,000 rides by over 27,000 riders since January.

    Does this include the times I've ended up in them by accident (clicking to touch and instead sitting in them), etc? If so, that is no indicator of popularity.

     

    • Like 1
  4.  


    Holocluck Henly wrote:

    We should have a special party day when the new Mole Midway is ready. Any talk about that yet?

    I am *so* up for that. Working on some stuff for a mixer type party. We have the anniversary coming up to. I may have to poke moles about the timing on Weston/Oak Bluffs (if they know). Definitely up for a party.

     

  5.  


    Holocluck Henly wrote:

    Bay City is alive and well.

    Bay City has an active community.

    Bay City is exceptionally productive for a Mainland community.

    You said it! Proud of our community!

     

  6. I spy LDPW construction equipment in Weston and Oak Bluffs!491482.jpg

    It'll be interesting to watch this site develop. Plans are for a bit of a mole amusement park. :-)

  7.  


    SID Riler wrote:

    It is a good thing, but after seeing how much abandoned land is there in nautilus and baycity, just to list some, imagine the run for the land, is gonna be in those area, people waiting to catch L1 sqm land in areas like that

    I don't know about Nautilus, but you will be hard-pressed to find actual abandoned land in Bay City. Most gets put in the auction queue very quickly.

    Now for sale land... that's another story.

  8. Huzzah! A place for the city by the bay!

    362209.jpg

    From the wiki:

    Bay City, introduced in the first half of 2008, was the latest block of city style sims. West of Nova Albion, Bay City has appeared as an attractive addition to the continent of Sansara on the main grid. A duplicate is also created for Teen Second Life, and has been merged with the Sansara land mass with the integration of same.

    Bay City is reachable via standard teleport, or on the main grid by sailing the Straits of Shermerville, or traveling Route 66 from the Ahern or Nova Albion infohubs.

    • Like 1
  9.  


    Sylvia Tamalyn wrote:

    /me waves at Marianne!

    Thanks again for the info about rez zones in Bay City. I did fine with it till I rode into my own yard and got a message saying I was over my prim limit! lol

     

    Totally welcome! We just got those put into the Westside last week. Others on that side include:

    http://slurl.com/secondlife/Bay%20City%20-%20Mashpee/250/10/24/ (On the road)

    http://slurl.com/secondlife/Bay%20City%20-%20Harwich/128/10/24/ (canal basin)

    http://slurl.com/secondlife/Wellfleet%20Harbor/190/140/24/ (Charterhouse)

    http://slurl.com/secondlife/Portage%20Bay/140/200/24/ (seaplane station)

  10. For such issues, I believe you will want to leave appropriate feedback on the product page, under reviews.

    Also, make sure of the following:

     

    1. Is the item boxed? Oftentimes the boxes will be no copy, while the item inside will have the appropriate settings.
    2. Do the perms change upon rez? In which case you would have a copyable version still in your inventory. This can happen with permissions on scripts or other items within the object are set different form the object itself.

     

    Best of luck, and I hope it gets resolved to your satisfaction!

  11. The bridle path. Bring a horse and go from http://slurl.com/secondlife/Pavonia/15/193/ to http://slurl.com/secondlife/Athetis/104/15/ On one end it links up with the SLRR, and on the other, with the old Great Wall. Nice natural looking area, lots of varied bits, and even water troughs for the horses. Nice piece of Mole work.

    485047.jpg

    Lordshore bridge. Has a nice viewing platform at one end, and a hidden cave at the other. Really nice double suspension bridge. Definitely not the sort of thing you'll find much elsewhere at that scale.

    452739.jpg

  12. I feelings echo a lot of others here.  When I first saw them, I chalked them up to just another one of many interesting automated vehicles that have come along over time, from the old telehopper and kissling vehicles, the ferry from Purple to Cecrotopia, the GSLR, Cubey's automated planes out of Abbotts, etc. Not that big a deal. 

    Then I started to see these cars everywhere. Ambling along the rails of the SLRR, floating in the waters off of Cowell, and along the bridle path (aka Route 6). Tanks rolling through neighborhoods, buses at the bottom of canals, and steam belching vintage tractors wandering aimlessly down the road. 

    In some areas, the frequency of these means you'll see several pass by in the scope of only a few minutes, and their "brainless" meandering makes them hard to avoid on the roads. As a result, I don't tend to use the roads anymore. Likewise, even standing on right of way (such as on the aforementioned bridle path) can lead you to be hit by these automatons. 

    AnnMarie Hits Me!.jpg

    Thankfully I didn't end up in a cast!

    On one hand, I think it's a pretty amazing piece of work. These things are fully self guided, and "learn" as they go. And that is pretty cool. I agree, too, with those who talk of how nice it is to see traffic on the road. And frankly, I worry that too much regulation against them could affect some of the other automated vehicles out there that aren't annoying people.

    I did try to talk to the owner of these, specifically to ask her to consider keeping them off the bridle path and other otherwise inappropriate locations. Unfortunately, in spite of the amazing AI work that went into them, she declared that it was simply impossible to teach her vehicles to avoid these paths (for example, having a blacklist of regions where it would be a "no no" to travel into). Likewise, she said, she gets so many people riding them  (and donations from these riders), and besides, they really like the "country roads."

    To me, I see some issues. For one, these are self-guided. They end up going into areas where vehicles are not intended (for example, a stretch of Linden-owned right of way that is deliberately "blacklisted" for vehicles, and sectioned off with a faux tunnel). For another, they do end up negatively impacting regions due to script load (and to a lesser extent sound, particles, and such). They're also arguably far too frequent. Also, as I believe was indicated above, they're non-phantom, bump into people, and end up often collecting in ditches.

    A bigger issue, IMO, is that they're soliciting for Lindens, and give you information to purchase your own AI driven vehicles. In short, it turns these from "friendly public service" to "mobile ad farm." This, IMO, runs afoul of the spirit of the ad farm rules.  So as much as I'd like to say "meh, random cars," I can certainly sympathize with those annoyed by these things. It seems like a noble -- but very misguided -- effort, and one that puts 'look what i can do" in front of "we all share this space."

    Supposedly these things learn, but the one thing they cannot adapt to is the growing frustration of people who would like to be able to share the road, yet have been pushed off of them (literally and figuratively) by these vehicles.

  13. Though you already know it, here's a reminder for others. ;-)

    "Similarly, some of the first educators and researchers in SL were a bit clumsy in their approach. There were early incidents in which Residents felt—rightly—that they were being spied upon or treated like guinea pigs rather than human beings. Imagine how you would feel if an entire class of students set up right next to your vacation hideaway, left trash lying around, logged your conversations, and posted them on the Internet with criticism and mean-spirited comments. This is exactly what happened to some early Residents. Things have improved greatly in the years since then, but sometimes SL Residents are still subject to that kind of inconsiderate behavior. For example, a constant stream of researchers (often students) posts on the Second Life official forums requesting that Residents please take their surveys. Most of these surveys include the same questions that have been asked over and over. Often they aren't spell-checked, or refer to SL as a game—a sure way to irritate a substantial number of Residents. Some Residents make a hobby of critiquing these surveys, pointing out how the questions and their wording make it clear that the researcher isn't familiar with Second Life. Some post outright that they are sick of badly planned surveys and suggest that the researchers log in and do their own research. "
    From The Second Life Grid: The official guide ro commuinication, collaboration, and community engagement
    by Kimberly Rufer-Bach
    ISBN: 978-0-470-41291-6

  14. G'morning an G'evening, all! Here's hoping you had a most amazing weekend!

    Mine was busy.. but I did not take many or even the best piccies. I went to the Nova Albion parade, but I crashed out during it and missed some of the good shots. Also, I did't get very good piccies of this big snail race 'cross the mainland, neither.

    But at least I got the laundry done.

    491280.jpg

    Hope everyone has a super week, an I'll have more piccies next time, I'm sure!

  15.  


    koto Nizna wrote:

    nice! what sim is the 1st and the 4th picture?

    Thanks - and oops! I meant to include that information. First is Bay City - Argos (and beyond) and the last is Cowell (Cowell Village, specifically)

     

  16.  


    Holocluck Henly wrote:

    Kudos to Second Life community folks who listened to our request and recognized a need to add this board.


    You have our gratitude!

     

    Yes! Thank you indeed!

    And.. not to sound like I'm ungrateful... but might we get some sticky topics, like say Nautilus City, Bay City, Blake Sea, Snowlands, and Nova Albion?

  17. For me, its often a question of scale. Mainland is huge in comparison to individual estates. You can head down a road or the tracks and cover region after region. You have huge waterways like the Blake Sea, Dire Strait, Bingo Strait, Degrand Channel, or even the Gulf of Lauren to explore. it's just... space.

    It's also about exploration and discovery. You can just wander down a road and find new, sometimes amazing things. You can go down a road you've been down 100 times, and see new things all the time. At the same time, it's a part of having a home here. landmarks long present and land that you can practically travel all these years later with your eyes shut. The familiar combined with the new, static *and* radical change.

    It's also running across other explorers, or ending up with great neighbors, and building new friendships and communities that crop up through the random happenstance that courses through the veins of the mainland.

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