My NA Can回憶

早餐
上8半會去食早餐,腿蛋治熱奶茶。早餐好少人食,成個sem撞口撞面都係同一班人。

涷飲比熱飲大杯一倍

鮮茄牛肉飯
有次去到11點岩岩有飯,嗌左個鮮茄牛肉飯。可能廚房都未ready,我記得等左好耐,Probably果日上11半,等到好心急。最後個飯好好食,真係鮮蕃茄,真係鮮牛肉,飯又煮得岩岩好,條菜又岩岩煮好。之後出黎做野仲好念念不忘︰係茶記食呢pat垃圾都要三十幾蚊na can個鮮茄牛肉飯至少值九十蚊囉!

下午茶
烏冬 (好似na can係雞翼烏冬,五香肉丁烏冬好似係coffee con) + 叮噹

有一期下午茶有糯米糍,看檔個呀姐話係佢自己整,試下新野,又會問你意見。

兩餸飯問呀姐可唔可以要多條菜,呀姐好開心︰哎呀你肯食多啲菜好呀,個個都唔食菜架!

後來開左麵檔,蕃茄肉片米都好好食。

考試有湯飲


朝早經過na can會斟左水先,因為賤標啲水有怪味。當年完全無公民意識,水機啲水有怪味都唔識揾系方問下,到之後下莊有次問左原來filter跟本冇換過。

收唔到電話
其中一個比較早有wifi既地方,但係收唔到電話。

Assassin’s Creed Odyssey Comment

Overall

200+ hours. Completed all main quests and side quests. This is a comment too long for a game too big.

Boiling down to one question if playing this game gave me an enjoyable experience. I would say no. It is a pizza too big. For a large chunk of my playtime, instead of playing, I was working to have it completed.

The gameplay is smooth and I didn’t encounter many technical glitches. (I do encounter a bug in a side quest so I cannot finish that quest.) The sea, and the fluid dynamics, is beautiful. Kassandra is very charming. She is beautiful, strong, confident. I enjoyed watching her in every cut-scene. Yet after hundreds of hours, the awe faded but the annoyance did not. I have had fun time, but I have also been confused and stressful, and was put-off by some narrations and stories. 

The game feels like a sandbox or a platform where various teams throw different content into it. These contents vary in quality. Some of them are nice and intriguing, while some plain and boring.

Quest-lines

There are very good quest-lines, with intriguing introduction (eg. flying blade and Spartan temper from the Silver Island questline) and natural interchange between you and these characters. The stories unfold at a right pace. They are real people and you would care about what would happen to them.

There are also dull quest-lines. You found some damsel-in-distress in predicament. An NPCs then stood there, read you a long paragraph of background and gave you tasks. You did those tasks and saved the day. (No. I am not talking about those Timed Side Quests or Contract Quests which are just for XP or loots.)

The quest objectives are the most monotonous ever, looting and killing. All quests can be complete by killing everyone in the mission location. You need not worry about losing a tailing target, getting detected, mystery solving, shooting a war elephant while on a moving chariot. Basically there is only one way to fail a quest (die).

There is an enormous amount of repeated looting and killing you have to do. These repetitive tasks can only be turned into purposeful missions by proper narrations. Purpose of adding another quest should be to enrich the game, not merely lengthen the gameplay time. I could not help but wonder how the game could have glowed if the quest is halved. Keep only the better half with more time and effort to polish them up.

Sidenote

The Silver Island quest line is very well-done in many aspects. Read from reddit that it was made for pre-release review. It made me angry. Hey Ubisoft, you are actually able to make very high quality content if you want to. Why are there so few of them?

Sidenote again

Quests from the free DLC “The Lost Tales of Greece” are generally better than those in the main game. Rushed the main game development maybe?

The choice system

The choice system has given me traumas. 

Throughout a questline you have to make dozens of decisions. While most of them affect only the conversation. Hidden in that dozens of choices, there are a few choices that do affect the outcome. Problem is that there are “good” or “bad” outcome (eg. people getting killed or saved, people like you or not). So instead of “see how things go” it is more like “see how well you’ve done”. The results would tell if you have correctly checked all the boxes. There are unpredictable twists so there is no way to guess how things would go. Occasionally you will find out someone is dead because you have stepped on a mine (subtle choice that matters) a few quests ago. It is like exams but they don’t tell how marks are given. There is no fun, just shock and frustration.

I will say good choices are those with foreseeable consequences, that you know what you are choosing. Say in the Silver Island quest line, when you choose to side with and befriend a character, you change your relations with them. Another very good one would be the breast Slayer ending quest. The quest giver told you her rules and value, told you how you will be treated. At time of choice, the choice is very heavy emotionally. And its consequence follows. Although the loots were the same, this choice is hard and it does matter. These choices are rare.

Supernatural stealth

This depends which play-style you enjoy.

Half way through the game you would gain some superpower ability. You can slow time, turn invisible, make corpses vanish, teleport and chain assassin 5 people. (It is called “rush”, but by the fact you can “rush” to the 2nd floor or to another roof, I can only call it teleport.)  When someone spots you, time will be slowed and time is more than enough to walk towards him and assassinate. So if you need to Infiltrate a fort, not much prior scouting or planning is needed. You walk in right from the main gate and start a fast-paced killing spree, and corpses will clean themselves up after you. Other guards would simply take over his guarding post. I found the handling cartoon-ish. “Hey. Didn’t you notice your pal is missing!!??”

The stealth thing is no more a strategic puzzle but a fast-paced action stunt with supernatural ability. It makes you feel powerful and it is fun. But it is totally a different thing than previous games or even earlier phases of the same game. It is more of a personal preference. For me, I miss the strategic gameplay.

Overwhelmingly Big

I suppose this is a personal problem. After Athens, the game world suddenly expanded so big that I got lost. There are too many places, too many quest-lines. It is overwhelming. It feels like I have to do a project too big and I have no idea where to start. I found out some quests will expire if another story-line got too far forward. I began to research, plan my way forward, and calculate how many hours I have to put into the game. It is mentally stressful.

Blank Villains

I am confused about the hatred and motivation to go after some villains. Twice in the main quest line, when my Kassandra is tracing down an important (aka more airtime) cultist, I was like “hey, why are you so angry? I don’t hate them that much.”

When going after the remaining cultists, I unveil them then go after them. I don’t know them and it feels like going after innocents. What has he done? What if there is another Lagos (a reluctant cultist)?

Sometimes the game did not make me feel “this guy has to go” before giving me the task to kill the villains. On these occasions, the tasks to kill are just tasks. The sheer number of cultists is padding.

Cities

Most of the areas feel the same, with the exception of a few (eg. Athens, Sparta and Lalaia). If you are not looking at the names, it is difficult to tell in which city you are roaming. As with the number of quests, I think it would be better to lessen the number of places and put more effort into enriching those remains.

For example, Korinth was described in conversation as a lawless city. But there is no way to feel the lawlessness of it. It is much like every other city. Maybe it could be fixed by someone yelling “thief” or drunk in the street, or adding a quest about pickpockets like the one in Olympia.

Origins on the other hand did a better job at creating a different atmosphere for different cities. The cities are unique, Siwa, Alexandria, Memphis, and of course Cyrene.

Memorable Buildings

In Origin I vividly remember places like the Great Library of Alexandria, Lighthouse of Alexandria, and Temple of Hatshepsut. But in Odyssey, the same few temples and houses pop up everywhere. The statues in temples are found repeated in the street. Murals are repeated too frequently.

I thoroughly explored Akropolis of Athens only in a very late quest in the main quest-line. If it happened earlier in the game, maybe it will be more impressive. (What I remember most about Athens buildings is that I cannot find the f-ing staircase in Perikles residence and I am in that stupid Athenian robes so I cannot climb.)

I was looking forward to taking some good pictures for the Statue of Zeus at Olympia. Turned out it was a low-poly model pumped too big. It is seven wonders and I expected better.

Puzzle and Maze

I think there are more locations in Origin that are designed to be a puzzle that make my head tilted. It could be some temples with only a few openings forcing you to study the guards’ patrol pattern, some tomb puzzles like the huge one under Sphinx, or climbing puzzles like the Lighthouse of Alexandria.

The tombs in Odyssey are significantly easier to explore than the pyramids in Origin. There are no puzzle elements in the forts. Thrown yourself in and you will find plenty of bushes to hide in. As game progress, the forts grow bigger in size with more guards, but not more complicated. I felt I am too full for that in the later phrase in the game.

Characters

There are a number of interesting characters, such as Alkibiades, Kyra, Agapios, Phoibe. Good characters and good quests usually go together. As both of them happen when the writing is good. I like the feeling of having friends all around Greece. It is nice to bump into them for another quest. Alkibiades is fun and dramatic while at the same time historically accurate. However much a party animal he is, one should never take him lightly as a capable and ambitious politician.

Society

There are interesting individuals, but do not tell much about the place and the community. On the streets many people are mindlessly wandering at the same pace. They are like models randomly placed without much consideration. I think building a society is not something of concern in this game.

I love that there is a flooded slum in Athens. As the characters we met in Athens are all social elites, I was excited to see another side of Athens. Hoping to see some social dynamics, we just went there for one mission (the snake dealer). I think it is a wasted potential.

Origins did a remarkable job of crafting a believable Ptolemaic Egypt. As a player born in colonial Hong Kong, I can totally relate the “Greek elites” vs “Egyptian commoners” tension. Social class dynamics are presented, such as some rituals are only respected by Egyptian. All these describe the empire to me. The scripts were written with a social background in mind and it transcends through all characters and places. It shows attention to a bigger picture and efforts to align everyone working in different parts of the game.

Besides, in Origin when Bayek is in Siwa, other villagers will yell “thanks god you’re back”. Immediately you know people missed the protagonist. And only after the social fabric is laid we would understand why he is welcomed. 

The lack of narration of community or society also explains why the cities are bland. Because something very important is not there. If the background society is not well established, there is nowhere to put the characters in and there is nowhere for the players to immerse in.

Modern days are drag

After I finish killing the last creature boss, I thought I am on my way to the DLC. Then I was met with long paragraphs of messages that I cannot skip, mirror puzzles which are mundane, tomb explorations which do not count as tomb completions. Why is the Atlantis hall so big and why do I walk slower in it? Basically two hours of walk there, listen to that, walk there, watch cutscenes and walk… with lots of long loading time in between. It was an audiobook that requires manually turning pages. I was literally angry, feeling I have wasted my free afternoon for nothing.

Also, Layla is a horrible person. I am pissed off by the fact that the character I love had to endure millennia just to keep an item safe for the character I hate.

First Blade DLC

Poor writing and disrespect the main game. Throughout the game, you finish quests in an area then you move to the next. There is no reason to “go back” to a house in Dyme and suddenly feel so clingy and lonely. I have no connection with that place, and all my crews and families are on Adrestia waiting for me. The DLC assumes you have lost your family and was alone. But this assumption is plain wrong.

My character in the first few encounters shows a loving gaze towards the would-be-partner. I have dozens of hours with my character and just met this new character. You cannot make my character fall for him before make me at least like him. In fact most romance options in the main game have better foreshadow than this. I understand that, for lineage sake, the relationship has to be there. But that flowery romance is forced upon the players unnecessarily. 

At worst, my character feels incoherent with the one who I have been familiar with in the main game. Not only for the romance, in general in this DLC my character is much softer and self-doubting and it feels like a different character. Am I still playing the same game?

Atlantis DLC

Poor story writing. It tries to demonstrate the problem of supreme ruling in Elysium, and the problem of chaos in Underworld. Yet, in Elysium I see no sign of authoritarian ruling. In Underworld, the ferryman complains about the chaos while the dead are queuing up right next to him in an orderly manner. Elysium has a moody ruler. Underworld is busy. Both are just fine. You will find more authoritarian ruling under the coronavirus lock-down and more chaos in the toilet roll craze.

In the afterlife, a Spartan general, whom I assume has killed many in his life, thought that he has fallen from grace because he had once indirectly caused a miscarriage. (!?)

In Atlantis I met some good and lovely Isu (I like the one with geekspeak). Then I found a lab where some bad Isu are doing bad things. So I think Isu is beyond saving and decided to destroy the whole Atlantis and kill them all. (!!??)

In Elysium and Underworld, to proceed, the main quest requires you to tackle three forts, find four guards, and find three tablets… They are not even embarrassed to tell me I have to repeat the same thing multiple times.

土耳其新軍 Janissaries

於14世紀成立,鄂圖曼帝國首支常備軍。全職軍人,有薪俸有退休金。帝國挑選強壯男丁入伍,訓練刻苦,紀律嚴明。

百多年後,多項規定逐漸放寬。由服役期間不可結婚,變成可以結婚,再變成軍人身份世襲。體能規定一再放寬。此後三百多年,軍人待遇優厚,是特權份子。能左右政策、廢除蘇丹。

時移世易,新軍由千餘人的先進精英部隊,變成十萬人的超龐大政治軍事土地商業利益集團及保守勢力。他們反對改革,對帝國做成沉重負擔。

多名蘇丹曾為社會改革犧牲性命,一直到1826年,終成功以武力解散新軍。此後,鄂圖曼帝國方可開始現代化改革。

口罩規格

ASTM F2100

ASTM F2100 係一個口罩Standard。
ASTM F2100-11 係 version 2011, which is the current ver。

ASTM Specification
FDA guidance on surgical mask
ASTM Mask Protection Standards – Surgical & Procedure Masks | priMED

ASTM Levels
ASTM Levels and Their Importance to your Mask Selections
Guide to Face Mask Selection and Use

有啲未見過既單位︰
Fluid Resistance, mmHg
• mmHg 係 unit of pressure, 160 mmHg = 21300 Pa = 0.21 atm
Delta Pressure (Breathability), mm H₂0/cm²
• mm H₂0 都係 unit of pressure, 5 mm H₂0 = 49 Pa = 0.0005 atm
• 留意返delta pressure仲要over area

咁ASTM同BFE, PFE有乜關係?

Surgical Face and General-Use Masks Tests | Nelson Labs
要符合ASTM2100就要做以下既測試︰
• 擋菌 Bacterial or Viral Filtration Efficiency (BFE/VFE)
• 通氣 Differential Pressure
• 防火 Flammability test
• 擋粒子 Particle filtration efficiency (PFE)
• 擋血 Synthetic blood fluid penetration resistance for face masks

PFE – Particle Filtration Efficiency

Particle Filtration Efficiency (PFE) Test | Nelson labs
PFE = 可以擋幾多percent粒子,本身冇講粒子係幾大粒。如果係ASTM F2100裡面就講明要試0.1µm PFE。

BFE – Bacterial Filtration Efficiency
VFE – Viral Filtration Efficiency

Bacterial & Viral Filtration Efficiency Tests | Nelson Labs
BFE, VFE = 可以擋幾多percent既病菌、病毒

BFE佢地用Staphylococcus aureus黎test,VFE用bacteriophase phiX174.

睇wiki張圖,一粒Staphylococcus aureus約0.7µm。

Bacteriophase phiX174既大細就搵到一個source話︰
ΦX174 is a small icosahedral, tailless bacteriophage with a maximum diameter of ∼320 Å. (https://www.pnas.org/content/114/52/13708)
Å = 10⁻¹⁰ m, 320 Å = 0.032µm

N95

N95 = filters at least 95% of airborne particles(~0.3 µm). Not resistant to oil.

N if they are Not resistant to oil
R if somewhat Resistant to oil
P if strongly resistant (oil Proof)

CDC – NIOSH – NPPTL Respirator Trusted-Source, Healthcare Related Information, Healthcare FAQs
CDC – NIOSH – Respirator Fact Sheet

土耳其 – 來自神的禮物 後感

rthk.hk : TV|31 看世界 |土耳其 – 來自神的禮物

土耳其 — 來自神的禮物 | 轉載文章 | 立場新聞

士兵學員被派往封鎖大橋
總統facetime指佢地發動軍事政變
之後有班拎住警棍既群眾話要對付政變士兵
警察話好危險,不過你係都要過橋就過啦
士兵守左一晚,清晨投降
班群眾就瘋狂打班士兵,打死左幾個
結果班群眾冇被起訴
班士兵就判終身監禁

之後大肅清,記者學者律師軍官軍人公職人員..

我覺得啲人講「冇做錯嘢點會比人拉」係幾十年黎係香港寵壞左
將公平執法、公平審訊take for granted

Freedom is not free
你冇付出過唔代表佢係free

One way to cope with chaos is to accept it. Over the last couple of years, a short, bland sentence has become ubiquitous in British conversations, from interviews with Premier League footballers to soliloquies from Love Island contestants: “It is what it is.”

Usually, it means: “I’m learning to live with something negative” – a personal setback, a wider injustice, difficult circumstances. It’s a mantra for an age of diminishing expectations, when many people no longer assume – unlike their postwar predecessors – that they will become richer than their parents, and live in an ever more sophisticated or just society, on an ever more hospitable planet. When people say “It is what it is”, they are rarely challenged. Instead, they are usually heard in respectful silence. In a difficult world, fatalism and stoicism are useful qualities.

The age of perpetual crisis: how the 2010s disrupted everything but resolved nothing | Society | The Guardian

因一宗逃犯引渡而來的城市

序章

公元1839年
醉酒英國水手
尖沙咀村民林維喜
英國駐華商務總監義律
欽差大臣林則徐

1839年6月20日,尖沙咀村,醉酒英國水手與村民毆鬥,村民林維喜傷重不治。

英國駐華商務總監義律向死者家屬賠償銀錢。欽差大臣林則徐要求義律按大清律例,交出水手償命,義律拒絕移交逃犯。

8月12日,義律行使領事裁判權,於英國船隻開庭,對五名兇手判處監禁和罰金,送回英國的監獄服刑。林則徐不承認義律具領事裁判權。

(林則徐明明係銷煙Project Manager,唔知點解引渡犯人又關佢事。)

8月15日,林則徐下令中斷對外貿易,禁止任何人向英國人提供糧食和日用品,並派兵驅逐義律出境。斷水斷糧,又派戰船封鎖英國船隻。 義律讓所有英國僑民登船,駛離海岸。

義律派人與林則徐進行談判,要求解除禁令和恢復水糧, 林則徐拒絕。英商遭斷水斷糧大半月。直至9月5日,義律發出最後通牒要求提供水糧,林則徐仍不予理會,英國軍艦正式向九龍山開炮。

及後零星衝突逐漸升溫,終演變成鴉片戰爭。

#攬炒之父林則徐

參考英國2011年暴動?

林鄭話要參考英國2011年暴動既做法。我開初以為係反對加大學學費果個抗爭,去wiki一睇,第一句就係 Not to be confused with 反緊縮運動,反對加大學學費果個係2010 UK Student Protest。

睇返2011年既暴動,係由一單警察開槍殺死一名居民引起警民衝突,瞬間引起媒體關注,當晚有多宗商店爆竊,全國其他地市有模仿案例,事件歷時五天。

如果你覺得呢單野同香港而家既事可以類比,我… (whatever, 講正題啦)

控罪

呢單野拉左三千人,最後有千四人罪成,有一半係盜竊爆竊,另外有三成半係毀壞。即係每個人都係有證據係偷野同破壞,唔係圍住方圓幾百米全部告暴動呀。

疑犯背景

另外,佢地拘捕提告既人有絕大部份有案底,未成年既人入面有大半係有特殊學習需要,及平均每星期逃學一日,居住低收入區,只有一成人GCSE有五科Credit。

相對地,上星期被控參與暴動的人,大公報係咁形容︰「242名被告年齡介乎14至45歲,當中至少92人為學生,另有多名專業人士,包括護士、教師、救護員、攝影師等。」


而當時英國人大多希望警察盡快出動防暴隊,並使用水炮車及警棍平暴。

Ref

https://www.bbc.co.uk/news/uk-14436499
https://www.vice.com/en_uk/article/kwkbde/england-riots-2011-five-years-later-analysis
https://www.gov.uk/government/publications/government-response-to-the-riots-communities-and-victims-panels-final-report
https://en.wikipedia.org/wiki/2011_England_riots

After the riots
The final report of the Riots Communities and Victims Panel
https://webarchive.nationalarchives.gov.uk/20121003200027/http://riotspanel.independent.gov.uk/wp-content/uploads/2012/03/Riots-Panel-Final-Report1.pdf

Executive Summary and Recommendations
https://webarchive.nationalarchives.gov.uk/20121003200011/http://riotspanel.independent.gov.uk/wp-content/uploads/2012/03/Riots-Panel-Executive-Summary-and-Recommendations.pdf

TVB扭曲報導太古城刀手斬人

what i see from live

刀手斬人,傷者背部血流如注,太古城保安捉住刀手
刀手掙脫,趙家賢上前靠近
刀手咬甩趙家賢左耳,眾人向刀手揮拳及嘗試拉開刀手
刀手突然向前攻擊並推跌兩人,眾人攻擊並制服刀手
趙家賢呼救,指向地下「我隻耳係度呀」
刀手躺在地上,被記者圍著,眾人已退後
刀手起身
刀手發難衝向人群再次攻擊,眾人再次攻擊並制服刀手
刀手站在角落喘氣,被記者圍著,眾人已退後
消防到場

tvb報導

灰衣男子被圍毆
灰衣男子再次被圍毆

video:
https://www.facebook.com/hk.nextmedia/videos/3454366851291925/
https://www.facebook.com/RTHKVNEWS/videos/529942580903856/

news:
https://news.now.com/mobile/local/player?newsId=368605
http://news.tvb.com/local/5dbecf8ce60383db76f6684a

tvb仲要http冇s