Northern said it caught as many as 180 people a day. “Unfortunately, we know that a small minority of customers try to exploit the automated nature of barrier checks to travel on tickets they know they’re not eligible to use. The trial saw more than £1,500 in fines given out, Northern said.Ĭommercial director Mark Powles said the new barriers would be "invaluable" for staff manning barriers, and help stop people trying to get out of fare costs. This included 52 people travelling on a discount who didn't have the right railcard, and 24 adults who'd bought a children's ticket. The barriers were trialled at Manchester Victoria Station earlier this month, catching out 900 people trying to get on a train without the correct ticket. Read more: Anger at the 'unacceptable' state of Hull Paragon Station Current barriers are not able to check if a person has the appropriate railcard, by way of example. With more than 300,000 passengers passing through barriers on the company's network each day, Northern says the new technology will make it easier for staff to do their job. The same technology will be able to 'alert' staff to passengers who need to be checked. The train operators are planning to install barriers at its stations which can carry out more thorough checks on whether a ticket is actually valid. by the nature of "counter-traps" is why there is things that specifically do one thing or worded in a way, but not the other.'Chancers' trying their luck boarding trains without tickets will be sniffed out with extra-smart new barriers, Northern bosses say. The main reason something like this has to be differentiated is because we have 3 spell speeds. If you negate the effect though, you acknowledge the spell did exist, it just didn't do anything.Īgain, nobody is going to claim a bomb didn't go off because everyone was safe in a shelter. Why? Because its as though the attempted spell never existed. If you negate the activation, then of course they can attempt to cast another spell. To put it in yugioh terms, great shogun shien says "Your opponent can only activate 1 Spell/Trap Card each turn." If something never existed, that's vastly different then say something that remains unharmed in a fire because it was locked in a safe. If you negate the activation, the effect never occurs, meaning it just never existed in the first place. Think of it as using a bow, Magical Meltdown makes it so nothing can stop you from shooting an arrow, but it doesn't guarantee that you'll hit the target. That is a core game mechanic, and cards interact with it as intended. Ash and Imperm don't care about activation. The reason why Magical Meltdown interacts with cards like Ash or Imperm in the way it does is because it only prevents card from having their activation negated, so for example, your opponent can't use the Solemn cards to stop you from fusion summoning, or any other card that negates activations. Say I chain Polymerization, you chain Maxx "C", I chain Ash and you chain Called By The Grave, the first card to use it's effect is CBTG instead of Polymerization? That's because a card doesn't use it's effect when it's activated, it uses it's effect when it resolves. Have you noticed that in a chain, cards use their effect backswards? I just fundamentally disagree with that rule. When your Invocation got negated by the Imperm'd slot, that's also intentional because Imperm prevented it from resolving, not preventing you from activating. Ash beat Shaddoll because Shaddoll's text allows Ash to interfere with it's resolution. In fact, Ash Blossom versus Shaddoll Fusion under Meltdown's influence is specifically brought up in an article on Car♥♥♥♥♥♥♥ (Yugioh/Insight/Articles/Rulings-To-Know-Magical-Meltdown, Steam flags direct link for whatever reason, sorry.)īoth of those examples you listed in the opening post are intentional. Activation and Effect Resolution are entirely different things, for monsters, traps and spells alike. Originally posted by Blunette:That is incorrect.
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