These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Jump Drives, breaking Eve for years

Author
Alavaria Fera
GoonWaffe
#141 - 2012-05-09 08:05:28 UTC
Feligast wrote:
Herping yourDerp wrote:
I'm just speculating here, how about you can only jump into your own territory?

think about it.
JF will only be able to take good from high to nullsec, the trip back will be dangerous meaning logistics will exist, industry could also thrive in null

no lowsec hot drops as you can't jump in as before

if your territory is under attack you can more easily mobilize your capships with jump drives, but cannot attack an enemy system in the same way.


So now you want alliances that don't own sov to not be able to use capital ships at all?

No.

Ahaha, actually that's a really good catch. +1

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Marlona Sky
State War Academy
Caldari State
#142 - 2012-05-09 09:05:18 UTC
nubile slave wrote:
Are you serious? Who the heck would want to go to 0.0 without being able to jump stuff in....

Please get some actual knowledge of 0.0 before giving an opinion....


Confirming that no one lived in null sec before jump drives. Roll


Also for your information I have staged fuel and cyno alts in those jump routes. Cyno alts are throw aways and everyone has them. Also the fuel cost is absolute chump change, especially when an alliance has access to passive income like high end moons. Staging systems along the jump route are for the most part NPC stations that have fuel brought to them via jump freighter alts, most likely not really in the alliance the fuel is used for. All the while doing it with 100% safety.

So you proclaiming that it is a colossal pain in the ass to set these things up is a flat out lie. Compared to the pay off, extremely massive power projection at lighting fast speed, the cost of running such a jump network is an absolute joke!

Quality, Cost, Time; in no way should anyone or any entity in this game be able to have all three. You can pick two and the third must suffer.

- You want to project massive power quickly? It should cost you dramatically high.
- You want to quickly project power cheaply? Then the amount of power projected should be minimal.
- You want to project massive power cheaply? Then the amount of time to do so should be considerably high.


Is this really asking too much?
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#143 - 2012-05-09 09:10:52 UTC
Marlona Sky wrote:
Confirming that no one lived in null sec before jump drives. Roll


Seconded. There was absolutely not a circumstance in which during the beginning of Revelations, when the drone regions first opened, Guardian Coalition, the alliance I was a member of at the time, lived in The Kalevala Expanse (back when it was called 87-1CW) in a system called RQOO-U for nearly a month and a half before anyone in the alliance obtained a carrier. This did not happen, because obviously it couldn't possibly have happened.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Executus Primus
Tyrannis Enterprises
#144 - 2012-05-09 09:51:51 UTC  |  Edited by: Executus Primus
I think one of the major issues i have with the current mechanics is, that it impacts negatively the way massive warfare is conducted. This is based on the current sov mechanics and jumpdrive capability.

A major sov war would should be a massive conflict that is not decided in a few days. It should resemble 19th centuries wars, in which a single battle does not necessarily decide the outcome of a war. A sov conflict should include strategic depth and frontlines.

Currently, even big sov wars resemble skirmish warfare or at best some form of "blitzkrieg". Basically after a few days or weeks a conflict is decided. The looser collapses before he even brought the majority of his war assets into the conflict. It is a phenomenom that is usually described as "failcascade". This has the unfortunate side effect that assets are not destroyed. They just change sides. Staying power and long-term economic strength play only a minor role in these short conflicts. It prevents tactics like harassment, economic warfare and attrition tactics from being options. Loyalty to an alliance is not an option but is essentially dumb if you are on the loosing side.

Currently there is little in eve that provides a concept of "overextenting your power grasp". In my opinion this is really a game design issue and should be looked at mid to longterm.
Andski
Science and Trade Institute
Caldari State
#145 - 2012-05-09 10:06:17 UTC
Marlona Sky wrote:
words


people lived in nullsec before deployable outposts, POSes, capitals of any sort, jump freighters and the alliance mechanic

that doesn't mean the quality of life was the same

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Tobiaz
Spacerats
#146 - 2012-05-09 10:34:59 UTC
Andski wrote:
Marlona Sky wrote:
words


people lived in nullsec before deployable outposts, POSes, capitals of any sort, jump freighters and the alliance mechanic

that doesn't mean the quality of life was the same


It was definitely more challenging though.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Tobiaz
Spacerats
#147 - 2012-05-09 10:40:59 UTC
Marlona Sky wrote:

Quality, Cost, Time; in no way should anyone or any entity in this game be able to have all three. You can pick two and the third must suffer.

- You want to project massive power quickly? It should cost you dramatically high.
- You want to quickly project power cheaply? Then the amount of power projected should be minimal.
- You want to project massive power cheaply? Then the amount of time to do so should be considerably high.


Is this really asking too much?


Give ever CCP game-designer a T-shirt with this text on it and wearing should be mandatory, whenever new features or balancing is discussed between devs.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Andski
Science and Trade Institute
Caldari State
#148 - 2012-05-09 11:01:17 UTC
Tobiaz wrote:
It was definitely more challenging though.


you misspelled "tedious"

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Mithrantir Ob'lontra
Ixion Defence Systems
#149 - 2012-05-09 11:33:29 UTC
Malphilos wrote:
Akirei Scytale wrote:

B) going somewhere far away involves a lot more than you realize. Scouting, spy reports, alt management, fuel logistics, setting up of safepoint POSes along the route and at the destination if a friendly station is unavailable (in terms of a deployment), etc. Essentially, every time you see a big fleet go a long distance fast, dozens to hundreds of man hours were involved to make that possible. Jumping blind makes you vulnerable. Hot drops are very risky.


And all of that could be resolved with a revision to the current movement mechanics.

Imagine instead of the dozens to hundreds of man hours setting up to cross the entirety of the universe, minutes to a perhaps a dozen man hours to the big fight, because no one is going that far and the fights are there. What's the point of the huge napfest except to preserve that ginormous logistical chain?

Smaller, more frequent and more involving fights. A more open 0.0. More targets.

What's not to like?

What you are saying doesn't apply to reality. Without the jump drive technology, 0.0 would get stale and fights would not occur, other than the trivial small gang that were too bored and wanted to get some kills no matter what.


The fights are not there as you say it. You think that 0.0 is like high sec with a lot of stations, where anyone can dock and chill if he/she wants too. You are wrong.
Polly Oxford
Deep Core Mining Inc.
Caldari State
#150 - 2012-05-09 12:10:12 UTC  |  Edited by: Polly Oxford
Jessie-A Tassik wrote:


The thing some people don't realize is the absurd speed of Jump Drive travel is what makes blobs of this size possible.

If the blobs were forced to move across the map at anything like a reasonable speed... say one hour to cross the whole map.... then the blobs would spend to much time moving from blob-target to blob-target.

Then KM starvation leads to boredom leads to blob fracturing or shrinking in size.

Slower Jump Drive travel speed=Smaller blobs.

Only because the Blob-saur is faster than than the fastest little frigate-mouse allows it to maintain it's ponderous size without KM starvation.



That'sbasically the gistof this thread. You want people become so bored off this game that they cancel their subscription instead of show up to a fight.
Mithrantir Ob'lontra
Ixion Defence Systems
#151 - 2012-05-09 12:10:27 UTC  |  Edited by: Mithrantir Ob'lontra
Marlona Sky wrote:
nubile slave wrote:
Are you serious? Who the heck would want to go to 0.0 without being able to jump stuff in....

Please get some actual knowledge of 0.0 before giving an opinion....


Confirming that no one lived in null sec before jump drives. Roll


Also for your information I have staged fuel and cyno alts in those jump routes. Cyno alts are throw aways and everyone has them. Also the fuel cost is absolute chump change, especially when an alliance has access to passive income like high end moons. Staging systems along the jump route are for the most part NPC stations that have fuel brought to them via jump freighter alts, most likely not really in the alliance the fuel is used for. All the while doing it with 100% safety.

So you proclaiming that it is a colossal pain in the ass to set these things up is a flat out lie. Compared to the pay off, extremely massive power projection at lighting fast speed, the cost of running such a jump network is an absolute joke!

Quality, Cost, Time; in no way should anyone or any entity in this game be able to have all three. You can pick two and the third must suffer.

- You want to project massive power quickly? It should cost you dramatically high.
- You want to quickly project power cheaply? Then the amount of power projected should be minimal.
- You want to project massive power cheaply? Then the amount of time to do so should be considerably high.


Is this really asking too much?

People lived in 0.0 before jump drives, but they also avoided taking their logistics HQ too far into 0.0, to ease up the burden.

Also I like the generalizations you use for the 0.0 population and how you make them appear as facts while in truth aren't.
Most people have alts. For everything. I don't see you complaining for the other uses.

Fuel is not chump change, and requires a serious logistical effort to be moved around. Moving via NPC stations is not always the choice and more often than not it ain't a choice.
Not to forget also that Supercapitals CAN'T dock, which somehow i think nullifies your argument.

If the cost of running a jump network was an absolute joke as you proclaim it, then I take it all alliances would have extensive jump bridges networks. Which also is not the case. Maybe due to the huge effort that is required by the players to maintain that network.

Quality, cost, time.
You seem to lack the understanding that cost isn't and should not be always monetary.
Avasa Siuu
Imperial Academy
Amarr Empire
#152 - 2012-05-09 12:21:14 UTC  |  Edited by: Avasa Siuu
To add tho this rather hilarious topic coming from many high sec players...

And also to caveat off of other comments previously made.

Jumping does take planning and it does require a scout. The most vulnerable for a capital is when it jumps into the system and due to its metric ****ton of as* it has to haul and turn it takes a while for it to align especially the more larger they are. At that point if a neutral enters the system and notices a cyno up and running or if the capital pilot that jumped his ship in the first place into a system with a neutral or "baddy" is taking a considerable risk for his already expensive ship.

As we all know the only ships capable of making jumps are heavenly expensive, Rorqual for example, and Super Carriers and Titans which need the full cooperation of either an extremely wealthy and powerful and capable corporation or Alliance to build. Super Carriers themselves are also a big investment, some players take years to build a Super due to the sole fact of needing so much material and also putting up a POS and must be able to defend that POS without losing it. Jump ships of all sorts are very expensive so they add to the risk/reward aspect of the game. Are people willing to drop Supers blindly or Titans blindly anywhere in null sec without having proper intelligence? Would they be willing to expose something so expensive that if they lost it out of mere stupidity that the punishment if an alliance super or titan would be to just troll you and kick you out and ban you from the alliance/coalition.

The logistics of having jump capable ships. You have to remember that for null sec alliances Jumps can come VERY costly on top of fuel costs for the POSs needed to build such ships. Not only do they invest in building the ships themselves but also invest in the fuel for POSs, investment in having jump freighters constantly fueled to be able to build such ships. It takes hundreds of man hours to build a super and a lot of investment is put into it itself. For carriers and dreadnaughts and jump freighters yes they can be built in a station but look at the investment of a billion isk ship... a billion? thats it? Have at it. Jump freighters exempt from previous comment.

Defense of such expensive ships, you also have to think of defense for such ships, Supers and Titans only able to build in POSs? now think about that, Your putting a lot of risk in throwing it out in the open where anyone can just find a CSMA and blob it, Now most null sec alliances will that set up CSMAs in systems will put up cyno jammers to prevent other capital ships from destroying their investment with the "Win Buttan." At that point you need a subcapital fleet to enter the system, "god forbid it falls through the intel channels of the receiving alliance" and destroy the cyno jammer in order to jump in the attackers capitals. On top of that also the defenders will need to quickly rally any ships in the area, now sub capitals vs a metric f***ton of attacking capitals which have planned this attack and put the logistics into it is not going to stand a bloody chance, at that point it is only feasable to allow jump capable ships for a quick reaction to defend such a precious asset to them.

Jump capable ships have added more gameplay and more capabilities into eve allowing for more content, and thats what CCP wishes is content for players, yes watching capitals slug it out is like watching a goldfish look at you. It is painful. But it does add more dangers into the game, more content, and thus a bit more fun. With out jump capable ships many alliances would still resort to just blobbing each other and let me tell you if your complaining about jump capable ships then us "pretentious do***e bags" would simply blob high sec even more to just entertain us. What else would that isk go into if it werent for jump capable ships. Ill tell you from experience in a coalition full of joy and glee, it would go into cheap alpha capable ships destroying all the high sec tarts that complain about something that they never see or handle on a daily basis.

On top of all the isk heavily invested in building such ships, what about losing them? Capitals are lost, it is the game, they are lost, Supers, Titans, Carriers, Dreadnaughts, Jump Freighters. They are lost out of either pure stupidity (in my case ratting during a stratop during the delve invasion when i was a part of TEST.... sorry dudes) or lost against fleets slugging it out. At that point you need replacements, you need more logistics because fights have gotten more intense and the insanity levels of fleets have gone up. I feel bad for fleet commanders commanding capital fleets.

Espionage is also then at that point involved, Super Capital pilots and Titan pilots are targeted and monitored by an alliance wanting to go on the offence, intelligence gathering on where they are being built and which CSMA is the "real" CSMA. Alliances will watchlist any enemy Super Capital pilot and see if they blob at that point its either fight or flight.

Jump Freighters are a god send and at the same time a curse for null sec alliances, yes it makes logistics easier and faster for a fast paced alliance constantly losing ships, constantly needing fuel just to keep blowing them up. It allows us here in null sec to blow up faster and blow up again even faster, constantly adding fights and roams. or the dreadful gatecamp. They are a curse DUE to the massive target it paints. This is where espionage plays in, any good spy will learn of the logistics capabilities of any alliance. They learn their routes, what characters they use, when their next shipments are planned. Jump Freighter pilots dont always use sporadic jumping methods. They can be surprisingly predictable to a trained eye. Any fleet knowing of the logistics of any alliance can wreak a lot of pain on the receiving end. At that point it could mean that a jump bridge doesnt get fuel, which loses a fight
Malphilos
State War Academy
Caldari State
#153 - 2012-05-09 12:36:37 UTC
Andski wrote:
that doesn't mean the quality of life was the same


HTFU?

Just askin'...
AllUrIskRBelongToMeToo
NuclearSpaceFishCapitalism
#154 - 2012-05-09 12:49:55 UTC
Akirei Scytale wrote:
"Let's make going anywhere in 0.0 a royal pain in the ass that involves hundreds of gates or dozens and dozens of short jumps, consuming fuel and time!"

Making a game more tedious makes it less fun. People log in to shoot each other or do whatever it is they enjoy, not spend multiple days moving assets for one day's worth of fun.

Remember, this is a game, not a job.



Huh, weird, I thought that this game was a job considering just how slow everything else is. The only thing that jump drives help are those that have a capital ship, the rest of us are ******. We get to fly around from system to system doing the tedious act of clicking away in hopes of reaching our destinations safely. So I guess the game is work for those that have a capital ship but meant to be another job for everyone else.

Seeing that I do not have a capital ship I have no problems with CCP either nerfing them so that they cannot cross such vast amounts of space in a second, or allow all ships to have varying levels of jump capability. The browser based Battlestar game actually has a decent system set up. Hell, I wish that game was fully developed so I could go play a space based game that is far less of a grindfest then eve.
Avasa Siuu
Imperial Academy
Amarr Empire
#155 - 2012-05-09 12:59:16 UTC
AllUrIskRBelongToMeToo wrote:
Akirei Scytale wrote:
"Let's make going anywhere in 0.0 a royal pain in the ass that involves hundreds of gates or dozens and dozens of short jumps, consuming fuel and time!"

Making a game more tedious makes it less fun. People log in to shoot each other or do whatever it is they enjoy, not spend multiple days moving assets for one day's worth of fun.

Remember, this is a game, not a job.



Huh, weird, I thought that this game was a job considering just how slow everything else is. The only thing that jump drives help are those that have a capital ship, the rest of us are ******. We get to fly around from system to system doing the tedious act of clicking away in hopes of reaching our destinations safely. So I guess the game is work for those that have a capital ship but meant to be another job for everyone else.

Seeing that I do not have a capital ship I have no problems with CCP either nerfing them so that they cannot cross such vast amounts of space in a second, or allow all ships to have varying levels of jump capability. The browser based Battlestar game actually has a decent system set up. Hell, I wish that game was fully developed so I could go play a space based game that is far less of a grindfest then eve.



In all honesty the game has many riches that dont require a grindfest, if you wanted to one weekend for a hour or two doing lvl 4 missions in high sec (dreadful) or doing complexes in null sec can get you rather rich rather quick with minimal training into it. Thats where Eve comes into a big play other than most MMOs, other MMOs you do things on your own and get SUPER rich thats its not even funny. Eve is pushing you essentially and is designed for cooperation or betrayal. Cooperate and get rich and not have to worry about a thing. Betray and youll get rich quick but then you have to build new relations with new players. Eve is not designed to play by yourself, it encourages you to build relations, build your story wether you put together a corporation, got into null sec and next thing you know your in charge of an alliance and eventually a coalition. Delegation can go a long way in a corporation too and can make you very successful. And thats where trust comes in. And where theres trust, their is always one that is there to break it. Thats what makes Eve.
AllUrIskRBelongToMeToo
NuclearSpaceFishCapitalism
#156 - 2012-05-09 13:45:53 UTC

The idea that jump capable ships are expensive to operate, therefore they should be able to move anywhere within 20 minutes is an absolute joke. By that logic a Maurader should also be jump capable and come with fighters. The need to operate a pos is also a joke since 0.0 is home to isk taps in the form of moons that can easily pay for it. Throw in the ton of alts and jump capable ships, including jump freighters and that supposedly monster sized task of fueling them just got a hell of a lot easier.

Jump ships are great for those that have all the isk they can need. They are great for holding onto isk faucets that fill the pockets of certain individuals in 0.0, they will never argue against it. Jump capable ships, and titan bridges are awesome for holding down the fort, regardless of the fact that you abandoned the fort until someone started poking around it.

Eve has become a game of chess. Yes, a game of chess. Except in this game one side is nothing but queens and the other side nothing but pawns. Queens that can be anywhere they wish to be with a capital and subcap fleet as soon as they wish. The side of pawns has nothing but slow moving, gate using, subcapital ships. The queens would be 0.0 alliances that hold more ground then they really should be able to, while the group of pawns are the groups that would like to move to 0.0 but cannot less they get crushed by hotdropping fleets.

CCP clearly has it in for the small fry alliances. The alliances that wish to move to 0.0 under their own power, under their terms. They clearly want people to use a 0.0 broker in the form of a "real" 0.0 alliance (as most players call them) by either joining them individually, or by renting the space that they are honestly to small to hold on their own. CCP does not want small groups of players fighting it out either amongst each other looking to secure some small piece of property in 0.0, or by reducing the "Massive fleets" that they have fighting each other that makes for good PR to sell more plex cards and generates new accounts as players hear of such large fights. It also does not want the small fry having a chance as who wants to hear of and think of being in charge of a small alliance when the idea of somehow getting thousands of players to listen to your ever word is much more appealing to the egos out there? CCP does not want that because it seems all to tribal instead of a world war taking place. No one cares about a tribal skirmish, but thousands of players killing each other? Thats another story. Small alliances gobbling up all of the space that the "real" alliances falsely hold would not make for a good PR story to any 2 bit 'gaming' site that cares.

It is not a matter of logistics. Roqs, carriers, and jump freighters move the goods. Jump freighters even more so. Titans gets smaller blobs from point A to point B, acting as a funnel without the risk to the funneling ship. It is not a matter of paying for isk in such an isk rich environment. If it becomes a problem just rent more of your empty space and charge more for it. Tax the playerbase that you have. run ops. Theres no reason to ***** to the rest of us about it costing isk, you're doing a iskbong, where the faster you can chug, the more isk you take in, all while doing a self promotional handstand. If you cannot afford it, you shouldn't be able to hold it, and lets face it if you cannot afford it..you're doing something wrong.


There is also no connection to the real world militaries and ccp's intention to keep a core group of players in power. Real militaries take days for their first responders to even rally, much less load up and arrive. The main forces take weeks to finally arrive in full force. The first responders are small in number, light in gear, and limited in supplies. In eve though the entire military can be on the opposite side of the 'world' in a few minutes flat. Forget the idea that RL ships are going to take weeks to get to their destination, that any airforce needs to fly to a series of bases along a path to a base behind the front line and that they need to have some logistics behind all that. Forget all of that because ccp really wants to ensure that a few players out of the entire population maintain their position as it makes for a great story for when they are hamming it up about the game. We don't want little groups with a plan attacking a large alliance's space when that alliance is fighting on a front on the other side of the game. It should matter and it should end up with them taking space or at least putting some hurt on that large alliance that didn't cover their butts

Of course, the idea that ccp wants to keep the small groups down was apparent from the day they nerfed the range of torps. Can't have a weapon that is going to hurt a cap having any range. Can't have that...no...blobs of battleships might be able to do some serious damage.

Forget logistics. Forget planning. Forget strategy. Forget having to defend ground. Forget the concept of garrison forces. Forget all that. Forget the idea that subcap fleets take the equivolent of weeks to travel about while the rich land barons of 0.0 can simply flash in at a moment's notice. Its all about the plex,nothing more, nothing less. By that I mean its all about ccp's bottom line, not having a great game that allows anyone to try and make a thrust into the holy land of eve which is ccp without the rich, in game and RL, being able to easily protect it even if they act like a bunch of braindead monkeys that are flinging banannas at each other and eating their crap.
Avasa Siuu
Imperial Academy
Amarr Empire
#157 - 2012-05-09 14:01:01 UTC
Hey if your complaining about small alliances not making it, Look at Fatal Ascension. Small alliance to start, we showed teeth we showed promise and now look at us, we are now the "baron" overlord of Pure Blind and Fade.

If you want to make a difference and you want the "small fry" to stand a chance then bloody round up the troops and storm our gates in massive numbers. How do you think goons do it? Do you think we take over space by just dropping the win button all the time, no not really. We send out drunken frig roams which 99% of the fleet is hammered while the 1% is passed out on his key board, and we win, or die in a blaze of fire.

You want to make a difference, you want to stand a chance? Then sally the *** up and do something about it. Build an alliance, build a coalition and nail us. Were bored out here and are happy that -A- deployed nearby just to mess with us dealing with the sov grind in cloud ring right now.

We enjoy tears, we enjoy explosions, Thats what Eve is about. Its not about fairness or the misguided dillusions of how a game is meant to be played. Eve is a sandbox, it is a free roaming and has the capabilities of doing anything you will. This IS a game, not reality, if this was reality we have to restrict to rules and confines of society. In Eve, its a game, There are rules in certain places, but for us in Null our rules are our own, we build what empire we wish to build, our dreams are what we want them to be and how do you think we got here in the first place? By complaining? No, we took action and took it into our own hands and we hammered any that got in our way.
Adunh Slavy
#158 - 2012-05-09 14:08:09 UTC
Face it, travel mechanics in Eve suck, and they always have sucked. Time for an upgrade.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Rhealee
KarmaFleet
Goonswarm Federation
#159 - 2012-05-09 14:11:01 UTC
If were talking speed nerf then by all logic you should nerf the **** out of wh travel too. I mean come on its not fair for a carrier to skip 20 gates, how could it be fair for a freighter to go from highsec to 40 jumps deep into 0.0 in 1 or 2 wh jumps.

I fail to see any logic or any form of proof on how jump drives break the game. Sounds to me like original poster is just pissin and moaning about something trivial. The jump drive mechanism is fine. Fix the gate travel before the jump drives.
Derth Ramir
Fight The Blob
#160 - 2012-05-09 14:23:47 UTC
Jump drives are not the problem. Jump freighters on the other hand completely ruined eve.

Fight The Blob.