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Every year, there are less users playing, why??

First post
Author
R3DRUM
Playboy Enterprises
Dark Taboo
#1701 - 2016-09-23 23:15:11 UTC
when was the last time something exciting happened here? goons lost space ? is that exciting ?something in game that made u say wow i love it here.

6vdt taking BOB space is the last time i was here and said wow
baltec1
Bat Country
Pandemic Horde
#1702 - 2016-09-24 00:17:09 UTC
Sobaan Tali wrote:
Don Pera Saissore wrote:
believe it or not but there are players who simply arent interested in pvp


True enough, though honestly that's like going to a strip club with no interests in watching others perform erotic dancing, but you like the food. Not saying you're wrong (hell I'm one of those types), I guess it's just that in my head that makes just as much sense is all.

That reminds me, there was this one place that had killer fries and their pizza was the best I've ever had. Sucks that it was when I was stationed on Okinawa and will never see it again unless I go back there. Can't remember the name of it anyways. Man, I miss being in my twenties already.


Please.

You have access to honey toast and Nectar White peach drinks.
erg cz
Federal Jegerouns
#1703 - 2016-09-24 08:15:07 UTC
baltec1 wrote:


Actually it's the opposite, people who get illegally killed tend to stay longer. The problem is the 85% who quit having taken part in no PvP which is why it is important to bring back all of the content that has been lost.


Proof or never happened. I recall CCP admited, that most player quited after their first PAYED month. You pay and got owned by local bully. Stay or adapt, but who want to stay under such conditions. I am sure it is not a game (awesome space life simulator) it players, who make a problem here. Most of the community do PVP with sense and honor, defending their space, fighting opposite race or simply hunting those, who agreed to be hunted by flying into low sec. But those, who try to fix their badly hurt RL selfesteem by killing unarmed ships in high sec defenetely no content creators but simply kill the game they play.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#1704 - 2016-09-24 08:20:23 UTC
erg cz wrote:
I recall CCP admited, that most player quited after their first PAYED month.

Proof or it never happened.

Actually, don't worry about the proof, there isn't any. That never happened.

Baltec1 however was correct and it's been posted here many times over the last couple of years.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Teckos Pech
Hogyoku
Goonswarm Federation
#1705 - 2016-09-24 08:33:15 UTC  |  Edited by: Teckos Pech
erg cz wrote:
baltec1 wrote:


Actually it's the opposite, people who get illegally killed tend to stay longer. The problem is the 85% who quit having taken part in no PvP which is why it is important to bring back all of the content that has been lost.


Proof or never happened. I recall CCP admited, that most player quited after their first PAYED month. You pay and got owned by local bully. Stay or adapt, but who want to stay under such conditions. I am sure it is not a game (awesome space life simulator) it players, who make a problem here. Most of the community do PVP with sense and honor, defending their space, fighting opposite race or simply hunting those, who agreed to be hunted by flying into low sec. But those, who try to fix their badly hurt RL selfesteem by killing unarmed ships in high sec defenetely no content creators but simply kill the game they play.



Go to CCP's youtube page, and find the fanfest video discussing this. He is correct. In CCPs analysis showed that 85% of the players who were not ganked stayed with the game the least amount of time. In fact, the ranking went as follows:

Most time in game--those who were ganked (1%).
Second most time in game--those who were killed "legally" (14%).
Least amount of time in game--those who engaged in no PvP (ship to ship at least--85%).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucy Lollipops
State War Academy
Caldari State
#1706 - 2016-09-24 10:06:11 UTC
Teckos Pech wrote:
erg cz wrote:
baltec1 wrote:


Actually it's the opposite, people who get illegally killed tend to stay longer. The problem is the 85% who quit having taken part in no PvP which is why it is important to bring back all of the content that has been lost.


Proof or never happened. I recall CCP admited, that most player quited after their first PAYED month. You pay and got owned by local bully. Stay or adapt, but who want to stay under such conditions. I am sure it is not a game (awesome space life simulator) it players, who make a problem here. Most of the community do PVP with sense and honor, defending their space, fighting opposite race or simply hunting those, who agreed to be hunted by flying into low sec. But those, who try to fix their badly hurt RL selfesteem by killing unarmed ships in high sec defenetely no content creators but simply kill the game they play.



Go to CCP's youtube page, and find the fanfest video discussing this. He is correct. In CCPs analysis showed that 85% of the players who were not ganked stayed with the game the least amount of time. In fact, the ranking went as follows:

Most time in game--those who were ganked (1%).
Second most time in game--those who were killed "legally" (14%).
Least amount of time in game--those who engaged in no PvP (ship to ship at least--85%).


1%

Hilarious...
Milla Goodpussy
Garoun Investment Bank
#1707 - 2016-09-24 10:22:08 UTC
Shae Tadaruwa wrote:
erg cz wrote:
I recall CCP admited, that most player quited after their first PAYED month.

Proof or it never happened.

Actually, don't worry about the proof, there isn't any. That never happened.

Baltec1 however was correct and it's been posted here many times over the last couple of years.



that was mentioned by a ccp dev that's no longer with the company during a fan fest round table.. when they opened up and discussed new player experience and began tackling the problem. ccp ytterbium (sp) was the one giving the presentation if i remember correctly.. and yes its very true.. many new bros come and stick around for the trial phase or 1 month worth of time to check out eve online.. just to meet its real sword by gankers, cheap shots, and the scum that exist.

sorry dude but its true.. unless the new player finds a decent group or is guided to a decent group.. his or her hopes for survival are slim to none.. too many jerks have ruined the chances of retaining players. this is the raw truth, they increase risk thinking folks enjoy the torture.. some do.. most dont and leave. only insane people will constantly continue trying the same thing over and over again and fail doing so.. this is what ccp continues to try to counter.. yet they keep on failing..i wonder why? perhaps the "play like me" mindset has taken far too much over and killed what was supposed to be a sandbox.. perhaps it was implementation of more gimmicks and ganker toys ( yes you can blatantly see some items were put in just to help out with ganking and griefing..catchphrasing it as "content" and new "gamestyle mechanic".. all of that was just BS. and the smart consumer can see it for what it really is.

take a quick look around these parts, you have some of the most rudest, condescending comments on a gaming forum. matter of fact i just read one which would be deemed hostile, overly aggressive and just plain out rude in other gaming forums ( and while the poster who did would be BANNED! from forums for life)..

Eve online, CCP, and ISD needs to begin really putting folks in check.. how else are new sign ups going to feel comfortable and welcome when we have so much "forum pvp" here. its no wonder our sub numbers are dropping faster than a rare piece of loot.

of course you can remain in denial but once again.. i say.. the real numbers of eve online are now showing and despite the banning of bots and isboxers (which is a good thing).. we have a huge hill to climb to get back up top and break the record for most active logins in a single day.


hey remember when ccp tried to brag about us having 500k subs.. where the hec did they go? ooh thats right they blurred truth. thats between two servers or something and surely not all on Tranquility where it matters atleast to main players.

will we ever connect to china? doubtful highly doubtful.. so what can we do as a community to get people to play, pay, and stay playing and playing?
Kaivarian Coste
It Came From Thera
#1708 - 2016-09-24 11:08:32 UTC
Dibz wrote:


You highlight one of EVE's biggest negatives, i.e. the amount of time it can take to do stuff. Sometimes just getting to where you want to be can take many minutes of warping between gates. Obviously space is big and CCP have to give us that illusion of traveling long distances, so I don't really know what else they could do without ruining other aspects of gameplay. But still, when you look at your route and see 20+ jumps, sometimes it's difficult not think "Meh..." and log off.


Yeah, it's a bit of a pickle.
baltec1
Bat Country
Pandemic Horde
#1709 - 2016-09-24 11:56:27 UTC
Milla Goodpussy wrote:
Shae Tadaruwa wrote:
erg cz wrote:
I recall CCP admited, that most player quited after their first PAYED month.

Proof or it never happened.

Actually, don't worry about the proof, there isn't any. That never happened.

Baltec1 however was correct and it's been posted here many times over the last couple of years.



that was mentioned by a ccp dev that's no longer with the company during a fan fest round table.. when they opened up and discussed new player experience and began tackling the problem. ccp ytterbium (sp) was the one giving the presentation if i remember correctly.. and yes its very true.. many new bros come and stick around for the trial phase or 1 month worth of time to check out eve online.. just to meet its real sword by gankers, cheap shots, and the scum that exist.

sorry dude but its true.. unless the new player finds a decent group or is guided to a decent group.. his or her hopes for survival are slim to none.. too many jerks have ruined the chances of retaining players. this is the raw truth, they increase risk thinking folks enjoy the torture.. some do.. most dont and leave. only insane people will constantly continue trying the same thing over and over again and fail doing so.. this is what ccp continues to try to counter.. yet they keep on failing..i wonder why? perhaps the "play like me" mindset has taken far too much over and killed what was supposed to be a sandbox.. perhaps it was implementation of more gimmicks and ganker toys ( yes you can blatantly see some items were put in just to help out with ganking and griefing..catchphrasing it as "content" and new "gamestyle mechanic".. all of that was just BS. and the smart consumer can see it for what it really is.

take a quick look around these parts, you have some of the most rudest, condescending comments on a gaming forum. matter of fact i just read one which would be deemed hostile, overly aggressive and just plain out rude in other gaming forums ( and while the poster who did would be BANNED! from forums for life)..

Eve online, CCP, and ISD needs to begin really putting folks in check.. how else are new sign ups going to feel comfortable and welcome when we have so much "forum pvp" here. its no wonder our sub numbers are dropping faster than a rare piece of loot.

of course you can remain in denial but once again.. i say.. the real numbers of eve online are now showing and despite the banning of bots and isboxers (which is a good thing).. we have a huge hill to climb to get back up top and break the record for most active logins in a single day.


hey remember when ccp tried to brag about us having 500k subs.. where the hec did they go? ooh thats right they blurred truth. thats between two servers or something and surely not all on Tranquility where it matters atleast to main players.

will we ever connect to china? doubtful highly doubtful.. so what can we do as a community to get people to play, pay, and stay playing and playing?



EVE was growing at its fastest rate when there was a lot more pvp. As safety has gone up the player retention has gone down. The reason is very simple, less pvp = less content.

There is no evidence at all that any pvp has a negative impact on player retention, all the evidence shows the opposite. The problem is we have lost a huge amount of content over the last 5 years and it's the 85% that take part in no pvp at all that then quit is the problem that needs addressed. We need to reverse the trend of less pvp because pve is never going to keep people interested in this game.
Black Pedro
Mine.
#1710 - 2016-09-24 12:10:18 UTC  |  Edited by: Black Pedro
Lucy Lollipops wrote:

1%

Hilarious...
What is so funny? True new players (like those <15 days in the study) don't have anything worth ganking and thus are rarely ganked. Heck, highsec ganking is so rare taken across all players (CONCORD vs player has ~1% of activity of PvP) I bet that less than 1% of any players in a given month are ganked in highsec, although I am sure that number is higher among certain classes of AFK and industrial players.

Further, as CCP Quant also showed, highsec destruction only makes up a tiny fraction (less than %0.2 in March for example) of total highsec trade. Highsec ganking really isn't a significant phenomenon as a part of total economy or player activity as many here on this forum would have you believe.

Milla Goodpussy wrote:
Shae Tadaruwa wrote:
erg cz wrote:
I recall CCP admited, that most player quited after their first PAYED month.

Proof or it never happened.

Actually, don't worry about the proof, there isn't any. That never happened.

Baltec1 however was correct and it's been posted here many times over the last couple of years.



that was mentioned by a ccp dev that's no longer with the company during a fan fest round table.. when they opened up and discussed new player experience and began tackling the problem. ccp ytterbium (sp) was the one giving the presentation if i remember correctly.. and yes its very true.. many new bros come and stick around for the trial phase or 1 month worth of time to check out eve online.. just to meet its real sword by gankers, cheap shots, and the scum that exist.
No, it was CCP Rise (who is indeed still with the company) and was during a whole session entitled Using Science to Help Newbros. You only have to watch the first few minutes, but you will see he does unequivocally state that new players rarely get suicide ganked (~1%), and those that do are the most likely to subscribe to the game.

Make of that what you will, but all the evidence CCP shared says that new players are more likely to be bored out of the game than pushed out of the game by being exploded by veteran players. Certainly, there is no evidence that at least for new players, being exploded has any negative effect on retention.
Railyn Quisqueya
Imperial Academy
Amarr Empire
#1711 - 2016-09-24 14:21:26 UTC  |  Edited by: Railyn Quisqueya
baltec1 wrote:

EVE was growing at its fastest rate when there was a lot more pvp. As safety has gone up the player retention has gone down. The reason is very simple, less pvp = less content.

There is no evidence at all that any pvp has a negative impact on player retention, all the evidence shows the opposite. The problem is we have lost a huge amount of content over the last 5 years and it's the 85% that take part in no pvp at all that then quit is the problem that needs addressed. We need to reverse the trend of less pvp because pve is never going to keep people interested in this game.

I have to say, and this very well may be anecdote, the majority of people I have met over the years that played Eve and left, left due to 'grief' play or some experience related to it. Yes, I know this isn't an official poll. But not one implied they left because Eve wasn't hardcore enough or because it was losing its cold.

So when I see statements implying that Eve needs to be more hardcore to better retention, it pretty much goes against what I've personally observed. "But what about CCP facts and data and all that?"... I'll just say that CCP isn't exactly known for its transparency or its willingness to engage in topics such as these. In fact, as far as I can tell, devs bring forth bits and pieces of 'evidence' in accordance to their own personal promotional views and agendas, just like players.

Just as a side note, I think it's sad that while I typed this what went through my mind was 'have I gone too far in criticizing the devs and will my post be censored or deleted'?
baltec1
Bat Country
Pandemic Horde
#1712 - 2016-09-24 14:27:43 UTC
Railyn Quisqueya wrote:
baltec1 wrote:

EVE was growing at its fastest rate when there was a lot more pvp. As safety has gone up the player retention has gone down. The reason is very simple, less pvp = less content.

There is no evidence at all that any pvp has a negative impact on player retention, all the evidence shows the opposite. The problem is we have lost a huge amount of content over the last 5 years and it's the 85% that take part in no pvp at all that then quit is the problem that needs addressed. We need to reverse the trend of less pvp because pve is never going to keep people interested in this game.

I have to say, and this very well may be anecdote, the majority of people I have met over the years that played Eve and left, left due to 'grief' play or some experience related to it. Yes, I know this isn't an official poll. But not one implied they left because Eve wasn't hardcore enough or because it was losing its cold.

So when I see statements implying that Eve needs to be more hardcore to better retention, it pretty much goes against what I've personally observed. "But what about CCP facts and data and all that?"... I'll just say that CCP isn't exactly known for its transparency or its willingness to engage in topics such as these. In fact, as far as I can tell, devs bring forth bits and pieces of 'evidence' in accordance to their own personal promotional views and agendas, just like players.


As posted above, its not just Dev personal opinions, these are hard numbers both from CCP and from the data available to us.

Its not about making EVE hardcore its about bringing back a lot of lost content. You can't remove a large amount of content from a game and not expect a fall in players.
Railyn Quisqueya
Imperial Academy
Amarr Empire
#1713 - 2016-09-24 14:45:53 UTC
baltec1 wrote:


As posted above, its not just Dev personal opinions, these are hard numbers both from CCP and from the data available to us.

Its not about making EVE hardcore its about bringing back a lot of lost content. You can't remove a large amount of content from a game and not expect a fall in players.

Your definition of content varies slightly from my definition. I dare say your 'loss of content' revolves around the loss in ability to gank/scam/grief players with ease. And although there have been instances where this is true, you cannot take that statement as a whole and claim this is THE reason player retention is down. In fact, this proves my point that facts are presented in ways that accommodate our personal agendas, just like claiming the fact that worldwide piracy has been on a linear decline as global warming rises. It simply makes no sense to me.

If it were true and really that simple, why hasn't CCP simply just gone all out and have undone the changes plus add more gravy in the form of your definition of content? This means more subscription, more money, more pants.
Black Pedro
Mine.
#1714 - 2016-09-24 15:05:39 UTC
Railyn Quisqueya wrote:
I have to say, and this very well may be anecdote, the majority of people I have met over the years that played Eve and left, left due to 'grief' play or some experience related to it. Yes, I know this isn't an official poll. But not one implied they left because Eve wasn't hardcore enough or because it was losing its cold.

So when I see statements implying that Eve needs to be more hardcore to better retention, it pretty much goes against what I've personally observed. "But what about CCP facts and data and all that?"... I'll just say that CCP isn't exactly known for its transparency or its willingness to engage in topics such as these. In fact, as far as I can tell, devs bring forth bits and pieces of 'evidence' in accordance to their own personal promotional views and agendas, just like players.
I don't doubt your experience, but it suffers from an extreme form of selection bias - you can only "know" people who quit the game, but not the masses of people that try the game and decide it boring and quit before you get to know them. This is why it has become a 'myth' as CCP describes it because everyone knows or has heard of someone who has rage-quit over a loss, yet no one but CCP knows about the silent majority of potential customers who try the game, but don't make the social contacts or have anything interesting or captivating happen during their trial and thus leave the game.

Eve can be a terrible game. Mining alone in highsec with a Venture for a few weeks where nothing happens is not compelling game play in 2016, nor probably even in 2003. Eve Online is suppose to be a living, breathing world where the other players provide the content. Nerfing the chance of that anything happening in highsec which has been the trend in the last 5-6 years, unfortunately also the place most new players start, means that potential long-term customers are treated to a boring, inert first few weeks in the game that doesn't represent much of the game play Eve has to offer. This safety means they barely get a taste of the universe around them, all isolated in their bubble-wrap that well intentioned veteran players and developers have cocooned them in, and they go about 'leveling-up their Raven' like a traditional MMO, ask "is this all there is?", and quit the game.

My prescription: better integrate new players into existing player groups, start them in lowsec or somewhere more interesting so they can see some more of the possibilities of Eve, completely revamp the NPE and reverse some of the more content-crippling buffs to highsec safety. Higher retention rates will quickly result in increasing PCUs and reverse the trend of recent years. Given how cagey CCP Seagull was in that recent interview, I think at least some of that will be part of a 'New Player' focused expansion in November.

I hope we know more in a few days/weeks.

baltec1
Bat Country
Pandemic Horde
#1715 - 2016-09-24 15:44:52 UTC  |  Edited by: baltec1
Railyn Quisqueya wrote:
baltec1 wrote:


As posted above, its not just Dev personal opinions, these are hard numbers both from CCP and from the data available to us.

Its not about making EVE hardcore its about bringing back a lot of lost content. You can't remove a large amount of content from a game and not expect a fall in players.

Your definition of content varies slightly from my definition. I dare say your 'loss of content' revolves around the loss in ability to gank/scam/grief players with ease. And although there have been instances where this is true, you cannot take that statement as a whole and claim this is THE reason player retention is down. In fact, this proves my point that facts are presented in ways that accommodate our personal agendas, just like claiming the fact that worldwide piracy has been on a linear decline as global warming rises. It simply makes no sense to me.

If it were true and really that simple, why hasn't CCP simply just gone all out and have undone the changes plus add more gravy in the form of your definition of content? This means more subscription, more money, more pants.


Same reason why CCP has done nothing to balance t3 cruisers and t3 destroyers.

Content is content, be it chewing on rocks or firing a DD in a battle over a keepstar. Just because you don't like an activity does not mean that activity should be removed from other players. This is the big problem with EVE, over the years people such as yourself have demanded nerf after nerf to pvp in order to get more safety and protection. CCP listened, nerfed, and ended up destroying a large amount of content. New players that now come try EVE are faced with a game that offers very little risk and thus, no challenge or fun. Which is why the 85% who do not take part in pvp quit
Arcelian
0nus
#1716 - 2016-09-24 16:22:41 UTC
I got a RL friend to play for a bit. His biggest complaint, and the reason he ultimately left, is because of how long it takes to do things. Fit a ship, scour space for hours looking for a fight that you won't get absolutely stomped on, get stomped on anyway.....fun times. Not really.

Want to get back in to the fight? Well, it's gonna be at least a half hour to get where you can buy anything again. I try to explain that you have to account for things like logistics, but it just seems like a lot of work. And it is.

Some thrive on stuff like that, I enjoy working out the small things. That's the exception, not the rule however.
Teckos Pech
Hogyoku
Goonswarm Federation
#1717 - 2016-09-24 16:48:05 UTC
Lucy Lollipops wrote:
Teckos Pech wrote:
erg cz wrote:
baltec1 wrote:


Actually it's the opposite, people who get illegally killed tend to stay longer. The problem is the 85% who quit having taken part in no PvP which is why it is important to bring back all of the content that has been lost.


Proof or never happened. I recall CCP admited, that most player quited after their first PAYED month. You pay and got owned by local bully. Stay or adapt, but who want to stay under such conditions. I am sure it is not a game (awesome space life simulator) it players, who make a problem here. Most of the community do PVP with sense and honor, defending their space, fighting opposite race or simply hunting those, who agreed to be hunted by flying into low sec. But those, who try to fix their badly hurt RL selfesteem by killing unarmed ships in high sec defenetely no content creators but simply kill the game they play.



Go to CCP's youtube page, and find the fanfest video discussing this. He is correct. In CCPs analysis showed that 85% of the players who were not ganked stayed with the game the least amount of time. In fact, the ranking went as follows:

Most time in game--those who were ganked (1%).
Second most time in game--those who were killed "legally" (14%).
Least amount of time in game--those who engaged in no PvP (ship to ship at least--85%).


1%

Hilarious...


Yeah, because it totally ruins your narrative.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucy Lollipops
State War Academy
Caldari State
#1718 - 2016-09-24 16:57:32 UTC
I think it's the narrative of this game that is slowly ruined, not mine.

And the other poster is right imo, everything in Eve online is slow, very slow to do.

If you mix it with how easy it is to lose your ship you can imagine the high level of frustration that can potentially lead players to leave the game.
Teckos Pech
Hogyoku
Goonswarm Federation
#1719 - 2016-09-24 16:57:36 UTC
Black Pedro wrote:


Make of that what you will, but all the evidence CCP shared says that new players are more likely to be bored out of the game than pushed out of the game by being exploded by veteran players. Certainly, there is no evidence that at least for new players, being exploded has any negative effect on retention.


This is a very nice summary. Ganking and PvP lead players to stay longer and retention is really a problem of those not experiencing that and (most likely) being bored out of the game. This is based on empirical evidence. IIRC they found 80,000 accounts (excluding alt accounts) where they were ganked in their first 15 days (note, this does not mean they were 80,000 trial accounts if were in game 2 years at the time of the study and had been ganked in your first 15 days you might have been in the study).

But people wave their hands, "That means nothing...." or "That method is flawed [more bullshit hand waving]...."

This is why I think ultimately empirical work is not going to change people's minds like Lucy Lollipops. Lucy's mind is made up and no amount of empirical evidence to the contrary will be sufficient. Lucy is best described as dogmatic.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Rain6637
GoonWaffe
Goonswarm Federation
#1720 - 2016-09-24 17:07:05 UTC
This is pretty clearly a case of a player leaving after they discover the end of unexpected content. I don't think the PVP statistic is a result of another player's influence. It could just as easily be provided by an NPC but the NPC content isn't there.

In terms of things that attack you against your will, you can sit in several areas of space, in all security levels, and never be attacked by anyone. Including NPCs. By comparison when you roam around a game like Aion, you get little annoying enemies nibbling at your feet, even in supposedly secure towns.

It would take more server load, but what needs to happen is more unexpected content, even if it's using NPCs. It's better than nothingness. If a player is allowed to undock and sit unmolested for even five minutes, that's probably when they begin to think the game is boring.

These players who were attacked in PVP were simply the ones who found the continuation of content beyond NPCs. NPC content itself is laughably limited.

Traveling through high sec should require some defense or at least a warp core stabilizer. You should expect that if you undock, there will be an NPC or a small group of weak NPCs harassing you at undock, at the gate, and in every system along your route. You should have to fight your way through critter-like NPCs.

Depending on players to provide all content is needlessly scarce. Why leave EVE so barren, it's one of the worst shortcomings in an MMO. Scatter NPCs everywhere, they're free.