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Player Features and Ideas Discussion

 
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Pve in Eve seems unrewarding and not so interesting.

First post
Author
Dersen Lowery
The Scope
#81 - 2012-12-07 21:17:07 UTC
Solutio Letum wrote:
no you dont get it rigth? ALL ships can fit a Point, all ships in a site should be able to have a point, you should see allot of times from 2-4 points on you, because thats how it works in a actual figth, there is at less 50% of all enemy that are pointing you, if they are kiting then they should have the faction bonus for 50km points with faction points making it 60-70km, or should they get to loki/repier bonus with 50-100km webs? with some faction bonus for velocity 90% webs?... i dont get why thats a problem, players actually use these bonus's and most ships have specialized bonus for faction ships literally


This is the kind of thing I was hoping to see when I advanced the idea of rats having recognizable fleet doctrines.

Some rats could have dedicated tackle and "death from afar" battleships (afar in this case is not terribly far, just outside of tackle range). With e.g., Serpentis and Angels, who have a general SR doctrine, it makes more sense for ships of all sizes to fit for tackle, because they're going to close in to that range regardless. With Sansha, not so much.

When LR doctrine battleships lose all their tackle, they could just call for reinforcements, safe up and wait for another spawn of tackle. I like the idea (can't remember where it was posted) that fleeing rats can be scanned down, because that encourages training and practice in another extremely valuable PVP and exploration PVE skill.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#82 - 2012-12-07 22:04:12 UTC
Gilbaron wrote:
the problem is not that pve is boring,

the problem is that you can hardly make a living via pvp



Unless you:

-gank mining barges with bounties on
-gank freighers
-gank haulers in general (with valuable cargo)

Common point for those above: this is by no means pvp in any form or shape, just a random FPS box you shoot, main difference in Eve those boxes are piloted by players.

Exciting as gaming experience indeed

removed inappropriate ASCII art signature - CCP Eterne

Solutio Letum
The Scope
Gallente Federation
#83 - 2012-12-07 22:21:46 UTC
Sergeant Acht Scultz wrote:
Gilbaron wrote:
the problem is not that pve is boring,

the problem is that you can hardly make a living via pvp



Unless you:

-gank mining barges with bounties on
-gank freighers
-gank haulers in general (with valuable cargo)

Common point for those above: this is by no means pvp in any form or shape, just a random FPS box you shoot, main difference in Eve those boxes are piloted by players.

Exciting as gaming experience indeed


ganking is not considered pvp by its main meaning with the culture around in eve, its just like scamming,compared to trading
Mund Richard
#84 - 2012-12-07 23:22:17 UTC
Colman Dietmar wrote:
Mund Richard wrote:
And I think that's the main list of where you get isk from.

If you meant literally "me", I get my ISK mostly from market trading and about 30% from PVP loot. That is, 0% from PVE of any kind.

If you were actually making sense and were talking about faucets then it should be clear that any particular player does not have to be directly connected to a faucet. The mentioned nullsec dwellers, for example, can sell the abdundance of loot and expensive ores to highsec to make money.

Main point here is that the inflation is out of hand and needs to be dealt with. An easy and direct way to do it is to make sure that the ISK faucets are weaker than the ISK sinks. From that point, the market will regulate itself. Right now it's just sinking in the flow of ISK generated by bounties and incursions.

Pretty much every player anywhere ever that has isk beyond what you start the game with, is connected to a faucet.

The question is only how many steps remote.

If you nerf bounties and incursions, remove insurances from the game!
Go on, PvP to your heart's delight, you loose the ship, you loose the ship anyways, why would a corporation be so crazy as to insure capsuleer ships? It's most certainly not a sane market idea.
Oh, and NPC buy orders must go as well. They need to die. The market should be player driven!
...
Soo... now no one is getting any isk, but from the nerfed bounties and incursions.
People start having less and less isk, as they no can no longer afford the current prices, instead of inflation we now have deflation!
As if that would be good for buisness... Roll

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#85 - 2012-12-07 23:24:01 UTC  |  Edited by: Hakan MacTrew
Ok, I'm getting pretty fed up of people who can't get their head around the concept of where isk comes from, where it goes and inflation.
EVElopedia wrote:
An "ISK Faucet" refers to any mechanic where ISK enters a players wallet from a non-player source i.e. No player loses ISK, but one player gains ISK.
This causes inflation within the economy, as the total amount of ISK in the universe increases, but the amount of goods in it remain the same (or decrease).


So, PvE is an ISK faucet. It's pretty much the biggest of them all. Trading is not a faucet:
EVElopedia wrote:
An ISK transfer is when ISK passes from one character to another.

This may be via trading, sending ISK, or contracts.
___________________________________________

Selling goods to another player is not an ISK Faucet. It is an ISK Transfer (in fact, it is an ISK Sink as far as taxes are concerned).

Remind me, where does ISK go again?
EVElopedia wrote:
An "ISK Sink" refers to any mechanic where ISK leaving a players wallet is not going into another players wallet, i.e. the ISK is being absorbed or destroyed by a NPC entity.

This causes deflation within the economy, as ISK leaves the universe, but the amount of goods in it remain the same (or increase).

All of these COMBINE TO BALANCE the flow of ISK in and out of the game world. Too much in and not enough out results in inflation. Please note the word BALANCE. We need ISK Faucets the same as we need ISK Sinks. We also need transfers, because the more there is to buy, the lower the price will get. (If anything, you could also attribute the rise in prices to Botminers being banned left right and centre - good job btw CCP, keep up the good work - thus reducing the supply of minerals without reducing the demand. Someone should look into that...)

So, we NEED PvE as a source of ISK. So, getting rid of rat bounties would cut off a huge supply of ISK and would cripple the market. So can we please drop that whole discussion. Reducing the amount paid out, certainly on BS's, could have the desired effect.

As far as I can tell, everyone agree's that PvE would be better if it had more in common with PvP, both in fittings and combat styles. I want to see how CCP's take on this for pans out in faction warfare. Maybe some of those principals can be used as a basis for changing the current PvE system. I would also suggest rolling it out slowly, allowing alternative mission running options so people who have skilled up for and paid for PvE ships wouldn't just be left with a lot of wasted ISK and SP.

Maybe each system could have a mission hub in the infocom. Just select a local NPC entity you want to do work for, select the mission type and payscale and choose from a list offerd to you. All do-able from space?
Mund Richard
#86 - 2012-12-07 23:40:24 UTC  |  Edited by: Mund Richard
Hakan MacTrew wrote:
Maybe some of those principals can be used as a basis for changing the current PvE system. I would also suggest rolling it out slowly, allowing alternative mission running options so people who have skilled up for and paid for PvE ships wouldn't just be left with a lot of wasted ISK and SP.

Maybe each system could have a mission hub in the infocom. Just select a local NPC entity you want to do work for, select the mission type and payscale and choose from a list offerd to you. All do-able from space?

Pirate factions (and navies againts pirate agents) rolling out a new "subcorp" (like guardian angel to angels+serpentis), that learned the lessons of T2 and WH-space, found some new Jovian tech, and need specialised agents that can contribute the effort of just plain trying to slow them down?
All the while empires unleash a new "purge the unclean" on anyone not on the good side of DED.

Ofc, the two sides could just kill each other, but
1) pirates hide their valuable skirmish assets and are hard to pinpoint, and navies don't want to risk them as wel
2) where is the fun in that. This game is about capsuleers.

Heck, it could be a whole expansion on it's own! Shocked

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Sigras
Conglomo
#87 - 2012-12-08 00:29:45 UTC
Hakan MacTrew wrote:
Ok, I'm getting pretty fed up of people who can't get their head around the concept of where isk comes from, where it goes and inflation.
EVElopedia wrote:
An "ISK Faucet" refers to any mechanic where ISK enters a players wallet from a non-player source i.e. No player loses ISK, but one player gains ISK.
This causes inflation within the economy, as the total amount of ISK in the universe increases, but the amount of goods in it remain the same (or decrease).


So, PvE is an ISK faucet. It's pretty much the biggest of them all. Trading is not a faucet:
EVElopedia wrote:
An ISK transfer is when ISK passes from one character to another.

This may be via trading, sending ISK, or contracts.
___________________________________________

Selling goods to another player is not an ISK Faucet. It is an ISK Transfer (in fact, it is an ISK Sink as far as taxes are concerned).

Remind me, where does ISK go again?
EVElopedia wrote:
An "ISK Sink" refers to any mechanic where ISK leaving a players wallet is not going into another players wallet, i.e. the ISK is being absorbed or destroyed by a NPC entity.

This causes deflation within the economy, as ISK leaves the universe, but the amount of goods in it remain the same (or increase).

All of these COMBINE TO BALANCE the flow of ISK in and out of the game world. Too much in and not enough out results in inflation. Please note the word BALANCE. We need ISK Faucets the same as we need ISK Sinks. We also need transfers, because the more there is to buy, the lower the price will get. (If anything, you could also attribute the rise in prices to Botminers being banned left right and centre - good job btw CCP, keep up the good work - thus reducing the supply of minerals without reducing the demand. Someone should look into that...)

So, we NEED PvE as a source of ISK. So, getting rid of rat bounties would cut off a huge supply of ISK and would cripple the market. So can we please drop that whole discussion. Reducing the amount paid out, certainly on BS's, could have the desired effect.

As far as I can tell, everyone agree's that PvE would be better if it had more in common with PvP, both in fittings and combat styles. I want to see how CCP's take on this for pans out in faction warfare. Maybe some of those principals can be used as a basis for changing the current PvE system. I would also suggest rolling it out slowly, allowing alternative mission running options so people who have skilled up for and paid for PvE ships wouldn't just be left with a lot of wasted ISK and SP.

Maybe each system could have a mission hub in the infocom. Just select a local NPC entity you want to do work for, select the mission type and payscale and choose from a list offerd to you. All do-able from space?

Not that im disagreeing with anything youre saying, but you realize that based on this chart, you could set bounty prices to 0.0 isk and the ISK supply would actually be balanced right? especially since this would push the mission runners and ratters to find other ways of making isk which would push them into other faucets.

Now of course im not saying that all bounty prices should be set to 0, but something clearly needs to be done, and, no, as demonstrated, bounty prices are not completely necessary to the system.
Mund Richard
#88 - 2012-12-08 00:38:53 UTC  |  Edited by: Mund Richard
Sigras wrote:
Not that im disagreeing with anything youre saying, but you realize that based on this chart, you could set bounty prices to 0.0 isk and the ISK supply would actually be balanced right? especially since this would push the mission runners and ratters to find other ways of making isk which would push them into other faucets.

Now of course im not saying that all bounty prices should be set to 0, but something clearly needs to be done, and, no, as demonstrated, bounty prices are not completely necessary to the system.

Anything CAN be done, if CCP so decides.

Should it be done is the question.

Personally, I want to shoot when playing my internet spaceships to fund my shooting internet spaceships.

One interesting thing a CCP post had is that while inflation is crazy, most of it goes towards the rising price of PLEX...
I make way more isk an hour than a few months after I started, yet I still take a while to fund my monthly internet spaceship addiction.
Quote:
Finally, the 2% inflation in consumer prices is almost solely driven by PLEX prices, while most other consumer products experienced deflation in October. Without PLEX, the CPI would have shown 1% deflation.


Without the plex, last month there would have been a deflation?
Now where and what should be exactly balanced, and how...

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#89 - 2012-12-08 04:17:04 UTC
Mund Richard wrote:
As if that would be good for buisness... Roll

You almost got what I said right. What you didn't get is that I never suggested to remove faucets entirely. Now that would be a very silly idea, wouldn't it?

What happens when deflation (the so much needed deflation!) starts is that the market prices go down, ISK becomes harder to come by. The activities that generate ISK become more profitable, as result of which people start running missions (and incursions if those aren't dealth with as well) more, partially compensating for the lost ISK influx from bounties. This will compensate deflation untill it stabilizes somewhere where ISK generating activities will be just profitable enough to make people actually engage in those.

And that, my friend, would take care of inflation untill any further changes to faucet-sink system are made.

Hakan MacTrew wrote:
So, getting rid of rat bounties would cut off a huge supply of ISK and would cripple the market.

You were making sense untill this point. What you call "cripple" is actually the cure for the ugly inflation that we are experiencing right now. It is easily visible in the markets that are not affected by mineral prices.
Quote:
So can we please drop that whole discussion.

You can, and by stopping making sense you actually did.

I, at the other hand, will point out that bounties are not the only faucet, yet one of the biggest. Taking that out will do nothing but bring balance and take care of the inflation.

And I'd also like to say once more that I'm not proposing to just remove bounties, I propose to replace them with increased item drops, so that mission running does not become any less profitable than it already is.
Solutio Letum
The Scope
Gallente Federation
#90 - 2012-12-08 04:29:08 UTC
why not return on topic of why PvE is boring to death?
Joe Risalo
State War Academy
Caldari State
#91 - 2012-12-08 04:58:55 UTC  |  Edited by: Joe Risalo
Solutio Letum wrote:
why not return on topic of why PvE is boring to death?


I think a lot of the problem is lack of a profitable group activity for small corps in high sec.

One might say incursions, however, for those to be worth running it requires more than a small group.

I'm talking missions that you can run with a 5 man fleet in t1 ships including t1 logistics.


My problem isn't that pve is boring, but rather that it's too boring with more than one person, and not at all profitable with more than one person.


Like I've mentioned already, due to incursions being introduced and being more profitable than lvl 5's, I'd like to see lvl 5's brought back into high sec.

However, with a few adjustments.

1) Target swapping npcs so that it requires more involvement than a solo player with multiple accounts could accomplish.

2) Reduced LP payout by a good amount, reduced mission payout by a reasonable amount, and reduced bounty payout by a reasonable amount

3) Ensure that high sec lvl 5's don't drop high end items, unless they're on rare spawns, however, increase high end item drops in low sec lvl 5 missions.


This not only helps increase the profit for those willing to risk running low sec lvl 5's, but also brings lvl 5's back to high sec(not just low sec bordering high sec), and balances them so they can't be run solo or by a player managing multiple accounts.
It would also give a location where t1 logistics would be valid.
Omnathious Deninard
University of Caille
Gallente Federation
#92 - 2012-12-08 05:05:26 UTC
Solutio Letum wrote:
why not return on topic of why PvE is boring to death?

Could a random algorithm be put in with the missions generation, changing the number of rooms in the mission, the number of rats per spawn, the type of rats per spawn, the number of spawns per room, and then have them altered by a few different variables, like, standings vs opposing faction, mission level, fleet members upon entry of the mission site? That would sutabily make missions a little more interesting.

If you don't follow the rules, neither will I.

Joe Risalo
State War Academy
Caldari State
#93 - 2012-12-08 05:17:46 UTC
Omnathious Deninard wrote:
Solutio Letum wrote:
why not return on topic of why PvE is boring to death?

Could a random algorithm be put in with the missions generation, changing the number of rooms in the mission, the number of rats per spawn, the type of rats per spawn, the number of spawns per room, and then have them altered by a few different variables, like, standings vs opposing faction, mission level, fleet members upon entry of the mission site? That would sutabily make missions a little more interesting.



tbh, i don't think missions need randomness, well, at least not lvl 4 and below.

The reason why I say this is because players rely on predictability in order to survive.

For instance, t1 ships, and in some cases t2, faction, and pirate bs's can't survive a mission without knowing what ships cause triggers, how many ships would be triggered, and which ships will be hitting the hardest.

Sometimes they would be too much for a solo ship to survive, yet being unpredictable, you'd never know when you could or couldn't survive until it was too late.
Omnathious Deninard
University of Caille
Gallente Federation
#94 - 2012-12-08 05:28:32 UTC
Joe Risalo wrote:
Omnathious Deninard wrote:
Solutio Letum wrote:
why not return on topic of why PvE is boring to death?

Could a random algorithm be put in with the missions generation, changing the number of rooms in the mission, the number of rats per spawn, the type of rats per spawn, the number of spawns per room, and then have them altered by a few different variables, like, standings vs opposing faction, mission level, fleet members upon entry of the mission site? That would sutabily make missions a little more interesting.



tbh, i don't think missions need randomness, well, at least not lvl 4 and below.

The reason why I say this is because players rely on predictability in order to survive.

For instance, t1 ships, and in some cases t2, faction, and pirate bs's can't survive a mission without knowing what ships cause triggers, how many ships would be triggered, and which ships will be hitting the hardest.

Sometimes they would be too much for a solo ship to survive, yet being unpredictable, you'd never know when you could or couldn't survive until it was too late.

That predictability is exactly why this thread has started, when things are predictable they become boring, and boring is no fun. This randomness also follows the first few guidelines of eve, dont fly what you cant afford to replace and be prepaired for anything.

If you don't follow the rules, neither will I.

Minty Moon
#95 - 2012-12-08 07:03:06 UTC
I'll agree PvE is horribly predictable. I mean anyone can go out online get the mission set up of the site they're about to run and not have to worry one bit. You have access to every little detail about the mission before actually entering it
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#96 - 2012-12-08 07:54:59 UTC
I promise this is the last time I'm going to bring this up in this thread.
Sigras wrote:
Not that im disagreeing with anything youre saying, but you realize that based on this chart, you could set bounty prices to 0.0 isk and the ISK supply would actually be balanced right? especially since this would push the mission runners and ratters to find other ways of making isk which would push them into other faucets.

Now of course im not saying that all bounty prices should be set to 0, but something clearly needs to be done, and, no, as demonstrated, bounty prices are not completely necessary to the system.

Firstly, I've seen that chart before. Apart from the 'Other Faucets', (Which I'm pretty sure is mainly Insurance payouts,) all the faucets are based on PvE. Removing the PvE based income would leave 3.4 trillion ISK going into the system and 21.2 trillion ISK leaving it... How exactly is that balanced?

Secondly, at no point did I say Bounties were necessary. I said PvE was necessary. That chart actually helped prove my point. Reducing the bounties on the high end rats is still, in my opinion, the best way to start.

Solutio Letum wrote:
why not return on topic of why PvE is boring to death?


Omnathious Deninard wrote:
Could a random algorithm be put in with the missions generation, changing the number of rooms in the mission, the number of rats per spawn, the type of rats per spawn, the number of spawns per room, and then have them altered by a few different variables, like, standings vs opposing faction, mission level, fleet members upon entry of the mission site? That would sutabily make missions a little more interesting.

I made that same suggestion earlier in this thread but no one commented on it.

How I would like to see missions progress at the moment would be as follows:


  • Player enters system.
  • They want to run a mission so they open a tab in the Infocom to check who they can do missions for in said system.
  • After choosing to run a mission for their chosen organisation, (be they corp, faction, pirate or maybe even alliance...) the player selects the type of mission, the difficulty of the mission and the pay scale. (High pay being very intense PvP style battles. Low pay would be more laid back with successive waves of less threatening rats. They would still act in a similar manner to the other PvP style rats, but they would be easier to handle and would have lower bounties and would take more time to kill.)
  • The mission is then randomly generated. The location, the objective, the time limit, the type/s of rats, the amount of rats, elite spawns, faction spawns, the boss/es, the number of rooms, the number of sites that have to be cleared to accomplish the mission, the environmental effects, and several other parameters.
  • The player is given a general mission name, (Seige, Seek & Destroy, Ambush, Sabotage, Rescue, Delivery, that sort of thing.) They are then given the objective, the location, a bit of explanation and background fluff, info on the expected rat type/s, (may not be 100% accurate, it is intel after all and is never totally trustworthy,) a time limit and the pay offer.
  • The player can take the mission or look for another one.
Mund Richard
#97 - 2012-12-08 08:30:38 UTC
Colman Dietmar wrote:
Mund Richard wrote:
As if that would be good for buisness... Roll

You almost got what I said right. What you didn't get is that I never suggested to remove faucets entirely. Now that would be a very silly idea, wouldn't it?

What happens when deflation (the so much needed deflation!) starts is that the market prices go down, ISK becomes harder to come by. The activities that generate ISK become more profitable, as result of which people start running missions (and incursions if those aren't dealth with as well) more, partially compensating for the lost ISK influx from bounties. This will compensate deflation untill it stabilizes somewhere where ISK generating activities will be just profitable enough to make people actually engage in those.

And that, my friend, would take care of inflation untill any further changes to faucet-sink system are made.

I wonder which one of us didn't get the other more?

Well, my sarcasm makes my point harder to understand, that's for sure.

1) Why would deflation be needed?
Apart from the PLEX prices, the last month, consumer products did, in fact, see a deflation!
Or are you complaining about bounties because it got harder PLEX for your game? So has it for me.

2) Activities that generate ISK will become more profitable if isk is harder to come by?
For a new player, yes. For an old player with considerable buffer of ISK?
He will just laugh and never bother with them.
Also, how many months would the market take to balance out due to wallet buffers? I cannot even begin to predict it.
How would the game be during those times?
Do you claim you can?
Also, when I was running missions last time, the payout was a joke compared to the rest.
I suggested a few posts back mission rewards to be buffed (with or without a bounty nerf), but apparently no one liked the idea.
And since there are no missions in null... would still screw them over.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Alticus C Bear
University of Caille
Gallente Federation
#98 - 2012-12-08 09:04:42 UTC
NPC’s themselves

Some of the suggestions above regarding NPC’s switching tactics are good but AI improvements are only a start, people are complaining and perhaps balance is off but I have not played a game where I thought that the NPC A.I should be worse.

NPC’s need changing to make them more like capsuleer ships. High speed, damage and fewer in number, balance is key throughout the content to ensure it is doable by players at various stages of their eve development.

NPC E-war should move to appropriate E-war ship platforms and should representative of how player e-war works.

In fact NPC lock/weapon ranges ranges should be in line with capsuleers.

Intoduce RR on appropriate platforms.
Alticus C Bear
University of Caille
Gallente Federation
#99 - 2012-12-08 09:12:05 UTC
PVE content.

Are Wormholes dull? I would say not but this is more due to the environment than the fact that sleepers have advanced A.I.
The problem with content like mission is that it feels quite isolated, you can be in system with a hundred players and only see people on the undock.

Even the Epic arcs although having a better U.I and story still feel linear and predictable, just harder level 4 missions.
Mission dialogue is bad, not just the mission descriptions but the RP messages that appear in local I understand that the language needs to be fairly clean but it is like CCP took lines from the worst Sci fi B movie ever. More named characters and NPC's are also more interesting.

How many times have we seen the debate regarding which ship is best for missions? Missions should have alternate ways of completing them to promote differing ship types/playstyles whether that is tailored spawns to ship types, spacial effects, short cut gates for smaller vessels or alternate methods of dealing with the objectives.

My favourite PVE content has to be the COSMOS arcs. (I would like to be able to re-run these please even if it is yearly) the COSMOS sites give their systems geography and bring players into the same zones even if they are playing separately. It also felt like genuine exploring with discovery of new sites with a more unknown factor. It was only the fact that the missions were easily failable and could not be re-run that caused me to do research prior to completion otherwise this would have much more enjoyable.

It also contained location specific crafting materials and module rewards which are so much more interesting to receive (and less Faucet) than just more ISK or LP. Expand on this static content and wrap it up in the journal format. Even spread this form of content more into low sec to replace the popular static DED complexes you removed.
marVLs
#100 - 2012-12-08 10:18:38 UTC
Add some logistics for NPC so You will need to kill them first using Micro Jump Drive?

Some Boss fights would be cool, more phenomenas on pockets etc

And for god sake make NPCs warp on pocket not spawn from nothing...