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so this is there real future for new players? gate camp?

First post
Author
Chihuahuaraffe
University of Caille
Gallente Federation
#61 - 2017-02-05 18:31:52 UTC
av Utama wrote:
To lose all with no time to react

One of the common new player mindsets that has to be unlearned is that ships are like these great important valuable things that should have permanence.

A common Rookie question is "Can I have more than one ship?" for example.

When people get their ship blown up towards the end of the NPE tutorial, they're often in such a panic "How do I get my ship and my stuff back?", "OMG I need another ship!!", that they miss the fact that the tutorial gives them a Venture with fittings, and they aren't aware that the Career Agent tutorials are about to shower them with free ships. It's quite a traumatic experience.

But as you play you learn that ships are consumables, and as proud of one as you might be, and as much as it feels like a trusted companion, it's only ISK and the market will quickly supply you with as many absolutely identical clones of that ship as you need.

Ships are commodities, and completely interchangeable, unlike our real life experience with things like cars where my car is different from your car even if the model, color, and options are identical, and I would not trade with you without going through a process of evaluating whether it was a good deal for me or not.

Because of this, a ship is just ISK, and the loss of a ship is no different than any other ISK cost. You have to balance the loss of a ship against the value you got from having it. Getting ganked in a Venture may feel bad, but you can buy two fitted Ventures for ONE load of high-sec ore in one from 20 minutes effort.

Similarly, your shiny new Exploration ship has a good chance of getting blown up each time you take it out, but if you come back even 1/3 of the time with a big haul, then it can still be wildly profitable even if you're replacing your whole ship every few hours.

"To lose it all" in one ship loss is just not possible for a new player as you start out with very little to lose. Even starting from scratch you can be back on your feet in a very short time. If you were flying more than you could afford to lose (more than you wanted to lose) at that point , or hauling PLEX around, etc., then it was a lesson you needed to learn and which you should not have to suffer again.

The first rule of Eve might be "**** is gonna blow up" and in fact that's the whole basis for the game and its economy. Without your ships blowing up on a surprisingly regular basis, the game just does not function.
Akane Togenada
Doomheim
#62 - 2017-02-05 18:42:37 UTC
Arthur Aihaken wrote:
Provided you can stay under the radar and as long as you don't become too much of a threat to anyone else, you'll do fine. But raise or perk enough interest and you'll soon find yourself the focus of numerous war decs and mercenary corporations that descend upon you.

Stay small, think small and you'll probably survive (at least for a time). But entertain any thoughts of ambition or grandoise notions and you'll soon find yourself served up as content for someone's sole entertainment.

There's a reason EVE's population has been in steady decline. Most have figured out that the only way to win EVE is to not play in the first place.


Mercenary Corps ... are those the ones that camp Trade Hubs and hunt unaware players in High-Sec. If so staying way from Trade Hubs and moving to Low, Null, WH or even a quiet part of High is most likely enough.

About staying small I don´t know. Signal Cartel are currently 800+ players and growing and for me that seems to provide several benefits to both the Corp as a whole and to it's members. To me it seems like the important factor to make EVE fun to play is to set realistic goals for your Corp/Alliance and to do stuff that you enjoy doing. If you want to do Null Sov War you will have to either:

A. Join one of the Corps involved in said war(s) or B. Get one of the Alliances fighting in said wars to take your Corp into their fold.

Once again it does seems like you focus on SOV and SOV alone. There are other aspects of EVE that one can enjoy which doesn´t include capturing and failing to hold areas. Perhaps I misunderstand you but that's the vibe I'm getting.

One EVE:s population I can only say that there are more characters online right now then when I started playing about one year ago. The Alpha program seems to be quite a success from that perspective atleast. Finally if you think EVE is about "winning" I understand why you think it sucks since that's not the objective for the vast majority of the players.
Arthur Aihaken
CODE.d
#63 - 2017-02-05 18:45:38 UTC
The first rule of EVE should be this: If you have anything of value, eventually (sooner as opposed to later) someone will come along and take it from you - it doesn't even matter if there is zero (or negative) financial gain in the endeavour. Once you understand the vitriolic nature of most players in EVE and that there is often little if any recourse (insurance, CONCORD, bounties - ha!) the game devolves into trying to come up with ways to deny these types of players any 'fun' - often to the detriment of your own enjoyment.

I am currently away, traveling through time and will be returning last week.

Neuntausend
Republic Military School
Minmatar Republic
#64 - 2017-02-05 19:05:16 UTC
Recettear Hariere wrote:
I'm also well aware that t1 frigate doesnt equal noob. maybe "mostly" is also exaggerrated. maybe not, because i know firsthand how often these "people" camp on the next-best high-low gate near my startersystem with 20 ships. something that this board very decidedly reflects.

As has been stated multiple times - loosing ships to gate camps can be avoided for the most part. The fact that this group still manages to kill many players, often many years old means that those players either don't learn or don't care. In both cases the loss is deserved in my book.

Recettear Hariere wrote:
That you are still the biggest and arguably mightiest corp in the game after losing what sounds like the biggest war in the history of the game should be quite the hint that something is broken, no?

It could also mean that you are just believing what the other sides propaganda machine wants you to believe. People like to forget that NC., PL and even just the Casino-Kingpins are quite powerful in their own right, and they have a great influence on the media that you consume, just as we do. The Casino War was hyped up to be the biggest war in the history of the game, because it was a war between the biggest coherent group there is and most of the rest of nullsec. It was hyped up to be a war to destroy Goons. But that's not what it really was. It was a political power play, staged by other big players.

It certainly has not been the biggest war ever. In terms of actual fighting, not a lot has happened during the Casino War. The losses in terms of material were manageable, the morale held up. We sadly lost a few allies, but in the same way we learned who is actually with us, and who prefers to flow with the tide when the going gets rough.

The only thing Goons really lost was space, and space is not exactly rare after the Aegis expansion. Right now, Wars are going on, and once they are over, the winners don't know what they are supposed to do with all the space they conquered. So they just install some random guys there that just happen to be homeless at the time, or they just let the former owners move back in. Unlike the media liked to claim back then, the "World War Bee" (lol) was not a campaign to destroy us, otherwise they would not have let us just claim Sov somewhere else. After they had booted Goons from the north, they just declared the war over and stopped interfering with our operations. They did not even try. And you wonder how it is possible that we are still there?

Recettear Hariere wrote:
Maybe i'm just trying to shift blame for my own problems in the game to some rather anonymous entites. but i am certainly not alone in this view on things.

And to every one of these sentiments, you'll find someone whose oppinion is the exact opposite. Who's right there, and who's wrong is hard to tell. (spoiler: I am. True story. ;) )
Jonah Gravenstein
Machiavellian Space Bastards
#65 - 2017-02-05 19:08:51 UTC
Arthur Aihaken wrote:
The first rule of EVE should be this: If you have anything of value, eventually (sooner as opposed to later) someone will come along and take it from you - it doesn't even matter if there is zero (or negative) financial gain in the endeavour.
That would be an axiom or a postulate, not a rule. Axioms and postulates being statements that are self evidently true.

The first rule of Eve is that you don't fly what you can't afford to lose, the axiom or postulate is that if you ignore the rule someone may well try to take it from you in one way or another,

Quote:
Once you understand the vitriolic nature of most players in EVE
The most vitriolic people in Eve are those that wish real life misfortune on those that play in a way that conflicts with their desires, strangely enough most PvPers don't match that description.

Quote:
and that there is often little if any recourse (insurance, CONCORD, bounties - ha!)
The game provides mechanics that allow you to inflict consequences over and above those provided by the game, it's just a shame that so many are loathe to learn about them, let alone use them.

Quote:
the game devolves into trying to come up with ways to deny these types of players any 'fun' - often to the detriment of your own enjoyment.
You're doing it wrong. I regularly deny others the opportunity of having ingame fun at my expense, it in no way detracts from my enjoyment of the game, if anything it enhances it.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Arthur Aihaken
CODE.d
#66 - 2017-02-05 19:21:55 UTC  |  Edited by: Arthur Aihaken
Jonah Gravenstein wrote:
The first rule of Eve is that you don't fly what you can't afford to lose....

Alpha players really can't afford to lose anything, and they're at a disadvantage from the very outset.

I am currently away, traveling through time and will be returning last week.

baltec1
Bat Country
Pandemic Horde
#67 - 2017-02-05 19:26:13 UTC
Vanessa Celtis wrote:
av Utama wrote:
upgraded to Omega , was fun to learn exploration , but the future not looking good...

To lose all with no time to react to stupid camp again and again
3 second , that all , you get blown up

You can tell that it's going bad if , 1 sec after jump there is warp disrupt, only 1 sec

I don't like this "pvp" system , this is ugly and bad

Rage quit


Yep, this is what they do not tell you when you upgrade, and this is what is killing the game. Gate camps and suicide ganking machines are an exploit of the game. A glitch in the design left on purpose by CCP which prevent the game to grow.


PvP in a PvP game is killing the game...
Neuntausend
Republic Military School
Minmatar Republic
#68 - 2017-02-05 19:41:01 UTC  |  Edited by: Neuntausend
Arthur Aihaken wrote:
Jonah Gravenstein wrote:
The first rule of Eve is that you don't fly what you can't afford to lose....

Alpha players really can't afford to lose anything, and they're at a decided disadvantage from the very outset.

Alpha players can fly up to cruisers (and the gnosis). With fitting they cost what? 30M? So what you are saying is, that alpha players cannot make a hundred million ISK so they have a buffer to replace a loss or 3?
Jonah Gravenstein
Machiavellian Space Bastards
#69 - 2017-02-05 19:42:35 UTC
Arthur Aihaken wrote:
Jonah Gravenstein wrote:
The first rule of Eve is that you don't fly what you can't afford to lose....

Alpha players really can't afford to lose anything,
Yet they have free ships thrown at them by the career agents and many player corps will do the same for them.

Quote:
and they're at a decided disadvantage from the very outset.
They are at no more of a disadvantage than anybody else that has ever been a newbie, in fact they're at a lesser disadvantage than many newbies in the past who had to deal with an NPE that was basically "here's a Rubik's cube, now go fornicate with yourself".

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Vortexo VonBrenner
Doomheim
#70 - 2017-02-05 19:48:05 UTC
av Utama wrote:
upgraded to Omega , was fun to learn exploration , but the future not looking good...

To lose all with no time to react to stupid camp again and again
3 second , that all , you get blown up

You can tell that it's going bad if , 1 sec after jump there is warp disrupt, only 1 sec

I don't like this "pvp" system , this is ugly and bad

Rage quit


Ask yourself a question; "Many people have played this game over the years and they all were new at some point. These situations I face probably are not new, meaning many people have figured out how to deal with them. If they can do it certainly I can as surely I am at least as smart and resilient as some of those who have played this game."

Or you can rage quit. Up to you.



Arthur Aihaken
CODE.d
#71 - 2017-02-05 20:05:46 UTC  |  Edited by: Arthur Aihaken
Jonah Gravenstein wrote:
Yet...

You (and others like you) seem bound and determined to continue defending the various deficiencies in EVE. It doesn't seem to matter that it saps any incentive to play the game, seriously deters new players and is in effect what has been killing EVE for the past decade. There's not really any point in trying to debate or discuss this, because those who favor the current sandbox really (really) enjoy their status quo.

Addendum: I wanted to add that that I'm not alone in this way of thinking. EVE has to adapt or die, and CCP is not oblivious to this. That's why in the past year alone we've seen the introduction of paid content in the form of various micro transactions: Ship SKINs, clothes, skill extractors and injectors and now custom ships. And the F2P model which was so vehemently opposed has now been grudgingly accepted as a reality.

I am currently away, traveling through time and will be returning last week.

Neuntausend
Republic Military School
Minmatar Republic
#72 - 2017-02-05 20:09:51 UTC
Arthur Aihaken wrote:
Jonah Gravenstein wrote:
Yet...

You (and others like you) seem bound and determined to continue defending the various deficiencies in EVE. It doesn't seem to matter that it saps any incentive to play the game, seriously deters new players and is in effect what has been killing EVE for the past decade. There's not really any point in trying to debate or discuss this, because those who favor the current sandbox really (really) enjoy their status quo.

You (and others like you) seem bound and determined to change a game they do not fully understand to fix percieved deficiencies that others percieve as unique features and engaging gameplay. It doesn't seem to matter that it gives the most incentive to play the game, according to CCP helps new player retention and is in effect the main reason why EVE has survived for more than a decade. There's not really any point in trying to debate or discuss this, because those who don't like the current sandbox really (really) enjoy complaining about it.

Jonah Gravenstein
Machiavellian Space Bastards
#73 - 2017-02-05 20:26:32 UTC  |  Edited by: Jonah Gravenstein
Arthur Aihaken wrote:

You (and others like you) seem bound and determined to continue defending the various deficiencies in EVE.
Whether or not what you perceive to be deficiencies in Eve are actually deficiencies is subjective, i.e a matter of opinion. With that in mind, please do feel free to expand upon the things that are, in your opinion, deficiencies in Eve; light entertainment is always welcome.

Quote:
It doesn't seem to matter that it saps any incentive to play the game,
Once again this is subjective, just because some feel that the current environment saps incentive doesn't make it true for all.

Quote:
seriously deters new players
Really? New players have it easier than ever before. If they can't handle the current environment that's on them, tens of thousands of players successfully dealt with a far harsher environment when they were new and didn't let it deter them.

Quote:
and is in effect what has been killing EVE for the past decade.
Yeah, don't let facts get in the way; subs and player numbers grew continuously for the best part of a decade, bucking the general trend for MMO's, when Eve was a much harsher game and more brutal on the new, than it is today.

Quote:
There's not really any point in trying to debate or discuss this, because those who favor the current sandbox really (really) enjoy their status quo.
We favour the current sandbox because there is nothing else like it, if you want to play games where ganking, theft, scams and all the other things that the bleeding hearts complain about aren't allowed, you have thousands of choices to pick from. Stop trying to turn our game of choice, which is one of the very few that do facilitate such nefarious game-play options, into just another MMO where being the good guy is the only option.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Neuntausend
Republic Military School
Minmatar Republic
#74 - 2017-02-05 21:09:03 UTC
Now gather around kids and let grampa tell you about the olden days. Back when I was a young whippersnapper like you are now, there was no such thing as an NPE. No tutorial, no carreer agents, no epic arcs. What I got back then was a Newbie Corvette (back in the day this still counted as a frigate, not that it was any stronger than it is now), a gun and a message that basically said: Here's a gun, there's a pirate, have fun!

Well, that's not entirely true. There was a newbie agent with a couple of missions, but they didn't really teach you anything, and the rewards were not exactly great either. They gave you a certificate at the end that was supposed to lead you to your factions cosmos agents. But since they are a convoluted and highly standing dependent chain (and I am using the term very loosely) of missions, almost no newbie really got into them back then.

I lost my first ship 5 days into the game. I cannot remember exactly how that went down, please excuse an old mans forgetfulness. But considering it was a Rifter not fit for PvP combat and the loss happened in a 0.9 security system, I would argue that this was not a consensual PvP engagement. I then lost a Thrasher in Lowsec to a gatecamp consisting of a heavy interdictor, Battlecruisers and even a smartbombing Battleship, and there went my pod as well. I would not exactly call that a fair engagement.

So, you see, this is not a new phenomenon. Yet I am still playing the game, and I am the veteran now, that has such an unfair advantage over you, quite like the pilot in that battleship was back then. "How can that be?" you ask?

Well, let me tell you. One day, I was mining in a Scythe (that used to be a mining cruiser - the venture was not a thing back then) in the System of Todaki - a newbie system where messing with the newbies would be frowned upon today.

Since it only had 3 turret slots for me to put mining lasers into, I had fitted it with two of what is now known as rapid light missile launchers. Excellent anti-frigate weapons, I was told.

And as I was floating there in space, mining peacefully, a puny little Merlin warped in and stole the ore that I took so long to mine from my jetcan. In my youthful carelessness I thought: Well, I'm in a cruiser with anti-frigate weapons, he's just a frigate, and he stole from me - now he's gonna get it! And frankly, this was a very welcome distraction, because mining was already getting rather boring, but I needed the money. Needless to say that I was wrong. Just seconds later I sat there in my pod, wondering what had happened.

I asked the guy why he had killed me. He told me, that I should not engage in combat if my ship did not even have a tank fitted to it, not to mention a point of any sort. I had no idea what he was talking about, but he apparently liked my calm and polite demeanor, so he invited me to join his little posse of bored Nullsec alts, aptly named "GRIEF - Greatly Reducing Inflation Every Fight" and show me the ropes.

Following that event, I just did the same thing this guy did to me - and to players much older than me no less. I was actually winning, making explosions that did not originate from my own ship and I even made some money on the side. And I remember this event to this day. I do not remember the roids I mined, the NPCs I blew up and the exploration sites I found.

So you see, I had to face the same hardships as you, in an environment that was much less helpful and protective than the one we see today, and had I not died in a very unfair non-consensual pvp engagement, I would probably have gotten bored of mining and running missions, and would not still be playing this game almost nine years later.

There are two sides to this coin. Some players prefer a harsh game like Eve. Some do not. For the former, there is only one game that provides this sort of gameplay. For the latter there are hundreds of alternatives out there. I am with Jonah Gravenstein with this one: If you don't like this game, just play one that you do like instead of trying to destroy ours.
Akane Togenada
Doomheim
#75 - 2017-02-05 21:09:34 UTC
Arthur Aihaken wrote:
You (and others like you) seem bound and determined to continue defending the various deficiencies in EVE. It doesn't seem to matter that it saps any incentive to play the game, seriously deters new players and is in effect what has been killing EVE for the past decade. There's not really any point in trying to debate or discuss this, because those who favor the current sandbox really (really) enjoy their status quo.

Addendum: I wanted to add that that I'm not alone in this way of thinking. EVE has to adapt or die, and CCP is not oblivious to this. That's why in the past year alone we've seen the introduction of paid content in the form of various micro transactions: Ship SKINs, clothes, skill extractors and injectors and now custom ships. And the F2P model which was so vehemently opposed has now been grudgingly accepted as a reality.


* EVE was more popular when it was more dangerous, the safer it have become the less players are playing it.
* CCP claims that the newbies most likely to stay in the game are those that "suffer" PvP during their early gaming.
* Many MMO:s have died in the past because they tried to adapt to what was considered "mainstream" at the time. I hope CCP are wise enough to keep EVE somewhat unique and avoid this fate.
* There is no F2P model, there is a F2T (free to try) model which seems to be working quite well. The opposition you are refering to was non-existent and most players welcomed the chance to bring in new players to EVE.

Finally what you consider deficincies are some of the parts that make EVE stand out and in the MMO market which as a whole is suffering terribly standing out is CRITICAL for survival.
March rabbit
Aliastra
Gallente Federation
#76 - 2017-02-05 21:33:21 UTC
Akane Togenada wrote:
* EVE was more popular when it was more dangerous, the safer it have become the less players are playing it.

It is about correlation and causation. I've yet to see proofs of EvE getting safer makes EvE losing players.
We know what:
- EvE is getting safer for years, starting in 2012-2013(?)
- EvE loses players, the most PCU was in 2011-2013
But not one person provided proofs of these things being related.

Akane Togenada wrote:

* CCP claims that the newbies most likely to stay in the game are those that "suffer" PvP during their early gaming.

Again: what DID I see from their presentation is: those who did lose ship in first 2-3 weeks stay in the game for longer.
But the question still is: what was the first here?
- Player lost the ship ('suffered PvP' as you wrote) and then he changed his ways
or
- player WAS ALREADY involved in PvP and because of it he lost his ship(s) in his first weeks
?

Akane Togenada wrote:
* Many MMO:s have died in the past because they tried to adapt to what was considered "mainstream" at the time. I hope CCP are wise enough to keep EVE somewhat unique and avoid this fate.

Let's hope. At the moment it loos like mainstream is the destination for EvE Sad

Akane Togenada wrote:
* There is no F2P model, there is a F2T (free to try) model which seems to be working quite well. The opposition you are refering to was non-existent and most players welcomed the chance to bring in new players to EVE.

This is pure semantics. Personally i haven't seen much benefits of Alphas for the game. Let's hope it was not another fail.

The Mittani: "the inappropriate drunked joke"

Neuntausend
Republic Military School
Minmatar Republic
#77 - 2017-02-05 21:40:47 UTC
March rabbit wrote:
Akane Togenada wrote:
* EVE was more popular when it was more dangerous, the safer it have become the less players are playing it.

It is about correlation and causation. I've yet to see proofs of EvE getting safer makes EvE losing players.
We know what:
- EvE is getting safer for years, starting in 2012-2013(?)
- EvE loses players, the most PCU was in 2011-2013
But not one person provided proofs of these things being related.

Akane Togenada wrote:

* CCP claims that the newbies most likely to stay in the game are those that "suffer" PvP during their early gaming.

Again: what DID I see from their presentation is: those who did lose ship in first 2-3 weeks stay in the game for longer.
But the question still is: what was the first here?
- Player lost the ship ('suffered PvP' as you wrote) and then he changed his ways
or
- player WAS ALREADY involved in PvP and because of it he lost his ship(s) in his first weeks
?

Those are fair points. But while the information we have is not exactly solid proof (statistics never are), at least we can see a correlation there. The people claiming that it's the other way around have nothing but their own gut-feeling, and that stands against the gut-feeling of many others who know the game quite well.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#78 - 2017-02-05 22:25:37 UTC
Neuntausend wrote:
Arthur Aihaken wrote:
Jonah Gravenstein wrote:
Yet...

You (and others like you) seem bound and determined to continue defending the various deficiencies in EVE. It doesn't seem to matter that it saps any incentive to play the game, seriously deters new players and is in effect what has been killing EVE for the past decade. There's not really any point in trying to debate or discuss this, because those who favor the current sandbox really (really) enjoy their status quo.

You (and others like you) seem bound and determined to change a game they do not fully understand to fix percieved deficiencies that others percieve as unique features and engaging gameplay. It doesn't seem to matter that it gives the most incentive to play the game, according to CCP helps new player retention and is in effect the main reason why EVE has survived for more than a decade. There's not really any point in trying to debate or discuss this, because those who don't like the current sandbox really (really) enjoy complaining about it.


Source: https://forums.eveonline.com/default.aspx?g=posts&m=6822616#post6822616

Not empty quoting. This is just a very awesome post.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

baltec1
Bat Country
Pandemic Horde
#79 - 2017-02-05 22:35:51 UTC
March rabbit wrote:
Akane Togenada wrote:
* EVE was more popular when it was more dangerous, the safer it have become the less players are playing it.

It is about correlation and causation. I've yet to see proofs of EvE getting safer makes EvE losing players.
We know what:
- EvE is getting safer for years, starting in 2012-2013(?)
- EvE loses players, the most PCU was in 2011-2013
But not one person provided proofs of these things being related.



The correlation is there, as CCP have nerfed PvP (content generation) the worse the growth got. Its undeniable that EVE grew at its fastest pace when there was a lot more danger around and its also undeniable that there is less content than before. Mainly what it shows is that a more dangerous EVE will not lower subs.
Recettear Hariere
Kittens and Puppies Engineering Inc.
#80 - 2017-02-06 12:11:41 UTC
Vortexo VonBrenner wrote:


Ask yourself a question; "Many people have played this game over the years and they all were new at some point. These situations I face probably are not new, meaning many people have figured out how to deal with them. If they can do it certainly I can as surely I am at least as smart and resilient as some of those who have played this game."

Or you can rage quit. Up to you.





This kind of logic can be applied to many games, not to EVE. There are good reasons why virtually every other online game swings the banhammer on detecting multiaccounts. And nearly every other game has a sort of "season" system or regular updates that devalue the old stuff. These limits and inflation systems, think WoWs yearly? addons, serve a critical function in equalizing chances.
Not even going big on the questonable skillsystem here. really longterm, it tends to get very specialized so its more a question how many different ships someone can fly rather than how good he is with them. That doesnt excuse the existence of "waste-my-time" skills like the engineering tab but the difference between 10M and 100M SP will be rather low if both pilots are sitting in a common ship.


Think about real life for a second. When Intel started to build processors in the 70s, they had pretty much free reign over the market. their stuff back then wouldnt pass for a calculator today, but there was nobody building quadcores back then. obviously.
Would you try to start a corporation with the goal of becoming marketleader in the cpu business today, if you had the same starterfunds as intel had back then? right, the "tutorial" became better, but does that make your chances of success actually better?