Open Feedback Thread (Keep it constructive)

Play Now

CremeEgg82

Dedicated Member
Dedicated Member
Feb 24, 2014
331
5
44
Ok so I posted this and it got lost in the middle of another derailed thread. So I'm going to try again. I would like to see the community and Jamie/Shane work together in a constructive manner. So please no flames, memes, carrots or other derailing.

The only way anything will ever get addressed is to talk about it constructively. I've added a few bits to the original points, so it isn't word for word what I posted before.

---------------------------------------------------------------------------------------

I'd much rather see an open and honest 360 feedback post without people getting irate and flaming each other that covered the real issues (which have all been mentioned in other posts here and there).

The real issues as I believe most see them are in some of the base systems:

1. Element Stacking (Hermit)
2. Item Refine
3. Weapon Reset
4. Master Refine

All of those combined created this huge imbalance, those should be focused on first before skills are even evaluated. The problem is, so much money, time and effort have gone into characters and kit that making the right changes now would cause huge issues. It isn't like there can just be a server reset.

Any solutions at this point are going to be difficult to implement, I can't see it going any other way. Because people have heavily invested in levels, pets, items, weapons. But if things continue the way they are the imbalances are just going to get worse and people will start to quit. This server has huge potential and has been a lot of fun to a point, it is just now tweaking and resolving the imbalances.


A couple of other things I think should be considered for review are:

- Defiance:
The lack of any penalty and the way the skill now works really doesn't seem to be at all balanced. It isn't a tanking aid as intended, it has turned into a way for warriors to farm content at little to no costs and make huge amounts of money. I watched Alibab in Lair for a while, taking no hits, using no pots, losing no dura and raping mobs. He isn't trading off damage for defence, he's able to build both. It needs a rethink.

- Sabuk War
I'd like others to add their opinions on this as I've not been in a guild going for the wall so it is probably unfair for me to discuss. Many others have plenty to raise on the issue. All I will add is that the original war style was never an issue in my mind, buying doors and ballistas and stuff was always pretty fun as the defending guild. In Euro we had some pretty close wars and if it wasn't for the alliance of DA/Apex then things would have been a lot more fun (I was in one of those guilds so I know it was always unfair to most of the rest of the server).

- The flat exp curve at approx. 60 (I think its until about 73):
Before the discord closed Jamie posted the numbers and I think it would be better to have a more balanced curve, moving some of the exp required at the end where it jumps hugely back into these levels. Character power continues to grow where exp requirements don't and you can see the effect it has, no one should be doing 50% a day at level 60+, yet that is exactly what is happening.


A "lessons learned" exercise needs to be performed, Jamie and Shane (whomever else they want to include) should sit down and look at things with an open mind. This is exactly what real world developers do (I do it with my teams after every project). No one likes it when someone calls their baby ugly, but sometimes the truth is things don't always turned out as planned. Being able to take constructive criticism and evolve makes for better product outcomes.

Hindsight is a wonderful thing and it should be used to continually develop the server and address the issues. Keeping it fun and keeping players wanting to come back day after day.

At a minimum I'd like some feedback from Jamie in terms of if anything is going to be reviewed or changed. I personally am still fairly low level, but I'm at that stage where I'm wondering if I'll be spending my in game gold wisely by continuing down the element route etc. It kind of leaves me and I'm sure others in a position where uncertainty leads to not wanting to play.
 

Perihelion

LOMCN n00bie
Jan 12, 2018
8
0
12
Defiance - as a warrior I do feel this needs a rework. It basically makes us invincible at anything below max while remaining squishy in high end content, forcing people into a set progression. Not sure why it was changed from the original system, but the old increase in X-X AC/MR felt better, as it gave an overall % decrease in damage taken with min values being relevant. Due to much higher content and damage scaling now in game perhaps a +% increase to min/max per def level would be better? This would insure that damage decrease bonus from def scales with gear rather than a flat value that becomes progressively insignificant in end content, hitting a cap would be more difficult, make min important and make warriors more efficient at tanking high end content in groups.

Sabuk - As a low level allied guild the biggest issues were the lack of SW ally mechanic. We spent a lot of time having to explain to both sides that we were allied due to everyone attacking being red, with the obvious issues of AOEs hitting friend and foe, forcing us to stay out of the core battles. This only needs apply during wall wars.The trapping of the boss on the only respawn point is also a clear issue.
 

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
Couldn't agree more on the initial 4 areas.

Elemental Stacking via Hermit should be reverted back to the original Mir 3 design. The great thing about this change is its not been paid for by Hunt / Game Gold so no one is "out of pocket" other than a few 100k gold coins. I think it would force some much needed balance to the game and prevent the insane elemental stacking were seeing at present. This should be done as Priority 1 before tweaking any skills/spells.

Not sure what to suggest on item refine. Obviously people have invested a lot of time and money into their items so were well past the point of removing it. I think in principle the system is good, it offers you the chance to customise your kit, the downside is its promoted meta gaming to the n'th degree and very very specific kits being built. One possible solution would be to prevent refined items from being SRed this would still allow you to craft nice items but would come at the cost of knowing your item has a limited lifespan. This could be balanced by offering an NPC to refine durability with a chance to decrease, increase or stay the same, cost would be relative to the item level, refine level and current max durability. This would have to be capped at say no more than +3 durability/refines so items couldn't just be dura repaired over and over again?

Weapon reset would take a lot longer to reap great benefits from due to the 14 day cooldown. Again the only way I can see to still allow but curb the power flow is to cap the total weapon resets on a weapon to 1 or 2? Otherwise in a few months time were going to see weapons with 7-8 resets and stacking of 20++ stats. Thankfully were not too late in the game to tackle this as the number of refines has been limited due to the 14 day cooldown.

Master Refine again needs the same limitations. First three master refines should be at no risk, further master refines should have a chance to destroy the weapon increasing every subsequent MR. This still gives those who like to taunt the RNG gods a chance of making a unique stacked weapon but will prevent excessive amounts of them in game. The downside here is were already in a situation where some weapons have 4+ successful MRs

Definance is a tough one, people have already gained a massive advantage from using it and being able to play a lot of hours. Big changes to it now may leave those at the bottom end of the scale unable to catch up and feel a bit robbed of their skill. What changes should be made to this in order to make the class fun rather than a click defiance and semi AFK BP for an hour is beyond me but it does need a review of some sort.

I think everyone can agree in its current form Sabuk Wall isn't very fun. Its a case of bash the boss down to low HP then all TT for 40 mins and come back at the end to do the fine 100hp which the defending guild can't do anything about. I would love to see a return to the original war with the different type of doors, archer/magic guards on the walls, siege weaponry etc as for the capture mechanic itself I'm not sure capture the flag where it records the amount of time each side has contested it would be cool with it extending the war if both teams are within 5 minutes capture time of each other, defenders naturally getting the advantage as they start behind the castle walls defended giving them some free capture time. Other changes would be to allow guild alliances, nothing caused more drama back in my Euro Mir 2 days than backstabbing and double-crossing caused by different alliances which kept the game fun. In addition to this is stops the cluster f*** that we currently have where you can't properly assist your allied guilds as everyone is orange! I would also be tempted to increase the war time back to three days. This serves two purposes, it allows the attackers and defenders more time to plan and ensure they can get their numbers online, allows for some pre war PKing and drama to stir up prior to the main event.

Can't really comment on the EXP side of things, I know Jamie said it stops increasing for around 14 levels then massively jumps again. I'm not sure if this is a localised change or something intended by the devs to bring people into the newer content before smashing them with insanely large levels?

Lots of great ideas but IMO Hermit needs looking at first and foremost with other ways of vastly stacking elements addressing ASAP too. If we don't the games going to become a 1 hit nuke fest instead of fun group vs group pvp.
 
Last edited:

NewUserName

Banned
Banned
Jan 6, 2018
112
4
29
Couldnt agree more now that im not silenced :)

The element stacking was never a thing on official servers for the very reasons we are seeing ingame now
 

ipwnu

LOMCN Veteran
Veteran
Apr 3, 2015
376
23
44
I questioned early doors when people would start using properly rare items, look at level 50 plus people still using serpent rings and arisu braces is broken.

Noobs feel shafted as some people are getting boosted to 42 ish in one day while other new people have to build a kit and go through the motions which takes ages.

For me if exp is gonna be so high in the higher caves it needs to be increased in pt / ants / banyo etc to compensate.

It’s going marble style where only a few caves are worth hunting meaning you can’t get any mobs as people stupidly high lvl are clearing people out of noob cashing / exp areas.

Increased exp would spread people round different caves, as much as I enjoyed standing watching a group kill banyo mobs which was allowed as they used me for the group exp, it’s not exactly what I had in mind when I started the server.

---------- Post Merged at 08:24 AM ---------- Previous Post was at 08:21 AM ----------

Only way to fix elements is to bring high mc / dc / sc kit In down the line that can’t be refined. makes elements a thing you do early doors till you get a nice kit but then becomes redundant later in game. Will give noobs easy access to the kit they need as well
 

Mythra

LOMCN Veteran
Veteran
Aug 6, 2015
259
78
55
To remove elemental stacking you would have to get rid of life pills, fix defiance, MR and make MC work without stacking stupids amounts of luck/crit otherwise warriors would be unkillable. Many things have to change if we want a balanced game, not just a few.
 
Last edited:

ipwnu

LOMCN Veteran
Veteran
Apr 3, 2015
376
23
44
Mir 3 is on a whole other level to mir 2 tbh.

Genuinely seems impossible to balance
 

thebigcheese

Dedicated Member
Dedicated Member
Feb 17, 2014
128
1
44
Reduce the AE done to players by 50% (so PvE isn't affected). Test and change as need be.

Make caves like RMV, PT etc more appealing so that superior items are coming into the game more (Wyvern braces and destruction braces are so hard to get a hold of as a wiz and I imagine the war/tao equivalents are the same). This'll make people stack their main stat more as they'll be able to moderately refine(+2?) lower level superior items.

Make the weapons after 40 more relevant for every class rather than just the base stats. Each higher weapon should at least 1 more top end stat than the previous.

Get rid of sins scaling from mana and make them purely scale off DC or add more mana items into the game (give them their own dedicated items equivalent to the other classes).

Make books with level 4 pages drop rarer and make it so that most books don't drop with this. The level 4 pages being on all normal books has increased the value of some books so high that people are having to gold hunt for what was a near book shop item before this system came in (see destructive surge prices). Then increase the success chance of learning level 4 with one of the new books.

Add a longer cooldown to beckon/interchange and make it +/- 3 levels.

Remove the ability to dispel magic shield.

Make TU more relevant as it's garbage for anything other than Taoist pets.

Make thunderstorm more relevant as it's too unreliable and just spamming chain lightning gives you a lot more damage out put.

Reduce wizard AOE out put and increase their single target.

Make repulse/knockbacks +/- 3 levels.

Change the boss drops. Bosses spawn only 2-4 times a day. They shouldn't be dropping their best items but they should be dropping something other than a bene or a few ginsengs -_-.

Lower the group experience bonus for having 2 of each class and 3 of each class.
 
Last edited:

GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
197
2
44
Agree with everything but you let yourself down with the last sentence.

Warriors can out level sins as it is. RaW becons and 2 shots me most times he sees me. I tried alot of different kits and tactics to stop this (as THC and SD will confirm after seeing him smash me 15+ times lol). I don't mind because he is higher level, he should be able to have that advantage.

Thankfully only 2 enemy warriors can do this.

Make people 3 levels lower able to do it and I will be getting 2 shot every time I log on.
 

thebigcheese

Dedicated Member
Dedicated Member
Feb 17, 2014
128
1
44
Ahh...I would add that I want sins to be more agility based to counter high damage melee. Also if he change the way they calibrate to DC rather than mana sins could pick up a HP pig (as 30 dc won't be alot in the long run).

Yes I do agree with you though. Although I would dispute being a level or two higher should give such a strong advantage. Remembering playing chronicles with warrior dash and slashing burst cus you were 1 level down.....urgh.
 
Last edited:

GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
197
2
44
Well i think becon sort of stuns its target for a second on here, so if a warrior is higher level he is deffo gonna get 2 hits off on anybody before they can react. For some reason dragonrise seems to be a warriors most powerful hit lol. It makes been higher level a massive advantage, and I'd never be against that.

MR is currently useless for sins because we can't add mana and usually refine dc meaning that adding more dc would be a very low % chance of the MR actually working. Maybe add mana +5% as an option to make it worthwhile for a sin to do it. I think limiting it to the first MR working without a chance of breaking will make it a bit better too. If you wanna MR anymore than one time it should have the chance to break the weapon IMO.

Item refining is not a massive problem now that Jamie added Crit to superior items. I would take 2% crit over 3% mana any day. With the way elements work it is much more efficient for other classes to stack more element on lower level items than to upgrade kit. I think item refine should have a chance to break after +2. But as was pointed out, the damage caused by the refiner has already been done and it would be unfair to change it now.

Elemental stacking - I think every class can agree that selecting what hermit you want was a bad idea. Wizards would struggle to get over 30 of one element on euro, on here pokerface has 106 wind and 100+ mc, without using renounce. It's the equivalent of having something stupid like 400mc against wind dis mob. It would be like a warrior having 500dc or a sin having 4k mp. Totally random figures but I'm sure people can see the point, those smarter than me might even be able to work out the exact DC or Mana that 100 MC and 106 wind equates to.

Good post creme egg!
 

Slayer1985

Mir 1.4
Veteran
Jan 20, 2014
344
105
70
Are there any assassins still playing? I moaned about them for weeks flash of light and many other spells useless, taos wars and wiz are running round having boat loads of fun pushing for aoe damage cause the guaranteed drop system (dislike)they stacking nearly 100 element damage and +15holy on every other j mace and + 20wind on all the numa staffs, weeks ago I piped up and all the reply’s were plz stop moan.
logged in last night thinking the 42 sin wep might be relevant but it’s stats are bad and refining is pointless at least other class who have trash stats on there weps can stack 55 holy or what ever.
The best idea implemented in this server was hunt gold, most of the new ideas broke the game or made it more unbalanced.
the prophecy has come full circle.
 
Last edited:

GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
197
2
44
I'm playing less and less each day. I keep debating if I should 're roll, or just quit All together. The only thing keeping me playing at the moment is Jamie's carrots and fellow guild members. Currently only 2 sins in the top 20. I expect the number of sins to keep dropping even more, until something changes.

At the moment Banyo in a full group is the best exp for a sin, sadly higher levels of other classes can make much more exp solo so they rarely want to do it - can't blame them because banyo is boring.
 

SilvaRoberto

Dedicated Member
Dedicated Member
Feb 19, 2014
526
14
59
the best way to deal with this is give all assassins re roll potion and delete the class- think thats extreme? no the games a **** show for sin anyone that played mir3 would think jamie and shane hate the class, maybe they do?
 

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
the best way to deal with this is give all assassins re roll potion and delete the class- think thats extreme? no the games a **** show for sin anyone that played mir3 would think jamie and shane hate the class, maybe they do?

Constructive criticism, this doesn't pose any solutions to the issues at hand or any suggestions as to a real way forward.


The servers great and I can't believe I'm playing Mir 3 again as everything was focused around Mir 2 and its massive amount of content.
 

Lionsm!ght

LOMCN Veteran
Veteran
Aug 28, 2015
540
138
105
Ok so I posted this and it got lost in the middle of another derailed thread. So I'm going to try again. I would like to see the community and Jamie/Shane work together in a constructive manner. So please no flames, memes, carrots or other derailing.

The only way anything will ever get addressed is to talk about it constructively. I've added a few bits to the original points, so it isn't word for word what I posted before.

---------------------------------------------------------------------------------------

I'd much rather see an open and honest 360 feedback post without people getting irate and flaming each other that covered the real issues (which have all been mentioned in other posts here and there).

The real issues as I believe most see them are in some of the base systems:

1. Element Stacking (Hermit)
2. Item Refine
3. Weapon Reset
4. Master Refine

All of those combined created this huge imbalance, those should be focused on first before skills are even evaluated. The problem is, so much money, time and effort have gone into characters and kit that making the right changes now would cause huge issues. It isn't like there can just be a server reset.

Any solutions at this point are going to be difficult to implement, I can't see it going any other way. Because people have heavily invested in levels, pets, items, weapons. But if things continue the way they are the imbalances are just going to get worse and people will start to quit. This server has huge potential and has been a lot of fun to a point, it is just now tweaking and resolving the imbalances.


A couple of other things I think should be considered for review are:

- Defiance:
The lack of any penalty and the way the skill now works really doesn't seem to be at all balanced. It isn't a tanking aid as intended, it has turned into a way for warriors to farm content at little to no costs and make huge amounts of money. I watched Alibab in Lair for a while, taking no hits, using no pots, losing no dura and raping mobs. He isn't trading off damage for defence, he's able to build both. It needs a rethink.

- Sabuk War
I'd like others to add their opinions on this as I've not been in a guild going for the wall so it is probably unfair for me to discuss. Many others have plenty to raise on the issue. All I will add is that the original war style was never an issue in my mind, buying doors and ballistas and stuff was always pretty fun as the defending guild. In Euro we had some pretty close wars and if it wasn't for the alliance of DA/Apex then things would have been a lot more fun (I was in one of those guilds so I know it was always unfair to most of the rest of the server).

- The flat exp curve at approx. 60 (I think its until about 73):
Before the discord closed Jamie posted the numbers and I think it would be better to have a more balanced curve, moving some of the exp required at the end where it jumps hugely back into these levels. Character power continues to grow where exp requirements don't and you can see the effect it has, no one should be doing 50% a day at level 60+, yet that is exactly what is happening.


A "lessons learned" exercise needs to be performed, Jamie and Shane (whomever else they want to include) should sit down and look at things with an open mind. This is exactly what real world developers do (I do it with my teams after every project). No one likes it when someone calls their baby ugly, but sometimes the truth is things don't always turned out as planned. Being able to take constructive criticism and evolve makes for better product outcomes.

Hindsight is a wonderful thing and it should be used to continually develop the server and address the issues. Keeping it fun and keeping players wanting to come back day after day.

At a minimum I'd like some feedback from Jamie in terms of if anything is going to be reviewed or changed. I personally am still fairly low level, but I'm at that stage where I'm wondering if I'll be spending my in game gold wisely by continuing down the element route etc. It kind of leaves me and I'm sure others in a position where uncertainty leads to not wanting to play.


Element system is currently broken.
To fix following two things need to happen. Elemental hermits can be select in nature (fire/ice/wind/light) and spirit (dark/holy/phantom) groups. Anyone that has rolled element on their hermits is forced reset.
This will allow people to go element builds, just not to the full extent they are currently.
Elemental damage calculation - i have said this since alpha. 1 element should be converted to 1-2 SP when using a spell of that type, then the spell modifiers applied as if it was rolling pure mc. IE 0-100mc and 50 wind, would roll between 50-200 MC for tempest, but 0-100 for mesh.

Weapon reset is quite good given its a 2 week cooldown.

Item refine is a joke, its rediculous people stacking such high item stats on low items. If the original cost was modified to combine items, and this scaled, then at least it would be a gold sink, at the moment its pretty free stat increases. End game builds being built around early game added/refined items. Changing elemental dmg calculations will reduce the effectiveness of these pure elemental items.

Master refine is also a joke. You should not be able to add pretty much free element refines to pure mc/dc/sc weps, and vise verse. All stats should factor into the master refine chances, and if its on 0 stats for that type, then the weapon should break if it fails.

Defiance
Now damage numbers have been lowered, this should either be worked back to the way it was previously, or applying a 20 hp/second debuff. No one should be able to hunt for free with no hp/dura loss for hours.

SW
posted feedback on that thread already

EXP Curve
I cant believe there is a flat exp curve at 60-73. I thought the 20m per level at 45-60 was rubbish. People are levelling to fast and the exp curve is not helping that. Something needs to be done on this soon before people are hitting level 70. This is not meant to be a high rate server, but having level 65+ after 6 weeks or so is quite high rate.

Tempest
Repulse effect on this should be removed, as it stands in any 1v1 fight a wizard just puts this down in a line and can run up and down it and no lower level melee has a chance to hit them, never mind the broken dmg it does due to the above element system.

Karma
Sins need something like karma, but reworked. They are the laughing stock in PvP at 50+
Suggestion is a critical chance buff, working in the following way
Buff last 10 seconds, Everytime the player hits a target, they gain 1% crit chance, capped to 10/12/14/16/18/20% (level 0-5).
When they hit a crit or they dont hit anything for 10 seconds the buff expires, unless they have new beginning active, and then they will lose 2 stacks of new beginning, the buff will refresh for 10 seconds and keep the crit chance it is currently on.


edit

Flash Of Light
This should hit the target the sin is currently focusses on light lotus does. Its aweful to aim and useless in pvp unless u fighting at stationary target
 

<SOSO>

LOMCN Veteran
Veteran
Jun 8, 2012
1,041
41
135

- Defiance:
The lack of any penalty and the way the skill now works really doesn't seem to be at all balanced. It isn't a tanking aid as intended, it has turned into a way for warriors to farm content at little to no costs and make huge amounts of money. I watched Alibab in Lair for a while, taking no hits, using no pots, losing no dura and raping mobs. He isn't trading off damage for defence, he's able to build both. It needs a rethink.


If u would've done this (like alibab, and myself), u would've known the following :

Speaking for myself now (Geralt).

1 round in lair (which for me is roughly 5 hours) costs ME between 2.5 mil and 3 mil gold on consumables (elixirs, wgo, repairing kit, pet food, etc.).
In this time, I probably make back IF IM LUCKY 500k. For example I had 2 elixirs, 2 armours (1 lvl 38 and 1 lvl 44), 2 fierce dragon rings, 1 claw neck and 1 butchers neck drop for me in 8 hours of hunting in there.

"farm content at little to no costs and make huge amounts of money" made me lol irl.

Me and my guildies (cause they hear me bitch about this every ****ing day), even Shane and Jamie can confirm that it leaves u bankrupt. FYI after every round in lair, I go at least 2 hours @ ANTS to make money so I could go back and lvl and hope to get a guaranteed drop.
U watched alibab who is extremely rich and doesn't need to farm gold, cuz he has his acolytes doing this for him and said to yourself, oh look how easy it is and how much money they do cuz they aint using pots.

Please document yourself in the matter before u come and post here.
 

blah1233

Dedicated Member
Dedicated Member
Apr 30, 2009
195
1
44
defiance is broke stop trying to defend it.
You cannot talk about alibab when you multi... lol
You choose to use drugs, no one forces you to use them, no way should anyone be in a dungeon for over 8 hours without losing dura and having to repair and repot, ridiculous
 

Lionsm!ght

LOMCN Veteran
Veteran
Aug 28, 2015
540
138
105
If u would've done this (like alibab, and myself), u would've known the following :

Speaking for myself now (Geralt).

1 round in lair (which for me is roughly 5 hours) costs ME between 2.5 mil and 3 mil gold on consumables (elixirs, wgo, repairing kit, pet food, etc.).
In this time, I probably make back IF IM LUCKY 500k. For example I had 2 elixirs, 2 armours (1 lvl 38 and 1 lvl 44), 2 fierce dragon rings, 1 claw neck and 1 butchers neck drop for me in 8 hours of hunting in there.

"farm content at little to no costs and make huge amounts of money" made me lol irl.

Me and my guildies (cause they hear me bitch about this every ****ing day), even Shane and Jamie can confirm that it leaves u bankrupt. FYI after every round in lair, I go at least 2 hours @ ANTS to make money so I could go back and lvl and hope to get a guaranteed drop.
U watched alibab who is extremely rich and doesn't need to farm gold, cuz he has his acolytes doing this for him and said to yourself, oh look how easy it is and how much money they do cuz they aint using pots.

Please document yourself in the matter before u come and post here.

5 hours hunting in 1 stint without going back to town, not bad going.

Take off your pet food, everyone has to pay for that for 5 hours gameplay regardless, level 10 is what 90k per hour, so 450k off. Again all melee class will need to repair a weapon every 5 hours of constant hunting, another 250k off.

Dura loss on weapons only, given you are not taking any damage, unless defiance drops. So around 1.5mill cost to hunt for 5 hours after your 500k regain while hunting. How much exp an hour you are making? 300k an hour to hunt in your best exp place. Given you have moved on from JP where u was finding items/armours constantly, which you managed to easily farm 100mill+ from while making pretty good exp.

You cant expect to hunt everywhere at a profit, no other class seems to be able to do this. Especially hunting for 5hours without having to go back to town. Like you say you can easily offset these costs with an hour or 2 in ants, its how the game should be, best exp = expensive.