Poll

Current state of ranged:

Ranged should stay the same
Crossbows should be nerfed
Archers and crossbows should be nerfed

Author Topic: The Ranged Problem.  (Read 26947 times)

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Offline RD_Professor

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Re: The Ranged Problem.
« Reply #180 on: December 27, 2017, 12:00:37 am »
+4
The balancer exclusively plays xbow only, but it's only a coincidence it continues to get buffed over and over while everything else is left unchanged.
Nothing has been done to buff xbow in the past few months. Even the level revert did not do much, since the difficulties were scaled back in a similar manner.

Just because the balancers play the class does not mean they want to class to be OP. They are balancers for a reason, to balance the class, i.e make it not too powerful, but still viable. Not only that, because the current balancers play pretty much only xbow, and have for ages, they are extremely experienced and qualified to deal with balancing it.

Of course, it is good to have balancers who play a variety of different roles, which is why we are looking to expand the team somewhat. But as of now, the issue heavily involves xbows, among other ranged, so
our current team is well-equipped to find a solution.

If there is a change to combat speed, it must be done through a turn speed buff instead of simply increasing animation speed. Else high ping (and even average ping) will suffer and instant hit sweet points will become aggravating.
Yes, I am interested in increasing turn speed. It will take me time to figure out what was changed when it was nerfed all those years back, but once I find it, changing it will be simple. Increasing weapon speeds is indeed a bad idea, because not only does it make playing high ping very frustrating, it once again puts strain on the engine, as level 37+ builds did.
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Re: The Ranged Problem.
« Reply #181 on: December 27, 2017, 01:23:07 am »
+1
afaik the spookiest class that prof has been looking at b4 i posted this dumpster fire of a thread was throwing

where arbs and longbow have damage per minute outputs at around 250 and 320 respectively, throwing can potentially reach over 1000

edit:
cassi wanting to nerf headshots

i think san had buffed the headshot damage multiplier making it deal outrageous amounts of damage. if you use a quick reloading crossbow, you can put a hurtin on people if you get headshots consistently
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Re: The Ranged Problem.
« Reply #182 on: December 27, 2017, 01:59:05 am »
0
people who QQ about ranged and then can't kill them in melee as infantryman should not be listened to.
Can't really agree with that as a lot of C-RPG players are high skill players, there are plenty of archers who I wouldn't hole a candle to in melee combat simply because they are better at the game than I am. However, that doesn't make an opinion I have null and void. You're ignorant to think that; the only person who shouldn't be listened to here is you.
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Re: The Ranged Problem.
« Reply #183 on: December 27, 2017, 02:14:00 am »
+1
afaik the spookiest class that prof has been looking at b4 i posted this dumpster fire of a thread was throwing

where arbs and longbow have damage per minute outputs at around 250 and 320 respectively, throwing can potentially reach over 1000

The only reason I haven't commented on this topic yet is because it feels wrong to be complaining about xbows or archery when throwing is as it is in it's current state.

i think san had buffed the headshot damage multiplier making it deal outrageous amounts of damage. if you use a quick reloading crossbow, you can put a hurtin on people if you get headshots consistently

I remember a little while back an old SS player was running around with an AGI hunting/light xbow build, he would just run up danger close to people already fighting and headshot them from behind. It was infuriatingly effective.

Offline Nightingale

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Re: The Ranged Problem.
« Reply #184 on: December 27, 2017, 09:01:12 am »
0
The balancer exclusively plays xbow only, but it's only a coincidence it continues to get buffed over and over while everything else is left unchanged.

Increased the weights.
Increased the strength requirements.
Increased the slot requirements.
Decreased the ammo counts bolts provided (steel and bolt).
Increased the weight of bolts.
Decreased reload times.
Decreased missile speed - thx professor I forgot that one!
Decreased Bolt slot requirement -  Grumps

Are you referring to those changes?

Are you ignorant of this specific subject or just most things in general?
« Last Edit: December 27, 2017, 11:17:21 am by Nightingale »

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Re: The Ranged Problem.
« Reply #185 on: December 27, 2017, 09:34:36 am »
+4
Maybe some kind of class balance would help.Something that detect the total amount of ranged in both teams and put half in one and half in other team and ignores banner balance.just the same would be good for cav i guess.
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Offline Grumbs

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Re: The Ranged Problem.
« Reply #186 on: December 27, 2017, 10:45:35 am »
+2
Increased the weights.
Increased the strength requirements.
Increased the slot requirements.
Decreased the ammo counts bolts provided (steel and bolt).
Increased the weight of bolts.
Decreased reload times.
Decreased missile speed - thx professor I forgot that one!

Are you referring to those changes?

Are you ignorant of this specific subject or just most things in general?


Am I wrong in thinking ammo used to use a slot too? If I am fair enough, but that seems kind of odd to not need a slot for the ammo. A lot of really good 1 handers became 0 slot too. And you have some 1 slot 2 handers. Not sure what other changes might have happened behind the scenes with the code

Just saying you should try to be fair and balanced when you list off changes and it won't help to attack players like that calling him ignorant. I remember from years and years ago you fought to avoid any nerfs to xbows. I mean every "nerf ranged" thread there would be some reason why xbows need to be kept as strong as possible. Now the only class the balancers play is the one that everyone says is OP? Surely you can see why people might feel there is a conflict of interest there. I would suggest trying to get more balancers that see the game from another perspective, otherwise there will always be a sense that you have to have a big "nerf ranged" angry forum thread every time the ranged classes get out of control
« Last Edit: December 27, 2017, 11:05:03 am by Grumbs »
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Offline Nightingale

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Re: The Ranged Problem.
« Reply #187 on: December 27, 2017, 11:15:32 am »
+2
Am I wrong in thinking ammo used to use a slot too? If I am fair enough, but that seems kind of odd to not need a slot for the ammo. A lot of really good 1 handers became 0 slot too. And you have some 1 slot 2 handers.

Just saying you should try to be fair and balanced when you list off changes. It won't help to attack players like that too calling him ignorant. I remember from years and years ago you fought to avoid any nerfs to xbows. I mean every "nerf ranged" thread there would be some reason why xbows need to be kept as strong as possible.

Now the only class the balancers play is the one that everyone says is OP? Sounds about right. I would suggest trying to get more balancers that see the game from another perspective

I am listing the changes I supported/had a hand in. The only nerfs I found unwarranted was the massive -33% damage tydeus imposed. and the hilariously poorly thought out range patch Raylin attempted that effectively destroyed range balance altogether. I'm sure his intentions were fair... If you notice a trend I dislike making classes obsolete. taking the fun away from even one person shouldn't be a goal when actively trying to consider balance and I won't be like other balancers in the past that just drop a nerf hammer on things and wipe them out of existence. Diversity is a strength of cRPG, not a hindrance.

The reason tydeus's range nerf was ineffective was due to the fact that even a +3 arbalest +3 steel bolts was completely unable to 1 shot a naked person with 4 iron flesh and 12 strength. Beyond ridiculous. Allers strength build could tank 8 shots to the chest at point-blank range or survive 2 headshots. 

I call him Ignorant because he is. He always spews some incoherent bullshit about things he knows nothing about. He has always been that way I can't hate him for that but I sure as hell can be dismissive of what he has to contribute via suggestions. I am also equally in my rights to call bullshit on his statements.

Though all that said; you are correct I did reduce bolts to 0 slots for the following reasons. - Arbalest was made 3 slots. to reduce the number of available side arms. However, we did not want to prohibit range from utilizing the one handers in the game as side arms. Bolt counts where reduced as a way to punish xbowers from taking 2 sets of bolts (Heavyweight) further reducing kiting. While also punishing those who only took 1 set giving them 5 less ammo. The idea was to reduce the amount of ammo in play and force xbowers to keep their distance via weight. Previously 1 set of steel bolts would have given you 13 shots. Now it gives you a little more than half of that value *This way in strategus xbowers could opt to use 3 slots for bolts and have 24 shots still.  (2 less than the previous value but significantly more heavy)

Rico and I were looking to change the zero slot side arms just before the game died last year. I'm sure we will start talking about that again after we find an adequate solution to the status of ranged balance.

Also fair to note that I don't only play xbow. I have a level 32 melee alt and a level 32 Horse archer that I grinded to that level while testing horse archery so that I could understand the class before making unwarranted suggestions. I highly doubt Rico only plays xbow aswell. Rico and I are not the only ones involved in these types of decisions and I included Thyrn in our talks and suggested professor bring him on board.

Edit: I will include my 1 buff that I had a hand in I apologize for leaving it out. (thou it is more complicated than being a straight buff/nerf type of thing)
« Last Edit: December 27, 2017, 11:38:02 am by Nightingale »

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Re: The Ranged Problem.
« Reply #188 on: December 27, 2017, 02:33:51 pm »
+2
I'll remember that next time I get shot. Its my fault for not knowing exactly where every ranged player is and for not guessing the exact moment they release the shot. I'll train my neo skills

I think one of the hardest things to balance though is the sheer number of ranged players there are. You can't stop people going ranged, and the more active the server is the more bolts and arrows will be flying around. Maybe a good incentive will be just to buff pure melee players. But thats hard to do as well since xbowers are 99% the same as a melee player too. Maybe buff high WPF on melee weapons? Make it so weapons over a certain price are worse with lower WPF?
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Offline Blackbow

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Re: The Ranged Problem.
« Reply #189 on: December 27, 2017, 04:11:10 pm »
0
Increased the weights.
But still able to go for 8ath so weights change nothing (wich is the only ranged class who still can go for 8 ath and dealing so much dmg)

Increased the strength requirements.
16 str for the most powerfull xbow allow you to go for agi builds when it should be around 24 str to compensate the no pd/pt requierement

Increased the slot requirements.
3 slot for arba and 0 slots for bolts, so nothing is pushing you to use 0 slots weapons unlike for archers and so you can keep using your op fucking 1h mace
 
Decreased the ammo counts bolts provided (steel and bolt).
but only one of those bolts will remove 90% of your hp on balanced  and most comon builds 

Increased the weight of bolts.
once again weight does nothing coz you are allowed to go for too much agi

Decreased reload times.
still way not enough... the most comon case i see happening all the time is :
you shoot someone (he loose more than half hp)
your ultra athlétic speed allow you to go get cover so easy than the time the guy is coming to get you
xbow is reloaded and the guy is dead.... it's like this all the time...
the most funny part is xbow reload speed is so close now of str bow bending time


Decreased missile speed - thx professor I forgot that one!
and still way too accurate as fuck...

Decreased Bolt slot requirement -  Grumps
to allow you to use 1 slot weapons...
why 100% of xbowers are playing with 1h blunt weapon ?


Are you referring to those changes?
i do and those change are a drop of water in an ocean

Are you ignorant of this specific subject or just most things in general?
in what 7 years of crpg maybe i never saw xbow so op and so much played by so many people...
so are you going to faith the truth and doing your item balancer job? or you gonna stay on your position
when everybody is telling you xbow need a fucking nerf

 

i recomand you to go play archer with the exact same amount of str/agi you play on your xbower
you will understand the gap between ranged and the fucking privilege xbowers have...

lets resume :
XBOWERS IS THE LAST RANGED CLASS WHO STILL CAN GO FOR AGI AND BE HYBRID AND DEFEND THEMSELF
XBOWERS IS THE LAST RANGED CLASS WHO STILL CAN KITE !!!
XBOWERS IS MORE MOBILE THAN ANY OTHER RANGED CLASS WICH IS SUPOSED TO BE A STATIC CLASS LEL !
XBOWERS CAN HAVE 2 BAGS OF BOLTS, AN ARBA (3 SLOTS) AND A 1 SLOT WEAPON
(archers is 2 quiver (one slot each), a 2 slot bow (coz other bows does no dmg anymore) and a shit 0 slot weapon)

ARCHERS AND THROWERS HAVE TO INVEST ALL THEIR POINTS IN WPF AND REQUIERMENT
MOST OF THE TIME THEY CANT HAVE PS OR IF OR ANY WPF IN MELEE

plz my dear nightingale tell us your build
how many points in ps, if, ath and wpf repartition
what melee weapon do you use

i will just repeat one more and last time than everybody is telling you than xbowers is op as fuck
and need to be nerfed to the ground like other ranged class


edit : oh btw we can now get 3 xbow on horse... wich is a big problem...
« Last Edit: December 27, 2017, 05:57:04 pm by Blackbow »
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Offline Blackbow

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Re: The Ranged Problem.
« Reply #190 on: December 27, 2017, 04:15:37 pm »
-1
Am I wrong in thinking ammo used to use a slot too? If I am fair enough, but that seems kind of odd to not need a slot for the ammo. A lot of really good 1 handers became 0 slot too. And you have some 1 slot 2 handers. Not sure what other changes might have happened behind the scenes with the code

Just saying you should try to be fair and balanced when you list off changes and it won't help to attack players like that calling him ignorant. I remember from years and years ago you fought to avoid any nerfs to xbows. I mean every "nerf ranged" thread there would be some reason why xbows need to be kept as strong as possible. Now the only class the balancers play is the one that everyone says is OP? Surely you can see why people might feel there is a conflict of interest there. I would suggest trying to get more balancers that see the game from another perspective, otherwise there will always be a sense that you have to have a big "nerf ranged" angry forum thread every time the ranged classes get out of control

plz for once in your life listen to dis guy !!!
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Offline Blackbow

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Re: The Ranged Problem.
« Reply #191 on: December 27, 2017, 09:02:19 pm »
-1
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keeping in mind they dont have pd/pt requierement i just applied bows rules...
job is done now all ranged class are balanced you are welcome  :mrgreen:

Arbalest
Requirement: old 16 strength new 24 strength
Thrust: old 85 pierce new 65 pierce

Heavy Crossbow
Requirement: old 14 strength new 21 strength
Thrust: old 74 pierce new 60 pierce

Crossbow
Requirement: old 12 strength new 18 strength
Thrust: old 60 pierce new 55 pierce

Light Crossbow
Requirement: old 9 strength new 15
Thrust: old 53 pierce new 50 pierce

Hunting Crossbow
Requirement: old 7 strength new 12 strength
Thrust: old 48 pierce new 45 pierce
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Re: The Ranged Problem.
« Reply #192 on: December 27, 2017, 09:20:24 pm »
+4
hey guys thought i might interject here with my thoughts

so one change that prof has been messing with (probably been implemented by now, i haven't checked changelogs recently) is reducing movement speed bonus for ranged. good change, you probably won't see xbows and other ranged doing +/- 2 bars of health based on you running towards or away from them. this will hopefully result in ranged dishing out a more predictable level of damage, allowing balance to be more approachable. A+ prof, ur doing Tammo's work.

also, i'd like to remind people that my OP was about how you can be a crossbowman without tons of investment. i never really argued about what levels of damage i think ranged should do, i just thought that crossbow should require more dedication to be successful just like the other classes. it seems that making it require PD is too aids to touch at this point, so i guess the only thing you can do is balance requirements and wpf to make people put in points to use the class (and yes ik that messing with wpf will effect the glorious xbow calculations devised by taleworlds, fun stuff).

as it stands, i think that xbow does too much damage. however, i haven't said the amount of damage that i'd like it to do. also please keep in mind that when im speaking about xbow, im talking about the arbalest. i did quite a bit of testing with other crossbows with professor earlier but i cannot rightly remember every little detail so im forgoing those items in this post. i think arbalest should not have the ability to 2-3 shot a tincan. i wore 80 armor against an arbs in one of these tests, and i think that a crossbow dealing that much damage is a tad extreme. in my mind, balance for a weapon like arbs should be something like: 1 shot nakeds, 80%-1 shot light armor, 2-3 shot 50 armors, 3-4 shot tincans. i think this helps to balance arbs damage in a way without making it useless. when desire says "8 shots to the chest is ridiculous" she is right. we need to find a middle ground between armor doing little against arbs and completely nullifying its damage. also, headshots with arbs should be 1 shot, but all the other crossbows shouldn't (the goal being to highlight player choice in choosing high damage/low reload vs low damage/high reload).

now now, ik what many would say. "just nerf damage" and yes, i suppose that could work. but if it's nerfed in this fashion, you come much closer to desire's fear of destroying the class and alienating crossbow players. that's not the only reason why this shouldn't happen, because there is a much scarier damage dealing class currently called throwing. i didn't talk about throwing in the OP b/c, remember, this was about how crossbows could choose the class with less points invested than other classes. however, after you get your power throw going, you can deal ungodly damage. it is hilarious how powerful you can be with throwing atm, so if any ranged class was to be hit with the straight NERF hammer, it would have to be throwing (but b4 that happens there needs to be more testing and discussion).

finally i'd like to talk about my observations with armor against the classes we haven't been talking about: melee. as it stands, you can deal insane damage through plate with melee weapons. i tested some things with professor while we checked out his ranged damage modifier patch, and i was able to get him to 1 and 2 shot me with a corseque through 80 body armor and 66 head armor. maybe you can curtail some of this damage with a change to melee speed modifiers, but i am much more hesitant to touch those because melee requires footwork at even average skill levels and a change in this area may punish skilled play. also, i was oddly 1 shot by gallonigher on na1 last night through heavy armor, so i'm getting the feeling that maybe we can, to quote ricky, get two birds stoned at once with a solid change to another mechanic instead of grinding out tests on melee and ranged. now that we have a developer test server, i'd like to ask for (if it's not too much trouble) testing with armor soak. do i know what armor soak is? no not really, but i have heard plumbo scream about it in a post someone, so maybe we can test some stuff out and see about making plate tankier. i talked about this with desire but she seemed hesitant to change it because she thought that the impact on ranged wouldn't be nearly as detrimental as the effect on melee classes, resulting in imbalance. idk, im still skeptical because, as it stands, i can get pretty hardcore damage by playing melee. i two shot sitvek with a longsword yesterday, so i don't think tuning down melee dmg with a change like this is a bad thing. however, this brings up another points: the oversaturation of plate in the servers.

it's hard to test things because people are running around in ultra heavy armor all of the time. plate was balanced so that if you wore it, you'd effectively nerf your gold income. that's the price you'd pay for tincanning it up, but now that gold income has skyrocketed, we see a resulting increase in heavy armor usage. so, in order to change this so that we see a resurgence in lower tiered armors, the income of players would have to be reduced back to traditional crpg levels (something that the balance team and devs are completely aware of btw).

so in my mind, this is an understandable route that crpg balancing might go:

1) change gold to stop market hyperinflation and the use of so much plate/heavy armor; make repairs great again
2) test out armor soak and see if it's possible to nerf everything by buffing armor and if that solves a host of current problems (tammo bless development server)
3) further test throwing because that shit's the most OP. also, nerf rocks because that is a peasant gimmick and should not be viable (5 blunt instead of 15 maybe)

stop ragging on desire, thats my job u buffoons
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Offline Blackbow

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Re: The Ranged Problem.
« Reply #193 on: December 27, 2017, 09:35:11 pm »
-2
thryn what do you think of my xbow balancing proposition ?
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Offline Nightingale

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Re: The Ranged Problem.
« Reply #194 on: December 27, 2017, 09:44:32 pm »
0
Good joke Blackbow Doing that would make xbows pinpoint accurate and make 0 wpf a more than viable option so you'd have strength builds with 1 wpf able to headshot reliably from even further than 185 WPF does now. Not to mention 65 damage just doesn't cut it. After armor soak values and the randomness of dmg you will produce about as much damage as you could do with a stick in melee against fully armored opponents. Ik this because that is what Raylin attempted to do and it failed very horribly. The rate of fire was incredibly slow and a horn bow out damaged arbalest every single shot. at a more than double the rate of fire.  I'm sorry to say but your buddy's balance just does not work, like at all.

Arbalest does around 28-40 damage on average reducing damage by 20 would move the average to a whopping 8-20 dmg range

Needless to say, weight does have a significant impact on how range players play their class. Increasing bolt weight and xbow weight increased weight of the average xbow user with (1 slot of bolts) by about 50% if they added another slot of bolts they received extra punishment to their kiting abilities. Xbowers are unable to effectively run away if they sport anything that is considered light armor. they can maintain distance but they will be unable to use their primary weapon effectively taking them out of the game. As is you can't even really melee well with the arbalest in your inventory to defend yourself you have to drop your primary weapon and fight near it so you might have a chance of picking it back up again.

100% of xbowers do not use blunt weapons the majority of xbowers in NA use cut based side arms.

my build at level 30 is as follows:
16-27
4 athletics
2 power strike
9 weapon master

185 wpf in xbow
77 wpf in 1h.

I use a Stick as a sidearm or a Niuweidao depending on how I want to play.

I am with Heskey on the whole range doesn't really bother me on any of my characters. I rarely get shot and if I do its a mistake on my part though even then the damage is laughable. as a medium armored range player seeing an arbalest do a mere 45% of my HP seems a bit off when you compare the stories that people say about taking 90% of their hp.


edit @ Thryn I was hesitant to increase armor soak because doing so would nullify some damage cut based weapons do more so than the pierce damage standard of range. While yes it would effectively reduce range damage it would also result in the majority of the population's primary weapons dealing significantly less damage. I have done zero playtests of various melee builds I'm not really sure how melee dmg stands atm I'm pretty busy testing throwing/xbow/archery.
« Last Edit: December 27, 2017, 10:48:03 pm by Nightingale »