UberGuy

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  1. Quote:
    Originally Posted by SwellGuy View Post
    Well you won't get a lot of 50s by farming with existing 50s but I have similar experiences to Uber.
    >.>

    That depends on how many accounts you have. =D

    (I actually never do this. No, I'm really serious. But I swear that probably 3/5ths of the people I hang with in game have two accounts or more, and farming with a lowbie in the mish on the other account is a health part of many a character's progress to 50.)

    </threadjack>

    Quote:
    I am not patient and I pay "buy it nao" prices and sell on the cheap to clear out my inventory (note for high value items cheap means 70-80% of the going value).
    Where I'm a skinflint and wait longer than I probably should for bargains. But then I do derive some joy from the bargains themselves. Like most people seem to, I get a sort of rabid mania about the last few enhancers I need to complete a build, but I am pretty good about suppressing it. I don't always, though.
  2. Quote:
    Originally Posted by Derangedpolygot View Post
    What's really screwy, is Strikebreaker has been working on enemy attacks--even if the enemy hasn't had trouble hitting you.
    The streak breaker has always worked on mob attacks, and the better something's chance of hitting you, the more aggressively the streak breaker will intervene on misses. That's the way it works for us, too.

    It's when the mob has a low chance of hitting you that the streak breaker is at its most relaxed. I believe in its lowest band, it allows a streak of 100 misses in a row before it intervenes.

    According to the Wiki, I remember correctly.
  3. Welcome back, TJ. That drawing of your namesake is really nice. I dig it.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    I tried crafting commons and I barely scrape by thanks to so many people selling below cost.
    Huh. That's interesting. I fairly frequently go for the level 25-30 badges just to get the extra salvage slots, and I have yet to not make a profit despite outright deleting stuff like Hold and Range enhancers. I typically make what feels a ridiculous profit on the Accuracy, Damage, Recharge, Heal and Endurance enhancers. And I am doing this on characters who don't yet have the recipes memorized, so I'm usually buying recipes off the market to get enough of them.

    I'm not saying I don't believe you. I'm just curious what's going on there. Maybe my luck with timing has just been good and/or yours bad, but I tend not to assume that by default.
  5. Like I said, I do have very limited patience for what I really consider to be a whiner, so I am not looking out for them, even if they will benefit indirectly. I am not about empowering senses of entitlement. I'm more interested in limiting negative psychological impact (often coupled with rampant misinformation) dissuading folks who will actually learn better. (And if some of the whiners will actually ever come around, maybe they would come around a tad faster as a side effect.)

    Consider my position one of slippery slope. I view these sorts of "problems" to be sort of a mental hump a new player needs to get over. I don't think the hump is huge and insurmountable. I just object at a gut level at making the hump taller. It feels like it will scare more people away from the market, and I want more of them in there.
  6. s
    Quote:
    Originally Posted by Silver_Streak_NA View Post
    Correct me if I'm wrong, but I'd been led to believe there was another reason it was called a soft-cap - that it was the maximum amount achievable by a character's OWN buffs.
    Nope. That's incorrect. Self-applied buffs can be used to exceed the soft cap. For builds that can muster enough self-applied +defense to exceed the soft cap, it is often desirable to do so at least slightly so that there is an amount of "buffer" defense to keep -defense debuffs from easily drawing you away from the soft cap. Why? Because fighting stuff you can only survive by being at the soft cap and having your soft-capped defense reduced is a bad thing!

    Quote:
    (there is a hard-cap amount which cannot be exceeded by anything, I am told).
    That's correct, and that's the only reason for the "soft cap" distinction. The "soft cap" is amount of defense point at which a foe's chance to hit you won't go any lower, while the "hard cap" is the point at which your defense won't go any higher.
  7. Quote:
    Originally Posted by Obitus View Post
    But I don't see how speed-running TFs for hordes of Pool-C recipes to sell on the market in return for purples is a relevant playstyle when we're discussing the nameless casual. Seems to me that the devs aimed A-Merits squarely at reducing the practical divide between casuals and the hardcore (or if you prefer, soloers versus teamers), and it seems to me they've succeeded.

    Sorry for the novel. I think all that talk about Ferraris at the beginning got me spinning my wheels.
    I see your novel and raise you an encyclopedia!

    My perspective on this comes from this: how many threads did you see on these forums where people complain about the price of LotGs? Miracles? Now how many did you see about the drop rate, rarity or cost of purples? I have no quantitative answer to my own questions there, but my feeling was that there were significantly more of the latter.

    To your point, I think a lot of the people doing that frequently did so without regard to the actual value of purples in any given build. They leapfrogged right over the fact that non-purple sets would have given them a huge uplift over what's needed, and seem to just infer that, because purples have the largest bonuses and the highest costs, they must be something they should aspire to have.

    Now, let me reiterate, I happen to have limited amounts of pity for people who get stuck in the mindset that they're a victim in a video game. A lot of threads griping about access to purples were made with what I consider a really poor mindset. That said, I think there's some value in trying to control sticker shock, because I think that the worse the shock is, the worse a new player's (or at least new market user's) first impressions of the market are, even if they will eventually learn better. It seems we can't help that newbies don't know that purples aren't the end-all, be-all outside of specific build goals. And honestly, maybe it doesn't matter. But at least on the forums, it seems to cause undue angst for a subset of the community that purples and PvPOs are very expensive, and I just think it's worth trying to avoid making that angst more severe or common. If nothing else, it might spare us more threads like another that's running here in this forum.

    For those that really, honestly have a grasp of what purples can do for them and want them, I also do think that using merits (of any type) to buy pool C/D stuff and selling that for inf to buy purples was the primary viable alternative to marketeering to buy purples. I don't think there's anything wrong with marketeering to buy purples, but I dislike that a viable alternative was worsened in comparison. Again, marketeering is the source of a lot of angst and confusion, and I don't favor changes that risk making more people feel like they have to participate if they had an alternative. (Note that I don't want to advocate people avoiding the market altogether. When I say "marketeering", I'm talking about using the market as a self-contained profit tool, such as by flipping, etc.)
  8. UberGuy

    lolincarnates

    Quote:
    Originally Posted by Test_Rat View Post
    Can anyone make a convincing argument why a team should take a staker over a brute or scrapper at this point?
    Can anyone show that most players forming teams ask this question when deciding what to invite?
  9. Quote:
    Originally Posted by Another_Fan View Post
    And the people I know who build for exemplaring don't do it with half measures in mind.
    Ad homenim by third party. But fair enough - I happen to think the people you know are wasting time and game money bothering to build specialized exemplar builds. Buy hey, if they're having fun doing it, who cares, right?

    Quote:
    Now if we can get past the people you know vs the people I know part of the conversation and get back to the original question of what impact the alpha slot will have on actual builds

    <snip>

    The purple set can be dropped from that build and everything will come out ahead for recharge and whats more the entire build can be redone to be more exemplar friendly than it was.
    I suspect I know what you mean, but from my perspective, it's literally impossible to remove the purples and have the build come out ahead for recharge. Set bonuses do nothing to decrease bonuses from Incarnate powers, so removing the purple set is a straight up reduction in the recharge of every power over having both the purples and the Incarnate buffs.

    Moreover, if you remove the purples, the build becomes less viable at lower levels, when you could just keep the purples and retain their bonuses at any level. The only reason to do that becomes the cost.

    Quote:
    I am not up on all the current prices but the one purple set is I think is about as expensive as the rest of this build.
    No disagreement. Of course, that has something to do with why I don't bother with second builds if I've invested heavily in the main one, which I typically do.

    Quote:
    So at least in this case the incarnate slot marginalizes the need for what the purple sets were providing
    I think you're trying to subtly overstate your case by using the word "marginalize". I have very few builds where I would not benefit from both the global recharge benefit of the incarnate slot power in question and the purple set's recharge bonus. However, I also tend to favor very click-happy powersets and worry about optimal DPS chains.

    Quote:
    whats more the entire build can be redone to be more exemplar friendly than it was
    More exemplar friendly in what way? The purple set never loses its bonuses. Unless you're worried about the total enhancement of the Stun power (one of the last things I'd have any concern about in that build at any level), the purple set is more exemplar friendly than anything you could add to it. Or did you not mean in reference to the purple set at all? If so, it was unclear given the conjunction with the first part of the sentence.

    Personally, my version of that build would have more purples in it, not less. I would not be six slotting the +defense powers, likely investing saved slots in my primary attacks to improve my DPS. Also, I probably would not choose the +recharge as my Incarnate power. (But I might.)
  10. Quote:
    Originally Posted by Another_Fan View Post
    Your experience of how people deal with exemplaring issues is different than mine. The people I do know that build with an eye towards exemplaring tend to use the second build for that.
    I don't know of anyone anyone I play with that's ever used a second build on more that one character, and I can only think of two people who did that. Both were VEAT builds. I don't know anyone who's ever gone to the expense of making a 2nd build for purposes of exemplaring. The reason is that a high-end IO build usually exemplars fine unless you're highly optimizing for farming at a low level or something. I typically build with max-level sets, and all my builds work fine down to Positron levels.
  11. Quote:
    Originally Posted by Master-Blade View Post
    In this game, most attacks we use have a side-effect called "NotifyMob" (attacking one enemy may notify the rest of the foes it spawned with).

    I'd say that using the term "mob" to refer to a group that spawned together is quite appropriate.
    As a developer, I think you could easily be applying rules of common-sense English usage to something where they probably don't apply.

    If I was looking at code for a system where interacting with a Widget had a side effect of notifying other Widgets, I would reasonably expect to find a Widget had method called notifyWidget(). I would totally unsurprised to find either that notifyWidget() did work suggesting it should instead have been named "notifyWidgets" (plural) or that there was no explicit method for multiple notifications, and that each action that caused such cross-Widget notification instead explicitly iterated over multiple Widgets, calling notifyWidget() for each one.*

    The effect of notifyMoB could easily be to run something like this.

    for (MoB in spawn) {
    notify(MoB);
    }

    * The object oriented nature of the example is just for simplicity. My understanding is that CoH is not written in an OO language.
  12. Quote:
    Originally Posted by seebs View Post
    CoH is the only game where I've seen people refer to spawns as "mobs". I am not sure why it happens here but not elsewhere. I'm guessing it's one of those things where, because you basically kill "a spawn" at a time, people heard the word used and couldn't tell which it referred to, and the obvious English meaning would have been to refer to the group rather than to the individual critters in it.
    That's my theory, too.

    CoH was my first MMO, but I was exposed to "mob" as "MMO-speak" early on. When I'm talking about things CoH, I use it to refer to a single "critter", and a group of "critters" as a spawn.
  13. Like others, I definitely "herd" when soloing large spawns, because I can usually use it to both pack more foes in my AoEs, and also sometimes use it to prevent all foes from getting LoS on me. Depending on what you're fighting with what, it's sometimes useful to reduce the heat on you solo.

    It's not something anyone I team with would do on a team of more than, like, two people, and maybe not then. Again, unless we were trying extra hard not to die. Trying extra hard not to die is actually very likely to be bad for your rate of reward - it's almost always better to be close enough to dying that you probably do die some of the time. If you never die, you could be going faster.
  14. Quote:
    Originally Posted by Sardan View Post
    Has anyone in the history of this forum who started off raging against market manipulation actually been convinced by the arguments of those who respond? The typical pattern I see is a rant, followed by rebuttals, followed by a reaffirmation of the initial rant, followed by increasingly snarky/condescending rebuttals. Has anyone responded with the equivalent of "Oh, I didn't really think this through and now that I know how the market operates, I see my rage was misplaced"?
    I'm sure we have had posts by people though who said they originally were anti market, but who read stuff here over time and changed their mind. I'm pretty sure some of them posted both before and after conversion.

    I don't think anyone has ever done that in the same thread, though.
  15. Quote:
    Originally Posted by Sardan View Post
    That's seriously impressive. You must be doing *something* different because "7 purpled 50s and 12B in cash" doesn't match the typical profile of even an avid non-farming, non-marketeering player.
    Oh, I'm not sitting around. I do play a lot. (Well, not the last two weeks, but in general.) I spend the vast majority of my time playing my level 50s. I solo a lot on high difficulty settings, so while I'm not farming, I'm producing more drops than your typical non-farmer.

    So you've got someone putting in 2-4 hours of play a night, playing 50s that mostly bootstrapped themselves into rich builds that let them fight lots of stuff and kill it pretty damn fast. Then, once they're built, I continue to put in lots of play time on them, benefiting from their high efficiency for weeks or months of additional play.

    Moreover, when I team, I pretty much only team to run TFs or to attend Hamidon raids. I run with people who are big into high-powered play. (Not all build tricked out builds like mine, but if you make sure every team has enough buffs and debuffs, you don't have to.) Thus, I earn lots of merits as well.

    My intent wasn't to claim that my results were typical by any stretch of the imagination. But then, I don't think everyone even tries to trick out as many 50s as I do, or cart around barrels of money just because they can. Edit: The intent was to show that there are other ways to make really good money. Diversification works very well for me. It keeps me from getting bored or sick of any one method. I also suspect I'm much more patient than the OP.
  16. Quote:
    Originally Posted by Another_Fan View Post
    From the way I read the plans in beta the incarnates were both a global slot, and and a bypass to ED. So if you were slotting purple sets for the recharge bonus, slotting the incarnate bonus, would give you the equivalent of a large global recharge bonus for everything at the ED cap, and eveything else that wasn't at ED cap it would push towards the cap or slightly beyond if you were close enough.
    It wasn't an especially large bonus if you were at the ED cap. The amount that bypassed ED was increased towards the end of its beta presence. The largest benefit was for things that you didn't already have near-ED slotting for. The remainder was about on par with good set bonuses, at least for equivalent things. (For example, there's no such thing, currently, as a global end reduction set bonus.) But again, there's no reason to replace set bonuses with Incarnate bonuses except as an optimization for things you either don't need more of or you can't get more of due to attribute caps.

    Quote:
    I agree with you on exemping but just how many people go to the trouble to make exemplar friendly builds ?
    Almost everyone I play with in game makes some concession to it with their IO builds. It's one thing to be willing to lose set bonuses that go over and above good enhancement slotting when you exemplar down today. It turns out that some of the best global bonuses - good enough to consider replacing slotting benefits - come from purples, which conveniently ignore exemplar rules. So for most builds, easy exemplar concessions come from slotting low-level globals (LotGs, BotZs, etc.) and purples.

    With what we know of Incarnate bonuses, you get global enhancements that could entirely replace slotting for some things across your powers. But if you took such a build into an exemplar setting at any non-50 level, it would be quite gimp, possibly lacking adequate slotting of things everyone considers fairly key: recharge, endurance, accuracy or damage. I don't play with anyone who would be willing to do that to their builds, though I know a couple of people on the forums who might be willing to.

    I haven't seen anything that suggests to me that my characters wouldn't benefit significantly from having both set bonuses and complementary choices of Incarnate benefits. Not all the things we saw in I18 were things any enhancement today can do, and remember you can only slot one effect at a time in each Incarnate slot. (That's confirmed public info on the updated system as of today.) The way I'm going to min/max that is to choose the best combination of benefits for my goals, and I'm convinced that's going to include plenty of set bonuses with Incarnate benefits giving me things sets can't, or things they can give me more of than my powersets can slot sets for.
  17. My sig is old. It came from the original forums, and I haven't changed it because it would have to be smaller under the new forums. I just leave it alone, because it has my favorite characters in it. The real point, though is that I have more 50s now than are in that out of date sig.

    Every one of them is spec'd fairly ostentatiously with IOs. One even has a PvPIO +3% defense unique. I bought it off-market from someone I know for 2B inf.

    What's any of this got to do with anything? It's important, because of how I funded those builds, especially the more recent ones. You see, I neither "marketeer" nor farm with any seriousness. Oh, sure, occasionally run a farm here and there. I'd say, on average, I probably do that two, maybe four hours tops per month. I used to do it a bit more, but I16 satisfied my desire to fight lots of stuff at once in more normal missions. But even before I16, I never did it enough to qualify as "a farmer" - I just don't have many characters that are good at it.

    While I use the market daily, I don't "play" the market much at all. I haven't done much real "marketeering" since about I3. It just doesn't entertain me to do so, so my main market interactions are selling what I produce but don't need and buying what I need but didn't produce. You don't have to try to manipulate the market to learn a lot about it. Just buying up a bunch of stuff to craft IOs can teach you valuable lessons.

    Despite this lack of marketeering or farming, I have around 12B inf in cash on hand, 7 purpled 50s and 3 SG storage bins worth of high-value enhancements.

    You don't have to farm to make money. It's one way to make money and/or get drops. It might be a very accessible way for you. You may not enjoy the other ways, or they may not be accessible to you. None of those things mean that farming is the only way, or even the best way to make money.
  18. Quote:
    Originally Posted by Blue_Centurion View Post
    Listing order prevails when all other factors are equal. It is a FIFO system.
    This has been experimentally shown to be untrue.
  19. While the Tanker's tactics were ... outdated, your Caltrops definitely didn't fit with what he was doing. He was probably picking spots to pull the mobs to based on breaking line of sight with them. If you dropped caltrops before the mobs arrived, you probably were preventing them from gathering at the place the Tanker expected them to gather and be mowed down by AoEs.

    If you were dropping caltrops on the assembled mobs, the only issue I could see was if the speed they were being taken down was slow enough that the caltrops caused the mobs to scatter before being mowed down.

    So to be clear, I don't think what it sounds like Tanker's was doing was terribly effective, but caltrops will interfere with a pull and they will cause mobs to scatter. Depending on the preferred playstyle of your teammates, either one or both might get you in hot water. It's up to you to decide whether you are interested in playing with folks with those kinds of playstyles.
  20. This is more how things used to work. Honestly, this playstyle should have died with aggro and AoE caps, if not before.

    Before there were both aggro and AoE caps, a Tanker could run off, herd up an effectively infinite amount of stuff (subject to their build's survivability), bring it all back to a corner (so it would pile around to get line of sight), and people could AoE it all to death. It also helped that, in really ancient days, mobs had no packing limits. So you could aggro as many foes as you could survive, they would pack with theoretically infinite density, and AoEs could hit as many of them as would fit in the radius of effect.

    These days, playing this way only makes any sense if you're being really careful, like you're working on a "Master Of" task force badge. It's faster just to steamroll. All the Tanker needs to do is get majority aggro control on a spawn, everyone beats the snot out of it, and the whole team moves on. Some folks won't even bother with the Tanker part at all, given enough mezzes, buffs and/or debuffs or overwhelming damage.
  21. Yep. What others have said. You changed the "length" of your allowed miss streak by introducing an attack in the attack chain that had a lower final hit chance - Nemesis Staff.

    You have to watch our for this with anything else that has a hit roll that you might be running. I've seen this done with powers that grant PBAoE auras of any kind that roll hit checks. If you slot them such that their hit final chance isn't good enough to have over 90% chance to hit, they can end up giving you lower total benefit from the streak breaker even if all of your primary attacks are saturated at the 95% cap.
  22. Quote:
    Originally Posted by Torrynt View Post
    However, through very small amounts of marketing, some lucky drops, and now A Merits, I'm getting close to actually finishing a build. Before, while I could have finished a build it was just more fun to level a new character, thus leaving me with many many half filled characters.

    If I do finally finish one, it will be very disappointing to realize that effort was for nothing by a raising of the "level cap"
    Bear in mind that I am answering this concern with I18 beta information, from before the early Incarnate features were pulled from GR. (I would have to be breaking an NDA to answer with info more recent.)

    Unless I19 significantly alters the nature of the Incarnate system, I don't think you need to worry in the way you are, for a couple of reasons.

    First, Incarnate effects we could see in I18 were relatively orthogonal to those from Inventions. Sure, picking one of many examples, if you get a global endurance discount, that competes with +recovery bonuses. You could maybe avoid needing global +recovery bonuses in a build that had global -endcost. But you could also have both and have even more lasting power. It's really no different from saying that having a strong team of buffers and debuffers makes IO bonuses unnecessary. It's true, but misses that, barring slamming into attribute caps, having both is still probably better.

    Second, the Incarnate features only worked at level 50. If that's still in effect in I19, and if you plan to exemplar at all, you will need a build that doesn't assume Incarnate slot benefits.

    Personally, I suspect that the best Incarnate builds will still involve set bonuses. They may change the prioritization of what sets are considered "best", but I think that will be the worst extent of making your build efforts worth "nothing".
  23. I think you've picked an atrocious poster child for your campaign. If there's anything that fits the combination of extremely low supply with high desirability by extreme players, it's the PvP +Defense IO. And bear in mind that extreme players are far and away the most likely to be the richest players in the game, by virtue of being the most likely to invest lots of time played, lots of time played on 50s, and intimate knowledge of the game's mechanics.

    Are there things that people "corner" in the sense you mean? Yes. When it happens, does it raise their prices? Yes.

    Does the market need players performing those actions in order to be healthy? No, but I think that's the wrong question. The question is, what has to be done to the market to limit those behaviors? What are the impacts of those changes on the market not just as a inter-player trade tool, but as an intentional, dev-sanctioned mini-game and, most likely, a "time sink" of its own? What are the design and development overheads for the devs of the changes you would propose? How are the devs likely to prioritize those changes relative to, say, new mission and powers mechanics for new issues? How much perceived risk to the market system does implementing the changes entail?

    In other words, be ready for your cure to be perceived as worse than the disease, for the disease to be considered a low priority, and for your ability to correctly diagnose the root cause of the disease to be questioned. Not just by forumites, but by devs who may never give you an answer one way or other.

    And really, really be prepared to not get much traction if your thesis is "the market needs to be changed because it makes it really hard for me to buy an extremely rare, extremely valuable IO."

    Edit: If your proposed solution is market caps, I am forced to agree with others - you really have no idea what you're doing. Market caps will not ever do what you want. You will trade extremely high prices for extremely long lines. You will change being able to eventually afford something that others have not yet been (or will not be) able to afford to being in a long line with tons of other people who can afford the same things you can. It will have no appreciable affect on game supply, and will probably reduce market supply due to off-market sales. You will not improve your ability to attain your goals - in fact, you will change from having control over your own destiny to handing your destiny over to the market queuing mechanism. Do not want.
  24. Yep. Many faces were smashed by hurled boulders to bring us this information.
  25. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by Schismatrix View Post
    i think the sticking point here is that most people are unable to accept the premise that opinions, even any factual errors presented as part of the opinion, are incapable of being wrong.
    This is always a tricky part of anything that does at some level come down to opinions about what's better, whatever "better" may mean (more enjoyable, etc.)

    There are several things that I think frequently get overlooked, both by those who present statements of opinion and those who rebut them. One of the most likely to cause an argument is forgetting to qualify opinion so that it appears as a statement of fact. Sometimes the implication should be clear, but other times it isn't, and few things seem to rile people up as opinion seemingly stated as fact.

    But there are subtler bits even to things stated as opinions. Except for very subjective things, like what tastes or smells are pleasant, or what facial features are most attractive, opinions about more complex concepts are often constructed on a foundation of facts.

    Let me give an example. "Widgets are commonly available. Widgets have been shown to occasionally cause blindness in children. I believe therefore that Widgets should be treated as a controlled product, and not be made generally available." There are two statements of seemingly observable facts in there, and one statement of opinion. Opinions stated in this way are a cross between a subjective judgment and a logical conclusion. It takes objective, factual information and feeds it into a subjective conclusion.

    This is important, because if someone can show that the objective information is incorrect, or is incomplete in a way that could significantly change its interpretation, it could completely change the subjective conclusion drawn from those facts. This is the usually unstated nature of many debates about opinions. People argue that their opinions can't be wrong, but their opinions can be formed on the basis of (or sometimes defended with) objective "facts" which are actually in question. If you can invalidate the objective foundation of an opinion, then you can at least show that the opinion should be re-evaluated in light of new factual information.

    Honestly, Ultimo_'s statements of opinion could probably stand as just that if stated in a stand-alone fashion. Maybe a lot of people wouldn't agree that they'd like to see the game work as he does, but that would truly come down to competing opinions, possibly taking the form of a "vote" thread, where people post to inform of their own opinions on the matter. I've rarely, if ever, seen Ultimo_ do that. Instead he usually tries to defend his opinions against being outvoted by providing objective defense drawn from observable phenomena from the game. The issue arises that other posters find these phenomena contrary to their own experiences. That leaves his defense of his opinion open to attack on the basis that it's founded on incorrect factual observations.

    Now, if Ultimo_'s opinion predated the observations and the observations simply reinforce the opinion in his mind, that may not be true. As usually presented that seems hard to accept, for me at least. The observations seem to come first, and an opinion seems to be drawn from them. After all, we're talking about playing the game and then deciding how it should be different. You have to observe how the game actually plays before you can decide that, in your opinion, it should play differently.