UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. Quote:
    Originally Posted by Zemblanity View Post
    Ugh, sorry, could swear reading something along the lines of a fix to bosses t9 res limits, but I might just be mixing up patch notes and logical things in the suggestion box.
    No, it was supposed to be fixed. Nothing was supposed to get over 90% resists unless it was an explicit special ability.

    If she still was, it was effectively a bug. However, "just" 90% resists would not be a bug.
  2. DE took some care, but I found them mostly easy to manage, because only one of each type of emenator would be spawned at a time. The only time it was tricky to deal with was if there were a lot of Quartz-dropping LTs in a given spawn, since they would chain a new one as soon as the prior one was dropped.

    The main reason high-level (46+) DE were scary was, IMO, because they inexplicably got the same effective +toHit that Incarnate foes did on iTrials. The reasoning behind that was never explained, as far as I know.
  3. Towards the end of days, there weren't any I hated on 50s, because my 50s were all swimming in IOs and Incarnate powers. Those I found challenging and/or had to be cautious about were, in roughly descending order...
    • Arachnos - These guys were, IMO, the premier scary dudes in the game outside of Incarnate foes in DA. Loads of exotic damage - toxic, psi and energy. Loads of energy drain in the Mu critters. Loads of slows in the various web grenades, some of the spider venom and lots of the Psi attacks. Plenty of mez, though not overwhelming amounts like the Malta. Night Widows could blind you and were crazy hard to hit. But most dangerous of all for multiplying the danger of all of the above were the Tarantula Mistresses, with their autohit, -30% defense attack that also blinded you. Holy crap, did that power suck.
    • IDF - These guys were sort of "Arachnos-light", but mostly not as bad. They also had an auto-hit toHit/DR debuff, but it was delivered by minions, which made it a bit easier to counter early if you saw them. Wicked end/recovery drain from the Seers.
    • Malta - Not because of Sappers. Sappers sucked, but I could usually mitigate them because there was only one per spawn. No, Malta sucked because all the human troops but Gunslingers could debuff your defense. They were like Cimerorans, but at range. It always surprised me how few people talked about this. Also, upgrades to the powers and AI of the Titans and Gunslingers made them extremely dangerous. Two Gunslingers, two Titans or a mix of them could mez my Scrappers and Brutes, making them deeply problematic for many squishies. And I'm not even talking about the 30s-long stun grenades - don't get me started on those.
    • Longbow - Longbow were, mostly, two-trick ponies. They were another group that debuffed the living hell out of your defense at range, and then debuffed the hell out of your DR. There was little you could do about this in a large spawn, because every minion and LT basically had the same powers - the annoyance they offered was totally distributed through a large spawn. The bosses were varied and powerful, and magnified in threat by the debuffs applied by the minions and LTs.
    • Incarnate Talons of Vengeance - Holy stacked debuffs, Batman. If I were to have ever fought these guys at +2 or +3, I would probably rank them my scariest opponents, but I only ever fought them with +3 Incarnates. Despite incarnate powers, I found myself able to suffer sudden, unexpected defeat at the hands of these foes more often than anything except Arachnos and Longbow. The really scary thing is that Arachnos and Longbow usually achieved that through cascade defense failure that I failed to either notice in time or react to in time. ToV would often kill me through stacked effects that weren't debuffs, like Flow Lightning. Of course they actually did have some wicked debuffs, mostly in the form of Sirens. The challenge difference after Sirens were added was really dramatic.
    • Incarnate Banished Pantheon - If I were to have ever fought these guys at +2 or +3, I would probably rank them higher, but I only ever fought them with +3 Incarnates. They are mostly only dangerous because of the -def stacking through Elders and Ancients of Sorrow, though they have some other ugly debuffs, particularly -DR and -recovery.
    • PPD Quantums. OMGWTFDefenseDebuffs - IMO, nothing had it on Quantum PPD for defense debuffing, not even Cimerorans. Every attack debuffed defense while delivering energy damage, and they could do it at range. Oh, and bosses and LTs could res, making it harder to win through overloading on buffs through insps or whatnot.
    • PPD SWAT (Honorable mention, non-50s) - I found these guys were the most annoying foes in the game, hands down. They could slow your movement as badly as the worst stacked caltrops, but it was an applied effect, not just a patch. They could blind you. They could debuff defense at range. They could apply massive toHit debuffs at range, in an AoE.

      ...except you met PPD SWAT as a villain at level 20. I found them annoying on 50s playing on high difficulties. On 20-somethings they were overwhelmingly crippling at x1. I found myself standing around sometimes minutes at a time between spawns waiting for their horrific debuffs to wear off. That was completely uncalled for.
    • Cimerorans - I wasn't really ever afraid of these guys, but they do deserve mention. They debuffed defense like pros, were immune to lots of mez when close together (at least once the were aggroed) and they hit like trucks. However, they didn't really rate with the foes above because they dealt pure L/S damage, were gimp at range, and had no special protection from fear or confuse, which lots of my squishy characters were good at.
  4. Forming the RHW badge attempts in DA now.
  5. Quote:
    Originally Posted by Bionic_Flea View Post
    Uber, I have played with you for many years. We started out having lots of friends in common on Justice and then outlasted those friends. I think that both of us preferred to follow than lead; to be the trusted lieutenants and let others be the boss.
    Heh. You are an observant Siphonaptera.

    Quote:
    So please believe me when I tell you how much I appreciate you taking this bull by the horns and organizing many, many runs of these trials so that I and others can get these badges.
    Without this end date rushing upon us, I'm sure I would have been happy to leave the bull to others more prone to grappling. The decision to stick it out and achieve as much as I can before the lights go out pretty much has everything to do with that.

    It's definitely bittersweet - it's cool to be the person forming the leagues that pull this stuff stuff off (recognizing fully how meaningless the leader is without good players helping), yet it's sad that I (and all of us) will lose direct contact with those achievements before long.* And yet, without that Sword of Damocles out there, I don't think I would be running this stuff at all, and so wouldn't have that memory to cherish. It's weird.

    * Barring a miracle by the community or some other investment, which is still technically possible, even if we lose access to the game for a while while it unfolds.

    Quote:
    Thanks, UberDude.
    You guys are welcome. After all, you're answering the call. Me forming this stuff wouldn't mean anything if people didn't help out.
  6. UberGuy

    The preference.

    Ah, sorry, I must have skimmed that reply. Hopefully forgivable after the OP. I misread it as saying your post was around 4000 words.

    Looking back at my own thread/posts, though, I think mine were probably too big even at around 2300.
  7. You shouldn't be the last source. Justice is still raiding Hamidon two nights a week. I missed Monday's raid, but he spawned pretty early on Wednesday, so we didn't get a lot of them. But I'm sure we'll produce more soon-ish.
  8. Thanks all who came out tonight! Everything went very smoothly except for the Triple Threat badges at the end.

    We were a bit light on DPS, debuffs and +survival buffs, so the AVs sort of had their way with us on the first try, and we ran out of time (only because of the 3-way DPS split, though). We juggled characters a bit and went at it again and did much better and I am pretty sure we would have had it, but we were cursed by the clock and two AVs both had regen health ticks kick in just as we started killing them. We missed it by a country mile as a result. It was pretty late by then, so we called it a night.

    We did get Keep em Separated (BAF) and Fair and Balanced (TPN). Then, despite my declaration of no Underground badges, we reached a point were too big a league for the other trials except Magi, and everyone either wanted the badge or was cool with the attempt, so we ran a bomb badge Underground. We executed coordinated rushes against the bombs in the spore hallway, and sniped the ones in the "crowded" bomb hall. It went extremely smoothly. The league was a joy to play with on that, and hey, I got Master of the Underground on an extra character.

    Remember, more Really Hard Way badge trials Saturday night at 9 EST.
  9. UberGuy

    The preference.

    Wow, jebus.

    I'm a really wordy poster, bit even I think that's way, way too much in one big chunk.

    I wrote a "brief" history of my eight years here that wandered over several side topics. It was roughly 10,500 words long, I broke it up into eight posts (discounting one post that said "I was going to post something larger here, but skipped it). The longest of those eight posts was about 2300 words.

    So yeah, mine was like 2.5 times longer, but each post was no more than about 1/2 the size of yours, and I covered a lot meandering topics, while yours was a lot more narrow.

    You did give us whitespace, at least, so that was good. Some of the paragraphs were still really large, but you could have done worse.
  10. I am answering as if it were me the player, and not one of my characters. To answer, I first have to assume the world wouldn't be crawling with bad guys the way CoH is. They could exist, but if they were all over the streets the way they are in-game, I wouldn't even live in Paragon. (If I was a Rogue Islander, I might not have any choice in the matter.)

    Hero-side, Talos seems nice. I think I might like Founders Falls, especially near the university and the main plaza, though I think it might also be a bit boring. The north end of Peregrine Island is pretty nice, but I don't think I'd live there, because of the proximity to Portal Corp. (It'd be nice to live in if you worked at Portal Corp, though...)

    Both old and new Atlas Parks had their appeal, but the war wall divisions for it make the zone too small.

    I think the only villain side I'd be up for would be Saint Martial, down in the residential area in the southwest corner. Parts of Cap au Diable are OK, but it's still kind of grungy off the main city area. (I'm not much for living in high-rise buildings, which is basically all that's in the nice section of cap.)
  11. So Real Life™ kept me away from CoH for a few days, so I didn't hit my goal of running badge trials last Sunday, or scheduling any more Really Hard Way Magi Trials for early this week.

    Therefore, I'd like to propose the following.
    • "Regular" badge trials this Friday, October 5th, starting at 9 PM Eastern time. Basically, I'll take requests for iTrials aiming for badges that are not one of the following.
      • Avoids the Green Stuff (Keyes)*
      • Loves a Challenge (Keyes)*
      • Really Hard Way (Magi)†
      • Ready to Rumble (Magi)†
      • Anything from the Underground Trial‡
    • Really Hard Way Magi trials on Saturday, October 6th, starting at 9 PM Eastern time.
    * These badges are really, really hard to get, because just one person's mistake can screw it up for everyone. I'm really just not planning to try for these at all. (It took me ages to get them both on my main badge character.)
    † I exclude these badges because they call for special league composition, while the other trials generally do not, with the exception of the Underground.
    † I exclude the Underground only because it is so time consuming, especially the bomb badge, and has some (relatively minor) league composition needs. If there is demand for Underground badge runs, I am willing to lead them, but we should schedule it separately.

    Basically the Friday leagues are open to whoever and pretty much whatever, so long as you are willing to attend (and help with) badge runs of various trials. I will finally be going for Triple Threat at least once on Friday.

    The Saturday league calls for Corruptor overload. We need lots of Corruptors with decent DPS (or who can help give allies good DPS), DR debuffs, +defense buffs, and one good taunter.

    Even if you have this badge already on everyone who "needs" it, please consider helping out. The best help would be bringing one of the things we need to succeed, either a DPS-ing Corruptor, some other sort of /Rad, /Dark or /Cold, or whatever else you might have that can contribute raw DPS. (Naturally, if you need the badge on someone, bring that, but depending on who shows up with what, we may need people to swap around.)

    I'll be linking this on the FB JFA group as well.
  12. Quote:
    Originally Posted by Interface View Post
    One other thing I noticed since launch. In the Looking for Team tab, one of the options is "Looking for Patrol". What the hell is a patrol team? "Greetings, heroes! Let's make our way along the streets of Independence Port, keeping a sharp eye out for evil-doers!" I suppose they mean street-sweeping, but still, has anyone, in the history of the game, ever used "Looking for Patrol?"
    I rather doubt it, but I can sort of see why they added it. Once upon a time, people definitely looked for street sweeping teams. There was a time in the game where that was unquestionably the best XP available outside of outright farms, which I think not nearly as many people knew about as do today.

    I don't remember exactly when the "Looking for X" modes were added without going and looking for patch notes (I didn't think they were there at release), but if it was around those days of street sweeping's heyday, it would have made a lot of sense.

    Street sweeping rapidly faded in popularity after the changes in mission rewards, halving of debt in instances, and the introduction of the original five "Notoriety" settings (Heroic, Tenacious, Rugged, Unyielding and Invincible).
  13. Yeah. While there are definitely some folks in here expressing bitterness over the "loss" of their invested time, I'm pretty sure there are more folks expressing how unusual CoH was for attracting people who didn't otherwise play MMOs. A lot of us will miss it not just because of all the mostly obvious things, like losing our specific characters, the community, or even the extremely open dev team. We'll also miss it because it's been the only MMO so far that made us interested in a progression-oriented, persistent world in an on-line setting.

    There can be good things to be had from playing any MMOs, such as a chance to make online friendships with other people, but if you don't enjoy the basic premise or mechanics of the core game, those extra things won't usually keep you playing (or paying) on their own.

    Here's what CoH had for me.
    • In game dynamics that made me enjoy just playing the game, solo or teamed. I just enjoyed firing it up and fighting stuff. This game's focus is incredibly narrow - basically all you do is fight. That such a game lasted more than eight years has to be a statement about how amazingly fun it was to fight stuff here.
    • The aforementioned character customization. I've commented in other threads that the rich costume creator was clearly a very intentional feature of the game, but I suspect the blank text input field for character description was accidental genius. I find it hard to imagine whoever added that feature realized just how deep a sense of character investment that little text box would eventually provide for some of us.
    • "Loot light", even after inventions. This wasn't critical for me, but it definitely helped. I definitely appreciated that defeat or even just ongoing use did not cause our "loot" to degrade. While the old-school green-to-yellow see-saw of TO/DO/SO enhancers was annoying, it was a pittance compared to what some MMOs did to your gear.
    • The community. I never came here looking for a community, and I certainly didn't like everyone I met, yet I think this game's community (both on the forums and on my home server) is really a cut well above the norm, and I am going to miss it a ton. I know I can remain a part of it after a fashion, and I plan to, but realistically, it won't be the same if we're not sharing the game. It'll be a community, but not one that shares and discusses playing CoH, barring a miracle.
    • The devs. I've certainly not liked everything the devs have done over the years, and in my opinion, they have not been uniformly awesome in their interactions with us. However, I think they became outstanding among game devs in their willingness to communicate with their community fairly early in this game's life, were truly amazing about it the last few years, and IMO they were still on the upswing when the axe fell on Paragon Studios.
  14. Quote:
    Originally Posted by B_L_Angel View Post
    I don't know what is more stunning, that someone could say something like that so offhandedly and with such certainty, or someone else accepting it without question. With the ongoing events it seems complete insanity.
    Why?

    Consider that players who played and kept playing other characters, but who abandoned Blasters, might have been compelled to keep playing blasters, giving them more interest in playing. And there are strong indications that there were more of these players out there than people who loved Blasters being "hard mode".

    Also, imagine players who enjoyed blasters and not much else, but who abandoned blasters, would therefore have abandoned the game. Had Blasters not been "hard mode" compared to other ATs, such players might instead stick around. Retired players who had abandoned Blasters might have come back to play them. While this sounds like a very niche set of conditions, there being players who preferred Blasters being "hard mode", at least to the degree they have been so far, is definitely a niche group. Which would win out on net player change?

    Even in the absolute worst case scenario of only losing players over such a change, I have absolute confidence that the number of people who would have left over such changes would have been exceedingly an small percentage of even CoH's relatively small player base. I'm not eager to see anyone leave, but I think causing a very small percentage of people to leave by making a change most of the remaining players will enjoy is worth the cost.

    And in any case, I really don't see what our current circumstances have to do with this, because I do think any hypothetical loss of players here would have been invisible in the normal churn and loss already in play.
  15. Quote:
    Originally Posted by Another_Fan View Post
    I can't recall a single time where a league has let just 1 prisoner get past.
    Of those where at least one prisoner escapes, I would estimate between 10% and 20% of BAFs on Justice let just one escape. After one gets away, the "skilled" players or those with more "plussed" characters move to reinforce the area where something escaped.

    I could probably pull stats from my own logs. I already have a trial parser. I just need it to look for an Astral reward after the last prisoner defeat message and before the first message defeating anything else. I've been on well over 1000 BAFs, so it wouldn't be a terrible sample size.

    It happens enough that I've commented to people about how it's frustrating to miss the Astral by just one prisoner - especially when it happens near the end. If five or ten get away, you're so not even close don't even worry about it. (Of course, much more than 10 and you start to worry about failing.)
  16. Quote:
    Originally Posted by TimTheEnchanter View Post
    Well I'm still seeing particles, I just don't see them interact with the ground the same anymore. Casings fly, but don't sit on the ground waiting to be tossed by a close proximity energy blast. Same like I said with the leaves.

    So an easy question to test... DO you see leaves sit on the ground after they fall?
    They do. Same with bullet casings. They lay there, and if you run through them, use certain powers around them (such as Super Speed, Foot Stomp, Fire Ball), or plop a Singularity on them, and they'll scatter, follow you, whatever.

    Easiest thing to use if you have it is the /e throwpetals emote from the wedding pack. If I stand there and use that, I end up with a scattering of petals on the ground, and I can whip them up as above.

    Edit: I'll have to test to see if this changed, and maybe things are now falling through the ground instead of on it. I was doing the throwpetals thing just a few nights back, though, on the raised area immediately outside of the hospital in Dark Astoria. (We were forming a trial, and people were bored.)
  17. Quote:
    Originally Posted by Dante View Post
    Doc Delilah.

    Death by Snu snu!
    Hah!
  18. Quote:
    Originally Posted by CannonballJack View Post
    I want to see the rest of that BAF intro with Siege, Nightstar, and Mother Mayhem. That's all I want.

    NIGHTSTAR: We have devised a plan.
    SIEGE: We think you will be...pleased.
    It may be better if the game really does end in two months, as I will now imagine "bow-chika-bow-bow" every time that comes up.
  19. Quote:
    Originally Posted by Brillig View Post
    It's unfortunate you feel that way. I suppose that everyone sees it differently, but I've never lost one of my characters, even those in games like Tabula Rasa. After all, it's my imagination that created these characters, and my imagination that fleshed them out over the limited feedback that a game can give to you. They live in my head, not on any server - so no publisher has the power to take them away from me.
    My CoH characters live in the CoH world. My favorites all weave some part of the game lore into their back stories - its a big part of what makes them feel relevant to me. Because of that, they don't make sense anywhere else. Yeah, I could create a variation of them somewhere else, but they wouldn't be the same, because their backstory would have to change.

    It'd be a bit like transplanting Batman to Marvel Comics and having to leave Robin, Commissioner Gordon, Wayne Manor and his history with Superman behind. Sure, he'd be recognizable, but he wouldn't be intact.
  20. Quote:
    Originally Posted by Another_Fan View Post
    Anywho, welcome to the brave new world of "CLOUD COMPUTING"
    Oh yeah, it's going to be so awesome when mainstream commercial software doesn't even run locally. See: Google Docs, MS Office 365 (depending on version) and Adobe Creative Cloud.

    Oh, you didn't want that upgrade? Sorry.
  21. CoH's fairly deep and wide lore and its massive character customization allowed me to create characters that really felt like "mine" in ways I don't see any other game on the market or even the horizon doing. And I don't consider myself even close to being a roleplayer - while I always gave my characters a concept, I never created them based on concept. I played the game for its mechanics first, layered concept on afterwards, and I still got sucked in to a sense of attachement to my characters. I think that says something. And its one of the things that makes losing access to CoH suck quite so badly.

    But something to keep in mind is that not all MMOs offer the same features that made many of us so attached to characters here.

    Now, that in and of itself might make some of you disinterested in other MMOs, but don't forget that some MMOs might just actually be fun to play, at least for some folks. If you don't need that character attachment, and can play a game because it's entertaining, there might still be things out there you'll enjoy.

    I don't think there's any reasonable way to avoid the risk of "losing" the result of time spent building up characters in persistent worlds outside of NWN-style architectures, but I think there is at least the hope of games where the end of the game is meaningful because you lose access to the fun of playing more than to the characters you invested in. That might be the kind of thing some people here could still get into.
  22. UberGuy

    Confessions

    Quote:
    Originally Posted by Frost Warden View Post
    My level 50 energy blaster once used Energy Thrust on a level 1 Hellion in Atlas Park just to watch him fly.
    Back when the Vanguard accolade boosted KB on the Nemesis Staff veteran power. (Which was back when it was a veteran power.)

  23. UberGuy

    Confessions

    Quote:
    Originally Posted by VoodooCompany View Post
    You've clearly never had to put up with Shamster, regardless of AT. He plays them all the same way. He can get aggro with mindless button smashing after he's run off to large groups away from the team; if he isn't insta-gibbed (which he generally is), he'll limply bring them back to the group and either die anyway or suck down all inspirs he has to repeat the same mindlessness. But retaining aggro / taking aggro is not his forte (4Chan linking takes that spot). And he primarily teams.
    Since I don't really know either of your posting styles well enough, I can't tell if this is serious or not. But even if it is serious, I still agree with him, even if it's not for reasons of shared experience.

    I only have one Tanker. He's been stuck at 43 for years now because I got into other characters more, but back when I still actively played him, I saw a team that was running the original Maria Jenkins arc advertising one open spot. I wanted to join them for the AV progress so that I could unlock Portal Jockey on my Tanker.

    However, the team was advertising specifically for a Tanker. (This was long before Going Rogue, so a Brute wasn't an option.) I didn't want to sign up for that knowing I lacked Taunt, so I didn't reply. However, they kept advertising, apparently not getting any hits, so I finally responded to the person saying I was on a Tanker and would like to join, but I also warned him I had no Taunt, and would not be offended if he'd rather find someone who had it. The leader said he didn't mind and invited me.

    Knowing they were hoping for a meatshield, I made a point of being as "tanky" as I could, running around and smacking stuff in an effort to keep them PO'd thanks to Gauntlet. That seemed to go well in terms of my soaking aggro, though I sometimes missed being able to actually Taunt when we were fighting fliers or really anything I couldn't readily reach in melee.

    When the team finally disbanded after completing the arc, several players on the team made a point of complimenting my tanking given my communicated lack of Taunt.

    Like I said up-thread, I have no illusions about whether a Tanker with Taunt paying at least as much attention to aggro control as I was doing would have done a better job. And, trust me, I almost never play the tank - I am sure others can do it better than I did, even without Taunt. With Taunt, they probably could have done at least as good as I did with less manic play needed to hold aggro. But based on that experience, which involved what used to be fairly top-end content outside of raids (and later, trials), I think it shows that Taunt is very nice to have, but not necessary. (Again, outside of Hamidon raids and maybe iTrials.)
  24. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Debt caps are now set by your character level (and have been since like Issue 4 or 5). I think prior to that, there was a universal debt ceiling that basically amounted to "any more debt than this would require switching data types."
    I don't think that's true. I think that, like Arcanaville said, it was always based on some fraction of your current level. I do believe that fraction changed, we also got 1/2 debt in missions. But I don't ever remember it being limited only to machine representation.

    But I won't swear it wasn't so. I just can't remember it being like that.

    PS: Here's the seemingly relevant info and history on debt that's listed on ParagonWiki, for what that's worth.
    • A character can have a maximum of five full defeats' worth of debt.
    Historical
    • Level at which debt starts was raised to level 10 in Issue 5
    • Debt from being defeated in a mission was halved in Issue 5
    • Debt was lowered another 20% during Issue 11
    Edit: Not from the wiki, but I poked another old timer and he said he thought it was originally capped at 10 deaths. This aligns perfectly with the remembrance of the cap being 1.1M at 50. The current cap at 50 is 440,000. That's only 80% of the pre-I11 cap, which would have been 550,000 at 5 deaths. 10 deaths would double that and be 1.1M.

    Edit 2: He's right. It changed in I6.
  25. UberGuy

    Confessions

    Quote:
    Originally Posted by KritikalMass View Post
    I usually skip Taunt/Confront...and even if I have the powers, I rarely use them. (This might be a side effect of being a predominantly solo player.)
    I'm with the Hamster. While I think most people do look askance at a Tanker without Taunt, mine didn't have it until Inherent Fitness, and for the same reason - I mostly played him solo.

    IMO, with the advent of the Gauntlet mechanic, an attentive Tanker could be a pretty good meat shield even without it in standard content. You could certainly be a better meatshield with it, but this game is easy enough for the most part that "better" really doesn't mean that much.

    So I would forgive you this confession.

    If you wanted to be able to manage aggro in some of the game's more challenging content, such as Hamidon raids or iTrials, then yes, you probably needed a decently slotted Taunt.

    Other than one particular crusader who claimed otherwise here on the forums, I never met anyone who thought Confront was important. Most people I talked to or read opinions of on it considered it a wasted power pick at worst and a set bonus mule at best. Most of those I met who had Confront took it for concept reasons. I'm being completely literal when I say I believe I saw a Scrapper with Taunt less than 10 times in my 8+ years here. It might have even been less than 5 times, but I am less confident that's true.

    So for this confession I grin and tell you no one cared.