For us "veteran players" that have been playing for 2 or more years we've all came to the conclusion sk is very VERY repetitive. what does the game need to make the repetitiveness less grueling or at least satisfying? Personally i feel the grinding seasons are annoying, there should be other alternatives to getting crowns, tokens, or heat that goes beyond missions or arcade that still gets a modest payout. Maybe making a more diverse combo based system that still keeps the sk style to make the game more diverse in action commands (seriously looking for the day where i can take my hammer and juggle a mender against the wall with no regrets) to make grinding missions more enjoyable. This is one idea what do you guys think the game could use to give it that special push?
What does the game really need? (No radiant or achreon nerf ideas here plz)
It needs more staff members so it doesn't take half a year for a single major content update.
Everything else would fall into place after that.
What is most likely needs: more people, more support.
What I want: claw weapons. (You can go ahead and respond to this, but I'm not gonna check it!)
Rofl, what Draycos said.
I'd say a level editor. You can go make your claw weapons and your single levels, but a level editor for the players to use would allow for much, much, more replayabillity.
I completely agree with Draycos. The game has clearly suffered since Andrzej (lead engineer) left, judging by the slow pace of updates, and OOO are still looking for someone to replace him. As for what's in the game itself, I'd say their top priorities should be:
- Balancing Fire Crystal drops (yes, I said it).
- Rebalancing gear. Let's not get me started on this one.
- Fixing flawed mechanics.
As for new content, I think a level editor would indeed be a good idea. Having completely new levels (new tilesets and whatnot) would probably be a good thing, as well. I do think there are enough enemies in the game, though. They're plenty but they're not too many either. Another thing we could probably use is perhaps another PvP mode or just variations of LD. One could easily enough turn LD into many other standard modes found in games such as KotH, deathmatch, attack/defend, CTF, etc.
A level editor would not be a bad idea, but ...
-create levels is not like playing with Lego
-Our goal is to get off the planet ... what means creating levels?
---What the game needs is what he had when he was released: recent and new things
.now the game needs new levels, new colors, new monsters
+I'm currently not much in favor of the system missions- I think destroyed the game
I think there could be new levels outside the clock'works:like the danger mission this christmas [this mission was a mistake: it was on a mountain but said it was in depth 25] > I say new levels as mountains, volcanos, forests IDK...
/salutes
it takes a lot of time to make a level editor but let's assume OOO can manage this and make a level editor... What it would look like.
Spawn, break 20 treasure boxes, exit... rinse, repeat... Also this:
-Our goal is to get off the planet ... what means creating levels?
What SK need now... is orginality... SK used to be original with his unique concept... Mist energy was pretty much awesome and I know a lot of people complain about it but we also loved that orgiinality of SK... but it is now gone. SK is another boring F2P that has nothing major going his way anymore... I can come up with better arenas than half of what is made. And I played a lot of GLADIATORS map on WC3 as the Mad King, I always put up arenas for people. It was something I enjoy doing... And I wish I could do it for OOO but I doubt they would let me do that :(
"Balancing Fire Crystal drops (yes, I said it)." That works
"Rebalancing gear. Let's not get me started on this one" Blind as a bat, or too much LD
"Fixing flawed mechanics" I don't see any of this.
"As for new content, I think a level editor would indeed be a good idea" Do you not see the ridiculous amount of ways in which this can backfire?
Personally, the arcade redux, new boss and gunner update is all I'll ever need as of now.
That, and a much friendlier forum community.
EDIT: Scratch what I said about the level editor. Depending on what Fehzor and Krakob mean will determine weather if what I said is true or not.
1) If it's just gonna be for everyone or payed people to use which would just spam the CWs with "impossible levels" or 1,000 red boxes at the end, then instant no.
2) If it's gonna be like the Steam Workshop and how TF2 implements custom-made maps into the built-in game (voting, rating, enjoyability), then yes.
-Our goal is to get off the planet ... what means creating levels?
Plot hole!
A level editor would have to have a rating system with it.
The rating system would be designed to measure which levels get in the game and which don't.
The level editor could be worked into the plot-- "experimentation with minerals" perhaps.
There are indeed many ways it could backfire, but many many more ways that it could work flawlessly and end several of the major problems that Spiral Knights is facing. Namely that Spiral Knights cannot make content to please its players fast enough to keep them going with the game.
---I described exactly what I meant someplace, but I'll give you the gist of it---
A map editor is made, which relies off of the guild hall building mechanics. In it, you can create parts to levels, or you can create entire levels. Up to you. Anyone and everyone can use the level editor.
Players are rewarded for testing the levels and filling out a questionairre. They have several slide rules, and a handful of questions. Specifically-
Was the level fun? (Slide-rule)
How difficulty was the level? (Slide-rule)
Was the level playable? (Yes/No)
Was the level spam- meaning an actual level? (Yes/No)
Was the level bomber-friendly? (Yes/No)
This feedback would then be polled and applied to the following (after about 20 reviews):
If the level has more than 2/5 spam yeses, remove it from the rotation. Rejected.
If the level has more than 2/5 playable nos, remove it from the rotation. Rejected.
If the level has more than 2/5 bomber-friendly yeses, remove it from the rotation. Rejected.
If the level still remains, keep it in the going. Then, sort the levels by "fun" The top results for "fun" levels would be put into the game.
The clockworks would have a set of player levels that made it that would be put into the arcade. They'd spawn like CT levels (where the difficult ones wouldn't be able to spawn in T1, and so on until the truly easy ones wouldn't be in T3), meaning that developer created content would still hold out, and the game wouldn't just totally become player made overknight.
/PUN INTENDED.
Payouts would also be adjusted based on difficulty.
What about how the games functionality works? Theres one thing that I love about sk and thats its a sandbox, beat em up style rpgmmo. The sad part about this though is that its way to basic to test your limits for a sandbox game. While i do love making quick combos with my weapons (DA > sc, FF+FF > sc, DA+DA) I would love, LOVE I SAY to have a decent combo based system that incorporates weapon link ups but do it in a way that still makes it sk. They already have this partly as i said above, because if you dont place that second FF swing in the 2 hit combo of the DA will actually cancel into 1 swing.
But that aside things i'd love to see is to have damage scaling show up, a meter showing how much damage your combo is doing with a hit meter (with toggle), giving hitstun a more larger priority to make the combo's able to either be broken, linked or just end with a decent amount of damage that isnt 99% persay of your health. Without a new gameplay style to adapt to whats going on ingame its just.....too basic and does get boring fast, regardless of all the weapons, costumes and armor they toss at us once we have the items the gameplay style goes downhill very fast due to the gameplay style being for "the old sk we all knew".
That, and a much friendlier forum community.
In SK the percentile of vulgar people is significantly lower than that of other multiplayer games such as Call of Duty. To be honest, I'm kind of surprised the forums here are so clean. Yay for our Community Managers!
Blind as a bat, or too much LD
U srs bro. You JUST made that thread saying there's no unbalance. U srs?
I don't see any of this.
Lolwut. You don't see ANY flawed mechanics? Not a single one?
You mean these so called "inviniwhatchamacallits" that I never see in game? Nope. Not a single one.
But with level editor we can look at pre-cached maps and discover all spawn zones and secret places. Also with editor you may find unreleased models and tiles. But i like level editor cause it's easy like The Sims and i can test my map.
So how do we know people won't put 1,000,000 crowns in FSC and reduce Vanduke to 1hp?
Two things in my opinion.
1) More diversity in armor, such as armor giving special effects that had no effect before. (cough skelly cough)
2) Rare monsters, they can't be found in missions and drop cool loot. Like maybe a mega scarab or jelly green giant. (you know you want lime jello armor)
"So how do we know people won't put 1,000,000 crowns in FSC and reduce Vanduke to 1hp?"
At first I thought this was pretty ignorant, but tweeter does raise a good point. How DO we know people won't abuse the level editor? They could limit what we could do with it, but wouldn't that defeat the whole purpose of even adding it in?
Cap on placeable treasure boxes. Easy. Also, you can run a pathing AI through the level to make sure there's a minimum distance between the entrance and the exit of the level, and that all blocks have been placed in accessible locations.
I actually said something intelligent? O_o... /think uh oh...
AND YOU GOT ME STARTED!
- Swords! Just, no. Half of them are just silly overpowered!
- Autoguns! I mean come on.
- Mad Bomber vs Chaos
- Chaos vs everything
- Anything with sleep resistance should probably have it changed
- Divine Veil vs Divine Mantle
- Shard Bombs. They're pretty terrible.
on topic: they need 2 more programmers: one to re-read all the code to see if there are any issues, and one that replaces him when the first one decides to suicide.
on level editor: make a maximum limit of boxes, a minimum limit of rooms and enemies, and you're done. also a minimum number of gates would help.
tweeter:
take an acheron, a FF, and a levi, and see if those are balanced with themselves. do they offer enough damage and are they balanced with drawbacks?
take a polaris, a biohazard, and a valiance, and do it again. which one is the safest , and what drawbacks balance it? and let's not talk about blitz.
take a Nitrome, a shard bomb of your choice, and DBB. if you can, take a DR. do it again. which one kills crowds faster, and what drawbacks balance it?
Well first off, My Levi can smash anything I wanted it too and I'm not really a brandish person.
You make it sound like Blitz is the worst of anything for some reason.
DR is 1 of my only 2 legit bombs.
I'm not saying your points are invalid.
I'm not saying your points are invalid.
maybe you don't understand that this sentence means "you are partially right", which means that some weapons are imbalanced, which means that you think that some weapons are inblanced despite whay you are saying?
besides:
I'm not a brandish person either but I still have my blazebrand. try whatever brandish you want, you'll see what I mean.
I just finished heating my dark reprisal MKI. if this little thing is THIS powerful, I dread to imagine what DR will be.
oh well, with blitz you can just kill a couple of zombies from 4 blocks of distance. try it in FSC. also one shotting a gigant type is definitly not wrong.
and if you want to talk about balance, you need to try those weapons. everybody says that bombs aren't good, but if you use them well they shred crowds pretty well.
You can kill two Trojans in one Blitz charge if you're playing on a low difficulty with a small party. Just saying.
That's only on LOW difficulty with either solo or a duo.
Now, compare that to Elite with a group of 4 (unless you happen to have dmg fiend on it)
Doesn't matter. You can't really do it with other weapons except VPB or Plague Needle, maybe.
you can still one shot kill a trojan on elite in a party of 2, maybe 3 people. if you are saying that it's balanced because you can't kill a trojan on the highest difficulty, you're wrong somewhere because not everyone go for the highest difficulty.
It's impossible, SK is mostly server side game, you even can't change your damage. There is the same map on the server and you can't edit it so you can't make weak vanaduke or create extra boxes and etc.
A single Blitz charge is able to one-shot a JELLY OR CONSTRUCT. Creatures who RESIST Piercing are instantly killed and staggered by the Blitz.
The reason you don't see those "invincitinks" is because you don't have a shard bomb and if you have a Seraphynx, don't use the laser on the enemy long enough.
I'm pretty sure the Gunner Update isn't nerfing the Blitz Needle's damage.
I'm extremely curious as to what this guy has in his arsenal. Because from the looks of things, tweeter does not have these things in his arsenal. Especially notable things like a brandish, shards, and other sprites with ultimates.
Just mindlessly disagreeing with anyone of a different opinion. Please tweeter, back up your evidence with experience of said weapons everyone keeps throwing at you. It shouldn't be too hard to name all of them since you claim repeating complaints annoy you, since clearly reading about the problems from a large majority isn't your cup of tea.
TL DR PART-> please back up your claims of using/and or seeing weapons that others say are unbalanced, otherwise stop sticking that nose of yours where it shouldn't be.
I really hope you can prove me wrong. /derailmentapologyhere
Maybe the payout should be equivalent with the difficulty level. Like 2 trojan = 300 crowns.
And of course there is a limit on how much monster you can put in certain places. Like Trojan, 100 points. Chromalisk, 10 points. Health pad, -100 points
EDIT: they already changed topic, im late.
While a level editor is a pretty rad idea, I think a far more viable idea would be a simple room editor.
We all know that the Clockworks are constructed from pre-constructed rooms that the devs have made. They have a set size, number of exits, number of spawns that vary depending on the stratum type, and various blocks within them. These are then strung together by hallways until a full level is made.
With the game being largely tile-based, an editor would be easy to use and easy to set limits on. Things like:
- Level type: Graveyard, Candlestick Keep, Aurora Isles, Clockwork Tunnels, etc.
- Floor size templates: small, medium, large, hallway, etc.
- Mini, Normal, and Elite monster spawn limits depending on the size of the room
- Prize box numbers and locations dependent on room size
- entrance and exit gates with minor logic: kill all enemies to proceed, hit a switch or button, always open, etc.
These custom rooms can then be colored and populated based on Stratum, much like OOO's own rooms are done.
Adding more individual rooms into the randomization process would really liven up the Arcade, making the possible number of rooms that can be strung together exponentially larger than what we currently have in-game. They'd also be a lot easier to sort through than having to play through entire levels.
It would truly become the infinite experience that Nick and crew envisioned for the game.
----------
... And Tweeter. Here's a point of imbalance in the game. One that you should know quite well.
Why do you run Firestorm Citadel so much?
It can't be that it's a unique and fun experience every single time.
You run it because of the massive payout in comparison to the other levels available. The number of Crowns and rarities far exceeds any other level you can play, plus there's those sweet Crests you can get at the end to buy and sell gear to make even more money.
It's horribly imbalanced in comparison to the entire rest of the Clockworks.
There's no extra effort needed to access these riches aside from do what you're supposed to do and complete Missions.
No paywall. No limit to times you can play it. No diminishing returns. Nothing.
You are always guaranteed a fortune when you play this map while the rest of the Clockworks and Arcade can't do the same.
Look over the mountain of evidence that everyone else is presenting you. Get yourself some of the equipment that everyone is pointing out is unbalanced. Try them for yourself.
And please for the love of Vog, stop acting like balance isn't a problem that needs to be addressed and stop trying to be demeaning to those that are arguing for better balance. You are doing nothing but making it painfully obvious that you have no idea what you're talking about.
The main thing is a new boss level or just any 5 floor stratum that gives us the same or more crowns gain than FSC. Seriously just reskin Vanaduke into a duck or something and I'll play it if the crown gain is the same. I don't care. I just want change. We all want change lol.
If 000s put 100% attention into adding content to the game in terms of new levels, bosses, etc...instead of spending 90% of the time on promos, or levels that wont be a one time thing where we play it then forget about it and do Vanaduke 24/7 (I.e. OCH), honestly I bet Spiral Knights would have a lot more going for it than FSC.
Tortodone (or however you spell it I don't care) is being worked on. But if the cr gain is less than FSC, what's the point of playing it more than once? It will be another waste of time from a developers perspective. Up till now in majority of cases (don't hate on me) Jelly King is for new players and Vanaduke is for older players. Arcade might have got some attention since zero elevators but I don't know. So why should we play anything else other than this if we make less cr?
Basically we need more boss levels that are harder than Vanaduke and Jelly King that give out equal or more crowns.
Actually, you can one-shot Trojans in Elite parties with four players.
with damage bonuses, yes, but not everyone goes for chaos/ DMG med armors.
"not everyone" can mean many things.
I believe that the hypothetical level editor would just place monster spawns, not specific monsters. The number of enemies could have a limit per class, and per room. I love the idea of using minerals for these levels -perhaps you could use those to set the spawn locations!
We could also have a few preset levels to edit, such as a deconstruction zone, a clockworks tunnel, a candlestick keep, and a compound. The box count would rely directly on the monster count, with a point value for every monster class (i.e. One point for minis, three points for little minions (like scuttlebots), three points for healers, ten points for elite monsters) and say, every eighty points a box spawn would be available.
And for lore, we keep stealing gremlin schematics. Make a mission unlock the level editor, or have the level editor unlock at 5000 prestige. If a mission does it, make sure it's a hazardous heist sort of thing, with a comlink section. If it's prestige, have a featured user level every day that nets half the standard prestige level's prestige.
as long as OOO can manage 314159265+ levels being flooded for validation
@Akuryo
More monster families would just mean more dev time needed, and wouldn't solve the issue.
@Zopyros-II
I had that thought too, and I think that it would have to be worked in in some fashion. The issue being that if its just all community parts, we'd get mix-matched levels from the community that don't add up. This would be kind of cool, but kind of frustrating.
Here is my envisioned solution:
Step One: Select Level Type
Levels:
Arena
Treasure Vault
Stand-Alone
Stand-Alone With parts
Level Parts:
Danger Room
Treasure Room
Standard Clockwork Tunnels
Size: (Level parts only)
Small
Medium
Large
Step Two: Build The Level
The editor would now open. If you chose to design a part, it would start the "part" editor. If you chose a whole level, it would open an extra large version of the same editor. If you chose to make an open ended level with parts, it would have settings for those parts that could be tweaked, as well as a simplified version of the algorithm it would use to generate the level.
Payout would be restricted- though restricted differently per section- through all of this, even on treasure vault. This would force the game to remain somewhat sane.
Basically, a whole level editor would be no different from a 'parts' editor. The only addition would be the "how it gets constructed" bit, and that'd just have the player build a tree, then define level parts per bit. So like, you'd have a drag and drop type mechanic with branching paths that would have to be filled in... Acceptable level parts would be placed into these like folders, and that would be how it'd go.
So I could have:
[Level Start]
V
[Level Body] > [Level treasure]
V
[Level Body] > [End arena] > [End Arena] > [End]
V
[Level treasure]
And I'd have to provide it with several types of 'level body' that would fit the level body, and several treasure areas, and several end arena areas and then an end or two. And I could get several people to collaborate with me on this, or I could be a boss and do all of it.
Step Three: Publish
Then, it would be tested by the public and maybe added to the game. You would be able to view the status of your level, and other people would be able to contact you to suggest changes etc.
Has anyone even read or considered #11? I mean yes we want new bosses, and enemies but what about ACTUAL GAME MECHANICS?! Something SK is slowly gaining due to lack of.
@Deku
ACTUAL GAME MECHANICS take actual game development time, and that seems to be where the problem lies.
Activity flourishes every time an update comes out, as people clamour to see what has happened and what new ACTUAL GAME MECHANICS have bee introduced.
But let me ask you this- those beast bells that came out a few years ago- are you still attached to them? What about the three new enemies that came out with compounds? Are you still entertained by those? How about battle sprites?
After about two or three months, these things wear on us, and we get tired and bored of playing the game. The playerbase starts to slowly dwindle and become enraged over whatever OOO has done this time, and we have to wait through all of the holiday junk (well made holiday junk is still holiday junk) that gets produced.
So no, I don't think that the issue with the game is lack of ACTUAL GAME MECHANICS. After a level editor is created, there would be pleanty of time for the developers to create new and improved ACTUAL GAME MECHANICS for us to use with the level editor, as well as for whomever to make official levels with.
They should change their Amazon cloud server to steam-powered server. Ain't it obvious to you hooligans since most of us have friggin latency !?
/em is destroying everything in the room. Arghhhh !
@Deku
The weapon switch combo system sounds interesting and opens dozens of possibilities for new armors and trinkets to make use of a combo modifier of some sort.
Big problem with this is that it leaves out Bombers, since creating combos with a weapon that needs to charge up like that would be tedious unless there's a HUGE span of time before the combo dies out with bombs. It's also goes against one of the principals of bombing as well, since spamming and trying to rack up hits could be more detrimental than anything.
A good way to fix that problem and to make it a bit more exciting is to have using two different weapon types provide a bigger bonus. Make bombs be the starter and/or finisher, getting or giving a big bonus for landing the first strike or finishing a combo.
Still, this is a complex system and it's possibly more work than OOO is willing to put into the game. It would also make the relatively simple combat even more cluttered than it's already become.
One thing that I do like is the idea of landing successive hits doing something.
I really want to suggest something akin to Dark Souls and how statuses are inflicted in that. Blows that apply a status fills a little bit of a bar and fully inflicts if it gets filled. The size of the bar and how much of it is filled is determined by the resistances you have on your equipment.
It would be leagues better than relying on some random chance to inflict a status, but OOO seems to be enamored by the Random Number Gods...
@Fehz
I think it's also that OOO is bad at using the mechanics that they do have.
Outside of the Gloaming Wildwoods, there are no Beast Bells, which would be an interesting dynamic to fighting enemies in Tier 2 and 3.
Outside of Ironclaw Munitions Factory and the rare Compound level with them, there aren't any missiles or lasers being fired about. They'd add a lot more difficulty to navigating Tier 3 rather than just buffing monster health and damage to create "difficulty."
It would also let players put to use the things that they learned from the boss levels and not make them just some one-shot gimmick.
And that's just the boss levels!
They don't make good use of the new Mini enemies, something that they said would really let the Battle Sprites abilities shine (which they don't). They're good fodder for Tier 2 and 3 and could be used to create a bigger sense of urgency in some levels since it's acceptable to have these weak enemies infinitely spawn.
There's no real tutorial of how Dash lets you evade damage, something that could be illustrated with a simple wall of bullets blocking your path in the tutorial level and a bubble saying "Use Dash!"
There's no real function or tutorial for Shield Bash either. It can stun things, but it's so little for giving up half of your shield bar and plus you have to use it at full shields as well, so it's a ridiculously gimmicky and situational mechanic they added in. If it broke blocks and/or broke enemy defenses in some way, then it would certainly be worth using.
I think that until OOO can better use the mechanics that they do have, they better hold off on adding in new ones.
In the mean time, they can polish up what they have and make more promos.
And a slight side note.
It really bothers me how much time they spend on the promos, especially the recent Warden Armors. It's a completely new looking armor, with models adjusted to fit our tiny Knights, yet they release it as a promo instead of adding more variety to their game and putting some stats on it.
That really bothers me...
@Fehzor
No....just....just no. You wana talk to me about time being an issue, imagine the time its going to take to develop a level editor, or anything of that matter. The game mechanics/netcode are the serious things that need a revamp then comes the addons (new mobs, new armor. Need i go on?) You did bring out the main point of this discussion: After about two or three months, these things wear on us, and we get tired and bored of playing the game.
Lemmi add a note on this, Shield bashing and dashing, is it not a win for spiral knights? If it wasn't for that small detail on how you can control your knight I seriously dont know how I'd be enjoying the game. Sprite perks/sprite abilities, if it wasn't for these changes would we not be grueling over everyone having the same play-style? Now imagine a system that can change the way you handle your weapons on the enemy while not breaking the UP to OP gauge, change how your knight fights as a whole (yes I'm talking about classes), gives you a specific setup so you can have strong pro's and equil cons, make the game simple but with a system that slowly gets more complex the more experiance you have. Hell if thats the case then maybe we wouldnt need to rant about the achreon buff or shard bombs because of these game mechanics.
Is it going to take a long time? Yes. Is it going to be boring during that time? Yes. Is it going to be something we all look forward to? Yes. So if "yes" is the answer then maybe they should try it out. Sk already has the foundation for these ideas I don't see why you guys complain that time is the issue when really its not. Its what the community agrees with that is the issue.
@Zopyros
That's the other reason for a level editor XD
OOO makes new game mechanics, but doesn't use them much because in order to use them they have to make a new area for them. Kind of like when polyps came out- they could have added those to the jelly king levels, but didn't. The existing gun puppies add variety to the levels, and are more interesting than just all slime all day.
So they'd have to make new levels for the mechanics, and they don't do that. Allowing the players to make new levels for content on top of developer content would make for near perfect use of the monster spawning techniques provided by the developers.
---
As for the slight side note, players have only 3 options for armor sets to begin with.
Strangely Durable Glass Cannon
Class Armor Clone
Weird Hipster Option
Glass Cannon represents Chaos/Black Kat Cowl, a style of play that relies on manipulating UVs, sprite perks and trinkets into making the knight ridiculously strong both offensively and defensively.
Class Armor represents vog/skolver/nameless/volcanic demo/what have you. It is the standard- find a weapon you like. You chose swords? GRAND. Find an attribute of that weapon you like. You like swing sword fast? GRAND. VOG IT IS.
Weird Hipster Option relies on using any other armor set to grant the knight Individualism Very High. This special buff makes the player feel like they made a decision, but most armor sets of this variety come with Regret: Very High or Damage VS Your Own Self Esteem: Low later on, so not many are likely to choose them.
If OOO is going to make more armor sets, they'd best fix this. Not nearly as important as fixing the fact that they constantly have to make content updates for players to stay, but doing so would allow them to make new items for players that were actually new items for players, and not just rehashed older content or "Well, it'd be a costume anyway... Derp."
@Deku
Then why isn't the game on the 'top steam games list'? If battle sprites and 'new game mechanics' are what the game needs?
It might take a while to develop, but a level editor would be invaluable when compared to new game mechanics.
Removing lag at spiral knights would indeed help it quite a bit, but I'm not sure that they even can do that. The server latency isn't nearly as much of a problem as you think it is... unless you live in like, Antarctica.
More Radiants and an Acheron nerf.
But seriously, what this game needs is more popularity. That's about it.