Showing Posts For ShiningMassXAcc.4735:
Client Allows login, on play game shuts down
in Account & Technical Support
Posted by: ShiningMassXAcc.4735
+1 to this. I’m having the exact same issue. Uninstalling and reinstalling did not work. This repros on Windows 8.1. I have other Windows 7 machines that are fine and can still login for me.
+1 to this, 25 in bulk
This really rolls up into the popular request that is GW2-wide instead of just WVW wide to enable an ‘account bag slot’. Depending on what you play, each user would put what they want there.
Examples
- Food/Potions (lots needed for dungeon potions, etc)
- Seige blueprints
- Unlimited salvage kit
- Other infinite use items – banker, mystic forge node, etc
- Gathering equipment (if you are willing to unequip and equip per character)
- Mawdrey for dust eating
- Etc
I’ve held onto the one bonfire I’ve ever earned … just holding out hope.
They didn’t say anything, just commenting on scores on millenium.org (which is kind of sad)
They seem oblivous to what transfer policies do to match-ups.
‘HoD looks like they made a huge move’ …. no kitten Sherlock, wonder why?
’There’s not as many blow-outs as last season, so it looks like we made progress’ — /lol
Agree with this, especially the bit of oblivious-ness, although it was funny to hear them talk about Blackgate and the total point totals being closer (now the top 3 are tied for 1st).
IOJ and Yaks were within 4k for first place at this time, and instead let’s talk about NSP. The ending 10k winning margin is the closest game that NA has seen for any matchup to determine the winner this season, but they don’t really even focus on that being a good match up. I would have thought that would get more focus …
And yeah the “HoD looks like they made a huge move” … do they really not know why? Being on Yaks, I’m less than thrilled with every other match up likely being a blow out, probably trading off with SBI and/or IOJ to join FA to face HoD.
(edited by ShiningMassXAcc.4735)
To be honest, I think that the activities are pretty well put together. I still enjoy running all of them and typically do for the daily. There will always be your achievement farmers, but I don’t think this is due to poorly engineered achievements (but maybe not ideal).
That said there is only 1 thing that really bugs me: Sanctum sprint once you’ve finished. This is the only scenario in all of GW2 that when you finish you have to wait for part of your reward, in this case getting the daily activity achievement. If I finish well in the top 3, I typically have to wait around for up to 5 minutes to get the daily ding – this does not exist for any other reward anywhere in GW2.
https://www.guildwars2.com/en/news/announcing-the-april-2014-feature-pack/
While the traits look like a warm welcome, I see down the list A Colorful Outlook (assuming Commander Tag) and Account Bound (assuming Wxp) which means we won’t see them in the near future. So to answer all the questions, the reason they haven’t implemented either is because they wanted to save it for this “Feature Pack” so they can make the Pack look Beefy.
It’s my opinion that this just might be to little to late, time will tell.
IMO – A colorful outlook is more likely to be changes to dyes, to match what China has.
http://gw2wvw.de works and the map display isn’t as “busy” looking as gw2score.
yeah i use(d) http://gw2wvw.org … looks identical to what you listed here, I agree with the lack of busy being part of the appeal. Maybe http://gw2wvw.org is down only for a bit or the site moved.
Anyway, thanks guys
Hey wvw’ers,
The site I used to use, , appears to be taken down (my guess due to lack of use). I liked this site for 3 main features:
- Righteous Indigation countdown on recent flipped structures (pretty common feature)
- Length of time that objective has been held (ie time since structure last turned)
- Guild tag for structures that are claimed
Any recommendations on live map sites that have these 3 three features? I know millennium only has RI timers.
Thanks
This is 2 months of equivalent living story. We see that the LA attack series was shorter, and you can make an ascended back piece at the end with some other materials. I see no reason why Hero’s couldn’t have been exotic and Mistforged couldn’t have been ascended, or at the least have some similar promotion scheme to the LA attack LS.
That said, I really like that at least we have options to avoid spending 2 months of meta on an exotic, and instead get something else.
The reason is that you dont get ascended backpack out of nothing you have to spend considerable ammount of gold/materials and have 500 lvl of armorcrafting. If Arena would go the same way with the weapons it would take you hundreds of gold to get it anyway.
or at the least have some similar promotion scheme to the LA attack LS.
Based on this: http://www.zam.com/story.html?story=33966
The Hero’s weapons will be rare quality weapons while the Mistforged variants will be exotic.
So.. no easy ascended weapon :P But we get new weapons!
This is 2 months of equivalent living story. We see that the LA attack series was shorter, and you can make an ascended back piece at the end with some other materials. I see no reason why Hero’s couldn’t have been exotic and Mistforged couldn’t have been ascended, or at the least have some similar promotion scheme to the LA attack LS.
That said, I really like that at least we have options to avoid spending 2 months of meta on an exotic, and instead get something else.
(edited by ShiningMassXAcc.4735)
1200 Citizens Change - THANK YOU!
in Battle for Lion’s Arch - Aftermath
Posted by: ShiningMassXAcc.4735
I wonder if they decided to lower it now that half the people in these LA maps are just running around looting rubble since that is liking the only ‘grind’ left for many people.
Citizens should give heirlooms
in Battle for Lion’s Arch - Aftermath
Posted by: ShiningMassXAcc.4735
+1 At the least, have rescuing citizens give drops toward the selfless potion and looting people’s rubble count to the selfish potion. It’s really discouraging when they make a pretty good zone with lots going on, and over half the people in the map are just collecting rubble because that is the long term grind they designed based on the rewards.
+1 here – DC’d about 4 times in a row over 10 minutes (just now) and I haven’t ever DC’d in this game previously and my connection is fine for anything else
(edited by ShiningMassXAcc.4735)
So, now not only do we need Badges of Honor from WvW for a Legendary, but we also have to have a certain WvW rank for it? Why not just add PvP Rank in there too?
Public Service Announcement:
You can obtain Badges of Honor from Achievement Chests.
You can gain ranks from Laurels.You do not need to enter WvW, except for a brief moment to buy your Gift of Battle.
I don’t agree with getting ranks using Laurels. We need for force these players to touch every aspect of the game before being able to craft a Legendary.
Here are my ideas:
1) Require SPvP rank 10
2) Require WvW rank 50
3) Keep other Legendary mat requirement (250 of each T6, 77 Clovers, etc.) the same.
4) Keep Icy Runestone requirement
5) Keep Precursor requirement
6) Remove Legendary Weapons from the TP
5a) Remove Precursors from the TP
5b) Add Precursor quest lines mentioned in 2013
+1 to this, i can’t even figure out exactly how it is wrong. Seems to be wrong from outside wvw, inside wvw, and inside eotm.
My thoughts
1. If you are truly all knights gear, you will not lose any damage.
2. IMO, ‘nerf’ to spirit of nature will not reduce ranger viability in dungeons, let alone change people’s opinions on rangers in dungeons
3. Not too sure on your question but you mention “[pve] mobs usually don’t hit hard so it makes sense to have better passive and low active”. Dev’s point is that ‘low’ active was essentially ‘never used’ active, and that a slightly reduced passive and larger active will still see lots of play in [pve] for the reasons you mention (content that doesn’t hit hard)
We already have a ‘stat’ named Ferocity. It’s part of personality along with dignity and charisma. I would find it an odd coincidence indeed if they named multiple things the same name.
If ferocity is crit damage, maybe charisma to be added for heals? Perhaps dignity for toughness? Maybe ferocity will also be conditions?
There are plenty of speculation threads on this, but with the addition of ferocity … maybe more likely?
Or better yet, you’ll actually have to condition your character to have the right personality for the stats you want (additional stats).
Or more likely still, they don’t care about the personality or working it into the game, and this is simply more evidence of that.
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I have 8 toons, only 1 left to hit 80. I’ll probably go for some ascended jewelry and some ascended weapons, no armor.
Something is weird in that chart though – YB fighting DB is only 7% …
I would guess it’s due to the large tier difference, currently YB is T3 and DB is T5
They are T3 and T5 only due to the variance that they already applied this week (DB would be tier T4). DB is more likely to fight FA or Mag both of whom are higher ranked than YB. I wonder if this graph is actually based off of the rating from 7 weeks ago (ie pre-season).
Something is weird in that chart though – YB fighting DB is only 7% …
Yes, if they said exactly what the rewards were beforehand just like the do for PVE LS arcs (and stuck by what they said)
I think the issue here is that they did not follow their own rules for how they reward LS. If you compare to PVE LS arcs, they are typically:
- 2-4 weeks long (but can complete comfortably in days)
- 1-2 major meta achievements, of which exact reward is known
- Each meta achievement reward one unique item (minis, skins, home features – ie items that cannot be attained any other way)
- Less unique rewards are not awarded for achievements but more integrated into more direct gameplay (ex. tricolor chest, candy corn king chest, …)
This is how wvw was presented which broke bits of this example and made people unhappy.
- 7 weeks long (but can complete comfortably in a week or two). This is fine but I would expect 2-3 times what a normal PVE LS arc is for comparability
- 1 major meta achievement, for which almost all of it was not known. For exact parity, this could have been 2-3 of these. Since they didn’t, I’d expect 2-3 unique items in the meta reward
- Simply put, the meta chest had only one unique reward (mini) as opposed to 2-3 which would have had parity. Simply adding 1 skin would have but this at 2 uniques which would have been closer. Having the finisher be the last potential unique would have been fine (although this was not done as was advertised)
- The less unique rewards were not awarded by being integrated into the gameplay. Instead we had the mini-chests that were rewarded for particular achievements. To match PVE LS, this would have have to have been some actual new content that was introduced for the season, but there really wasn’t. I probably would have just removed these. In addition, the more non-unique rewards were pushed into the final chest, which lowers its perceived value. Adding the ascended mats was fine as there is a percieved shortage for wvw, but I would have at least done this with a hoard of materials similar to fractured to make it more unique. The tomes are a hard thing to add because they can be useless for people (ascended armor is at least coming out regarding ascended mats).
If I were to have done this differently, this is how I would have actually added at least some LS to the season
- Removed all the mini-chests that were rewarded for certain achievements that gave badges, prints, greens, and blues
- Makes some small changes to have the season feel different from normal wvw. I agree that no gameplay changes should happen but overal feel can:
- Dolyaks have a chance to drop 5 limited use dolyak finisher.
- Supervisors have a chance to drop the swiftness guild banners
- Lords have a rare chance to drop wxp communal bonfire
- These above are for season only, remove the nightmare stuff. We were told no ‘changes’ to wvw, this makes it feels like PVE’s LS not WVW’s LS.
Having only 1 major meta chest for 7 weeks is a bit too long – PVE had some 4 week long ones have 2 meta rewards. I would have awarded another chest at 10/15 that would not depend on placement. Prose for this chest would be something along the lines of “Keep up the fight – here’s some items to help you continue wvw season”. The 10/15 meta chest would contain ascended mats:
- Hoard of ascended materials
- Maybe some dark matter as well (I’m biased though because I don’t have exos to salvage left and right)
- Maybe some of those dolyak limited finishers
The 15/15 meta chest would contain the unique rewards. More importantly, it would be known beforehand exactly what these are, just like PVE LS. Saying something will be ‘very good’ beforehand without telling exactly what it is, is a recipe for disappointment because they are relying on your judgment, not their own, on whether it is good or not.
- Mini dolyak
- Another unique item, something like: stonemist model similar to Zephyr, infinite seigerazer tonic, infinite random siege piece tonic, pot of oil backpiece skin (hey it won’t look weirder than a book or a toxic spore), home instance ‘siege workshop’ that can forge sup siege for cheaper, … etc etc
- Gold/Silver/Bronze dolyak finisher for 1st/2nd/3rd for each league with unlimited use until next season starts (as Devon had said in a post). For now, I would have used this as the lone way that 1st rewards aren’t better than non-first, and as such I wouldnt’ have stressed this point during the season. GW2 already has problems balancing 15 minute winner versus loser rewards in spvp, 7 weeks of wvw winner versus loser would be very hard particularly with the coverage wars issue being highlighted as it is.
I would have left this as is – no greens/rares/exotics/ascended directly. There is no history of that in PVE LS, shouldn’t be here. No tomes either.
I had the exact same thing happen as OP
I think the issue here is that they did not follow their own rules for how they reward LS. If you compare to PVE LS arcs, they are typically:
- 2-4 weeks long (but can complete comfortably in days)
- 1-2 major meta achievements, of which exact reward is known
- Each meta achievement reward one unique item (minis, skins, home features – ie items that cannot be attained any other way)
- Less unique rewards are not awarded for achievements but more integrated into more direct gameplay (ex. tricolor chest, candy corn king chest, …)
This is how wvw was presented which broke bits of this example and made people unhappy.
- 7 weeks long (but can complete comfortably in a week or two). This is fine but I would expect 2-3 times what a normal PVE LS arc is for comparability
- 1 major meta achievement, for which almost all of it was not known. For exact parity, this could have been 2-3 of these. Since they didn’t, I’d expect 2-3 unique items in the meta reward
- Simply put, the meta chest had only one unique reward (mini) as opposed to 2-3 which would have had parity. Simply adding 1 skin would have but this at 2 uniques which would have been closer. Having the finisher be the last potential unique would have been fine (although this was not done as was advertised)
- The less unique rewards were not awarded by being integrated into the gameplay. Instead we had the mini-chests that were rewarded for particular achievements. To match PVE LS, this would have have to have been some actual new content that was introduced for the season, but there really wasn’t. I probably would have just removed these. In addition, the more non-unique rewards were pushed into the final chest, which lowers its perceived value. Adding the ascended mats was fine as there is a percieved shortage for wvw, but I would have at least done this with a hoard of materials similar to fractured to make it more unique. The tomes are a hard thing to add because they can be useless for people (ascended armor is at least coming out regarding ascended mats).
If I were to have done this differently, this is how I would have done it:
- Removed all the mini-chests that were rewarded for certain achievements that gave badges, prints, greens, and blues
- Makes some small changes to have the season feel different from normal wvw. I agree that no gameplay changes should happen but overal feel can:
- Dolyaks have a chance to drop 5 limited use dolyak finisher.
- Supervisors have a chance to drop the swiftness guild banners
- Lords have a rare chance to drop wxp communal bonfire
- These above are for season only, remove the nightmare stuff. We were told no ‘changes’ to wvw, this makes it feels like PVE’s LS not WVW’s LS.
- Having only 1 major meta chest for 7 weeks is a bit too long – PVE had some 4 week long ones have 2 meta rewards. I would have awarded another chest at 10/15 that would not depend on placement. Prose for this chest would be something along the lines of “Keep up the fight – here’s some items to help you continue wvw season”.
- The 10/15 meta chest would contain ascended mats:
- Hoard of ascended materials
- Maybe some dark matter as well (I’m biased though because I don’t have exos to salvage left and right)
- Maybe some of those dolyak limited finishers
- The 15/15 meta chest would contain the unique rewards. More importantly, it would be known beforehand exactly what these are, just like PVE LS. Saying something will be ‘very good’ beforehand without telling exactly what it is, is a recipe for disappointment because they are relying on your judgment, not their own, on whether it is good or not.
- Mini dolyak
- Another unique item, something like: stonemist model similar to Zephyr, infinite seigerazer tonic, infinite random siege piece tonic, pot of oil backpiece skin (hey it won’t look weirder than a book or a toxic spore), home instance ‘siege workshop’ that can forge sup siege for cheaper, … etc etc
- Gold/Silver/Bronze dolyak finisher for 1st/2nd/3rd for each league with unlimited use until next season starts (as Devon had said in a post). For now, I would have used this as the lone way that 1st rewards aren’t better than non-first, and as such I wouldnt’ have stressed this point during the season. GW2 already has problems balancing 15 minute winner versus loser rewards in spvp, 7 weeks of wvw winner versus loser would be very hard particularly with the coverage wars issue being highlighted as it is.
- I would have left this as is – no greens/rares/exotics/ascended directly. There is no history of that in PVE LS, shouldn’t be here. No tomes either.
(edited by ShiningMassXAcc.4735)
With the advent of of Fractured, there is a large influx of people that have no experience with agony. The resistance numbers don’t mean anything directly and there is no good way to know how much resistance you should add. Next to fractal level and personal reward level, could you add the agony damage per tick or some other measure so that people have an idea of the kind of defense they’ll need?
The table in below link is not intuitive, and even then the fact that a tick is 9 seconds and that at 12% a tick you’ll lose a full hp bar … Somehow build some clarity into the game here.
Personally, I’ll be filling out some bank and bag slots with the sale today, particularly with alts being more usable in wvw. I’ll get them an extra slot each perhaps.
I agree with OP, would be nice if there were some really obvious wvw inspired gem store items to help support. This being particularly relevant with the announced 800 and 4000 gem purchase in December bonuses (perhaps what spurred your initial question).
“Adjusting scores will solve the problem” has already been added to great effect and they are thinking of adding more?
I’m on Yaks here, looking at when we played SBI (which is theoretically 1 rank above us), our score was 188054 to their 382027, which isn’t exactly close. The handy infographics (http://imgur.com/a/7AFH3#2) say that the bloodlust stomps and sentry scoring was 44% of our score …
Queen jenna is also not sellable.
Queen Jenna is not supposed to be tradable.. Everyone gets one by being one year old in game.
Can we be able to do something with her? Or get a random mini for our 2nd birthday? Having several Jennas is kind of … pointless
The key being ‘everyone gets one by being one year old in game’ – I highly doubt you will get a second Jenna on your 2nd birthday
Based on what’s been dropping from these http://wiki.guildwars2.com/wiki/WvW_Season_1_Achievement_Chest
Killing 225 yaks is equivalent to doing Mark 2 Golem once.
I think we can expect the normal WVW fare from the season chest.
I think a big part of this is due to the new player influx from leagues and league cheevs. There were maybe ~10-15 commanders that I would see several times a week and now I rarely see any of them (YBer here).
A handful of times I did see them, there would be bickering in chat on “why are you doing this”, “that was stupid”, etc. Occasionally I find them detagged, running with their guilds. I think that those that had played wvw more from the beginning have learned that, yes you will lose. How badly you could lose over and over again is just not something the new players were used to and a vocal few lash out. For a lot of these servers, mindset has to be that I’m fighting Teq with 10 people. Of course, they also aren’t as used to fighting tactics, style, … carrying suppy at all times, etc. Having an unknown quality of fighting force, you really just end up PVDooing as lioka mentioned.
These reasons (among others that people have offered up) does seem to have resulted in a lot less visible commanders. Considering much of ANet’s advice for people new to wvw for leagues has been “get in there and follow a commander”, this is a bit disheartening.
That said, I certainly agree with most of the commanders post here – it’s just really hard with the circumstances and by and large not worth it (as it won’t be fun for you). People have requested various solutions to this, but to stay close to topic, do you think having the ability to have different kinds of tag functionality could be useful here? (guild tag only visible to guildies, ‘pug’ tag visible to all, etc)
(edited by ShiningMassXAcc.4735)
We recently had to implement a requirement that members be active in order to stay under the guild cap of 500 players. The solution that we adopted was to use the achievement point leaderboards for all guild members. If you mouse over the achievement score, it will tell you the last time that a player earned any achievement points. Since it is so easy to earn an achievement point, ie. complete any part of a daily, we use it as a proxy for activity.
It is not the ideal solution, but the best that we could come up with with the pretty limited options on the guild panel.
This is really good, thanks! I agree it’s too bad this can’t make it into the in-game UI in anyway.
Queuing:
I believe Devon was quoted for saying something pre-leagues that if you transfer to high pop servers you will end up queuing more. To me, this sums up a lot of how you imagine this balancing itself out – you tell people not to stack and hope it happens. You really need to have actual context for the player for them to make an informed decision. If I essentially never queue on silver/bronze and will queue for 30+ minutes on gold, that is much more real to me.
To help get why this won’t work, I’ll try a quick analogy. I want to get ice cream and there are lines at two shops. One shop has notoriously ‘better’ ice cream. However, I can’t actually see the length of the lines – which do I go in?
TL;DR; Expose data on per-server queue times as a better way to encourage the server movement you[anet] want
Winning:
To be clear, I’m talking about the aesthetic victory (not loot). Pretty much every other game has very clear winners and losers. This is because the rules in the game result in an inherently balanced scenario, leaving <only> skill. I’m pretty sure you are not out to create a balanced game. As this is the case, you need to be careful about how to define winning in order to frame this for the players that are disadvantaged, out of their control. For now, ‘losing’ server groups that still loyally play Tuesday-Friday, do so because they can win individual battles on the field and PPT doesn’t matter. I think that there are ways you could ‘revamp’ PPT (in addtion to actual in game rewards) to aid in this, but certainly putting a ‘win’ in context is one.
TL;DR; Expose data on overall match population relative to end score to better frame the win
Playing:
Related to winning, is playing. Even with random/variable rules, people know what they like and want to play that. Letting people know a rough estimate of what they are up against (even if it’s as inaccurate as approximate pop count) will help people go to where they want to play (or even if they want to play). Some want an even match, some want a challenge, some perhaps just reality: help them find it.
TL;DR; Expose live data on population balance. Do a per server and/or per server map population that updates on the tick for the average over the last tick (15 minutes)
This is a big topic that has many routes of discussion. I think this largely stems from the fact that no one (except perhaps anet) knows the extent and truth of population imbalance. The longer it stays this way, the more that it will be QQ’d about, because there is no way to actually refute it. I think that this affects nearly every area of the game and understandably so. One fundamental thing about <most> games is that there are ‘rules’ that make certain variables equal, so that other variables (skill) are the only (likely) reason for a victory. Population imbalance is such a fundamental rule change that it has effects across all aspects that people typically associate with a game. Even more so, this fundamental rule is random and/or unknown. You’ve [anet] expressed in the past an unwillingness to share what the reality of this rule is. Is this because there is ‘funny business’ that happens with how you handle this rule, based on how the game is going? I think you will always have a perceived problem with a game if the players doubts elements of the game itself, instead of playing. Players clearly don’t like this doubt – many suggestions here are to in one way or another, modify the rule to ensure equal or more equal population coverage. My biggest question is do players not like the rule, or do they not like the uncertainty around the result of the rule? I think if you remove (some of) the doubt around the rule, then you can get better opinions if it really is worth keeping the rule.
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I’d like an “EMP” 10 supply trap that puts all golem skills on CD for X seconds.
If gw1 is any indication, my guess is:
- not usable in spvp
- either skill is ‘under-powered’ (like racial skills) and will see niche use in pve/wvw
- or skill is ‘over-powered’ (like gw1 pve skills) and will not be allowed in wvw in addition to spvp
+1 here, hit this as well and crashed my client. Further, can’t get to toggle dailies from the menu in Hero panel either. Pretty much just don’t touch anything with dailies if you accidentally highlighted this guy.
Bought 25 of “Roasted Meaty Sandwichs” , didn’t progress “Daily Feast” daily
It’s seems that Yak’s is better at managing the PvE masses than we are. We have lost badly in BLs that we had queued this weekend. But, while we had equal numbers in the BL, we really didn’t have equal numbers on the field. So many times we have had a queue, but only 30 people on a commander and another 20 defending or in organized havoc. The other 50+ people? Who knows! Probably a combination of feeding your zergs bags in small groups, dying in AC fire as groups of 5 assault SM without siege, fighting the centaurs and skrit, and doing the jumping puzzles.
I really wish they hadn’t put this achievement bs in the league because the first few match ups are going to be very different than they would be without it.
TBH, I partially attribute this to our [YB] matchup last week against R19 and R21. We already had a lot of PVE’ers coming out to get map complete and realizing following our vocal/organized comms works quite well.
I think it is more sad that 99.9% of TQ spawns are a wasteland.
Pretty sure if they reduced the spawn rate (or ease to cause spawn like Karka), this would do much better. Those using event tracking sites would see teq pre-events pop once a day or week and would maybe come to help? Atm, there is no way to tell if an attempt is ‘legitimate’ because they happen so frequently.
I would expect that the queue pressure will greatly release after weekend is up. Next weekend will likely have less queuing as well, with some of the AP hunters discouraged or finding wvw not tolerable for the AP.
It won’t go back to where it was, but I’m sure it will swindle some.
Not sure if this was possible before either, but I got an ascended ring in a rank up chest
Yup +1, got the same thing.
Rodger – sPvP you are a spectator to start by default so that makes sense
Yup +1, got the same
1. Equipment skin wardrobe (allow moving any item skin to ‘Hero/Achievements/Unlocked Rewards’ for a fee)
2. Condition damage
3. Daily Achievement Skinner Box (don’t award achievement points after getting daily)
(edited by ShiningMassXAcc.4735)
1. PvDoor
2. Personal rewards
3. Class balance
Same here, on yaks bend.
Based on the fact they replied to a similar question about even max limit and wouldn’t answer, I do not think that you will get any response that you will like to hear here either.
Norn snow leopard elite does have invisibility as well, although that doesn’t seem the likely culprit here.