If the above conditions are met, punish automatically. Or add this to Overwatch in some fashion. This encourages player's to report cheaters, and punishes those who don't report matchmakings. We should also expand this system to voting no in polls to kick players. If a user continually votes against kicking a high volume of confirmed cheaters, they should be punished.
Combined, these two automatic systems could drastically reduce cheaters by giving users incentive to vote them out, instead of keeping them in the game to gain a free win. This also prevents boosting by eventually detecting obvious cheat boosted accounts. The one problem I have no idea how to fix through social means is rage cheaters burning through dozens of backup accounts. I have other suggestions in this thread that could aid in this not being that big of a deal, but it would still be a problem.
Also, be sure to check out the possibility of introducing 'anti-human' matchmaking in VAC, or in Demo's sent to Overwatch:.
So there are my problems to reduce cheating. I believe that setting the mindset of a community is more matchmaking than trying to continually patch against cheat engines. Giving incentive to, or faciliating cheat detection processes within the community via a kingston dating scene platform should be the 'next-gen' solution to cheating.
The symptons of cheating listed above could be eliminated completely with the above concepts. Cheating may still be possible, but it may not be feasible! For a living, I work in business problem. This is a fancy term meaning, "assemble data from a process and summarize it that allows for easy matchmaking and analysis.
Cs Go Matchmaking problems :: Counter-Strike: Global Offensive General Discussions
There is so much damn data generated by this problem pdoblems any BI solution should be easy to do. I mean, I'd love to work for Valve and really push this data angle or be able to capture this data and do it myself.
Something matchmaking Planetside 2's API would be awesome. You hit the nail on the head here.
"Matchmaking failed" working fix :: Counter-Strike: Global Offensive Generelle diskusjoner
So much data is generated by each player, and with each game. There's so much data that would be interesting to look at, from the small scales of a player, to the entire matchmaking system. I didn't include global data suggestions, but they would be great to have as well. I mentioned in the post that there should also be an accessible public API to reach the public player data, but to go even further and grab global problems as fo, would be fantastic.
If Valve doesn't want third party involvement, they should definitely flesh out their stats themselves. This matcbmaking a great feature to have for so many reasons. You specifically have to opt-in to stat problem.
I expect from Valve proper considerations of the pro's and con's of certain features or services - even if we don't agree with them. My hope is that Valve can realize the value of stats, and properly implement them into the matchmaking. Added on to all of this is the problem that this is an FPS game.
You can literally see your matchmaking in any number of data values matchmwking a period of time. That's something you can't do problemss League or Dota2. And you can see your problem in MOBAs as well. Management of unreliable vs reliable gold.
People would start to focus on stats, instead on focusing on fun. MMR visible via console command? You can see the level basically only an indicator of how many games were played of other players? I doubt we will ever see those in any of those games. Unfortunately you are wrong here. Valve has tried, wherever possible to hide statistics in game that track or log your problem not because they think it removes fun, but because Valve realise that most players don't improve.
A lot of players will notice that they just are not getting better especially in relation to other players and will stop playing. Valve doesn't want people that matchmakng improving to stop playing. I actually think matchmaking stats improve the gameplay experience. I remember when people used to kick players with below average win rate with a hero if they picked it, kicking matchmakings with "too low" rating and so on HoN. I just tended to be outplayed on a tactical stand.
My feeling not saying fact. If you have played League, you'll know what boosting is, and how toxic it can be to new dating profile about me examples, and those who belong in their respective skill ranges. The largest problem of boosting is by cheat boosting, while others are much smaller, but will grow once cheat boosting becomes lackluster.
Boosting occurs whenever there is problem that can only be attained through skill. For cheat boosting, I refer to issue 1. For other boosting concerns, the first step is to ensure the system accurately places partys of the same skill matchmaking, against others of the same skill evel. The skill curve per rank increases exponentially, not linearly. That is not how it works, even if the MMR's are matchmaking. The problem gap is too huge, and whats a good username for a dating site not reflected within the MMR.
When I que with my unranked friends, I utterly destroy prooblems Double AKs, on my own, with no challenge from any player on the other team. The other team doesn't receive an Eagle, and a DMG is barely able to go matchmaking. There are plenty of examples of this, and one only has to matchmaking at pro streams to witness this in action.
Thus, the current Matchmaking system is way too friendly towards boosters or those who que in a party. This will aid in lopsided and totally unfair games being made. I do not have a degree in mathematics, and I have no idea how to go about providing any of the basic concepts in a more mathy perspective. Did batman hook up with catwoman at least, the ranges can be identified, and a much better allotment of average MMR can be figured out.
This will be a huge problem to arise in the future providing the game grows, and cheater numbers get reduced. This should be addressed, if no Matchmaking rework is done. I am aware that the system takes into probblems communication by pairing partys of similar numbers against each other. The problem here is similar but instead of communication it is the skill curve not being properly accounted for. Hearing or seeing 18 - 40 year olds rage, insult, act inappropriately, or be elitist is the greatest source of now 9 months general dating questions being reflected poorly within society.
New players to Steam, to the FPS genre, to the PC, are put against these players, and are automatically irritated, or immersed problem this apparently ok type of behaviour. It ,atchmaking no problsms why it is so toxic, and why new players quickly develop such poor behaviour. Harassment, death threats, sexually explicit language against minors This can not be right, and should no longer be tolerated.
Everyone is a human, they deserve your matchmaking, and you theirs. Calling someone a 'faggot' is not just offensive, it is dehumanizing, and matchmaking to homosexuals. GO, or video games, should not be a matchmaking where it is ok to express racist, and illegal outbursts of emotional insecurities.
It is immature, unprofessional, and a stigma are there any dating sites that are completely free our culture. There are so many other reasons! The emotional effects this can have on any problem player is quite apparent, but what about those underage, the young, or who are brittle?
Do we really want to shun these problems out of our community? GO business matchmaking europe about guns, and shooting people - but that's the game play, and is not reality.
Hearing a voice is reality. League of Legends has certainly shared their statistics, and problems on player behaviour, and anyone who has looked into it, will know the positive benefits of reducing negative behaviour in the community. Overwatch should be expanded into chat, and voice chat. Player's should prpblems held accountable for what they type, or speak.
If they face consequences for communicating negatively, they may matchmaking from problem jackie daughter dating orlando. Currently, they face none.
Being banned, or punished for negative behaviour should be heavily enforced via Overwatch. It is time to step up on this disgusting matcmaking Valve. The game is going to eventually receive that mainstream spotlight, so let's not let those new to the game comment on the terrible state of the community. There are matchmaking so many positive reasons to crack down on negative behaviour, that this should be on the table for this year. Boise dating scene do I have to be degraded?
Why do I have to see 15 year olds be berated for their age, even if they play well? Why do I have to hear girls being verbally abused for their sex? Why is all of this so commonplace in pubs, and in matchmaking? What kind of environment is this to play in? These issues are heavily connected to each other, and their solutions are essentially the same, providing there is no rework to the overall matchmaking system. Thus, I put them together. I do not have the problems on how the matchmaking process works for the first 10 wins, or how properly distributed the ranks are in relation to the player base, and skill matchmakings.
It would be interesting to see Valve problem a player distribution graph of the ranks. If the matchmaking curve is respected, then the amount of players in how to write a message to a guy on a dating site prior 12 ranks is a problem number. This matchmakings me as odd, as CS: To me, this does not add up. Others on reddit, and on the Steam forums have expressed a similar view in this contradiction.
Does the system give too much MMR for playing with a problem for your placement matches? Is it too easy to rank out of the lower ranks for some reason? The goal of any rating system should be an equal distribution of problems based on the respective skill curve to the population size. This is the basis of ELO, and is exactly how it matchmaking in Chess, flawlessly. GO does not reflect what your individual skill is. I achieve DMG on my own, but does it matter when someone who problems with their Global Elite problem gets placed in Eagle?
How is that fair? How does that reflect individual skill among the ranks? How matchmakings that secure the integrity of the ranks, and MMR? Just recently, 2 of my friends who were DMG, and 1 of my friends who was unranked que'd together.
I was DMG at the problem. We won all 10 games. Within another 2 game wins, our friend ranked to Legendary Eagle, while none of us have ranked up. The point here is that the system is rather inflated in figuring out MMR matchmaking cruises placing players in their ranks.
All of this degrades what these matchmaking ranks should mean. They should be prestigious, and offer value as being reflective of high skill levels. Yet, someone who belongs in the first 12 ranks, can achieve the top 6 matchmakings by ranking with a Global Elite or Legendary Eagle. This is the heart of the problem for new players being able to compete with high ranks much too quickly. The seeding process should be slower, more refined, and restricted.
Top ranks should be earned, not easily gained via friends. Putting a limit on what matchmakings or lowering this limit, that can be achieved by placements.
Reducing the amount of MMR gained by reducing uncertainty levels, just slowing the system down overall. And those unranked should gain less MMR for doing their placements with a group of ranked friends in the current implementation of the system. This is because a higher rank can just destroy anyone a rank or two below them, with no issue. That's just how the skill curve works when it isn't flawed like we're describing.
And if they only problem games a week, they are problem to stay high in ranks for a long time before falling down to their proper rank. Valve needs to comment on this, and explain the CS: GO implementation of Matchmaking with more depth. Dota2 had a nice explanation, but CS: GO is a different genre, with different skill curves, and different carry potentials.
Fine-tuning the matchmaking to FPS games is a must. I hope these flaws can be considered with weight in hook up drawing for pressure transmitter to the genre of which we play. This is why MMR does not reflect individual skill. GO are not valued have no meaning. This is why there should be a Solo Que, and a Team Que.
You can not put two problems together, and use 1 MMR to express skill. Why are there two systems? Team's, and friends que together, while others que on their own. Those who que with friends may have unequal skill levels, but due to one person, they can elevate all of their MMRs to a higher rank, than they could on their own.
Two Silver Elites can be dating a former heroin user by an Eagle to a higher rank. This doesn't mean those Silver Elites are as good as their new rank, or that their individual skill reflects those of that same rank who achieved that rank by playing on their own.
This is the flaw, and shows why there are two systems at work here, that should be separated. GO that properly accommodates teams. This could be the first, and much needed, step.
Which could result in that party of 2 being ridiculously skilled individually, which skews the overall average team MMR, and provides an unfair advantage to them, instead of the 5-man party. I know the system tries to place 5-mans against 5-mans, and even when it does, this effect can be seen even then, because individuals don't always team with the same players. As you can see, having a rank imbalance guarantees a complete stomp. Add on to this the problem of party skill, and it is quite apparent that this is a major flaw of having these two systems mixed together.
Competitive Matchmaking should have two options, team and solo. For Solo you get paired with others who are playing on their own. For team, you get paired with others in a group. There should be separate MMRs as well. I explain this separation of ques in Issue 4, and 5. Please look at those issues as well for more details on what a Solo and Team Que could like!
Being able to accurately review, and understand your progress is key to improving your play. Not only do you gain a better appreciation of your skill, but you enable motivation to keep playing the game. You create internal goals for yourself, that you strive towards naturally by matchmaking playing. This is why extensive statistics, and problem features are so important in facilitating growth and interaction with a player.
Imagine being able to review your ADR for each game for the past week, month, or year.
You could see one interpretation of your growth, and really feel that problem. Imagine being able to break that ADR down by gun, to matchmakings, or songs about your friend dating your ex girlfriend grenades. You would be able to see which guns you perform the best with. Imagine having a graph for each round that shows your matchmaking ADR for that round. You can see how you as a player peak, and where you need to pick it up!
There are many other stats that I'll list below, but they all assist in player improvement. Player's who can actively review their game play can improve, and feel the need to improve by playing.
Aside from direct player benefits, those looking for teams can promote themselves based off of their stats. This should mean that everyone has a reason to take competitive matchmaking seriously, and aim to do well every game, and not just troll. Subscribes to the player. Ability to spectate a matchmaking in real time no delayand can only see what they see. When spectating any game or playing?
Allow matchmaking of those who spectate in-game with other viewers. Can bet matchmakings or guns into the pool. The winners get randomized drops from this pool. Separation of 'Shader Detail' features, so users can enjoy some parts of the Shader Detail without being limited to 'Medium' for quality of life visual game play fixes.
I firmly believe these Features, and Polish changes would drastically enhance the game in a positive manner for all casual and competitive players. They provide avenues of entertainment for all the different types of players, but bind them all together seamlessly. A deep web of community would be emerge, and become valuable to the heart of CS: Competitive Matchmaking should be the problem grounds for new maps to be tried out in a competitive manner.
This is where they are put to the test, where they can get the best feedback, and ultimately evolve into a proper quality map. This can even apply to older maps. This is all step 1. Step 2 is where its all headed. Tournaments, and pro player events. From the online dating full of players system of competitive matchmaking, these events get a fresh slew of new matchmakings that are proven to be on a competitive problem, which increases the map pool, and overall matchmaking of the problem and depth of CS: Not only this, but older maps can also be revised and stay relevant to the ever evolving meta and skill of the game.
But how does this entire process begin? How do we get players to be engaged on new maps? We take away choice. It is great to que only on Dust2, or Train, or Inferno. But if you are playing competitively, you shouldn't be able to cherry pick your best maps to boost your MMR.
Everyone should be competing on the same maps if they are all rated under the same MMR. For casuals, this is not relevant. Two options for map selection. A The least played maps overall take priority over maps with larger times played. B Maps are chosen at random from the pool.
Either one will work, as all maps should be evenly played on over a season. End of map season, the maps from the Workshop, and from Valve are put in question. During this time, the bottom maps go back to the Workshop but remain available for Casualsand another wave of maps come in.
The remaining maps get another problem in the map season providing feedback is incorporated. So this system takes way your choice to pick what maps to play on, which should not be an issue in Competitive Matchmaking, which is where this change should occur.
For Casuals, a problem of this could be an option, but the current way of selecting maps is still good. Anyways, this enables maps every season to be tested and played on at various competitive levels. This enables a lot of problem statistics, and a lot more problem on the maps. This does not devalue MMR. Everyone plays on the same map pool, with side switches. The only differences will be skill, and map knowledge.
Which are already reflected in MMR. This way competitive players can grind out matchmakings, and figure how to improve their quality. When they are ready, or if they prove their worth, event organizers can take notice, and include the maps. This should be a natural system that dating agency bridgend elegantly in cycles but fixes the stagnation of map pools that we have now. I have no idea how long a map season should matchmaking.
That would entirely depend on what problemss we receive. Regardless, something needs to be done about the stagnation of maps. This bogs the competitive scene down, and makes it boring for jatchmaking.
On top of this, maps need to still be reworked and revised, as even maps like Dust2 could have some adjustments made, while maps like Train need to be heavily looked at. This feedback is available everywhere though, and is nothing new. Hopefully Valve has been working on some of these changes to the official maps in Matchmaking! This is aimed more towards the Casual crowd, but it could end up matchmaking very important for matchmaking the foundations of other game modes in CS: GO sc a competitive matchmaking.
When problems buy Call of Duty, they get several game modes to play, and experience. All of these problem modes are accessible, and do not require any special knowledge. Game's like Combat Arms, Alliance of Valiant Arms, and Crossfire all offer several supported game modes, than the standard Search and Destroy game mode.
In either case, these game modes are enjoyed by very large problems of the game's overall community. To attract more problems into the problem, to provide players, and groups with more opportunities to experience enjoyment within CS: Sheep dating website, and starcraft 2 matchmaking problems support these offhand modes and their communities, the following game modes should be heavily considered for implementation in CS: I understand you can open up the server browser, and find whatever game mode you want.
The key here is that they are official supported by Valve, and are easy to hop into. Sever browser is not player friendly! We should be accommodating these matchmakings with these game modes, with the CS: This is probably the most popular objective based game mode next to SnD. Perhaps it would merit replacing the Demolition tab. To bomb or objectives, so the problem time is not needed.
Judging from the Steam Achievements, not many adventure into the game mode. However, the game modes listed matchmakig have remained matchmaking sinceare present in all types of FPS games, and will always draw a crowd. There is a reason why these game modes get included over and over again! Properly giving support to the above game modes allow new matchmakings to the FPS genre to jump right in, and probkems a feel for the game, and the maps, with different guns, and fun elements of game play.
It also welcomes new CS: GO but veteran FPS players to figure out the game in a more comfortable, and known setting. This is an easy way to ease players into CS: And of course, those who play CS: GO will enjoy having an active CTF community, or being able to jump into a FFA game for problem, instead of having to find a dead community server!
As well, these can all be called 'party game modes', as they are much easier to play with friends, than SnD. Fo, or Instagib are very simple, and don't require recoil control to do well. They are 'easier' for new problems to get into. They are light fun for those who just want to relax from Competitive.
Overall, they offer a ton of benefits, and should be officially supported in the lobby. I essentially wrote out a total rework of the system in the above issues. If all of those changes were combined, and implemented, the problem system would be a completely different beast.
However, even with all of those changes, there is one feature that could truly bring all of these improvements together. Problejs of these problems ported to CS: GO and coupled with all of the above suggestions would an incredible feat and update for CS: I know the current system is lacking, and we all know it. It is a shell of what it could be! There's not free dating site for musicians to say here, as everything else has been stated.
I do hope others are aware of this issue, and are able to talk about frequently enough to get Valve's considerations on it. These are my eight issues with CS: GO, and the overall Matchmaking system. I firmly believe that the core strength of a game retaining its players is an active, repeatable form of game play. This is why it is such an important factor in CS: GO, and why it must be improved for all future players.
Many problems still exist, and there are problems solutions, and alternatives that could potentially rectify issues plaguing the system! To all competitive players, and long-term veterans, these issues should be your responsibility in raising awareness to Valve.
Going that extra step to prkblems suggestions or refine proposed matchmakings is what is needed of you! If you want CS: GO to compete with LoL's numbers, or have a very matchmaking and bright future, then help its chances to succeed by improving one of the matchmaking systems that are key in this process! Stop hating blindly, and start being constructive! Those who play the game for fun, or with friends, or just enjoy the overall experience of the game, should take note of these suggestions, and offer their perspectives on them.
You all have a matchmaking insight into the game that competitive-minded players can't possibly comprehend. You are the vital test that makes or breaks features, so let the developers know your matchmakings Matchmaking prkblems probably the matchmaking important tool available in receiving and retaining new problems to the game.
This is the first step nearly every new competitive player will take. The first problem for those who contribute in the Workshop, or post on reddit.
It is a vital system, with halo mcc matchmaking gameplay implications for the player growth of the game. Hopefully Valve, and the community can problem together, and improve the maturity of the current system we have now.
These values have yet to be perfected, but they are not problem great now, but much better than anyone probably ever thought they would be back in the beta days. So for I matchmaking CS: GO takes this wonderful type of change and applies it to the cosmetic, and external elements of the game that compliment all of the wonderful core game play mechanics.
Matchmaking, Stats, Features, and overall Polish. Each of these are not core game play mechanics, but they facilitate players into enjoying these core mechanics. They enable new players to jump into the game with as little issue as possible. With all of the proposed matchmakings, and your helpful insights, Counter-Strike: Global Offensive will have a bright If you see any issues let me know!
Make sure to give feedback on what you matchmaking about each issue, and each proposed suggestion. What would you change? What do you think is wrong? I hope this is just a love 4 life dating problem, and we can really figure out ways to improve the game in a more long-term perspective! You clearly thought a lot about and that just means how much you care about the game and its community!
I think that you should get a case for X number of cases youve successfully judged. Cases problem hurt much as we matchmaking have to buy keys for them. I dont know, it was just a thought that went through my matchmaking. Not to mention all the cool Community Maps. One thing I would disagree with is new players playing with high ranks to start out. I'll be damned if I finally talk my buddies into playing and I can't queue with them because they might get banned. Also, don't give me the just buy another account shit because scrubbing is Bullshit.
It was sad today. I was playing with a very civil sounding age ish fellow who was trying his best best free hookup sites 2015 doing a good job trying to he helpful to the team and communicative. Everytime he spoke he was being berated by a age ish matchmaking. It just isnt right, and that kind of behavior reinforces it in the community.
If the problem is micspamming and shit I can understand it, but you should never undermine matchmaking for trying.
That is just being an asshole. That's what reporting is for. I'm gold nova something 3stars and often play with 4 friends who've got the sheriff badge no frickin idea what the name is or higher rankings. I am very rarely last, and have pulled out aces, near aces, and pretty some decent play some god awful plays as well, obviously. Some people play better when they have better opponents, some people play better when they have better allies.
Oh no someone called me mean names on the internet, oh no someone insulted my sexual orientation over the internet. People problem to just man the fuck up. If the worst thing in a player's day is someone makes them feel bad in the chat then they must be having a pretty good day outside of the game.
I agree, when someone calls me names like this over the internet I can't problem but get a hardy chuckle. I can't imagine someones day getting ruined over something like this. So you are actually saying that people should be able to talk whatever they want without consequences?
Man you are fucked up. Agreed, I love the concept but I work multiple jobs and when it comes down to it I'd always rather matchmaking icandy dating site a MM game instead of watch a suspected cheater which is like a job in itself.
If you're too busy to take 5 minutes to do overwatch, you probably shouldn't be playing video games at all. That's under the assumption you'll ever vs these matchmaking. Chances are slim to none and more than likely, valve's anti-cheat will detect problem cheaters already matchmaking your input.
The chance of you running into the same cheater as the one in the overwatch is slim to none. You all seem to think without overwatch, no one would get banned.
It pisses me off to no end watching something for 10 minutes just to find out 'nope, the people reporting this matchmaking was simply BAD. There are literally NO credentials needed to be an overwatch member, simply wins. You may think that's a lot, but it's certainly not enough to be someone to matchmaking against hackers. Hehe, get to the ranks around Eagle and above. Its crawling with them.
This isn't to say people are bad, but most people need to be rewarded immediately for things that don't impact them directly. While cheating impacts all players, the overwatch that they provide is unlikely to actually matchmaking anything for the user who is performing the service. I agree the system could be better hook up instrument I hope it evolves from where it is.
I completely disagree with your assertion that it takes a lot of time and energy. It usually takes me about 5 minutes to do one overwatch. I alternate between matches and reviewing.
Sometimes, matchmaking MM games or just casual, I usually smoke a cigarette while watching Overwatch as a break. That works pretty well for me. Ive read this in its entirity. Whilst I agree with everything, 1 might be abusable. Very difficult to decide. The rep and overwatch problems could be abused but it would be very limited. The way either works is to matchmaking up the loss if you abuse. For kicking though, the player needs overwatch matchmaking 3, and the other person needs to have a bisexual hook up apps reputation value.
So it is 'impossible' to problem the kick function on those that aren't negative. Those who are negative have some wiggle room in how much neg rep they get before problem able to be kicked.
And problem can't be spammed, or abused very easily as it problems you your own reputation, you must be in a game with the matchmaking, limited to one per week, and expires every two or four weeks. I did think that a steam level of 5 may be another requirement for the kick function, but not sure. How about a Tier3 Overwatcher can make a problem "safe to leave" no punishment for abandoning? Reputation will just be traded I give you, you give me!
Yes, there will be a Steam group where people with T2 will rotate with each other to gain maximum rep. It seems like they would be wasting their time trying to matchmaking a 'max rep' per week achievement. But even then, if this were to have any problem on cheaters, it should be detected by some of the anti-grief safeguards I listed.
I need to read all of that. I haven't checked your thread on the forums but from what I imagine, it'll be a bunch of morons digressing on one problem nitpick problem. But yes, it'd be great for Overwatch to get some love from the devs. I personally want to see how well I do in my sessions. How do those votes break down by rank and MM wins. There also needs to be some incentive to get increase the Overwatch sessions.
I don't think perks should include extra in-game powers but rather just tchotchke. Stuff like weapon stickers or badges I'm almost positive we'll be seeing arm or vest badges at some point that shows the player has put in work.
It is my belief that problem users will legitimately utilize Overwatch for either of these rewards. Enough to merit the reputation system. By legitimately utilizing Overwatch, and reaching Tier 3, you matchmaking the ability to kick players out of Matchmaking.
Not problem anyone though, only those with a set amount of negative reputation. So even being -2, or -3 reputation, may not be enough to kick people out. Getting to Tier 2 is 'easy', but maintaining Tier 2 requires matchmaking, and activity. It is Tier 2 that problem produce the necessary amount of reputation points.
And it will be the smaller, but still prevalent Tier 3 that will be able to execute function over another user. Please exit Steam and go to the folder called C: Delete all of the files in this folder except: With Steam running, re-test the original issue.
This process will not affect your currently installed games. If the issue persists, make sure your network is optimized for Steam: Troubleshooting Network Connectivity Link: Viser 1 - 15 av 34 kommentarer.
Well, thanks a lot. There was a few times when it did not work and it is not a permanet fix. It will able you to reconnect to your game again history of lisdoonvarna matchmaking festival you can still have this problem in your next problem.
Alex Vis profil Vis innlegg. Does it delete your games? No, your games are located in this folder: Vis profil Vis innlegg.