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Grezvany13

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  1. Like
    Grezvany13 got a reaction from Kirk76 in Psychological Analysis Breakdown of the roles and the players who play them in arma 3, 2016   
    Let's see what happens if I combine my top 3 roles:
     
     
    Me: Einzelganger who dosnt express himself when it comes to emotions, medium educated. Would be a IT employee or accountant in civilian life. Over emotional and politicly correct person. Mostly only educated in biology and somethimes chemistry. Most loved weapon: Saw with extended barrel. Favourite movie: the A-team.
     
    Close enough
  2. Like
    Grezvany13 got a reaction from Noodle in Psychological Analysis Breakdown of the roles and the players who play them in arma 3, 2016   
    Let's see what happens if I combine my top 3 roles:
     
     
    Me: Einzelganger who dosnt express himself when it comes to emotions, medium educated. Would be a IT employee or accountant in civilian life. Over emotional and politicly correct person. Mostly only educated in biology and somethimes chemistry. Most loved weapon: Saw with extended barrel. Favourite movie: the A-team.
     
    Close enough
  3. Like
    Grezvany13 got a reaction from PiranhA in Psychological Analysis Breakdown of the roles and the players who play them in arma 3, 2016   
    Let's see what happens if I combine my top 3 roles:
     
     
    Me: Einzelganger who dosnt express himself when it comes to emotions, medium educated. Would be a IT employee or accountant in civilian life. Over emotional and politicly correct person. Mostly only educated in biology and somethimes chemistry. Most loved weapon: Saw with extended barrel. Favourite movie: the A-team.
     
    Close enough
  4. Like
    Grezvany13 reacted to PiranhA in Psychological Analysis Breakdown of the roles and the players who play them in arma 3, 2016   
    Psychological analysis of arma-players and their squad roles:
     
    Team-lead: Charismatic but power-hungry demagogue. Always a alpha-type male and mostly highly educated. Would be a (bank) manager or lawyer in civilian life. Likes to eat his own cooked food, specially T-bone steaks. Has ferrari as favourite car. Most loved weapon would be a nuke. Favourite movie: Wolf of wallstreet.
     
    Squad-Lead: Power-hungry sadist. Mostly a alpha-type male lacking some self confidence with normal education. Would be a police officer or salesman in civilian life. Likes to eat his own cooked food, specially fish like trout. Has mercedes as favourite car. Most loved weapon would be a Jdam. Favourite movie: The green mile.
     
    Sniper/marksman/spotter: Einzelganger who dosnt express himself when it comes to emotions, medium educated. Would be a IT employee or accountant in civilian life. Likes raw food but isnt a vegetarian. Drives most probably vauxhall. Most loved weapon is M40. Favourite movie: American Sniper
     
    Demolition: Temperamental and dominant type of guy. Mostly non very well education and often dyslectic, only spells the word boom correct. Would be a miner or truck driver in civilian life. Like to drive a ford. Eats spicey food, preferred curry's. Most loved weapon is a grenade. Favourite movie: Sum of all fears.
     
    Rep spec: Manipulating perfectionist with a bad feeling for timing. Educated in physics on a medium level Would be a mechanic or busdriver in civilian life. Likes to drive a pimped caterpillar excavator. Eats his steaks well done, dosnt like vegetables. Most loved weapon: a hammer. Favourite movie: Gone in 60 seconds.
     
    Medic: Over emotional and politicly correct person. Mostly only educated in biology and somethimes chemistry. Would be a politician or nurse in civilian life. Is a strikt vegan. Has a mountainbike as favourite car. Most loved weapon would be love. Favourite movie: My little pony
     
    Machinegunner: Paranoid schizofrenic whom gets over emotional sometimes. No education most of the times. Would be a amateur body builder or construction worker in civilian life. Wants to eat rice with every meal. Prefers to go around with the bus or subway. Most loved weapon: Saw with extended barrel. Favourite movie: the A-team.
     
    Pilot: Addicted to social interaction who never argues, always blames himself if something goes wrong. Educated in history or economics. Would be a airline pilot or test driver in civilian life. Only eats MC Donalds and skips breakfast. Favourite car is most likely a porsche. Most loved weapon: his own hands. Preferred movie: Top gun.
     
    AT/AA Specialist: Clownesque type without a sense for humor. Did many educations but never finished one. Would be stand up comedian or construction worker in civilian life. Prefers a gravy at all times with his food. Has a lada or renault in his garage(edit:) or worse. Most loved weapon: the javelin. Preferred movie: The good, the bad, the ugly.
     
    *Note: the study is still in progress and can be updated. It is not based on any Ahoy member whatsoever. If you disagree, youre in denial or forgot to take your medicine.
    *Note II: the study is based on the dsm IV for professional psychiatric personell but not really.
    *Note III: if you take arma or this post too seriously you should go play a racing game instead.
    *Note IV: all copyrights are reserved to fishbone publishing.
  5. Like
    Grezvany13 got a reaction from GhostDragon in AWE Training Sessions   
    @SkullCollector (and the rest) good to see those sessions happening, because I know how important it is to have some training for both new and old players.
     
    Although I have 2 (minor) issues / feedback point:
     
    1) As @Colsta mentions, it's important to participate, even when you're already a veteran. Not only to get a refreshment for yourself, but also to help the newer players with some tips&tricks which aren't pointed out during the training. However, to use myself as an example, I already know all the basics (and more) with exception of TFAR (I'm used to ACRE, so shouldn't be too hard to adept) and cTab (never used it, but my map also works). So spending 3 evenings of training for something I can probably learn in 10-15 minutes myself is a bit of an overkill. And in the end it's more important to keep doing it while playing (repetition) than only doing it once a year.
     
    2) The time issue brings me to my second point, time
    I know it's impossible to find a perfect date/time for everyone and even when you do plan it twice or three times a week, people will still complain that they can't join. Besides that, it's rather hard for people to be forced to stay online for a fixed amount of time. For me for example it's the reason why I barely play ArmA3 anymore, simply because I don't have the time to play for at least 1-2 hours straight (family and stuff). Of course in the evening hours it's easier, so times like 1630 GMT (which for me is 1730 GMT+1) is just around dinner and thus impossible to go online.
    Again, I know it's impossible to keep everyone happy, but perhaps it's "best" to have 2 sessions on one day, so people from different timezones can join easier.
     
     
    Please note that this is feedback and just issues which I have/see, and in no way to attack this great idea!
  6. Like
    Grezvany13 got a reaction from Amentes in ZEUS actions   
    So what's the problem then? The Zeus(es) managed to kill you while trying, so objective complete
     
     
    But instead of making this a "Yes-No" topic where we attack each other, we should use this as a moment to give feedback to how things can be improved.
    And we all know that a single solution won't fit everyone, although that's why AW isn't the only one with A3 servers, let's make this a possible topic where people are willing to give their opinions and ideas.
  7. Like
    Grezvany13 got a reaction from PiranhA in ZEUS actions   
    So what's the problem then? The Zeus(es) managed to kill you while trying, so objective complete
     
     
    But instead of making this a "Yes-No" topic where we attack each other, we should use this as a moment to give feedback to how things can be improved.
    And we all know that a single solution won't fit everyone, although that's why AW isn't the only one with A3 servers, let's make this a possible topic where people are willing to give their opinions and ideas.
  8. Like
    Grezvany13 got a reaction from Amentes in ZEUS actions   
    Reading all the posts in this topic (and reading the first post a second time), I only see a single thing:
     
    The player base on #EU1 and #EU2 is not used to ZEUS gameplay, while the (new) Spartans are still learning how to enhance the gameplay for these users.
     
    And with "not used to ZEUS gameplay" I mean: They expect (stupid) AI, instead a real player.
     
    Something which I always do while playing ArmA, is expecting the AI to be real people and being able to think and act like a person. This means that I'm always cautious while moving around and approaching an AO, for possible attacks/ambushes/IEDs/etc.
     
    I can image that some people don't like this, and it's always important for the active Zeus to keep this in mind, but I also think that a lot of people do like it when there's an extra challenge (instead of "spawn, kill, win, repeat"). Eg. for me, I don't play on #EU1&2 simply because there's no challenge at all with all the rocket snipers who just sit safely at a rock at 2km from the AO worrying about their K/D ratio...
     
    So don't just rant at the active Zeus for destroying your evening, but think about how you could have done it better (always expect the worst) AND give feedback to the active Zeus about how he/she can improve your gameplay (in a nice way, not bitching around).
     
    @Spartans:
    Please keep doing what you're doing! But keep in mind the players who don't like it.
     
    Some ideas which you can do to both make it fun for you, and for the players on the server:
    - Within/around an AO, simply send AI groups towards groups of players who are just camping and taking shots from a safe distance. Try not to spawn too much new units, and try to prevent spawning (armoured) vehicles and static weapons.
    - If you see a huge group of players camping at a hill, create a secondary objective at the AO, where they have to destroy a mortar pit (which you can create within the AO, with a marker). Then send out a message in sidechat, telling that you did this (equals warning to campers), and wait 3-5 minutes. When nobody reacts, use the mortar crew to scare away the campers (eg. send single mortar round 50-100 meters from group) and repeat this every 2-3 minutes when they don't react while closing the distance.
    - When there are a lot of players present, simply ask if there are players who want to do a simple Zeus mission. If 5-10 people are willing to do this, tell them to prepare while you setup a simple mission far away from any other action. This shouldn't take longer than 15-30 minutes to finish and can be as simple as "Kill the HVT" or "Clear out village X".
     
    Most importantly is to communicate with the players, so that everyone knows what to expect, and who to go to to give feedback.
     
     
    And to the "Don't kill players as Zeus" discussion; if Zeus gave 3-4 warning shots and nobody reacts, then please aim for the head... ArmA is a military simulation game, it's meant to kill and to be killed (and not have a nice K/D ratio).
  9. Like
    Grezvany13 got a reaction from MessedUpSmiley in ZEUS actions   
    Reading all the posts in this topic (and reading the first post a second time), I only see a single thing:
     
    The player base on #EU1 and #EU2 is not used to ZEUS gameplay, while the (new) Spartans are still learning how to enhance the gameplay for these users.
     
    And with "not used to ZEUS gameplay" I mean: They expect (stupid) AI, instead a real player.
     
    Something which I always do while playing ArmA, is expecting the AI to be real people and being able to think and act like a person. This means that I'm always cautious while moving around and approaching an AO, for possible attacks/ambushes/IEDs/etc.
     
    I can image that some people don't like this, and it's always important for the active Zeus to keep this in mind, but I also think that a lot of people do like it when there's an extra challenge (instead of "spawn, kill, win, repeat"). Eg. for me, I don't play on #EU1&2 simply because there's no challenge at all with all the rocket snipers who just sit safely at a rock at 2km from the AO worrying about their K/D ratio...
     
    So don't just rant at the active Zeus for destroying your evening, but think about how you could have done it better (always expect the worst) AND give feedback to the active Zeus about how he/she can improve your gameplay (in a nice way, not bitching around).
     
    @Spartans:
    Please keep doing what you're doing! But keep in mind the players who don't like it.
     
    Some ideas which you can do to both make it fun for you, and for the players on the server:
    - Within/around an AO, simply send AI groups towards groups of players who are just camping and taking shots from a safe distance. Try not to spawn too much new units, and try to prevent spawning (armoured) vehicles and static weapons.
    - If you see a huge group of players camping at a hill, create a secondary objective at the AO, where they have to destroy a mortar pit (which you can create within the AO, with a marker). Then send out a message in sidechat, telling that you did this (equals warning to campers), and wait 3-5 minutes. When nobody reacts, use the mortar crew to scare away the campers (eg. send single mortar round 50-100 meters from group) and repeat this every 2-3 minutes when they don't react while closing the distance.
    - When there are a lot of players present, simply ask if there are players who want to do a simple Zeus mission. If 5-10 people are willing to do this, tell them to prepare while you setup a simple mission far away from any other action. This shouldn't take longer than 15-30 minutes to finish and can be as simple as "Kill the HVT" or "Clear out village X".
     
    Most importantly is to communicate with the players, so that everyone knows what to expect, and who to go to to give feedback.
     
     
    And to the "Don't kill players as Zeus" discussion; if Zeus gave 3-4 warning shots and nobody reacts, then please aim for the head... ArmA is a military simulation game, it's meant to kill and to be killed (and not have a nice K/D ratio).
  10. Like
    Grezvany13 got a reaction from PiranhA in [Video] G is not for the medical menu.   
    Especially for this occasion I made a little ArmA ABC:
    A is for Ammo, make sure you have enough B is for BMP, which still is not a tank C is for Cookie, what else did you think D is for Down, it's either you or him E is for Enemy, just shoot them if you can F is for FAK, which people seem forgot G is for Medic, oh crap...  
     
  11. Like
    Grezvany13 got a reaction from B4rtlbi3 in We're back!   
    Question: Is it possible to get a more detailed statement about what happened?
     
    What happened? Exploit in software (and could it be prevented by an official update) Hack into the server (and could it be prevented by server admin / hosting company) Abuse of admin account (and was the admin called "admin" with password "admin") Could it have been prevented? By the team who maintains the website (update, server config, admin credentials) Or was it a day-one attack without any known fixes What is done to fix it? What is done to prevent it in the future? What will be done in the future to prevent it from happening again? Who was/were responsible? At AW side (simply "we as AW" is an acceptable answer) the thrid party who "got in" (if known) These are some questions which I always answer in case something happened, even without asking, so I'm surprised that we don't have these yet.
    I'm aware that not all questions can be answered directly, a a bit more information than "shit happened but we're back" is too little.
     
     
    Background: I've been working in web development for over 10 years now, and unfortunatally had issues like this as well. And I've learned that the most important thing is to stay transparent to clients/users/etc. and take your losses, even when it's not visible to them (which in this case did happen).
     
  12. Like
    Grezvany13 got a reaction from Jason. in We're back!   
    Question: Is it possible to get a more detailed statement about what happened?
     
    What happened? Exploit in software (and could it be prevented by an official update) Hack into the server (and could it be prevented by server admin / hosting company) Abuse of admin account (and was the admin called "admin" with password "admin") Could it have been prevented? By the team who maintains the website (update, server config, admin credentials) Or was it a day-one attack without any known fixes What is done to fix it? What is done to prevent it in the future? What will be done in the future to prevent it from happening again? Who was/were responsible? At AW side (simply "we as AW" is an acceptable answer) the thrid party who "got in" (if known) These are some questions which I always answer in case something happened, even without asking, so I'm surprised that we don't have these yet.
    I'm aware that not all questions can be answered directly, a a bit more information than "shit happened but we're back" is too little.
     
     
    Background: I've been working in web development for over 10 years now, and unfortunatally had issues like this as well. And I've learned that the most important thing is to stay transparent to clients/users/etc. and take your losses, even when it's not visible to them (which in this case did happen).
     
  13. Like
    Grezvany13 got a reaction from Josh in We're back!   
    Question: Is it possible to get a more detailed statement about what happened?
     
    What happened? Exploit in software (and could it be prevented by an official update) Hack into the server (and could it be prevented by server admin / hosting company) Abuse of admin account (and was the admin called "admin" with password "admin") Could it have been prevented? By the team who maintains the website (update, server config, admin credentials) Or was it a day-one attack without any known fixes What is done to fix it? What is done to prevent it in the future? What will be done in the future to prevent it from happening again? Who was/were responsible? At AW side (simply "we as AW" is an acceptable answer) the thrid party who "got in" (if known) These are some questions which I always answer in case something happened, even without asking, so I'm surprised that we don't have these yet.
    I'm aware that not all questions can be answered directly, a a bit more information than "shit happened but we're back" is too little.
     
     
    Background: I've been working in web development for over 10 years now, and unfortunatally had issues like this as well. And I've learned that the most important thing is to stay transparent to clients/users/etc. and take your losses, even when it's not visible to them (which in this case did happen).
     
  14. Like
    Grezvany13 got a reaction from David in Project Horde. Map in the works.   
    I was thinking the same as @duffyman, but also what kind of hell it must be for a Zeus (or mission maker) to manually add units there.

    As for the AI in tunnels; at the BIS forums I noticed that there is a way to make AI workable.
    What they did was creating the world where the "underground" (or tunnels) was actually at ground level, and then placed a fake roof on it (which then could be used to place object on) or adding an enterable object in the (partial) shape of a mountain/hill.
    It does give some other issues (like altitude meters will show the height till "ground level", which is underground, and road placement might be bugged).

    But for now I think it's more than enough to have a first release of a great new map!!!
    And hopefully BI will add full support of underground structures to the AI in the (near) future.
     
     
    Keep up the good work!
  15. Like
    Grezvany13 reacted to bludclot in Project Horde. Map in the works.   
    Hello guys.. Long time no shoot. I've been busy working on this map instead of playing for the last few months.
    Thought it about time I show you guys what is up.
     
     
     
    BI forums thread:
    https://forums.bistudio.com/topic/191222-arctic-circle-map-project-horde/
     
    My youtube: (go sub if you want early access or wish to help out)
    https://www.youtube.com/user/murdercrowawdio
     
    Dev blog with all information collected in one place:
    https://horde.wordpress.com/
     
     
    The map is 1600km2 and this video only shows a tiny portion of it. Check out the other videos on my youtube to see more of it and what to expect.
    Out. B.
  16. Like
    Grezvany13 got a reaction from Patrik in Bring back public Co-Pilot for the Hummingbird   
    I'm not a scripting expert (for ArmA that is ), but if I'm correct the following should work or at least should give an idea on how a feature like this can be implemented.
     
    Of course this script can also be used for other things
    // set the amount of players which will trigger the lock/unlock _maxPlayers = 10; fnc_lockCoPilot ={ // run script to lock the co-pilot slot } fnc_unlockCoPilot ={ // run script to unlock the co-pilot slot } // get the amount of plyers currently at the server // but exclude the HeadlessClient fnc_getPlayerCount ={ _cnt = count (allPlayers - entities "HeadlessClient_F"); } // get the amount of players and lock/unlock depending on the _maxPlayers variable fnc_checkPlayerCount ={ params ["_maxPlayers"]; _cnt = call fnc_getPlayerCount; if (_cnt < _maxPlayers) { call fnc_unlockCoPilot; } else { call fnc_lockCoPilot; } } // execute script everytime someone joins or leaves the server onPlayerConnected { [_maxPlayers] call fnc_checkPlayerCount; } onPlayerDisconnected { [_maxPlayers] call fnc_checkPlayerCount; }
  17. Like
    Grezvany13 got a reaction from Liru the Lcpl. in Bring back public Co-Pilot for the Hummingbird   
    I'm not a scripting expert (for ArmA that is ), but if I'm correct the following should work or at least should give an idea on how a feature like this can be implemented.
     
    Of course this script can also be used for other things
    // set the amount of players which will trigger the lock/unlock _maxPlayers = 10; fnc_lockCoPilot ={ // run script to lock the co-pilot slot } fnc_unlockCoPilot ={ // run script to unlock the co-pilot slot } // get the amount of plyers currently at the server // but exclude the HeadlessClient fnc_getPlayerCount ={ _cnt = count (allPlayers - entities "HeadlessClient_F"); } // get the amount of players and lock/unlock depending on the _maxPlayers variable fnc_checkPlayerCount ={ params ["_maxPlayers"]; _cnt = call fnc_getPlayerCount; if (_cnt < _maxPlayers) { call fnc_unlockCoPilot; } else { call fnc_lockCoPilot; } } // execute script everytime someone joins or leaves the server onPlayerConnected { [_maxPlayers] call fnc_checkPlayerCount; } onPlayerDisconnected { [_maxPlayers] call fnc_checkPlayerCount; }
  18. Like
    Grezvany13 reacted to zissou in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    Over the last while we have noticed a trend on the public servers of piloting getting steadily worse. One way pilots, constantly crashing pilots, pilots abandoning aircraft, pilots unable to land to list but a few of the issues.
     
    These rules changes will not affect competent pilots.
    Pilots are in charge of their aircraft they should make all efforts to keep the aircraft airworthy.
    If aircraft are damaged they need to be fixed, not destroyed. If this means getting a repair specialist to travel to fix the aircraft so be it.  
    Flying in a manner conducive to having you aircraft destroyed will result in discipline.
    These rules will be enforced and pilots will be expected to abide by them.
    The respawn time on Aircraft will be increased to encourage better flying.
     
    They will be coming into effect on 01.04.16
    Pilots seen to be breaking the rules will be asked to leave the pilots slot in which case they should return the aircraft to spawn and switch roles. If they refuse they will be kicked and if we see repeat offenders we will be forced to ban.
     
    Examples of Poor Piloting:
    Misuse of aircraft: CAS with the AA jet, practising, showboating and wasting resources. Landing too close, or flying over, the AO. It shows the pilot is not aware of the situation around him and if it results in the lost of aircraft or team mates will considered destroying assets or teamkilling. Abandoning aircraft in the field, this is all to prevalent and steps will be taken to weed out pilots who do this. Making no effort to repair damaged aircraft. Allowing your door gunners to teamkill. It's the pilot's responsibility to lock turrets. Teamkills will be attributed to the Pilots. Pilots should make a reasonable attempt to land if damaged. For example engine failure or tail rotor loss are not unrecoverable. If you don't know what autorotation is you simply should not be flying a helicopter. Not repairing aircraft in the field. If your aircraft is repairable then it must be repaired. While these are not technically new rules they will be enforced much more actively, and it is the pilots responsibility to make sure you are able to fly within the rules.
     
    For any possible scenarios not mentioned here or indeed any questions about the rule change please feel free to add a comment. 
  19. Like
    Grezvany13 got a reaction from SkullCollector in ACRE or TFAR   
    Uhm... I said that, since I haven't played with TFAR yet, I don't know if it has the same features as ACRE like setting the stereo mode of the radios (or even channels).
     
    However, since I'm a nice and curious person, I checked the documentation and will share it with the rest of the readers. I found out it is possible to set a single radio to a single (or both) ear. But I can't really figure out if this also applies to specific channels.
     
     
    As for audio quality: I've listen some youtube videos to compare both systems (although some are rather old), and I have to say that I prefer the ACRE quality. Especially the 3D placement of direct chat seems more realistic, and the distance seems to fade "better".
     
    Also the cracking in the radio transmissions feel more realistic in ACRE, even at lower distances.
  20. Like
    Grezvany13 got a reaction from Johnson in ACRE or TFAR   
    As a new player at Ahoy, and not really played with TFAR (yet), my opinion shouldn't be weighted too much for this discussion
     
    ACRE: in my opinion a great radio add-on, but has some flaws (not always stable, rather steep learning curve). But the fact that it's able to simulate distortion due range and/or objects is great, and I love the feature to have 2 radios; each one attached to a single ear (left = team, right = platoon).
     
    TFAR: as I said, I haven't really played with it by now, and I'm not familiar with the full feature set of this add-on. Although if I read the documentation, and different articles and topics about it, it looks less complex but also has less features.
     
     
    As for realism; having any radio system over people shouting on side chat is already realistic enough for me, so the type of radios used doesn't really matter.
    To be honest, ACE Medical is still way more complicated than any radio system out there (just like in real life), and both add a lot of realism into ArmA3.
     
    One last note: perhaps it's an idea to write a guide about how to use the radio's (when the final decision has been made) and add a link in the TS channel. Also, when new players enter the server who have questions about it; take them apart and help them with their questions/problems (instead of kicking/banning them for "not being prepared").
  21. Like
    Grezvany13 got a reaction from SuomenRuotsalainen in Grezvany13 ready to serve   
    Hello AhoyWorld!
     
    Since I've been playing on your servers a couple of times, I've figured it would be nice to introduce myself
     
    My name is Johan (aka Grezvany13), I'm 30 years old (I know, prety old for a gamer ) and currently living in Germany although I'm originally from The Netherlands.
     
    I've been playing the ArmA series (and Op. Flashpoint) as long as I can remember, and I've been hooked since the first time I've played it. Unfortunately I had some issues with ArmA3 after it got released, but with the recent 1.60 patch I'm finally able to play again (Alpha and Beta did work perfectly as well), so here I am.
     
    Playing mostly in decent squads, and really like the milsim aspect (both in game and airsoft), I've managed to not only play ArmA2 for over 1000 hours (with ACE and ACRE), but also play multiple roles (from rifleman to platoon leader, from medivac medic to A-10 squadron leader) and types of gameplay (yes, I have to admit I've played DayZ mod ).
     
    If you find me on #EU1 or #EU2, I'm probably running around as a medic trying to patch everyone up. On #EU3 I will take any role which is needed, although I will decline any leading roles (for now), since it has been a while. Or the medic role, since ACE3 Medical is still on my learning list.
     
    I might not be able to play on a regular basis (my girlfriend wears the pants...), but I'll do my best to be at service.
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