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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Trifle Donier
Sham Rocks Incorporated
5
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Posted - 2013.08.02 14:24:00 -
[211] - Quote
Cearain wrote:Gang links give bonus to local reps. Therefore giving bonuses to local reps boosts gang links.
Its time to post the numbers. This like every boost to active tanking is a ninja boost to ogb alts.
Not if you nerf said links at the same time as you boost local reps. Hint: read the links thread.
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Freighdee Katt
Center for Advanced Studies Gallente Federation
493
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Posted - 2013.08.02 14:41:00 -
[212] - Quote
CCP Fozzie wrote: Increase the rep amount for all armor repairers (including AARs) by 15%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%
These numbers should have been:
Increase the rep amount for all armor repairers (including AARs) by 20%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 10%
That might not fix everything, but it would be a good start.
The AAR did not fix armor tanking. Nerfing TEs did not fix armor tanking. Nerfing resist bonuses did not fix armor tanking. The ASB made active armor suck even harder next to active shields. You have wasted months on all these gimmicks and silly, backhanded, irrelevant tweaks. But you still haven't actually done anything to make active armor tanking viable next to active shield tanking.
It's time to stop playing games and get back to basics: Do the hard work of rebalancing the core, fundamental mechanics of armor and shield active tanking.
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Ju0ZaS
Mentally Assured Destruction
9
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Posted - 2013.08.02 14:45:00 -
[213] - Quote
IMO you should give a 5% increase in rep and boost amounts for the deadspace mods then. |
Caleb Ayrania
TarNec Invisible Exchequer
205
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Posted - 2013.08.02 14:46:00 -
[214] - Quote
CCP Fozzie wrote:blarggg wrote:Caleb Ayrania wrote:Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)
Is it going to be on all meta levels, and could some minor gradient balance be considered?
I didn't see any responses to this guys drone question so i figured i quote to make it get noticed. Will drones get +15% repair amount? (or +22.137% based on arbitrary math) Not as part of this change no.
So basically you guys are balancing the onboard reps but not the remotes and not the drones?
Is that not a bit stupid? Wont that just make your future balance issues that much more complicated?
Also what is the philosophy about not boosting some meta levels? It seems extremely stupid to mess up values of meta by some artificial usability and not by fixing the drop rates?
Ideally theses things should be considered in a much more holistic approach, so for example overheating tollerance is high on low meta, but destruction chance is also high, and vice versa on higher meta. Then tweak the drop rates and consider using a global counting serverside and increase drop chance when universal population drops below certain thresholds.
When you change "nerf" bonuses it really just mess up the whole intuitive aspect of guessing values and usability..
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1039
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Posted - 2013.08.02 15:01:00 -
[215] - Quote
Caleb Ayrania wrote:CCP Fozzie wrote:blarggg wrote:Caleb Ayrania wrote:Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)
Is it going to be on all meta levels, and could some minor gradient balance be considered?
I didn't see any responses to this guys drone question so i figured i quote to make it get noticed. Will drones get +15% repair amount? (or +22.137% based on arbitrary math) Not as part of this change no. So basically you guys are balancing the onboard reps but not the remotes and not the drones? Is that not a bit stupid? Wont that just make your future balance issues that much more complicated? Also what is the philosophy about not boosting some meta levels? It seems extremely stupid to mess up values of meta by some artificial usability and not by fixing the drop rates? Ideally theses things should be considered in a much more holistic approach, so for example overheating tollerance is high on low meta, but destruction chance is also high, and vice versa on higher meta. Then tweak the drop rates and consider using a global counting serverside and increase drop chance when universal population drops below certain thresholds. When you change "nerf" bonuses it really just mess up the whole intuitive aspect of guessing values and usability..
The idea behind boosting the local active tank was to mitigate the nerf to ogbs. If drones got a boost from ogbs the would have been buffed too. They wanted to make sure ogb still equals god mode.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Gospadin
School of Applied Knowledge Caldari State
12
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Posted - 2013.08.02 15:03:00 -
[216] - Quote
Freighdee Katt wrote:CCP Fozzie wrote: Increase the rep amount for all armor repairers (including AARs) by 15%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%
These numbers should have been: Increase the rep amount for all armor repairers (including AARs) by 20%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 10%
That might not fix everything, but it would be a good start.
small/medium active armor repairers are already more efficient than small/medium shield boosters, why would they make it MORE out-of-whack? |
Boris Amarr
Viziam Amarr Empire
61
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Posted - 2013.08.02 15:18:00 -
[217] - Quote
Freighdee Katt wrote:CCP Fozzie wrote: Increase the rep amount for all armor repairers (including AARs) by 15%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%
These numbers should have been: Increase the rep amount for all armor repairers (including AARs) by 20%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 10%
That might not fix everything, but it would be a good start. The AAR did not fix armor tanking. Nerfing TEs did not fix armor tanking. Nerfing resist bonuses did not fix armor tanking. The ASB made active armor suck even harder next to active shields. You have wasted months on all these gimmicks and silly, backhanded, irrelevant tweaks. But you still haven't actually done anything to make active armor tanking viable next to active shield tanking. It's time to stop playing games and get back to basics: Do the hard work of rebalancing the core, fundamental mechanics of armor and shield active tanking. +1 |
Lucretia DeWinter
Star Frontiers Dirt Nap Squad.
37
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Posted - 2013.08.02 15:50:00 -
[218] - Quote
CCP Fozzie wrote:Michael Harari wrote:CCP Fozzie wrote:Judas II wrote:CCP Fozzie wrote: Increase the rep amount for all armor repairers (including AARs) by 15%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%
Daft question, are faction Shield boosters buffed or not? (Dread Guristas, Pith A/B/C/X-type etc etc) Faction boosters like Dread Guristas are buffed, Deadspace boosters like Pith are not. This makes the pith c-type strictly worse than DG You are correct, that's a detail that I had missed and since the rep bonus increase from T2 to DG boosters is twice as much as the rep bonus increase from T2 to DB armor reps it probably means the DG/CN boosters need to get excluded from this change. Gonna do some more thinking and get back to you.
Keep it as is and drop the fitting reqs for the Pith C-Type by 7.5-10% and a small boost to the C-Type from 264 up to 275 keeps the C-Type about as much an improvement as current without overpowering or getting too close to the B-Types. The Gists still have their enormous Cap Usage advantage, so should be fine.
Otherwise, I feel the DG/CN versions will lose out too much on T2/Deadspace and I'd be more concerned about crashing the LP store item's value and efficiency than a rare drop version. Plus Republic and Domination versions would be much stronger with a buff to rep amount in addition to their cap benefits.
/IMO |
KiithSoban
Big Johnson's PLEASE NOT VIOLENCE OUR BOATS
21
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Posted - 2013.08.02 16:00:00 -
[219] - Quote
Specific ships that i think would become unbalanced b/c of this change:
incursus*, hawk, merlin, harpy
I don't see much issue at the destroyer, cruiser, BC, or BS level though.
As for caps, who is to say? It sure would be a lot easier to run c5/c6 WH sites. Ouch. Don't even think about breaking a carrier anymore without a butt load of subcaps. Neuts even more now than ever seem to be the way to handle that.
Seems ok to me, but I'm a little worried about the incursus and how this would change things on the frigate level. Do you mean to let some frigs parma tank (cap stable) a kyting frig of the same isk cost? Right now, in a rail atron, it is difficult as is to break an incursus with 114 dps. Forget about the hawk and harpy. The merlin and punisher would also be in the same realm, but not quite as bad.
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Nyancat Audeles
Center for Advanced Studies Gallente Federation
407
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Posted - 2013.08.02 16:33:00 -
[220] - Quote
This change is AMAZING! A wish come true for small and microgang (even solo) PvP. PvE fits will not have to have some super bling to actually effectively tank a L4 in a sub-battleship class ship! |
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Varun Arthie
Real Simple Construction The Citadel Consortium
1
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Posted - 2013.08.02 16:33:00 -
[221] - Quote
Why not change the Armour reps to be at the start of the cycle and not at the end? A lot of players would be happy by a change like that.
The amount of capacitor Armour rep modules use also needs a bit of tweaking too.
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Xequecal
Ministry of War Amarr Empire
25
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Posted - 2013.08.02 16:40:00 -
[222] - Quote
Gospadin wrote:small/medium active armor repairers are already more efficient than small/medium shield boosters, why would they make it MORE out-of-whack?
For T2 and faction modules, two reppers have almost exactly the same rep:cap as a shield booster and an SBA. They also have extremely similar rep/boost per second. The shield modules have the advantage of boosting immediately and a shorter cycle time, while the armor modules have the advantage of much easier fitting stats and the fact that you can fit them singly and still have it be good individually.
For deadspace modules, this balance is utterly destroyed. The best deadspace armor reppers are a 30% (medium) to 40% (large) increase in rep:cap from faction armor reppers. The best deadspace shield booster plus best deadspace SBA results in a 218% (medium) to 298% (XL) increase in boost:cap from faction shield boosters. A T2 XLSB and T2 SBA is almost identical in effectiveness to two Large Armor Repairer IIs, but a Gist-X XLSB and a Ptih-X SBA boosts 2.12 times as effectively as two Centus-X Large Armor Repairers. |
Cearain
Black Rebel Rifter Club The Devil's Tattoo
1042
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Posted - 2013.08.02 16:45:00 -
[223] - Quote
Trifle Donier wrote:Cearain wrote:Gang links give bonus to local reps. Therefore giving bonuses to local reps boosts gang links.
Its time to post the numbers. This like every boost to active tanking is a ninja boost to ogb alts. Not if you nerf said links at the same time as you boost local reps. Hint: read the links thread.
You clearly don't understand the shell game being played.
This post dev post goes with the changes to ganglinks. The reason it goes together is because it mitigates the nerf to ogbs.
Its like they nerf the drake by giving it a decrease in range on missiles but then buff the heavy missile and heavy assault missile damage. End result is it looks like a real nerf to the drake but at best its very minor indeed.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Pelea Ming
Prostitutes Are Always Wlling Care Factor
311
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Posted - 2013.08.02 16:52:00 -
[224] - Quote
SHield tanks are still notably more powerful then armor tanks for a variety of reasons, why not give shield reps a slightly smaller boost then armor reps? |
Leskit
The Night Wardens Viro Mors Non Est
39
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Posted - 2013.08.02 16:55:00 -
[225] - Quote
CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after. I fail horribly at that type of stacking math. so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?
Thanks |
Cearain
Black Rebel Rifter Club The Devil's Tattoo
1042
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Posted - 2013.08.02 16:59:00 -
[226] - Quote
Leskit wrote:CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after. I fail horribly at that type of stacking math. so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?
Thanks
This but not just rep speed. Assume full ogb bonuses. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Xequecal
Ministry of War Amarr Empire
26
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Posted - 2013.08.02 17:00:00 -
[227] - Quote
Pelea Ming wrote:SHield tanks are still notably more powerful then armor tanks for a variety of reasons, why not give shield reps a slightly smaller boost then armor reps? Like, say, 10%? or 12.5%?
Aside from the ancillary shield boosters (which aren't getting buffed) and the Gist line of shield boosters, which also aren't getting boosted, shield really isn't better than armor. |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
306
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Posted - 2013.08.02 17:08:00 -
[228] - Quote
I hope there is going to be a module tiercide or rebalance soon then.
I find it really annoying that faction and deadspace modules are all over the place with regards to fitting/effectiveness.
I hate the way some modules are easier to fit and have the best stats. I would far prefer:
One type easy to fit
One type excellent performance
One type an all rounder but not easy to fit and not best performance |
Tobias Hareka
Republic Military School Minmatar Republic
64
|
Posted - 2013.08.02 17:13:00 -
[229] - Quote
Xequecal wrote:Pelea Ming wrote:SHield tanks are still notably more powerful then armor tanks for a variety of reasons, why not give shield reps a slightly smaller boost then armor reps? Like, say, 10%? or 12.5%? Aside from the ancillary shield boosters (which aren't getting buffed) and the Gist line of shield boosters, which also aren't getting boosted, shield really isn't better than armor.
T2 X-Large w/ T2 shield boost amp vs T2 LAR
Fight!
Not to even mention you can fit X-L booster to cruisers... |
Leskit
The Night Wardens Viro Mors Non Est
40
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Posted - 2013.08.02 17:15:00 -
[230] - Quote
Cearain wrote:Leskit wrote:CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after. I fail horribly at that type of stacking math. so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?
Thanks This but not just rep speed. Assume full ogb bonuses. the reason i left resists off was more for consistency-the resists varying by ship hull will change the amount, but yeah, it would be nice to have numbers for all of it. |
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Xequecal
Ministry of War Amarr Empire
26
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Posted - 2013.08.02 17:16:00 -
[231] - Quote
Tobias Hareka wrote:Xequecal wrote:Pelea Ming wrote:SHield tanks are still notably more powerful then armor tanks for a variety of reasons, why not give shield reps a slightly smaller boost then armor reps? Like, say, 10%? or 12.5%? Aside from the ancillary shield boosters (which aren't getting buffed) and the Gist line of shield boosters, which also aren't getting boosted, shield really isn't better than armor. T2 X-Large w/ T2 shield boost amp vs T2 LAR Fight! Not to even mention you can fit X-L booster to cruisers...
Yes. comparing two modules to one module is extremely honest. I'm floored by your amazing argument. Why don't you ready my previous two posts and try again? |
Tsubutai
Drifting Falling
246
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Posted - 2013.08.02 17:16:00 -
[232] - Quote
Leskit wrote:CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after. I fail horribly at that type of stacking math. so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?
Thanks In the simplest possible case (assuming no resist modules on the tanking ship to avoid complications arising from stacking penalties), current tanking links increase the strength of an active tank by a factor of 2.36. After the change, a full suite of tanking links will only increase local tank strength by a factor of 1.82 (if boosted by a maxed-out command ship) or 1.77 (if boosted by a maxed out T3). Combined with the 15% increase in local tanks due to the repper buff, this means that a boosted local tank after the patch will be 2.09 times stronger than an unboosted local tank on TQ today if the bonuses are coming from a command ship, and around 2.03 times stronger than an unboosted local tank today if the bonuses are coming from a T3.
TL,DR - after Odyssey 1.1, linked active armor tanks will be around 14-15% weaker than they are on TQ today. |
Tobias Hareka
Republic Military School Minmatar Republic
64
|
Posted - 2013.08.02 17:22:00 -
[233] - Quote
Xequecal wrote:Yes. comparing two modules to one module is extremely honest. I'm floored by your amazing argument. Why don't you ready my previous two posts and try again?
T2 X-L booster Cyclone vs T2 LAR Harbinger |
Xequecal
Ministry of War Amarr Empire
26
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Posted - 2013.08.02 17:35:00 -
[234] - Quote
Tobias Hareka wrote:Xequecal wrote:Yes. comparing two modules to one module is extremely honest. I'm floored by your amazing argument. Why don't you ready my previous two posts and try again? T2 X-L booster Cyclone vs T2 LAR Harbinger
Ok, first of all, you're comparing a ship with a boosting bonus to a ship without a rep or resist bonus, which is highly dishonest to begin with.
Second, any viable XLSB Cyclone fit has no SBA, because the first Invuln II is better than an SBA. It's pretty comparable to say a triple rep Myrmidon, due to the much lower fitting on the medium reps. XLSB cyclone will need CPU fitting mods to fit a full rack of launchers and BCSes for sure. |
MeBiatch
Republic University Minmatar Republic
1191
|
Posted - 2013.08.02 17:36:00 -
[235] - Quote
Spugg Galdon wrote:I hope there is going to be a module tiercide or rebalance soon then.
I find it really annoying that faction and deadspace modules are all over the place with regards to fitting/effectiveness.
I hate the way some modules are easier to fit and have the best stats. I would far prefer:
One type easy to fit
One type excellent performance
One type an all rounder but not easy to fit and not best performance
indeed i am hopping for something akin to guns in dust 514... where each one is good in its own reguard and there is not just one best. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
Tobias Hareka
Republic Military School Minmatar Republic
64
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Posted - 2013.08.02 17:40:00 -
[236] - Quote
Xequecal wrote:Tobias Hareka wrote:Xequecal wrote:Yes. comparing two modules to one module is extremely honest. I'm floored by your amazing argument. Why don't you ready my previous two posts and try again? T2 X-L booster Cyclone vs T2 LAR Harbinger Ok, first of all, you're comparing a ship with a boosting bonus to a ship without a rep or resist bonus, which is highly dishonest to begin with. Second, any viable XLSB Cyclone fit has no SBA, because the first Invuln II is better than an SBA. It's pretty comparable to say a triple rep Myrmidon, due to the much lower fitting on the medium reps. XLSB cyclone will need CPU fitting mods to fit a full rack of launchers and BCSes for sure.
Exactly the point. You need 3 repairers + rep bonus to match Cyclones repping power with only one shield booster. |
Xequecal
Ministry of War Amarr Empire
26
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Posted - 2013.08.02 17:41:00 -
[237] - Quote
Tobias Hareka wrote:Xequecal wrote:Tobias Hareka wrote:Xequecal wrote:Yes. comparing two modules to one module is extremely honest. I'm floored by your amazing argument. Why don't you ready my previous two posts and try again? T2 X-L booster Cyclone vs T2 LAR Harbinger Ok, first of all, you're comparing a ship with a boosting bonus to a ship without a rep or resist bonus, which is highly dishonest to begin with. Second, any viable XLSB Cyclone fit has no SBA, because the first Invuln II is better than an SBA. It's pretty comparable to say a triple rep Myrmidon, due to the much lower fitting on the medium reps. XLSB cyclone will need CPU fitting mods to fit a full rack of launchers and BCSes for sure. Exactly the point. You need 3 repaires + rep bonus to match Cyclones repping power with only one shield booster.
The cyclone needs fitting mods to make an XLSB work, the Myrmidon doesn't need them for its rep fit. |
Cearain
Black Rebel Rifter Club The Devil's Tattoo
1043
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Posted - 2013.08.02 17:43:00 -
[238] - Quote
Tsubutai wrote:Leskit wrote:CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after. I fail horribly at that type of stacking math. so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?
Thanks In the simplest possible case (assuming no resist modules on the tanking ship to avoid complications arising from stacking penalties), current tanking links increase the strength of an active tank by a factor of 2.36. After the change, a full suite of tanking links will only increase local tank strength by a factor of 1.82 (if boosted by a maxed-out command ship) or 1.77 (if boosted by a maxed out T3). Combined with the 15% increase in local tanks due to the repper buff, this means that a boosted local tank after the patch will be 2.09 times stronger than an unboosted local tank on TQ today if the bonuses are coming from a command ship, and around 2.03 times stronger than an unboosted local tank today if the bonuses are coming from a T3. TL,DR - after Odyssey 1.1, linked active armor tanks will be around 14-15% weaker than they are on TQ today.
So if we isolate the local rep bonus would this be accurate?
Assume regular incursus with no links is tanking 100 dps. After this local rep bonus it will tank 115 dps.
The exact same incursus with a fully bonused t3 ship would be tanking 177 dps without this local bonus. With the local bonus it will tank 203 dps.
So this bonus adds 26 dps of tank to the linked ship but only 15 dps to the unlinked ship.
This local tank bonus effectively mitigates the "nerf" to t3 ogb tank bonuses by 39%.
I think the nerf to ogbs was way too weak and doesn't need to be mitigated.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Tobias Hareka
Republic Military School Minmatar Republic
64
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Posted - 2013.08.02 17:49:00 -
[239] - Quote
Xequecal wrote:The cyclone needs fitting mods to make an XLSB work, the Myrmidon doesn't need them for its rep fit.
You need 3% PG implant to fit those repairers. |
Sigras
Conglomo
479
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Posted - 2013.08.02 18:05:00 -
[240] - Quote
Cearain wrote:Tsubutai wrote:Leskit wrote:CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after. I fail horribly at that type of stacking math. so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?
Thanks In the simplest possible case (assuming no resist modules on the tanking ship to avoid complications arising from stacking penalties), current tanking links increase the strength of an active tank by a factor of 2.36. After the change, a full suite of tanking links will only increase local tank strength by a factor of 1.82 (if boosted by a maxed-out command ship) or 1.77 (if boosted by a maxed out T3). Combined with the 15% increase in local tanks due to the repper buff, this means that a boosted local tank after the patch will be 2.09 times stronger than an unboosted local tank on TQ today if the bonuses are coming from a command ship, and around 2.03 times stronger than an unboosted local tank today if the bonuses are coming from a T3. TL,DR - after Odyssey 1.1, linked active armor tanks will be around 14-15% weaker than they are on TQ today. So if we isolate the local rep bonus would this be accurate? Assume regular incursus with no links is tanking 100 dps. After this local rep bonus it will tank 115 dps. The exact same incursus with a fully bonused t3 ship would be tanking 177 dps without this local bonus. With the local bonus it will tank 203 dps. So this bonus adds 26 dps of tank to the linked ship but only 15 dps to the unlinked ship. This local tank bonus effectively mitigates the "nerf" to t3 ogb tank bonuses by 39%. I think the nerf to ogbs was way too weak and doesn't need to be mitigated. yes, your math is correct, but youre looking at it the wrong way.
if a ship tanks 100 DPS with the old links it would tank 100 * 2.36 = 236 from a max bonused T3 (right now) with the new local bonus the ship will tank 115 DPS with the new links, it will tank 115 * 1.82 = 209.3
not only is this way less, its also way less of a difference |
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