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*post Updated* Latest News Regarding Upcoming Skill Tree Pts


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#221 Edward Hazen

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Posted 24 February 2017 - 01:14 AM

View PostSuperFunkTron, on 23 February 2017 - 11:08 AM, said:

So which part of being compensated your full investment is offensive to you?

Edit: Merriam Webster provides this definition: "acquire complete knowledge or skill in". Complete is the operating word here, so using our logic skills, we can apply that to the new system. A COMPLETE acquisition of upgrades (maxed out, fully upgraded, all modules slots maximized) for a mech would be a very clear way to define what "mastered" is.

A mech that is not completely upgraded ( a mech without modules in the current system as their is still room to upgrade) is technically not "mastered".


Honestly, they do need to put a clock on the GD hud! My car has a clock, why doesn't a mech?

#222 Jape

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Posted 24 February 2017 - 02:53 AM

Having a respec-cost does not promote build diversity. It does the exact opposite. People are going to start using cookie-cutter builds that are posted somewhere instead of freely experimenting on their own.

One of the best qualities of this game (for me at least) is that it is free and easy (once everything is unlocked) to try new builds. Having a cost to do so would make this game require much more play-time, which some of the less hardcore players probably don't have.

The biggest reason why I don't play Path of Exile is the reason that trying new builds takes way too much time and effort. I hope this game does not go in that direction.

#223 Altair Proxy

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Posted 24 February 2017 - 03:12 AM

Dear PGI. Thanks for listening to the community and making some great changes.

I believe there is one more significant change the community is calling for that needs to be made. We need a skill tree, not a skill spider.

The current system allows me to work towards radar deprivation. Your proposed new systems requires me to spend time grinding towards radar derp spending money and XP on things I don't want to get there. In addition, having to purchase things I don't want utilises slots I would rather use on other things.

This skill spider potentially looks like a cynical money grab on your end.

#224 Aramuside

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Posted 24 February 2017 - 05:09 AM

View PostSuperFunkTron, on 23 February 2017 - 11:07 AM, said:

Way too long, didn't read:


Yes we figured out very quickly you didn't care what none except yourself was posting.

Amusingly you have the longest posts on this thread.....

#225 SuperFunkTron

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Posted 24 February 2017 - 07:11 AM

View PostAramuside, on 24 February 2017 - 05:09 AM, said:


Yes we figured out very quickly you didn't care what none except yourself was posting.

Amusingly you have the longest posts on this thread.....

Writing detailed responses point by point is hardly the same as not caring what other people post.... And in case it wasn't clear, the stab was at myself, knowing that I have long posts and saving those uninterested in that debate space that they wouldn't have to scroll through.

#226 WarHippy

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Posted 24 February 2017 - 09:11 AM

View PostSuperFunkTron, on 23 February 2017 - 01:33 PM, said:

It's good to know that you'll skip addressing calculations comparing cost effectiveness of the new and old systems and ignore points made about how it levels the playing field for new players.

I didn't decide on the definition, Merriam Webster did, and a logical deduction can be made that PGI has at least similar sentiment since they are not just transferring a Master Badges over directly. You can argue with the dictionary and eventually PGI's choice of words, but as of the notes we have for the 2nd PTS iteration, it looks that they do not see XP only mastery as being an equivalent to mastery in the PTS. Consideration for players who invested in maximizing mechs by purchasing modules instead of buying more mechs is just as important as considering players who bought many mechs but few modules. Yes, those are personal choices, but those who bought mechs instead of modules just spent their in come differently than those who added modules to max out their mechs. Telling them that the 21 million c-bills per mech they spent is no more valuable than the than mechs that have full XP trees would be a case of clear devaluation of time and effort, a 1:1 refund of the c-bills you spent and get reimbursed by no mathematical means provides a basis for devaluation, especially in the context that modules will be a fraction of the price in the new system.

I understand that you are upset that you won't have all the c-bills to Master mechs that you only XP mastered before, but if you use things like math to make a numbers comparison, a dictionary to define "mastered", logic to understand why PGI is only reimbursing you what you put in as opposed to transferring a status that doesn't directly translate into the new system, all the while decreasing upgrade disparity through reducing the c-bill cost to truly master a mech by no less than 70%, it is clear that you are focused on the loss of a universal Badging system that you invested a small amount of c-bills into. Telling the guys with 200 modules that their c-bill investment was a waste because those who wanted to transfer Master Badges is the only devaluation that could happen.

Could you explain precisely what is not being fully compensated? C-bills, XP, and GXP you spent are coming back 100%. Could you explain why a mech that is not 100% mastered should receive 100% upgrades by default? What do you tell the guys who paid for the modules? We're running in circles because of the omission of facts here.
The cumulative improvement offered by modules is not insignificant, even if one chooses not to use them. Modules like Seismic sensor and radar deprivation provide invaluable benefits and only take up 2 of 5 slots.



If you guys are so concerned about not having any c-bills to upgrade when the new system comes in, just start earning and saving them now. Assuming you have zero modules, you'll get 5 modules at about 25% of the price included with those upgrades with wit only a 25% increase to XP. That means that in the new system each XP point is providing you an a value of approximately 1,000 cbills to FULLY upgrade your mech, allowing you to use the extra 16 million per mech toward upgrading other mechs. I am far from a mathematician, but its not hard to demonstrate these values.

Telling us its not fair without providing logic or fact behind it doesn't provide any real sympathy or understanding for your perspective.

Edit: To reinforce the power of logical deduction and looking at a combination of adjustments as opposed to isolated conversions, Russ just posted this yesterday on twitter:
Russ Bullock@russ_bullock

@HighlighterFTW keep in mind mastered in new system does not = old system
All I can say at this point is reading comprehension is clearly not something you excel at. Take your dictionary example

(Edit: Merriam Webster provides this definition: "acquire complete knowledge or skill in". Complete is the operating word here, so using our logic skills, we can apply that to the new system. A COMPLETE acquisition of upgrades (maxed out, fully upgraded, all modules slots maximized) for a mech would be a very clear way to define what "mastered" is.)

Acquiring complete knowledge or skill does not require "upgrades" to said item, nor does it require a financial contribution in order to gain that knowledge or skill. Only time spent and practice are required to attain knowledge and skill. Like I have said several times here YOU do not get to decide on the definition. With your "logic" being mastered is dynamic in that it is mastered only when modules are attached to it and not mastered when they are removed. Doesn't seem like knowledge or skill was was truly acquired if all it takes to lose it is for something arbitrary to be removed.

That being said I don't care that the new system requires more work to be "mastered" I just have a problem with being locked out of what was already earned.

View PostSuperFunkTron, on 23 February 2017 - 06:03 PM, said:

The in game currencies that designate value for time invested (c-bills spent on modules, XP, and GXP) are being returned to you at 100%. I think you might be referring to a status not translating directly into the new system the way you want as the issue. Even if we tried to force a direct equivalence, having only XP mastery does not equate to XP mastery plus full module upgrades. if the new system denotes a mech being mastered at 91 nodes, but only XP mastery from the current system translates into 50 nodes of value, how do you justify demanding a fully mastered mech in the new system?
The modules are not really the concern it is those ~50 points in the new system that we can't purchase. The refund of XP is useless without the C-bills to use it. That is why people are frustrated with this system. They are effectively having time spent nullified.

View PostSuperFunkTron, on 23 February 2017 - 01:33 PM, said:

This is where those who don't agree with you are at. If I chose to max out my mechs by purchasing more modules at a huge cost rather than buying new mechs, why should the guy who didn't buy modules get the same value returned to him as I did? This is not an attack at you but rather the pragmatic issue at hand. Do you have an alternate solution as to what to offer all of those players who invested heavily in c-bills and would have their investment devalued by over valuing the XP only investment of those who mastered but did not max out a mech?
Blame PGI for that. They are the ones that created module swapping as a feature and emphasized mech purchses as their way to make money. It isn't pragmatic to punish customers that followed the rules and in a lot of cases paid a great deal of money at the same time.

View PostSuperFunkTron, on 23 February 2017 - 01:33 PM, said:

Do you have another idea that would allow for new players to max out a mech so as to even the playing field with those who invested a large amount of c-bills in modules?

If you have a clear plan that does not devalue the c-bill investment of those who invested heavily in modules, allows players with lesser resources to even out their mechs with more resources, and somehow provides allows players with large stables to comparably upgrade their mechs (only about half of the upcoming node limit), all while being fair, I would like to know it and will even start to lobby for it mercilessly.

Until you provide that concept, the current full reimbursement of resources invested in upgrades is as fair as it gets when switching to a system that doesn't allow for direct translation.
As has been mentioned before here and in other places the only real solution is to have skill nodes that involve modules be the only ones that cost c-bill while all other skill nodes only cost XP. That way anyone that bought all of their modules for every mech will still be able to rebuy those skills for all of their mechs, and anyone that only swapped will at least be able to purchase for some of their mechs while not being locked out of all of the other skills that cost XP for their mechs.

View PostWintersdark, on 23 February 2017 - 07:05 PM, said:

When all is said and done...

I'd prefer to be able to get my mechs where they were, because as a pokemech collector and whale of 5 years I have a HELL of a lot of mechs, and they're nearly all mastered currently but absolutely will not be in the new system.

HOWEVER.

Everything I've spent is being fully refunded. I will be losing "skills" on mechs that I have right now (as there's no way I'll be able to afford to buy them all anew) I'm not broken hearted about that. I'll absolutely have enough to get a few dozen mechs remastered thanks to the module refunds (of which I don't have zounds, as I've never really cared much about modules).

*shrugs* The rest I'll get skilled up over time. At least I've got essentially an unlimited pool of XP sitting around, so cbills are the only stumbling block.

I don't even really know a good solution, though, for those of us with LOTS of mastered mechs, few modules, and no cbills on hand. I understand why they want cbills involved in the skillup cost with the new system though, and at least it's a one-time cbill cost per mech. Ah well. I can live with it.




I am curious, though, what the cbill cost to get my mechs to their current efficiency will be, counting pilot skills but no modules and no new skills. When the new PTS launches, the first thing I'm going to do is figure out an "equivilancy" cost to the current system, because that's pretty relevant. What you call mastery or whatever doesn't matter; just how much it costs to get to where you where.

That way, we can at least push for a cbill bonus equal to the cost to get back currently earned functionality, ignoring labels.

That is pretty much exactly what I have been talking about here. Refunds of XP etc. are meaningless if we are not able to then use that XP because of the new added cost of purchasing skill nodes. I don't really care about the modules or some nonsense title of "mastered" like SuperFunkTron seems to think I am obsessed with. I just want the time and energy spent on this game to not be rendered void. Although, I do also take issue with any cost for respecs as I find that counterproductive and distasteful. There is a reason a lot of games that had costs for respecs did away with those systems.

Edited by WarHippy, 24 February 2017 - 09:20 AM.


#227 Scarfoot

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Posted 24 February 2017 - 09:12 AM

As stated before I like most of the changes they plan, let's see how the second skilltree PTS will work out. With some more feedback and piranhagames listening to the feedback the new skilltree got a lot potential.

What I would like to see is the possibility to change the mech variant after the map vote, like it is possible in FP with the drop decks.

If you can choose between the variants of the mech you own we well have a really good reason to actually get mechpacks. And all the mechpacks we needed to master a mech will make sense, as you can switch to a build more appropriate for the map and/or gamemode.

Any thoughts on that?

Edited by Scarfoot, 24 February 2017 - 09:13 AM.


#228 Danger Dave

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Posted 24 February 2017 - 09:20 AM

View PostWarHippy, on 24 February 2017 - 09:11 AM, said:

That is pretty much exactly what I have been talking about here. Refunds of XP etc. are meaningless if we are not able to then use that XP because of the new added cost of purchasing skill nodes. I don't really care about the modules or some nonsense title of "mastered" like SuperFunkTron seems to think I am obsessed with. I just want the time and energy spent on this game to not be rendered void. Although, I do also take issue with any cost for respecs as I find that counterproductive and distasteful. There is a reason a lot of games that had costs for respecs did away with those systems.



This is pretty much my stance. I'll reserve my judgement till after the next PTS but I have a gut feeling its going to suck. Just seems a waste to have mastered so many mechs, Maybe if there was a hybrid skill set for after Mastered? I dunno. I will see how the next PTS goes.

#229 WarHippy

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Posted 24 February 2017 - 09:27 AM

View PostDanger Dave, on 24 February 2017 - 09:20 AM, said:



This is pretty much my stance. I'll reserve my judgement till after the next PTS but I have a gut feeling its going to suck. Just seems a waste to have mastered so many mechs, Maybe if there was a hybrid skill set for after Mastered? I dunno. I will see how the next PTS goes.

Yeah, I want to try it out, and I think we are moving in the right direction. My problem is that all of the potential good is going to be brushed aside by some really poorly thought out systems that do far more harm than good. In a vacuum these changes are mostly fine, however within the context of this games history some of these changes are potentially disastrous.

#230 Fr0z7y

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Posted 24 February 2017 - 09:54 AM

so if there is still 91 skill nodes without any skill nodes pre installed into any mechs currently coinciding with their quirks, then with a mech stable of 99 mechs where i play at least 50% of those mechs, im looking at 270,270,000 c-bills along with whatever the xp amount is, i didn't run the numbers on that, i literally just checked on the c-bills to see how bad this is going to be for me. considering that out of those 99 mechs, 97 of them are inner sphere, i can only play inner sphere faction warfare unless i buy a couple more clan mechs or use some of the trial mechs.

what this means is: i will lose easily more than 50% of my matches or only play during certain times of the day, which even during losing matches playing only premium mechs (+30%cb boost) and premium time, while still trying to be a team player, i can only account for 250k a match on average playing full strength on a good game, running roughly the full length. if it is a rofl stomp, which will be most of the time, i might as well have played quick play and made about the same in c-bills.

it means that even though yes you want us to pay for mechs, you want us to pay for mc, you want us to give you money, i have no problem with that, but this making us pay to drop nodes into inherent quirks that should be on the mechs we paid for already is a bit bad. nigh, it's kind of bad business ethics really.

consider that we had to outfit each mech with different weapons, engines, removing the ferro fibros and endo and replacing it and buying standard engines and buying xl engines, putting on artemis and removing artemis, acquiring large stocks of one weapon and then others due to nerfs and buffs going around constantly like a kid hitting at a pinata with a nerf bat, making it clueless to us as to what weapon systems will end up good and what ones will not, means that selling weapons/engines/mechs to make up for the skill node cost is almost insane if not straight up like drinking bleach and calling it wine.

what that also means is that only some people who like myself have been playing from the beginning but instead of trying different configurations, just did the meta, those few players will obviously have c-bills, clanners who paid for the mechs and just rofl stomp innersphere will have c-bills, large units that rofl stomp in pug matches of both cw and quickplay that have been around for a long time will have those c-bills, which honestly, i don't know how large of a player base that is..

am i crying like a little girl that just got her candy stolen, probably, in the eyes of the aforementioned players.

yes i own two clan mechs now, and i feel dirty, cause clan mechs built right run cool and are easy mode beyond anything inner sphere could come close to.

i don't know if you see it, so i will try to explain it in another way if you do read this.

lets take a hunchback that has the ac20 perks for example. obviously that thing was made for autocannons, and it should have quirks built into it for that mech considering you don't have a "brand" of ac20 that it runs off the assembly line with like in lore, you instead gave it quirks tailored to it, so it could also be "slightly" in line with being competitive to clans, in a slightly laughable plausible way, and that has made it work in the hands of a skilled pilot.

removing such quirks, then charging c-bills most players dont have or wont have, along with skill points, to put nodes into those exact same quirks soon to be known as skill nodes, is kind of weird.

if you are wondering why a lot of people are upset or have said something about this, let's look at how many c-bills i do have at the time of writing this: 31ish million. not many modules, so that might go up to about another 50 million with the refund of the modules. i might make another 20 million or more if i play casually in qp maybe 50 if i grind in cw and don't do anything else, play any other games, or anything else but do inner sphere matches (granted im in a merc group and we might flip to clans), which if we do go to clans we stand to make double that or more if i drop nothing but clans..

i know that those that have more mechs than i will also be a bit upset as they have also been around for as long as i have, and some of them i have read, don't have the time or c-bills to rebuy skills in those mechs.

what you will end up with is that those mechs will not get played, ever. we won't care to put skill points into a non meta mech, a mech that has hardpoints that are wonky, if you don't release mechs that have favorable hardpoints inherent movement bonuses & hitboxes then those mechs and mech packs will not sell except to those hardcore fans. it's not going to go over well except for with those that are looking at me and calling me a cry baby for not having the c-bills stocked up and saved up.

i really do hope you look at what i have wrote, and see what i am getting at and find time to read other comments and see that what i am saying is not gibberish to be laughed at and ignored.

i also would like to thank you in advance for spending the time to read this, as i know everyone's time is important.

#231 IronEricP

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Posted 24 February 2017 - 11:57 AM

Fr0z7y

As far as i recall, some mechs are looking to have reduced quirks since the new skill tree allows them to have MORE upgrades to their weaponry than the previous quirks/modules combined (except cooldown). This actually made some weapons more efficient overall via better spread, velocity, range, etc... But nearly all of those quirks remained in place, mostly they were scaled back slightly to prevent instant OP options.

As to the rest of the post; eh, I don't have a lot of C-bills at the moment either. But to be honest, I'm looking forward to a more meaningful grind where the C-bills and XP I earn go right back into my faves, rather than having to set it aside to buy 2 more variants I may or may not be interested in. I want to see what new roles I can fill with mechs I already enjoy playing, creating ability combinations that were impossible with the limited spread of the module system.

I'm going to look at this like any online game where the level cap got raised. Getting to the peak again is both part of the challenge and the fun; and at the end of it my build may end up different because of something I learned along the way. And to anyone worried about spending a few c-bills to re-spec, keep this in mind: they dropped repair costs years ago and don't charge us to install weaponry. I'd say we've got it easy. (and if anyone doesn't believe me, look up mech customization in Mechwarrior 2: Mercenaries Posted Image)

#232 Appogee

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Posted 24 February 2017 - 12:21 PM

So I guess we're not getting the new PTS for the weekend.

#233 Cy Mitchell

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Posted 24 February 2017 - 12:37 PM

View PostAppogee, on 24 February 2017 - 12:21 PM, said:

So I guess we're not getting the new PTS for the weekend.


To soon to say that. On Feb 8th the patch for the PTS was released at 3PM PST. So, we have another 2 1/2 hours until then. I am still hopeful that we will have it to check out this weekend.

#234 Skrapha

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Posted 24 February 2017 - 12:39 PM

Hello all,

I wonder how the current elite speed tweak will be handled? Will It have the same percentage increase like the current setup, or will you be able to push it further? Will the end result after going through all the nodes be faster than a current elite mech? It looks like the Time to Kill will increase as well, with battles and knife fights lasting twice as long, due to the Armour and structure nodes. I'm wondering how this will effect overall game play, since you will need to bring more ammo for ballistics and missiles, and the move away from large alphas and large ballistics to sustained DPS, due to the increase in Armour. This might not happen this way, but I for one am excited to see how the game evolves after the new skill tree drops....excited, but weary....happy that I might not have to keep buying three of a kind to elite, but weary of the monsters that this could create, and that I might face in battle....

Blood for the blood god,
skulls for the skull throne!

#235 WarHippy

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Posted 24 February 2017 - 12:39 PM

View PostAppogee, on 24 February 2017 - 12:21 PM, said:

So I guess we're not getting the new PTS for the weekend.

Has that been announced or is that speculation?

#236 WarmasterRaptor

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Posted 24 February 2017 - 01:07 PM

View PostWarHippy, on 24 February 2017 - 12:39 PM, said:

Has that been announced or is that speculation?


Like pretty much 95% of the forums : speculation. Posted Image

#237 Trev Firestorm

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Posted 24 February 2017 - 01:15 PM

View PostSuperFunkTron, on 23 February 2017 - 06:03 PM, said:

The in game currencies that designate value for time invested (c-bills spent on modules, XP, and GXP) are being returned to you at 100%. I think you might be referring to a status not translating directly into the new system the way you want as the issue. Even if we tried to force a direct equivalence, having only XP mastery does not equate to XP mastery plus full module upgrades. if the new system denotes a mech being mastered at 91 nodes, but only XP mastery from the current system translates into 50 nodes of value, how do you justify demanding a fully mastered mech in the new system?

This is where those who don't agree with you are at. If I chose to max out my mechs by purchasing more modules at a huge cost rather than buying new mechs, why should the guy who didn't buy modules get the same value returned to him as I did? This is not an attack at you but rather the pragmatic issue at hand. Do you have an alternate solution as to what to offer all of those players who invested heavily in c-bills and would have their investment devalued by over valuing the XP only investment of those who mastered but did not max out a mech?

Do you have another idea that would allow for new players to max out a mech so as to even the playing field with those who invested a large amount of c-bills in modules?

If you have a clear plan that does not devalue the c-bill investment of those who invested heavily in modules, allows players with lesser resources to even out their mechs with more resources, and somehow provides allows players with large stables to comparably upgrade their mechs (only about half of the upcoming node limit), all while being fair, I would like to know it and will even start to lobby for it mercilessly.

Until you provide that concept, the current full reimbursement of resources invested in upgrades is as fair as it gets when switching to a system that doesn't allow for direct translation.

And where do you get the idea I'm asking for a fully mastered mech? I specifically stated I'm looking to have equivalence to my current mech performance, which cannot be achieved if I am only getting xp back while expected to pay both XP and Cbills for what I currently have paid for using just XP.

Edit: And as to how to deal with the investment differential, my simple idea for that is contained within the post you quoted, keep the module costs attached to the module nodes, you can pick them up again as before (along with standard xp only nodes) and I can ignore them as I have all along without getting punished for it.

Edited by Trev Firestorm, 24 February 2017 - 01:25 PM.


#238 C E Dwyer

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Posted 24 February 2017 - 01:32 PM

Waiting on the PTS to go green

#239 Appogee

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Posted 24 February 2017 - 02:11 PM

View PostRampage, on 24 February 2017 - 12:37 PM, said:


To soon to say that.

Is it still too soon™ to say that?

When PGI says something may be available late this week, maybe next week, it's usually next week.

Edited by Appogee, 24 February 2017 - 02:12 PM.


#240 Glaive-

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Posted 24 February 2017 - 03:30 PM

PGI giv updat pls

I crave the exact update information for theorycrafting purposes





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