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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
8
|
Posted - 2013.05.11 08:37:00 -
[1] - Quote
Hello,
Percentage eliminates the need to have to balance PWGRD/CPU or the need to eliminate slots and anger the mob. percentage gives equality. Those with higher base stats get a bigger amount of bonus than those with lower base stats. keeping the game fair for those who choose to be a walking fortress (heavies are slow) and still maintaining a sense of balance towards each class. A scout will always be a scout and will not be able to tank like an assault. Assaults and logi's will never have the tank of a heavy and heavies will retain their crown as the hardest nut to crack.
With this change if you place a module that gives a 25% increase in armor HP the highest gains will be for the suit that is specialized in actually having the highest armor.
Summary
- Make shield and armor modules give HP based on percentage and not a set amount.
**This way suits with low natural HP can never outmatch suits with higher natural HP.
- Make stacking penalties a bit harsher on these modules to deter players from equipping 4 shield extenders for example
Stacking penalties as per eve examples are:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3d mod:: = 57,1% - eliminate this percentage drop and skip to the fourth percentage drop
- 4th mod: = 28,2%
- 5th mod: = 10.5992% - eliminate this percentage drop and skip to the next percentage drop
- 6th mod: = 2.99912%
Stacking penalty suggestion for Dust HP modules:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3rd mod: = 28,2%
- 4th mod: = 2.99912%
- 0% increase
* as you can see it's not worth putting in the third or fourth modules unless your suit can actually get any benefit from it.
logi level 5 suit has 180 armor, if you fit 1 complex armor plate you basically double it's HP and if you put a second one on there you triple it. making it have almost the same HP as a heavy without the slow speed of the heavy. This does not include high slot modules such as shield extenders.
A heavy sentinel suit has 405 armor and if you put a complex armor plate you just added 25% more HP to the armor and it only has 4 lows and 1 high with a slow speed which means less damage evasion.
The simple concept is that if you are in a heavy suit, there is more of you onto which you have to place armor plates, therefore they should have more hp than smaller variants when equipped with these.
|
Jotun Hiem
The Tritan Industries RISE of LEGION
658
|
Posted - 2013.05.11 08:41:00 -
[2] - Quote
Won't lie, I really like this idea. |
Darius Ashran
BetaMax. CRONOS.
23
|
Posted - 2013.05.11 08:59:00 -
[3] - Quote
While I did not expect it initially given the tripe we normally get in regards to balance. This is actually a very solid and even handed piece of feedback and would be a reasonable compromise. While I Don't agree all HP mods need to be % based i do agree we need this variety of HP module. We have them in eve and they fill a very respectable niche in fittings.
However I do like the idea of changing the stacking penalty in general. It so easy now with anything that has 3 high slots or more to stack 3-4 complex damage mods. Its almost insane not to. I think this would bring a better balance to that as well should they alter the stacking penalty equation.
On a side note I really wish more people would give well reasoned objective feedback like this. This is what CCP and Dust need if we want to see real improvement. User feedback without someone whining about how this will effect X favorite toy and considering how it would effect the game and overall game play beyond them.
1+ for common sense |
mystus no1
Industrie und Handels Konsortium Tribunal Alliance
1
|
Posted - 2013.05.11 11:03:00 -
[4] - Quote
Interesting thoughts. You have my thumb up. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
272
|
Posted - 2013.05.11 11:04:00 -
[5] - Quote
Why don't just make logi slower than assaults like they were before uprising? |
Eddie Rio
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
|
Posted - 2013.05.11 11:12:00 -
[6] - Quote
XxGhazbaranxX wrote:Hello, Percentage eliminates the need to have to balance PWGRD/CPU or the need to eliminate slots and anger the mob. percentage gives equality. Those with higher base stats get a bigger amount of bonus than those with lower base stats. keeping the game fair for those who choose to be a walking fortress (heavies are slow) and still maintaining a sense of balance towards each class. A scout will always be a scout and will not be able to tank like an assault. Assaults and logi's will never have the tank of a heavy and heavies will retain their crown as the hardest nut to crack.
With this change if you place a module that gives a 25% increase in armor HP the highest gains will be for the suit that is specialized in actually having the highest armor.
Summary
- Make shield and armor modules give HP based on percentage and not a set amount.
**This way suits with low natural HP can never outmatch suits with higher natural HP.
- Make stacking penalties a bit harsher on these modules to deter players from equipping 4 shield extenders for example
Stacking penalties as per eve examples are:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3d mod:: = 57,1% - eliminate this percentage drop and skip to the fourth percentage drop
- 4th mod: = 28,2%
- 5th mod: = 10.5992% - eliminate this percentage drop and skip to the next percentage drop
- 6th mod: = 2.99912%
Stacking penalty suggestion for Dust HP modules:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3rd mod: = 28,2%
- 4th mod: = 2.99912%
- 0% increase
* as you can see it's not worth putting in the third or fourth modules unless your suit can actually get any benefit from it. logi level 5 suit has 180 armor, if you fit 1 complex armor plate you basically double it's HP and if you put a second one on there you triple it. making it have almost the same HP as a heavy without the slow speed of the heavy. This does not include high slot modules such as shield extenders. A heavy sentinel suit has 405 armor and if you put a complex armor plate you just added 25% more HP to the armor and it only has 4 lows and 1 high with a slow speed which means less damage evasion. The simple concept is that if you are in a heavy suit, there is more of you onto which you have to place armor plates, therefore they should have more hp than smaller variants when equipped with these. As an addition CCP might also want to look into making class specific modules instead of ones that are universal. Every ship size in eve has size appropriate modules that cannot be equipped on smaller vessels due to the PWGRD and CPU requirements. CCP should look into doing that here. I Honesty don't see why they did not do it in the first place apart from maybe console limitations.
you have taken one idea from eve, module sizes, and expressed how ccp should do the same in dust...
then you have gone against another idea, how shield/armour mods work in eve, how they should work differently in dust...
idea is flawed if you ask me, experimenting with fitting and making something different than maybe it should be is the eve way, don't change it.. if there is a problem with logi suits then adjust them, not the modules that have been working fine up till now...
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
12
|
Posted - 2013.05.11 19:13:00 -
[7] - Quote
Hello,
Stacking penalties already exist in Dust. Saying I'm taking it out of eve shows ignorance
Saying My ideas are flawed is ok, Not giving any ideas yourself does not help to make the game better. Yes I put two ideas down. Both are which are valid ideas. This is feedback and ideas. Sometimes developers need us to help them make a better game.
Dust will only be better if forum troll stay under their bridge and let people who are interested in actually giving ideas give them.
So please, anyone who wants to say it's flawed is free to say so. Be sure to give better ideas to fix the game and not troll and make forums an issue to anyone who actually wants to make the game better.
Thank you for the comments. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
317
|
Posted - 2013.05.11 19:19:00 -
[8] - Quote
Martin0 Brancaleone wrote:Why don't just make logi slower than assaults like they were before uprising? Because they are Did you even look at their stats? |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
13
|
Posted - 2013.05.11 21:29:00 -
[9] - Quote
NeoWraith Acedia wrote:Martin0 Brancaleone wrote:Why don't just make logi slower than assaults like they were before uprising? Because they are Did you even look at their stats?
May I ask you to post the speed comparison of these two suit types so other readers can Be clear on the different points expressed on this post.
Information and the meticulous comparison of these and proposed changes are our biggest weapon to make CCP have an idea of how to make a good change.
Thank you very much
|
Purona
Militaires Sans Jeux
3
|
Posted - 2013.05.11 21:34:00 -
[10] - Quote
logi suits are worse in every regard compared to assault suits and the only thing we gain are module and equipment slots
hp lower speed lower sprinting speed lower stamina lower stamina regen rate lower shield regen lower shield regen delay higher no side arm slot lower pg cpu |
|
Skyhound Solbrave
Rough Riders..
39
|
Posted - 2013.05.11 21:35:00 -
[11] - Quote
Why does any part of the logi have to be nerfed besides the caldari suit?
As for the idea, I thought we were supposed to be afflicted with stacking penalties anyway. What happened to them? |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
324
|
Posted - 2013.05.11 21:48:00 -
[12] - Quote
XxGhazbaranxX wrote:NeoWraith Acedia wrote:Martin0 Brancaleone wrote:Why don't just make logi slower than assaults like they were before uprising? Because they are Did you even look at their stats? May I ask you to post the speed comparison of these two suit types so other readers can Be clear on the different points expressed on this post. Information and the meticulous comparison of these and proposed changes are our biggest weapon to make CCP have an idea of how to make a good change. Thank you very much
Assualt ck.0: movement speed 5 sprint speed 7 sprint duration 15s stamina 150 stamina recovery rate 15/s
Logistics ck.0: movement 4.7 sprint 6.6 sprint duration 11.5 stamina 115 stamina recovery rate 12/s
Assualt gk.0: movement speed 5 sprint speed 7 sprint duration 15s stamina 150 stamina recover rate 15/s
Logistics gk.0: movement 4.7 sprint 6.6 sprint duration 12.5 stamina 122 (not sure about this one, I'll have to check later) stamina recovery rate 12/s
Assault mk.0: movement speed 5.3 sprint speed 7.4 sprint duration 17.5 stamina 175 stamina recovery rate15/s
Logistics mk.0 : movement speed 5 sprint speed 7 sprint duration 12s stamina 120 stamina recovery rate 12/s
Assualt ak.0: movement speed 4.8 sprint speed 6.7 sprint duration 20s stamina 200 stamina recovery rate 20/s
Logistics ak.0: movement speed 4.5 sprint speed 6.4 sprint duration 14s stamina 140 stamina recovery rate 15s |
Eddie Rio
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
|
Posted - 2013.05.11 22:18:00 -
[13] - Quote
XxGhazbaranxX wrote:Hello, Eddie Rio wrote:
you have taken one idea from eve, module sizes, and expressed how ccp should do the same in dust...
then you have gone against another idea, how shield/armour mods work in eve, how they should work differently in dust...
idea is flawed if you ask me, experimenting with fitting and making something different than maybe it should be is the eve way, don't change it.. if there is a problem with logi suits then adjust them, not the modules that have been working fine up till now...
Please read posts completely before commenting. Ideas are ideas. Explain why they are flawed and give other ideas. This is serious brainstorming. Don't say it wont, work, it's flawed. Just explain why it would not work. Saying My ideas are flawed is ok, Not giving any ideas yourself does not help to make the game better. Yes I put two ideas down. Both of which are valid ideas. This is feedback and ideas. Sometimes developers need us to help them make a better game. Dust will only be better if forum troll stay under their bridge and let people who are interested in actually giving ideas give them. So please, anyone who wants to say it's flawed is free to say so. Be sure to give better ideas to fix the game and not troll and make forums an issue to anyone who actually wants to make the game better. Thank you for the comments.
|
Eddie Rio
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
|
Posted - 2013.05.11 22:21:00 -
[14] - Quote
XxGhazbaranxX wrote:Hello, Eddie Rio wrote:
you have taken one idea from eve, module sizes, and expressed how ccp should do the same in dust...
then you have gone against another idea, how shield/armour mods work in eve, how they should work differently in dust...
idea is flawed if you ask me, experimenting with fitting and making something different than maybe it should be is the eve way, don't change it.. if there is a problem with logi suits then adjust them, not the modules that have been working fine up till now...
Please read posts completely before commenting. Ideas are ideas. Explain why they are flawed and give other ideas. This is serious brainstorming. Don't say it wont, work, it's flawed. Just explain why it would not work. Saying My ideas are flawed is ok, Not giving any ideas yourself does not help to make the game better. Yes I put two ideas down. Both of which are valid ideas. This is feedback and ideas. Sometimes developers need us to help them make a better game. Dust will only be better if forum troll stay under their bridge and let people who are interested in actually giving ideas give them. So please, anyone who wants to say it's flawed is free to say so. Be sure to give better ideas to fix the game and not troll and make forums an issue to anyone who actually wants to make the game better. Thank you for the comments. I did, modules aren't the issue suits are, please read what i said before replying on them!!! Also the whole medium class then Assault/logi class skill is wrong... This is also general discussion not feedback and ideas section. So I will talk as generally as I like and if you wish to believe this come across as trolling your mistaken anyway. The seriousness of this brainstorming was just to overwhelming so maybe rolling is all that's left |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
13
|
Posted - 2013.05.12 01:52:00 -
[15] - Quote
Hello again,
For those of you that say that modules are not the problem Please include info and ideas of how slot layout should be arranged between these two suit types and why.
Saying they should be changed is not enough. Here I will give an example.
Since logistic suits already have an extra 2 equipment slots when compared with the assault variety it should therefore follow that these extra slots be removed from the high and medium equip slots. This would even out any possibility of making them more reliable in combat than the assault variety keeping them where they should be as a support role and not an assault role.
A Thanks to NeoWraith Acedia for putting up the speed stats of the suits and clearing up that part. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
330
|
Posted - 2013.05.12 02:07:00 -
[16] - Quote
I would say that the only reason they should remove slots, is if they increase the base stats. For instance, a logi can fit 5 while an assault can fit 4, that's 330 and 264 respectively. Caldari Assault: 412.5 (base EHP with passives)+ 264 (extenders)= 676.5 EHP Caldari Logistics: 337.5 (base EHP with passives)+ 330(extenders) = 667.5 EHP
So while logis do have more slots, all it does is give them more creative freedom. On the other hand, it could be said that assault users do have those slots, but their purpose has been predetermined for them.
Meanwhile their equipment was what they received in exchange for some base movemet speed and their sidearm.
The only one where that's not the case is the Amarr logi, he trades HP for his equipment, since he's the only one with a sidearm, and the only one that can't come close to matching the assault variants HP. |
Logi Bro
Greatness Achieved Through Training EoN.
1454
|
Posted - 2013.05.12 02:16:00 -
[17] - Quote
I honestly can't get into this idea. Scouts and logi's alike will be nerfed hard from a change like this, a 25% armor bonus to my Minmatar suit would only be 37, with stacking penalties I wouldn't have half the tank I have now. Same for my shields, but even worse. 25% shield buff gives me 22, so the best shield extender mod would give me what the worst mod we have now does, and then stacking penalties after the first makes me dead in -1 second. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
330
|
Posted - 2013.05.12 02:17:00 -
[18] - Quote
I have a thread on the subject if you'd like to drop by. https://forums.dust514.com/default.aspx?g=posts&t=75780 |
Purona
Militaires Sans Jeux
4
|
Posted - 2013.05.12 02:17:00 -
[19] - Quote
NeoWraith Acedia wrote: Meanwhile, their equipment was what they received in exchange for some base movemet speed and their sidearm.
hp lower speed lower sprinting speed lower stamina lower stamina regen rate lower shield regen lower no side arm slot
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
331
|
Posted - 2013.05.12 02:19:00 -
[20] - Quote
Purona wrote: hp lower sprinting speed lower stamina lower stamina regen rate lower shield regen lower
All of those need like 1 slot to make up
Edit: Not saying you should, but if you wanted too, you could do better in any of those areas when compared to an assault suit. |
|
Disturbingly Bored
Universal Allies Inc.
220
|
Posted - 2013.05.12 02:20:00 -
[21] - Quote
NeoWraith Acedia wrote:Edit: Also, I feel the need to point out that logis are not support class, Dust has no support class except for Dropship pilots. Logis are just as much slayers as assaults are, only differnce is that the assault class is more adaptable in a gun fight, while logistics players are better at supporting their teammates, that does not make them a support class.
The black mage can learn a few basic healing spells, that does not mean he's a support class.
Right now Logis and Assaults are very well balanced, the only thing that needs fixing is the caldari logi bonus.
Quote for truth. +1 |
Purona
Militaires Sans Jeux
4
|
Posted - 2013.05.12 10:01:00 -
[22] - Quote
NeoWraith Acedia wrote:Purona wrote: hp lower sprinting speed lower stamina lower stamina regen rate lower shield regen lower
All of those need like 1 slot to make up Edit: Not saying you should, but if you wanted too, you could do better in any of those areas when compared to an assault suit.
so waht you are saying is i need to use a module in all my slots in order to become better than an assault suit
mean while assaults can become better by an even greater amount by using 1 of their slots with the same modules
and theirs no way a logi can make up the armor difference between assault and logi with an armor module without losing speed |
Coleman Gray
GunFall Mobilization Covert Intervention
263
|
Posted - 2013.05.12 10:23:00 -
[23] - Quote
I do agree that makin HP mods percentages rather than set numbers is something worth trying, the problem of the logi's combating up mod wise can be fix'd by adding more support mods like ones to increase rep rate ect. Give them modues that assaults wouldn't use but what Logi's would. |
Chojine Dentetsu
Hellstorm Inc League of Infamy
24
|
Posted - 2013.05.12 11:10:00 -
[24] - Quote
XxGhazbaranxX wrote:Hello, Percentage eliminates the need to have to balance PWGRD/CPU or the need to eliminate slots and anger the mob. percentage gives equality. Those with higher base stats get a bigger amount of bonus than those with lower base stats. keeping the game fair for those who choose to be a walking fortress (heavies are slow) and still maintaining a sense of balance towards each class. A scout will always be a scout and will not be able to tank like an assault. Assaults and logi's will never have the tank of a heavy and heavies will retain their crown as the hardest nut to crack.
With this change if you place a module that gives a 25% increase in armor HP the highest gains will be for the suit that is specialized in actually having the highest armor.
Summary
- Make shield and armor modules give HP based on percentage and not a set amount.
**This way suits with low natural HP can never outmatch suits with higher natural HP.
- Make stacking penalties a bit harsher on these modules to deter players from equipping 4 shield extenders for example
Stacking penalties as per eve examples are:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3d mod:: = 57,1% - eliminate this percentage drop and skip to the fourth percentage drop
- 4th mod: = 28,2%
- 5th mod: = 10.5992% - eliminate this percentage drop and skip to the next percentage drop
- 6th mod: = 2.99912%
Stacking penalty suggestion for Dust HP modules:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3rd mod: = 28,2%
- 4th mod: = 2.99912%
- 0% increase
* as you can see it's not worth putting in the third or fourth modules unless your suit can actually get any benefit from it. logi level 5 suit has 180 armor, if you fit 1 complex armor plate you basically double it's HP and if you put a second one on there you triple it. making it have almost the same HP as a heavy without the slow speed of the heavy. This does not include high slot modules such as shield extenders. A heavy sentinel suit has 405 armor and if you put a complex armor plate you just added 25% more HP to the armor and it only has 4 lows and 1 high with a slow speed which means less damage evasion. The simple concept is that if you are in a heavy suit, there is more of you onto which you have to place armor plates, therefore they should have more hp than smaller variants when equipped with these. As an addition CCP might also want to look into making class specific modules instead of ones that are universal. Every ship size in eve has size appropriate modules that cannot be equipped on smaller vessels due to the PWGRD and CPU requirements. CCP should look into doing that here. I Honesty don't see why they did not do it in the first place apart from maybe console limitations.
If a suit with less base HP stacks modules and gains a higher HP, that is the players choice.
They would have obviously given up the option for damage mods in place of shields and a plethora of choices for armour modules.
Setting a percentage gain to modules will render them all but useless to suits such as Scout suits.
Set amounts keep the game fair. |
SgtDoughnut
Silent Stalkerz Hephaestus Forge Alliance
0
|
Posted - 2013.05.12 11:14:00 -
[25] - Quote
Considering all the ships in eve are balanced around percentage bonuses this is a great idea, actually surprised that the dust team did not follow suit. |
Darius Ashran
BetaMax. CRONOS.
24
|
Posted - 2013.05.12 11:20:00 -
[26] - Quote
Chojine Dentetsu wrote:XxGhazbaranxX wrote:Hello, Percentage eliminates the need to have to balance PWGRD/CPU or the need to eliminate slots and anger the mob. percentage gives equality. Those with higher base stats get a bigger amount of bonus than those with lower base stats. keeping the game fair for those who choose to be a walking fortress (heavies are slow) and still maintaining a sense of balance towards each class. A scout will always be a scout and will not be able to tank like an assault. Assaults and logi's will never have the tank of a heavy and heavies will retain their crown as the hardest nut to crack.
With this change if you place a module that gives a 25% increase in armor HP the highest gains will be for the suit that is specialized in actually having the highest armor.
Summary
- Make shield and armor modules give HP based on percentage and not a set amount.
**This way suits with low natural HP can never outmatch suits with higher natural HP.
- Make stacking penalties a bit harsher on these modules to deter players from equipping 4 shield extenders for example
Stacking penalties as per eve examples are:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3d mod:: = 57,1% - eliminate this percentage drop and skip to the fourth percentage drop
- 4th mod: = 28,2%
- 5th mod: = 10.5992% - eliminate this percentage drop and skip to the next percentage drop
- 6th mod: = 2.99912%
Stacking penalty suggestion for Dust HP modules:
- 1st mod: = 100,0%
- 2nd mod = 86,9%
- 3rd mod: = 28,2%
- 4th mod: = 2.99912%
- 0% increase
* as you can see it's not worth putting in the third or fourth modules unless your suit can actually get any benefit from it. logi level 5 suit has 180 armor, if you fit 1 complex armor plate you basically double it's HP and if you put a second one on there you triple it. making it have almost the same HP as a heavy without the slow speed of the heavy. This does not include high slot modules such as shield extenders. A heavy sentinel suit has 405 armor and if you put a complex armor plate you just added 25% more HP to the armor and it only has 4 lows and 1 high with a slow speed which means less damage evasion. The simple concept is that if you are in a heavy suit, there is more of you onto which you have to place armor plates, therefore they should have more hp than smaller variants when equipped with these. As an addition CCP might also want to look into making class specific modules instead of ones that are universal. Every ship size in eve has size appropriate modules that cannot be equipped on smaller vessels due to the PWGRD and CPU requirements. CCP should look into doing that here. I Honesty don't see why they did not do it in the first place apart from maybe console limitations. If a suit with less base HP stacks modules and gains a higher HP, that is the players choice. They would have obviously given up the option for damage mods in place of shields and a plethora of choices for armour modules. Setting a percentage gain to modules will render them all but useless to suits such as Scout suits. Set amounts keep the game fair.
Scout suits would only find it to be a problem if it was one over the other. This does not have to be the case and isn't in eve . EVE is not the source of balance but in this instance we can look to how it has worked to better understand how it could work for us given the similar systems.
No reason we could not have both so long as the balance for possible totals was accounted for in a given modules values.
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CCP Eterne
C C P C C P Alliance
1644
|
Posted - 2013.05.13 16:26:00 -
[27] - Quote
Moving from General Discussions to Feedback and Ideas. |
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Doshneil Antaro
SVER True Blood Unclaimed.
52
|
Posted - 2013.05.13 17:04:00 -
[28] - Quote
Most logis use the extra slots to try to get back to a par suit to the base stats of an unmodded assualt suit. Even with the extra slots, are suit can only have more hp if we sacrifice speed, thus making us slower targets in turn timely but easy to kill. Ot to mention that by the time we fit our mods for survivability, then throw in some nice equipment, even with all that extra cpu/pg we are running low and only can fit a mediocre weapon. So now I have close to the stats when Im full modded to a unmodded assualt, more equipment, and a half ass weapon. If you die to a logi, it isnt that his suit is supreme, just that his skill is greater than your superior combat suit plus your gun game. |
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