Dancer Archive

Thread: Our own discussions about Dancer revamp

Ka_ren
Tue Feb 08, 2005 11:43 am
#14






Else-Whira wrote:
There are AFK doc bots on almost every server. They stick them in houses/buildings with an enterance fee.






So much for that idea....


the only thing I can say is it would keep them out of the cantinas, but that would still not fix the whole buff bot issue.

Message Edited by Ka_ren on 02-08-2005 01:48 PM



RIP 2/20/07
DarkY0da
Tue Feb 08, 2005 3:37 pm
#15

So the question is "What do I want?"


Honestly, I think I need to go back to why I started these professions in the first place.

It was different and new. SWG has a great crafting system. Combat is combat is combat. But this, this was new and exciting and had great promise. I figured here they are pushing this as a new and exciting playstyle,and that means lots of Dev time spent on it. I mean I think through the games I've played over the years and the fun and interesting non-combat parts of them are wide and varied. So many options of different things that could be done. But another very important part of it for me was the fact that I clearly had a support role for one of the other playstyles. And I expected/hoped to at some point be very important support role for all the other playstyles.

My first thought was Entertainer/Smuggler. What better way to smuggle then by entertainer. Someone that travels across the galaxy and has reason to be in contact with not only all the more shady cantinas. But also High ranking officals and grand theaters. But then I decideded I wanted to do my part for the Empire. Spy for them. Pass information along when I could. And help rid the galaxy of those darn rebels that blew up an entire planet.

I had hopes for soooo much. And it all slowly disappeared into the void of cold hard truth. Yet still they kept offering things coming up Soon(tm) that made me think maybe this... maybe this will be the start. And none of it has yet to come to pass.

So what do I want ?

I want a NEEDED/desired support role to the other playstyles of this game.

I want my Skillpoints. My professions to be of more use to me.

I want to be included in ALL content. I want all the different playstyles to have their own content but also to have the majority of it open to all of us.

I want the designers and the game to give me more reasons to be part of the GCW and to pick a side. Not LESS reason.

I want from Novice Entertainer up to Master Dancer to be fun and entertaining. With enough content to keep players ATK.

I want Post-Master Content that honestly is a fun and exciting reason to keep going.(not just a 400k xp grind)

I want the Ent Quests expanded into a ranking system like the FRS. With fun and unique rewards for those in the top ranking of it.

I guess the short answer is I want to be treated like they honestly believe this is an exciting and new playstyle. I want the effort put into us that a Grand Experiment deserves.



Oh-Orb Rizo Twi'lek
Just hanging out... watching with interest what changes do or don't happen.

I support the NDE. (New Drygo Experience)
Server Pop Snap-Shot Feb. 06 link















DanceRulez
Tue Feb 08, 2005 8:18 pm
#16

Ok, I've said a lot of these things before in various places and various times, but let me see if I can bring several ideas together and summarize them somewhat here.

First of all, of your three directions of revamp, Deila, I would say that only the first is a viable option. The other two are, simply put, unacceptable, and if the devs have any inclinations of making either of them a primary direction of our revamp, then they have truly learned nothing in all this time, and obviously have no clue what it takes to make a satisfying game experience. If that's the case then I think it would be time for all of us to say "Thanks for the good times. Last one out, please turn off the light."

So what do I like about our profession? For one thing, I like my dance skills in and of themselves. I actually do enjoy watching my character flourish in skilled and graceful dance moves even if it is just "animated pixels". I like trying to use my flourishes to fit together in a smooth way so that the dance moves flow together. I like timing effects at just the right moment to accentuate a dance move. I like the ability to get together with friends and use our skills together in a group in coordinated dance and music routine. I like bandflos and synchronized dance movements. I like the ability to time my flourishes to the music that my moves synch to it and even make dramatic movements like a kick or jump during a musical crescendo. I like being able to help other players such as through heals or buffs or even by being able to provide information on how the games works or events that might be going on. I like meeting other players and learning about them or aspects of the game that I didn't know. I like the ability to take my skills "on the road" so to speak and be useful outside the cantina environment as well. Overall I enjoy a profession that I can be more relaxed with, not have to worry about having the biggest or best equipment, not have to get frustrated with because I made a mistake and died, and even use as a creative outlet.

What do I want? I want a useful and viable role in the game. I want to get paid by the cantinas for the time I spend in them and the customers I bring in. I want a persistent way to be able to control who I help and those who don't. I want new options over time (flourishes, dances, even effects). As much as I do enjoy the existing ones, I also crave the ability to do more and have more variety. I want increased ways to create my performance whether through props, effects, dancer emotes, or even mini-flourishes like a single kick or spin or jump. How about animated emotes while dancing such as blowing a kiss while dancing the basic exotic? I don't want to have to wait 15 seconds between stopping a dance and starting again.

I want my dancer to have as much chance at getting a Jedi as the TKM player and be able to receive FS skills that are as useful should I so choose. I also don't want the devs to assume that because I'm playing a dancer, I must not be interested in playing a Jedi character. However I don't want to have to give up my dancer to get a Jedi character either.

I want my dancing to mean something in the game as a whole. Combat players have a PvP rating system, Jedis have their force ranking system, why can't we have some sort of entertainer fame system? It should mean something - possibly effect factions or the type of opportunities we may have.

I want to be able to do missions that use my skills and probably the skills of my friends as well. For starters we need some type of quest mechanics that are fun to do - maybe multiple styles. Things like just going somewhere and performing for a set amount of time, or a certain dance, or a certain number of flourishes, or trying to guess the right dance or flourishes to please the crowd based on their reaction, or being judged by how well we string flourishes together, or maybe even some type of DDR (Dance Dance Revolution) style where we are prompted some how, and have to respond with the proper movement at the proper time. Maybe there are some more possibilities that I can't think of right now, but whatever it is it should be some kind of fun mechanic perhaps with some challenge to it, but that is still fun even if you've done it several times. For me, shooting TIE fighters out of the sky is more or less the same thing every time, yet somehow it doesn't get old that fast. There should be solo missions and group missions. I've also always thought there should be themepark style missions perhaps as alternatives to existing ones, that continue a theme and grant access to new areas or new content. The spy missions that we often talk about are a good idea and could fit into this too somehow. There's also the possiblity of GCW based missions. If the devs are feeling especially creative, they might design missions that require multiple different skills to complete such as dance, combat, crafting, and ID (i.e. use the ID to disguise yourself to get to the mob, to kill it and loot the the schematic, to craft the item, to use as a prop, to do the ceremonial dance, to impress the tribal chief, to get the reward - see, it could be done! ).

I want content that caters to my playstyle once in a while. Why does all new content have to center around fighting mobs? Why can't some of it involve creativity or solving puzzles - i.e. using my real brain instead of my virtual brawn? I want to be able to earn special rewards and loot by using and being good with my dancing skills. Why couldn't I get some kind of rare dance mission that gives me a +15 rifle accuracy attachment as a reward that I can sell to a combat player for 50 million credits?

That's enough of an "I want" list for now I guess. Other people have mentioned some things to which I would like to add my 2 credits. For one thing, I think that the issue of bots and AFK grinders and spammers is largely irrelevant to this discussion. Basically because the devs have already pledged to remove AFK macros which makes it a separate issue altogether and *should* make all these problems moot. However, we will have to wait and see what form the fix ultimately takes, and whether, perhaps, we are still left with macros that can carry on for overly long periods of time even without looping. Along with this, though, is still a valid issue of trying to come up with mechanics that are both fun and that encourage or require active user interaction for best effect.

On the issue of buffs, I like to try to look beyond the current system which I think is seriously flawed. The current pre-combat prep model of buffs puts the players in a rush to get our services, and makes us look bad in their eyes as yet another time sink and an impediment to their fun. I would rather see entertainer buffs removed than to continue anything like the current system even if buffbots were completely removed from the game. The alternative is to change the nature of buffs. One simple way would be to shorten the duration of the mind buff to something like a half hour maybe. Why do this? It shifts a mind buff from being combat prep to combat support. You couldn't just grab a buff and forget about it for a couple of hours, it will need to be refreshed periodically throughout a combat encounter. If a mind buff is important enough to have, then the player seeking one will have to make more of an effort to get to know an entertainer and be nice enough to us so that we will be willing to go out and stay nearby to reapply the buffs when they run out. It gives players an incentive to need us out in the field, and gives us a reason to get out of the cantina if we want to. It could also make for more strategic gameplay if you need to maintain a support base during a PvP battle, and defend your valuable supporting players from enemy advances. Another more extensive option would be to change the effect of entertainer buffs altogether. Make them enhance player skills or speed or something like that. This could make them useful without being critical. Again, though, combat bonuses should be short lasting (attributable to the fact that combat should wear on your mind rather quickly), though perhaps such buffs could be applied to other skills as well, crafting for example, and perhaps these types of buffs could be longer lasting.

There's also the idea about some sort of stored buffs whether through some sort of crafting or preparation process. I tend to be wary of this idea in general. On the one hand there's the possibility of creating more access to buffs via a live process or a buff vendor (which replaces the buffbot) which requires an active ent one way or another, and facilitates that 24/7 access that the combat players demand. On the other, they are still required to sit through a prerecorded performance for some minimum amount of time which is little different than watching/listening to a bot, and, in my mind at least, detracts from the value of a live performance as well as from an element of realism. How can your dance charge a crystal, or just how inspiring can a recording be? (Then again, how realistic is it to pull a car or a half-ton pet out of a datapad?) This idea does have its merits, but it's just not one I particularly like.

I still like the idea of mind wound healing as a useful game mechanic, though I do not like the idea of so much of our advancing being tied to it. I think that the Ent. Healing boxes need to be replaced with something else: something more generic that we can gain. The XP that we earn now as Ent Healing could simply be changed to this new type of XP, but there should be other ways of gaining this XP. My idea is some kind of performance XP that we are granted by various means, of which healing is but one. It's still a good way, I think, to tie us to the combat portion of the game as combat support. Perhaps some more effort could go into balancing the rate at which wounds are gained. Increase the rate, and we become more useful in the field to heal the wounds right away, but at the same time risk being viewed as a necessity and being hassled by the combat players if we can't meet their perceived need. Decrease the rate, and the combat players expectations from us could be light, but then they may have little need to come use our services.

Battle fatigue is also a potentially useful mechanic, but I think it should be changed. I think it should effect things like a character's speed and skill. If you're fatigued, you're going to be slower about doing things, and you're going to be less efficient at them. You might be slower at fighting or less likely to get a good hit. I think the effect should be tiered somehow, such that low levels cause little to no effect, moderate levels have a minor but perhaps noticeable effect, and high levels should cause a more severe effect. I think that it should be earned rather slowly over all though the rate should be tested. This is the mechanic that can still make people return to the cities occasionally for some down time, but it should be more of an encouragement than a requirement. Let's say that maybe after a few hours of a PvP battle or live event or adventure area quest you rack up a hundred or so BF points. Maybe it doesn't have any real effect on your character so you can either choose to take a little downtime to just get rid of it, or keep going - your choice. Maybe after a couple of days of playing without taking care of it you get a few hundred points of BF, and it's having some effect on you so maybe you'll hit a cantina if its convenient, but if you're busy or there's no one around, it's not too big a deal. Then maybe if you've gone several days without taking care of it, and you're up to several hundred points of BF, now it's having a strong effect on your abilities so you really do need to take some downtime and take care of it, and perhaps only by now does it become a requirement. You could even still allow for limited "in the field" BF healing, but restrict it so that players should still visit a cantina or other location to get complete healing.

Another option I like is to generalize the concept of battle fatigue to a more general fatigue that would be earned by all players for exercising their skills. Just as the commando needs to take a break to rest his mind from battle for a while, the weaponsmith should need a break after a long run of crafting weapons and experimenting to get the stats just right. Even the dancer needs to take a break (it takes a lot of effort to perform and do a good job of it) and sit down for a while, or maybe just freeform dance for a while to relax

There has also been discussion on whether we are healers or performers. On this point I would have to wonder why we should be forced to choose one or the other for our profession? It seems to be that there is plenty of room to be both. If we were to declare ourselves as pure healers, then what would our gameplay be limited to? Buffing and healing mind wounds? Possibly some other exotic construct that we could heal? What tools/mechanics would we need to do that? One or a few dances? Special effects designed to have specific results? We certainly wouldn't need to have much variety in what we do if our only purpose was to heal - just enough to get the job done. And what then would be the point in playing this class? There would be little need to enhance our dances, music, effects flourishes etc. because we would need only enough to be healers to the combat players. I think we would lose much of our ability to be creative, and many of us would become dissatisfied with the limitations of the profession. Docs are pure healers, but they can heal, buff, craft stims, rez, put out fires, actively keep people alive during combat, etc.

What if we choose to become pure performers? What if we sever our ties to the combat weights that hold us down? We free ourselves from the confines of buffs and mind wound heals and become free-spirited performers. Maybe we get new dances and new songs, new props, and new clothing, new performance commands, even our very own kinds of missions. Maybe we have the tools to create the kind of performances we've been longing for, and we use them to create shows, and routines to dazzle an audience. We might have great fun amongst ourselves, and surely some players will seeks us out for special events and some will come see us when we put on a performance, but many won't. Without a tie to us, many players will be perfectly happy to craft away in their shop and never bother with us. Many combat players will be perfectly happy in their dungeons or PvP battles or whatever, and never make an effort to come see us. I think without a tie to the game as a whole we could become insulated from the other players and they from us. I also think that the devs will view us as being a game that is separate from the rest of the game world, and perhaps decide it's not worthwhile to keep two separate games in the same world. In the end, we lose out again.

I don't think that either option represents a workable solution to the problem. I think that the only solution lies somewhere between in the middleground, and I think it's a balance that doesn't have to be difficult to achieve. Give us expanded options that allow us to be more creative with our performances. Continue to include ties to the rest of the game world through heals and possibly buffs. Continue to allow a limited number of entertainers to service a large number of players. Make sure our skills are useful to other players, but not critical (or at least not so much that they can't find ways of getting along without us for a while), so that we can be seen as enhancers of play and not time sinks that players are forced to endure. They could also come up with more creative quest/mission ideas that really make use of all the skill sets available in the game. Use a few dancers to help sneak a strike team into a heavily guarded enemy base to plant a bomb for example. There are many possibilites they could consider if they're open to it, and I'm sure that the collective creativity here could provide them with plenty of ideas and options from which to base a proper and satisfying revamp for our professions.



Shi'ann Dinova
Hot Pink Twi'lek of Mystery

gera
Tue Feb 08, 2005 11:52 pm
#17


What I want:


- Removal of speeches, emotes, /join and /disband commands from macros.

- Additional dances for males ofcourse and additional flourishes

- Increase rate of "cantina" default healing and healing bonus to entertainers (like doctor-medical center relation)


Rest is same with most above.


Thank you

Message Edited by gera on 02-08-2005 10:52 PM




Armor removed from Jedi so they can be kited 'as designed' - Blixtev

Esharra
Wed Feb 09, 2005 1:10 am
#18


I'm having to be pretty stingy about my allotted game time this week so here is the Reader's Digest version of what has been on my mind. I'll fill it in later (like next week..after the wedding).


About Spam and Unattended Play:

While spam and unattended play are the issues most detrimentally effecting our gameplay at present, I hope the devs will not address these in our revamp. I would like the devs to apply changes that will prevent in game tools from being abused in such ways within the next 2 months so that there is ample time for us to evaluate the effect these changes have on the entertainers' abilities to use their skills and if not address, at least document any arising issues and bugs before trying to implement new features, abilities, quests and art during the revamp.


So..Yes, we need AFK & spam to be gone..not just yesterday but a year ago! However, the following points are important to me regarding addressing these issues.


1. I want recursive macroing addressed before our revamp so that any problems and bugs that may arise as a result may be documented if not squashed before the revamp.


2. I don't want the dev resources allotted for our revamp to be used on something that is an overall game issue and not entertainer specific.



Healer vs Performer:

From what Deila and Panthu have told us, the devs have left it to us to determine if we want to be healers or performers. My understanding..and Deila..please clarify if I'm incorrect..is that we can be one or the other but not both as we have been (or sort of have been).


It has been my observation that we are fairly split down the middle as to which we want to be. Before anything else regarding our revamp can be addressed, we have to determine what we are willing to commit to being, collectively.



Quest System:

Dancers have posted several really good and viable quest system ideas. With each one I read, I see elements that I would like to incorporate with ideas from someone else's thread. Maybe we should split into committees to work on this stuff somewhere down the line?



Profession Interdependency:


While I think whoever came up with the idea to only give us profession interaction with the combat classes was incredibly myopic, this element of the game dynamics is only surpassed in poor design by the decision to change our place in the timeline from post-combat to pre-combat with the greater buff strength.


Whether we are healers or performers, this can be done soooo much better. But first we need to figure out what it is we are.



Economic Viability:

I still think that any game element that is soly dependent upon the generosity of MMOG players is destined to failure. Whatever we end up with, I suggest we run as far away as possible from Anything that is tip-based.



Integration with primary game content:


GCW - I would like to see a lot more than just overt buffing and healing as GCW content for us. I particularly like the espionage scenarios that have been discussed.


FS - deleted out of frustration with the whole issue. Not just the lack of inclusion andthe barely useful skills we were given. But even more that out of the4 entertainers in the Theed cantina on Chilastra last night (not including myself), 3 were FS grinders and the 4th was wearing noob clothes and with the name TownHo bouncing above her head as she performed rhythmic 2...kind of says it all.



Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Xyrdre
Wed Feb 09, 2005 7:44 am
#19



Really solid stuff here, everyone! Once again, you're all making me proud to be the Dancer Correspondent.



Keep it coming!





Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Esharra
Wed Feb 09, 2005 8:27 am
#20

Oh..something I'd like to add to mine..


If the intention of the falling is to somehow challenge us, is there any way we can convince them that falling does not present us with challenging game play and replacing it with something that does would be a good thing?



Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Groovymarlin
Wed Feb 09, 2005 11:05 am
#21



Esharra wrote:
Oh..something I'd like to add to mine..
If the intention of the falling is to somehow challenge us, is there any way we can convince them that falling does not present us with challenging game play and replacing it with something that does would be a good thing?





I agree, and I'd go further. Falling needs to just plain go away. How is it a "challenge," if the only way to defeat the challenge and circumvent the falls is a semi-exploit (holding a weapon while dancing)? It's not a challenge at all. If anything, it's a "flavor" or an immersion tidbit. But even there it's not fun for anyone - not for the people watching, not for the person dancing. It's also meaningless except on a purely cosmetic level - experience gain and healing continue even when a fall occurs.

Get rid of falling. The end.



La'lepa Ofo

Master Dancer :: Master Swordswoman :: Force Sensitive
AFKing is not entertaining - support real entertainers

Sunjammer
Wed Feb 09, 2005 12:53 pm
#22

I wouldn't mind falling VERY occasionally. The "challenge" is handling it with aplomb. But we fall way, WAY too much.


Umi
Aynianu
Wed Feb 09, 2005 1:05 pm
#23


RE: Gera


Keep Speech on macro's, if they remove the looping function weshould be fine

(i have my songs all on macro's they'd be hard to do without macro's really)

Message Edited by Aynianu on 02-09-2005 12:06 AM

xixi
Wed Feb 09, 2005 1:26 pm
#24

Couple things:


As I understand it, with the combat rebalance, mind will no longer be the all important stat pool in combat. Devs have stated it was never intended to be this way, and since they're re-doing how damage, wounds, and regeneration are handled, I think we need to prepare for this semi-viable skill to be going bye-bye, or at least be in far less demand than it is now.


One buffbot situation, duly handled. (maybe) Although there may have to be new detox centers added so our combat friends can get used to the idea and ask each other, "But why is the buff gone?"


As to recursive macros, we all know how to get around the elimination of the /macro command. We also know that in order to talk at all and still get xp, even ATKers need some sort of flourish macro help.


Perhaps they could not tie XP to flourishes, rather to group size + time elapsed. Then, as someone said (forgive me, I can't remember who said it) give those who like the performance aspect separate things likekicks, turns, bandflourishes and what have you, to suit their game style and give us something to mess around with. And because the action cost issue is up for change as well, please just eliminate it for dancers and musicians. The flourish system was an attempt to equilize us with the combat profs, I know. ButI thinkwe earn our masters in patience points the way it is, thank you very much.Tying it to time elapsed is only... apt.


(By the way, since it's possible to bar calling droids/vehicles in a public cantina, is it possible to disable the /macro and /ui action toolbarSlot commands in there?)


About the original question: I'm completely against having to decide between a healer direction or performer. What they're really asking us is whether we want to be more functional or more frivolous. Do they give us viability in the field, or give us pretty pink tutus and toys to play with?


Please tell them this is a losing battle: Everybody comes into this prof for different reasons, and we're limited enough as it is--shouldn't have to polarize us still farther. And remind them thatno one can raise a stank like too many women in one place, and they should consider just how miserable they'd like us to make their lives if they try to make a playstyle-limiting decision. Not that I'll take part in that, but if we're all honest here, we know it'll happen.


So let us keep our battle fatigue duties, please. There will always be combat characters, and so there will always be demand. Yet if they've eliminated the junkie-type need for mindbuffs--going instead with a strength in numbers type set-up--I think a lot of our gripes will already be cured so we can get back to chatting, messing around, and whatever else we used to do before cantinas became--forgive me for saying so--the crackhouses of SWG.


Content? Okay, I lurk a lot on these boards, but I do read. And there's been many a spark of genius in some of the posts. One of the most promising, I thought, had to do with Jabba's palace. They're wanting to up the SW feel, and if you've ever watched the movies and paid attention to the cantina parts, whom did entertainers associate with? Yes, they had the regular types around, but there were criminals and BOUNTY HUNTERS.


Why oh WHY isn't there some sort of Jabba faction importance in entertainer?I'd say being captured by Jabba and being hauled off to the palace to please or perish--or be rescued--would count as content. (Don't cry... I'm sure we could make this a mission we'd have to take/consent to, but it'd be a riot, imo.) We could get 'traded' or--God Forbid--sent to Lando Calrisian's (sp) place for a while. /smirk


And why aren't we inter-dependent with bounty hunters in some way? Or the underworld in general? Yeah, someone got blown up byFett at a crawl, but so far, that's as close as we've come. Really, there's a lot of room for GCW content there, since bounty hunters technically chase jedi for the empire... or for Jabba, et al. I think the factional delivery missions between cantinas--or even NPCs that can't be seen talking to one another in places like Anchorhead or Espa or Eisley--at some risk to life and limb (for fun and rewards) is a great mission/quest idea that needs developing.


Then there's the whole fame system for prezzies--also a great idea. Just so long as there's a way to impliment it that gives no benefit to AFK xp grinders.


Someone else mentioned entertainers needing agents. Enormous potential in that, as well.


Didn't intend to be this long-winded, but I hate that I have a toon I can do so little with =)


Thanks--

X

FlawedDiamond
Wed Feb 09, 2005 3:36 pm
#25



Groovymarlin wrote:


Esharra wrote:
Oh..something I'd like to add to mine..
If the intention of the falling is to somehow challenge us, is there any way we can convince them that falling does not present us with challenging game play and replacing it with something that does would be a good thing?





I agree, and I'd go further. Falling needs to just plain go away. How is it a "challenge," if the only way to defeat the challenge and circumvent the falls is a semi-exploit (holding a weapon while dancing)? It's not a challenge at all. If anything, it's a "flavor" or an immersion tidbit. But even there it's not fun for anyone - not for the people watching, not for the person dancing. It's also meaningless except on a purely cosmetic level - experience gain and healing continue even when a fall occurs.

Get rid of falling. The end.





On THIS I have to agree totally. Long time ago my husband and I danced a season competively at local Discos. Im not a professional dancer but during the entire season I didnt fall once.

I know several Professional dancers here in town who dance with the local Ballet Company. A FALL is not a trivial event. For a Professional Dancer it can be a career ending event and at the least a huge Professional embarassment. A fall, particularly during a peformance is a MAJOR event for a Dancer.

Thats why the absolutely absurd and ridiculous fall frequency suffered even by a Master Dancer is beyond insane. Its a total embarassment and shows a complete lack of understanding the Dance Profession.



Flawed Diamond
Back Home on Eclipse
Dance between the raindrops and every day is a sunny one.
kirah_ashlin
Wed Feb 09, 2005 3:57 pm
#26


I couldn't agree more on the fall problem. As a matter of fact, getting rid of the fall for Master Dancers (prior to the prof revamp) would be enough to keep me happily ingame for a while.
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