In a horizontal progression system, where there are no levels, what are some creative ways to give the player more abilities so that the player doesn't start off with every skill?
Poster above,this is already done in FFXI. Skills from certain weapons,such as the Mythic or Relic weapons.
Skills from NPC,yep again FXXi already does this for certain weapon skills. As i already mentioned the Blue Mage idea/learning from the in game mobs.
We have also seen the AA idea done in games like EQ/FFXi.
I seriously cannot see any game doing it better than what FFXI did because i already covered all bases with the sub class which along with everything else i mentioned allows you to pretty much learn or use ANY spell/ability in the game.
Oh yes i forgot to mention the FFXi idea of ANY class learning from mobs via a proc signal.This would be more for buffs than actually learning a spell or ability,example higher critical rates or higher magic dmg ,magic resistance ,speed etc etc.You had to load in your build for buffs.
There is no such thing as creating your own spell or ability,that is obviously too o/p,everything will always have limitations to harness players back from o/p builds.
Poster above also mentions learning by doing things in game,i like that idea IF done right and not looking fake like some computer system but something viable you would expect in a real life role play situation.However now that i think about it,FFXI again ...lol already does this .As you skillup your weapon by using it you gain NEW weapon skills.We could however further advance this by learning new defensive abilities by perhaps utilizing a shield more and more another way we have already seen by swimming more and climbing more you get better with those skills.Once you can swim or climb well enough you coudl access an area never seen before.
Never forget 3 mile Island and never trust a government official or company spokesman.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
In Guild Wars 1 I remember there was a skill you used to capture a skill from a defeated boss. This is how you got "elite" skills (Really good skills but you were only allowed 1 per build.)
I think that's a good system but it could be expanded upon. More mundane skills could be earned through simple usage of a weapon. Some other skills you might learn through a particular feat. For instance you might earn a climbing skill by summiting and certain mountain or a tracking skill by killing a particularly elusive creature.
As mentioned in the quoted passage I really like the idea of teachers. You might go to a renowned master dwarven smith and complete a certain task in their smithy in order to gain a new crafting technique or seek out the master of a certain combat style that teaches some special moves in their combat school.
They key with a horizontal progression system of course is that none of these skills can make your build inherently more powerful. You would simply have to swap them out with older skills of equal value (Even if you don't exactly value them equally for the particular build you want to run.)
Ultimately the world should be populated with hundreds of skills you can earn in various ways. Most of those ways being more interesting than "Kill 50 goblins."
exploration, learning from npc, learning by studying enemies, scroll drop, taught by a friendly character, so many ways...
learning from npcs/friendly character (same thing?) and scrolls kind of sound boring and basic. how would you learn a triple slash/fireball ability, for example, through an enemy/exploration exactly?
sub class system and the idea of the FFXi class "Blue Mage"
The Blue mage learns it's spells/abilities from the mobs in the game by killing them and then a % chance to learn the ability skill after the kill.The only bummer was that Square really dummed down the same skills the mobs used to where they almost felt fake,so i would like to see the exact same idea but with the exact same ability or spell.
Never forget 3 mile Island and never trust a government official or company spokesman.
how would you learn a triple slash/fireball ability, for example, through an enemy/exploration exactly?
Well from an enemy it makes total sense. You see an enemy using a tactic and then adapt it for your own useage. This kind of thing happens in the real world all the time. People study their enemy and then adapt. I remember in my first Open World PvP war we adapted so many of our enemy's techniques that our clans eventually became very similar in many regards, which was super obvious when we eventually became allies. I literally learned how to fight from my enemies. A more historical example is how Carthage influenced early Rome through their conflicts with them and you can see Carthaginian influences in their culture and combat style for hundreds of years after.
Exploration to learn combat skills doesn't make a huge amount of sense unless it's a pilgrimage to fight a particular enemy or study under a particular master. Exploration to learn more exploration related skills makes sense though.
This would be something that's easier to pull off in single player games, since MMO players seem to be against the idea of NPC interaction or questing to accomplish skill increases. That said a system similar to Risen's faction system would work. Different factions offer the teaching of different types of skill lines.
Monks to work with for hand to hand or staff fighting, mage's to learn magic/spells from, warriors to learn different types of weapons skills, assassins or thieves to learn stealth/rogue skills from, so on so forth. Instead of a level grind everyone would be on a lvl playing field more or less. The schools would simply add to a characters specialization.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
The system in Ryzom comes to mind for a rather flexible one when it came to not only earning, but building skills since you could unlock new abilities that gave you access to ability components, which enabled you to modify the values of skills or fabricate entirely new ones out of the components you'd unlocked thus-far.
As you level a skill yourself you only unlock a subset of the abilities. After you max out what you can teach yourself (a couple of hours maybe), you can advance further by learning from other players or advance other's further by teaching them your subset of skill/ability modifications.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
LOL
The title is literally:
What are some fun ways to introduce new abilities in a Horizontal Progression System?
How would any answer to this open-ended question be "wrong" or subject to this kind of reaction? Don't be "that guy."
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
LOL
The title is literally:
What are some fun ways to introduce new abilities in a Horizontal Progression System?
How would any answer to this open-ended question be "wrong" or subject to this kind of reaction? Don't be "that guy."
Waynejr is always that guy. Just one of the many posters in this forum who is permanently locked into a 1990s mindset.
Let players create their own skills and spells. Like the mage college in Oblivion only more robust and for every skill not just magic.
Isn't that what Camelot Unchained is doing?
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
exploration, learning from npc, learning by studying enemies, scroll drop, taught by a friendly character, so many ways...
learning from npcs/friendly character (same thing?) and scrolls kind of sound boring and basic. how would you learn a triple slash/fireball ability, for example, through an enemy/exploration exactly?
What i meant by friendly character is another player. Exploration could mean many things like finding an ancient source of power, ley lines, ruins, henge, artifact, etc...
I believe the 2nd ghost rider became the rider by touching the gas tank cap of a motorcycle. Spiderman gained the venom suit by using alien machinery to replace his torn suit. The juggernaut found the gem of cytorrak in some mountains or something like that... Exploration...
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
LOL
The title is literally:
What are some fun ways to introduce new abilities in a Horizontal Progression System?
How would any answer to this open-ended question be "wrong" or subject to this kind of reaction? Don't be "that guy."
Waynejr is always that guy. Just one of the many posters in this forum who is permanently locked into a 1990s mindset.
70s baby. It's called life experience. Kids think they know all the new stuff is good.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
LOL
The title is literally:
What are some fun ways to introduce new abilities in a Horizontal Progression System?
How would any answer to this open-ended question be "wrong" or subject to this kind of reaction? Don't be "that guy."
Waynejr is always that guy. Just one of the many posters in this forum who is permanently locked into a 1990s mindset.
70s baby. It's called life experience. Kids think they know all the new stuff is good.
Even better. Someone yearning for the virtual stone age.
Endless advancement is no good but if it is limited progression what you are thinking about:
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
In Guild Wars 1 I remember there was a skill you used to capture a skill from a defeated boss. This is how you got "elite" skills (Really good skills but you were only allowed 1 per build.)
I think that's a good system but it could be expanded upon. More mundane skills could be earned through simple usage of a weapon. Some other skills you might learn through a particular feat. For instance you might earn a climbing skill by summiting and certain mountain or a tracking skill by killing a particularly elusive creature.
As mentioned in the quoted passage I really like the idea of teachers. You might go to a renowned master dwarven smith and complete a certain task in their smithy in order to gain a new crafting technique or seek out the master of a certain combat style that teaches some special moves in their combat school.
They key with a horizontal progression system of course is that none of these skills can make your build inherently more powerful. You would simply have to swap them out with older skills of equal value (Even if you don't exactly value them equally for the particular build you want to run.)
Ultimately the world should be populated with hundreds of skills you can earn in various ways. Most of those ways being more interesting than "Kill 50 goblins."
Skill capping was fun, yes. Personally do I think you also can attach skills and abilities to achievements (and yeah, not the kill X mobs but clearing a dungeon or killing a tough boss).
It is rather close to what you said but I would go further and skip experience points so you only gain power by doing something meaningful. Choose hard but not grindy ones so someone competent can clear them relatively fast while someone incompetent might need to spend a lot of time on it, rewarding competence instead of time spent (as XP tend to do).
The system in Ryzom comes to mind for a rather flexible one when it came to not only earning, but building skills since you could unlock new abilities that gave you access to ability components, which enabled you to modify the values of skills or fabricate entirely new ones out of the components you'd unlocked thus-far.
Ryzom is perhaps the best example, unfortunately it was also a bit boring in this regard. Project: Gorgon also does it in fun ways like raising a skill by dieing.
Quests come to mind, or perhaps skills tied to certain kinds of gear. I've always liked the idea of skills determined by gear, and not just weapons like GW2 but everything. Also unlocking skills by doing specific things when you play might be fun, you spend a lot of time playing in the woods? You get the forager skill. You jump around a lot? you get a ninja skill. You could also let your character age making him or her have more skill slots while growing older. You could let the basic stats decrease because of age but let the skills increase because of experience. At every turn your character would be pretty well balanced then while still experiencing growth.
Just some silly ideas, I really don't like horizontal progression at all tbh
/Cheers, Lahnmir
'the only way he could nail it any better is if he used a cross.'
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Wont work. If you get progression by paying real life cash there wont be any reason to actually play the game, the players would leave in a week.
Nah, you need a progression that rewards players for playing (as well as making that experience fun).
And I get your sarcasm but more then a few devs and publishers seems to agree with the cashshop progression idea.
It worked for GW1. They had the option to cash shop your way into buying all skill/equipement unlocks for PvPer, and even had it affect PvE in the sense you could use trainers to unlock any skill instead of going through the normal progression of systematically gaining more things you're able to unlock at trainers.
You also have years of lessons learned on Entropia Universe. For how long I've been seeing ads for them that's gotta be a decade old. And they have a system where money is an energy system (almost).
15 years+ of experience from Second Life which has no progression, and one of the most robust cash shops around... Where your own players use RL skills of programming/3D modeling/Texturing/Design to make stuff that they supposedly sell themselves (but where Linden Labs take some nice cuts, and manipulate the currency the same way that the Federal Reserve does).
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Answers
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
In Guild Wars 1 I remember there was a skill you used to capture a skill from a defeated boss. This is how you got "elite" skills (Really good skills but you were only allowed 1 per build.)
I think that's a good system but it could be expanded upon. More mundane skills could be earned through simple usage of a weapon. Some other skills you might learn through a particular feat. For instance you might earn a climbing skill by summiting and certain mountain or a tracking skill by killing a particularly elusive creature.
As mentioned in the quoted passage I really like the idea of teachers. You might go to a renowned master dwarven smith and complete a certain task in their smithy in order to gain a new crafting technique or seek out the master of a certain combat style that teaches some special moves in their combat school.
They key with a horizontal progression system of course is that none of these skills can make your build inherently more powerful. You would simply have to swap them out with older skills of equal value (Even if you don't exactly value them equally for the particular build you want to run.)
Ultimately the world should be populated with hundreds of skills you can earn in various ways. Most of those ways being more interesting than "Kill 50 goblins."
The Blue mage learns it's spells/abilities from the mobs in the game by killing them and then a % chance to learn the ability skill after the kill.The only bummer was that Square really dummed down the same skills the mobs used to where they almost felt fake,so i would like to see the exact same idea but with the exact same ability or spell.
Never forget 3 mile Island and never trust a government official or company spokesman.
Exploration to learn combat skills doesn't make a huge amount of sense unless it's a pilgrimage to fight a particular enemy or study under a particular master. Exploration to learn more exploration related skills makes sense though.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/Monks to work with for hand to hand or staff fighting, mage's to learn magic/spells from, warriors to learn different types of weapons skills, assassins or thieves to learn stealth/rogue skills from, so on so forth. Instead of a level grind everyone would be on a lvl playing field more or less. The schools would simply add to a characters specialization.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
As you level a skill yourself you only unlock a subset of the abilities. After you max out what you can teach yourself (a couple of hours maybe), you can advance further by learning from other players or advance other's further by teaching them your subset of skill/ability modifications.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Rather than forcing people to do certain things that they don't enjoy, like seeking information by talking to npc's,... I would create a gear progression system where players could define personalized skill-set, whether passive or active, in order to create more unique characters. Now the challenge in developing such a system would be the ammount of paths and the balance inbetween the possible paths a player can take. Which ofcourse asks for a incredible big budget or an incredibly wit dev team.
This is exactly what is wrong with the current generation of player who have come to gaming. I want everything that I want. Why can I have a game customized to what I want? wah
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
LOL
The title is literally:
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I believe the 2nd ghost rider became the rider by touching the gas tank cap of a motorcycle. Spiderman gained the venom suit by using alien machinery to replace his torn suit. The juggernaut found the gem of cytorrak in some mountains or something like that... Exploration...
70s baby. It's called life experience. Kids think they know all the new stuff is good.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Great idea!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
It is rather close to what you said but I would go further and skip experience points so you only gain power by doing something meaningful. Choose hard but not grindy ones so someone competent can clear them relatively fast while someone incompetent might need to spend a lot of time on it, rewarding competence instead of time spent (as XP tend to do).
Nah, you need a progression that rewards players for playing (as well as making that experience fun).
And I get your sarcasm but more then a few devs and publishers seems to agree with the cashshop progression idea.
Quests come to mind, or perhaps skills tied to certain kinds of gear. I've always liked the idea of skills determined by gear, and not just weapons like GW2 but everything. Also unlocking skills by doing specific things when you play might be fun, you spend a lot of time playing in the woods? You get the forager skill. You jump around a lot? you get a ninja skill. You could also let your character age making him or her have more skill slots while growing older. You could let the basic stats decrease because of age but let the skills increase because of experience. At every turn your character would be pretty well balanced then while still experiencing growth.
Just some silly ideas, I really don't like horizontal progression at all tbh
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
You also have years of lessons learned on Entropia Universe. For how long I've been seeing ads for them that's gotta be a decade old. And they have a system where money is an energy system (almost).
15 years+ of experience from Second Life which has no progression, and one of the most robust cash shops around... Where your own players use RL skills of programming/3D modeling/Texturing/Design to make stuff that they supposedly sell themselves (but where Linden Labs take some nice cuts, and manipulate the currency the same way that the Federal Reserve does).
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."