Fortnite Rule Update: Bug Posts


Rule Update: Bug Posts

Posted: 05 Feb 2018 12:49 PM PST

Hi all, aFrequ here! I'm here today to notify you about a small addition to our rules!


Rule Update: Bug Posts

From this point forward, all bugs must go in the patchly undocumented changes/bug megathread. We will have a link to the current thread on the announcement bar, on the side bar, and will try our best to keep it stickied for easy access. In addition, you are required to follow the format provided, else your post may be deleted. (In addition to this posts that are classified as exploits, will be deleted as well).

The Why

We want a place where all users, including Epic staff, can see all the bugs being reported, without flooding the subreddit with the same report (which we would probably delete anyways due to breaking the duplicate post rule). In addition, reporting the bug using the format provided will relay information, and provide better information to the folks over at Epic. Besides this, through the upvote system, they'll be able to sort bugs by severity and frequency while being able to see lesser known bugs, which may otherwise never come to notice due to being hidden between a bunch of posts reporting the same thing.

Exceptions

We'll allow separate bug threads to be posted if they've posted it in the patchly thread along w/ a request to create a separate thread for it (which will most likely be a yes, but just adding this step to provide a barrier so that one can't just ctrl+c and ctrl+v for every bug post, and by providing a barrier, it'll be more likely that said bug is actually "ambiguous" and "game breaking," to the point where the general public wouldn't notice, but should notice).


Thanks for taking the time to read this post! If you have any feedback on this rule or the sub in general feel free to comment below, or through modmail and we'll see what we can do about it (yes, I'll be working on the banner for this sub once I get back to my dorm). As for the rule change, we'll see how this rule change plays out, we may lessen the restrictions on it in the future, but if we do allow individual posts again you will most likely have to follow the format still.


Edit: added an exception

submitted by /u/aFrequ
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Epic make this a wall trap please.

Posted: 05 Feb 2018 10:47 AM PST

Fortnite StW requires too much "compulsory" play time

Posted: 05 Feb 2018 01:49 PM PST

I was having a conversation with one of my friends about giving up Fortnite and he indicated I ought to let Epic know how I was feeling to give them a chance to "fix" the "problems" I had with it. I use both of these in quotes (similarly to "compulsory" in the thread title) because all of these things are interpretable this way only through my personal lens that is coloring my decision about whether or not to keep playing.

With that in mind, I want to define first what I mean by "compulsory" play time. In this case, I'm talking about play time required to acquire some in-game reward that is only available for a limited time. Survivor XP, commander XP, rotating gizmos, shadowshard, and perhaps (depending on whether you consider their relationship to daily quest vBucks) non-event schematics are all good examples of rewards which don't require compulsory play time. Daily coins, event tickets, and weekly/event store purchases are all good examples of rewards requiring compulsory play time. If you don't engage in the requisite play during the allotted time, you lose your opportunity to get those rewards forever. If you don't play for a day, for instance, you lose your opportunity to collect the roughly ten chances per day of receiving alert mission event tickets (the wonkiness of the cooldown methodology for these is another topic, albeit related). If you don't play for 4 days, you have lost at least one opportunity for daily coins.

I don't automatically object to the idea that there are compulsory play time rewards in the game. This is a design element that has been used in games for as long as I can remember, particularly in on-going progressive multiplayer games like MMORPGs, Warframe (interesting example, because these are the same reasons I didn't ever go back to Warframe), and now Fortnite.

My objection to these systems in Fortnite is the amount of this compulsory play time that is required for me to get the rewards that I want. For instance, I have a very hard time getting all ten chances at event tickets finished every day. I'm lucky if I get it done once a week. Since that once per week is usually on the weekend, the weird cooldown methodology often precludes me from doing it again on subsequent days. That alone wouldn't necessarily make this bad. What makes it bad is that at my level of play (which probably has averaged 20-25 hours a week for 2-3 months), I still often don't get what I want out of an event. For instance, in 40 days of the last event and opening dozens of llamas, I still never got a 2nd copy of Fragment Flurry Jess - the only copy I did receive, I got from the quest. In the current event, I'm interested in a Pressure Cutter and a Tsunami, but I've received neither, and this is my second time doing this event. Since the random nature of the llama system is what it is, I feel more compulsory need to be chasing those ten/day ticket allocations, and that is what makes the system bad for me.

The daily quest system is an example of doing this better, but perhaps not right. Allowing us to hold 3 of them per day is a nod towards the notion that Epic shouldn't expect all of their players to sign on every day. If one could do these quests in a "reasonable" amount of time once every 3 days, then this is going a long way towards requiring much less "compulsory" play in order to "keep up" with the game. However, some of these quests are notorious for requiring 6-7 runs in order to complete; "Destroy Fire Trucks" has been one such quest for me.

Many of the compulsory game elements are mutually exclusive to each other, as well. For instance, "Destroy Fire Trucks" more or less requires a City mission to complete. However, if no city mission is available with an event ticket alert, now it's even harder to get both quests done as a group. Adding in the main questline makes this even harder - it's rare for a mission to satisfy the requirements of even two of these at once. Even if a mission did satisfy all 3 requirements at once, it can't do so twice in a row, because you can only receive event tickets once per alert. (For the record, I agree with this design for matchmaking reasons, even if it does contribute to the problem I'm discussing in this thread.)

The problem for me with all this is that the core game mechanic has lost a lot of its shine for me. Part of this is because missions are too easy, and in fairness to Epic, their development roadmap cites an opt-in difficulty modifier that is coming soon to help alleviate this problem. However, it's still worth bringing up, because advancing the mission difficulty requires advancing the main quest line, and that is a facet of this compulsory play time problem because of how that requirement often conflicts with the other mechanics as mentioned in the previous paragraph. Part of it is because I don't think I have seen the rewards that I feel I should have seen based on the amount of time and money that I have spent in the game.

For instance, after:

  • ~4-5 months of event rewards

  • Opening all of the Ultimate Edition daily llamas

  • Missing only 3-4 days out of ~145 of daily vBucks

  • Purchasing $100 more vBucks

  • Only buying Super/Troll llamas

 

I feel like I'm missing more than I should be:

  • I have 0 mythic heroes

  • I'm still missing half of the legendary traps (even after the event store)

  • I've never seen some schematics (e.g., Bolt Bolt, Tiny Instrument of Death, and I've only seen One-shot/Stabsworth as of this current event/weekly store)

  • I have only 1 gun that is clearly better than Gravedigger

  • I have no melee weapons that are clearly better than my Founder's Masamune

 

If I thought I had what I wanted to see from the compulsory play time rewards as of my investment thus far, I might feel comfortable relaxing a little about letting some of those rewards go. As it stands though, I'm frustrated by the fact that I'm past the point where I'm playing exclusively for the fun, and I still haven't seen what I wished to see from the time and money I already have invested.

That leaves me in a position where I'm trying to evaluate what I'm going to do with the game. I understand the belief that if your players run out of things to "chase" that they may stop playing. I think this is a matter of degree, and it's possible that all the misgivings I'm stating here are totally irrelevant to the forward direction of the game, simply because I might not be a representative player based on my frustrations being different than those of the majority of some random sample of Fortnite StW players. However, the problem is the opposite for me: I've run out of steam for "chasing" rewards now that the core game mechanic isn't enough to keep me occupied for the 3-4 hours a day that I believe is required to keep up with all of the compulsory play time rewards. If I felt like I could "keep up" with 6-8 hours per week instead of 3 hours per day, I might keep playing the game. However, since I'm of the opinion I'm missing rewards that I should've seen by now, the idea of missing out on even more compulsory play time rewards is really off-putting to me.

As a result, there's a very good chance that when I stop playing, I won't come back. In fact, I think this is probably the most relevent part of the feedback that I can give Epic: the compulsory play time mechanics might be good for player retention up to a point, but it can backfire, as well. I haven't made the final decision about whether to stay or go yet, but these mechanics are the biggest factor in me considering leaving and staying gone once I do.

It's worth mentioning that all of the bugs and support problems contribute negatively to my frustrations, as well; I still have an unanswered support ticket for a legendary ninja transformation key that was lost to the transformation bug, even after I was extremely careful about watching the confirmation screen and managed to avoid the bug on two additional occasions. The mishandled "compensation" for the inventory loss problem that seemed to halt all other support development for 3-4 weeks really bothered me, too, especially since this occurred during a time when the new conditional weapon perks were supposed to be "fixed" by allowing for some kind of perk control. It's now known that we won't see this feature until March at the earliest, but we didn't know that at the time, and I'm not sure it was clear by that time there had been modifications to how the perks were rolled that have helped alleviate some of this problem since then. Shuriken hitbox problems continue to plague me, too, and that's an issue because I think it's relatively minor compared to other issues we've had going on, so I'm not likely to see a fix anytime soon.

On the whole, I've had a great time with the game during the past 4 months, but I'm not sure I'm having a great time anymore the past 2-3 weeks, and I thought it was worthwhile to provide the feedback to Epic as to why.

submitted by /u/Lluluien
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14/15 survivors sounds good to me

Posted: 05 Feb 2018 03:36 PM PST

Suggestion: Scale down enemy forces if matchmaking isn't successful

Posted: 05 Feb 2018 01:01 PM PST

Suggestion to EPIC for a serious QoL improvement: scale enemy forces down if matchmaking isn't successful.

Background: I'm still working on Plankerton but am actually way over-leveled for it (due to spending a lot of time in the Halloween/Vindertech/Holiday missions.) My legendary Recon Scout Jess is 30/30 and power level 82, so this really shouldn't be this problematic.

That being said, the mission I got stuck on the other night is "Rogue Balloon" (where you Build 3 Radar Towers in 40+ zones.) When I played this mission on Saturday, it ended up being Deliver the Bomb, and I was the first one in the lobby. "Great!" I thought, "I'll be able to build a radar grid or two before we need to get going with the mission." By the time I'd built all three radar towers I needed, no one else had arrived. I hung out for another 10 minutes, farming wood, stone, and metal to replace the mats the towers had consumed. Still no teammates. I identified the path I'd need to take with the tracks between the bomb arsenal and the launcher. Still no teammates. Built the track, still no teammates. I finally resigned myself to trying this alone, activated the bomb, and was – somewhat surprisingly – able to easily defend it solo as it made its way to the launcher.

Sadly, after that, I heard, "I can't really tell where the storm is coming from; prepare to defend the launcher from any direction." Obviously, this makes it pretty tough to set up any kind of funneling or kill tunnels.

At this point, I'm suspecting I'm probably screwed, but I'm already 40 minutes and a bunch of materials in, so I dumped my remaining metal into tier 3 walls all the way around (and a barn-like roof over) the launcher, installed level 58 wall launchers and darts on every vertical tile (at ground level, anyway) put level 58 retractable spikes on every floor tile around it, and next thing I know, I'm completely overwhelmed by WAVES of pitchers, old ladies pitching their blue balls, and propane-toting huskies materializing from every direction and annihilating everything I'd just built in ...I dunno, but I'd guess maybe 90 seconds? maybe 2 minutes? – while I tried to take out the most dangerous elements first – the ranged husks and propaners – while only somewhat succeeding at staying clear of absolute freaking MOBS of shorty husks trying to claw poor Jess' face off, utilizing a combo of phase shifting escapes and anti-material charge punches through the crowds.

Let me tell you, there are not enough shock towers in a given map to deal with the kind of impossible nonsense I was up against, much less the three I'm limited to carrying. Even if I was armed with a level 82 Nocturno and Gravedigger (which I am.)

Suffice it to say that the mission was not a success, after all that.

So at the end of this "level 40" mission, I'm down a couple dozen traps (and the mats it took to make them, which means the time it also took to farm for those), the raw wood/stone/metal mats from the towers and final defense, about a zillion rounds of ammunition, and given the huge influx of unhelpful randoms begging for "orange scars" and clamoring incessantly to "traid", I'm starting to lose hope for the cooperative aspects of this game. Epic, please address this with a QoL update so I can play StW by myself successfully if matchmaking can't find me (decent) teammates. On a Saturday night, mind you, which should be prime gaming time.

TL;DR – If you're not going to get any help with a mission, the AI should scale down how many enemies it throws at you so you don't spend a bunch of time and materials on hopeless causes.

EDIT: Holy cow, front page of the subreddit. Thanks for all the thoughtful comments, folks. Also, if you're a grown adult, playing on PS4, and still in late stages of Plankerton, feel free to send me a friend request there at the same nickname. Maybe we can tackle some of these annoying missions together!

submitted by /u/frothymoose
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Came back to the objective to find a random build this beautiful fort.

Posted: 05 Feb 2018 06:24 AM PST

Fragment Flurry Jess, a tough sale

Posted: 05 Feb 2018 06:40 PM PST

I think a lot of people realized in testing that Fragment Flurry Jess' Fragment Generation ability is a bit too unforgiving. On paper 60 kills with no 15s gaps in an SSD shouldn't be hard but in reality you'd be lucky to generate 1 per round with a full party. I propose that it be reduced to 30 with no 30 second gaps, to account for the countdown and running between Amps during round change. What do yall think? Fragment abilities are still underwhelming, so at least let the hero Meant to increase their frequency Do her job. :)

submitted by /u/ScottamusPrimeTV
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Daily Llama Thread 05/Feb/2018 - It's a Llama llama

Posted: 05 Feb 2018 04:01 PM PST

Hello Storm Chasers! Today's Daily Llama can be found below posted by /u/stormshieldonebot in the comments below!

How likely is a Llama to show up?

Llama Percent
Ranged Weapon Llama 28.57%
Weapon Llama 15.13%
People Llama 11.76%
Melee Llama 9.24%
It's a Trap! Llama 8.4%
Super Ranged Llama 4.2%
Super Hero Llama 4.2%
Legendary Troll Loot Truck... Llama 3.36%
Super People Llama 3.36%
Legendary Troll Stash Llama 3.36%
Super Melee Llama 2.52%
11x Upgrade Llama Bundle 2.52%
Upgrade Llama (Seasonal Sale Freebie!) 1.68%
Six Pack Llama 0.84%
Triple Llama 0.84%

Source - Storm Shield One

submitted by /u/AutoModerator
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This is sad , i think Defenders are more reliable than randoms.

Posted: 05 Feb 2018 04:00 AM PST

There's so many issues with the game , today i logged in to do dailies, that's all i do now , i enter a Retrieve the data mission.

I check the land zone someone build a wall around that and that's it , i built a triple layer around that and dont upgraded because honestly i think dont need at lv i was playing.

So 1min left to start defending and i was alone in Land zone , the siege start a dude come help me (shoutout to this dude ty!) and the other 2 (constructor and outlander they were farming) , 3min after still only 2 defending i just got triggered and call them to come defend they came 1min left to finish , honestly this is sad.

Apart from afk this is the worst i think this game is going to a wrong direction so many issues with it (maybe its me ) but 1 thing that make play less with randoms is they are not reliable , i prefer to upgrade my defenders and play alone atm , or with friends honestly.

P.s: sry for my english.

Edit: guys ty for your thoughts! if anyone need help on something add me in PS4 same nickname

have a nice day.

submitted by /u/negan28
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Wanna Trade? WTH Did This Come From?

Posted: 05 Feb 2018 06:56 AM PST

I don't recall seeing this once two weekends ago, this past weekend it was 90% of chat. Not even going to comment on how stupid it is, but where did it come from so fast? Edit:spelling

submitted by /u/Newbilizer
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Today was a good day

Posted: 05 Feb 2018 12:31 PM PST

Today my faith in the STW community was lifted somewhat. 3 missions, 3 excellent sets of randoms.

People helping with the base, building funnels with well thought out trap placement, Outlanders bringing llama's, and a level 52 encampment finished with 10 minutes to spare.

Thumbs up to everyone teamed with me today.

submitted by /u/Jimmy7719
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Time to Change Reddit Banner?

Posted: 05 Feb 2018 02:30 AM PST

The Holiday Season is over...can we get a nifty new Fortnite Banner? :D

submitted by /u/xOGx_Hermes
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Why is the chat full of people wanting to trade? It is annoying because every time I ask for help all I get as a respond is trade/trade first.

Posted: 05 Feb 2018 03:28 PM PST

Anyone else experienced this weird singing in game?

Posted: 05 Feb 2018 02:06 PM PST

Trailing an item trading website, if you're keen to help

Posted: 05 Feb 2018 10:18 PM PST

Since there isn't a trade option in game. I tried to find a plugin that'll do it, so feel free to use my website if you want.

If it works, great. If it's a flop haha no harm and thanks for trying it out all the same.

Note: Have to head out to trivia, check when I can.

submitted by /u/Taaaaaaaaaaaaaaaaaam
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Friendly request when harvesting.

Posted: 05 Feb 2018 05:51 AM PST

Hi,

Farming materials is entirely part of the game and I fully get people have to join missions with the sole intention to farm. So just a friendly pointer from me to you - you can switch your privacy to private. This way you get MORE of the map to resource and you're not a burden to anyone you may join trying to actually finish the mission.

Thank you!

submitted by /u/Sam-Gren
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3 ways to make the game better, from a veteran

Posted: 05 Feb 2018 09:47 PM PST

  1. This is for you, the player. Stop expecting better gear, use what you have and realize that you can totally get to twine with all purples! It sucks to not get what you want, but this game isn't that hard!

  2. This is for the Devs. Release the darn game f2p. You have the FNBR hype behind you.

  3. This is also for the Devs. Consolidate your playerbase. I made it to Twine Peaks, unless I have friends I can hit up, the zone is hard to do. New players and vets alike need to be brought together, the current system is harming us more than helpings us.

submitted by /u/Hakunamateo
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Grappling Hook

Posted: 05 Feb 2018 08:50 AM PST

It's fun and it has amazing practicality. The gameplay would be soooo sweeet.

submitted by /u/AetherAegon
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What the heck?! This need to stop

Posted: 05 Feb 2018 05:00 PM PST

Fortnite won't load?

Posted: 05 Feb 2018 07:40 PM PST

PC. Worked fine this morning. Now I'm on the splash screen that shows my user in the top left and it won't load in. Tried a hard restart.

submitted by /u/9375447cd5307bf7473b
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A Quick Question

Posted: 05 Feb 2018 05:25 PM PST

Will we ever be able to change our Homebase name in the future just like our home banner icon and color? I would love for u/MrPopoTFS to probably give us some insight on this.

submitted by /u/TheRealAshren
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PS4 vs Pro

Posted: 05 Feb 2018 10:30 PM PST

Is there a significant difference? I want to get a pro for fortnite but I'm not sure if it's worth it. I watch streamers and appears smoother but looking and feeling are 2 different things. I just feel like it's so sluggish on regular PS4.

submitted by /u/Jpap1227
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Why cant we have voice chat on PC?

Posted: 05 Feb 2018 04:03 PM PST

Battle Royal has it. Console has it. Why cant PC have it? It would make games more fun, easier to make friends, and removes having to use a third party app. It cant be incredibly hard, since it seems like PC is the only one without it.

submitted by /u/OJToo
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Internal struggle - Help me pick a hero to stick with

Posted: 05 Feb 2018 09:54 PM PST

Anyone ever level up a hero so much that you feel you can't switch? Well I've done that now about 5 times now and I feel like mistakes have been made. Coming here for some help.

My best hero's:

Soldiers Legendary Special Forces Banshee - just got her today Legendary Support Specialist Hawk

Ninjas Epic Dragon Scorch Epic SMS

I'm only about 2/3 through Plank and really enjoying Dragon. A lot of posts on here have him as a good end game character. Then tonight I got a nice SFB and feel like I should switch my focus back to soldiers.

From what I've been reading, I feel like I should main SFB with SSH in the support slot and Plasma Izzy in tactical. Concentrate on that and giver.

Or use Dragon as main and SMS in support with someone else in tactical.

Also, side question... if you aren't planning on using rare hero's, is it better to collection book them and then retire or transform?

Cheers

submitted by /u/Remussayswha
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EPIC - plz update ‘play with others’ trophy to include progress towards main quest

Posted: 05 Feb 2018 08:04 AM PST

1000 play with others trophy is already absurd. At least have it include the option for progressing your main quest.

TY

submitted by /u/hobbesthehungry
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Fortnite: A Selfish Cooperative Game

Posted: 05 Feb 2018 07:58 AM PST

"You're part of a team, but you're an individual too."

 

While it's important to get rewards as part of a team that successfully meets goals, everyone needs to be recognized for their individual accomplishments by the people around them. Anticipating that they will be recognized for completing a task well is strong motivation for an individual to "go the extra mile."

 

Problem 1: Competing for Resources

It's very difficult to keep players from competing, unless you do not reward the players for anything they do. Any time you introduce two players or more working together, they will also be competing for any resources you offer.

  1. Solution 1 Shared Resources: All loot is shared evenly among the team. Farming is no longer for the individual, all resources are shared (chests, ammo, core resources, etc). Still poses a problem for players who are afk/lazy as they will just sit around and let others farm materials for them.

  2. Solution 2 Mission Completion: Rewards can no longer be earned unless the mission is a success. This means if one player is farming the whole round and causes the map to be a failure, all of their time spent resourcing will have been for nothing.

 

Problem 2: Knowledge Mismatch

Fortnite is an strategic game, where players must think and solve a problem together. If one player knows a lot more than the other, this becomes less fun than playing alone.

  1. Solution 1 Lead by Example: The game is missing a core mechanic to distinguish new players, average players, veteran players, and hardcore players. Someone that is relatively new to the game would be more willing to follow someone or learn from their examples if they could identify those individuals. This means adding some kind of rating/ranking/achievement system to the game. It could be implemented in multiple ways, things such as titles, voting, skins, banners, etc.
  2. Solution 2 Real Time Cooperative Planning: Players would be come more engaged if they could work as a team to play out a strategy on the missions that need defense. Imagine being able to look at the map, plan out where you want the trap tunnels, drawing on the map the route you want to use, plan out the areas that you want to block. This allows for the team to setup mini tasks and delegate work to the group so you can feel a sense of accomplishment, instead of relying on one knowledgeable person to just do everything.

 

Problem 3: Skill Mismatch

When someone is more skilled than you, that is even less fun. This is the common battle of the casual vs the hardcore.

  1. Solution 1 Remove Failure States: No longer can missions fail, you can just have a lack of "success". This means that players can be rewarded for trying. The problem with this however is that a balanced between what is given as a reward for trying vs accomplishing all tasks needs to be significant enough to be a driver for wanting to complete all tasks successfully. This solution helps resolve complete wasted time on missions for when you do have lesser knowledgeable/skilled players.
  2. Solution 2 Splint Reward System: Allow the newest or least-skilled players to still contribute and be useful in a way that also allows more experienced players to benefit. Give additional/separate rewards to players that are top contributors, but still allow rewards to be earned through a progression system so more casual/lesser skilled players can earn rewards (but take more time).

 

Problem 4: Contribution

This largest issue with this game is how to deal with contribution and rewards. What motivates player to contribute to the team effort for the success of the missions?

  1. Solution 1 Team Points: Instead of having an individual score system that tracks contribution, replace the system with a team points system. Every action can grant points that add up to your individual score. For example, the player that does the most damage to an enemy and based on the enemy type is granted a certain amount of points (Let's say 12). Players that assisted (did damage but not the most significant) are granted less points but still gain some points for assisting (Let's say 3).
      The point system would be rather involved, all actions provide points. For example a player tosses down a slow field, any creatures that pass through the slow field and get hit/die, the player who placed the slow field would get additional team points (gadget points) that would add on to their individual score. The same goes for all gadget abilities. Proximity bonus to your teammates that kill targets could add points, building structures add points, upgrading, repairing, placing traps, traps doing damage.
      This all adds up to a team based rating system that allows for people to compete, but not compete at the same time. This brings us to the why? This system would then allow you to punish the players who are not being part of the team, not building, not repairing, not shooting, not using abilities that benefit the team, not being around the objective. In order to get the team reward you must be within a threshold of the teams points, if you are not, then you only receive partial reward. (this helps solve multiple problems including but not limited too: afk/non contributor/joining late or last minute/being underpowered for the mission.
  2. Solution 2 Individual Rewards: Players that are out performing their teammates should be rewarded more frequently. This drives people to want to go that extra mile. In order to handle this type of reward, it needs to be done as a progression based reward system to the individual. These are just examples and by no means suggested tasks but to get the idea going. Every 500 creatures killed, every 500 structures built, every 500 assists, every 500 traps crafted, and so on reward the player with X (What X can be is up for debate). Think of this like the kill tasks for the storm event. If a player was given 250 tickets every time he performed a certain task, he would contribute significantly more each match to try to maximize their earnings.
submitted by /u/SKuDD3r
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