View Full Version : Dragons - First look on Caves! Wallpapers included
Frosk
08-22-2013, 06:16 PM
http://i.imgur.com/fsrjeHm.jpg
Download: Alasthor's Cave (http://download01.regnumonlinegame.com/uploads/alasthor_cave.jpg)
http://i.imgur.com/4uSvi5V.jpg
Download: Tenax's Cave (http://download01.regnumonlinegame.com/uploads/tenax_cave.jpg)
http://i.imgur.com/EbCk2mV.jpg
Download: Vesper's Cave (http://download01.regnumonlinegame.com/uploads/vesper_cave.jpg)
All wallpapers available in 1920x1080
The_Pirate
08-22-2013, 07:23 PM
Looking GOOD! :)
Can't wait, so... when is it happening?
Evangeline
08-22-2013, 10:07 PM
a cave shouldnt have trees u.u' they wouldnt get any sunlight inside a cave lol
Ulmar
08-22-2013, 10:14 PM
a cave shouldnt have trees u.u' they wouldnt get any sunlight inside a cave lol
Yeah, and of course Dragons, Elves, Magic, Orcs, those are prefectly normal.
Why are you trying to bring logic in a fantasy game ?
On topic: I'm not a big fan of bosses, but these areas sure look nice. Hope you will manage to make Dragons a bit more interesting. ^^
Evangeline
08-22-2013, 10:21 PM
Yeah, and of course Dragons, Elves, Magic, Orcs, those are prefectly normal.
Why are you trying to bring logic in a fantasy game ?
On topic: I'm not a big fan of bosses, but these areas sure look nice. Hope you will manage to make Dragons a bit more interesting. ^^
evolution could explain everything except the magic, which could be interpreted as alchemy, which would explain it :3 just said that about the trees because syrtis cave seems not as good as the other two :3
fotomay
08-23-2013, 03:34 AM
i love the devotion, skill and love that ngd clearly puts into all the game's artwork! don't lose that :P !
i wonder if adrian or chilko actually painted all that...
Shwish
08-23-2013, 06:54 AM
a cave shouldnt have trees u.u' they wouldnt get any sunlight inside a cave lol
It could be possible that the plants were able to photosynthesize using the magic radiating from the dragon instead of sunlight. I've seen this happen before... on Skyrim.
Tamui
08-23-2013, 12:48 PM
Not going to lie, they look great.
Candyx
08-23-2013, 12:58 PM
Woop! We are one step closer to killing dragons again!
Syrtis' cave does look the worst though. Not bad, the others just look better.
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
Candyx
08-23-2013, 02:35 PM
...
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
Tamui
08-23-2013, 02:50 PM
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
Which will ultimately will lead to a ban.
Slartibartfast
08-23-2013, 04:29 PM
Looks nice, but this will be just another new feature failure without complete rework of drop system. And not only this, but new mages jewlery need to be introduced. Currently (at least in Alsius) there is no boss jewlery usable by mages.
Both topics were discussed many times before.
fotomay
08-23-2013, 04:41 PM
Looks nice, but this will be just another new feature failure without complete rework of drop system. And not only this, but new mages jewlery need to be introduced. Currently (at least in Alsius) there is no boss jewlery usable by mages.
Both topics were discussed many times before.
i hope they don't change any of the drops.
personally, i dont think mages need any boss jewelry. i know it disadvantages the mages, but it doesn't add enough to the gameplay to justify the addition. It also risks making some mages too powerful over other mages.
You see, I believe the players who play mages will still continue playing even if no mage boss jewelry is added (they may grunble, but they will still play).
Slartibartfast
08-23-2013, 04:47 PM
i hope they don't change any of the drops.
personally, i dont think mages need any boss jewelry. i know it disadvantages the mages, but it doesn't add enough to the gameplay to justify the addition. It also risks making some mages too powerful over other mages.
You see, I believe the players who play mages will still continue playing even if no mage boss jewelry is added (they may grunble, but they will still play).
Your opinion is irrelevant.
Candyx
08-23-2013, 05:12 PM
...
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
Candyx
08-23-2013, 05:15 PM
i hope they don't change any of the drops.
personally, i dont think mages need any boss jewelry. i know it disadvantages the mages, but it doesn't add enough to the gameplay to justify the addition. It also risks making some mages too powerful over other mages.
You see, I believe the players who play mages will still continue playing even if no mage boss jewelry is added (they may grunble, but they will still play).
Really? Because damage rings and amu's don't do the same for barbs/hunter/marks? Oh no, wait, they do!
Kimahri_Ronso
08-23-2013, 05:32 PM
Please give us a time frame, or I will post something asking for a time frame ever 30 minutes and spam this to oblivion :P
My guess would be: 08-28-2013.
OT: Looking good, but as it was said before already drop chances should be looked at before dragons return, we don't want knights drop all time only, do we? :P
No.
AariEv
08-23-2013, 07:25 PM
If you disagree with what I write below, don't waste your time expressing it; not going to reply. I'm starting college tomorrow and this game will cease to be anything more than a memory. I enjoyed playing with all of you throughout the years.
Looks nice, but this will be just another new feature failure without complete rework of drop system. And not only this, but new mages jewlery need to be introduced. Currently (at least in Alsius) there is no boss jewlery usable by mages.
Both topics were discussed many times before.
Introducing new mage items doesn't address the main issue. Rather, it just complicates things even further.
The true issue here is the fact that a wide majority of all item bonuses are useless to the mage class. Thus the solution would be to make item bonuses, such as damage increase or intelligence, actually contribute to spell damage and modify output accordingly.
Read this thread by Scias: http://www.championsofregnum.com/forum/showthread.php?t=86725
....
Your bold challenge to spam this thread is amusing. Just so you know, they permaban for this sort of thing. If this is some sort of cry for attention though, then go for it.
....
Nice artwork as usual. I sincerely hope that there's more to your update than shiny new eye-candy. Good luck.
Slartibartfast
08-23-2013, 07:38 PM
Introducing new mage items doesn't address the main issue. Rather, it just complicates things even further.
The true issue here is the fact that a wide majority of all item bonuses are useless to the mage class. Thus the solution would be to make item bonuses, such as damage increase or intelligence, actually contribute to spell damage and modify output accordingly.
Read this thread by Scias: http://www.championsofregnum.com/forum/showthread.php?t=86725
I agree with you, but giving some jewlery to mages is quick and dirty fix of this (indeed) outdated class.
On the other hand, introducing instanced dragons will make players drop even more jewlery usable by archers/warriors which will raise the overall damage for many players and do the wider gap in balance. Like it's not enough of damage against mages.
Take today's example:
http://s24.postimg.org/52qfhk3ph/screenshot_2013_08_23_19_56_01.jpg
Anyone finds normal this killing wm warlock with highpowered tanking tunic, with 100% HP and 100% energy barrier in just four hits? I do not. Now, everyone will have boss jewlery and even lvl 50 players will be a great challenge for mage.
time-to-die
08-23-2013, 07:53 PM
If you disagree with what I write below, don't waste your time expressing it; not going to reply. I'm starting college tomorrow
Hi there <3
Im going to miss you mate. I wish goodluck with your study!
with kind regards,
rukkers4life
fotomay
08-24-2013, 12:50 AM
i hope they don't change any of the drops.
personally, i dont think mages need any boss jewelry. i know it disadvantages the mages, but it doesn't add enough to the gameplay to justify the addition. It also risks making some mages too powerful over other mages.
in response to which candy wrote :-
Really? Because damage rings and amu's don't do the same for barbs/hunter/marks? Oh no, wait, they do!
well this is the strange circularity of present day pvp mmos. one class is given OP items, so the next class must have OP items, and then the nerfing proceeds in circular fashion as well.
this circularity of nerfing and enhancing should stop. what should be focussed on is skill use and quality of gameplay. Nerfing or enhancing one class is merely tweaking damage. Instead, finalise the damage quantities and focus on gameplay.
(but i dunno how the cash shop would work then lol, maybe cosmetic items). I dont think LoL offers permanent damamge enhancements and I feel that is a better model to follow than the olde cash shop items model. May need a much large rplayerbase to get equaivalent revenue.
Your opinion is irrelevant.
:/
http://i.imgur.com/VsgvpTF.gif
Candyx
08-24-2013, 04:50 AM
....
well this is the strange circularity of present day pvp mmos. one class is given OP items, so the next class must have OP items, and then the nerfing proceeds in circular fashion as well.
...
I 100% agree. I don't really think there should be new boss items for mages I do however think the balance needs to be addressed. Does anyone even know what a boss ring/amu specifically for mages would be? I'm assuming mana and cast speed maybe? I'm sure you could look at the average cast time for damage spells and work out the required cs buff to increases the DPS by the same amount that a 50 damage amu increases a barbs DPS. That would be fair I suppose. Not really a complicated process until you look at the non linearity of CS/AS buffs.
Side note: why are there no cast speed rings? I'm not talking about a boss drop, I'm talking about a quest item like ROL. For mages CS is equivalent to AS so including a CS ring quest would be nice, just 5%CS like the 5%AS ROLs.
Cresto008
08-24-2013, 09:20 AM
Side note: why are there no cast speed rings? I'm not talking about a boss drop, I'm talking about a quest item like ROL. For mages CS is equivalent to AS so including a CS ring quest would be nice, just 5%CS like the 5%AS ROLs. Already discussed many times, Ring of Wind was proposed with 5% cs :)
Candyx
08-24-2013, 09:30 AM
Already discussed many times, Ring of Wind was proposed with 5% cs :)
Awesome. It would still be a less powerful item than a ROL since ROLs have AS and damage, but there really isn't much more to add to a mages gear (other than mana which would be too powerful).
So, why hasn't this been implemented?
Cresto008
08-24-2013, 12:28 PM
So, why hasn't this been implemented?
NGD - Nothing is Getting Done
Candyx
08-24-2013, 01:16 PM
NGD - Nothing is Getting Done
I always wondered what NGD stood for! :D
fotomay
08-24-2013, 03:03 PM
.... I do however think the balance needs to be addressed. Does anyone even know what a boss ring/amu specifically for mages would be? ....
i feel it is true, CoR is a game slanted far more in favour of melee than mages. This is coming from the normal fantasy realm standard such as DnD, where PnP rules would usually see mages defeat melee classes most of the time (this is correct in the fantasy setting where meleers like Conan the Barbarian had a huge terror of mages).
However, some pvp devs (like NGD and also the last devs I played with in neverwinter nights) really feel mages are much too strong versus melee. These devs feel really upset when a mage beats their melee classes. So they usually mercilessly cripple mages. Some melee players also really hate mage players.
Somehow ive become used to it :( I've become used to becoming a punching bag for melee :( now i feel sad :/
http://i.imgur.com/u11E9En.gif
To be fair, NGD has done a lot in the last few years. The thing is, very little of it is what the community has been begging for and precious little had a lasting positive effect either. I should qualify and say for Haven that is.
As for the dragon instance thing, patience. They will deliver soon enough. Like every other update, it will be very interesting to see just what they deliver.
I have a concept in my mind and the points which NGD need to hit to make this successful. I won't expose these at this time. For their sake, I do hope they hit most if not all of the crucial points.
Personally, I don't think these instances will change much for the game itself. There is one thing that NGD might do that can change their circumstance a little. There is also one thing they can do to adjust war. Let us see if they go there.
Fotomay speaks of the famous "flavour of the month" concept in MMOS. In NGD's case it is flavour of the year.
There have been many discussions about rings. One of mine discussed a blank ring with sockets in it. In other words , you craft your own ring using the array of gems available.
There have been discussions about range/damage. Discussions of the scaling of mage damage past lvl 37. The application of concentration and intelligence. The way damage stacks (a conceptual problem) the way defense stacks.
All this relates to boss gear. Please remember that the boss gear will be all new. It remains to be seen if NGD will go down the road of stacking 3,4,5,6 modifiers on a part just to make it more appealing.
Were it me, I would have the dragon drop shards ( or components) of items which the players can trade and craft into gear. This way allows more drops, more spread and a bit more interest in the whole thing.
In the absence of fixing armour values, a serious balance update on spells and their underlying equations can remedy a lot of the problems identified in posts prior to mine.
Separating the WM Power points and WM discipline points from the conventional (lvl 50) points can do a lot of good.
By that I mean the points you accumulate from level 51 to level 60.
In my view, it would bring us back to 1.6.3 balance without actually being a roll-back. The only thing is that hunters WILL need a boost if that happens. It seems that NGD's code does not allow for this. Or, economics played a hand in just how that code turned out.
That one move would cut back damage/ defense, stacks of passives, excess of CC and reintroduce " diversity through scarcity ". Obviously it is not that simple as I write but those conceptual issues have a lot to do with the position the game finds itself in today.
Heck they could have gone with an entirely different concept and instead of levelling to 60, you keep rolling level 50 ( like in the old days) and each level up, which by the way would not mean an increasing scale of XP required per level, would gain you a point or 2 or more.
Then, you have increased levels of gear you can buy and equip. Those points go towards raising your equip level. The game has already turned gear centric so such a concept would not hurt.
Maybe they can do this for lvl 60+. But then I never made a MMO from scratch with no money. I only know how to make money using imaginative concepts.
A lot can be done. There needs to be the will to start.
EDIT: It was a design choice by NGD to favour melee over archers and mages. It was officially stated years ago. There was a time that at fort wars and even open field, ranged classes ruled the roost while melee just stood by or risked getting mowed down if they tried to approach. That has changed today.
Shwish
08-24-2013, 04:18 PM
Fotomay speaks of the famous "flavour of the month" concept in MMOS. In NGD's case it is flavour of the year.
The flavour hasn't changed since 2010.
Awrath
08-24-2013, 06:01 PM
Looks good, gonna start grinding myself a bosswhore knight.
Rising_Cold
08-24-2013, 06:16 PM
Looks good, gonna start grinding myself a bosswhore knight.
They say there is a speciall trick to it, but no1 will tell me.. :crying1:
Im just gonna work on a dropconju.. much easier :p
Dragons caves looks cool,as usual good job from graphical team ... but i have a few concerns about ...:
-Lagging ... because every time when i enter in golden dragon cave after invasion ,fps drop from 210 to 5 fps ...
-Items droped by new dragons.I'm sick about loads of dragon amu and epic bosses rings from Haven ,damn huge damage from tons of Hunters and barbs in Haven ,huge imbalance between a class and a barb with dragon amu that deals with easy 3,5k south cross and 2,8k crits ,or from hunters with 1,5 k ensnare and 1k normals with cold blood.
If there are plans to add even more powerful amulets like +75 dmg(only rumor) ,then this game balance is sick,even creators must be crazy.
Krungle
08-25-2013, 01:36 PM
I have a concept in my mind and the points which NGD need to hit to make this successful. I won't expose these at this time
Because, folks, if he does and they actually do it then bois will not be able to complain. However, by remaining silent bois is leaving himself open to denigrate what ever NGD does do and then inflate himself by tauting the 'better option' while saying how great he is and how messed up NGD is in comparison.
Just saying...
Because, folks, if he does and they actually do it then bois will not be able to complain. However, by remaining silent bois is leaving himself open to denigrate what ever NGD does do and then inflate himself by tauting the 'better option' while saying how great he is and how messed up NGD is in comparison.
Just saying...
Incorrect. I do like your effort at a hit back though. Took you long enough.
I actually mentioned them a long time ago. I just felt I should not do it again as it would make the post even more TL;DR than it already was.
Second, if NGD does something I agree with, I usually say so. You just happened to appear at a time when I am hardly doing that.
I will agree with the parts I like but I might comment on parts I think maybe could have been done differently. This commentary does not mean I am right. It only means that it is my opinion. That opinion carries the conversation forward, provides interest in the forum and for some, a form of entertainment. I have been proven to be wrong several times. Not a big deal.
The points I am looking at are ( not hidden as I wrote them already a while back) FYI:
NGD needs to have a premium component to this. I am not sure in my mind what form this should take but, if there is one , I would not hold it against them. As an entirely free component, it will take a while to provide a passive revenue boost that NGD needs. New code needs to pay for itself and preferably in the short term. This is my position on all new content.
The dragon instances could be opened and available as a reward for certain war or RvR efforts. Having them open on demand may or may not have the long lasting and desirable effect that the company is looking for. Work that takes a lot of effort like this one deserves to have a long life span of interest. Making it slightly scarce keeps this interest up. Encouraging war through a reward such as boss run is a good thing don't you think?
The drop system needs to be adjusted in such a way that any class can have what is considered a reasonable chance at dropping a boss item.
Further to this, the XP resulting ( if they chose to keep this component) should be significantly more. Gold take could be more too.
In other words, no player should leave empty handed provided they do the minimum required to be eligible for a reward.
There should be new drops. There should be more drops. A drop booster should not enable a player to drop multiple (excellent) boss items at the expense of other participants. In other words, equity must be perceived to happen.
Whether they choose to have components or craft materials drop is not important. It could make things interesting though.
As a side issue, I would like to see what happens with the dragon quest. Will it stay or will it go? It all depends on how they deploy this update.
I have no fear for the artwork. NGD has a proven track record of delivering beautiful landscapes and nice models.
Once the lag is minimised, visual bugs are few and mechanics work properly, that part should be a success. I would like to see some sort of terrain ( rather than a flat mesa) to make things very interesting and provide interesting tactical options.
Obviously some nice AI would cool. If that does not happen it is not really a big deal.
While also not important, if it did scale ( within limits) in terms of power and quality of drops depending on the amount that entered the instance, that would be quite an interesting feature. This is providing that there is not some sort of minimum or maximum limit that can enter at one time.
So, those are the points and it is not like they are hidden. I have no fear of exposing the points I am looking at and hoping that they hit them adequately.
You should also be aware that it can still be a success even without hitting some of those points.
If it is a success, I will be one of the first to congratulate them. We will not know until a few weeks pass with it live anyway
Back at you Krungle, you don't know me, you don't understand me or my motivations for posting on this forum. Don't pretend by some numb-skulled retort post , that you do.
I played this game, I enjoyed it. I think NGD has a winning base formula. I said so numerous times. I would like to see the game go on and be successful. I would like to see it improve, players have an experience like we old timers had. I would like the game to go on, period. Hopefully my commentary reflects this. Harsh or not I go at points and issues that I think need ventilating in an effort to see the game improve. If I pay a penalty for that , so be it.
But, thus far, while I may be trying NGD's patience these days( :superpusso:), they have not yet felt the need to either ban me, apply an infraction or even so much as send me a PM cautioning me in ever either on the forum or in game for anything whatsoever either by mistake or by design.
Krungle, if you cared to read my posts from way back ( as I suggested) you may have saved yourself the time to post such an uninformed opinion. But then, when is the last time you actually based your opinion from an informed position?
Just sayin....
Krungle
08-26-2013, 12:46 AM
Incorrect. I do like your effort at a hit back though. Took you long enough.
....
It is summer time. I was in Wisconsin eating cheese for a month. Did you know they have chocolate cheese? Numnumnum. I was back for a couple weeks then went camping. (insert brownie joke here)
Anyway, *I* knew what you have said before, but the readers here should know *which* ideas you are specifically hoping for in this particular case. I know a well placed troll gets you to respond and I thank you for the response.
Myself, I would just be happy with a bit wider drop table (so no one leaves empty handed), something for Mages and the same Boss Drops as before so us newer players can get geared as well as the older players. Other than adding a Mage item that has so far been nonexistent, nothing should be more powerful than already exists in the game and several less powerful item can be added to the tables. Lag is the number one issue that must be accounted for in the instance design. Keeping the Wish Dragons, I believe, is a must. This needs to be an addition to the game, not a replacement that will ruin the RvR content.
Shwish
08-26-2013, 10:35 AM
Since NGD seems to be taking this game in a more PvE direction (which I still believe will be the death of this game), I suggest looking into this suggestion (http://www.championsofregnum.com/forum/showthread.php?t=84309). People generally won't PvE in the same setup they war in, so players will feel reluctant to go to war if they have already setup their character for dungeons.
Krungle
08-26-2013, 12:13 PM
Swish, although others may prefer a Conj to be in support setup at forts, a Warju is very effective in RvR. My suggestion to Warjus, however, is to have rez3 mem'd. A conj needs to rez and warju should always be prepared to rez a Supju.
Although a Support Knight might get more RPs in RvR a Knarb is scary to the enemy.
The only real set-up difference would be in the Warlock. An RvR Lock will have many Area Effect spells mem'd and a Grinding Warlock is more likely to go for single target set-up...however a single target set can be effective, as well. Recently I saw a mid 40's Warlock kill L60's left and right with little or no damage support. However, that same lock did die fast when he drew fire as he lacked both shielding and health.
With a little smartness any grind set can be made to work in RvR. Only the golems and Trolls pets present problems. The whole 'grind set' is just an excuse, not a reason.
Saiedin
08-26-2013, 12:30 PM
Take today's example:
http://s24.postimg.org/52qfhk3ph/screenshot_2013_08_23_19_56_01.jpg
Anyone finds normal this killing wm warlock with highpowered tanking tunic, with 100% HP and 100% energy barrier in just four hits? I do not. Now, everyone will have boss jewlery and even lvl 50 players will be a great challenge for mage.
I'm Famous \o/ was that when you and Irsh were on my ass at Meni? Sorry about that Slartyboy :D
On a brighter note: The caves look very pretty, Frosk. I can't wait to NOT drop in them ^_^
Mmm, I knew it was a troll. It's placement was good, I must admit. Unnecessary though. I suppose the Internet has retarded you so much socially that you found yourself incapable of acting like a normal person and just asking for the points nicely.
Instead you went for slander ( as you normally do ) in an attempt to use reverse psychology to extract the information. The thought that you needed to do that was unfortunate and just plain sad.
Next time, act like a normal person and ask for the points instead of being a cretin. You do know that I am an adult and would have supplied the answer if you asked nicely right? Maybe you are a stranger to such interactions.
Any way, I always liked the idea of a secondary setup. Optionally, NGD could put trainers outside the door if they so choose.
No matter what boss item expansion (aside from CS boost) NGD puts, there will always be the fundamental problems that still exist regarding mages. INT items , CONC items, AS items, damage boost, are all minor and not nearly as potent as anything you can give the other classes.
We don't know what NGD has in store. However, with bosses in the past and in particular dragons, the setup is crucial to improving your odds of a drop. This applied to conjus in the past and especially knights now.
A well designed conju or Knight who knows how the mechanics work and skills appropriately had a higher than normal drop potency for bosses. I tested it myself with the first few runs when NGD changed Knight powers.
The fact that NGD retains /reset_powers is an acknowledgement that different setups on all classes have widely varying results. Thus, they maintain this flexibility and I applaud them for that.
Any build can work anywhere. The key thing is the efficiency of that build in certain situations according to the player's style .
As a Knight for example, I want to maximise my efficiency in grind and quite often I could make do in RvR but is not nearly as effective for the style I want to play in that RvR theatre . A secondary helps in that regard.
A secondary spell build set could be even made a premium item, thus helping NGD's bottom line. I think they could pull a lot of one off revenue from such a move.
In RvR I would contend that a pure warju is that effective. You would have to be a "hybrid" . In small scale fights a pure warju can be very effective. But then, with the glut of points at level 60 , the lines blur. There are more than enough allocation points for all classes to be catch all, powerful hybrids that do everything.
Warlocks included.
DonatoRLD
08-26-2013, 05:24 PM
Success is walking from failure to failure with no loss of enthusiasm.
Nice caves NGD.
Phlue4
08-26-2013, 06:37 PM
In the absence of fixing armour values, a serious balance update on spells and their underlying equations can remedy a lot of the problems identified in posts prior to mine.
Separating the WM Power points and WM discipline points from the conventional (lvl 50) points can do a lot of good.
By that I mean the points you accumulate from level 51 to level 60.
In my view, it would bring us back to 1.6.3 balance without actually being a roll-back. The only thing is that hunters WILL need a boost if that happens. It seems that NGD's code does not allow for this. Or, economics played a hand in just how that code turned out.
That one move would cut back damage/ defense, stacks of passives, excess of CC and reintroduce " diversity through scarcity ". Obviously it is not that simple as I write but those conceptual issues have a lot to do with the position the game finds itself in today.
I like this paragraph very much, it's totally what I agree with.
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aaaaaaaaaaaaaaaaaaaaaaaaaah awesome pictures!! Can't wait
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