NS2 Tutorial Discussion.
naggy
Join Date: 2005-03-22 Member: 46068Members
One of the key factors that people didn't like NS originally was because it was 'hard to pick up' or 'noob-unfriendly'. If a simple tutorial for each respective team was released with the release of NS2, I could foresee a lot of players (new and old) getting the information they want.
You can only learn so much through reading online guides, etc. The only way for people to actually break the boundaries of 'noob-hood' is for them to get the experience through actually playing the game. Some learn faster than others. Some hit plateaus. Some don't learn at all. Weather they learn offline with bots, or online with other players (IMO bots are useless), each persons path to 'leetness' is different.
Below are a few quotes, they contains information which I personally think could help those players that never got into the 'groove' of NS due to dis-satisfaction of NS in general.
<!--quoteo(post=1667489:date=Jan 15 2008, 05:57 AM:name=naggy)--><div class='quotetop'>QUOTE(naggy @ Jan 15 2008, 05:57 AM) <a href="index.php?act=findpost&pid=1667489"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=1667411:date=Jan 14 2008, 02:43 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 14 2008, 02:43 PM) <a href="index.php?act=findpost&pid=1667411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
Except showing a person a simple tutorial of using a skulk will not get them anywhere. An easier, but less powerful newbie class would be much better at keeping players in the game then telling them to go RTFM. The trick is to make the game fun while players are learning it, or else they won't want to learn it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Solution: Make Bites secondary fire Parasite, replace Parasite's weaponslot with Leap. Add some stupid new 'scout' ability for weaponslot 3.
<b>(Edit: or possibly even make bites secondary fire leap, and keep parasite on weaponslot 2)</b>
Tbh, Skulks SHOULD ALWAYS have leap, it is a core ability required for any kind of proper skulk use. Anyone who has ever played as a skulk without leap would know that instantly, and now that i think about it, I can see why people think that the learning curve is hard.
And for the tutorial, simply showing players WHAT to do will immensely help the tards out.
Start with the basic key movements:
Strafing: have the player strafe around a test dummy whilst keeping the target in their crosshair
Jumping: same as above, but make them jump and strafe
Wallclimbing: have the player go through an easy, moderate and hard wallclimbing course that goes over rounded edges, vertical slopes and 90 degree angle corners.
Then move on to attacks.
Biting: Have the player chase a moving dummy biting it
Parasiting: Target practice on moving dummies.
Leaping: Have the player use leap to close distance between the moving target and themselves, then bite.
Mix both Movement and Attack tutorials into one lesson in the end that involves everything that has been learned, and hey presto you have a non-retarded player.
If something as easy as that was implemented, I can guarantee 90% of the people that play would start finding the controls and 'steep learning curve' as easy as something like CS or DoD. So long as the player has SOME idea of wtf to do with the apparatus they are given, their skill will increase over time. When the player has no idea what they should be doing, THAT is when they get frustrated and ragequit with a bad experience and/or never increase in skill.
<!--QuoteEnd--></div><!--QuoteEEnd-->
With that said, I still go by my words. NS2 needs some form of a tutorial in which the player learns how to play first-hand at their own pace, not by putting themselves against varied levels of experienced players with no idea what they are doing.
How would this tutorial be put into play though?
I came across a HL2 mod one day by the name of 'The Hidden' (<a href="http://www.hidden-source.com" target="_blank">http://www.hidden-source.com</a>). Basically what the games about is human who has been subjected to various scientific experiments, which in the end turn him invisible (and mentally retarded/psycho.)
Any who. To the point: This mod has a tutorial in which I think NS2 could seriously learn/borrow from. To play as 'The Hidden', you need to know how to use certain abilities (clinging to walls, leaping, etc), as if you just run around on the ground you get seriously pwned. The tutorial basically explains to you how to go about being 'The Hidden'. It's very linear, lasts for about 3-4 minutes (if I remember correctly). If something like this were introduced with NS2, there would be a lot less overall frustration; people wouldn't have to learn the hard way, because there is an extremely easy way for them to learn that comes stock with NS2. Throw in a few other tutorials for marines/other Kharaa life forms, put a few story elements showcasing the who/what/where/when/why, and you're set.
Sure, you wouldn't <i>have</i> to play the tutorial, you could go straight into a server and just learn on-the-go. But by having the tutorial there (instead of nothing) it would be an immense help to newer players and people having trouble getting the hang of things. TBH, I can't see any other way of helping new players out, and a tutorial would fit right into place.
There's always going to be people who don't get things at first. Having a tutorial will greatly help NS2 strive among the newer crowd of players, and eventually lead to a larger, healthier community, and a wide spread (hopefully good) reputation for Natural Selection.
You can only learn so much through reading online guides, etc. The only way for people to actually break the boundaries of 'noob-hood' is for them to get the experience through actually playing the game. Some learn faster than others. Some hit plateaus. Some don't learn at all. Weather they learn offline with bots, or online with other players (IMO bots are useless), each persons path to 'leetness' is different.
Below are a few quotes, they contains information which I personally think could help those players that never got into the 'groove' of NS due to dis-satisfaction of NS in general.
<!--quoteo(post=1667489:date=Jan 15 2008, 05:57 AM:name=naggy)--><div class='quotetop'>QUOTE(naggy @ Jan 15 2008, 05:57 AM) <a href="index.php?act=findpost&pid=1667489"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=1667411:date=Jan 14 2008, 02:43 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 14 2008, 02:43 PM) <a href="index.php?act=findpost&pid=1667411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
Except showing a person a simple tutorial of using a skulk will not get them anywhere. An easier, but less powerful newbie class would be much better at keeping players in the game then telling them to go RTFM. The trick is to make the game fun while players are learning it, or else they won't want to learn it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Solution: Make Bites secondary fire Parasite, replace Parasite's weaponslot with Leap. Add some stupid new 'scout' ability for weaponslot 3.
<b>(Edit: or possibly even make bites secondary fire leap, and keep parasite on weaponslot 2)</b>
Tbh, Skulks SHOULD ALWAYS have leap, it is a core ability required for any kind of proper skulk use. Anyone who has ever played as a skulk without leap would know that instantly, and now that i think about it, I can see why people think that the learning curve is hard.
And for the tutorial, simply showing players WHAT to do will immensely help the tards out.
Start with the basic key movements:
Strafing: have the player strafe around a test dummy whilst keeping the target in their crosshair
Jumping: same as above, but make them jump and strafe
Wallclimbing: have the player go through an easy, moderate and hard wallclimbing course that goes over rounded edges, vertical slopes and 90 degree angle corners.
Then move on to attacks.
Biting: Have the player chase a moving dummy biting it
Parasiting: Target practice on moving dummies.
Leaping: Have the player use leap to close distance between the moving target and themselves, then bite.
Mix both Movement and Attack tutorials into one lesson in the end that involves everything that has been learned, and hey presto you have a non-retarded player.
If something as easy as that was implemented, I can guarantee 90% of the people that play would start finding the controls and 'steep learning curve' as easy as something like CS or DoD. So long as the player has SOME idea of wtf to do with the apparatus they are given, their skill will increase over time. When the player has no idea what they should be doing, THAT is when they get frustrated and ragequit with a bad experience and/or never increase in skill.
<!--QuoteEnd--></div><!--QuoteEEnd-->
With that said, I still go by my words. NS2 needs some form of a tutorial in which the player learns how to play first-hand at their own pace, not by putting themselves against varied levels of experienced players with no idea what they are doing.
How would this tutorial be put into play though?
I came across a HL2 mod one day by the name of 'The Hidden' (<a href="http://www.hidden-source.com" target="_blank">http://www.hidden-source.com</a>). Basically what the games about is human who has been subjected to various scientific experiments, which in the end turn him invisible (and mentally retarded/psycho.)
Any who. To the point: This mod has a tutorial in which I think NS2 could seriously learn/borrow from. To play as 'The Hidden', you need to know how to use certain abilities (clinging to walls, leaping, etc), as if you just run around on the ground you get seriously pwned. The tutorial basically explains to you how to go about being 'The Hidden'. It's very linear, lasts for about 3-4 minutes (if I remember correctly). If something like this were introduced with NS2, there would be a lot less overall frustration; people wouldn't have to learn the hard way, because there is an extremely easy way for them to learn that comes stock with NS2. Throw in a few other tutorials for marines/other Kharaa life forms, put a few story elements showcasing the who/what/where/when/why, and you're set.
Sure, you wouldn't <i>have</i> to play the tutorial, you could go straight into a server and just learn on-the-go. But by having the tutorial there (instead of nothing) it would be an immense help to newer players and people having trouble getting the hang of things. TBH, I can't see any other way of helping new players out, and a tutorial would fit right into place.
There's always going to be people who don't get things at first. Having a tutorial will greatly help NS2 strive among the newer crowd of players, and eventually lead to a larger, healthier community, and a wide spread (hopefully good) reputation for Natural Selection.
Comments
First, I suggest keeping gameplay mechanics, such as creature abilities, and tutorial separate. Sure, the game should be made as user-friendly as possible, and making leap a core ability might improve NS2 in that respect. However, reassigning alien abilities has little to do with the tutorial - it is a separate, important issue that the developers have to address. Speaking of abilities: there should be a "sandbox mode" where players can get familiar with all lifeforms and abilities, so when they get them in-game, they'll know what to do.
I thought of the tutorial, in exactly the same way you describe: small, single-purpose exercises that would teach NS2 basics. I imagined a marine/alien walking from one small room to another and accomplishing increasingly complex tasks. A competitive component could be added to the exercises, timing the skulk as he races in an obstacle course using walls and ceiling, or counting number of circles and successful bites the skulk makes when hitting a dummy. Similarly, tutorials for marines to teach them how to build and follow comm's orders, and for commanders to show how to build and research as well as their role of ordering marines.
The tutorial can become quite elaborate and eat up a lot of developers' time. Several questions are: How big/elaborate should the tutorial be? Who makes it? How much development time should be devoted to it?
Hopefully this won't be a problem, the left hand not knowing what the right hand is doing sort of situation, in Unknown World's case, but they do have limits, so by saying a tutorial is required then additional time is needed after the game is already finished and ready to go gold, so they can add it in with enough knowledge so they can teach it. Otherwise it will be just another lame play through tutorial teaching us how to use WASD and the two mouse buttons again (or something similar), when we all know that as deep as the Natural Selection experience can be, the community will come out with better advice on how to play it later anyways.
Sorry, but being 'new player friendly' is something that has to be built into the default game play so that from the second someone spawns they gain a very good first impression of the game as it is being played, not how someone hoped it would be played so they wrote the tutorial that way. I hope you understand my concerns.
Can the UW afford the time to add on a play through tutorial that has substance? Or is it more economical to build the tutorial into the every day game play? That is something for the Devs to decide but I think we shouldn't be making any possibly unreasonable requirements for NS2.
On the menu you'd have a Button that says "Tutorials (Recommended)". If a player decides to jump straight in, and feels like he's not getting the hang of it in the real game, he would know to look to the tutorials.
<!--quoteo(post=1667683:date=Jan 17 2008, 12:54 PM:name=afratnikov)--><div class='quotetop'>QUOTE(afratnikov @ Jan 17 2008, 12:54 PM) <a href="index.php?act=findpost&pid=1667683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A competitive component could be added to the exercises, timing the skulk as he races in an obstacle course using walls and ceiling, or counting number of circles and successful bites the skulk makes when hitting a dummy.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure if I understand this right, but if I do, I think it's a great idea. Rather than having a boring 'wasd' tutorial (let us assume your core audience is FPS-gamers, that already know how to move and shoot), you could build-in 'challenges' into the various tutorials, which may have a high score card - Which would likely just be for personal reference, but say you get the hang of things, and decide to go back and try the "tutorial" challenges again, you could see how much you've improved. Challenges wouldn't be any substitute for the actual game, but could be a measure of your individual ability in numerous <i>specific</i> things.
edit: as for the 'dummy' for the aliens, what do you think about a fresh marine corpse? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> (perhaps reanimated/held-up through infestation)
Well, it all depends on how much they really want this game to be worthwhile. As it applies to everything, good things take time. You can't rush a good game. I understand that UW has limitations, but lets just hope that they don't give us something similar to EA/Ubisoft 'trash' (*cough*hellgate:london) on release.
<!--quoteo(post=1667697:date=Jan 17 2008, 02:30 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 17 2008, 02:30 AM) <a href="index.php?act=findpost&pid=1667697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry, but being 'new player friendly' is something that has to be built into the default game play so that from the second someone spawns they gain a very good first impression of the game as it is being played, not how someone hoped it would be played so they wrote the tutorial that way. I hope you understand my concerns.
Can the UW afford the time to add on a play through tutorial that has substance? Or is it more economical to build the tutorial into the every day game play? That is something for the Devs to decide but I think we shouldn't be making any possibly unreasonable requirements for NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand where your coming from, but look how NS turned out. You either hated it or loved it, and once you had a mindset it usually stayed that way. I'm sure UW wants a larger playerbase for NS2, so something like this seems natural. I guess they could always just release something after they launch? Or possibly even look towards the community for help? (Not at this point in time mind you, since we have no information on finalized models/etc.)
<!--quoteo(post=1667712:date=Jan 17 2008, 08:00 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Jan 17 2008, 08:00 AM) <a href="index.php?act=findpost&pid=1667712"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think a tutorial could hurt. So I'm all for it.
On the menu you'd have a Button that says "Tutorials (Recommended)". If a player decides to jump straight in, and feels like he's not getting the hang of it in the real game, he would know to look to the tutorials.
I'm not sure if I understand this right, but if I do, I think it's a great idea. Rather than having a boring 'wasd' tutorial (let us assume your core audience is FPS-gamers, that already know how to move and shoot), you could build-in 'challenges' into the various tutorials, which may have a high score card - Which would likely just be for personal reference, but say you get the hang of things, and decide to go back and try the "tutorial" challenges again, you could see how much you've improved. Challenges wouldn't be any substitute for the actual game, but could be a measure of your individual ability in numerous <i>specific</i> things.
edit: as for the 'dummy' for the aliens, what do you think about a fresh marine corpse? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> (perhaps reanimated/held-up through infestation)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, I wasn't thinking as much towards the challenge part of things, but I guess if they really wanted they could borrow the format from Portals challenge UI. I think as long as the player knows the basics, and gets their head around the game mechanics/objectives, it will become natural for their skill to increase.
Heh, I had the same idea for the dummy. It would work nicely and add that extra bit to the tut. Marines could possibly even play off of the artworks and use skulks from the specimen/holding globe things.
That is also what should be in the tutorial. Basic gorging, even if its just putting down a res node. Thats far more than most people do.... heck even if they put it in a bad spot in a accutal game. Your team at least wont yell at you.
Teaching how to use the interface would be good too... then maybe an option to do a more advanced tutorial showing the lerk, fade, onos.. maybe not onos... have an explation saying that "We would love to show you the onos form, but the resources required would strain the US too much, but we can show you what its like on the battlefield. <Show a small cutscene>"
Also... can we plz PLZ be able to zoom with marines... tired of seeing that scope on my gun and not being able to use it... even if its just 1.5x or 2x zoom would still be nice....
Too bad I dont know enough about Source or modding to accutly do that... heck I would even do it for free. =)
This created a great tutorial level. Of course, NS2's would have to be significantly more in-depth, as it would cover multiple game types rather than just one (marine, skulk, gorge, lerk, fade, etc, vs the one type of class in COD4 single player), but it wouldn't have to go into nearly the same detail as COD4's.
Tutorial videos could be used instead, or alongside the tutorial level. Perhaps you could have a mandatory tutorial level for marining and skulking, but have optional videos that explain some of the other classes and techs.
It should be a detailed tutorial for Marines and Aliens. America's Army used this concept back a few years ago. I think it should work here too <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Yes that's correct. But honestly: Did you ever play a tutorial for a game? If yes you are one of the very few because people tend to start playing without playing the tutorial unless they are forced to.
A good balance could be the single player mode. Maybe you would have to complete a few missions to get the basics down. The average player decides to play without playing the tutorial and thus it would be a pity to create a very nice tutorial only a few players would play.
The tutorial's more of a back-up plan, for peace of mind. Like I said, you should add a 'recommended' tag to the Tutorials button, so that new players might have an "ah.. so that's why it's recommended" moment, when they realise they can barely do anything as a skulk.
The thing with challenges is, it makes the tutorials just a little less boring, so players would be encouraged to play it through. You'd have a little fun trying to beat the clock, or your previous records. I'm not sure, but I don't think they would be too hard to implement, would they?
And as has been said, SP mode probably isn't going in for NS2. I'm pretty sure the devs don't want to include a SP mode as a mere afterthought - as many games before it, have done. If something is going to be done, take the time and do it right.
That way they'd need either someone coaching them or a tutorial to mangle their own gameplay experience, kind of the way Windows requires Google or you can't do anything with it.
Talk about Irrelevant.
Dystopia also had a decent tutorial too. It showed you just about all the aspects (Implants, the different size classes, showed you how to Deck, etc...) of the game, even had a simple objective for you to complete. That'd be great for NS2. I remember the first time I played NS, I felt like I was thrown into the running of the bulls or something. And then people screamed at me, oh god it was a traumatizing experience <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
My main concern though is the fact that the player is just thrown into the game and then the 'turd' hits the fan. They either know what they are doing, or they don't. If they don't know what they are doing, they usually get flamed by other players and thus it leads to a negative experience.
It would be nice to see a post from someone at UW regarding this idea..
Edit: Was typing while Wexx posted so I didn't see his reply, alas;
<!--quoteo(post=1667846:date=Jan 19 2008, 01:27 AM:name=Wexx)--><div class='quotetop'>QUOTE(Wexx @ Jan 19 2008, 01:27 AM) <a href="index.php?act=findpost&pid=1667846"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I remember the first time I played NS, I felt like I was thrown into the running of the bulls or something. And then people screamed at me, oh god it was a traumatizing experience <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
My point exactly.
Sorry you didn't like the wsw tutorials, I did.
It's alright.. But then again, it's just another guide. The layout is perfect though.
Did this even leave the front page? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> Regardless the devs read most things and you don't have to bump it for them. Especially considering the number of tutorial threads there have been over the last couple months.
QFT.
Lies...
ALL TEH LIES!!
<img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
If they read things.. Why don't they post and say 'Sorry, Epic Phail' or things like that? It would be nice to hear from them every now and again..
ALL TEH LIES!!
<img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
If they read things.. Why don't they post and say 'Sorry, Epic Phail' or things like that? It would be nice to hear from them every now and again..<!--QuoteEnd--></div><!--QuoteEEnd-->
Devs replying to topics is a scary business, often the replies are misunderstood and spark off controversy (devs promised this and that , see this reply here proves it ) , or are taken on a personal level and lead to undesirable behavior (the dev is a [beeeeeeeep] see how they treat their customers , thread link).
Devs may read and discuss some topics amongst themselves, but not necessarily post about it.
I just read a couple of interesting things that relate to this topic/NS(2):
<!--QuoteBegin-Savage 2 Review+--><div class='quotetop'>QUOTE(Savage 2 Review)</div><div class='quotemain'><!--QuoteEBegin--><a href="http://www.moddb.com/games/239/savage-2-a-tortured-soul/reviews/26082/savage-2-review-by-james-allen" target="_blank">http://www.moddb.com/games/239/savage-2-a-...-by-james-allen</a>
Since Savage 2 is a different breed of game and it takes a while to learn each class and the appropriate strategies, it is an absolute travesty that the game lacks a manual. There is a tutorial, but it lasts too long so you can’t remember specifics. This makes getting into the game a lot more difficult than it should be. You can scour the official message boards looking for threads that explain the basics, but this should not be necessary.<!--QuoteEnd--></div><!--QuoteEEnd-->
and
<!--QuoteBegin-^+--><div class='quotetop'>QUOTE(^)</div><div class='quotemain'><!--QuoteEBegin-->Savage 2 also keeps persistent stats; while they don’t provide any in-game bonuses (thank goodness), they do determine which servers you can join. Currently, there are beginners servers for levels 1 through 4, and veteran servers for levels 5 and above. As more people purchase the game, the veteran servers are becoming more populated and games are generally a lot more organized there.<!--QuoteEnd--></div><!--QuoteEEnd-->
So, discuss.
Really, the best tutorial is learning while you play. NS1 has sorta a system like that in place to help people. People tend to ignore those pop-ups.
Perhaps a boot camp tutorial for movement, firing, basic forms/weapons, etc. Then in-game have pop-ups explaining specifics, like "You killed an Alien, your team has received some extra res for the kill" or "This is a siege gun, it targets Alien Buildings through walls, but only if the Commander can see them on the map". Simple, concise, effective.
But oh so ignorable.....
Really, the best tutorial is learning while you play. NS1 has sorta a system like that in place to help people. People tend to ignore those pop-ups.
Perhaps a boot camp tutorial for movement, firing, basic forms/weapons, etc. Then in-game have pop-ups explaining specifics, like "You killed an Alien, your team has received some extra res for the kill" or "This is a siege gun, it targets Alien Buildings through walls, but only if the Commander can see them on the map". Simple, concise, effective.
But oh so ignorable.....<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm going to be pedantic here so you get an idea of how hard making good tool tips, and by extension a good tutorial, is. The commander can only see the alien structures on the other side if the commander scanner sweeps or if another marine is looking at the structures. In either case the structures will show up on the marine's minimap(if he/she is in range) and his/her large map(if he/she has it up).
Sure give the pro's the skip so they go play online, but if a decent singleplayer was created, it may do more than just inform...... it may even entertain! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Also after completing maybe bonus material is rewarded such as challenge maps and just general singleplayer fun that you couldnt receive from online play.
Though I havnt been following NS2 much... this may involve the whole timeline factor <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
PS: Hi naggy <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />