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Which bugs should be banned? Thu, 18 March 2010 06:45 Go to next message
gible

 
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Since the poll thingy here is borked, please fill in this poll at Google. (but only once please)

See results

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Re: Which bugs should be banned? Thu, 18 March 2010 08:40 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Someone voted for "Battle Board Overload" and "0.2% Minimum Damage" as allowed. If the other answers weren't all over the place, I would have thought the person was a troll. Laughing

I seem to be surprised lately what others think should be allowed. For me it all comes down to balance. Some of those items are fairly unbalancing, but some are just common sense (to me).

Glad to see that all 4 people voted "Ban" to "[freepop] Hack"....

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Which bugs should be banned? Thu, 18 March 2010 11:06 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Why the votes against allowing False Public Player Scores? To pull this off involves a significant amount of MM, a significant loss of resources/turn and through building significantly more freighters, and is discoverable by intelligent recon analysis since the freighters have to move off-planet and then back in relays. If you can pull this off more power to you I says. Pirate

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Re: Which bugs should be banned? Thu, 18 March 2010 11:12 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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The Target Overload and the Exploding Minefield Dodge IMO both need to be allowed because it is just too difficult and onerous to avoid them.

To avoid the Target Overload you have to never use crash sweeping or forget to merge on arrival those 300 Nubs in 105 fleets you gated to the concentration point. Also, there's an obvious and not too difficult work around by using the Other's Fleets Report.

To avoid the Exploding Minefield Dodge the SD would have to not detonate his own minefield if a layer might potentially be in exploding fields of his/her own and one of another higher player numbered SD. That's just too onerous to play for an already MM challenging SD race.

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Re: Which bugs should be banned? Thu, 18 March 2010 13:43 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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vonKreedon wrote on Thu, 18 March 2010 10:06

Why the votes against allowing False Public Player Scores?


I consider it a manipulation of the limitations of the Stars code. Meaning, you are fooling people because they trust the actual Stars program's integrity.

Hence, IMO this tactic is on par with the pop hack, as that is also manipulation of the limitations of the Stars code.

I disallow this cheat for public, and "no" public player scores in all my games. You can't turn off personal scores, so you always know your "place" in the universe. If I can't turn it off, I want it to be an accurate representation of my score, and everyone else.

Quote:

To pull this off involves a significant amount of MM, a significant loss of resources/turn and through building significantly more freighters, and is discoverable by intelligent recon analysis since the freighters have to move off-planet and then back in relays.


I believe it can be done without significant chance of discovery (no, I won't go into detail). I know this from experience.

-Matt





Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Which bugs should be banned? Thu, 18 March 2010 13:57 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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This can't possibly be on par with the pophack since it's not free; you have to pay a cost in MM and resources. Yeah, you don't pay the full cost in resources, but you do have to have a significant amount of potential resources in freighters off-planet every year, so it is costing your resources in addition to the cost of building the extra freight capacity this takes. If you're IS not so much.

And it is discoverable. If the leader is SS then it makes discovery more difficult, but that's the point of SS. If you are willing to invest yet more resources you can cloak the off-planet fleets to an extent even if you're not SS, but again more resource costs.

But it is counter-thematic for a PP game as any game that has PP turned on is deprecating the sort of recon analysis that discovering False Player Scoring requires, so I certainly understand why a PP game would want to ban this exploit; I'm just arguing that it shouldn't be default banned since it opens up some lovely opportunities for Machievellian maneuvering and resourceful recon analysis, which are both facets of the game that I really enjoy. Twisted Evil

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Re: Which bugs should be banned? Thu, 18 March 2010 13:59 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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vonKreedon wrote on Thu, 18 March 2010 10:12

The Target Overload


Target Overload can be avoided, for the most part. Don't select a planet as the end point for a chaff sweep. There, that takes care of 99.99999999999999999999999999% of the incidents that show up.

For the rest, select "merge with fleet" if you are jumping in warships.

Quote:

and the Exploding Minefield Dodge IMO both need to be allowed because it is just too difficult and onerous to avoid them.


Maybe.

Quote:

To avoid the Target Overload you have to never use crash sweeping


Doubtful that the subject would ever come up if it was just chaff, in space. At a planet, its an issue.


Quote:

or forget to merge on arrival those 300 Nubs in 105 fleets you gated to the concentration point.


Rarely does that ever happen. People usually gate to a rally point, and if they don't, it is even rarer to ever have that many ships gate to a planet under attack.

Usually it is just someone who wants to be a jerk. I also point at this and say it is a manipulation of the limitations of the Stars code. Hence, banned!

Quote:

That's just too onerous to play for an already MM challenging SD race.


When did SD become difficult MM? That's backwards, SD forces MM on everyone else.

I get Player #1 slot. Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Which bugs should be banned? Thu, 18 March 2010 14:12 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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vonKreedon wrote on Thu, 18 March 2010 12:57

This can't possibly be on par with the pophack since it's not free;


This is your opinion. You are entitled to your opinion. However, I do not agree.



Quote:

you do have to have a significant amount of potential resources in freighters off-planet every year, so it is costing your resources in addition to the cost of building the extra freight capacity this takes. If you're IS not so much.


I am wondering if you really understand the mechanics involved. I think that might be the issue here. You don't lose any res (other than a trivial amount for freighters), yet you fall in rank.

-Matt




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Which bugs should be banned? Thu, 18 March 2010 15:11 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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I cant believe people actually want to allow Battle Board Overload. I was told it can ruin the game and actually mess it up to the point its unplayable. Besides its a dirty trick.

Anyone notice how the 3rd guy really wants like all the cheapo tricks allowed. Seemed that way to me. Laughing



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Re: Which bugs should be banned? Fri, 19 March 2010 09:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Public Player Scores is a fairytale anyway. Chaff counted as Escort Ships? Outposts with 200 pop counted towards score? C'mon! Deal

Anyone trusting PPS deserves what they get. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Which bugs should be banned? Fri, 19 March 2010 09:10 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mlaub wrote on Thu, 18 March 2010 18:59

Quote:

or forget to merge on arrival those 300 Nubs in 105 fleets you gated to the concentration point.


Rarely does that ever happen. People usually gate to a rally point, and if they don't, it is even rarer to ever have that many ships gate to a planet under attack.

Usually it is just someone who wants to be a jerk. I also point at this and say it is a manipulation of the limitations of the Stars code. Hence, banned!

Or they want to use the "0.2% min dmg bug" Rolling Eyes

Which usually means they get the 1st slot of my "extinction" list. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Which bugs should be banned? Fri, 19 March 2010 10:17 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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To be clear, I'm not arguing for Battle Board Overload. I am arguing for allowing players to have more than 100 fleets at any one location because it forces other players to go the Other Fleets Report to actually see fleets #100+N.

I may not understand the Pub Ranking trick; I almost never play in PPS games and have never attempted to use the trick. My understanding is that one has to pull enough pop off planet as a Waypoint 1 order to significantly drop my resources and so score as published by the game. But, if I can drop that same amount of population as a Waypoint 0 order I can actually use the resources from the pop to do stuff like produce BBs and research while appearing to not have so much capacity.

Further, my understanding is that to effect a Waypoint 1 order I have to have moved from a Waypoint 0 to a Waypoint 1 with the population. So, finally, my understanding is that I must have a lot of population traveling from 0 to 1 each year. Now some of this will be between planets that are one year away, and this is probably the key now that I think this through in writing; if your high-value planets that you are pulling pop from are in circuits of 81ly or less then you don't have to ever have pop in space at the end of the turn.

Ok, I think I understand the issue better since it will often, probably most often, be the case that you can at least pair up such worlds and shuttle back and forth. Please consider me convinced and change my vote from allow to ban.

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Re: Which bugs should be banned? Fri, 19 March 2010 10:56 Go to previous messageGo to next message
Micha

 

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vonKreedon wrote on Fri, 19 March 2010 15:17

To be clear, I'm not arguing for Battle Board Overload. I am arguing for allowing players to have more than 100 fleets at any one location because it forces other players to go the Other Fleets Report to actually see fleets #100+N.


The thing with Target List Overload is not that you have to use the Other Fleets Report (which BTW does *not* show all enemy fleets!) but that you can not *target* fleets 100+ with any of your ships ... They get a free pass the following turn!
Of course Split Fleet Dodge would probably mess that up anyway.

Quote:

I may not understand the Pub Ranking trick; I almost never play in PPS games and have never attempted to use the trick. My understanding is that one has to pull enough pop off planet as a Waypoint 1 order to significantly drop my resources and so score as published by the game. But, if I can drop that same amount of population as a Waypoint 0 order I can actually use the resources from the pop to do stuff like produce BBs and research while appearing to not have so much capacity.

Further, my understanding is that to effect a Waypoint 1 order I have to have moved from a Waypoint 0 to a Waypoint 1 with the population. So, finally, my understanding is that I must have a lot of population traveling from 0 to 1 each year. Now some of this will be between planets that are one year away, and this is probably the key now that I think this through in writing; if your high-value planets that you are pulling pop from are in circuits of 81ly or less then you don't have to ever have pop in space at the end of the turn.

Ok, I think I understand the issue better since it will often, probably most often, be the case that you can at least pair up such worlds and shuttle back and forth. Please consider me convinced and change my vote from allow to ban.

Not quite there yet. Your pop does *not* move around, it never leaves the planet (or orbit of that planet). You have *empty* freighters arriving at a planet with WP1 load orders at the end of the turn and at the start of the turn you drop that pop WP0 ... The only resources you lose are having the empty LFs out off orbit to do the WP1 loads.

Next to that: don't trust PPS. For starters it doesn't show minerals and we all know how important those are, especially the longer the game gets.

There are also other ways to fake it than the method above, even unintended like an IS colonizing all reds, those count towards planet score. But you can also build FFs or DDs (forgot what the minimum is, something like AMP FFs) worthless in battle that get classified as capital ships.
With PPS off you might think you are in first with 30k but there could be someone with 40k who has a bit less cap ships and planets ...

mch


[Updated on: Fri, 19 March 2010 10:56]

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Re: Which bugs should be banned? Wed, 23 June 2010 23:25 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Whoever said that chaff is "not a bug" is a fool. It is; you're exploiting a hole in the targeting algorithm that forgets to account for one missile - one kill.

Split Fleet Dodge is likewise an abuse of the game's simultaneous turns - you can't give your fleet orders to "split if they split, don't split if they don't".

Also, the one with the gaps above the one that has Ban Chaff and Split Fleet should be ignored or deleted - that was my mouse hand accidentally pushing the Enter button.


[Updated on: Wed, 23 June 2010 23:26]

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Re: Which bugs should be banned? Sun, 27 June 2010 14:00 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Thu, 24 June 2010 05:25

Whoever said that chaff is "not a bug" is a fool. It is; you're exploiting a hole in the targeting algorithm that forgets to account for one missile - one kill.

Split Fleet Dodge is likewise an abuse of the game's simultaneous turns - you can't give your fleet orders to "split if they split, don't split if they don't".

Amazingly, when you list these two "bugs" together, the really huge difference between the two stands out:

Deal the Jeffs tried several times and across several versions to fix "split fleet dodge", which is a nasty weakness of the fleet targeting algorithms. Whip

Deal the Jeffs never tried to "fix" chaff, which is widely acknowledged as a neat counter to missile power. Further, if you think about it, you'll realize that however you tweak the battle algorithms, there'll always be some cheap contraption that'll attract more firepower than it should. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Which bugs should be banned? Mon, 28 June 2010 05:11 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Chaff is still an exploit. It makes utterly no sense that your ship captains would be that utterly STUPID.

There doesn't have to be "something which attracts more firepower than it should". If the targeting algorithm for torpedoes and missiles merely replaced "ship armour" with "MAX(ship armour, torpedo/missile damage)" then chaff would disappear.

Also, I'm not sure when the JRC series of patches were. Were they after the discovery and widespread adoption of chaff?


[Updated on: Mon, 28 June 2010 05:15]

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Re: Which bugs should be banned? Mon, 28 June 2010 07:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Mon, 28 June 2010 11:11

Chaff is still an exploit. It makes utterly no sense that your ship captains would be that utterly STUPID.

Yeah, it is an exploit. As many others, an useful one. The only way to fix it is to add a lot more brains, and more guesswork, to the targeting algorithms. And even so, elaborate "ruses" might still exist. Sherlock


Quote:

There doesn't have to be "something which attracts more firepower than it should".

Bright confetti that confuses radar. Hot flares. Minuscule sources of radioactivity. Laser pointers blinding sensors. Big balloons coated in radar-reflective paint. Dummy torpedoes that make lots of noise. Whales. Waves crashing on reefs. Kids with toy guns. You name it. The world is full of things that confuse automatic targeting. Learn to live with it. Or you won't live long. Twisted Evil


Quote:

If the targeting algorithm for torpedoes and missiles merely replaced "ship armour" with "MAX(ship armour, torpedo/missile damage)" then chaff would disappear.

Most likely it would just change. To empty CCs or perhaps Nubs. Pirate


Quote:

Also, I'm not sure when the JRC series of patches were. Were they after the discovery and widespread adoption of chaff?

Yup.


[Updated on: Wed, 30 June 2010 09:00]




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Re: Which bugs should be banned? Tue, 29 June 2010 11:58 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Quote:

Chaff is still an exploit. It makes utterly no sense that your ship captains would be that utterly STUPID.


Seriously this is one of the least of the utterly idiotic things that Stars has ships do during combat. As m.a points out, in the real world weapons get distracted from high value targets by cheap tricks, so this isn't a weird exploit.

Same with split fleet dodge, in the real world you are in a group that is being pursued by a stronger group one of the obvious things to do is to split up. It's like the punchline to the joke about the two guys charged by a bear, "I don't have to outrun the bear, I have to outrun you."

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Re: Which bugs should be banned? Wed, 30 June 2010 09:03 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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vonKreedon wrote on Tue, 29 June 2010 17:58

in the real world you are in a group that is being pursued by a stronger group one of the obvious things to do is to split up. It's like the punchline to the joke about the two guys charged by a bear, "I don't have to outrun the bear, I have to outrun you."

Except that it's more like the two guys being chased by a couple dozen bears and when they split *all* the bears follow just one of them. Rolling Eyes



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Re: Which bugs should be banned? Wed, 30 June 2010 11:51 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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But that is the correct response to a potential split fleet dodge, you split your pursuing fleet and IME Stars will make some attempt to have your fleets follow different target fleets. Am I imagining this, and if so how is it that opponents are able to track and kill my minelayers when I split them? (and I am taking into account the fleet# and fleet mass in splitting my fleets)

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Re: Which bugs should be banned? Wed, 30 June 2010 12:41 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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I've had a couple of games that banned split fleet... The rule used was something like 'no fleets can be split unless in orbit of your own world'. It's an awkward thing to try to remove from the game.

Fleets that scatter away are effectively out of the game for a couple of turns - more if you knock out the nearby gates, so it comes at a price. Also, as vonKreedon says, if you pursue with multiple fleets, it will try to pursue as many as possible. It's risky though, as if your opponent knows you will do this they can take advantage of this to ambush a smaller part of your fleet. It's also rather imperfect - I've chased a fleet of 10 with 10 seperate fleets, only to find some of the splits pursued by more than one, and some by none. I think multiple splits and merges by the target(s) can really mess it up badly.

For sure, it would be nice to be able to put some logic into your orders, like: 'Pursuit order. Split behavior: split fleet proportionally according to presence of enemy design x in each fleet fragment'. Something for Nova, or any other clones that pop up Wink

Chaff depends on a simple flaw in attractiveness algorithm (as pointed out, it'd not be hard to fix it for missiles,) but I'd say this is a flaw that adds richness to the tactics - just look at all the long threads on chaff, anti-chaff, anti-anti-chaff, shielded chaff, damaged chaff, freighter chaff, chaff vs jammers, etc etc etc.

IMO, it's quite reasonable for chaff and split fleet to be allowed in most games. It's also nice to see either/both excluded for a change of pace sometimes. I like cake.


[Updated on: Wed, 30 June 2010 12:54]

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Re: Which bugs should be banned? Thu, 01 July 2010 03:57 Go to previous messageGo to next message
Micha

 

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Dogthinkers wrote on Wed, 30 June 2010 18:41

Fleets that scatter away are effectively out of the game for a couple of turns - more if you knock out the nearby gates, so it comes at a price. Also, as vonKreedon says, if you pursue with multiple fleets, it will try to pursue as many as possible. It's risky though, as if your opponent knows you will do this they can take advantage of this to ambush a smaller part of your fleet. It's also rather imperfect - I've chased a fleet of 10 with 10 seperate fleets, only to find some of the splits pursued by more than one, and some by none. I think multiple splits and merges by the target(s) can really mess it up badly.

For sure, it would be nice to be able to put some logic into your orders, like: 'Pursuit order. Split behavior: split fleet proportionally according to presence of enemy design x in each fleet fragment'. Something for Nova, or any other clones that pop up Wink

Whatever targetting algorithm it is, it's totally messed up. Very Happy
I've targetted fleet#'s that still existed the following turn and they weren't chased. I've targetted one fleet of MMLs with dozens of separate hunters and they all went for one MML after that fleet split ...
But the best part happened few years ago where the enemy targetted a fleet that I split up in several smaller ones and they ended up at the same spot as my *unseen* and *not targetted* cloaked AR HW killer fleet that was on the same location (and not merged!) as the other fleet in the turn that was targetted.
Silly hair

Quote:

Chaff depends on a simple flaw in attractiveness algorithm (as pointed out, it'd not be hard to fix it for missiles,) but I'd say this is a flaw that adds richness to the tactics - just look at all the long threads on chaff, anti-chaff, anti-anti-chaff, shielded chaff, damaged chaff, freighter chaff, chaff vs jammers, etc etc etc.

Yup, chaff is good. Nod

Smile

mch

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Re: Which bugs should be banned? Thu, 01 July 2010 13:44 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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vonKreedon wrote on Wed, 30 June 2010 17:51

Stars will make some attempt to have your fleets follow different target fleets. Am I imagining this, and if so how is it that opponents are able to track and kill my minelayers when I split them?

Yes it does. It's far from perfect but can be used to catch your ships. 2 Guns L Blue bounce Purple bounce Red bounce Fire bounce



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Re: Which bugs should be banned? Thu, 01 July 2010 18:34 Go to previous messageGo to next message
Tabini is currently offline Tabini

 
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Micha wrote on Thu, 01 July 2010 03:57

Dogthinkers wrote on Wed, 30 June 2010 18:41


Chaff depends on a simple flaw in attractiveness algorithm (as pointed out, it'd not be hard to fix it for missiles,) but I'd say this is a flaw that adds richness to the tactics - just look at all the long threads on chaff, anti-chaff, anti-anti-chaff, shielded chaff, damaged chaff, freighter chaff, chaff vs jammers, etc etc etc.

Yup, chaff is good. Nod


Better if it wasn't inconsistent. Starbases could use that protection.

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Re: Which bugs should be banned? Fri, 02 July 2010 04:50 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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I'm not objecting to games with chaff - as has been pointed out, there is serious skill in using it.

I'm objecting to it being allowed by default, since it is, after all, an exploit.

m.a.@stars

Most likely it would just change. To empty CCs or perhaps Nubs.


Nope. Empty CCs or Nubs won't be targeted before warships unless they cost more to build than the warships (making your chaff pretty pointless, as you could just build more warships and soak up the same amount of missiles for the same cost). I guess you could possibly conserve a bit of iron by building CCs with a bunch of really expensive beam weapons, since the algorithm works off res+bor. But that's nowhere near as cheap as chaff.

The exploit that allows chaff is that targeting forgets about one missile-one kill. Without that omission, chaff doesn't work at all.

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