• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:32
CEST 06:32
KST 13:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202529Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder4EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced38BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
Serral wins EWC 2025 The GOAT ranking of GOAT rankings EWC 2025 - Replay Pack #1: Maru - Greatest Players of All Time Greatest Players of All Time: 2025 Update
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) TaeJa vs Creator Bo7 SC Evo Showmatch Sparkling Tuna Cup - Weekly Open Tournament FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder BW General Discussion Google Play ASL (Season 20) Announced Shield Battery Server New Patch
Tourneys
[Megathread] Daily Proleagues [BSL] Non-Korean Championship - Final weekend [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational
Strategy
Does 1 second matter in StarCraft? Simple Questions, Simple Answers Muta micro map competition [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Flash @ Namkraft Laddernet …
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 576 users

[D] LotV Economy Discussion - Page 26

Forum Index > SC2 General
Post a Reply
Prev 1 24 25 26 27 28 31 Next All
Kiarip
Profile Joined August 2008
United States1835 Posts
November 17 2014 21:30 GMT
#501
I think one problem that exists right now as other people have said is that there's really no use to having a 4th base other than for gas. You have 66 workers on 3 bases (16 * 3 for minerals and 6 * 3 for gas) If you get a fourth base you might go up to 72 (16 * 3 for minerals and 6*4 for gas) or at most for a shirt amount of time if you're zerg 80 (16 *3 + 8 for minerals and 6*3 for gas.)

There's practically no advantage to holding a lot of bases. Blizzard is trying to change this by having expansions run out faster so that people expand faster and more often, however that's not how the risk-reward for the expansions pans out. Expansions are first of all generally hardest to defend right after they're up, so when a player expands he generally banks on the reward of having the expansion for the rest of the game and not use it for a quick buck. The mineral count change obviously doesn't support this cost-benefit analysis. Also, players can't just freely double expand in the middle of the game without suffering from timing attacks and harass.

If anything I think that this change will encourage lower worker counts and timing attacks which cut workers before full saturation on 2 or 3 bases. After all, why build so many workers if in an action-filled game by the time your third is fully saturated your main is almost mined out, you may has well have cut worker production and built army instead, because soon enough you'll be transferring workers from your pain and there's no guarantee that you will have a fourth base for them to fill up.

I actually am a fan of low economy games, but I don't think that this is what blizzard intended with this change. If Blizzard wanted to encourage more expansionary play they need to start reducing the effectiveness of all additional mining workers after 8. For example if workers carried back 8 minerals per worker like in broodwar, but took significantly longer to mine the minerals.

Another thing they could do is decrease the amount of mineral patches, but this would obviously slow down overall economy.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-11-17 21:42:21
November 17 2014 21:41 GMT
#502
I believe there is an advantage to having 4 bases instead of just 3 (or 5 bases instead of just 4, whatever the case is where one of your bases doesn't need to be mined). Gives you the option of evacuating the workers to the other base (maintaining your economy) and giving up the position instead of forcing you to defend the position with your army (to maintain your economy).
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
MTAC
Profile Joined May 2013
103 Posts
Last Edited: 2014-11-17 23:21:09
November 17 2014 23:07 GMT
#503
However, having only one gas geyser per base have one major drawback.

Far less upgrades/tech units per base. You can see it as a problem or a benefit though.

Slower and fewer upgrades / tech units (a.k.a medivacs/tanks, collossus/HT, Muta/banes/Infestor...) means first that theses units can be tuned up a lot, and each and every technology can add a LOT to your army composition, ability to push or defend.

Furthermore, the upgrade thing increase the number of timings windows AND the ability for a player to change his army composition (Going from melee to range units for Zerg, from 1/1 bio to mech/biomech etc...) Compare it to actual switch from 3/3 main comp to 0/3 roaches, 1/0 mech...

IMHO this can lead to more skirmish games easily. If having one collossus/tank/infestor could change that much your gameplay and your brute force, and if the necessity to expand more for the sole purpose of gas mining was in the game, I don't see how it could be a bad thing.

Just my 2 cents
Yoav
Profile Joined March 2011
United States1874 Posts
November 17 2014 23:14 GMT
#504
I think the idea is if there were only 1 geyser it would produce twice as much.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 17 2014 23:22 GMT
#505
On November 18 2014 08:14 Yoav wrote:
I think the idea is if there were only 1 geyser it would produce twice as much.


But *should* it?

For example, could you do

Main: 2 norm gas
Nat: 1 rich gas
Third: 1 norm gas
Hark, what baseball through yonder window breaks?
fezvez
Profile Blog Joined January 2011
France3021 Posts
November 17 2014 23:52 GMT
#506
I just want to say that I agree 100% with what was said here.

We should have incentives to expand, not be artificially forced to do so. A 2 base terran with 60 SCV (fully fully saturated) and 3 orbitals should perform about the same as a 3 base zerg on 66 drones(current optimals) and much worse than a 4 base zerg on 66 drones (which currently does the same thing as 3 base 66 drones)
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
November 18 2014 00:38 GMT
#507
Does anyone even know why exactly blizzard settled on the current design for SC2 for workers to mine 5 per instead of BWs 8? (and why was BW decided to be 8 as well?). IIRC they said something about it being a nice even number, but that doesn't even really matter because of canceling stuff giving you x% uneven numbers and repairing etc.

Like really, why does it matter if it's 5? couldn't they just increase the workers to gather more and keep the bases mineral supplies the same?

Could they also return the depleted geyser mechanic from BW? (gather less instead of dead).


TL;DR if they are going to change the mechnics on gathering, why not just copy it all back from BW since they know it worked?
RIP SPOR 11/24/11 NEVAR FORGET
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 18 2014 00:45 GMT
#508
game reviewers will bash them for not being innovative at all, and simply copying most of the game from brood war. probably will hurt their revenue.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2014-11-18 00:57:16
November 18 2014 00:56 GMT
#509
That's not true. People bash anything, people will bash this if it sucks. People will bash it if it's good.

Besides, it's such a minor thing for casual reviewers to notice. So if it were a hardcore reviewer, they would understand and not bash it.
RIP SPOR 11/24/11 NEVAR FORGET
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-11-18 01:20:05
November 18 2014 01:01 GMT
#510
On November 18 2014 09:38 MarlieChurphy wrote:
Does anyone even know why exactly blizzard settled on the current design for SC2 for workers to mine 5 per instead of BWs 8? (and why was BW decided to be 8 as well?). IIRC they said something about it being a nice even number, but that doesn't even really matter because of canceling stuff giving you x% uneven numbers and repairing etc.

Like really, why does it matter if it's 5? couldn't they just increase the workers to gather more and keep the bases mineral supplies the same?

Could they also return the depleted geyser mechanic from BW? (gather less instead of dead).


TL;DR if they are going to change the mechnics on gathering, why not just copy it all back from BW since they know it worked?


They have not stated a reason. My best, most educated guess is:

Workers were changed purely for aesthetical reasons. Blizzard thought it looked ugly when they bounced. So they lowered the amount of time harvesters spent mining at a node, but at the same time compensated for it by also lowering the amount harvested. The output of a single mineral node was therefore not changed. The math checked out. Nothing seemed to have changed, aside from workers becoming more orderly.

I highly doubt Blizzard in 2008 realized their change would have implications on expanding and saturation.

[image loading]

NOTE: Image contains an error, BW harvest time is in fact approx 3.2 seconds


You will notice that

5/2 = 2.5 minerals per second spent mining
8/3.2 = 2.5 minerals per second spent mining

On top of the attribute changes they also added an AI change to make harvesters less likely to bounce. I'm writing about it in a different thread I'm drafting.

Most likely the 2.0 second harvest time and 5 minerals harvest amount came about as a result of some Blizzard dev mathcrafting a solution to what some designer considered to be inelegant and aesthetically displeasing mining behavior. I doubt there was a motivation beyond that.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 18 2014 01:26 GMT
#511
Marketing, sales, product development, all have a say on "elegance/beauty/metrics" for all things including worker bounce and color scheme. It's not a purely developer decision.
Hark, what baseball through yonder window breaks?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 18 2014 01:29 GMT
#512
On November 18 2014 10:01 LaLuSh wrote:
Most likely the 2.0 second harvest time and 5 minerals harvest amount came about as a result of some Blizzard dev mathcrafting a solution to what some designer considered to be inelegant and aesthetically displeasing mining behavior. I doubt there was a motivation beyond that.

I wouldn't even be surprised if a dev took it upon himself to make this change; as a software engineer myself I can tell you that 5 minerals with a 2 second mining time is much nicer to play with mathematically than 8 at 3.2 seconds, especially if you get the same "result" on paper. I certainly don't fault the dev team for making such a change, but we can retroactively see that it impacted the game's economy in ways that would be impossible to initially realize.

We should also keep in mind that Blizzard originally expected the game to play very similarly to BW, with faster games on lower base counts for an average game. This can be clearly seen with their original map designs from Beta/S1. Those maps are the closest in terms of base counts and map dimensions compared to BW maps. With those expectations, incentive for 4 bases isn't exactly high on the priority list.
Twitter: @iamcaustic
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 18 2014 01:33 GMT
#513
I highly doubt that they didn't realize that there is a difference tbh.
At least not if they had the exact numbers from BW
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 18 2014 04:27 GMT
#514
On November 18 2014 10:33 The_Red_Viper wrote:
I highly doubt that they didn't realize that there is a difference tbh.
At least not if they had the exact numbers from BW

If you'll note, they matched the "on paper" numbers from BW to SC2 in terms of individual worker mining (2.5 minerals per mining second). While all bases do mine more efficiently in SC2 compared to BW, the biggest difference lay in income efficiency on 4+ bases, which is a base count beyond their original scope for game design. If you played during WoL beta or early release, you'll have seen the style of game play they were originally going for (p.s. if anyone can find the actual interview where they talk about designing the game in a way where matches typically end on 2 or 3 bases, that'd be awesome).

Simply put, if they did know of the consequences for 4+ mining bases (debatable), I wouldn't be surprised if it was considered a non-issue at the time.
Twitter: @iamcaustic
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2014-11-18 04:41:05
November 18 2014 04:38 GMT
#515
On November 18 2014 13:27 iamcaustic wrote:
Show nested quote +
On November 18 2014 10:33 The_Red_Viper wrote:
I highly doubt that they didn't realize that there is a difference tbh.
At least not if they had the exact numbers from BW

If you'll note, they matched the "on paper" numbers from BW to SC2 in terms of individual worker mining (2.5 minerals per mining second). While all bases do mine more efficiently in SC2 compared to BW, the biggest difference lay in income efficiency on 4+ bases, which is a base count beyond their original scope for game design. If you played during WoL beta or early release, you'll have seen the style of game play they were originally going for (p.s. if anyone can find the actual interview where they talk about designing the game in a way where matches typically end on 2 or 3 bases, that'd be awesome).

Simply put, if they did know of the consequences for 4+ mining bases (debatable), I wouldn't be surprised if it was considered a non-issue at the time.

Well in the end it comes down to the time workers spend mining in comparison to the time they need to travel. (right?^^)
I don't think it is a coincidende that the closer mineral patches work pretty much perfectly for 2 workers (i am not sure if that was the case on the early maps though tbh)
Either way, i think people in game design can do that math :D
I actually think they wanted to make the economy easier to understand, which makes kinda sense when you did design the game for 2 or 3 base play in the first place
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 18 2014 05:10 GMT
#516
On November 18 2014 09:38 MarlieChurphy wrote:
Does anyone even know why exactly blizzard settled on the current design for SC2 for workers to mine 5 per instead of BWs 8? (and why was BW decided to be 8 as well?). IIRC they said something about it being a nice even number, but that doesn't even really matter because of canceling stuff giving you x% uneven numbers and repairing etc.

Like really, why does it matter if it's 5? couldn't they just increase the workers to gather more and keep the bases mineral supplies the same?

Could they also return the depleted geyser mechanic from BW? (gather less instead of dead).


TL;DR if they are going to change the mechnics on gathering, why not just copy it all back from BW since they know it worked?

Yeah i think i know but i have no link.
Workers mined so fast so with 8 per trip, the economy got to much. Therefore, they reduced it to 5.

They said this before the beta.
PineapplePizza
Profile Joined June 2010
United States749 Posts
November 18 2014 05:57 GMT
#517
Double geysers make gas mining 'cost' more minerals. Blizz accounted for this by lowering the costs midgame tech structures, such as the factory (200 / 100 to 150 / 100) and the robo (200 / 200 to 200 / 100), as well as for miscellaneous buildings (50 / 50 machine shops or control towers vs 50 / 25 techlabs, no observatories for Protoss).

While this is incidentally a nice way to slow down economy buildup with the new macroboosters, it sucks in the late-game, since you have to dump 30 supply into workers just to mine gas from your 5 or so bases. How many times have you seen Idra games in WoL where he takes the whole map while his opponent faps in a corner, then dies to protoss with 3000+ gas and no minerals? That's double geysers in action.

We've also lost those weird mutaspam builds where people take an early third and build 20 drones or so, then proceed to go nuts once their spire is done
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 18 2014 06:28 GMT
#518
On November 18 2014 14:57 PineapplePizza wrote:
Double geysers make gas mining 'cost' more minerals. Blizz accounted for this by lowering the costs midgame tech structures, such as the factory (200 / 100 to 150 / 100) and the robo (200 / 200 to 200 / 100), as well as for miscellaneous buildings (50 / 50 machine shops or control towers vs 50 / 25 techlabs, no observatories for Protoss).

While this is incidentally a nice way to slow down economy buildup with the new macroboosters, it sucks in the late-game, since you have to dump 30 supply into workers just to mine gas from your 5 or so bases. How many times have you seen Idra games in WoL where he takes the whole map while his opponent faps in a corner, then dies to protoss with 3000+ gas and no minerals? That's double geysers in action.

We've also lost those weird mutaspam builds where people take an early third and build 20 drones or so, then proceed to go nuts once their spire is done

Not sure this goes hand in hand.
BW-factory was alot stronger, therefore facory cost more.
SC2-factory is pretty weak in general.

SC2:robo has no reaver->early game threat and observers arent as relevant as in broodwar.
ejozl
Profile Joined October 2010
Denmark3381 Posts
Last Edited: 2014-11-18 13:24:30
November 18 2014 13:22 GMT
#519
What if the Mineral patch was divided into three depletion levels, lets say Bountiful, Fair, Scarce
If a mineral patch is Bountiful, it means your worker returns 5 minerals pr. trip.
If a mineral patch is Fair, it means your worker returns 4 minerals pr. trip.
If a mineral patch is Scarce, it means your worker returns 3 minerals pr. trip.
At 1500->1000 Minerals it's Bountiful, 1000->500 Minerals it's Fair, 500->0 Minerals it's Scarce.
100 trips to earn the first 500 Minerals.
125 trips to earn the second 500 Minerals.
167 trips to earn the last 500 Minerals.

It means there's still 1500 Minerals on a patch that you can earn from it.
You still get fast into the midgame, unlike changing the amount of patches. But this way there's this incentive to take new bases that a lot of you talk about, instead of getting snowballed into defeat, if you can get no mining base for a while.
I think this is a sweet compromise and actually fit the changing model for the Mineral Field when it gets to look more depleted the more you mine from it.

SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Big J
Profile Joined March 2011
Austria16289 Posts
November 18 2014 13:32 GMT
#520
On November 18 2014 22:22 ejozl wrote:
What if the Mineral patch was divided into three depletion levels, lets say Bountiful, Fair, Scarce
If a mineral patch is Bountiful, it means your worker returns 5 minerals pr. trip.
If a mineral patch is Fair, it means your worker returns 4 minerals pr. trip.
If a mineral patch is Scarce, it means your worker returns 3 minerals pr. trip.
At 1500->1000 Minerals it's Bountiful, 1000->500 Minerals it's Fair, 500->0 Minerals it's Scarce.
100 trips to earn the first 500 Minerals.
125 trips to earn the second 500 Minerals.
167 trips to earn the last 500 Minerals.

It means there's still 1500 Minerals on a patch that you can earn from it.
You still get fast into the midgame, unlike changing the amount of patches. But this way there's this incentive to take new bases that a lot of you talk about, instead of getting snowballed into defeat, if you can get no mining base for a while.
I think this is a sweet compromise and actually fit the changing model for the Mineral Field when it gets to look more depleted the more you mine from it.


Interesting idea. Basically fresh base>old base, but old bases aren't useless.
I think 5-->3 is a bit harsh, but I like the concept. Maybe just 5-->4 with a cut at 750 or 500.
Prev 1 24 25 26 27 28 31 Next All
Please log in or register to reply.
Live Events Refresh
DaveTesta Events
01:00
Kirktown Chat Brawl #7
davetesta48
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 210
ProTech31
StarCraft: Brood War
ggaemo 989
Leta 324
Snow 130
Bale 82
Noble 50
Sexy 35
Icarus 7
League of Legends
JimRising 646
Super Smash Bros
hungrybox686
Other Games
summit1g15175
shahzam987
Maynarde158
ROOTCatZ122
NeuroSwarm34
Organizations
Other Games
gamesdonequick1589
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Berry_CruncH320
• Hupsaiya 58
• practicex 45
• LaughNgamezSOOP
• sooper7s
• Sammyuel 0
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Diggity5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21259
League of Legends
• Doublelift5859
• Lourlo1106
• Stunt205
Other Games
• Scarra1196
Upcoming Events
The PondCast
5h 28m
Online Event
11h 28m
Korean StarCraft League
1d 22h
CranKy Ducklings
2 days
BSL20 Non-Korean Champi…
2 days
Mihu vs QiaoGege
Zhanhun vs Dewalt
Fengzi vs TBD
Online Event
2 days
Sparkling Tuna Cup
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs TBD
OSC
4 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025

Upcoming

BSL 21 Qualifiers
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
Roobet Cup 2025
Yuqilin POB S2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.