Tuesday, November 04, 2025

Daggers of Depression

 New World Aeternum released a minor patch last night and with it they pulled back the curtain on multiple pending updates to the game that were in the hopper before Amazon rug pulled the entire studio and canceled the game's development.  Chief among the surprises waiting us was the reveal of daggers as the next weapon that would have been in New World.

 Daggers show up as a weapon skill tree option and their skill trees are available.  They cannot be unlocked yet and no daggers exist in the game yet (that we've found anyways; could be a drop hiding out there).  Update: daggers can be obtained from Reekwater's new vendor but they cannot be equipped.

 

New World daggers
Update: you can get daggers from the Reekwater Soulwarden vendor that was added in the patch.  Do the new Reekwater questline to learn more.

 The assumption is there is a quest or some other gating element not yet in the game to be able to equip the daggers. Update 2: And we can actually equip daggers!  Holy f'ing sh!t.

Daggers weapon tree in New World Aeternum
Dagger skill trees

 The Well of Fortune in Cutlass Keys was updated to include a dagger cache which goes to show that they were not forgetting about the FFA PvP zone and that they had plans to update to be relevant again in the new end game system.  Unfortunately no information on how to learn the dagger cache recipe (or the recipe for the new perk charms also pictured).

Dagger cache in well of fortune New World Aeternum
Dagger cache and unreleased perk charms in Well of Fortune

 Reekwater also received a zone update and a new node of the main story quest was added to the zone. We knew a zone rework was underway for Reekwater so its good to see some of that making it live into the game. 

 This all adds up to bring us into the depression stage of our grief journey since the end of development announcement.  Daggers were a much desired weapon within the community and knowing that areas like the FFA PvP zone were getting some love for the new end game was very promising.  Everything was headed in the right direction for this game.  Thank you to the few remaining devs who are letting this stuff leak out in the update files. 


Sunday, November 02, 2025

Sunday 11/2/2025 Post: Packers lose to the Panthers

 The Green Bay Packers lost 16-13 to the Carolina Panthers. Once again, an early turnover for the Green Bay Packers became an insurmountable challenge for the team to overcome.

 Matt LaFleur coached teams, whether Aaron Rodgers or Jordan Love at QB, never seem to be able to adapt when the early game goes poorly. Sprinkle in some "f*ck it, chuck it" from Jordan Love, and this game was painful to watch as a Packers fan.

 The defense couldn’t get off the field, and the offense couldn’t execute. Then Matt LaFleur made the baffling decision to go for a TD on fourth down late in the game instead of kicking a field goal.

 This is the same Matt LaFleur who, a short few years ago, did the opposite in the NFC Championship Game—where he kicked a field goal instead of going for a TD. In the NFC Championship Game, it was the wrong call, so maybe that was in his brain here. But in this context against Carolina, a field goal made a ton of sense.

 Sure enough, after turning the ball over on downs with no points, the Panthers promptly gave it right back, with our defense finally figuring out how to stop Carolina. Then we marched right down and scored a TD.

 Had we kicked the field goal earlier, we’d have been up by three, but instead we settled for a tie ball game and gave the ball back to Carolina with 2:32 left in the game. A few plays later, time ticked away and Carolina kicked the game-winning field goal.

 Shocked Pikachu face. Damn, this team is dumb sometimes. Fire LaFleur or something, I guess. 

Packers lose to Carolina meme


 

Friday, October 31, 2025

What Stage Are We At Today

5 stages of grief
 

 It’s been two days now since Amazon announced the end of development for New World: Aeternum, so let’s check in on where we are with our grief.

Denial
Anger
Bargaining ← we are here
Depression
Acceptance

 We speedran the denial stage. It didn’t take long to go from news of layoffs at Amazon to the announcement that New World’s development was ending. Maybe at first we could tell ourselves it wouldn’t be the entire dev team, but that was squashed quickly.

 Anger came swiftly to the shores of Aeternum. If we did a word diagram of the community feedback, the words “fuck” and “Amazon” would be big, bold, and centered.

 Now comes the bargaining phase, where each of us takes our grievances to our higher powers — for some, that is, sadly, Elon Musk. There’s a furious rumor that xAI is going to buy out Amazon Game Studios and New World. A plausible press release is making the rounds. There is some credence to this; xAI has well-known intentions of getting into gaming, and Elon has said he wanted a game out within the year. X is probably better than the game being dead, but I have some real-world grievances with Musk that I’d need to grapple with.

 So here we sit — hoping, and for some, praying — things will change and we’ll get our New World back. Tune back in tomorrow, where we stare over the edge of that slip into the depression stage.

Note: this post was edited with the help of AI (ChatGPT). The thoughts are my own.  The grammatical correctness and em dashes (—) are the AI.   Yes, I realize the irony here with mentioning xAI as a possible suitor.

 

Thursday, October 30, 2025

The Day After

 new world logo with dead stamp over it

 My nonexistent heart is still aching from the New World Aeternum end of development announcement.  I logged in and played last night; trying to pretend nothing was different but that was a fools errand.  It is hard to take the game seriously with development stopping and I can't blame those players that take the opportunity to goof off.  Lots of thoughts came in and so I needed to get some things out of my head and onto digital paper.

 First; I need to take the time to lay some thanks down:

  • Thank you New World development team for bringing this game to us.  Thank you for making the daring call to transition from survival sandbox to an MMORPG.  You brought the only western developed MMORPG of note in the last decade.
  • Thank you to this game for bringing me together to my new core gamer friend group.  Indestructible, Dback23, and even Tep... we met on Aeternum shores and will keep on keeping on wherever we find ourselves.
  • Thank you to the content creators; more than I can likely remember but I'll try here:
    • Mecrow - the mad scientist himself
    • Atlas Fishmo - I'll miss Fishmo corner in the original OPR map; I'll miss yelling FISHMOOOOOO as I ran past.
    • DukeSloth - man that broke my heart to hear your Ahoy in the shutdown video
    • KristoferESO - for all of the PvP builds 
    • Nyce Gaming - thanks for the heavy tank love brother 
    • ThaCousin - best dollar I ever spent; thanks for the laughs 
    • Redbyrd and BDLG - the OG content creators for New World; thank you for shepherding the community from well before launch through the first couple of years 
    • To the rest I didn't list; thanks for all the fish 
  • And lastly; thank you to the haters.  I will keep pressing one button, flamethrower on, until the day I can't log into the game anymore to burn you down.  Much respect. 

A DM in New World expressing love
<3 to LoadingUsername / Valhalla

 In other "the day after" news we got some updates from NW Kay as she is still employed at Amazon.  She indicated there are additional updates and bug fixes still in the hopper and we should get a fix patch soon.  She also alluded to some "shenanigans" that may happen in the future. This was good to hear as it gives a little more life to the game, at least for me anyways.

 For many others though; they are gone.  Peak concurrent players cratered last night.  Down from a peak close to 50k down to a 8k.  Heavily populated areas were far more barren.  Many players are just standing around to chat which makes previously bristling hubs eerily still even though there are players.  Queues for things like arenas and OPR are still popping but the wait was longer.  At least the queue to login is gone now :(

 I'm not sure what my plan is.  I really did try to play like nothing happened thinking I could ride out the immediate storm and settle in with the core playerbase that was going to ride into the final sunset with the game, but I'm not sure I can do it.  My history with dieing games is I get off the ride early.  The only difference here is the game was actually getting better... not worse.  Sigh. 

 I'll leave off today with a message shared by NW Kay:

NW Kay message in discord
 

I couldn't agree more NW Kay; New World is a great game, still is, and we did build something special.  Respectfully; fuck you Amazon.
 

Wednesday, October 29, 2025

RIP New World Aeternum

New World Aeternum screenshot of tents outside Windsward
A tent city memorial has been erected outside Windsward; remembering better times for the game

 As part of layoffs Amazon has made the decision to shutter the ongoing development of New World Aeternum and any future MMORPGs. New World is effectively dead as of the announcement yesterday.  The development studios in San Diego and Irvine were laid off.  I am devastated and this announcement is difficult to understand.

 New World was riding a high with their Season 10 Nighthaven update.  Vibes were positive and the update received widespread praise.  Players were returning and content creators were creating.  We were back baby!  

 Alas it was not meant to be and it's a hard pill to swallow with the promise that Season 10 brought.  It is such a good update with amazing concepts like Catacombs and a gearing system that was going to require for more investment than past systems.  The stage was set for a better future in the game.

 The rug pull by Amazon is as insensitive to the players as it was to the developers.  I can't imagine the crunch that likely went into getting Nighthaven ready to ship, seeing the response from the community, and then to walk into a layoff.  Then we go back to the signs that were staring us in the face the entire time and it feels worse.

  • The announcement to move the Nighthaven release forward to earlier in October right before the layoff announcement
  • Areas of the Nighthaven zone were unfinished; large empty spaces that in retrospect were likely cut to make the date vs being areas for future expansion
  • The hesitation to add any new servers to accommodate the growing queue size

 From all accounts the end user developers didn't see this coming but looking at the items noted above it is clear some level of leadership knew which makes all of this feel even worse.  Some sort of sick swan song they maybe thought the community would be happy with to ride off into the sunset.  

New World Aeternum screenshot
My Halloween themed transmog

 The worst part of this is the game is still available but there will not be any bug fixes, balance changes, or feature updates to build on the amazing changes that Season 10 brought.  We are stuck with the entirely random gear acquisition system, gutted crafting, PvP balance questions due to the large number of changes, and now a rapidly declining playerbase. 

 While Amazon may keep the doors open to the servers through 2026 the game will not be the same.  Player count plummeted following the announcement (down to ~7,000 peak users from the ~49,000 peak on Steam alone).  Logging in the world is filled with memorials and tent cities in honor of what was.  Playing game modes like 3v3 arenas were full of folks goofing off or giving it one last go before logging off for the final time.  I don't blame anyone; it is hard to take an MMO seriously that has no plans to continue development.

New World Aeternum screenshot
One more run through Starstone Barrows; ironically helping a player that has never done it before
 

 For me personally it is the end of thousands of hours of investment. The magic of MMORPGs for me is that every thing I do is working towards a future.  That constant progression is what separates these games from everything else.  The promise of decades of an online existence is intoxicating.  Every piece of furniture in my houses tells a story.  Each old piece of gear in my storage reminds me of a past version of my build. The hundreds of thousands of in game gold I squirreled away for a rainy day is now meaningless.

 Meaningless is what hurts the most.  I've been around when other games have died like Star Wars Galaxies, but for the most part every other major MMO that I've put time and effort into are still running.  Ultima Online, World of Warcraft, Dark Ages of Camelot, Guild Wars 2, and more... all still plodding along in some form or another.  And while Star Wars Galaxies hurt to see go it was it's time as the developers had moved the game away from what made it special in the first place.  New World is different and will be different in the history of MMOs.

New World Aeternum screenshot
One more 3v3 arena with friends
 

 Thank you to the developers that brought me this game and gave us the only decent MMORPG in the past 10 years.  New World never asked for more than the box cost and was the "casual dad gamer" game of choice.  I loved every damn minute of this game.  I loved every freaking second I spent defending this game against the haters.

  Stop killing games.  Fuck you Amazon.   

New World Aeternum screenshot
Looking at my house in Windsward

New World Aeternum screenshot
So many memories tied to each item in my house.  Its a mess, but its my mess.

 

Tuesday, October 28, 2025

ARC Raiders Preload Is Available

ARC Raiders Preload
 Here we go! ARC Raiders preloads are starting for the launch October 30th!

Sunday, October 26, 2025

Sunday 10/26/2025 Post: Packers beat Aaron Rodgers

 Against the Steelers the Packers had a rough first half.  It was looking like the bad man himself, Aaron Rodgers, was about to bad man himself all over the team.  Then the second half rolled around and Love won.  I always love a good tale of two halves.  A meme to commemorate the occasion.

Packers beat Steelers

 

Thursday, October 23, 2025

How I Evaluate Gear and Loot in New World Aeternum Nighthaven

A screenshot of full inventory in New World Aeternum
My inventory is a mess of "maybe" useful
items.

  As I've alluded to in posts about Nighthaven one of the big areas of focus for New World players post Nighthaven update is the plethora of legendary loot landing in our inventories and trying to understand what is good and what is not good in the new gearing system.  Like anytime I am faced with analysis paralysis I need to break things up into smaller chunks and most importantly, write them down.  But as y'all can't see my notebook I am digitizing my thoughts here on this blog post.

 It is worth noting up front that I am not an expert (yet) of this new system and some of this information could be wrong or misguided or there is nuance and bias to my current state that is driving me in a direction that may not work for you.  Feel free to comment on anything I get wrong or may not have considered.  This is very much a living document.

 I will break this post up into a few sections:

  • How I am thinking about my builds
  • A note on infixes and set bonuses 
  • Evaluating armor
  • Evaluating weapons
  • Evaluating jewelry 

How I am thinking about my builds

 With the new gearing system you have to think of your gear as a whole vs individual pieces.  This is because a single piece could handle multiple needs.  In the old system gear was often limited to filling a single need.  For example; in the new system I could have a single item with two weapon skill perks on it so that means another item doesn't need a skill slot and thus could have another perk instead.

 With that in mind when I break down my main build I am thinking in terms of what perks I want across all gear.  From there I need to determine, of those perks, which can be slotted via perk charms and which are fixed perks (including infixes).  The fixed perks are the major limiting factor as we have no control over them.  We either get a drop with the right fixed perks + an infix or we don't (or we find one on the trading post).  

 For perk charms I just need to ensure I have the right type of slot for each charm and those slots can be on any piece of gear; for example armor piece one may have two defensive charm slots and another armor piece could have two offensive charm slots and then my shield may have two weapon skill perk slots.  So as long as my gear, in total, has the right number of slots I am good to go.  The only consideration is if you need a specific weapon perk on a weapon where it will be stronger than if it was on armor then you'd want to make sure to get a skill slot on your weapon.

 Lastly you need to consider gems and gem slots as they compete with offense/defense/skill charm slots. The general consensus at this point is that gem slots are a "best" option on weapons.  A gem will do more for a weapon than any other perk will do in terms of damage.  Gems on armor are up for debate as the % reduction gems offer was nerfed from 6% to 4% and other perks like conditioning offer 5% so in theory could be better than a gem slot (though a gem can be changed out if needed with another gem of a different type).  Runeglass gems may be a different decision to make because  they offer protection + other effects; for example I run 4x runeglass gems that increase my fire damage so am leaning more on gem slots in my armor.  Gem slots in jewelry are a hot debate so probably comes down to preference there.

 If I take this into account for my heavy flamethrower build here is what I am looking for on gear:

  • I need 5x defensive slots for Enchanted Ward II
  • I need 1x skill slot on armor for Accelerating Flamethrower II
  • I need 1x skill slot on my sword for Contagious Upheaval
  • I don't need many, if any offensive skill slots if I keep using my current artifact firestaffs which have them baked in
  • I want slash conditioning, thrust conditioning, fire conditioning, and likely a few of the new perks that drop in the fixed perk bucket (I don't have a list together yet) 

 And if this wasn't enough; we have to consider that OLD perks and gear are still in the game and can be upgraded.  There may be a situation where that old armor piece with refreshing/wellness/health/<whatever> is a stronger option.  Note: not all old gear scales to 800 properly so check all stats like damage and armor values before committing to an upgrade.  For example; Frigid Dawn armor value does not scale to 800.

 So now that I have somewhat of an idea what I am looking for I can start sorting my inventory by the mandatory needs.   I know I am looking for X slots of Y type and the best mix of Z fixed perks/infix.

A note on infixes and set bonuses

 I am also paying attention to infix perks which are unique perks on specific items.  The rest of the item is still randomly generated for charm slots and fixed perks but the infix will always be the same for that item type.  Research the infixes you may be interested in and its worth likely saving any of them. 

 Then there are set bonus which are in addition to the other perks.  Set bonus trigger bonuses when you have the right number of set bonus gear equipped.  At this stage it's best to just keep any set bonus gear and assume it may fill a spot.  It is possible you will find unlocking a set bonus milestone is better than a gear item with better perks.

Evaluating armor

 For armor the mandatory need is that skill slot so I am going to be looking for pieces with a skill slot and looking at their fixed perks first.  I then set all of them aside (i.e. lock them in my inventory).

 Next I am looking for those armor pieces with defensive slots; whether it is one or multiple slots on a single item.  For example; I have a heavy glove with 3 defensive slots to fill.  Bonus points if I get skill + defensive slot together; that goes to the top of my list. 

 With what I've carved out I am then looking at fixed perks and finding the best combination of them between pieces.  This means a lot of items stick around in storage as the puzzle will evolve over time.

Evaluating weapons

 For weapons I will give some more general advice on what I think is best: right charm slots + gem slot + attunement (which are fixed perks).  I think an ideal weapon would be 3x attunements, gem slot, skill slot.  Again the gem slot and the skill slot are pretty much make or break.  This load out on a weapon basically makes it a "stat stick" and it is becoming evident that is going to be the meta on weapons that are not artifacts.  There are certainly viable other fixed perks but as most of us are after damage the attunements are going to be key.

 One thing you can consider, if you have a build like me, is that you may not need that gem slot on the weapon you use less.  For example; I rarely use my sword so it's damage is not a concern so when I got a sword that had flame attunement + 4 slots (2 skill, 2 offense) from the crafting fall out after the patch I started using it.  Now I have attunement, contagious upheaval II, empowering leaping strike II, and 2 offense slots to play with for a weapon that is only out when I am leaping striking or upheaving.

 Shields, which fall into weapons in the game, are a bit harder to evaluate because some perks slotted on a shield may apply even when that shield is not your current equipped weapon.  For example; when I swap to my firestaff from my sword/shield perks like keenly jagged II on my shield will still proc.  Since I have keenly jagged II on my firestaff I'd not want it on the shield but the situation could have been reversed and the shield could have covered for a firestaff that didn't have it.  It's not clear yet to me how you tell what perks work "when equipped" vs "when slotted" so more diligence is needed. 

Evaluating jewelry 

 I will admit I am stuck on how to best evaluate jewelry at the moment.  I need to spend more time with it but the core concept remains the same; look for the right fixed perks and the right slots needed to fill in your over all build.  A gem slot on a jewelry piece may be useful if you need more protection of a specific type or another of the new perks may be more interesting.  Then consider set bonuses and infixes and it gets complicated.  Needless to say the underlying rules remain of counting the slots/perks on your jewelry in your over all build. Jewelry can host offensive and defensive charm slots like armor and weapons.

Tuesday, October 21, 2025

Nighthaven A Week Later

A screenshot from New World Aeternum
Zero challenge, no skill, and mostly AFK gear farming.

 It's been a week since the Season 10 Nighthaven patch landed in New World Aeternum.  I've completed the new story quest line, leveled up to 70, upgraded some gear, and I have some thoughts to share.

 The big elephant in the New World community is the new gear system and understanding what gear is good so you can be confident in investing resources into upgrading items to the new 800 GS max.  The conversation breaks down into a few different aspects: perk charms, artifacts, loot sources/drops, and bugs.

 First, lets hit the major bug with crafted armor, weapons, and jewelry.  The crafting recipes were allowing players to add an old perk mod to the new items.  This allowed players, for example, to stack Enchanted Ward (old perk) with Enchanted Ward II (new perk) which was not intended.  This gear has been fixed and a slot replaced the old perk.  This fix is still fresh so I haven't been able to assess crafted gear with the fix in place.

 The addition of perk charms feels promising for the game.  Gear now can have perk charm slots and the charms can be changed, for free, at anytime.  Slotting a new charm replaces the old charm (which is destroyed in the process).  The promise is more variety in builds and the ability to change key perks on an item without having to replace the entire item.

 The only main issue I see with the system is that the slots that are available on gear is completely random. Whether crafted or dropped (open world or chest) the slot types are randomly applied to the gear.  That means you can end up with a weapon drop that doesn't have a gem slot or a skill slot for weapon perks (weapon perks are stronger when on the weapon).  Or a piece of armor with all offense slots and no defense slots.

 There are also only so many charm slots on gear depending on the content it was dropped in.  Mutations drop gear with up to 4 slots while open world drops have 3 slots (note: I need to check in on what is in crafting now with the patch).  The rest of the perk slots are filled in by fixed perks that are static and can't be changed.  The fixed perks also roll randomly so now not only do you need to luck into the right charm slots but you also have luck into the right fixed perks.

 Artifacts avoid this as the slots and fixed perks are static to the artifacts.  Unfortunately many artifacts were changed and the general consensus is many of them are now worse than new gear that can be obtained.  Some artifacts are still strong because of their unique ability, but most have had a downside added to offset their bonus. Worst of all is many weapon artifacts lost their gem slot. A slotted gem is universally agreed to be better than any other perk being in the slot.

 With these changes the gear system is now centered around randomness.  There is no longer a deterministic way to obtain the exact gear you want  which is a complete turnaround from the previous state of the game and puts us right back where we were at launch of the game.  It felt like for three years the New World developers slowly worked towards a system where we could either wait to get lucky for specific gear or we could invest a large number of resources into exactly what we wanted (either crafting or upgrading named gear).

 I am on the fence whether I like the old or new system.  The old system had the drawback that it was much easier to get the gear you wanted and thus any content lost it's draw as far as rewards go.  The new system offers a lottery where every item is a chance to be a winning ticket so you are constantly looking to do more content to get more drops.  The old system kept the maximum value of an item capped because anyone could always craft an exact copy for X gold.  The new system has no cap as a perfect item, as it stands now, can only be obtained via luck.  We are already seeing items selling for a million gold! 

 One issue is pushing me towards wanting the old system back though and that is the braindead gear farming that is possible in the open world. Certain enemies drop a legendary 730 GS item every time they are killed and with the spawn rates ratcheted up (assumed for the player spike for the update) the enemies spawn every few seconds.  If you can get into a raid killing these enemies you can go AFK and come back to your computer every few minutes to pick up the loot bags.  The loot will have the random mix of slots and fixed perks and at the current rates you can get hundreds, if not thousands, per day.

 This behavior and "AFK farming" irritates me more than it should.  I'm the type of player that embraces the grind and I was known to spend hours grinding for named drops I never used in the old system.  But this AFK farming just has zero interest for me. Rarely in the old system were there more than one or two of us farming a named drop.  In the new farming there are often hundreds of players at each location.  There is zero challenge to it and I personally feel there are detrimental impacts to the game.

 Since the gear system is entirely random, regardless of whether an item is crafted or dropped, the key to getting the right gear is volume of random drops that can be achieved.  Thus the AFK farming is the fastest way to the most drops.  This means other great content in the game that offers less drops for time spent feels less rewarding.  Why spend 30 minutes in a mutation or the new catacombs to walk away with a couple lottery tickets when 30 minutes AFK farming nets 50 lottery tickets? The AFK farming in the open world is making actual end game content feel "meh".

 Then there is the impact of this much gear being dropped and mostly salvaged (as it is all bind on pickup).  Gold is being pumped into the playerbase and prices are inflating because of it.  Items like infused scraps, from salvaging, are plummeting in price and value.

 Worst of all, for me, is that this model gives the game a bad look.  While us longtime New World players are excited to have a system to invest our time into there are many players returning from the launch of the game that are finding the same confusing random reward end game in place.  All of the goodness we've seen over the last few years in making the end game loop better vanished overnight.

 It is a recoverable situation for the developers.  They need to reduce the spawn rates of the enemies so these farming methods go from seconds per spawn to minutes per spawn.  There is plenty of old content that didn't get updated to drop the new items; for example the FFA PvP zone in Cutlass Keys and it's Well of Fortune has not been updated.  PvP mode caches are still dropping a lot of old gear. The developers can spread this new random loot drop to more areas and thus avoid clumping players into braindead, dumbest I've ever seen in 30 years of online gaming, AFK farming.

 Most important is the developers absolutely have to get crafting back to a deterministic path.  It is fine to have "gamble crafting" where you take a chance, with fewer resources, at a lucky outcome.  But there needs to be that deterministic path where I can invest time and resources to a specific end goal.  It doesn't need to produce the end game gear with set bonuses but crafting should let us get to a baseline item with, for example, 3 fixed perks of our choice and 2 slots of our choice. 

 Over all I am happy with the Nighthaven and Season 10 update. I'm excited at working towards my new gear and getting back into PvP with friends who have returned for the game. There is content like the new raid (and old raids for that matter) that I am interested in.  Catacombs, which I've not posted about yet, are an amazing system and have huge potential.  But, and this is a big but, they have to sort this random gear system out or it will be a problem for the game.

Sunday, October 19, 2025

Sunday 10/19/2025 Post: Packers beat Cardinals

 27 is the magic number for the Green Bay Packers.  In four of their six games the team has scored 27 points and won the games.  On top of that the Packers QB, Jordan Love, is 27.  You know what happened the last time a Packers starting QB was 27?  They won a Super Bowl and that was with Aaron Rodgers.  And you know what happened when Brett Favre was 27 and the starting QB before Rodgers? You guessed it; the team won a Super Bowl.  So we are definitely winning the Super Bowl this year.

27 is the magic number for the Packers this year