You know, we’re trying to figure out the right way to do it. Ehm, absolutely, one of the things we want to retain is that social aspect. I think the auction house did a lot of things to the game but I think one of the things it did to the item game is the fact that I no longer, that I never knew who I was trading with. I just threw my stuff up into this dropping list, then I picked what I wanted and I was out. What we wanna try to do is really build that social connection, so that if I want to trade an item with you I need to be in a game with you and we need to play together. And I think that’s the first place that we’re starting from. We also realized that if we came up with a system that really facilitated player trading all of the same problems that the auction house presented are still there if we want players to trade. So for example, I find an awesome legendary and I give it to you, it’s kind of awesome that we had this exchange. But what I had done to you now is that for the next few hours you’re not getting an upgrade, because I gave you an awesome legendary. And you gonna feel that the game is not rewarding, right, so even in player to player trading, at a fundamental level it has the exact same problems, the same impact on the game that the auction house had. So we try to really ask ourselves: How do we keep some of this social aspect, how do we offer the players the opportunity to trade, but without it dominating the game, without it becoming sort of avenue for players that sort of searching for the reward somewhere else.