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The Ultimate List of Changes You'd Like to See / Suggestions


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#31 Drakojan

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Posted 31 August 2012 - 10:53 AM

So was this posted in the wrong place? Ooh, maybe if we get enough people to post on this thread with really good ideas, we could email it to ANET or something.

#32 Misce

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Posted 31 August 2012 - 10:58 AM

View PostCorsair, on 31 August 2012 - 10:41 AM, said:

They do, but they never look in Primordus Visions due to possible copywright problems.

Of course, I forgot to mention that I have patented all of the ideas I've stated above. I'm gonna sue them for the 7-figure heaven!

That Rolls Royce Phantom is just around the corner now, all I need is patience and a half-decent lawyer.

Wait, I'm not actually taking this seriously. ANet isn't reading through Primordus Visions, jokes aside?

Edited by Misce, 31 August 2012 - 10:59 AM.


#33 Barbieslayer

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Posted 31 August 2012 - 11:54 AM

Biggest girpes...

Talking to npc's while trying to loot on the fly.

Not ever having enough crafting mats at the right level.

Leveling too fast and playing through zones that are a little too far below me to yeld decent rewards for my level (or I'm guessing that's why my adventuring isn't complimenting my crafting as I expected based on bwe3.)

Camera angles -  It would be nice to zoom out some more on larger races, but it would also be nice if when the camera collided with the map it didn't change the view so harshly.  It's quite disorientating.

Warriors not being a bit tougher.  From bwe3 through to release they seemed to get slighty adjusted.  But at release they seem a bit weak and fradgile, with some underpowered skills. (But is the only class I've played to any real extent.)

The trading post... :P

#34 Lewzephyr

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Posted 31 August 2012 - 01:08 PM

View PostZtriDer, on 31 August 2012 - 08:15 AM, said:

My 2 cent.
  • Clock does not show on screen.
  • Unclear “questlocation/quest-star".
    • Quests inside caves or underground shows up on maps like it is above ground. You can end up searching a wrong area that is above the quest area. The quest star should "gray out” when it is underground or in caves.

Many good ideas.

Clock:
If I remember correctly my clock shows up on my minimap.  At least it did the last time I looked.

Quest location:
Not sure if I am understanding you correctly.  But on almost all I recall there is a little ^ or V next to the icon showing if its above or below me.

#35 Wynterarwyn

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Posted 31 August 2012 - 01:20 PM

View PostCorsair, on 31 August 2012 - 10:41 AM, said:

They do, but they never look in Primordus Visions due to possible copywright problems.

If this is true, than can we have this post moved to the general discussion forum? It doesn't really do us much good to have this thread if Arena Net is never going to see it.

Actually I have to ask, what is the point of this whole subforum if they are never going to see anything in it?

Edited by Wynterarwyn, 31 August 2012 - 01:21 PM.

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#36 Corsair

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Posted 31 August 2012 - 04:03 PM

People like to suggest things for the game. I've even got a few threads buried in PV, some holiday events suggested. Damn I liked those.

Anyway, here is the pertinent information. The technicality is that they aren't supposed to take ANY idea they see on a forum other than their own. PV is specifically an area where such things are posted so they never visit. What some people have done is use it to sharpen an idea for posting on the wiki. Once the official forums are up you can post your thread there, of course, instead of using the feedback space on the wiki.
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#37 Wynterarwyn

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Posted 31 August 2012 - 05:17 PM

View PostCorsair, on 31 August 2012 - 04:03 PM, said:

People like to suggest things for the game. I've even got a few threads buried in PV, some holiday events suggested. Damn I liked those.

Anyway, here is the pertinent information. The technicality is that they aren't supposed to take ANY idea they see on a forum other than their own. PV is specifically an area where such things are posted so they never visit. What some people have done is use it to sharpen an idea for posting on the wiki. Once the official forums are up you can post your thread there, of course, instead of using the feedback space on the wiki.
Spoiler

I see, thank you for responding, that clears things up nicely :)

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#38 roachsrealm

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Posted 31 August 2012 - 05:21 PM

View PostNeato, on 31 August 2012 - 07:14 AM, said:

Ah, I thought of another: Deposit All / Withdraw All - for putting gold in or taking it out of your bank.

if you type in a number higher than what you have available, it automatically defaults to the most you have available.  A button would be nice tho.

Also, showing on the bank screen how much you currently have in  your inventory.

#39 Butcher

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Posted 01 September 2012 - 04:44 PM

Well then, here's my list...

CRAFTING:
  • Jute and leather scraps need to drop more often, and from a larger variety of humanoid mobs.
  • The amount of refined goods yielded from the process of refinement isn't enough. Either increase node yields or lower refinement costs.
  • Allow collection tabs to stay collapsed even after reopening workbenches.

Camera:
  • Allow players to enter first person view.
  • The camera should follow a characters back in a precise manner when keyboard turning rather than in a sluggish/dragging way.
  • Even at max sensitivity, mouse turning is still very slow.
  • When a player's character autofaces an opponent, the camera should slowly start facing the character's back. This prompts the player that their character's back is no longer precisely behind the camera, and also creates ease in the action of facing your enemy manually (either by keyboard or mouse).

Animations:
  • Characters appear to slide when combining mouse turning and keyboard strafing.
  • Enemies special attacks are not apparent enough when charging, please increase spell animation.
  • Not enough blood when launching cows.

General Game-play and UI:
  • Allow a player's character to appear offline to guilds they've joined on other characters and are not representing on their current character. Or at least the option to.
  • Dodge bar is unnoticeable. Place it somewhere else and make it more apparent.
  • Allow players the option to see their own health bar above the enemies health bar.
  • Implement a charge bar below the enemies health bar when casting a special ability.
  • The Traits sub-tab should be a major tab in the Hero window.
  • The "within range" bars below all 1-5 attacks are inaccurate. Please fix these.

System Requirements:
  • Please explain to me why the game STILL doesn't play well on your minimum system requirements? I would have thought that "minimum" meant you could do a DE, but have SOME lag. But rather, you'll have SOME lag while playing in an empty field, MORE lag when around other players, and CRASH after entering a DE.
  • Yes, I have the 306.1 Nvidia Drivers.

It's not much, but that's what I've noticed so far.

#40 Misce

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Posted 01 September 2012 - 09:44 PM

I'd like to add:

the /who option from WoW - being able to see the list of people in the area. Levels, professions and races. Also the ability to get the same info for the specific person from the chat window. A greater degree of interaction with the game, just those little conveniences that mean a world to you - shortcuts etc.

Camera in jumping puzzles/narrow corridors is a nightmare.

Edited by Misce, 01 September 2012 - 09:50 PM.


#41 Butcher

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Posted 02 September 2012 - 12:49 PM

View PostMisce, on 01 September 2012 - 09:44 PM, said:

I'd like to add:

the /who option from WoW - being able to see the list of people in the area. Levels, professions and races. Also the ability to get the same info for the specific person from the chat window. A greater degree of interaction with the game, just those little conveniences that mean a world to you - shortcuts etc.

Camera in jumping puzzles/narrow corridors is a nightmare.

Man, I remember when typing /who was a very useful way to find group mates in WoW. Pretty useless now though.
Anyway...I completely agree that options like /who should be implemented. Most often I feel pretty disconnected from the community even if there's tons of people in map chat.

I want to be able to inspect people,  right click and find out their character details in chat, create private chat channels, and more. But we all know this will happen eventually. I just hasn't been developed yet.

#42 Neato

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Posted 02 September 2012 - 12:51 PM

View Postroachsrealm, on 31 August 2012 - 05:21 PM, said:

if you type in a number higher than what you have available, it automatically defaults to the most you have available.  A button would be nice tho.

Not for me it doesn't.

#43 Drakojan

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Posted 02 September 2012 - 01:55 PM

View PostNeato, on 02 September 2012 - 12:51 PM, said:

Not for me it doesn't.
Yeah me neither.

#44 Phy

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Posted 02 September 2012 - 06:59 PM

GUI custimazation. I want to see numbers on my targets frame, who they target, cast times, the ability to move the target frame somewhere else. Why this isn't an option is beyond me.

#45 Drakojan

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Posted 02 September 2012 - 08:21 PM

Yeah not seeing numbers is kinda annoying. I also like target assist in other games, although I guess that's fixed with Ctrl + T. I'd still like to see if the enemy is targeting me or someone else.

#46 Misce

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Posted 03 September 2012 - 08:51 AM

Fight mechanics: we need a deeper system requiring more skills. Right now my HP either doesn't suffer at all, or I just get zerged and killed in the matter of seconds. Dodging as the only strategic resource means playing a really shallow game.

As Drakojan said, not knowing who the mob is targeting in a group disallows combat planning. You don't know when to use your (also poor) CC, thus degrading the system to randomly spamming skills.

To summarize - we don't need EXTREMELY hard hitting mobs to have a difficult game (and I love difficult games). We need a moderate hitting mobs who do tons of different stuff, who have a decent AI in order to force players to actually take different roles in that fight, use their brain and team play to overcome the challenge.

As it stands now - it's just zerg and spam play. Which is a huge, huge disappointment. Also for some reason all this shouting about bringing players together is crap. Sure, I play along 999999999 other players, but the game lacks identity. I don't know who those people are nor do I have the reason to find out. I feel like playing a single player game most of the time. We just band up with some randoms folks, and then just as we randomly found ourselves on the same mob we disband, like nothing ever happened.

#47 atrossity

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Posted 03 September 2012 - 01:32 PM

There is only three things that I would really like to see.

1) Houses. These were great in eq2. And even if it isn't something you would be excited to have, they could be useful in a variety of ways: A free waypoint, extra storage, you could build them up to have crafting tables, could plant mini gardens that could be gathered, etc.

2) Make minipets useful. I remember hearing speculation that a pokemon type minigame would come about as an evolution to polymock with the minipets, but IDK if that is true.

3) Vehicles/mounts. Mounts are obvious. Vehicles could be mounts that can be summoned once every day, very expensive, and they offer siege like qualities. For example, a tank, or a mobile artillery, or a caravan that holds a bunch of troops. Would make WvW just that much more fun.

#48 LanceHardwood

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Posted 03 September 2012 - 02:30 PM

Mounts! BUT not ordinarry * getyoufromplaceAtoplaceBfaster mounts. BATTLE MOUNTS!!! I want to fight on the back of a horse and slash enemies with my sword while it kicks them in the head.

#49 Zedabi

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Posted 03 September 2012 - 03:28 PM

View Postroachsrealm, on 30 August 2012 - 08:18 PM, said:

PvE:

option to turn off / on icons on the map.  (i.e: I want to only see the hearts)


I think, if you look in the bottom left, you can switch different things off (Map Completion, Services, Navigation and I think there's three other options). looks like a little eye.

------------------------------------------

I'd like a Minus and Save button on the Traits. The minus for fine-tuning rather than refunding all trait points (more useful at 80 and in PvP for trying new builds, granted) and the Save to save the trait points before dedicating to that point allocation (allows you to correct any mistakes you might make without a respec fee). Being able to save builds (Traits + Skills) would be nice too.

PvE locker room, where you can store sets of armour and weapons. Since this game's 'end-game progression' is about looks, being able to store sets of armour and weapons would be useful. Could even make use of the Home Instance and have them on display, kind of like the HoM in GW1. People in your party could then come in and drool look at your armour / weapons.

Karma vendors for 'Trophies' (Small Claws ect), or even an NPC that Exchanges them (for example, 3 Small Scales for 3 other Tier 1 Trophies). Either this or increase the drop rate. Spent about an hour looking for Tiny Claws, and in the end I didn't have enough for the Insignia that requires 8 of them.

Note: The NPC Exchange wouldn't be needed if we had face to face trading, which would also be cool.

Providing it doesn't unbalance the game; trading Skill Points for Karma at level 80. At the moment, Skill Points at cap are only used for Legendary Weapons and and Mystic Forge stuff (and unlocking sills, providing you haven't unlocked them all already). Given the prices of some of the armour at Cap (64k Karma a piece, wasn't it?), using skill points as an exchange for Karma would alleviate the feeling of the 'grind' since you're earning XP while doing events.

Probably some other stuff too. Will edit if I think of any.

#50 Wynterarwyn

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Posted 03 September 2012 - 04:24 PM

View Postatrossity, on 03 September 2012 - 01:32 PM, said:

There is only three things that I would really like to see. 1) Houses. These were great in eq2. And even if it isn't something you would be excited to have, they could be useful in a variety of ways: A free waypoint, extra storage, you could build them up to have crafting tables, could plant mini gardens that could be gathered, etc.


2) Make minipets useful. I remember hearing speculation that a pokemon type minigame would come about as an evolution to polymock with the minipets, but IDK if that is true.

3) Vehicles/mounts. Mounts are obvious. Vehicles could be mounts that can be summoned once every day, very expensive, and they offer siege like qualities. For example, a tank, or a mobile artillery, or a caravan that holds a bunch of troops. Would make WvW just that much more fun.

1 & 2 I can agree with, but Tanks? Mobile Artillery? The time period for this game only just barely invented guns, let alone tanks & mobile artillery.

View PostLanceHardwood, on 03 September 2012 - 02:30 PM, said:

Mounts! BUT not ordinarry * getyoufromplaceAtoplaceBfaster mounts. BATTLE MOUNTS!!! I want to fight on the back of a horse and slash enemies with my sword while it kicks them in the head.

The only way I personally would be ok with mounts would be if they were cosmetic only, though my opinion matters little on this, Arena Net have already stated flat out they won't be adding mounts to their game.

Edited by Wynterarwyn, 03 September 2012 - 04:26 PM.

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#51 michaelgarcia92

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Posted 03 September 2012 - 05:11 PM

  • Upscale XP while playing in lower level areas
  • Increase rewards for DEs in higher level areas
  • Greatly Reduce Way-point costs
  • Add a few DEs to towns
  • Better LFG system like gw1


#52 Dulu

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Posted 03 September 2012 - 11:20 PM

I'm going to skip mentioning the bugs, and the common sense stuff we all know and hate. (TP, Overflow, etc.) and stick to the things that aren't being discussed a whole lot, that are kind of irking me.


#1 - TTK rate in combat, or "Time to kill". On a scale of 1-10, Counterstrikes TTK is a 1. Meaning, you get hit, you're probably dead. Call of Duty, a 2. World of Warcraft, without a healer, is about a 5. You can take some hits, but you're going to die rapidly to a good player. Very rapidly if it's two good players. GW2... Seems to be about a 9 or 10. Two good players can simply not die to each other in a 1v1. One will always escape or survive long enough for help to arrive. Combat drags on and on. I'd speed the combat up by cutting everyone's HP by about 15%.

Downed State just makes this even worse, in my opinion. Killing someone takes forever, and then... it's not over yet! They kill a pet, or some mouth-breather on your team dies nearby... That person you killed is revived.

Which brings me to my #2...


#2 - Downed State/Revive in PvP: It's too much. I think there needs to be an ICD on Downed State - not revive - just the downed state part. Make it a 30 second ICD, and it will speed up the action in PvP immensely.

#3 - Short Bow sound/animations: Awful. What else can I say? Change the sound effect to something at least resembling a bow and arrow, and slow the attack speed down. Compensate by applying multiple bleed stacks at once, and increasing the damage per hit.

#4 - Dungeons: Spam res and waypoints? Really? Waypoints need to be removed from inside dungeons, or at least disabled during boss-fights. In fact, if you're going to have downed-state revive, people should not be able to run back mid fight too. It's too easy. My first trip through AC, people died probably 5 times per fight, myself excluded (died 0 times). And we were still rewarded, because we were able to kill the bosses.


#5 - WvW is amazing. Having to queue for 3+ hours... not amazing.

#6 - No person-to-person trade.  Having to rely on 'trusting' the other person to send the stuff is weak. Even if you can report them.. it's not a good policy. I'd like to just be able to trade, like most MMO's, person to person.

#53 sfxblade

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Posted 04 September 2012 - 02:46 AM

*Increase rewards for some event bosses.

Example, you kill the shadow behemoth, you get a chest, the fight takes around 5-10 minutes, not too difficult.
But sometimes you have champions mobs, like the giant in Diessa plateau, and the giant scorpion in fields of ruin, who do alot more damage, and usually you see lots of people dying left and right. The giant one, can take up to 10+ minutes, and any melee gets 1 shoted by his waves, once you complete it you get 600exp and 40karma or so (with no drops)...Sometimes i think the difficulty/effort ratio isn't very rewarding on certain fights.

#54 Akela Rumi

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Posted 04 September 2012 - 05:08 AM

First off all, A-net do read this thread and do take opinions we post here into account. They won't however admit it, so they don't hit copyright issues (as logn as you don't react here and don't say you are reading it, nobody can claim that they have stolen it from them.

But on the original gw-guru sveral things have been mentioned in the suggestions forum that have implemented some time on the track.

Second, my two cents.

1: change the downed state. It is too boring, too slow and too less rewarding. Either remove it at all (given us the old mmo options of traveling to a way point or watinng for res) or make it more rewarding when you are successfull surviving it. The problem with it now is that you either are not succesfull and you are at the situation of being deaht but lost time, or you are successfull but the battle is over cause it is the last enemy that needed to be killed in the fight (wich isn't very specially rewarding) or you are succesfull but almost instantly downed again goes you get out with too less amount of health. My suggestion would be to reward a successfull survival of being downed with full health, but maybe pause the recharge of skills (so if you had a skill with 60 seconds recharge pressed at the moment you are downed, and the downed state took 15 seconds, the skill still has to recharge for the 60 seconds instead of the 45 seconds).

2: Remove the repair npc's but give the option to every vendor (including finished hearts npc's).  I understand the need of broken armor as 'punishment' for defeat and as moneysink but don't bug us with it not being available all over the maps. If we brake it let us repair it as quickly as possible. Off course at the start of a dungeon the current repair npc should be replaced by a merchant that also buys your stuff, and myabe even sells buffs that you could also get outside for when you forget to bring enough.

3: make crafting stations easier to indetify. I like the area themed crafting stations, it adds to the feel of the different races and area's. But it is hard to learn all the looks, so pls place a banner/flag at each one that is the same always, so I don't spent 5 minutes running and looking around the crafting area.

#55 Misce

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Posted 04 September 2012 - 06:50 AM

View PostLanceHardwood, on 03 September 2012 - 02:30 PM, said:

Mounts! BUT not ordinarry * getyoufromplaceAtoplaceBfaster mounts. BATTLE MOUNTS!!! I want to fight on the back of a horse and slash enemies with my sword while it kicks them in the head.

Hell yes, I want to ride on a bike-like vehicle from the Black Citadel with a mounted spear gun on top of it, Mad Max style. :)

#56 Drakojan

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Posted 04 September 2012 - 05:49 PM

Posted Image
Awwwwww yeeeaahhhhh.

#57 Alemoot

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Posted 04 September 2012 - 08:40 PM

Party search such as in GW1.

#58 songsnchaos

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Posted 05 September 2012 - 12:43 AM

I find a lot of chests and wind up getting a lot of account bound items I can't sell & don't have interest in using. They take up inventory space if I keep them (and I hate destroying things). My example is the tonics that give you the appearance of a critter to use in town, etc. You can't fight in them. AFAIK there is no benefit to using them outside (if you even could). These items should either a) not take up space or B) stack. I have THREE PINK MOA tonics that wont' stack. Thanks a lot ANet.

Then I got a ROCK in a black lion chest. Why? It's a little thing, but storage is precious. It wouldn't hurt to help us out. Besides, I think tonics should be saleable. Like minis, some people might really like them. Let them go on the market.

#59 Miteshu

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Posted 05 September 2012 - 01:03 AM

I like being notified when someone bought my item on Trading Post. A simple ! mark just like how traits notified me when I earned a trait point.

#60 Misce

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Posted 05 September 2012 - 06:50 AM

After playing AC story mode I can say that this game doesn't require any form of intelligent play. The deal with mobs is just that they hit hard and that they have lots of HP. Other than that it's just nuke and dodge. Boring.

Make encounters in such way so that even regular mobs have decent AI with interesting skills which require you to THINK and develop a strategy for them.

A bit disappointed after reading how hard the dungeons are, I did AC story on my lvl30 warrior with a PUG in under 40 minutes with no wipes. Too short and too easy. I sincerely hope that explorable modes really are 6-10 times more difficult, but not in a harder-hitting more-hp mobs way.




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