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#52 Jun 07 2013 at 7:27 AM Rating: Excellent
sandpark wrote:
Wint wrote:
Problem: LS's unable to work together on events/missions/story because of conflicting time zones.
Solution: Creating content that can be tackled by anyone in the LS at any time that each individual's contribution counts toward some long term goal. I haven't really thought this through yet because I'm kinda tired and I have to get up early to get ready for our vacation trip this weekend, but comments in one of the server poll threads got me thinking about this. How cool would it be if the LS leader could start the LS working towards some common goal and teams from the LS could band together to make headway when the time was convenient for them? That way everyone could participate without having to stay up late/get up early, and there could be come kind of massive reward that benefits the whole group once they finally accomplish what they set out to do. I'm thinking things that could take several weeks/months to finish. Long term goals.

Sounds nice. Isn't this what Free companies are?


Could be, this is all I could find on them:

Quote:
Free Companies
Gather four people, get in a grand company, go to the grand company counter, apply for a free company, and it will be created. At that time you will have a shared box with optional configurable permissions. By completing content your free companies level increases and you can create a unique emblem and expand other features. Allying with another company allows you to share a forum and other options.

You can also join a company as a guest to try out the company and see if you like it or not. Also you can invite low level players, and by helping them you can get points and special items. You can only have one free company at a time to prevent issues regarding these items.

By requesting permission from a grand company, a free company can become a subsidiary of that grand company. Despite the fact that free companies are subsidiaries of grand companies, you do not need to be members of the same Grand Company in order to create or join one. They also plan on making it possible to place your free company's crest on certain equipment. Current LS features will be carried on to Free Companies and it will be possible to delegate leader rights. As for Linkshells, in A Realm Reborn they will be treated as chat channels.


So depending on how they're implemented, this could work.
#53 Jun 07 2013 at 1:23 PM Rating: Good
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Wint wrote:
sandpark wrote:
Wint wrote:
Problem: LS's unable to work together on events/missions/story because of conflicting time zones.
Solution: Creating content that can be tackled by anyone in the LS at any time that each individual's contribution counts toward some long term goal. I haven't really thought this through yet because I'm kinda tired and I have to get up early to get ready for our vacation trip this weekend, but comments in one of the server poll threads got me thinking about this. How cool would it be if the LS leader could start the LS working towards some common goal and teams from the LS could band together to make headway when the time was convenient for them? That way everyone could participate without having to stay up late/get up early, and there could be come kind of massive reward that benefits the whole group once they finally accomplish what they set out to do. I'm thinking things that could take several weeks/months to finish. Long term goals.

Sounds nice. Isn't this what Free companies are?


Could be, this is all I could find on them:

Quote:
Free Companies
Gather four people, get in a grand company, go to the grand company counter, apply for a free company, and it will be created. At that time you will have a shared box with optional configurable permissions. By completing content your free companies level increases and you can create a unique emblem and expand other features. Allying with another company allows you to share a forum and other options.

You can also join a company as a guest to try out the company and see if you like it or not. Also you can invite low level players, and by helping them you can get points and special items. You can only have one free company at a time to prevent issues regarding these items.

By requesting permission from a grand company, a free company can become a subsidiary of that grand company. Despite the fact that free companies are subsidiaries of grand companies, you do not need to be members of the same Grand Company in order to create or join one. They also plan on making it possible to place your free company's crest on certain equipment. Current LS features will be carried on to Free Companies and it will be possible to delegate leader rights. As for Linkshells, in A Realm Reborn they will be treated as chat channels.


So depending on how they're implemented, this could work.


Isn't there supposed to be a housing element to free companies too? I thought I remember seeing that in a letter from the producer.
#54 Jun 07 2013 at 1:56 PM Rating: Excellent
reptiletim wrote:
Isn't there supposed to be a housing element to free companies too? I thought I remember seeing that in a letter from the producer.


Housing will initially be available only to Free Companies. Personal housing will be implemented at a later date.
#55 Jun 09 2013 at 11:03 AM Rating: Good
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sandpark wrote:
Problem: Trying to assist a player in finding something. Words do not always clearly communicate efficiently enough to help quickly.

Solution: Cross zone and Cross player map linking for marking area of interest.
A)You ask friend for help finding something.
B)You accept map linking.
C)Friend marks the map.
D)The mark shows up on your map.

Various symbols for marking maps:
Bomb= Enemy spawn point
Treasure chest= Treasure
Face= Npc
Tree= Node
Dollar sign= Shop
Candle= Event
Door=A door
Cave= Dungeon
Castle= City or town
Exit sign= Zone line
Foot prints= Pathing instructions(Records users movement for a two min interval and displays foot prints on map.

Edited, Jun 5th 2013 6:52pm by sandpark


I was hoping the game would have Map Marking abilities, like in FF11. I found it very helpful.
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#56 Jun 13 2013 at 11:50 AM Rating: Good
I would like the following to make a dream MMO.

1.) Voice chat integrated with voice changers for your character sorta like that new game "the Division" where the voice comes from the player via radio. It would be cool if you could have voice chat where "say" allows others to hear you within like 2-3 feet, "shout" 5-10 feet, and "whisper" goes directly to a player. It would make the town seem really alive when you run by and hear "snippets" of voices as you pass through a group of players.

2.) I want to see the leveling system go away in favor a skill set questing system. Your character can for example take on a quest to increase his/her autoattack power and for more powerful special attacks or spells. Buying new weapons or staves would increase your power. In short, we don't need "levels" if done properly .
#57 Jun 13 2013 at 12:21 PM Rating: Good
The ability to teleport directly to a friends is a real plus for myself.

I realize that many feel that direct teleportation reduces game immersion, exploration, etc. and also reduces the importance of airships, chocobos, mounts and movement speed bonuses.

I suggest a limited teleportation where you can directly to a party member once an hour, or even once a day, or a game day (which is what, 3 hours?).

-OR EVEN BETTER-

Make it where it only works with your actual friends. Make it a quest line and you have to complete the quest together to gain the ability to teleport to each other. Restrict it to members of your Company. Add a reason that it works into the Lore and story of the game. You are attuning to your ally, and now you can quickly come to their aid in their time of need. The cool-down is debatable, but once a day is the main purpose.

Log in > Go to friend > Play!, all in 60 seconds or less.
#58 Jun 15 2013 at 8:43 AM Rating: Excellent
electromagnet83 wrote:
I would like the following to make a dream MMO.

1.) Voice chat integrated with voice changers for your character sorta like that new game "the Division" where the voice comes from the player via radio. It would be cool if you could have voice chat where "say" allows others to hear you within like 2-3 feet, "shout" 5-10 feet, and "whisper" goes directly to a player. It would make the town seem really alive when you run by and hear "snippets" of voices as you pass through a group of players.

2.) I want to see the leveling system go away in favor a skill set questing system. Your character can for example take on a quest to increase his/her autoattack power and for more powerful special attacks or spells. Buying new weapons or staves would increase your power. In short, we don't need "levels" if done properly .


I once played an EA game called "Majestic" that was real life integrated. NPCs would give you actual phone calls with clues, directions to go to special websites to get secret passwords, etc.

I played for three days then quit because it creeped me right the **** out. Smiley: laugh
#59 Jun 20 2013 at 10:14 AM Rating: Decent
This may have been posted or touched upon already,but I'm new to FF as well as to ZAM

It would be helpful if the mini map(in top right hand corner) had an option that you can set to scroll.... so basically if your traveling south it shows the south direction at the top instead of remaining idol and North always on top.

just a bit confusing thank you
#60 Jun 20 2013 at 10:24 AM Rating: Excellent
PuzzyGalore wrote:
This may have been posted or touched upon already,but I'm new to FF as well as to ZAM

It would be helpful if the mini map(in top right hand corner) had an option that you can set to scroll.... so basically if your traveling south it shows the south direction at the top instead of remaining idol and North always on top.

just a bit confusing thank you


I actually like the way it is, your character indicator points in the direction you're traveling.

Edited, Jun 20th 2013 11:24am by Wint
#61 Jun 20 2013 at 11:59 AM Rating: Decent
Wint wrote:
PuzzyGalore wrote:
This may have been posted or touched upon already,but I'm new to FF as well as to ZAM

It would be helpful if the mini map(in top right hand corner) had an option that you can set to scroll.... so basically if your traveling south it shows the south direction at the top instead of remaining idol and North always on top.

just a bit confusing thank you


I actually like the way it is, your character indicator points in the direction you're traveling.

Edited, Jun 20th 2013 11:24am by Wint


yea thats true,i guess it just may take some time getting use to
#62 Jun 20 2013 at 1:42 PM Rating: Good
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There's usually an option for locking and unlocking the minimap perspective. The field is pretty evenly split between people who want their character pointer to always be pointing up, and people who want north to always be up (I'm in the latter group).
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#63 Jun 25 2013 at 2:03 AM Rating: Decent
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I never understand how people can find their way anywhere when the map constantly points up. Surely you can navigate more easily when the map stays north up? I'd feel sick if it kept swirling about.
#64 Jun 25 2013 at 11:27 AM Rating: Excellent
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Problem: Endgame content is primarily a raid scene. At level cap, people without the ability to schedule hours worth of continuous play time into their lives will have a very limited amount of content to experience. This will limit character growth, gear options and overall enjoyment of the game = dropping subscription.

Proposed solution(s): Introduce content via the Grand Companies that allow soloers, duos and small PUGs to progress their characters in smaller time windows.

Escort Missions: Each Grand Company will ask the player to take either a chocobo drawn cart, single NPC or group of NPCs to a specified location. Depending on the time the player has available there will be short, medium and long escort missions available to undertake.

During the mission several possible events can take place. Examples include: Cart breaking down requiring crafter activity to fix (no specific class would be required), bandit raid attempts that must be beaten, chocobo breaking free requiring the player to locate/rescue. Other unique events could be included/added.

Difficulty/duration of events would be determined by number of players participating and whether the player chose the short, medium or long escort option.

Outpost Defense: Players will be able to assist with the building, supply and defense of outposts across Eorzea. Each Grand Company will have an NPC that tells which outposts are under threat of attack (with enough there could be an impending outpost raid quite frequently).

Gatherers will be able to go on missions to collect specific resources to bring to the outposts and add them to a stockpile at any point in time. Number and quality will offer GC Seals/Currency. Resources will be put towards barracks and other buildings = more guards/more potential defenses. Crafters will be able to craft weapons, armor, food, potions and other useful things and add them to stockpiles at any point in time. Number and quality grant GC Seals/Currency. Guards will be better equipped (weapons/armor), have more health (food) and be able to heal themselves (potions).

Crafters will be able to assist with the building of fortifications (walls, traps, ballista, Archer towers, etc...) during a 'build phase'. These will utilize generated resources and those brought by DoH (Higher quality goods = more structure HP). Each will give a bonus to the defense effort (ex: ARC and DoM can attack from towers to avoid harm)

During the attack phase DoW/DoM will face approaching enemies in waves of increasing difficulty (trash Melee/ranged/magic attackers, elites, NM Boss - mounted/siege would be cool too!). During the attack, defensive structures will be targetted along with players and NPC guards. Crafters will be able to assist in repairing these structures between waves or else they will be destroyed.

SURVIVAL MODE!!!: Every game that is remotely combat oriented needs a survival mode...

A GC NPC representing each company will be able to issue challenges to adventurers (1-8) to a 'training exercise' in which they are put in an enclosed, rather large, multi-tiered arena against wave after wave of enemies. Enemies will increase in number and strength with each wave. Enemies spawn at various (some inaccessible) points on the map in random formations/numbers to avoid zerging spawns with AoE madness...

Some waves will include elites, structures to destroy and NMs. Some waves will involve special objectives (ex: structure must be destroyed before certain mobs can be killed, certain points on the map need to be reached to access...something, guard a specific point, eliminate certain targets in specified time limits, etc...)

Each wave completion offers a modest GC Seal reward and renewed HP/MP. Waves continue until party wipes. Wipe returns player(s) to issuing NPC who gives final reward based on number of waves cleared and special objectives completed.


Each of these events will award GC Seals/Points (whatever they're called now) that can be spent at GC shops to obtain gear outright OR materials that can be used to craft awesome pieces that are comparable to raiding gear. Progression in this manner will not grant an instant reward (as opposed to a dungeon run where gear is awarded periodically and upon completion), but still grants players without multiple hour blocks of time available an avenue to get good endgame quality gear on their own time.
#65 Jun 25 2013 at 2:07 PM Rating: Good
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Yes grand companies and free companies could be the driving force that keeps non hardcore raiders around or who don't like grouping in huge groups. If the content is meaty.

Good ideas!

Edited, Jun 25th 2013 4:08pm by sandpark
#66 Jun 25 2013 at 7:35 PM Rating: Good
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I fully support the ideas of Kashius. I think they are well thought out, and offer excellent opportunities for those who just don't have the time to commit to raiding several nights a week. Kudos. Smiley: clap
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#67 Jun 25 2013 at 10:34 PM Rating: Decent
Problem:asking someone(stranger,LS,friend,FC) for help finding a location, gathering spot etc.
Solution:Allow the option to put your own markers on the map and create a physical version of it to give to other players or just put in a direct transfer:D
#68 Jun 26 2013 at 12:12 AM Rating: Excellent
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Problem: Reliance on the Random Number Generator for drops.
Solution: Activities like FATEs, dungeons, raids, and select (soloable) quests should yield currency toward gear and crafting materials specific to their level range with an option convert them higher or lower at varied ratios. Ultimately, this is to prevent situations where someone might go 0/20+ on a single item. You can still have the item drop via RNG, but people should always have an alternative path to something. As an added option, if undesired items do drop, the player/party can decide to "destroy" it and instead be rewarded with extra points.



As for making participation in a guild/linkshell/whatever mean more, I've seen a few games try to implement points for activities you otherwise do and can spend toward the guild. Sometimes it's for (temporary) buffs, occasionally it'll unlock features like a guild vault, and something I like is offering alternative sources for things like rare craft materials. There's a browser game out there called Wartune (A bit too P2W for most tastes, I'd wager), but its guild system basically ran on contribution generated by players. You had the quest/event stuff, but periodically you'd get invaders that attack your "home base" so to speak to give players a means to generate more contribution. If you have an excess of gold, you could also pay it toward the guild. In turn, the guild could buy more buildings, upgrade them and their functions, and unlock buffs. Everyone's contribution is viewable within the roster, so you can see who's been doing things for the guild and not as long as their total count keeps climbing. A feature to promote a little extra contribution involves a prize wheel. Most of the time you probably get junk, but occasionally you'll get rare/good things.

While I wouldn't say to do it the exact same way, it's a good means to allow people who can't consistently raid to still be useful to a group in their own ways, particularly if paired with the concepts Kashius mentioned earlier. One problem with Wartune, however, is I've noticed people get spread thin over guilds hoping theirs will be "the best" and, in turn, you get a bunch of weak guilds instead of a couple strong ones. Those who play more will want to leave these weaker guilds for the better ones with better buffs, while everyone else keeps trying to poach members from others to improve their ranks. Should it come to a point where a guild folds, there is means for another to "absorb" its resources and basically prevent the effort of others from becoming a waste. As such, if there is some element of contribution system implemented, a means to adopt these lesser guilds into a bigger one should be present. Perhaps it shouldn't be a 1:1 resource gain to prevent people from starting multiple guilds to potentially power up x times faster than intended, but you could also put some kind of time limit to these acquisitions, perhaps longer based on the strength of the lesser guild being taken in.
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#69 Jun 26 2013 at 1:50 AM Rating: Default
Seriha wrote:
Activities like FATEs, dungeons, raids, and select (soloable) quests should yield currency toward gear and crafting materials specific to their level range with an option convert them higher or lower at varied ratios.

I dont know why but this just really grinds my gears. I hate it when MMOS use multiple currencies instead of keeping it at drops. I know how it does make a more fair system but it doesn't make much sense and ruins the immersion/game a bit. Its because people wont be seeking that powerful item instead they want "FATE coins", they wont be hunting for powerful gear, they're collecting marks for gear from a shop, and to add it all up, all DAT currency D:


Edited, Jun 26th 2013 3:51am by Panduhnan
#70 Jun 26 2013 at 4:31 AM Rating: Decent
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Panduhnan wrote:
Seriha wrote:
Activities like FATEs, dungeons, raids, and select (soloable) quests should yield currency toward gear and crafting materials specific to their level range with an option convert them higher or lower at varied ratios.

I dont know why but this just really grinds my gears. I hate it when MMOS use multiple currencies instead of keeping it at drops. I know how it does make a more fair system but it doesn't make much sense and ruins the immersion/game a bit. Its because people wont be seeking that powerful item instead they want "FATE coins", they wont be hunting for powerful gear, they're collecting marks for gear from a shop, and to add it all up, all DAT currency D:


Edited, Jun 26th 2013 3:51am by Panduhnan


It keeps people playing the content instead of doing it once and never looking at it again though.
#71 Jun 26 2013 at 4:46 AM Rating: Good
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electromagnet83 wrote:
I would like the following to make a dream MMO.

1.) Voice chat integrated with voice changers for your character sorta like that new game "the Division" where the voice comes from the player via radio. It would be cool if you could have voice chat where "say" allows others to hear you within like 2-3 feet, "shout" 5-10 feet, and "whisper" goes directly to a player. It would make the town seem really alive when you run by and hear "snippets" of voices as you pass through a group of players.



This has been done before actually. Just like anu voice chat feature that can broadcast your voice you end up with people running around blasting the most vulgar music they can find, or **** on repeat, as they run all over town. Theres just too many trolling opprotunities. It gets old pretty quickly.
#72 Jun 26 2013 at 5:43 AM Rating: Excellent
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Adzieboy wrote:
Panduhnan wrote:
Seriha wrote:
Activities like FATEs, dungeons, raids, and select (soloable) quests should yield currency toward gear and crafting materials specific to their level range with an option convert them higher or lower at varied ratios.

I dont know why but this just really grinds my gears. I hate it when MMOS use multiple currencies instead of keeping it at drops. I know how it does make a more fair system but it doesn't make much sense and ruins the immersion/game a bit. Its because people wont be seeking that powerful item instead they want "FATE coins", they wont be hunting for powerful gear, they're collecting marks for gear from a shop, and to add it all up, all DAT currency D:


It keeps people playing the content instead of doing it once and never looking at it again though.

That, the implied fairness, and if we're really going to play the immersion card, then it's absolutely silly Big Nasty Mob of the Dungeon seems reborn every time you set foot into the area. Realistically, these mobs should either be one-time affairs or require some kind of birth/maturity cycle to promote the theme that mob has grown o nasty proportions, and if not allowed to grow, no drop for you~. Though, there's always the classic wondering why a monster is carrying a small armory. At least craft materials make sense if you turn its horn into a spear or something.

Silly tangent in mind, the ultimate point is that sometimes reality and immersion has to yield to player convenience. Sure, one could also hand wave and claim these shops are stocked by other adventurers/NPCs that have no need for such things, but that's almost... too easy? How about a boat ride from one city to the other? Personally, I'd hope Eorzea is bigger than the equivalent of an RL city and suburbs, but we've got boats moving us around huge distances in moments instead of hours. Why? Because sitting on a digital boat with nothing to do will be ******* boring. We can also run/walk forever without tiring, needing food, or going to the bathroom.

That said, I can understand the fear of currency glut, and that's partly why I proposed the conversion mechanic so you don't suddenly find yourself sitting on a bunch of virtual coins now useless to you because you outleveled an area or general gear quality outshines what it offers. Personally, I hate how mobs drop "finished products" in the form of equipment. It's a classic problem that these drops are almost always superior to anything crafters can produce. In turn, it trivalizes crafting and forces people into consumable markets if they're even worth making. I don't expect equipment drops to go away, though, if for any reason, people are too lazy to find a crafter who can make what they want out of an ingredient.

But yeah, fairness. Guy that goes 1/1 on Sword of a Thousand Truths isn't a better player than the one who's gone 0/50+. He's both lucky while the other is incredibly unlucky. Bluntly, if you can kill a challenging mob 5-10 times, you've proven your worth. Enjoy its loot. The concept people need to spend months at a time for a single item needs to die, especially if we're expected to utilize the class system and play more than one.
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#73 Jun 30 2013 at 8:14 PM Rating: Default
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Panduhnan wrote:

I dont know why but this just really grinds my gears. I hate it when MMOS use multiple currencies instead of keeping it at drops. I know how it does make a more fair system but it doesn't make much sense and ruins the immersion/game a bit. Its because people wont be seeking that powerful item instead they want "FATE coins", they wont be hunting for powerful gear, they're collecting marks for gear from a shop, and to add it all up, all DAT currency D:


Edited, Jun 26th 2013 3:51am by Panduhnan


I could not agree more. I utterly detest the idea of getting some kind of currency to use to purchase that drop that you so desire. That's part of what makes these games addicting, knowing that I went 0-34 on leaping lizzy before I finally got my boots made me want to log in and try again every night. I like the uncertainty that comes with saying "i might get a drop tonight" as opposed to saying "i know i will get a drop tonight because i only need 1 more token". It's part of the game. Final Fantasy has traditionally been a mmo that doesn't hold peoples hands and reward them with a participation consolation prize. It's all or nothing, to the victor go the spoils and everyone else gets nothing more than tears and frustration and that is a huge selling point for the audience FF is catering to. A significant portion of the FF playerbase wants to get away from games like GW2 and WOW where everyone has the best gear because it's not hard to get. I remember when I was leveling my first job in FFXI and hadn't yet experienced endgame content, when I saw somebody with O-hat, kirin's osode, ridill, etc. I looked at those with awe and wonder. You knew these people put in both time and effort while also being aided by a little luck to get these prizes and putting in a currency to make sure everyone has something just to be "fair" belittles the game, the community, and the individual player imho.
#74 Jun 30 2013 at 9:58 PM Rating: Decent
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Quote:
A significant portion of the FF playerbase


Be careful about trying to invoke a majority to prop up your suggestions. It's fine to give your own feedback. But don't presume to speak for a group of people when that group of people hasn't asked you to do that.

This isn't specifically directed at you either.. it's general advice for giving feedback to developers. You don't need to be a spokesperson for some nebulous body of the playerbase.. give your own opinions and your own feedback.
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#75 Jul 01 2013 at 4:40 AM Rating: Default
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Archmage Callinon wrote:
Quote:
A significant portion of the FF playerbase


Be careful about trying to invoke a majority to prop up your suggestions. It's fine to give your own feedback. But don't presume to speak for a group of people when that group of people hasn't asked you to do that.

This isn't specifically directed at you either.. it's general advice for giving feedback to developers. You don't need to be a spokesperson for some nebulous body of the playerbase.. give your own opinions and your own feedback.


I could not agree more, which is why I chose to end my comments with imho (in my humble opinion) so as to not mislead anyone and suggest that I am speaking for anyone but myself and giving my own opinion. I also chose to use the intentionally vague quantifier "significant" and avoided any majority assumptions when referring to my personal experience on this issue to make sure to not falsify statistics and suggest that >50% of the population may agree with this. Good tip though ;)
#76 Jul 01 2013 at 10:18 AM Rating: Good
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I'm going to forgo any level of being PC here and say **** off to that masochistic level off BS. Not everyone has oodles of time to spend camping Leaping Lizzy or whatever low drop example you want to cite. Too often what you infer to as a "victory" was just a matter of dumb luck, both in claim and the RNG favoring you. If you genuinely hate token systems, there is absolutely nobody out there forcing you to spend them. Continue on thriving with no-drops, feeding off that gambler's addiction. And if something can only be bought via tokens, you can take it up a level, pick a number between 1-100, and roll. If your number isn't picked, you don't get the drop. Do not make other people suffer because you over-value digital goods.
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