View Full Version : The new Weekly Chores .... time to give up ....
LordofEverything
23.11.18, 10:30
Many of us came to TSO after playing original Settlers many years ago ... when I started TSO, I was hoping for gameplay something like the original Settlers .... when I hit level 50 three years ago and still didn't have any real gameplay like the original Settlers, I stopped playing for a while .... when I came back, we had new islands ... but still no gameplay ....
I stuck it out in the hope that the devs were building up to introducing real gameplay, but another 3 years later, we still don't have it ... we have new adventures, which are simply following a list of instructions (in the Wiki guides), Excelsior which is just clicking to give or get stuff, Pathfinder which is just clicking to give or get stuff, etc ....
And now we get "Weekly Challenges" which are described on the homepage as "new and exciting" ... one "challenge" is to produce stuff, so I have to wake a building up and buff it ... not exactly challenging .... and not exactly exciting either .... and another "challenge" is to do 3 Whirlwinds .... ok, so overcoming the tedium of 3 Whirlwinds is a challenge, I'll give you that, but it's not exciting, it's a drag .... if the devs think this is "exciting", they are clearly on another planet ....
And still no gameplay like the original Settlers ....
It would be so easy to add real gameplay .... but instead, just more chores, more sets of instructions to follow .... we just have to choose which set of instructions to follow and when ....
I think it's time to put my island to sleep again .... I'll pop back one day to see if there is any real gameplay .....
You forgot to mention the collectibles, which are sometimes hidden behind objects - very frustrating to find.
The making of buffs in the provision house while travelling from the home island to adventure map.
Clicking complete quest several times to complete 1 task.
Luck based loot some some players will progress much faster than others, people are still doing the exact same few adventures due to loot, xp, losses being unbalanced.
You forgot to mention the collectibles, which are sometimes hidden behind objects - very frustrating to find.
The making of buffs in the provision house while travelling from the home island to adventure map.
Clicking complete quest several times to complete 1 task.
Luck based loot some some players will progress much faster than others, people are still doing the exact same few adventures due to loot, xp, losses being unbalanced.
So agree with that luck element Peajay, that main quest to gain 10k gcs from Level 5+ advs should not take years to complete, that loot nerf years ago had so many knock-on effects. :(
You forgot to mention the collectibles, which are sometimes hidden behind objects - very frustrating to find.
As soon as you find one, place a small decoration in that location and that prevents the collectibe to spawn there. Eventually that gets rid of the frustration (but slowly )
As soon as you find one, place a small decoration in that location and that prevents the collectibe to spawn there. Eventually that gets rid of the frustration (but slowly )
Lol, as long as it's something you won't mind losing. Having lost a premium general to a rogue collectable (and a Level 5 Imp Silo to a rogue general landing upon it) I wouldn't place anything in these spots.
Just grateful that they spawn underneath my ECM and not on top of it, and still can't reuse that dead zone where a collectable landed on a road and deleted it.
It would be so easy to add real gameplay ....
What is "real gameplay" ?
What is "real gameplay" ?
Depends on who play the game I would say. But would prefer to actually kill the troops in an adventure from just giving them up in weekly challenge.
The amount of troops needed in a few of them, is the size or more than we lose doing an adv like princess, that gives more than 10 times as much exp and also some resources back.
Killing off troops at that level would prevent me to do what I see as actual game play as it for me is doing something active like doing adventures, as the quest would occupy my barracks and preventing me to make troops for actual adventures.
Many of us came to TSO after playing original Settlers many years ago ... when I started TSO, I was hoping for gameplay something like the original Settlers .... when I hit level 50 three years ago and still didn't have any real gameplay like the original Settlers, I stopped playing for a while .... when I came back, we had new islands ... but still no gameplay ....
I stuck it out in the hope that the devs were building up to introducing real gameplay, but another 3 years later, we still don't have it ... we have new adventures, which are simply following a list of instructions (in the Wiki guides), Excelsior which is just clicking to give or get stuff, Pathfinder which is just clicking to give or get stuff, etc ....
And now we get "Weekly Challenges" which are described on the homepage as "new and exciting" ... one "challenge" is to produce stuff, so I have to wake a building up and buff it ... not exactly challenging .... and not exactly exciting either .... and another "challenge" is to do 3 Whirlwinds .... ok, so overcoming the tedium of 3 Whirlwinds is a challenge, I'll give you that, but it's not exciting, it's a drag .... if the devs think this is "exciting", they are clearly on another planet ....
And still no gameplay like the original Settlers ....
It would be so easy to add real gameplay .... but instead, just more chores, more sets of instructions to follow .... we just have to choose which set of instructions to follow and when ..
I think it's time to put my island to sleep again .... I'll pop back one day to see if there is any real gameplay .....
I for one love the new additions. After years of playing I was ready to give up Now i find it exciting to play again And those that dont like them dont have to play the new weekly challenges... :) Its like the PVP some love them some hate them. Each should play their own way and just enjoy the aspects of the game that appeal to them :)
LordofEverything
01.12.18, 15:06
What is "real gameplay" ?
Go back to Settlers II or Settlers III ..... then spot the difference .... TSO is little more than repetitive chores ....
Go back to Settlers II or Settlers III ..... then spot the difference .... TSO is little more than repetitive chores ....
I was more interested in what you personally consider a "game play" and how you think that could be iimplemented in TSO. TSO is my first Settlers game, never played the older CD/DVD versions. Online games entice us into daily playing through daily rewards and other stuff. CD/DVD games I usually played a few games, a few missions, then gave it a break shortly after I learned the tricks of it. They didn't feel a "chore" as I never played them daily. So if you have time, tell me what you're missing here from other Settlers. Thanks. :)
lordloocan
01.12.18, 17:05
I for one love the new additions. After years of playing I was ready to give up Now i find it exciting to play again And those that dont like them dont have to play the new weekly challenges... :) Its like the PVP some love them some hate them. Each should play their own way and just enjoy the aspects of the game that appeal to them :)
Intrigued as to what is 'exciting' about the weekly chores. Is it the making loads of 1/2 specific resources to give them plus extra away? Or is it doing the same adventure 2/3 times for the one quest? Or is it trying to find an adventure that is in short supply and depends on dropping from another adventure? Surely you could have done all of that and been excited without the weekly chores - just asking.
Intrigued as to what is 'exciting' about the weekly chores. Is it the making loads of 1/2 specific resources to give them plus extra away? Or is it doing the same adventure 2/3 times for the one quest? Or is it trying to find an adventure that is in short supply and depends on dropping from another adventure? Surely you could have done all of that and been excited without the weekly chores - just asking.
That is indeed a very good question. Might I add - sit around and wait for 495 Besiegers to be made and then give them away instead of doing and adventure and killing cheaper troops that are faster to make?
Mannerheim
01.12.18, 18:50
Might I add - sit around and wait for 495 Besiegers to be made and then give them away instead of doing and adventure and killing cheaper troops that are faster to make?
Most likely because a lot of players are already training and using the cheaper units anyways and thus it would not increase the challenge much or at all. Using the more expensive units then again would create the same effect as delegating the units as many don't know how to use them efficiently other than randomly send to camps and wasting time. Half of the chains have either a co-op or a scenario as a task anyways where you cant even use elites or any units resulting in increasing amount of reserves and eating pop cap.
Most likely because a lot of players are already training and using the cheaper units anyways and thus it would not increase the challenge much or at all. Using the more expensive units then again would create the same effect as delegating the units as many don't know how to use them efficiently other than randomly send to camps and wasting time. Half of the chains have either a co-op or a scenario as a task anyways where you cant even use elites or any units resulting in increasing amount of reserves and eating pop cap.
I've already expressed my opinion and dismay at these latest additions and wasn't going to add further, but when I read the above it pretty much summed up the gobbledegook that seems to be acceptable in the current development of this game.
What is the challenge in doing these exercises? Throwing away hard won resources over time of game play with a click is NO challenge except to common sense.
The old quests where you were `challenged' not to lose a particular category of troops were indeed much more of a challenge for the player than this manifesto. I repeat, a challenge should require some skill or economic balancing in a game such as TSO, not some stupid, lack of thought through resource sink and forced play of unpopular adventures to make the development data of those look better.
And what is with the big red `quest failed' bouncing arrow if you don't want to participate? It constantly repeats if you don't cancel at the end to start the next one. Why do I need to be told I failed a quest I did not want to do.....constantly? This alone makes a mockery of the impression that BB_Alex gave of it not being content that was not meant to be for everyone all the time, but for those wanting to do something more. Now everyone is being prodded by a stick to do it through the quest reminder arrow, I don't usually swear but this has made me come very close to wanting to.
This content is badly thought out, badly implemented and lacks any interest to the game. The lack of feedback from BB on the very many complaints, is following the pattern as before when bad ideas were implemented into the game. I had thought that the bordering on arrogant statement released by BB_Alex was more to do with a translation issue rather than the arrogant tone it came across as.....Maybe I was wrong...either way the game is over for me, I'll still pop in to keep the gempits emptying but nothing more. If the `last straw' weekly challenge is re-worked, or can be hidden from normal game play I may become active again, but The Halloween event was my last. Cheerio all my TSO friends its been a blast and don't pick on the MODs ;)
Most likely because a lot of players are already training and using the cheaper units anyways and thus it would not increase the challenge much or at all. Using the more expensive units then again would create the same effect as delegating the units as many don't know how to use them efficiently other than randomly send to camps and wasting time. Half of the chains have either a co-op or a scenario as a task anyways where you cant even use elites or any units resulting in increasing amount of reserves and eating pop cap.
Most likely :-D my first weekly made me give a away lots of elite troops and some normal one. They took a loong time to produce. After that I had to do 3 ToW that I did not have. That also requires elite troops. For most people it is not the resources that the "give away troops" cost. It is the time they take to make. Whle you are making besigers that you normally rearely kill you could have made troops to do some actual adventures. I did it the first week - now I like Larili have the bouncing red arrows as I refuse to click the remove quest button, so I can escape getting a new quest I dont want to do to stare me in the face.
I hate the red arrow but at least it gives me some kind of control back.
It is a challenge well fine- not a challenge that can be managed by someone with a day job that also now and then wants to decide for herself what to do in the game. If I am to do the challenges I will not have time for any other game play. Alex can then save time adding new content, we will not have time to do it anyway.
If it is just a challenge we can do or let be, then I will agree with Larili,- why does it has to stare us in the face every time we open quest book? Why can we be given the option of choice? Well I get by now that Alex dont understand that concept - no one who understand that word would give people the option to choose from a list of one.
" half the chains have either a co-op or a scenario as a task anyway" so you cant even use elites" Maybe I want to do some elite adventures that I pick myself also?
Maybe Alex should have checked how long it takes to make the troops he wants us to give away. How long time an average player with a day time job are able to spent on the game and how much time the challenges that are to happen every week are to take of that time, before designing the challenges. The Besiegers alone for my latest challenge would have taken 18 hours.I did put elite training ground. Before that I should have done a BC. BB did that for me when there was another hot fix. That adventure takes me a few days normally when I am at work during day, and it does require elite troops.
Maybe BB and Alex should hurry up and respond. Global on and help on Newfoundland have been buzzing lately. People discussing if BB wants to get rid of us to close the game. People discussing other nice games there are out there.
Mannerheim
02.12.18, 19:49
Maybe Alex should have checked how long it takes to make the troops he wants us to give away. How long time an average player with a day time job are able to spent on the game and how much time the challenges that are to happen every week are to take of that time, before designing the challenges. The Besiegers alone for my latest challenge would have taken 18 hours.I did put elite training ground. Before that I should have done a BC. BB did that for me when there was another hot fix. That adventure takes me a few days normally when I am at work during day, and it does require elite troops.
That's what he most likely did as based on many post at test he has a lot of analytics available. He did not balance these delegation tasks for an average player but above that as these were not supposed to be easy.
Maybe you looked at the bugged queue time? My current task had 445 besiegers. With lvl 6 barracks, one training grounds, skunk and recruitment guide it takes less than 5 hours to complete the besiegers and roughly a bit over 12h for all of the delegated army. However many of the 66-75 players, me included already have stronghold buffs, myers, nash, mead hall, 2nd elite grounds etc. which easily drops it below 10-12h. It also requires no active gaming time other than max few minutes, you login, queue troops, set buffs and log off, repeat. Since it's one part of the 3 task sets you are easily allowed o use a day or more on to it anyways.
If you would have to use the troops it would require significantly more time, at least 10-20min to start an adv, send them to and kill at the nearest camps if you have no time to do adventures.
I've now had a chance to experience all four of the weekly-challenges for my level.
The first one epidemic went ok til I got to the final quest, run 3 Wisdoms. Like many Halloween had cleared out my stocks of this adventure leaving me with 3 choices. Leave it, gem it or buy in trade, given the trade value of gems in TO on Sandycove it made sense to gem the final quest rather than feeding the trade sharks. In future I will be doing as intended and only starting this quest chain if I have the 3 Wisdoms in stock.
For the second one Kingdom defence I figured by now the Wiki should be updated with all the quest chains based on feedback from the live servers, I saw that I would have to take part in 3 Whirlwinds. OK worth a punt I thought as in the past the guild had rallied round and ran this particular co-op when extras could be gained such as event items etc. However by the time I got to this part of the quest chain a thriving WW LS culture had evolved on Sandy's TO and I was able complete this stage in a couple of hours. The only people I have seen having trouble with this are those who play in time zones which are not compatible with the majority of players on the server.
Archaeological was the third one and I saw that I would be called upon to run 3 Storms. Counts towards that 1 million resources achievement I thought and having both a decent supply of Storms and Grout I ploughed straight in.
This left just Town construction as the final one which would call upon me to run Besieged City. Having watched both Global and Trade tabs while doing the other 3 quest chains one thing became apparent, players with BS in stock are saving them for Pathfinder quests obviously hoping to get Town at the same time. As I'm within sniffing distance of Pathfinder myself I thought it best to follow their lead.
As the OP's guild leader it comes as no surprise to me that he is taking a sabbatical from the game. Just remember this, unless he says why, your never going to know if your opinions here are right or wrong.
As the OP's guild leader it comes as no surprise to me that he is taking a sabbatical from the game. Just remember this, unless he says why, your never going to know if your opinions here are right or wrong.
He does, but it's cleverly hidden in bold type at the top of the post. :)
It also requires no active gaming time other than max few minutes, you login, queue troops, set buffs and log off, repeat.
Apart from not requiring time it also does not reward you with anything that would be remotely close to what adventures do.
If you would have to use the troops it would require significantly more time, at least 10-20min to start an adv, send them to and kill at the
nearest camps if you have no time to do adventures.
I'd argue that if you dont have time to play the adventures, you shouldnt bother pretending you're playing the game because even if there are some quests that will reward you with some negligible amount of experience, it is still meaningless in a long run and will get you nowhere in a reasonable time.
Mortallicus
03.12.18, 15:00
I do agree with many of the comments here but it is my choice whether to use a guide for an adventure. I do use guides largely for efficiency but some adventures I really like I have never used a guide and if i have time to do them I will run sims and plan for myself and of course it is far more interesting and rewarding. Also higher levels can take lower levels adventuring and match their troops and generals and if they want show them how to sim and make the best use of what they have.
Everything is a choice in the game. I am enjoying the Weekly quest. I love the tokens , this is a great reward and creates space for your island. I am on a new island planning exercise because of the tokens and I have already optimistically created more space .
I originally joined the game hoping for 'proper' pvp and there was talk about it and I was very disappointed when it did not happen but I have even got over that now and have played the game regularly since Jan 2012.
the weekly fiasco needs to be changed but kept.
As it stands now its causing a lot of players to quit the game.
They need to reduce the res produced so more players can complete that part. it took me nearly a week to produce some of the items needed. also pay the same as u produce not double. Its hard to do the addies the weeklies want when u have to train then deligate the troops needed for the ady part plus the res needed to make the weapons have to be paid meaning u have to make even more res or trade for it to make the weapons.
Then its asking to do addy most cant get as they r follow up addy. IE 1st theif or 2nd theif. to get them u would need to do young woodcutter about 50 times to get them and that would take more than a week cause u would have to keep training more troops and making more weapons.
Then having to do storm recovery 3 times which chews up ur grout forcing u to do a lot more arbian nights addy to get enough.
Ive got addy waiting to be done but cant do them cause the weeklies have taken everything i need to do them. ive got sea snake and the 2 aladin addy waiting to be done to complete the set for achievements. was planning to get sea snake done before xmas event started. but due to losing all my MS it wont get done now till next year as its going to take weeks just to make all the swords and horses needed then train the MS. was nearly ready to upgrade my elite barracks to lvl 6 but storm recovery took all my grout so now have to replace it all.
Done 3 weeklies but not doing anymore. the cost of doing them just isnt worth it.
As it stands now its causing a lot of players to quit the game.
Much as I dont like the quests, Im surprised anyone would actually consider quitting over stuff they dont have to use.
LordofEverything
06.12.18, 11:59
Much as I dont like the quests, Im surprised anyone would actually consider quitting over stuff they dont have to use.
Take a step back and look at the game. All the new "content" like Pathfinder, Daily Quests, Weekly Quests etc is simply "buff this" and "produce that and give it away" and "do the same thing over and over again". A small number of people find repetitive tasks "exciting", many more don't. A small number love the "challenge" of producing tons of something to give it away, many more don't. Most of those that currently do love the repetitive tasks will tire of them soon enough.
And while we don't have to do these repetitive (and almost pointless) tasks, look at the direction the game is going. It's nothing like The Settlers of old .....
Take a step back and look at the game. All the new "content" like Pathfinder, Daily Quests, Weekly Quests etc is simply "buff this" and "produce that and give it away" and "do the same thing over and over again". A small number of people find repetitive tasks "exciting", many more don't. A small number love the "challenge" of producing tons of something to give it away, many more don't. Most of those that currently do love the repetitive tasks will tire of them soon enough.
And while we don't have to do these repetitive (and almost pointless) tasks, look at the direction the game is going. It's nothing like The Settlers of old .....
This game has *never* "been like the Settlers of Old", because it has some very fundamental differences. Not in the least since this is a multipalyer game with a strong social aspect.
All the tasks in this game, ever, has been buff stuff, produce stuff, give away stuff, do advs. From the start. Nothing in this is new information. The only difference is that now the amounts to make and throw away has been lifted to a degree that even established players sit up and take notice.
Wulfmeister
06.12.18, 13:52
And as has been said many times before, all of the new content is optional.
Don't like PvP? Don't do it.
Co-op Adventures too inconvenient? Don't do them.
Daily Quests boring? Skip them.
Finding collectibles a pain in the butt? Don't worry about it. It's not like you really need them.
Challenges too expensive for the reward? Ignore them.
As I've said before, I like the concept of the challenges. Yes, they are hard work, but that's what a challenge should be. My one real issue is with the selection of adventures required, and the difficulty of obtaining them.
Having said that, I'd like to see the pool of challenges expanded beyond the current 4, to increase variety and thus reduce the repetitiveness factor.
It's nothing like The Settlers of old .....
It amazes me that you keep making this simplistic complaint after playing the game for so many years knowing all the time it was not like "The Settlers of Old......" but never ?? bother to actually suggest something positive and realistic about how the game should develop in your opinion. And I'd love to hear if you really have anything constructive to say about how the game could be improved.
And no, I probably will not play "the Settlers of old ........" just to try to figure out what you might be missing here :)
It amazes me that you keep making this simplistic complaint after playing the game for so many years knowing all the time it was not like "The Settlers of Old......" but never ?? bother to actually suggest something positive and realistic about how the game should develop in your opinion.
Its not so easy suggesting how the game should develop when its fundamentally flawed to begin with.
Its a game that attempts to adapt the old concept (building a village from the scratch) to an MMO reality, while ignoring the simple fact that the building process will end at some point. The result is, as we all know, a situation where the only content left that is remotely interesting and repeatable is limited to exp/ resource grind, and the entire tedious process is spread over literally years.
You can propose dozens of new buildings and vanity items and it will still not change the simple fact that this game has failed.
Wulfmeister
06.12.18, 19:29
You can propose dozens of new buildings and vanity items and it will still not change the simple fact that this game has failed.
And yet you're still here...
I actually don't think it's failed. the challenge changes as you climb the levels - my big challenge at the moment is managing my nonexistent free space while maintaining my production chains - so for me, upgrading residential buildings as an absolute godsend. OK, the challenges are hard work, but I'm fine with that.
Its not so easy suggesting how the game should develop when its fundamentally flawed to begin with.
Its a game that attempts to adapt the old concept (building a village from the scratch) to an MMO reality, while ignoring the simple fact that the building process will end at some point. The result is, as we all know, a situation where the only content left that is remotely interesting and repeatable is limited to exp/ resource grind, and the entire tedious process is spread over literally years.
You can propose dozens of new buildings and vanity items and it will still not change the simple fact that this game has failed.
You have to excuse my stupidity here, can you explain following pls:
Why do so many people including yourself play for so many years something which in your opinion is fundamentally flawed?
What's wrong with old concept of village built from scratch? Doesn't the building process always end up at some point?
If the concept is flawed, what concept should the game have to not be flawed in your opinion?
I'm really lost about what you're trying to say.
Why do so many people including yourself play for so many years something which in your opinion is fundamentally flawed?
Sentiment.
Another thing is I occasionally enjoy spending some time building up when the bar is being set higher, until I reach it and the game has nothing to offer me once again. My main account is soon to be 8 years old, out of which I played maybe 30% of the time.
What's wrong with old concept of village built from scratch? Doesn't the building process always end up at some point?
If the concept is flawed, what concept should the game have to not be flawed in your opinion?
I never said there is something wrong with building the village from scratch or at least didnt intend to. What I point out as a problem is : the old settlers games had you to build the village, conquer the territory and win, all within the span of maybe a dozen hours. TSO attempts to adapt the very same concept into an MMO game with all its basic principles, like near-infinite play time, the consequence of which is being :
- the part where you build up the village naturally has its end (unless you can improve your buildings indefinately, which isnt the case here), so in a game that is stretched for years that part only covers a finite time at the very beginning, then you're simply done with one aspect of the game regardless of how long you will continue to play it
- every simple action that would normally take minutes in old Settlers, would have been completed way too quickly in TSO, which means an absurd amount of padding is required (like you having to wait for 10 days in order to get a +1 production from a single building), otherwise there would be no way to keep you playing for years doing what takes hours to complete
I dont see any reason to compare TSO with old Settlers - only the settlers walking around and that game is based on getting production chain working is the same.
And it has been like that since game started.
LordofEverything
09.12.18, 16:32
It amazes me that you keep making this simplistic complaint after playing the game for so many years knowing all the time it was not like "The Settlers of Old......" but never ?? bother to actually suggest something positive and realistic about how the game should develop in your opinion. And I'd love to hear if you really have anything constructive to say about how the game could be improved.
And no, I probably will not play "the Settlers of old ........" just to try to figure out what you might be missing here :)
Here's the thing .... I *have* suggested how the game can be improved with real gameplay that makes it more like "The Settlers", but then a handful of people complained that they paid real money for this game and it wouldn't be fair to have real gameplay ....
This game is not like "The Settlers" and should not have "The Settlers" in the name ....
I carried on for a long time in the hope that real gameplay would be introduced, but no, it ain't happening ....
It's now little more than a grind .... repeat the same tasks with the same outcomes .... maybe ideal for people with OCD or ADHD or something, people who like repetition, who like to be in control and like to know the outcomes before they start .... but it's not a real game ...
What I point out as a problem is : the old settlers games had you to build the village, conquer the territory and win, all within the span of maybe a dozen hours.
Add to that .... in The Settlers, you made stuff (like bread and weapons) in order to make the troops to conquer a territory .... with TSO, you make the stuff to give it away ....
in The Settlers, you launched attacks on bandit camps on islands that were covered in clouds .... you didn't know where the next bandit camp was or what troops it would have or what troops you would need to defeat it .... with TSO, when you go to an adventure, everything is known in advance .... and you know the outcome .... just follow the step-by-step instructions ....
in The Settlers, after a bit of time, bandits could attack you, making the game more difficult and unknown .... in TSO, this never happens .... you always know the outcome ....
The game designers of TSO have forgotten what "gameplay" is .....
My final thoughts on the Weekly Quests is this: They just not fun, they aren't challanging they aren't difficult they are just a chore and 90% is just waiting for the Provision House or Barracks to complete. I'll say it again, they are not fun. And so i have stopped doing them.
Also the rewards are just terrible imho.
You forgot to mention the collectibles, which are sometimes hidden behind objects - very frustrating to find.
The making of buffs in the provision house while travelling from the home island to adventure map.
Clicking complete quest several times to complete 1 task.
Luck based loot some some players will progress much faster than others, people are still doing the exact same few adventures due to loot, xp, losses being unbalanced.
my brother played settlers 4 years he has 57 witch towers i got 8 i played atleast 1000 rb and settlers 8 year .he played maybe 300 rb explaine the drop defference
hehe
he also camped the drops in trade office :P
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