Jump to content

Essix

Master
  • Posts

    33
  • Joined

  • Last visited

Posts posted by Essix

  1. I was going to make a post about this, but I'm glad to see I'm not the only one bringing attention to this bug. I would like like to add another detail: after asking people in public games, it seems that the spinning is not visible to other players - to them, the weapon animates normally. I've also had it constantly spin like it does while firing, rather than the X pattern demonstrated by OP's video, though I've experienced that as well.

  2. I did an Ayatan Hunt both yesterday, and today. After doing it today I realised I could start another one right away, though I exited the mission and forfeited the rewards when I got suspicious and asked Council chat. I wasn't aware that Ayatan Hunts are only supposed to be available once per week, you might want to look into this.

  3. Following a rather in-depth discussion with some friends in the Council chat (mainly my good buddies MIRROR_ell, Raindreamer and LABAL), we worked long and hard to come up with a new face in the relays: Corpa. Given her apparent popularity with the Council, and her eventual (although temporary) mention and support in the Region chat, I figured I'd post her "design document", as it is, for the community at large to evaluate at their leisure.

     

    Physical characteristics

     

    Young Corpus girl, looking to be roughly 10-12 years of age (though considering Darvo is over a hundred years old, who knows what her actual age is). Black costume/uniform resembling that of a Scrambus, along with a crewman or Scrambus helmet slightly too big for her. She also wears a plush Osprey backpack (think teddy bear backpacks), with a Lecta stuffed into it.

     

    Every so often she will change her accessories in some way; wearing syndicate facemasks or various parts of Warframe armor such as Mesa's blindfold, Oberon's horns (glued or welded onto her helmet) or Gersemi Valkyr's tail.

     

     

    Personality

     

    Corpa, as befitting a young child, is curious, somewhat naive and combative, but not stupid. She has a knack for tinkering with Corpus proxies, sneaking out of the relay with shuttles to collect bits and bobs, and knows enough about valuable technology to keep the good bits for herself. Though she's still a child - her interactions with other NPCs in the relays would include more believable childlike behaviour, detailed below.

     

     

    Interactions with other NPCs

     

    She would have some special interactions with specific NPCs - being instructed in courtesy and manners by Teshin, playing with Clem, and being badgered by Darvo to sell him the potatoes she's found (always turning his offers down). Her relationship with Clem could be especially emphasised. In addition, she predictably behaves as a child would - badgering syndicate leaders with questions, playing with things she should leave alone, drawing on things, and generally acting like a mildly belligerent 10-12-year-old.

     

     

    Interactions with players

     

    We would first meet Corpa in a quest, offered by the Lotus. The details have not been worked out yet, but the quest culminates in the player raiding a ship (any faction could work) and rescuing Corpa with Clem's help. Corpa and Clem's friendship could be cemented here by having Clem carry her on his back, or the player could carry her - reusing a certain animation from a recent quest for that purpose.

     

    After the quest, she can be found in relays, possibly traveling between them. She will offer missions similar to Darvo's artifact recovery missions, with random rewards including resources, credits, blueprints or even prime parts and other, more valuable goods (though rarely). In addition, the player would recieve a Specter blueprint; this Specter would be Clem carrying Corpa on his shoulders, using his grakatas while Corpa provides close-range support with her Lecta whip.

     

     

    Miscellaneous details and trivia

     

    * Her idle animations/actions would include: adjusting her slightly-too-large helmet after it tips in front of her face, skipping rope with her Lecta Whip and humming various bits of Corpus tileset music.

     

    * She piggybacked on a Zephyr once, and promptly vomited due to motion sickness.

     

    * She enjoys replying to Clem's "Grakata!" with "Dera!", sometimes leading to shouting matches between the two.

     

    * As mentioned above, she likes to draw. Popular canvases include syndicate member's face masks, Clem, walls, banners, Clem's grakatas, Clem's latcher, and Teshin's hat.

     

    * She wants to be a Scrambus when she grows up, and prizes her Lecta whip for this reason.

     

    * She's seen the Stalker at least once, and wonders why he's so red, black and angry all the time.

     

     

     

     

    Aaand that's it, for now. I might update this post with more details as they get worked out, and if Corpa gets some more supporters. Leave feedback, spread the word, and hopefully DE will pick up on the idea!

  4. I'm sorry if this is not the right forum to post this.

     

    I recently (as in, a few minutes ago at the time of posting) read a few comments from a player that made me worried they might be contemplating suicide. I know that some online games have policies regarding threats made by players, including suicide - contacting the local authorities, etc. Does Warframe have any policies like that?

     

    I'm not mentioning the player's name in this forum thread; I will reveal it in private conversation with any appropriate DE staff member or community manager should the need arise.

  5. So, the Focus system has been available to players who have completed the Second Dream quest for a day or so now, and as fun as it seems to be, I have a fairly big issue with it.

     

    Basically, the system as it works right now is restrictive and penalizes you for not playing in a specific way.

     

    More specifically, the system works like this: when you install a Lens on a max-ranked weapon or warframe, a percentage of Affinity gained through kills made using that weapon (or the warframe's abilities) is converted into Focus points you can spend on additional abilities.

     

    The problem with this system is twofold. First of all, if you install a Lens on a warframe with few damaging abilities (Nyx), or none whatsoever (Trinity), you have essentially wasted a Lens. Please correct me if I'm wrong, I'm not sure if you gain Focus from enemies killed while under the effect of a non-damaging Warframe ability.

     

    The second, more important issue is that installing a Lens on a weapon or warframe forces you to use that specific weapon or warframe in order to gain Focus. Not only does this make kill-stealing a problem (since it does not count shared Affinity in group play), it obviously (and in my opinion, pointlessly) restricts player choice when it comes to loadouts. Not to mention that some weapons are not well suited for all factions; if you put a Lens on a weapon dealing primarily Impact damage, you'll either have to struggle more with Grineer or Infested enemies, or keep running Corpus missions. Finally, this restrictive approach goes directly against DE's repeatedly stated desire to allow and encourage players to be flexible in their choice of weapons and warframes.

     

     

    Having outlined the problems, I have two proposals to solve them.

     

    Lenses can only be installed on Warframes, and work similarly to Sigils and Syndicate standing.

     

    I.E, you gain a (reduced, for balance) percentage of ALL affinity gained as Focus, including shared affinity in group play. This would solve both the equipment-restrictive nature of the current system and killstealing.

     

    A new type of Lens that can be installed on weapons, and gives bonus Focus from affinity gained with that weapon in addition to Focus gained from your Warframe Lens.

     

    This is to keep a part of the system I was made aware of when discussing this in Council chat; the system is intended to reward players who favor specific warframes and weapons. So, to keep that incentive, I thought of this.

     

     

    I'm open to feedback and suggestions. Thank you for reading!

  6. I love the concept of the Embolist, and it pains me to see that it's been so underpowered for this long. Thus, I've spent some time thinking about ways to improve it, and I thought I'd share what I think is one of my better ideas.

     

    First, increase the range of the primary fire. There's simply no way around this. Nerf the damage to compensate if you feel the need to, but the fact is that the Embolist's pitiful range renders it almost completely useless. You need to be so close that a melee weapon is, more often than not, your better option.

     

    Second (suitably enough), is the concept of a secondary fire. Due to the weapon's short range, even if it were increased a zoom function would still be just as pointless as it is now. Therefore, I've come up with a concept for a secondary fire.

     

    The Embolist's new secondary fire would be an variable-charge function similar to the Stug. Releasing an uncharged shot (regardless of charge level) will fire a small sticky bomb that explodes for light AoE damage after hitting a surface. A fully charged shot, however, would drain a significant portion of your clip (25-50) and place an organic proximity mine. When an enemy approaches, the mine explodes for significantly more damage than the sticky bombs, with a high (maybe 100% status chance.

     

     

    Also, though this is a secondary concern, I came up with secondary fire modes for each of the Ignis' four visually distinct damage types. All of these would need to be fully charged to fire, similar to the Ogris functions.

     

    Fire - Launches a fireball with a similar effect to Grineer Napalm projectiles, perhaps with a larger patch of flames left behind.

     

    Blast - Shotgun-like shrapnel blast that knocks down enemies in the cone of fire.

     

    Radiation - Launches a slow-ish, bouncing ball of radiation that releases a light AoE burst of damage with every bounce.

     

    Gas - Sprays sludge that creates patches of slowing, damaging tar on the ground, similar to the attack of mutalist tar MOAs.

     

     

    Feedback is welcomed and appreciated.

  7. if they haven't heard the fair and reasoned arguments that have been made COUNTLESS times by now, then they're specifically ignoring them.

    it'is been stated. it's been screamed. it's been begged for.

    but they, instead, pulled this last abortion of a patch and further diluted the drop tables. doing exactly the opposite of what was requested.

     

    Everytime they do this and players are understandably upset that the game seems to have gone nowhere yet again, others posting along similar lines such as yourself always go "Well maybe if you were constructive. Maybe if you were nicer and gave feedback about the game!" 

     

    That's the problem. The community does, constantly, without even raising torches and pitch-forks. Yet update after update nothing comes of it and it gets to a point... 

     

    You're making excuses again. It's only pointless if you don't keep trying. I can fully understand why it gets tiring after a point, especially if you don't think it makes a difference, but you can't just give up and then claim that DE isn't doing anything about the problems you're not talking about. And if you are, just keep doing it and eventually there will be a change.

     

    Regarding Hastur's post specifically, the examples you listed are all huge, complex parts of the game. These things take time and DE simply cannot update us constantly on what they're doing. I can guarantee you that they're working on things right now that have been at least partially influenced by community feedback, as has been the case with plenty of things in the past.

     

    I'm by no means an expert, but I'm guessing the reason the drop tables haven't been fully fixed yet is because, as I have pointed out in previous posts, there's a very delicate balance between rewarding people for playing and not giving them what they want too quickly, plus the problem is compounded every single time they add new Prime content, which they have to do in order to keep the game from being stale. If they just took a month or two to do nothing but fix the long-running mechanical issues, people would be furious over the lack of content and leave in droves. It's never as simple as just being angry about why DE hasn't fixed these things yet, and assuming they should have by now.

     

    @Ganpot: I'm sorry if I seem overly defensive or accusatory of people complaining, I'm just tired of going on the forums and seeing nothing but doomcrying about a game I really, really like.

     

    In regards to your opinion on Damage and Melee 2.0 though, I've not had a problem with either of the systems, at least not once the following patches fixed the more obvious issues. Damage 2.0 feels pretty much like Damage 1.0 with less insane armor scaling once you learn which damage type is good against which faction, and since Melee 2.0 I've actually found that my melee weapons do better against high level Defense or Survival enemies than my guns, assuming I can keep myself alive in melee range (which admittedly is pretty hard at that point).

  8. So grinding your eyeballs out until you've been through the same chambers going through the same motions over 100 times for a single part you MIGHT get isn't boring?

     

    I'd much rather have nothing to grind for than burn myself out of any fun I could potentially have with the game via this incessant and fruitless grinding required for many just to get some scant components they want. 

     

    DE doesn't want players getting bored, however adding to the grind we've told them time and time again that we hate and that it's destroying the game...that isn't the answer. 

     

    If DE wants to make a fun game then the loot system needs to be fair and the half baked mechanics we've had since last July need to finally be expanded upon and developed into full fledged mechanics that don't require bandaid mods to implement. 

     

    There needs to be more to the game and the gameplay than

     

    "Kill Same Enemy, Gather Resource, Build Same Feeling Weapon, Forma 5 Times, Repeat"

     

    So what should they do? Make forum posts, give them suggestions, let them know you want things to change. I don't work at DE, I can't make them change their minds, but you can, if you make enough of an effort. Just complaining about it isn't going to work, especially not in a thread like this where the tone is set from the original post and it devolves into a circlejerk of whining.

     

    Make threads that the developers will want to read, instead of ones where you're just flinging S#&$ at them and telling them they're doing a S#&$ty job. Nobody wants to read that. I can definetly understand frustration, but I can't understand why it's so hard to refrain from making mean-spirited, largely baseless assumptions about DE's intentions and calling them names.

  9. The community has offered solutions and explanations (mostly without any effect) for a long time now.  I personally have written more than a few such threads.  I don't condone name-calling or thoughtless rants, but I understand completely why people are angry.  Unfortunately, posting more feedback is not going to accomplish anything.  DE is making money, and therefore has absolutely no incentive to change anything.  You won't see any major pivot until something drastic happens, like greatly reduced player numbers or a concerted forum protest (and I'm not even sure the forum protest would work).  The developers aren't stupid; they just don't care. 

     

    Assuming they don't care is a mistake too many people make. Keep posting on the forums, make the problems known and sooner or later DE will have to respond to it. Make a point about how the game will collapse in the long term if they do this. If you make an effort, then at least there's the possibility of change, which there won't be if you just give up.

     

    I'm well aware that DE wants to make money, and that the game is, in certain aspects, designed in order to make you want to buy things in order to save time and effort. However, in comparison to a lot of other F2P games, their model is one of the better I've seen. It's not perfect, not at all, but it's one of the better ones. My point is, acting like DE is the devil and accusing them of strongarming their players into paying will not help. Warframe is a F2P game, and F2P games hinge on people paying for things in-game. You have to design an F2P game around this fact in order to keep the game afloat. As I have said before, walking the tightrope of making sure you have enough income to keep things going without seeming like you're maliciously tricking or forcing players into paying is insanely difficult, and I have no real reason to believe DE is any more malicious or greedy than any other F2P developer.

  10. remove a ton of duplicates. (not all) -- even out the drop rates between items. what is currently 2-5% chance to drop, increase to 15-20%

    stop putting your new content behind mountains of RNG grind-wall. if it's good content, why try to hide it?

     

    i don't play this game simply to get the new shiny bits, i play the game because i enjoy it.

    if they truly believe that the only reason people play is to get the "shiny bits" then they have no real confidence in their game to begin with and it's all pay-to-win BS anyway, and calling them out on it is warranted.

     

    Even if they did that, how would you know that what you want has a drop rate of 15-20%? How would you make sure everything has that same drop rate? Should it have the same drop rate? I get what you're saying, but this goes back to my point about this issue being more complicated than it appears.

     

    And no, I don't play the game just to get the shiny bits either, but it's a long-term goal I have. If your players don't have a long-term goal, something that keeps them coming back because there is a potential reward, something new they don't have yet, your active playerbase goes down the drain. It's fun to play with friends, I do it all the time in Warframe, but there's always a goal. Either we're going after prime parts, or corrupted mods, or stance mods. We could play just because we think it's fun, but there's a ton of other games in which we could do that. That's not saying that Warframe is a worse game, but when you don't have that potential for progress, you're competing for your players' attention with hundreds of other games.

     

    And to preempt what I think people will respond with; yes, you do play other games with people just for fun. But there's always some kind of goal or potential reward. If you're playing WoW or some other MMO, it's usually gear, mounts, titles or achievements. If you're playing a competetive shooter like TF2, CoD or Battlefield, you're unlocking new things and getting more weapons and equipment the longer you play.

     

    My point still stands. Yes, there are very obvious and definite problems with the drop tables, and there have been for a very long time. The trading system alleviated some of it, but not much, and it didn't adress the root of the problem. However, it's a very complicated issue for a lot of reasons, very likely more than we know about, and accusing the developers of doing it on purpose in order to squeeze money out of players is the most counterproductive thing you can possibly do.

     

    This update has, at the time of posting, been out for no longer than 15 hours. If DE keeps doing these things, and until you can prove that they do it deliberately, save your doom-crying and try to be constructive. You're not helping anyone by assuming the martyr's stance and cursing at the heavens.

  11. I'm seeing a lot of complaining in this thread, and while there are valid points it's kind of disheartening to see.

     

    The RNG issue is complicated, even if you don't consider the fact that it's compounded every single time they add something new to the drop tables. They can't make it too easy to get the things you want, not solely because they want you to keep playing, but also because they don't want people to get all of the new shiny things they want too easily, because then people will reach their goals too quickly, have nothing to do, and get bored. I don't think any of us truly know how difficult it is to keep that balance between keeping players in the game and rewarding them for doing so, without making it feel grindy and pointless.

     

    Mind you, I do think there are problems with the loot system. I wouldn't advocate removing duplicates entirely, but it would be nice to see diminishing returns on duplicates (think X drops at 5 minutes, at 10 minutes there's a lower chance to get X and a higher chance to get Y or Z) in Defense and Survival missions. As for missions with fixed rewards (Exterminate, Capture etc) they could perhaps offer multiple rewards if some conditions are met (timers, optional triggers to spawn more/harder enemies, etc).

     

    Instead of tearing your hair, gnashing your teeth and accusing DE of being P2W scumbags trying to annoy you into giving them money, offer solutions and explain what's wrong with their implementations without resorting to name-calling and petulant whining. They're not going to be spurred into changing things if all the feedback makes them feel incompetent and sad. They're human beings for god's sake, you could at least try to be reasonable about this.

  12. With the release of three new Primes, I was prompted to post an idea I've been thinking about for a long time. It's a little annoying to "upgrade" to a Primed version of an item you already have, especially if you've put a potato and Formas in it - you feel like you've wasted time and, if you paid for the potato, money.

     

    Therefore, I suggest the following: add conversion blueprints. These new blueprints would require EVERYTHING you would need for the Prime item itself (parts AND cells), plus a non-primed version of the same item, one or two forma (possibly an extra orokin cell or two) and some extra credits. However, when it's done, any potatoes and forma slots are transferred from the non-primed item to the new, unranked Prime item. As the original blueprints would still be available, this keeps the current balance of finding Prime parts and blueprints without requiring players with extensively customised non-primed versions to throw away all of their progress with that item.

     

     

    For example, here's the current requirements for Ember Prime:

     

    Ember Prime Systems/Helmet/Chassis, 1 Orokin Cell, 25k credits, 72h

     

     

    And here's the proposed conversion blueprint:

     

    Ember Prime Systems/Helmet/Chassis, Ember, 3 Orokin Cells(?), 1(2?) Forma, 50k credits, 72h

     

     

    Let me know what you think!

     

     

    Edit for clarification: The original blueprints would STILL BE AVAILABLE. The conversion blueprints would be additions, not replacements. You would still be able to farm and craft Prime stuff just as you do right now, these NEW blueprints would just be for people who want to upgrade without losing Forma and potatoes.

  13. I don't like the idea to damage my Minion to be honest, Usually I use it one heavy units allthough mostly in solo runs and I don't want to damage my toy. Imho Mind control doesn't need damage, it's not its purpose.

     

    What I imagined with this was using enemies as expendable puppets, just mind controlling new ones when the old ones die. You don't really care about the Grineer or Corpus you're mind controlling, do you?

     

    Thanks for the feedback guys, keep it coming and I'll keep thinking about it. :D

  14. After a discussion with some people in-game, I came up with the following reworks of Nyx' first and second abilies.

     

    Mind Control

    A spammable projectile like Fireball, that travels at a slightly higher speed than Psychic Bolts currently does. Like Psychic Bolts, you can steer the projectile after firing it. Upon impact with an enemy, it does damage (split evenly between the three physical damage types, in keeping with her theme of telekinesis) and mind controls them for a short/medium duration. You can mind control enemies up to a cap (increased with mod rank), casting the power on another enemy after the cap is reached will control them and relinquish control of the enemy with the least remaining control duration.

     

    Suggested stat lines per rank (Unranked/1/2/3):

     

    Damage: 75 / 100 / 125 / 150

     

    Status chance (for each of the three physical damage types): 10 / 20 / 30 / 30

     

    Mind control duration (seconds): 10 / 10 / 15 / 20

     

    Max controlled enemies: 2 / 3 / 4 / 5

     

     

    Psychic Bolts

    Upon casting, Nyx throws a number of projectiles into the air, like she does now. However, these projectiles are bigger, faster, clip through terrain (to avoid the issue PB currently has of the bolts simply not reaching enemies) and can't be targeted on specific enemies; instead they lock onto random enemies in a radius around Nyx and do heavy damage upon impact (again, split evenly between the three physical damage types) and ragdolling enemies near the point of impact. If there are more bolts than nearby enemies, the bolts will be split as evenly as possible between them - and if there is just one enemy, they will be hit by all the bolts.

     

    Suggested stat lines per rank:

     

    Damage: 50 / 100 / 150 / 200 (Same as before, but split evenly between Slash/Puncture/Impact instead of just Slash)

     

    Radius (centered on Nyx): 8 / 10 /  13 / 18 (Same as Mag's Crush)

     

    Status chance (again, for each damage type): 5 / 5 / 10 / 10

     

     

    After thinking some for myself while I was typing these two out, I also came up with a rework of Chaos.

     

     

    Chaos

    True to its name, Chaos now causes all enemies within the same radius as the ability had previously to experience the following effects:

     

    1 second stun followed by:

     

    125 / 150 / 200 / 250 damage of a random non-physical damage type (including combined elements, but excluding damage types the enemy in question would be resistant to - Grineer with Alloy Armor would not suffer Electric or Magnetic damage for example - instead it would always be a damage type they have either no resistance or a weakness to).

     

    100% proc chance for the status effect of that damage type.

     

    The suggestion for Chaos is not quite on par with the others, and can be ignored at your leisure.

  15. The idea is good, but you really need to change the name. The obvious conclusion us dirty-minded people come to notwithstanding, it's a type of Browning shotguns and therefore the name is trademarked.

     

    http://en.wikipedia.org/wiki/Browning_Citori

     

    On topic, I like the idea but personally I would make it a pump-action shotgun with 10 rounds in a magazine and a lower fire rate, possibly with plasma shells being loaded one at a time. A unique mechanic they could add would be the ability to @#&$ the shotgun with the reload key while the magazine is full, with each button press adding another shell to the next shot.

     

    Edit: You know what I wanted to do with the shotgun. The filter knew. You all know. Oh yes you do.

  16. This is a brilliant explanation of exactly what is wrong with the current system, and an excellent idea for replacing it. DE has already remade the system once when they switched from the skill tree to mod cards, there's no reason they can't do it again.

     

    DE, please, look at this and take it to heart. This is exactly what I, and surely many others, want.

    • Like 1
  17. I agree with most of the people in this thread. Alad V is an interesting fight with good mechanics, but he needs to scale with the player(s) in the mission. Otherwise he just won't last long enough for people with max-ranked equipment to enjoy the fight.

     

    He really doesn't need anything more. Just give us time to enjoy a worthy enemy here.

  18. I don't know if you're being sarcastic, but I'll assume you are. Just did my first run, both Alad and Zanuka went down within the space of a minute, and I didn't even lose my shields.

     

    DE, you really, DESPERATELY need to fix this boss. Make him scale to the players' level, because as it stands right now, both of them are a joke.

     

    I should mention I did this while soloing. I'm going to try a four-player game and see if he's any tougher.

  19. I posted in another thread about this. The Lecta definetly has problems with hit registration. A bigger problem lies in its attack pattern, however; the third chained attack (the long-range, straight whipping) feels out of place and is VERY hard to land a hit with in melee combat. Thus, I repeat the suggestions I made earlier:

     

    - Improve hit detection.

     

    - Switch the aforemention third normal chained melee animation with the charged animation and make it the first in the chain, so that the chain goes like: Swing right (360 degree reach), swing left, swing right.

     

    - Make the long, straight whipping the charged attack, raise charge time and charge damage slightly, maybe add an additional chance for status procs on charged attacks to give the weapon a little more flavor.

     

    - Make the whip extend during slide and wall attacks (This wasn't my idea, I have sadly forgotten the name of the one who mentioned it. Kudos, whoever you are).

     

     

    Until DE looks into the matter, I recommend using high-rank, relevant damage mods and a maxed Reach mod to alleviate the issues. You'll have a slightly easier time hitting stuff, and when you do you'll notice. ;)

  20. After playing some more with the Lecta, I can confirm problems with spotty hit registration, especially with the aforementioned third attack in the normal chain - the long-range whipping. Here's my suggestion:

     

    - Make the current charge animation the first part in the new attack chain. Charge > Left swing > Right swing.

     

    - Make the long-range whip animation the new charge attack.

     

    - Reduce how much you move during the normal attack chain.

     

    - Increase charge time and charge damage slightly, possibly add additional status effect chance on charged attacks.

     

    - Whip lashing out to increase range on wall and slide attack (credit to OP).

  21. I was actually going to make a topic about this, but seeing as there's already one in place I'll just use this one.

     

    I love the Lecta so far, I really do. However, the hit detection is a bit spotty and there's one change I'd really like to see: switch the third normal chained attack (the narrow, long-range whipping) with the current charged attack (the 360-degree spin). A spinning attack would fit a lot better with the other two close-range normal attacks, avoiding the issue where the third attack feels unwieldy and tricky to land a hit with in close quarters, and making the long-range whipping more satisfying to use - perhaps even increasing the charge time slightly and adding an increased chance for status effects on the charged attack?

     

    I'm not an animator, programmer or anything of the sort, so I don't know how difficult this would be to accomplish, but it's something I'd love to have.

×
×
  • Create New...