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Old Nov 12, 2007, 07:07 PM // 19:07   #621
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a day and night sort of thing soooooo, when you are playing at 9 in the night (which i don't normally do) it would night time
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Old Nov 13, 2007, 12:27 PM // 12:27   #622
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Quote:
Originally Posted by Numa Pompilius
...is that they use the Crysis engine:
http://www.gametrailers.com/player/18588.html

It takes care of most of my gripes with GW1 (e.g. no day/night cycle and the lack of dynamic lighting, the limited motion) and just imagine the spell effects which could be made with that physics engine!
Yes!!! CryEngine2 -> sighn me up!!!

Love the idea!!!
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Old Nov 13, 2007, 02:35 PM // 14:35   #623
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Originally Posted by Onarik Amrak
Who the hell do you think you are?
Quote:
Originally Posted by Onarik Amrak
Are you still trying to convince me that my opinion is what you say it is?
um... I don't have to convince you... you came here and started to say that ideas sucks... so I should ask you this
Quote:
Originally Posted by Onarik Amrak
Who the hell do you think you are?
and yous aid it so obviously...that there is no problem to conclude what your opinion is...

Quote:
Originally Posted by Onarik Amrak
This is a forum, it's to voice opinions. Please tell me where I'm telling you to follow my opinion or RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO off?
I'm gonna answer on this with what you said
Quote:
Originally Posted by Onarik Amrak
This is a forum, it's to voice opinions.


Quote:
Originally Posted by Onarik Amrak
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO off?
huh...?
 
Old Nov 13, 2007, 02:38 PM // 14:38   #624
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Originally Posted by symbiote
Yes!!! CryEngine2 -> sighn me up!!!

Love the idea!!!
they are making their own engine... so you can only hope they will make something like that. but besides, it is MMO, making bombastic graphics means less customers, because not everyone has boosted computers that could run the game
 
Old Nov 13, 2007, 04:31 PM // 16:31   #625
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Quote:
Originally Posted by Vergilius


huh...?
man you are dumb! to quote him correctly:
Quote:
This is a forum, it's to voice opinions. Please tell me where I'm telling you to follow my opinion or RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO off?
he just told you that ISN't saying that.
L2read imo.
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Old Nov 13, 2007, 06:43 PM // 18:43   #626
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Originally Posted by netniwk
man you are dumb! to quote him correctly:

he just told you that ISN't saying that.
L2read imo.
why to bother with such people whoa re just naturally dumb....
so instead of fighting with you guys, I'm gonna stay on topic from now on... you do what ever you want... this is internet....unfortunately
 
Old Nov 13, 2007, 06:50 PM // 18:50   #627
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Quote:
Originally Posted by Vergilius
why to bother with such people whoa re just naturally dumb....
so instead of fighting with you guys, I'm gonna stay on topic from now on... you do what ever you want... this is internet....unfortunately
strong point.......
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Old Nov 13, 2007, 11:06 PM // 23:06   #628
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GW2 Gameplay Suggestion

I cover lots of different things here, so at least try to skim over it if you don't want to read it all.

One thing I really hope they do, beyond avoiding having the exact same combat as this game, is throwing in real life factors. Having combat be more realistic. Such as actually seeing a warrior block an attack.

It would open up even more tactics into the game. I guess it's best if cosmetics don't affect anything. I just want combat to be more realistic, save for the magic and whatnot (realistically, any meteors the size they are in GW would burn up in the atmosphere, if not, instantly crushing you as it hits you at 10,000 miles per hour ).

Think about it; A ranger climbs up a tree to gain a better vantage point, but has accuracy and attack speed affected by the shape/size of the branch he is on. While we're at it, lets have several different types of arrows that all have different ranges and strengths. Each being more effective at a certain thing. Just more complexity to the game. Though I think the infinite quiver is best left as is (and where does he keep pulling all those spears from?! ).

Don't forget environmental factors. Lets take an example of an arena from this game and build upon it. The beach arena in RA/TA. You know the bridge? Give it a maximum weight factor that would make it break if there were too many people on it. Or, in a different arena, purposely have the warrior jump up and down to break it or weaken it. Or even cut a few ropes so anyone who walks on it will break it and fall. Stealth will probably be a factor. This will make large-scale fights much more interesting. The awesome environment creation skills of Anet can bring a whole new level into play.

GvG will probably still remain and be a primary PvP mode, if not, hold a bigger emphasis on GvG (HA ftl). Now with more realistic gameplay and environments, everything will probably have a wider scale in GvG and any other new PvP modes they may add. With this should come more players on both sides. But since the map is bigger and there's many options for things to do, not everyone is going to mob together and try to plow the front gate. Disadvantages will need to be placed there to make all of this possible. Too many players will make things way too hard to balance right, so I think 10 players is good. 8 just doesn't seem enough for these new additions. I don't just mean physical factors by additions. I also mean there should be more conflict areas in a map. Or "side" areas you can try to make a sneak attack on to gain some advantage, depending on the map design.

And to make characters more complex, there can be more intervals for skill effectiveness rather than just 1-12/16. Creating an effective primary and secondary build that benefits a lot from the secondary skills has always been nice, but I mean to build upon that even more. Maybe learn a couple skills, at reduced effectiveness, from a third profession. Or why even limit it to that? Give the whole plate as a possibility. Allow a single character to use skills from any profession, but use a more complex system of the attribute system. I've always thought that builds that use only primary skills should gain a slight benefit over using secondaries. This can be added in with a new, more complex attribute system. Instead of just the attributes themselves, give the possility to give some points to a separate attribute that increases the overall effectiveness of that professions skills. This would be a more accurate way of getting what you want when creating a build.

This was all inspired recently when I decided to play through Fable again. I really liked the idea of the Fable combat seeping into Guild Wars. Of course it would be bad to mimic it, but to just use as a base idea.

What'dya think?
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Old Nov 15, 2007, 10:43 PM // 22:43   #629
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Here are a few ideas for GW2.

Consider PvP Phasing -- a pseudo instance where players, existing in the PvE persistent world, could choose to enter PvP combat and simply Phase in to a Balthazar Form, turning into spirits when viewed by a PvE player (non flagged). Other PvP players would appear as regular players, but any PvE players would become invisible, non-collision. Imagine a persistent world where battles are constantly fought, NPC or player, anywhere, anytime. PvE players would be able to witness the raging battle of Balthazar Spirits (PvPers) taking place right in front of them, PvPers would only see other PvPers, fighting in the PvP pseudo instance -- Same world just different realities.

Many PvE quests could initiate zone wide mayhem between NPC and Player Factions. When a game does PvP right, even PvE players will participate. Perhaps this pseudo instance could be call the Mists. Making the Mists as massive as the entire game world. . .so much can be done. A PvE player would simply see random ghost appearances, The spirit of an archer firing a flaming arrow into distant fog, the image fades. . the echoing sound of steel clashing in the distance, a trail of limbs, blood and carnage as you approach an outpost. . .. Hints of the Mist could be slight suggested clues, could be toggled on/off, could be constant to an avid PvPer.

NPCs In the PvP Zone could simply duplicate when affected by PvPers in the area. PvE players would see one version standing there, PvPers would see a pseudo copy charging into battle.

Pseudo instancing would even allow WvW cross-over -- for Multiple Worlds, not just 1vs1 -- making entering the Mist from PvE virtually seamless, and player full. Multiple servers -- PvE worlds -- that share a common pseudo "The Mists" reality. Viewable Mist Battles (spirit form) from multiple servers.

Instancing options – Let PvE players choose between Instanced, or Persistent when entering a zone -- just talk to an NPC who will share a couple of secret hunting spots, quests etc. . (teleport you into an instanced zone); rather than the shared one you are standing in. . . .
Many possibilities.

Variable Attack Range Zones -- Make the range of spells, bows, throwing axes (warriors need something) variable -- dependent on instance, or zone area. This would allow for some very interesting long-range exchanges/assaults. It would also help add balancing variables to mismatched encounters in the Mists -- for say, a fort that has been occupied too long. etc.. .

The current bow mechanic in GW1 is a good example, being that it is affected by height.

Imagine a game where a caster could stand upon a mountain top raining down fireballs, or an archer could really be useful at longbow range -- several hundred yards. Warriors could just pick up rocks nearby and lob them down hill for an avalanche attack.

The longer the range the less likely you'd hit anything, or do much damage, but the fun factor far outweighs the limitation of greater range. This would obviously be a very dynamic feature: some areas range would be normal, other areas -- close narrow dungeons -- range could suffer dramatically. Some areas, range could be as far as the next ridge.

There is a ton of value to variable range combat. Range Zones could be as small as a clump of trees. Say a warrior is getting run down by a couple of casters/rangers, in a long range zone/area, if he can make it to a thicket of trees nearby, the combat range will decrease dramatically, giving a turn-around to his disadvantage.

Add a throw function to the Drop Button.

Increase the number of Skill Bars -- a player can run in an area, make each Skill Bar mutually exclusive from the other Skill Bars. This would allow players to set up a travel bar, a melee combat bar, a ranged combat bar, a crafting/harvesting bar?, a siege weapons bar, etc. . . It is obviously much like the elite GWEN skills, but adds a ton of strategic value to the individual player allowing them to morph a bit in a persistent, large-scale environment. The skill bar limit could also be variable; per rank/level, instance, area. . .

Allow players to adjust attributes while in large persistent zones if there is an "Avatar of . . . ", or "temple of. . . " nearby that they can kneel and commune with/within.

In-Game Library (IGL) -- linked directly to Official Wiki website. This will allow players to stay in-game to visit the Halls of Knowledge, in hopes of uncovering, arcane combat styles, solutions to blights ravaging a distant lands, possible clues to help unravel a mysterious letter given to you, on and on.

Basically some form of flash like media, much like what has been done in GWEN with Journals, allow the players to do most of the work, allow players to added stories, and content, Much like Zoe's diary. Line the walls of the IGL with books on shelves, that display OnMouseOver. When the bookbinding is clicked, it appears in front of the player, opened, much like a journal in GWEN. Let players sit around the IGL reading game lore and quest info, provide a review system that ranks, categorizes entries so players can stay in RPG land, or just dig directly into the fact sheets on conquering quests. Even add some sort of ranking system or title such as Librarian, Thus players with higher ranks can sort some of the flotsam and jetsam.

The real thrust of this feature would be RPG lore as an overlay to finding a successful resolution to a in-game problem. Let players contribute to the maintaining, addition and management of such a library. The way this forum is managed. Library could link to many different towns/cities – mini GW internet.

Heroic Guild Mates -- If there be companions, heroes, make them guild-mates heroes/companions. You can only increase the size of your A.I. controlled party by selecting an inactive, recently played, character from your guild roster -- instead of heroes, you need to use offline guild members. If you want to run an area but can't find enough people to help, then you choose one of your guild-mates (any of their alts) as the H/H to help you through your adventure. Maybe add an offline time-limit a guildie can be used as a hero, like a month or something. When you log in while someone is using your character as a hero, you begin in Observation Mode, then you can just take control and continue the journey, or gracefully bow out leaving behind a surrogate, returning to where you logged off. Entering the game-world, and then breaking the ice with alde acquaintances, can sometimes take more time than playing the game. This concept could be used for GW1 to increase the number of A.I. controlled party members beyond the current limit.

VoIP -- if this feature exists in GW2, whether as a purchased addon, or primary feature. When a players begins to talk, there should be in-game auto emotes, and a flashing player name in Party panel. The emotes could even be customizable, several emotes cycle while in-combat, another set of emotes cycle randomly while out of combat.

This will obviously help players find who's in need of help or who's having cursing fits. Also a simple right-click on party panel to mute a player.

Fix the Camera -- and interior space problem in GW. Narrow corridors, small rooms, small caverns should be a functioning part of GW2. The camera needs to be far more intelligent than it currently is, this will also help in small areas.

Improve the RP -- value between players, this is an RP game, but no one ever RPs in it -- Kinda weird. Allow players to create large emote macros, allow players to link these to skills, events, death -- player death/enemy death -- etc. Allow text in these emote macros. Give the power of uniqueness to the players, Could even add modifiers to skills: linking say, a fireball to a "Kiss my Backside" emote, allowing players to shoot fireball from their . . .

Alternate Content -- Please add some form of content as an alternative to killing and fighting. Chess, checkers, thumb wrestling. Thumb wrestling could just be a fancy way for players to /Random 100, but with fun animation. Boxing and Polymock are a great start. Imagine the number of chess players in this world, now imaging giving them the slickest online interface available, with no monthly fee!!


Dynamic Weather Events – Dynamic weather is a given for any new MMO, take it to the next level, add Events driven by weather, or weather driven by events. Example: if a particularly bad storm appears, it could bring with it a very nasty Boss monster. Fog could bring some creepy unnerving creatures, Snow, etc. . . let Boss, or creature invasion likewise bring foul and evil winds.

Last edited by Balan Makki; Nov 16, 2007 at 01:17 AM // 01:17..
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Old Nov 16, 2007, 03:06 PM // 15:06   #630
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open PvP in persistent areas.
Long ago, when MMOs were young... you had to watch your back... everyone could kill you... people would go somewhere n groups... today pl just go alone and nobody can pawn you =(
 
Old Nov 16, 2007, 09:30 PM // 21:30   #631
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Quote:
Originally Posted by Vergilius
open PvP in persistent areas.
Long ago, when MMOs were young... you had to watch your back... everyone could kill you... people would go somewhere n groups... today pl just go alone and nobody can pawn you =(
Go play wow on a PvP server.
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Old Nov 16, 2007, 11:34 PM // 23:34   #632
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If we're able to swim and stuff, why not conquerable islands? For GUILDS/Clans and stuff.

It could even be like a pirate mini game, and you could have pirate clans :P

So you have your normal PvE/PvP guild/clan/alliance/group and then you have your pirate one which is activated once you go into the islands!
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Old Nov 17, 2007, 01:20 AM // 01:20   #633
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Quote:
Originally Posted by Vergilius
open PvP in persistent areas.
Long ago, when MMOs were young... you had to watch your back... everyone could kill you... people would go somewhere n groups... today pl just go alone and nobody can pawn you =(
Why would you want to introduce more chances to grief people in GW?
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Old Nov 17, 2007, 02:15 AM // 02:15   #634
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I'd like all quests to be repeatable, but rewards for second time around to be smaller unless it was an uber quest.
I play my character now and wish i could go back to do the quests i have fond memories of. Undead hordes anyone?

I'd like to see an extremely high emphasis placed on personal finance micromanagement. So, if you were to find a piece of fur or other apparently insignificant trash, it wouldn't be trash at all. It would have a value and would be well worth your time trying to find a buyer.
I want everything to be useful and everything to be rare. Let us kill monsters and get nothing but small change from 75% of monsters, 20% animal parts, 3% junk weapons and items, 1% dyes and other specials and 1% or less for useable gear.
In GW everything is handed to us on a plate and it ruins the experience by making the game lack a feeling of achievement.
I'd like to see the introduction of silver pieces. 100 silver = 1 gold piece, 100 gold pieces = 1 gold bar, 100 gold bars = man i wish i was rich like you.

I'd like monsters to be pullable singly and the ability to adventure on your own but i'd like battles to last a longer time, like two gladiators battling it out, with no guarantee that the monster will drop anything.
To add balance, i'd like to see super loots which might come every 3000+ kills if you are lucky. These would be exciting screenshot moments which earn a server-wide message.
So yeah, less loot... much less loot, but a jackpot chance. More feeling of achievement. More adventuring... hopefully there won't be zones and we can walk for 2 hours before hitting the sea.

Oh and mining. I mean proper mining, not clicking on a node. Players must use their judgment and their consumables to try to detect unseen mineral deposits... of which there would be a huge variety so that even after years of playing, you would still be unearthing new and previously unknown minerals.
"Anyone knwo what this ore is for?"
"OMG, you found a Mingorite?!!"

Massively deep crafting system with almost limitless craftable items, alot of which would require rare gems, like only 4-5 made each year because of their rarity, but would have awesome graphics.

I'm probably dreaming again but that's my main thoughts. I've said this before but take a glance at Entropia universe. Their mining/crafting system is so addictive, moreso the mining. I paid a fortune in real money to just mine that game and it was the best online gaming adventure i'd ever done even to this day.

I just hope GW2 doesn't turn out to be a clone of the original with everything handed to us, cheapening the ride.
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Old Nov 17, 2007, 03:39 AM // 03:39   #635
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Default No More Air instruments!

Actually have real guitars and violins with actual sound! Maybe play songs from the GW soundtrac. So what do you think of this?
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Old Nov 17, 2007, 05:10 AM // 05:10   #636
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Quote:
Originally Posted by Ashmane
Actually have real guitars and violins with actual sound! Maybe play songs from the GW soundtrac. So what do you think of this?
It'd be ok if I can mute the people doing it.

/mute <every dancing fool in town>
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Old Nov 17, 2007, 04:44 PM // 16:44   #637
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Quote:
Originally Posted by Tactical-Dillusions
I'd like all quests to be repeatable, but rewards for second time around to be smaller unless it was an uber quest.
I play my character now and wish i could go back to do the quests i have fond memories of. Undead hordes anyone?

I'd like to see an extremely high emphasis placed on personal finance micromanagement. So, if you were to find a piece of fur or other apparently insignificant trash, it wouldn't be trash at all. It would have a value and would be well worth your time trying to find a buyer.
I want everything to be useful and everything to be rare. Let us kill monsters and get nothing but small change from 75% of monsters, 20% animal parts, 3% junk weapons and items, 1% dyes and other specials and 1% or less for useable gear.
In GW everything is handed to us on a plate and it ruins the experience by making the game lack a feeling of achievement.
I'd like to see the introduction of silver pieces. 100 silver = 1 gold piece, 100 gold pieces = 1 gold bar, 100 gold bars = man i wish i was rich like you.

I'd like monsters to be pullable singly and the ability to adventure on your own but i'd like battles to last a longer time, like two gladiators battling it out, with no guarantee that the monster will drop anything.
To add balance, i'd like to see super loots which might come every 3000+ kills if you are lucky. These would be exciting screenshot moments which earn a server-wide message.
So yeah, less loot... much less loot, but a jackpot chance. More feeling of achievement. More adventuring... hopefully there won't be zones and we can walk for 2 hours before hitting the sea.

Oh and mining. I mean proper mining, not clicking on a node. Players must use their judgment and their consumables to try to detect unseen mineral deposits... of which there would be a huge variety so that even after years of playing, you would still be unearthing new and previously unknown minerals.
"Anyone knwo what this ore is for?"
"OMG, you found a Mingorite?!!"

Massively deep crafting system with almost limitless craftable items, alot of which would require rare gems, like only 4-5 made each year because of their rarity, but would have awesome graphics.

I'm probably dreaming again but that's my main thoughts. I've said this before but take a glance at Entropia universe. Their mining/crafting system is so addictive, moreso the mining. I paid a fortune in real money to just mine that game and it was the best online gaming adventure i'd ever done even to this day.

I just hope GW2 doesn't turn out to be a clone of the original with everything handed to us, cheapening the ride.
I agree.






I

Yea, I mean there's always someone partying..at random times. So yea I think this might actually be a fun thing.

BTW I support Tengu, Centaur, and Harpies being playable. Along with conquerable cities, no fast travel, mounts, and transports with some combat on them,
and world duelling And moving while you fight. These ideas all pwn!

Last edited by Ashmane; Nov 17, 2007 at 04:49 PM // 16:49..
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Old Nov 18, 2007, 01:45 PM // 13:45   #638
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Quote:
Originally Posted by Ashmane
Actually have real guitars and violins with actual sound! Maybe play songs from the GW soundtrac. So what do you think of this?
This has been a feature of other MMO's and one I've aways liked. Rare instruments. . . a group of players standing around playing together. I used this feature constantly while questing with others, when things slowed down, rather than tapping your foot, you'd whip out your mandolin or flute adding a bit of RP to the game. Could even add benificial buffs, that last 15 mins or so, slight regen etc. This could actually be a very full featured part of game.
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Old Nov 18, 2007, 03:01 PM // 15:01   #639
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I think in GW2 they must add someone else..i mean not only with killing monsters.at the end..in GW1 Elite Missions , Dungeons, regular Missions, High End Areas(FoW,UW), Vanqushing ,Exploring. ALL HAVE THE SAME IDEA..to Kill Monsters.i think they must insert things without killing monsters..maybe small games you must pass to continue ..and they can insert "Gambling City" too..so you can gamble on your money and have fun in other ways.
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Old Nov 20, 2007, 10:05 AM // 10:05   #640
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Default new playable species

i like the ideas the designers have to put new playable species that arent limited to just humans. anyways all the talk of having a dragon character from people like bahumutkaiser inspired me. but instead of having a solid dragon character why not have it look something like this
dragoncharacter.jpg
that way it's still balanced and not some uber powered killing machine,
and have it so that you can choose the same professions as the humans (e.g. ranger, warrior, mesmer, ect.) but give also give you an option to choose a profession that would be (somewhat) if not completely unique to the species.
and still keep the ability to change body hight, size, color, ect.
any more ideas/suggestions/compliments for this character are appreciated
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