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Old Jan 24, 2008, 04:06 AM // 04:06   #821
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honestly, They can do watever they want, and ill stillbuy it lol. aslong as it remains free, which it will. If its wow like then fine, just keep the story lines, the looks and it will sell
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Old Jan 24, 2008, 01:54 PM // 13:54   #822
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Originally Posted by Isileth
I hope they dont add an aggro system like that. It makes games far to easy, you can just buff up and focus healing on the tank then sit back with no worries.
In WoW, it isn't at all that simple or "easy."

This mechanism regarding aggro is referred to as "threat". The more threat you have, the more likely a mob is going to go after you, and various skills increase your threat. Of course, warriors use threat skills to hold aggro, but a mage can also attract aggro by using a high-threat skill or a priest can attract aggro by using certain healing skills.

I like this system. It means every player has to be careful in using the skills they have and in their timing. I think it adds an additional layer of complexity to every encounter. So, I hope GW2 does add something along these lines.
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Old Jan 24, 2008, 02:38 PM // 14:38   #823
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Originally Posted by tmr819
In WoW, it isn't at all that simple or "easy."

This mechanism regarding aggro is referred to as "threat". The more threat you have, the more likely a mob is going to go after you, and the use of various skills increase your threat. Of course, warriors use threat skills to hold aggro, but a mage can also attract aggro by using a high-threat skill or a priest can attract aggro by using certain healing skills.

I like this system. It means every player has to be careful in using the skills they have and in their timing. I think it adds an additional layer of complexity to every encounter. So, I hope GW2 does add something along these lines.
Threat/Taunt/Agrro ratings and points are pretty common and are for some cases more easely maintained.
in GW we don't have them, mobs just read peoples health numbers and attack the softest target.

While taunt points are impossible to implement in PvP, the way GW mobs aggro, supposedly was emans to simulate the way PvP players chose targets.

The way Anet wants GW to be, I don't think the devs would be satisfied with just taunt points for mobs, I think they'll try something to have mobs emulate PvP'ers even more, it sorta fits the game as well.
Still I hope tanks get a way to guide mobs too them.
If you ask me it should be something like [skill=text]Retribution[/skill] or [skill=text]Balthazar's Aura[/skill] on the entire team except the tank, that way mobs and players would logically be (temporarily) scared away from attacking the team members instead of the tank.

And delete your double post.
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Old Jan 24, 2008, 05:07 PM // 17:07   #824
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Quote:
Originally Posted by Balan Makki
Arena Net has suggested that there will be climbing in GW2, possibly manifesting in many forms, as well as swinging, swimming, etc. .. .

I personally hope it plays like Prince of Persia, Tombraider in that you can also grab ledges, hang, side roll, duck, cartwheel, backflip . . ... everything possible in real life, and more.

MY THOUGHTS EXACTLY!!


But in this situation i would prefer MUCH LESS FOCUS on the holding or swinging off a pole or what have you.

it should be VERY SIMPLE TO PERFORM...... so as to maintain complete focus

on the core game play.

And DEFIANTLY used sparingly , as a unique quirk to the occasional mission.


In mid battle, there is a pole above, a ranger can leap up holding with one arm,

so as to have a vantage point. However it should only be a matter of a single mouse click or button press, and unable to FALL OFF!.....

very direct! HOPE ON/ HOPE OFF......

I don't want it GW2 to become messy with too much freedom........ it was never this way in GW1..... and it is compelling.


Probably a really bad analogy,


But at times, the effect can be almost like that of a Electronic Poker Machine. (even though i detest gambling!)

The button pressing, the sound and the motion of key press's....... all have a VERY APPEALING almost hypnotic effect in GW1

it is COMPELLING to play!...... when your "IN THE ZONE", and the TIGHT game mechanics allow for this to occur.


Personally i believe this a MAJOR factor in the repeatable-play factor in GW....... it FEELS GOOD! to play.

most of the time anyway.

Last edited by Mimo08; Jan 24, 2008 at 05:13 PM // 17:13..
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Old Jan 24, 2008, 10:47 PM // 22:47   #825
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Originally Posted by Tender Wolf
I'd like it if the primary quests/missions were like in GWEN (res shrines, no fail if everyone dies, etc.) except for the very last one of course.

I also really hope they keep heroes in there and allow us to use everything in our HOM (armor, weapons, minis, etc.).

Other than that I think everything else has been mentioned.
It just seems that with GWEN's primary "missions" having res shrines except the last one, perhaps GW2 will be the same way. And I hear it's supposed to be an environment like WOW, so I'm not sure how they'd do missions in there. But anyway...

What is the point of having Hall of Monuments if we can't show off the titles in there or wear the armor, etc.? Though PC Gamer did say that characters in GW2 will be able to take out and use weapons fromm Guild Wars 1 via HOM.
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Old Jan 24, 2008, 11:00 PM // 23:00   #826
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Quote:
Quote:
Originally Posted by Tender Wolf
It just seems that with GWEN's primary "missions" having res shrines except the last one, perhaps GW2 will be the same way. And I hear it's supposed to be an environment like WOW, so I'm not sure how they'd do missions in there. But anyway...

What is the point of having Hall of Monuments if we can't show off the titles in there or wear the armor, etc.? Though PC Gamer did say that characters in GW2 will be able to take out and use weapons fromm Guild Wars 1 via HOM.
there is a 15 minute 2 part e3 vidio download on that as well as many interviews that all say the sam thing

1. YOU WONT GET YOUR HEROES ONLY 1 COMPANION THAT DOES NOT TAKE UP A SLOT

2. HOM will *unlock* something not direct transfer

deal with it
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Old Jan 24, 2008, 11:41 PM // 23:41   #827
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Quote:
Originally Posted by Loviatar
there is a 15 minute 2 part e3 vidio download on that as well as many interviews that all say the sam thing

1. YOU WONT GET YOUR HEROES ONLY 1 COMPANION THAT DOES NOT TAKE UP A SLOT

2. HOM will *unlock* something not direct transfer

deal with it
Where can you download this video? Can you provide me with a link, thx.
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Old Jan 25, 2008, 12:03 AM // 00:03   #828
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ugh, every response i see here has at least 2 suggestions that are EXACT copies of WoW/RS features. grow up people, were not 12 anymore. (ive counted like 15 suggestions involving mounts/trade skills in 2 pages).

on topic, i think that most of the features of GW currently are great the way they are. removing level cap and instanced worlds is just going to make GW2 seem like WoW without fees and night elves. (sylvari perhaps?) if they simply kept most of the game mechanics the same, GW2 would, IMHO, be much better than what we have heard. maybe the addition of incredibly large-scale battles (for example, 100 vs 100 in a deathmatch in a large arena) would help get us lazy PvE-ers off our butts and do some PvP now and then.
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Old Jan 25, 2008, 12:36 AM // 00:36   #829
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Quote:
Originally Posted by tmr819
In WoW, it isn't at all that simple or "easy."

This mechanism regarding aggro is referred to as "threat". The more threat you have, the more likely a mob is going to go after you, and various skills increase your threat. Of course, warriors use threat skills to hold aggro, but a mage can also attract aggro by using a high-threat skill or a priest can attract aggro by using certain healing skills.

I like this system. It means every player has to be careful in using the skills they have and in their timing. I think it adds an additional layer of complexity to every encounter. So, I hope GW2 does add something along these lines.
Im aware of how its handled and I must say I do find it makes for fairly simple gameplay. As long as your tank and DPS make sure they keep aggro or threat at the correct levels between them it becomes very easy to focus most of your healing onto 1 char.

WoW isnt the only one that does it in that way, a lot of games have a threat list with each action adding or taking away etc. Ive really not found one where ive played it and thought, hmm that made it a lot harder and required a lot of teamwork. It always just comes down to the tank building up as much aggro as possible while your main damage dealers try and sit just below him on the threat list.

The only time it becomes a bit more interesting is when you have enemies that reset the threat list at certain points, even then since you know its going to happen you can just drop back on DPS for a sec and let the tank fire off some taunts or other aggro building moves.


Under the current system you cant just prot one char and never have to worry, you have to react, the rest of the players in your team need to know how to kite and deal with being punched in the face.
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Old Jan 25, 2008, 10:14 PM // 22:14   #830
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Quote:
Originally Posted by skitz
honestly, They can do watever they want, and ill stillbuy it lol. aslong as it remains free, which it will. If its wow like then fine, just keep the story lines, the looks and it will sell
what have you been smoking??
what mostly everyone is now looking for from gw2 is like a huge army of new features that has never happened in gw1 or any other game with that then it will sell but if it stays the same monster bashing loot stealing grinder then it will just be a gw1 with better graphics and jumping.
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Old Jan 27, 2008, 04:16 AM // 04:16   #831
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Default The new way of 'Drops'.

I know that this might sound like hard work for the game designers of Anet but i feel it would make the game more realistic and unique.

1. All greens (or whatever they will be the equvalent of in Guild Wars 2) should have a unique appearance. Wouldn't you think that the bosses would like to have their weapons personaly customised.

2. Also, there should be some sort of way of creating your own weapons like carving a staff out of wood to fit the EXACT looks that you want like a branch sticking out the top right or something. You could even carve or bend a weapon you found off a Corsair or Am Fa.

3. When you kill an enemy it should drop more than just a wand. You should be able to scavenge the body for cloth or take take a headband that they were wearing. The weapons and armour you can take should be the exact same as what it was visualy carrying. Also if you kill a Fanged Iboga or a Skale it realisticly shouldn't drop a Human/Asuran/Whatever axe or money as it obviosly couldn't carry or use it.


I hope they add dwarfs as a new playable race. You would obvisoly expect to be able to play them. They have been main races in Prophecies and Eye of the North (even though it did say that 'The time of the dwarf's is over!'.
Dying should be such a big thing in Guild Wars 2. Even once or twice at all should be unnaceptable. HEADSHOTS SHOULD BE A 1 HIT KO!!! MWHAHAHAHAHHAHAHAHAHAH!

Last edited by Bohya; Jan 27, 2008 at 04:22 AM // 04:22..
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Old Jan 27, 2008, 09:26 AM // 09:26   #832
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Quote:
Originally Posted by Isileth
The only time it becomes a bit more interesting is when you have enemies that reset the threat list at certain points, even then since you know its going to happen you can just drop back on DPS for a sec and let the tank fire off some taunts or other aggro building moves.
That actually makes it more easy instead of interesting.
Using AO's "ring of memory loss" to clear a hatelist, I can time till a mob stops attacking me for just a second, hit it and it will forget all the aggro I had collected on it with healing/debuffing and the tank's/My Pet's DPS will regain it's full attention.
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Old Jan 27, 2008, 09:41 AM // 09:41   #833
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Originally Posted by System_Crush
That actually makes it more easy instead of interesting.
Using AO's "ring of memory loss" to clear a hatelist, I can time till a mob stops attacking me for just a second, hit it and it will forget all the aggro I had collected on it with healing/debuffing and the tank's/My Pet's DPS will regain it's full attention.
And that right there is why I dislike it.

When you know its going to focus on one target it just becomes boring (maybe not easier just because you struggle to outheal the damage, but the difficulty is purely in the numbers the healers skill doesnt matter).

When stuff starts rampaging in your backlines then it becomes fun, there is no way to control them, you survive based on your skill as a team and individuals.

Having to choose who you cast your next spell on becomes important not just hitting a skill each time its recharged.
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Old Jan 28, 2008, 10:33 AM // 10:33   #834
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I was just looking at Age of Conan: Hyborian Adventures on gamespot which had this.

"Though guilds can have only one crafting village, they can also build a battle keep. The difference is mainly thus: Crafting villages cannot be attacked, but battle keeps can. That's because battle keeps are finite in number; there are only nine locations in the game where they can be built. If you want to build a battle keep, you'll need to seize one of those locations. This ushers in the siege warfare aspect of Age of Conan. If you hold a battle keep, your guild will be tasked with having to defend it at least once every two or three days. Siege battles can involve hundreds of players on offense and defense. The attackers can build siege engines, which can be used to knock down walls. The defenders must try to hold out for a certain amount of time. The goal is to either attack or defend the central keep; if it's destroyed, the defenders lose and the attackers seize the location. So why even bother trying to hold a battle keep? Well, every building that you own, in both the crafting village and the battle keep, will grant you bonuses. So the more buildings your guild controls, the better."

I would like something like that in guildwars. And no it's not stealing it's inspiration

When I was new to guildwars back in 2005 when I heard of the guild hall I expected something along the following lines:

there would be a town with lots of streets filled with guildhalls that you could go in and meet people from the guild. On the front of the guildhall would be a notice with a description of the guild or an announcement.

I’d very much like to see that. Although probably not possible.
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Old Jan 28, 2008, 10:43 AM // 10:43   #835
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Originally Posted by Greyhart
So why even bother trying to hold a battle keep? Well, every building that you own, in both the crafting village and the battle keep, will grant you bonuses. So the more buildings your guild controls, the better.
Notum wars for the win
I doubt it however, it is FunCom(AoC developer)'s style to allow twinking, this makes for a fun experience and sence of achievement in PvE and Zerging(large number of people PvP raiding) but it unbalances the competition type play GW and Anet use, the stuff of the arenas and tournaments for money.

And GW2 does have a large PvP battle type for battles in the mist, though it was supposed to be more of a border shifting type like in Factions I believe, not a guild specific thing, making it really worth while for your guild to hold something.
I think you just get favor of the gods while your 'world'(server tree) holds the mists.

And only 9, wow that is very few; Notum Wars had like 40+ towerbases, like 6-8 for each level range form 25-220.

Last edited by System_Crush; Jan 28, 2008 at 10:46 AM // 10:46..
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Old Jan 28, 2008, 11:02 AM // 11:02   #836
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Quote:
Originally Posted by System_Crush
Notum wars for the win
I doubt it however, it is FunCom(AoC developer)'s style to allow twinking, this makes for a fun experience and sence of achievement in PvE and Zerging(large number of people PvP raiding) but it unbalances the competition type play GW and Anet use, the stuff of the arenas and tournaments for money.
I simply cannot stand twinking. I spent so many wasted hours trying to "squeeze" into higher and higher level armors and implants. For all the things I would like to see in GW2, being able to buff in order to wear better equipment is definitely not on that list.

Land control is really cool, and I think might be something they are planning with the PvEvP persistent world war zones. It's fun to just drop in and assist your faction in trying to take over a base or something.
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Old Jan 29, 2008, 02:35 AM // 02:35   #837
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I have an idea! lol

As we all know, Guild Wars 2 is a whole new game. That means we'll all be starting with no money. Well, what about some kind of system where we can have some of our GW1 money become "inheritance"? Of course, for the farmers and people who are loaded that wouldn't be fair because they get a free ride. But...yeah.

Also, as for the dropping system - gold shouldn't be shared between you and heroes or companions, whatever they are. Only real people.
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Old Jan 29, 2008, 08:20 AM // 08:20   #838
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Originally Posted by Tender Wolf
Also, as for the dropping system - gold shouldn't be shared between you and heroes or companions, whatever they are. Only real people.
You wil only be allowed to bring 1 hero, bringing a hero will make you weaker in some way, so I'd say heroes no longer unbalance you vs. solo, so you should be able to get as much moneyz with your 1 hero as when when you solo.

Quote:
Originally Posted by Tender Wolf
As we all know, Guild Wars 2 is a whole new game. That means we'll all be starting with no money. Well, what about some kind of system where we can have some of our GW1 money become "inheritance"? Of course, for the farmers and people who are loaded that wouldn't be fair because they get a free ride. But...yeah.
Anet stated HoM transfer will not offer an unfair advantage to players, so even if there was a money title you could put on it, I doubt it would be fair even if this was limited to like 1 platinum.

I'm actually expectign the rainbow phoenix will be a capturable ranger pet in GW2 HoM if you have them in GW1.

Quote:
Originally Posted by Tender Wolf
I have an idea! lol
*cough*as usual*cough*
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Old Jan 29, 2008, 11:36 PM // 23:36   #839
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Here's my hopes/wishes/suggetions!!! (I posted this some where else but this thread is better)

I want nearly ALL content to be geared towards a powerful/max/advanced/developed character. I like the idea of an infinite level but don't want that to mean super powered players. Please, don't make half the game so EASY that once I get some levels or super BFG weapon, there will be ZERO REPLAY VALUE.

The reason Guild Wars is STILL SELLING GREAT is because a new player can easily level up and be on an equal playing field (minus knowledge of gameplay mechanics) to someone who has played thousands of hours. IF THEY CHANGE THIS... the GW2 will NOT SELL as well after current players have wasted there zillion hours and obtained a near god-like status of power.

Who would want to buy a game where they have no chance of even getting an invite, due to their pathetically underdeveloped character? Please keep GW2 a SKILL BASED game, so new people we meet can still buy the game and be able to have fun with a veteran player!

To do this you'll want to start the "training" stages of the game at a difficulty, which will challenge a developed character, who is attempting the area in it's hardest form (soloing).

Building on this idea, make item drops BETTER when returning to an easy area and trying to solo it! Maybe make a "hard mode" type of instance that gives better drops and it based on character progession. By upping the difficulty in this "hard mode," one could replay an area, be challenged, have fun, and still DESERVE GOOD DROPS. I expect drops to be scaled to difficultly, NO GIMPING solo players DROPS! Please... -_- because not doing so reduces replay value.

Also, don't make items or skills that are unobtainable to the average player. Grinding for that rare .0001% chance to drop item will only create a GOLD focused enviorment where botters exist and E-Bay gold buyers get the best stuff.

To expand on the above, GOLD is BAD for the economy and should be used sparingly for vanity items. When player preformance is gold based, one will simply ignore quests and focus on the most effecient method to get rich.

When you require necessary things like skills, weapons, and armor to be purchased (with gold), it makes player performance based on grind and decreases the games appeal to new players or casual players. Finally, give weapons, skills, and armor strictly through quest rewards so people will actually WANT to do QUESTS! and not go grind for gold... while their buddy is stuck looking for a pick up group.

I've played over 1,500 hours (Economics degree was to easy), so I'm no casual gamer, but a good community is not built on crack-game-addicts that backstab each other for the best stuff that E-bay game gold can buy. If it fixed the greed in the community I wouldn't mind removing gold completely and MAKING DROPS ACCOUNT SPECIFIC! lol It may never happen, but think of how nice it would be to play a game and not have to worry about spending time selling stuff. Instead, PLAYING the game and having fun with your buddies would be the focus!

My last request is for "emergent complexity" to not be so ambiguous in their discription that making solid STRATEGIC builds with synergy is difficult to do, which requires wiki to plan ahead. Please make great skill discriptions!

Wait I forgot something... Don't change the current system that allows people to easily re-distribute their points for attributes ect... Nothing is worse than developing a character that gets smacked with the "nerf bat" and cannot be salvaged due to permanent character choices. Plus it's fun to experiment with new builds.

Also, presistant areas are great but can get OVERPOPULATED, so please have a max player count and use districts or "worlds" to manage them.

Armor = please make it so armor does not occupy item slots! Instead, let us "unlock" different armor types and then have a wardrobe type of gallery where we can mix and max what we've unlocked. This will save SO much space, give people a better reason to seek out new armor skins, and let us have some variety when we want it.

Greater Replay = Happy Customers = More Future Sales

Last edited by The Fox; Jan 30, 2008 at 01:16 AM // 01:16..
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Old Jan 30, 2008, 01:23 AM // 01:23   #840
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I hope they dont add an aggro system like that. It makes games far to easy, you can just buff up and focus healing on the tank then sit back with no worries.
I suppose that is one point, so how about a suggest a different perspective. Let's break it down to one simple desire. We want to keep the enemy from hitting the casters, not necessarily do we want the tanks to be hit. In this concept the tank does not need to get all the aggro, but simply needs to "block" the enemies from reaching the casters. So instead of an aggro system, what about better "blocking" skills. Skills that prevent monsters from reaching the casters. Given, the concept of such skills is already present such as many of the elementalist's ward skills. Also perhaps a tank could be given enchantments that make them take the damage instead of the targeted ally. Again, a skill already present in another class, such as the necromancer's ability to deflect much of the damage to the minions.

What I would like to see is the ability of the tanks to make a better "wall" that blocks close combat enemies from reaching the casters by creating a zone of, "No, you can't cross this area no matter how much you would like to." Given, this doesn't solve all problems as bow wielders and enemy casters could still attack over this "wall", but then, it can't be perfect.

In summary, let's think of the tank as being more a blocker or damage shifter than an aggro machine.
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