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User information for Jonas Taylor

Real Name Jonas Taylor   
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Nickname theyarecomingforyou
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Signed On Apr 8, 2005, 11:25
Total Comments 6344 (Guru)
User ID 22891
 
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News Comments > Star Citizen is Huge
110. Re: Star Citizen is Huge Mar 13, 2015, 12:31 theyarecomingforyou
 
SpectralMeat wrote on Mar 13, 2015, 11:24:
Yeah that zero G arena style gameplay they've showed in the video didn't interest me much, but the map walk through and details in that level was impressive.
Yeah, that part really impressed me - the idea of disabling the gravity generator to alter the environment.

SpectralMeat wrote on Mar 13, 2015, 11:24:
Hope they can achieve their goals because the concept is amazing. Wonder how that perma death situation will play out. You'll have a cloning facility in your ship or something?
Will you be cloned/respawn back at your hangar but what about your ship parked at the planet/station?
If you're talking about the FPS module, then it's an in-fiction simulator and therefore you don't have to worry about the normal death mechanics. If you're talking in the PU when it rolls out then there are a couple of outcomes - if a medic can get to you they can revive you without counting towards your permadeaath; if not then you spawn in a nearby medical facility and you wake up with bionic prosthetics. You have a certain number of soft-deaths before permadeath, at which point your possessions are inherited by another character who you take over as. As for where your ship appears, I'm not sure they've addressed that specifically but I imagine that in-fiction your ship will have been transported to the medical facility with you, unless it was stolen / destroyed by the attackers.

I watch all the shows (Around The Verse, Reverse The Verse, 10 For The Chairman, etc) and the amount of detail they go into with mechanics is quite impressive. The challenge now is taking all these mechanics and making them easy enough to understand and enjoyable enough to play.
 
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News Comments > Star Citizen is Huge
108. Re: Star Citizen is Huge Mar 13, 2015, 11:20 theyarecomingforyou
 
SpectralMeat wrote on Mar 13, 2015, 08:23:
Finally got around to watch the video last night and the fps module does look pretty impressive.
I wonder if they will be able to keep up the level of fidelity for the whole game without making every space stations and bases on planets look too similar.
They're using pre-fabs to make building environments quicker and more consistent but locations are being made individually, so they should all feel like unique, distinct places. It will also tie into the economy system, so the appearance of locations will change depending on prosperity. We'll get the first glimpse later this month / early next month with the release of the Social Module. They're taking their time with locations and the concept art for areas is quite distinctive.

Really it's too early to tell but all the indications are that they shouldn't be too samey. I just hope there's enough to do planetside, which is where the new conversation system and AI comes in. I'm also not convinced about the zero-G gameplay, as the Ender's Game style arena doesn't really look that fun to me (though on ships / stations it could be quite interesting).
 
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News Comments > Star Citizen is Huge
105. Re: Star Citizen is Huge Mar 13, 2015, 00:17 theyarecomingforyou
 
Comet wrote on Mar 12, 2015, 21:02:
A couple of things. In case you haven´t noticed game graphics and technology is continuously evolving. In newer games, characters are much more lifelike. Look at the upcoming Uncharted game. Star Citizen is simply using the latest tech much like the upcoming 2015-2016-2017 games are.
Also the current character models are not final. They are now implementing Infinite Realities technology. You can check demos of the tech yourself. Download it or check videos on Youtube.
Exactly. The new animations and muscle system they've implemented is dramatically higher fidelity than what they had before, which we can expect to see in the FPS module later this month. Further, the motion capture technology is going to be important for the singleplayer campaign. The technology being used is cutting edge and goes beyond anything ever done before.
 
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News Comments > Star Citizen is Huge
103. Re: Star Citizen is Huge Mar 13, 2015, 00:09 theyarecomingforyou
 
CJ_Parker wrote on Mar 12, 2015, 13:14:
theyarecomingforyou wrote on Mar 12, 2015, 12:19:
I'm getting 60fps at 2560x1600 with a GTX 970 SLI setup. They haven't even implemented technologies like DX12 yet, so there's a lot that can be done to improve performance to offset additions like anti-aliasing.

Stop lying. You are not *consistently* getting 60fps, especially not on a SLI setup which has a history of being extremely poorly supported by this dev team. SLI in SC is broken as fuck and you are getting between 30fps and 60fps depending on where you are, what you're doing and what is going on in the game at the time.
Fuck you. I do get a solid 60fps in the hangar and in Free Flight. The racing is more demanding, where it drops to 45-50fps. The point being that I'm getting more than playable framerates already. SLI was badly broken at launch but now works great, so that shows how little you've been following the game.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Good for you. But how is an episodic release "bigger" or "better"? It sucks ass. A lot of ass. Squadron 42 in its motherfucking ENTIRETY was supposed to be out this last November.
The reason the game is episodic is to allow backers to play it earlier and to be able to incorporate feedback into future episodes. Being episodic has no bearing on the scale of the game, it just allows backers to play it without having to wait for the entire campaign to be completed. You can't argue that the game is taking too long and then complain about it being episodic. You're just moaning for the sake of moaning.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Now, if we are LUCKY as fuck, we might get the first episode by November this year.
In plain frickin' English: A full year delay for only 20% of the promised content!
With the added "bonus" risk of cancellation of future episodes in case the focus of development should shift or funding dries up or the Roberts bros break up due to irreconcilable differences.
The game has been delayed. We get it. If that was because of incompetence then maybe you'd have a point but instead backers are getting an even better game. Half-Life and Half-Life 2 were both delayed and they ended up better games because of it - same with Deus Ex: Human Revolution, Unreal Tournament, Far Cry 3, TES: Oblivion, etc, etc. The difference is they all came from established studios with established funding. Backers obviously like the direction the game is going in otherwise it wouldn't be pulling in millions of dollars a month.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Brainwashed bullshit. Just because CR likes to repeat that line doesn't mean it's true or make it true. Like at all. What "interaction" are we talking about here? Just because there's been a couple of make-believe non-substantial polls where the devs had probably already made up their mind and knew exactly how people would vote beforehand because the options were like "do you want chocolate or poop"? Wow. That's a tough choice huh? Interaction, my ass...
Please, do share with us all the games that have greater community interaction. If you followed the game at all you'd know that substantial changes have been made as a result of the community, from ship names to the control scheme, funding priorities to balance, etc. This isn't a game being made by committee where people vote on every decision the company takes - it's a Chris Roberts game with involvement from the community, as it should be.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Again. Brainwashed bullshit and simply parroting what Roberts keeps blabbering about. Aside from it being as clear as day, there are comments from professional developers on the net who have stated that SC modules are more like advanced betas.
What other AAA games are shown off and playable this early in development? The answer is none.

At the end of the day what matters is the game itself and as someone who plays it regularly, both offline and co-op, I am very pleased with it so far. The progress that has been made is incredible. Further, we have shows like ATV and 10FTC to show us the development of the game. It is shaping up to be better than I could have ever imagined and I had pretty high expectations. However, that doesn't mean it is without fault and I'm quick to share my concerns and grievances on the forums. If you think a small delay to dramatically improve the fidelity and scale of the game is a dealbreaker then you're entitled to that opinion; I utterly reject that mentality.
 
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News Comments > Star Citizen is Huge
41. Re: Star Citizen is Huge Mar 12, 2015, 12:23 theyarecomingforyou
 
InBlack wrote on Mar 12, 2015, 12:02:
Im impatient because the game that was originally pitched is not the same one that is currently being developed? Wow, just wow.
Yeah, how dare they upgrade that little shack you bought and give you a mansion for no extra cost. But wait, the front door is red not blue?!? It's an outrage!
 
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News Comments > Star Citizen is Huge
37. Re: Star Citizen is Huge Mar 12, 2015, 12:19 theyarecomingforyou
 
SpectralMeat wrote on Mar 12, 2015, 10:27:
Makes you wonder what kind of hardware specifically video card you'll need to run this game at a smooth 60fps.
Just running around in the hangar runs into the single digit frame rates for me at the moment with the GTX760 and 2Gb VRAM.
Hopefully they will do a lot of optimization before this comes out.
I'm getting 60fps at 2560x1600 with a GTX 970 SLI setup. They haven't even implemented technologies like DX12 yet, so there's a lot that can be done to improve performance to offset additions like anti-aliasing.

nin wrote on Mar 12, 2015, 10:31:
I wish I'd never backed this on KS. What it was then, and what it is now are completely separate things. Even at $37, I have buyers remorse...
You're annoyed that they're building a game that is bigger and better than they promised at no extra cost? I couldn't be happier with the direction that development has taken.

Wildone wrote on Mar 12, 2015, 11:36:
This game is going the way of DNF. I called it, they fired Rob its a sign that things are not well aboard the USS SC
You win the Hyperbolic Bullshit Award™ - congratulations. DNF was a game where it was announced and nothing was heard about it, other than occasional interviews creating hype; it was clear it was going to be a trainwreck. With Star Citizen the development process has been open in an unprecedented manner, with incredible community interaction. There is literally no comparison.

I regularly play the game co-op and it's great fun, plus this month we have the FPS module and the social module not long after that. People just seem to complain because they can't comprehend the business model, where content is show off at an earlier point that it usually would be even to a publisher.

As for Rob, like Eric, he's a great guy but the game is bigger than any one individual.

Zor wrote on Mar 12, 2015, 11:45:
What I wanted was whatever Chris Roberts and his team ultimately want to create. Nothing they've added to it since then bothers me one bit and neither does waiting for it to be implemented.
Exactly. I trusted his vision based on his previous games, which rank amongst my all time favourites (Starlancer, Wing Commander 3, etc). The genre was dead before he got involved and now we're going to see a game that goes beyond all that has come before it, to showcase the PC as a major gaming platform.
 
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News Comments > Star Citizen is Huge
5. Re: Star Citizen is Huge Mar 12, 2015, 09:53 theyarecomingforyou
 
InBlack wrote on Mar 12, 2015, 09:34:
Huh? 100Gbs, and that is with compression...What gives? How can a space game be so fucking huge??? Cryengine level size problems again? Also I would like to know what exactly do they mean by StarCitizen client? Does that include every module? (Even the unreleased ones?)
They're talking about the final release, which will include all the modules. As for the size, that's because the textures and assets are substantially larger than previous multi-platform games designed around console. Although it's a space game it's much better described as a first-person universe, as the large multicrew ships and space stations are bigger than the levels in most traditional games.

InBlack wrote on Mar 12, 2015, 09:34:
Also, apparently someone in that thread asked a question that what happens to the backers who opted in for "StarCitizen pre installed on a 16GB USB drive". These were sold towards the beginning of the kickstarter campaign.
They haven't made a decision yet. They could always just offer a choice - keep the 16GB USB drive with the installer (necessitating a large download) or pay extra to upgrade to the 128GB version. They might even just upgrade it to 128GB at no cost. It's a bit premature to address it, particularly if the game ends up larger than 128GB.

CIG is working hard to minimise asset size while improving quality. The new damage system is a great example, as it's dramatically better than the old system and results in assets just a quarter of the size that are much quicker to make.
 
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News Comments > Source 2 Games Must Use Steam
46. Re: Source 2 Games Must Use Steam Mar 6, 2015, 10:43 theyarecomingforyou
 
Valve doesn't set the price of games, all it does is provide information on what they consider to be the appropriate price. Steam games often appear cheaper on third-party sites. The reason you don't usually see cheaper prices at launch is because it undermines their profits.

Personally I think this is a decent offer, though I can't see many other publishers taking advantage (not like Ubisoft, EA, Activision, etc). Basically it's a way for mod makers and independent developers to use a quality engine and have a platform to sell it on.

Most engines are heading towards this model, where there is no upfront cost and they simply take a cut of the proceeds.
 
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News Comments > Source 2 Games Must Use Steam
7. Re: Source 2 Games Must Use Steam Mar 5, 2015, 11:48 theyarecomingforyou
 
Considering that Valve didn't do anything to interfere with Black Mesa, the fan made recreation of Half-Life, I doubt we'll see Valve refusing to allow a game to use the engine because they choose not to publish it on Steam. It might technically be possible but I doubt it will happen.  
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News Comments > Anachronox & Other Square IP Pitches Sought
32. Re: Anachronox & Other Square IP Pitches Sought Feb 18, 2015, 05:15 theyarecomingforyou
 
At first I thought this with a novel and noble initiative, with the publisher allowing indie developers to approach them for funding, but was disappointed to find this is simply a way for SE to exploit its IP without any of the risk.

This is a scummy move. I can't say it's surprising though, as I've never held a high opinion of SE.
 
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News Comments > Terraria: Otherworld Revealed
9. Re: Terraria: Otherworld Revealed Feb 17, 2015, 10:47 theyarecomingforyou
 
Ozmodan wrote on Feb 17, 2015, 06:41:
Terraria was not that great a game, so I don't expect much from this one too. Really was not much of a sandbox, just another sidescroller masquerading as one.
I didn't get it when I first played it. However, after watching my friend play it I was hooked - I sunk 10hrs into it in just one day. It's incredibly addictive.

I'm looking forward to this, though it doesn't look particularly innovative. I'd rather see a graphically updated Terraria 2 - something more along the lines of Trine 2. This looks more like an expansion pack.
 
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News Comments > Gearbox on Homeworld: Cataclysm
4. Re: Gearbox on Homeworld: Cataclysm Feb 3, 2015, 18:43 theyarecomingforyou
 
eRe4s3r wrote on Feb 3, 2015, 18:24:
Oh please, if they really wanted they could just literally remake it. They already have working Homeworld 1 in their fancy engine, and Cataclysm just expanded on that anyway.
All they did was bolt on a new graphics engine to the existing code. Without the source code they could create an approximation but it would require a lot more work.

Personally I'd rather see a new AAA title than for them to spend too much time on a lesser known title.
 
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News Comments > Techland Reconfirms Dying Light Mod Support
12. Re: Techland Reconfirms Dying Light Mod Support Feb 2, 2015, 16:04 theyarecomingforyou
 
jacobvandy wrote on Feb 2, 2015, 14:26:
Wow... That false sense of entitlement is so pervasive, it's even REDUCING the graphics quality of games. Makes me sad that "PC gamers" these days (or at least enough of them to affect what developers do) really want a more console-like experience, because they can't handle the responsibility of having more options. GG.
The issue is that the max view setting crippled performance without offering perceivably better visuals. TotalBiscuit put up a video about it - basically the view distance is CPU limited, meaning that if you turn the setting up it cripples even high-end machines. It creates the impression that the game performs poorly. Many users can't be bothered tweaking every setting just to find what is responsible for the poor performance. Those who want to push the game further expect to play around with config files.

As counter-intuitive as it seems to the PC Master Race it is a sensible decision. The issue is why they didn't impose a sensible limit before release.
 
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News Comments > Bot Colony Ending
7. Re: Bot Colony Ending Jan 30, 2015, 21:15 theyarecomingforyou
 
This would have been a disaster with a competent developer behind it, as the technology simply isn't mature enough. With an incompetent developer it was always going to be a money pit.

Props to them for trying something different though.
 
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News Comments > Far Cry 4 Key Revocation Follow-ups
50. Re: Far Cry 4 Key Revocation Follow-ups Jan 30, 2015, 09:17 theyarecomingforyou
 
HorrorScope wrote on Jan 29, 2015, 23:59:
I've always known inside when I go somewhere just to buy a key and it is discounted the way they are, flags are raised. So if one got burnt here learn, one of the cheaper lessons you'll learn.
Steam and GMG regularly have sales of 50-75%, even on recently released titles. The fact that a game is cheap is not an indication that it was acquired fraudulently and will be revoked. As I pointed out, third-party services like TrustPilot show the sites in question to have a good reputation.

At the end of the day consumers have no way of knowing which sites are authorised and which are not, something Ubisoft is equally to blame for. They paid for a product and Ubisoft simply removed it without warning or explanation. Ubisoft should take the issue up with the retailer, not the consumer. The matter is made all the worse by that fact that Ubisoft was paying YouTube personalities to promote their games and the sites in question were being linked to.
 
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News Comments > OS X DiRT 3 Arrives
1. Re: OS X DiRT 3 Arrives Jan 29, 2015, 19:45 theyarecomingforyou
 
All three OS X gamers are probably excited.  
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News Comments > Star Citizen Persistent Universe Presentation; Funding Hits $71M
33. Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 29, 2015, 09:21 theyarecomingforyou
 
yuastnav wrote on Jan 28, 2015, 16:24:
Chris, less talking and more gameplay footage plx.

There... there is gameplay, right? I mean, after 4/5 years (according to the evil wikipedia development started in 2011) surely there is something to show.

I haven't quite followed the release schedule. Besides this dogfighting module, what else did they release that's interesting?
The recent 1.0 patch added 15 ships to Arena Commander. The FPS and social modules are due out in March/April. Multi-crew ships are due around summer and the first episode of Squadron 42, the singleplayer component, is due at the end of the year (probably November or December). Demonstrations have been given of the FPS and social modules, as well as multi-crew ships - it's clear to see how much work has been put into the game. Significant parts of the engine have had to be rewritten to support the features planned (physically based rendering, 64-bit precision, DX12/Mantle support, Oculus Rift support).

A prototype was developed in 2012 for the Kickstarter but it was put together by a few people in their spare time. The studio was built-up during 2013-2014, with the hangar module and DFM module delivered and significantly expanded upon. In that time the fidelity has massively increased from the original demonstration. This is not a traditional game where there is already an established developer and they've been working on it for years before showing anything off - the game was shown off years before the public would normally see it due to the nature of crowdsourcing.

Wildone wrote on Jan 28, 2015, 17:03:
I guess they're finished with the DFM then? Because its like, AWESOME ALREADY?! not..
Yeah, because a game that they explicitly state is pre-alpha is obviously done. Rolleyes

Multi-crew ships are due this year and we'll start seeing new mission types added, like escort roles. We'll also see ship boarding added, as well as the ability to earn ships without needing to pledge additional money. If you knew anything about the game you wouldn't be making such banal comments.

nin wrote on Jan 28, 2015, 15:33:
Your description reminds me of the long (empty) hallways in The Old Republic, which were seemingly added just to make the world feel bigger. You did a ton of running there as well...
If you watch the second video they explicitly state that they want to avoid that - there will be random encounters and players will always have to watch their backs (less so in better regulated areas, more so in shady territories). They want to make sure there is always something to do, that the world is compelling and involving.

I'd rather CIG takes it time and produces the game properly than rushing to appease people who don't even intend to buy the game, only criticise it. I pledged back in 2012 and have been extremely happy with the progress of the game so far. When I backed I had no idea the game would be this deep or have such an incredible degree of fidelity. Clearly this is the game people want otherwise it wouldn't have received record breaking funding. Even this month it's pulled in millions.
 
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News Comments > Far Cry 4 Key Revocation Follow-ups
43. Re: Far Cry 4 Key Revocation Follow-ups Jan 29, 2015, 08:51 theyarecomingforyou
 
HorrorScope wrote on Jan 28, 2015, 11:13:
As we advocate around here, read and teach yourself. Starting at a young age the saying "If it is too good to be true" applies here. If you get burnt, it is simply another lesson in life, as bad as this is, it didn't cost you that much for a lesson, in fact you got a discounted lesson charge, right?
Actually, no. TrustPilot shows G2A and Kinguin to be reputable websites. Consumers have no reason to suspect trouble. It's like credit card breaches at Target and Chick-fil-A, consumers have no reason to suspect any issues when paying by card.

The issue here is that Ubisoft is shifting the burden. Rather than accepting the loss and taking action to prevent credit card fraud it simply deactivates games and screws over consumers who thought they had bought a legitimate version. Consumers have no way of knowing what goes on behind the scenes - all they see is Ubisoft fucking them over.

Really it is the banks who should be held responsible. If a purchase is made using a stolen credit card then the bank should be responsible for the charges made, which would incentivise them to improve security.
 
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News Comments > Borderlands: The Pre-Sequel DLC & Patch Warning
5. Re: Borderlands: The Pre-Sequel DLC & Patch Warning Jan 27, 2015, 13:40 theyarecomingforyou
 
eRe4s3r wrote on Jan 27, 2015, 12:38:
theyarecomingforyou wrote on Jan 27, 2015, 11:47:
eRe4s3r wrote on Jan 27, 2015, 10:46:
And it doesn't even work, try doing it, if a game has a queued update steam won't let you start it even offline.
Exactly. Steam should allow you to rollback to any previous version, as you would a traditional game.

I was annoyed when Ubisoft recently released a patch to improve performance for Assassin's Creed: Unity that actually broke SLI and made things worse - before it was actually working fine.

To be fair to steam, they support that, it's the dev that doesn't keep old versions as package on steams servers. Some games that do this allow you to always "revert back to previous version" via the beta menu
Yeah, but Valve could enforce such a policy as a condition of Steamworks or enable it by default (publishers would have to explicitly disable that functionality).
 
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News Comments > Borderlands: The Pre-Sequel DLC & Patch Warning
3. Re: Borderlands: The Pre-Sequel DLC & Patch Warning Jan 27, 2015, 11:47 theyarecomingforyou
 
eRe4s3r wrote on Jan 27, 2015, 10:46:
And it doesn't even work, try doing it, if a game has a queued update steam won't let you start it even offline.
Exactly. Steam should allow you to rollback to any previous version, as you would a traditional game.

I was annoyed when Ubisoft recently released a patch to improve performance for Assassin's Creed: Unity that actually broke SLI and made things worse - before it was actually working fine.
 
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