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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Rowells
ANZAC ALLIANCE Mercenary Coalition
3102
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Posted - 2016.09.08 17:43:28 -
[1141] - Quote
Sentenced 1989 wrote:Diana Lillywhite wrote:My calc
Rorqual Max Range Bonus: Ship Bonus: 50% + Mining Director 50% + Leadership 50% + Wing Command 25% + Fleet Command 20% + T2 Indust Core 200% = 395%
Max Range: 15km + 15km * 395% = 5940km you mean 15km + 50% of 15km (7.5km) + 50% of 15km (7.5km) + 50% of 15km (7.5km) + 25% of 15km (3.75km) + 200% of 15km (30km) = 71,25 km also, a note: ore you mine yourself is not free. Or is it 15km x (1.5 x 1.5 x 1.5 x 1.25 x 2.00) = 126.56km? |
Rowells
ANZAC ALLIANCE Mercenary Coalition
3102
|
Posted - 2016.09.08 17:45:02 -
[1142] - Quote
Btw, is the boosting nerf (implant/skill yield loss) on the orca intended? Or is my math off? It's like 16% lower than what is currently available. |
Mytto Amaei
Phoenix Incarnate DevilBear
0
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Posted - 2016.09.08 17:55:59 -
[1143] - Quote
Zanar Skwigelf wrote:Why were the mining yield boosts replaced by a mining crystal destruction boost?
Crystals are a dime a dozen, or am I missing something?
There has never been any modules boosting your yield, only your cycle time, and thats still in there, so instead of boosting 3 things, we are now gonna boost 4..\o/ |
Lugh Crow-Slave
3051
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Posted - 2016.09.08 17:59:46 -
[1144] - Quote
Mytto Amaei wrote:Zanar Skwigelf wrote:Why were the mining yield boosts replaced by a mining crystal destruction boost?
Crystals are a dime a dozen, or am I missing something? There has never been any modules boosting your yield, only your cycle time, and thats still in there, so instead of boosting 3 things, we are now gonna boost 4..\o/
oh come now mytto surely you understand they mean the 10% bonus that is no longer being given by the implant. all the other implants got their boost put into a booster but mining just got the crystal thing
Citadel worm hole tax
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aldhura
Iudicium Phalanx Federation
99
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Posted - 2016.09.08 19:30:33 -
[1145] - Quote
If you don't have to be in a fleet to apply the boost, does that mean even the enemy fleet that is close up will receive your boosts ? Does this mean we will soon see boosting battleships ?? I do like the idea of receiving my own boosts. |
Lugh Crow-Slave
3051
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Posted - 2016.09.08 19:41:02 -
[1146] - Quote
aldhura wrote:If you don't have to be in a fleet to apply the boost, does that mean even the enemy fleet that is close up will receive your boosts ? Does this mean we will soon see boosting battleships ?? I do like the idea of receiving my own boosts.
you only apply boost to fleet m8s and yourself so no fleet then just you get them
Citadel worm hole tax
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Soldarius
O C C U P Y Test Alliance Please Ignore
1532
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Posted - 2016.09.08 19:56:05 -
[1147] - Quote
- Command Burst Reload time: 60 seconds.
- Command Burst Specialist: -10% reload time per level, for a minimum of 30 seconds.
- Command Burst Reactivation Delay: 60 seconds. There are no possible reductions here.
So we can reload our burst module in as little as 30 seconds. But we can't use it again for another 30 seconds? What's the point to the reload time reduction skill if we can't reactivate it? This assumes we will even be able to reload during the reactivation delay.
We kind of need to know what the capacity of these modules will be, or how they will be using fuel. Will we need to reload these after every use? Or will they be like seige modules or cynos in that they just pull fuel from cargo/fuel bays as required? I am assuming they will have scripts for the differing effects.
If we cannot reload during the reactivation delay, then it will take at least 90 seconds just to get a second different effect from the same module, and the duration skills will be absolutely mandatory. Anything less than a 90 second duration will be a no-go. It would suck if we had to reload after every use.
Frankly, if we are going to use fuel for these, I think you should get rid of the reactivation delay. Spamming bursts to constantly refresh the duration will waste a lot of fuel. But it does allow for good or bad pilot decision making on how to use it.
http://youtu.be/YVkUvmDQ3HY
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aldhura
Iudicium Phalanx Federation
99
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Posted - 2016.09.08 20:04:45 -
[1148] - Quote
Lugh Crow-Slave wrote:aldhura wrote:If you don't have to be in a fleet to apply the boost, does that mean even the enemy fleet that is close up will receive your boosts ? Does this mean we will soon see boosting battleships ?? I do like the idea of receiving my own boosts. you only apply boost to fleet m8s and yourself so no fleet then just you get them
second post on page one says... Q: Will a pilot be affected by his/her own boosts? A: Yes, even if they are not in a fleet
I read it wrong.. sigh it means I can solo boost.. my bad
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Vald Tegor
Empyrean Guard Tactical Narcotics Team
156
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Posted - 2016.09.08 20:28:20 -
[1149] - Quote
GROUND XERO wrote: NOPE! .... but as i told several times before i smell another door that pushes the super blobb..... and harms the small to med scale fun ... ! I really like the fact that boosters are forced onto the grid and have a limited range! But present game mechanics like tidi will cause huge problems for boosters ( remind a cycling "gun-thinngy" which has to reload.... ) ... you might say ok every other Pilot has same issues at the same time but this is not true! If Titans , who allready have the most effective tidi weapon will get an extra effect for what ever it will buff the super blob even more ... or do i get it wrong?
Please elaborate on this "small to med scale fun" you are having with titans in TiDi.
All I see you complaining about here is that boosts will not cycle at all in fights with thousands of pilots on grid. Which means a bunch of supers on all sides with less tank. Death2allsupers. |
Vald Tegor
Empyrean Guard Tactical Narcotics Team
156
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Posted - 2016.09.08 20:36:14 -
[1150] - Quote
Ncc 1709 wrote:always boosting offensive. never defensive... its hard enough defending mining fleets as it is. putting them at more risk. why should people mine anymore...
killing the game slowly but surly
There are no boosts that increase damage. The boosts only increase your defenses in terms of HP, resists, and making you a smaller target that is harder to hit. In fact, the Rorqual is getting a substantial buff here as it now gets bonuses to running Shield links equal to command ships.
The only offensive boost is to reduce the time to lock a target, or increase the chance to jam their targeting. This arguably works in favor of the miners, making it easier to clear small tackle ships and extract. |
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GROUND XERO
Rennfeuer Project.Mayhem.
5
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Posted - 2016.09.09 06:32:13 -
[1151] - Quote
Vald Tegor wrote:GROUND XERO wrote: NOPE! .... but as i told several times before i smell another door that pushes the super blobb..... and harms the small to med scale fun ... ! I really like the fact that boosters are forced onto the grid and have a limited range! But present game mechanics like tidi will cause huge problems for boosters ( remind a cycling "gun-thinngy" which has to reload.... ) ... you might say ok every other Pilot has same issues at the same time but this is not true! If Titans , who allready have the most effective tidi weapon will get an extra effect for what ever it will buff the super blob even more ... or do i get it wrong?
Please elaborate on this "small to med scale fun" you are having with titans in TiDi. All I see you complaining about here is that boosts will not cycle at all in fights with thousands of pilots on grid. Which means a bunch of supers on all sides with less tank. Death2allsupers.
In small / med scal you can-Št just sit there while trying to outrepp incomming dps and trying to outdps hostile repping power ... you have to move, split hostile forces bla blah blah so this would harm this gameplay more than the blobb=fact
Supers don-Št need another buff, while new titan command boost effect would be one= fact
So pls just force em onto grid, give real command ships a fixed bonus when they are used in the correct role inside a fleet ( foe claymore on wing commander position= 10% boni on shield and skirmish) while range is limited to 50 km ...and everything is solved :_)!
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Lugh Crow-Slave
3053
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Posted - 2016.09.09 07:34:21 -
[1152] - Quote
why do you want to limit what the command ships can do? there should be no reason i can't get weaker skirmish links out of a nighthawk if i chose.
also i know you guys like dropping supers on things as simple as 3-4 guys but for most of us when we are talking small to mid scale titans don't tend to be involved and there generally are not enough pilots where tidi becomes a regular issue
making them have to reload just makes it that much harder for this to be done on an alt as it forces you to split your attention just a little bit more
Citadel worm hole tax
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GROUND XERO
Rennfeuer Project.Mayhem.
5
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Posted - 2016.09.09 07:43:30 -
[1153] - Quote
Lugh Crow-Slave wrote:
making them have to reload just makes it that much harder for this to be done on an alt as it forces you to split your attention just a little bit more
I think making the ship attractive to fly because you don-Št need a ton of modules for just providing links would be the better way.... and a fixed, passiv bonus would solve the fitting problems so ppl can fly them. To get more ppl to do something while make it harder was never a good way or em i wrong?
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GROUND XERO
Rennfeuer Project.Mayhem.
5
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Posted - 2016.09.09 07:49:02 -
[1154] - Quote
Lugh Crow-Slave wrote: also i know you guys like dropping supers on things as simple as 3-4 guys but for most of us when we are talking small to mid scale titans don't tend to be involved and there generally are not enough pilots where tidi becomes a regular issue
I don-Št .... and it is like a view on what will happen on the other side! And i think Superblobb don-Št need a buff ! And yes it is a buff... because new special command boosts will give spcial advantage for those who are using it ...
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Lugh Crow-Slave
3053
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Posted - 2016.09.09 07:51:56 -
[1155] - Quote
GROUND XERO wrote:Lugh Crow-Slave wrote: also i know you guys like dropping supers on things as simple as 3-4 guys but for most of us when we are talking small to mid scale titans don't tend to be involved and there generally are not enough pilots where tidi becomes a regular issue
I don-Št .... and it is like a view on what will happen on the other side! And i think Superblobb don-Št need a buff ! And yes it is a buff... because new special command boosts will give spcial advantage for those who are using it ...
you may not your alliance does -.- good fun though ^.^
yeah but what do those boosts have to do with the reload of the command boosts besides the way i see it the new boosts the titans get will add more than they take away it will be interesting since the boosts will affect both fleets. i can see some play counter play going
only down side i see is if its not balanced right the meta will become even more solidified into only a few comps that mesh the best with the best boost :/
Citadel worm hole tax
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Gunrunner1775
Empire Hooligans
107
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Posted - 2016.09.09 08:59:52 -
[1156] - Quote
Perhaps I have missed it in the 50+ pages of this
WHY are the passive skills being removed?????????????????
(technically not removed, but changed to no longer provide passive buffs to fleet mates, instead they only provide bonus's to modules for command ships as I understand it )
not everyone pilots a command ship to provide boosts to a fleet, they instead have the passive skills that provide boosts to a fleet I know that I got those skills to boost the folks I fly with, but not be required to pilot a command ship.
I'm quite sure that the vast majority of folks , be they multi boxers or solo players that fly with others.. did the same
this is gonna result in a very drastic decrease in EHP for everyone that does not have a command ship in a fleet
is this intended ????
what do the passive skills cap out at?? 10% boost to shields, 10% boost to armor, 10% boost to sensor strength, 10% boost to agility??? so everyone in the game looses this and now the ONLY way to get boosts is via having a command ship in a fleet. |
GROUND XERO
Rennfeuer Project.Mayhem.
5
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Posted - 2016.09.09 11:24:10 -
[1157] - Quote
[quote=Lugh Crow-Slave yeah but what do those boosts have to do with the reload of the command boosts besides the way i see it the new boosts the titans get will add more than they take away it will be interesting since the boosts will affect both fleets. i can see some play counter play going
only down side i see is if its not balanced right the meta will become even more solidified into only a few comps that mesh the best with the best boost :/[/quote]
it is not interessting to buff the super blobb it is a pain in the ass! ......
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Vald Tegor
Empyrean Guard Tactical Narcotics Team
156
|
Posted - 2016.09.09 17:55:08 -
[1158] - Quote
GROUND XERO wrote: I think making the ship attractive to fly because you don-Št need a ton of modules for just providing links would be the better way.... and a fixed, passiv bonus would solve the fitting problems so ppl can fly them. To get more ppl to do something while make it harder was never a good way or em i wrong?
You are wrong.
Making things harder is not automatically a bad thing. Making something that is really hard already more difficult, perhaps is a bad thing in most cases. Making something that literally takes zero effort for significant benefit actually require some effort is a good thing in most cases.
There are these things called a skill floor and a skill ceiling. The floor is how hard it is to perform adequately. The ceiling is how far a skilled player can push things for added benefit. Ship design is no different than class design in an MMO or character design in a MOBA. You want a low floor so it's accessible to a wide public without spending a lot of effort to get the basics down. You want a high ceiling to allow dedicated people to shine. I think the proposed system does a good job of that.
People want to shine. They want to have that "i pulled it off and swung the fight" feeling. Ships with more decisions to make that have meaningful impact attract a certain kind of player. Yes, player. Not a minimized alt. If it's too much effort for you, you might have to give up links. Or pass them off to someone else who welcomes it. Or drop something else from your multitasking to free up brain cycles for keeping your links. You will need to do a little more than anchor your Claymore and cycle missiles on a broadcasted target. Or just not bother with weapons, fit more links, and use that effort on keeping them up instead.
As for your gripe about fitting problems, you do realize that making the links passive would also mean shaving the utility high slots from these ships right? Along with roughly 100 CPU and 220 Power Grid. |
DiDDleR
Skunkdogz Corporation
2
|
Posted - 2016.09.09 18:15:23 -
[1159] - Quote
Fozzie seems like you have some hate for miners and industrialists huh?
I'm part of CASMA we are a group of players dedicated to introducing new and existing EVE players into the world of mining and provide Orca mining boosts to members of the fleet.
The changes to on-grid boosting will severely restrict what we can do if the boosting Orca has to be within a set vicinity of the fleet members. Mining belts aren't enormous (perhaps this area could do with a tweak / revision) so an entire fleet with a close Orca will need to constantly relocate once the belt is exhausted.
The Mining Foreman Link for "reduced crystal deteroiation" or whatever it is called is a complete waste of time, I mean who thought of that? Absolute joke of an idea considering how cheap mining crystals are?
Instead of the currently planned tweaks why not this -
Mechanic to "lock" mining vessel to asteroid to prevent miner bumping, currently there is no counter-attack to a determined bumper and myself have had to resort to logging out and doing something else after being followed from belt to belt by a determined bumper. Miner bumping serves no purpose and this is an area CCP should be addressing, its not like we are sitting tethered to a Citadel in a dreadnought in low / null sec where someone is attempting to engage.
Provide a mechanic where miners can get even with CODE and miner bumping and even the field. |
Tau Cabalander
Retirement Retreat Working Stiffs
6390
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Posted - 2016.09.09 22:53:15 -
[1160] - Quote
Rowells wrote:Sentenced 1989 wrote:Diana Lillywhite wrote:My calc
Rorqual Max Range Bonus: Ship Bonus: 50% + Mining Director 50% + Leadership 50% + Wing Command 25% + Fleet Command 20% + T2 Indust Core 200% = 395%
Max Range: 15km + 15km * 395% = 5940km you mean 15km + 50% of 15km (7.5km) + 50% of 15km (7.5km) + 50% of 15km (7.5km) + 25% of 15km (3.75km) + 200% of 15km (30km) = 71,25 km also, a note: ore you mine yourself is not free. Or is it 15km x (1.5 x 1.5 x 1.5 x 1.25 x 2.00) = 126.56km? Bonuses are always multiplied:
15 km base * (1 + 200% T2 Core) * (1 + 50% role) * (1 + 5 * 4% FC) * (1 + 5 * 5% WC) * (1 + 5 * 6% Leadership) = 131.625 km
I've not yet found details on the Mining Director skill bonus, and for that matter, the leadership / WC / WC bonuses I also have second-hand. Links to the info would be appreciated. |
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MrB99
Astral Mining
2
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Posted - 2016.09.10 07:29:30 -
[1161] - Quote
DiDDleR wrote:Fozzie seems like you have some hate for miners and industrialists huh?
I'm part of CASMA we are a group of players dedicated to introducing new and existing EVE players into the world of mining and provide Orca mining boosts to members of the fleet.
The changes to on-grid boosting will severely restrict what we can do if the boosting Orca has to be within a set vicinity of the fleet members. Mining belts aren't enormous (perhaps this area could do with a tweak / revision) so an entire fleet with a close Orca will need to constantly relocate once the belt is exhausted.
The Mining Foreman Link for "reduced crystal deteroiation" or whatever it is called is a complete waste of time, I mean who thought of that? Absolute joke of an idea considering how cheap mining crystals are?
Instead of the currently planned tweaks why not this -
Mechanic to "lock" mining vessel to asteroid to prevent miner bumping, currently there is no counter-attack to a determined bumper and myself have had to resort to logging out and doing something else after being followed from belt to belt by a determined bumper. Miner bumping serves no purpose and this is an area CCP should be addressing, its not like we are sitting tethered to a Citadel in a dreadnought in low / null sec where someone is attempting to engage.
Provide a mechanic where miners can get even with CODE and miner bumping and even the field.
We also ran a free fleet with free boost for new players which gave new miners a community and chance to interact with and learn from more experienced players. The systemwide boost enabled that - and allowed us to concurrently boost experienced players mining ice, and new players mining ore in ventures. The limited area of effect of the proposed new boosting regime for the most part eliminates that gameplay. It takes a significant investment of time and skillpoints to be a good booster and there aren't that many people out there who have made that investment and agree to give it's benefit to new players for free to field multiple boosters per fleet.
+1 on needing some counter to bumping. The bumper is at no risk, yet can paralyze the gameplay of another player. The only counter now is to have your full mining fleet swap into cats, suicide the bumper, and then deal with the fact all your miners now have to fly under killrights.
If CCP wants groups like CODE to be able to "own" high sec space and charge rent to other players (mining permits) then provide some equivalent for high sec to Null SOV where the system "owner" has to invest and pay a significant cost to dominate one or more systems. Stationing a group of alts with an inventory of disposable cats nearby is not an appropriate cost for the benefit of inconveniencing many other players. |
Lugh Crow-Slave
3060
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Posted - 2016.09.10 07:32:32 -
[1162] - Quote
for boosting the fact that you now need more than one orca per system has actually gotten a lot of my newer members excited as they now have a reason to use their orcas for boosting
for bumping counter
didn't they add a timer on how long you can be "warping" before warp initiates even if you are being bumped
Citadel worm hole tax
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MrB99
Astral Mining
2
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Posted - 2016.09.10 07:36:49 -
[1163] - Quote
Lugh Crow-Slave wrote:for boosting the fact that you now need more than one orca per system has actually gotten a lot of my newer members excited as they now have a reason to use their orcas for boosting
for bumping counter
didn't they add a timer on how long you can be "warping" before warp initiates even if you are being bumped
CCP added a solution to prevent freighter pilots from being endlessly bumped and never able to go to warp because they could never align before the next bump happened. That change doesn't prevent a bumper in a mach or stabber from essentially preventing a player from mining by bumping his mining ship 100-200km off the rock that was being targeted each bump. |
Lugh Crow-Slave
3060
|
Posted - 2016.09.10 07:39:15 -
[1164] - Quote
yeah but you can always just go to the next system... if they continue to follow you and you have asked them not to you can submit it for harassment. bumping other miners in your system is a legit way to disrupt competition
(remember for it to be harassment they need to be following you system to system not belt to belt)
Citadel worm hole tax
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MrB99
Astral Mining
2
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Posted - 2016.09.10 08:09:16 -
[1165] - Quote
Lugh Crow-Slave wrote:yeah but you can always just go to the next system... if they continue to follow you and you have asked them not to you can submit it for harassment. bumping other miners in your system is a legit way to disrupt competition
(remember for it to be harassment they need to be following you system to system not belt to belt)
If you're in a system to take advantage of a public fleet boost, or hang out and mine with your friends, you can't just go to the next system. Same if you're there for an ice, gas or other anom that is spawned now and not available in the next system.
We've had no examples of it being a competition disrupting activity. It's exclusively been for the pleasure of the bumper disrupting other players gameplay. Players have to stop mining and do other activities, or just dock up and talk. People with limited time to play Eve (because they have kids or whatever) have their opportunity for their preferred gameplay denied by the bumper. What we've seen in our community when this happens is the targeted players get frustrated (because they have no counter) and go play other games.
Leaving to play other games because gameplay is unrewarding yields no benefit to CCP or the Eve community. |
Lugh Crow-Slave
3060
|
Posted - 2016.09.10 08:22:58 -
[1166] - Quote
we do it all the time to people in ice belts and ore spawns. (again disrupting competition) and you can just move your fleet to the next system if its for boosts.
Citadel worm hole tax
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Jason Ozran
Screaming Hayabusa Neo-Bushido Movement
35
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Posted - 2016.09.10 10:42:30 -
[1167] - Quote
I had this idea while talking with other solo PVP players in the game. I know it will probably not be noticed by anybody, especially after 56 pages of messages, but it doesn't hurt to try I guess... CCP Fozzie ?
So, let's have a look at WHO is gonna be impacted by the change you guys are doing do fleet boosting: - small gangs: a bit, they will get the bonus for 2 minutes and go for the fight, until 2 minutes later when the boost ship warp in the middle, apply the bonus and warp out again (I can foresee warp core stabilizers in a lot of fits already). Worse case they can defend it for a while - big fleets (50+): at this point you most likely have a couple of logi ships, so having a cruiser for boost in the fleet is gonna become normal - solo PVP : well... you gonna get 2 minutes of bonuses and then you will be by yourself to fight whoever join the party to get your ass. Cause nobody will be willing to commit a boosting ship to a fight for a frigate or a destroyer, especially in FW where it gets harder everyday to not get blobbed by half of the local
In a nutshell: fleets will not get impacted and just have boost ships included in their fleet (it was already the case very often), small gang will still have bonuses apply to them at all time with the trick I mentioned, and solo PVPers will be left without any bonuses
Which bring the following idea: why not applying different kind of bonuses whether you are alone in the fleet (= 1 player, not 2 or 3) or with multiple people ? People will still be able to see if you get bonuses or not, with the glow around your ship, but at least you won't need them on grid AND that would indicate that there is a boosting ship in system ready to be probed!
That would be a great change and would push people to at least try some solo PVP once in a while, and giving them the edge and a chance to get out when they are about to get blobbed. |
Lugh Crow-Slave
3065
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Posted - 2016.09.10 10:55:14 -
[1168] - Quote
should i also be able to RR and E-war from off grid with my alts if i'm solo? didn't think so there will always be an advantage to having more than one person with you. if you want solo boosts fly a boosting ship
Citadel worm hole tax
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Jason Ozran
Screaming Hayabusa Neo-Bushido Movement
35
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Posted - 2016.09.10 10:58:18 -
[1169] - Quote
Lugh Crow-Slave wrote:should i also be able to RR and E-war from off grid with my alts if i'm solo? didn't think so there will always be an advantage to having more than one person with you. if you want solo boosts fly a boosting ship
Don't start trolling. I'm not asking to add more stuff from off-grid, I'm just trying to find a way to adapt the current change of boosts so that it fits everyone, and not just people that fly in fleets. If you have nothing interesting to add on this, please don't post :) |
MrB99
Astral Mining
3
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Posted - 2016.09.10 11:17:35 -
[1170] - Quote
Lugh Crow-Slave wrote:we do it all the time to people in ice belts and ore spawns. (again disrupting competition) and you can just move your fleet to the next system if its for boosts.
EDIT:
we also get bumped for the same reason and have learned that you are practically unbumpable in the expedition frigs and you only give up 1.9m3/s over a proc
you guys that doc up because of decs/gankers/bumpers rather than thinking just a little and using tools you have been given are only ruining the game for your self. then you run to ccp to give you more tools and never use them (like the higs anchor)
Your gameplay in low/null is different than ours in high sec both in terms of the game mechanics that affect us and the behavior of other players we share space with. It is arrogant and presumptive to suggest we do not think, or engage to understand the game in depth and explore and experiment with all the tools CCP provides. The low and nullsec players who fly their alts with us have the same issues and run into the same limitations as players who spend the majority of their time in high sec.
If the tools we had been given solved the problems in our gameplay we would have no need for this pleasant conversation. We've talked with the game designers at CCP and as of our last conversation they acknowledge the game is currently not balanced and needs attention in the area of high sec ganking/minerbumping vs the selection of mining ships and their possible fits.
CCP is making a lot of changes that will impact our gameplay in this next release and we hope they will listen and that some of the changes will make us enjoy the game more rather than less. The only way for them to understand how their customers use such a complex and flexible piece of software is for us to dialog with them. |
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