Welcome, Guest. Please login or register.
May 19, 2024, 12:03:54 AM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Planetside 2 0 Members and 1 Guest are viewing this topic.
Pages: 1 ... 56 57 [58] 59 60 ... 102 Go Down Print
Author Topic: Planetside 2  (Read 724587 times)
01101010
Terracotta Army
Posts: 12003

You call it an accident. I call it justice.


Reply #1995 on: October 31, 2012, 07:40:53 AM

Good video. Had an honest critique and a lot of information behind it. I really gotta say he hits the nail on the head with the mentality of Planetside vs FPS games and how some of the whining is uncalled for due to this divergence. The mention of too much AA and not being able to fly around really highlights this well, so good on him for making it an example.

Does any one know where the love of God goes...When the waves turn the minutes to hours? -G. Lightfoot
Jimbo
Terracotta Army
Posts: 1478

still drives a stick shift


Reply #1996 on: November 02, 2012, 11:18:25 PM

The "bang bus" is pretty fun.  I spec'ed for the AMS version of it, and if your in a squad it helps make a lot of points.

Crap they need--

1.  A way to make sure you want to spend that certification point!  I was reading the different things and clicked on a heavy assault ability.  Now I have spent stuff I didn't want.  They need an "are you sure?" then click again.

2.  A way to respec your character.  Make it only once a week to prevent over use and that people don't just spec for the mission.

3.  A walk threw and better key binding and how to use interface.  I still can't get my mic and headphones to work with it yet.

It still can take a bit of time to get to the fight.  And the game isn't friendly on telling new people how to get there so they can fight.  You don't want people to try it, take forever to get to a fire fight, get destroyed, and not know how to get back into the fight and get better.  That is going to be the downfall, it has to be easy to get into a squad, get into the fight, and get to where the action is.
Venkman
Terracotta Army
Posts: 11536


Reply #1997 on: November 04, 2012, 05:26:42 AM

Haven't played in weeks. Like my memories of PS1, there's a lot more getting to the action than being in the action. Joining a big-whatever-guilds-are-called here can help at least with coordinating purpose of roles, but I don't have the kind of consistent at-computer time that I did 10 years ago.

Looks like it's still going through changes, but the major parts (world size, getting around, etc) are all locked in. I'll check it out again when the industry is in a lull. Maybe.
Surlyboi
Terracotta Army
Posts: 10963

eat a bag of dicks


Reply #1998 on: November 04, 2012, 08:50:01 AM

They added Amerish yesterday.

Tuned in, immediately get to watch cringey Ubisoft talking head offering her deepest sympathies to the families impacted by the Orlando shooting while flanked by a man in a giraffe suit and some sort of "horrifically garish neon costumes through the ages" exhibit or something.  We need to stop this fucking planet right now and sort some shit out. -Kail
MediumHigh
Terracotta Army
Posts: 1982


Reply #1999 on: November 04, 2012, 12:15:26 PM

Haven't played in weeks. Like my memories of PS1, there's a lot more getting to the action than being in the action. Joining a big-whatever-guilds-are-called here can help at least with coordinating purpose of roles, but I don't have the kind of consistent at-computer time that I did 10 years ago.

Looks like it's still going through changes, but the major parts (world size, getting around, etc) are all locked in. I'll check it out again when the industry is in a lull. Maybe.

This is what I was worried about, so i'll give this one a pass.
Yoru
Moderator
Posts: 4615

the y master, king of bourbon


WWW
Reply #2000 on: November 05, 2012, 03:07:05 AM

Amerish is interesting. Lots of mountains and mountain passes. You can do some funky hillclimbing with light assaults, and air power (and air transport) becomes slightly more important given the terrain.

My favorite continent of the three, definitely.
Surlyboi
Terracotta Army
Posts: 10963

eat a bag of dicks


Reply #2001 on: November 05, 2012, 04:20:53 AM

Mine as well. Amerish is the closest to original PS they've gotten so far.

Of course, they've also completely fucked the NC LMG now.

Tuned in, immediately get to watch cringey Ubisoft talking head offering her deepest sympathies to the families impacted by the Orlando shooting while flanked by a man in a giraffe suit and some sort of "horrifically garish neon costumes through the ages" exhibit or something.  We need to stop this fucking planet right now and sort some shit out. -Kail
01101010
Terracotta Army
Posts: 12003

You call it an accident. I call it justice.


Reply #2002 on: November 05, 2012, 05:58:53 AM

Mine as well. Amerish is the closest to original PS they've gotten so far.

Of course, they've also completely fucked the NC LMG now.

Except I don't recall Amerish being mountainous at all. Cheryshun and Searhus sure. Then again, it might just be my faulty recall.  ACK!

Does any one know where the love of God goes...When the waves turn the minutes to hours? -G. Lightfoot
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #2003 on: November 05, 2012, 06:17:55 AM

I totally understand the negative buzz, I tend to be the same way when someone dabbles with sequels and threaten to ruin my memories, and this game makes no difference having played my giant share of it in the old days and having loved every bit of it. But I think there is too much focus here about what is _not_ like Planetside 1, and not enough on how fun it is to play Planetside 2.

Yoru
Moderator
Posts: 4615

the y master, king of bourbon


WWW
Reply #2004 on: November 05, 2012, 06:53:53 AM

Indeed. I introduced a friend to PS2 last night with my latest buddy key. He'd never heard of PS1 and was a bit meh on PS2 until about 60 seconds after getting into the game. Then he was struck with childlike wonder at it all.

Particular highlights included cruising along towards a battle in the company of 10 other tanks, flying over a tank column in a Liberator, spawning accidentally in the middle of a 200-man-a-side pitched battle between a tower and the cliffs surrounding it, and an epic two-pixels-of-health-and-on-fire crash-landing that resulted in us getting our Liberator patched up and back in the air deep within enemy territory.

Was good stuff.
Surlyboi
Terracotta Army
Posts: 10963

eat a bag of dicks


Reply #2005 on: November 05, 2012, 09:38:04 AM

The problem is, you can't not compare it to PS1, as that was the only other game that tried anything on this scale.

That said, there are some flashes of brilliance in there.

My squad was holding down a base today that was being assaulted from two sides, Vanu to the north, TR to the south. I was holed up in an AA turret at the top of the base, letting loose on the mosquitos that tried to launch from the air tower the TR had taken. Most of the mossy pilots were just trying to hot drop on the roof of the base to take out the row of turrets with their rocket launchers. (Which is another bone I have to pick, heavy assault in a plane?) Anyway, one got through and I had to hop out of my turret and try to stop the guy, ended up gut-shooting him with my bolt driver and then finishing the job with my knife.

I then ran over to the AT turret opposite me, just in time to spy a Vanu heavy taking aim from down below. Dropped a round on him and managed to kiill both him and the TR cloaker that I assume was sneaking up behind him to stab him in the back.

With some caveats, good times.

Tuned in, immediately get to watch cringey Ubisoft talking head offering her deepest sympathies to the families impacted by the Orlando shooting while flanked by a man in a giraffe suit and some sort of "horrifically garish neon costumes through the ages" exhibit or something.  We need to stop this fucking planet right now and sort some shit out. -Kail
Bann
Terracotta Army
Posts: 448


Reply #2006 on: November 05, 2012, 06:33:35 PM

This clicked for me today - randomed into a squad that actually knew each other/what they were doing. It was like playing a different game. Having a guy just call objectives and where to respawn made this vastly more fun. I was still basically the same chicken with my head cut off, but I enjoyed it way more.
Surlyboi
Terracotta Army
Posts: 10963

eat a bag of dicks


Reply #2007 on: November 05, 2012, 08:05:20 PM

You wouldn't happen to have been on Esamir with a squad of NC would you?

Tuned in, immediately get to watch cringey Ubisoft talking head offering her deepest sympathies to the families impacted by the Orlando shooting while flanked by a man in a giraffe suit and some sort of "horrifically garish neon costumes through the ages" exhibit or something.  We need to stop this fucking planet right now and sort some shit out. -Kail
Engels
Terracotta Army
Posts: 9029

inflicts shingles.


Reply #2008 on: November 06, 2012, 09:16:24 AM

Ya, gotta say, having a cohesive group entirely changes the game. It goes from a chaotic and confusing mess to something you can get your mind around and participate in.

I should get back to nature, too.  You know, like going to a shop for groceries instead of the computer.  Maybe a condo in the woods that doesn't even have a health club or restaurant attached.  Buy a car with only two cup holders or something. -Signe

I LIKE being bounced around by Tonkors. - Lantyssa

Babies shooting themselves in the head is the state bird of West Virginia. - schild
Surlyboi
Terracotta Army
Posts: 10963

eat a bag of dicks


Reply #2009 on: November 06, 2012, 10:15:45 AM

That's the only way this game will work and with the minimal incentives to squad up and roll with that squad, I doubt the session shooter types will stick around.

Tuned in, immediately get to watch cringey Ubisoft talking head offering her deepest sympathies to the families impacted by the Orlando shooting while flanked by a man in a giraffe suit and some sort of "horrifically garish neon costumes through the ages" exhibit or something.  We need to stop this fucking planet right now and sort some shit out. -Kail
Goumindong
Terracotta Army
Posts: 4297


Reply #2010 on: November 06, 2012, 10:25:10 AM

Yea, I am not sure how they expect people to find outfits since there doesn't seem to be any in game outfit recruitment area. You just have to get lucky and join a squad that has a working outfit.
01101010
Terracotta Army
Posts: 12003

You call it an accident. I call it justice.


Reply #2011 on: November 06, 2012, 10:49:01 AM

That's the only way this game will work and with the minimal incentives to squad up and roll with that squad, I doubt the session shooter types will stick around.

Which, IIRC, was a recurring problem with PS1 - this lead to population fall off and imbalances which lead to the incentive program. EVERYTHING OLD IS NEW AGAIN!  why so serious?

Does any one know where the love of God goes...When the waves turn the minutes to hours? -G. Lightfoot
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #2012 on: November 06, 2012, 11:33:37 AM


Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
Bann
Terracotta Army
Posts: 448


Reply #2013 on: November 06, 2012, 05:09:55 PM

You wouldn't happen to have been on Esamir with a squad of NC would you?

I was, actually. [CML] was their tag. were you with the same bunch?
Surlyboi
Terracotta Army
Posts: 10963

eat a bag of dicks


Reply #2014 on: November 06, 2012, 06:43:23 PM

No, But my squad did run with them for a bit. We did a pretty decent job of sweeping the continent.

Logged in this morning and they had rolled back my character to BR5, yeah, yeah beta, but it sucked.

Logged in later and they gave everyone cert points to make up for the rollback. 4K of them, in my case. I'll take that.
« Last Edit: November 06, 2012, 07:01:28 PM by Surlyboi »

Tuned in, immediately get to watch cringey Ubisoft talking head offering her deepest sympathies to the families impacted by the Orlando shooting while flanked by a man in a giraffe suit and some sort of "horrifically garish neon costumes through the ages" exhibit or something.  We need to stop this fucking planet right now and sort some shit out. -Kail
5150
Terracotta Army
Posts: 951


Reply #2015 on: November 07, 2012, 04:26:50 AM

Can anyone tell me where/how I register my name later today as the email didnt say?
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #2016 on: November 07, 2012, 05:00:26 AM

I have the same questions. Although I think you just have to click on the PLANETSIDE logo in the email, sinc it now redirects me to a page that is not (yet) active nd it will be in two hours. So it's probably that.

5150
Terracotta Army
Posts: 951


Reply #2017 on: November 07, 2012, 05:22:38 AM

I have the same questions. Although I think you just have to click on the PLANETSIDE logo in the email, sinc it now redirects me to a page that is not (yet) active nd it will be in two hours. So it's probably that.

Just takes me to planetside2.com on my email, can you post the URL?
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #2018 on: November 07, 2012, 05:54:08 AM

You are right. Takes me there too now. But if you pay attention at the original link it's something else, THEN it redirects you to the PS2 website. Maybe it's just a way for them to collect data about your vist, or maybe it will direct you to the appropriate page at 7am PST. I can't post the link because it looks personalized. Like: http://link.e-sonyonline.com/u.d?M<<<unique code>>>

If anyone else knows any better please share.

5150
Terracotta Army
Posts: 951


Reply #2019 on: November 07, 2012, 06:04:02 AM

The correct URL appears to be http://www.planetside2.com/reserve-name
Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #2020 on: November 07, 2012, 07:02:56 AM

I got no email!
5150
Terracotta Army
Posts: 951


Reply #2021 on: November 07, 2012, 07:06:00 AM

I got no email!

Did you buy Alpha squad

Site up now!
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #2022 on: November 07, 2012, 07:07:03 AM

Worked like magic. Thanks for the link, 5150.

Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #2023 on: November 07, 2012, 07:09:11 AM

Yup, got Komoto. Another thanks for the link.
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #2024 on: November 07, 2012, 10:51:58 AM

I think it was total Biscuit who complained about the fact that you are forced to waste certs into weapon upgrades you don't need, like having to spend on an inferior scope before being able to buy the one you need. Do you know if they just changed this or what? Cause I was fooling around and I just accidentally bought a 6x scope for my heavy assault machinegun bypassing the 3.4x and 4x versions no problem.

Mrbloodworth
Terracotta Army
Posts: 15148


Reply #2025 on: November 07, 2012, 11:18:20 AM

It was changed back last patch not to be sequential buys.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
01101010
Terracotta Army
Posts: 12003

You call it an accident. I call it justice.


Reply #2026 on: November 07, 2012, 12:28:05 PM

I think it was total Biscuit who complained about the fact that you are forced to waste certs into weapon upgrades you don't need, like having to spend on an inferior scope before being able to buy the one you need. Do you know if they just changed this or what? Cause I was fooling around and I just accidentally bought a 6x scope for my heavy assault machinegun bypassing the 3.4x and 4x versions no problem.

What BW said. And in that TB video, I think he hinted at the fact this was done to force players to try everything instead of skipping around - being beta and all.

SEE?! I pay attention!  Ohhhhh, I see.

Does any one know where the love of God goes...When the waves turn the minutes to hours? -G. Lightfoot
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #2027 on: November 07, 2012, 12:49:11 PM

Anyone knows the difference between a a regular and a laser 4x scope?

Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #2028 on: November 07, 2012, 01:41:42 PM

If only there were a test range to play with all the guns.

See, I can do it, too!
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #2029 on: November 08, 2012, 07:47:55 AM

Looks like they are adding in Auto HEALTH regeneration because......well I do not know why.  Ohhhhh, I see. I Guess people could not stand having to ask another player for assistance?


Quote from: Higby, post: 550219, member: 36
Hey all -

The dev team is continuing to sprint to the finish line here on Planetside 2. With last week's patch we released our final launch continent, enhanced players ability to stick with their squad, added our twitch integration, fixed a ton of bugs and put in some big ticket optimizations.

This week's patch is going to be another huge one, with a lot of big changes to metagame, core gameplay, new items to unlock, updates to lots of areas of Indar, and of course tons of bug fixes and more optimizations! Are you excited yet?!

First up, metagame additions I discussed a lot of these changes in the metagame thread I posted a couple weeks ago, but these are the areas that are coming online this week:

Continental Domination

With this week's patch we'll be adding continent domination benefits into the game. You'll get a global benefit that is acquired when your empire controls 100% of the contestable territory on a continent. This benefit will remain on every soldier in your empire until the continent is conquered by another empire.

In addition to bragging rights, the benefits are going to reduce your resource costs for Air vehicles (Amerish), Ground Vehicles (Esamir) and Infantry consumables (Indar)

Linked facility benefits:

Each facility type will provide a benefit to connected territories. Some of these benefits will be useful in all regions, some will be more useful when combined with other facilities or outpost types.

Tech Plants - Provide access to MBTs from connected towers and facilities. You will always be able to pull MBTs from the warpgate in addition if you don't own a tech plant on continent.

Biolab - Increased innate health regeneration (see below for more information)

Amp Station - Increased turret heat capacity, so turrets can be fired a lot faster.

Finding a fight:

One of the pieces of feedback we've heard over and over is that it's challenging to find a fight, with this patch we're fixing some bugs and adding some functionality on the map that should help to address that. Here you can see the new map region tooltip:



Now you'll be able to see the capture progress of any contested base on any continent in real time, as well as a measure of strength of enemy forces in the area (this has a bug on beta currently, that causes any base that's under contention to list "No Activity" - very helpful, right?). You can also see which benefits are currently present on the region and what benefit owning the region gives.

It's our hope that by showing the capture progress as well as an accurate depiction of enemy troop numbers will significantly help the cause of finding you a good fight.

Tug-of-war base capture and XP changes:

This is a pretty major change to the way bases are captured in the game.

Currently bases are captured by a ticket race that is initiated when a base control node gets flipped and starts generating tickets, those tickets are then multiplied based on influence your empire has on the base. In this system two factors, control node ownership and adjacent territory control dictate the victor of the base capture. The ticket race method sometimes results in unintuitive victories where your empire has a clear advantage on a base, but because the other empire USED to have an advantage earlier in the fight, earned lots of tickets during that time and hangs on to one control node, they can still win the battle even though they're clearly out-muscled. Tug-of-war puts an end to all that.

With the new system, there will be three factors that determine the capture of the base, control node ownership, adjacent territory control and player leverage.

Player leverage will be the number of people you have simultaneously influencing a control node. More players near the control node = more leverage = you capture the base faster. We've greatly expanded the range which you can be influencing a node, these should feel a lot less restrictive, and allow you to effectively defend the point from different vantage points, not just stand within 10 feet of the node. Initially, most bases / outposts will allow 12 people to be influencing them at once, bases with only 1 control node will be able to have up to 12 people influencing that node, whereas bases with multiple nodes will have the number of players split amongst them. You can still capture the base by having one person at the node, but having more gives up to a 3x increase to the capture time beyond what is possible right now.

So, how is it a tug-of-war. Well, now the ticket count is zero-sum. This means that when a base is attacked, it starts off at 100% owned by the defending empire and the attackers have got to burn down the defender tickets at the same time as they increase their own. If they wrestle control back from you, they'll have to burn down your progress as well. For multi-control node facilities such as Biolabs, or outposts like The Crown, having people locking down the nodes becomes more important than just rushing to the next node to flip it, not only because the people posted up on that node are keeping it from being captured by an enemy, but also because they're helping to move the capture needle faster for your empire.

We're also making XP changes to the way attackers and defenders earn XP. As an attacker you'll earn XP normally for actions you complete in the course of attacking a facility, and you'll get a large XP bonus when the base is successfully captured. Defenders will earn bonus XP for all actions taken in the course of defending their base, but they won't get a bonus for resecures or when the base is lost.

These changes combined we predict will result in a few positive changes to the base capture:

1) Less attacker and defender dead time - at a certain point in most battles the base is won, but the time it takes to secure causes some dead time for attackers and defenders. Attackers like to use this time to camp spawn rooms, defenders like to use this time to take pot shots at the guys camping the spawn rooms. Now that attackers can stack up on the point and capture 3x faster by doing so, we expect this dead time, and thus the spawn camping to be cut down quite a bit.

2) Resecures are less taxing on defending players - between the control node reverting to the owner of the facility, and the tug-of-war mechanic, bases can be 'resecured' by defenders just by kicking the attackers out. The defenders will be able to leave immediately once the threat is removed, and the territory will naturally resecure itself.

3) less cleaning up after ghost cappers - now that capturing is more reliant on boots on the ground at the location, we expect to see a lot less of people grabbing a node and bugging out, forcing people to do clean up on bases that aren't really under contention.

Getting the tuning just right on this is going to be tough, we like what we've got so far, but we're going to rely on a lot of feedback from you guys when this goes live about what we can do to make it better.

We've got a bunch of general gameplay enhancements coming this patch as well:

Indar polish and outpost revamps

We've taken a lot of the lessons we've learned on Amerish and applied them to some of the outposts and general flow of Indar. You'll see substantial changes to a pretty good number of outposts, including some being removed, replaced or added. The main outposts that have been modified are:

- Defunct Solar Hub

- Quartz Ridge

- The Crown

- West Highlands Checkpoint

- TI Alloys

- Xenotech Labs

- The Palisade

- J908 Impact Site

We're not done on Indar, but these are the outposts you'll see changes on this week. In general these outposts should have more defensible spawn rooms that are less prone to camping (especially by vehicles), they have better overall flow (especially where / how vehicles can access them), and in cases of outposts like West Highlands Checkpoint and Quartz Ridge (which has moved about 750 meters southwest from it's current location) these now provide real defensible roadblocks for the empire which owns them.

Beyond the outposts, a lot of work has been done to add better roads and direction to Indar. You'll notice a lot of new road ways, a lot of non-road areas that are going to be a bit less traversable than they are currently for vehicles (so you stick to the roads!) and more integration of these outposts into the traffic flow we see when watching players move around the map.

New sidegrade weapons and store updates

With this we'll be opening up a few more sidegrade weapons, these will be the weapons that are available on the store day-1 of release. We're also putting in final pricing both in Cert points and Station Cash for items in the store. We're doing this because so many of you have asked what the prices are going to be for items in the game. You still will not be able to spend Station Cash during the beta, but at least this will give you a solid idea of the prices of items in the game. Just incase you can't wait, here's a preview:

Infantry and vehicle weapon sidegrades will range in price from:

48 - 720 Cert points

250 - 700 Station Cash

Cosmetics such as camo patterns and armor attachments (for infantry and vehicles) will range in price from:

50-1200 Station Cash

Consumable boosts for additional resources or XP will range in price from:

75 - 700 Station Cash

But wait, theres more:

Here are a bunch of other changes going in this patch, in addition to a lot of bug fixes:

    We're going to be fixing some bugs with XP granting, and changing the XP:Cert Point ratio to 500:1 to better reflect the rate at which players are earning XP and some of the new XP sources that have been added.
    Cert prices are being further refined
    Attachments on weapons have been adjusted so that they more correctly match the role of the weapon (i.e. long range scopes on long range weapons, reflex sights and laser dots on bullpups, as you'd imagine)
    Empire specific fighter rocket pods have had their damage reduced
    Liberator has been buffed, both in offense (105mm and Shredder turret) and defense (added resistance to flak.
    Non-remote detonated deployable explosives such as tank mines and claymores will now stay in the world even if you switch classes.
    MAXes will be getting some additional durability
    Players will have basic health regeneration, this will kick in about 20 seconds after you've taken damage and take about 40 seconds to fully heal a very hurt player. It's not meant to replace combat health regen (like med kits, or medics)

As you can see, it's been very busy around here. We're really excited about these upcoming changes and hope you are too. As always, let us know what you think!

-

mh



Aaaaaaand now base caps are based on Mass on point.  Ohhhhh, I see.
« Last Edit: November 08, 2012, 08:07:45 AM by Mrbloodworth »

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
Pages: 1 ... 56 57 [58] 59 60 ... 102 Go Up Print 
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Planetside 2  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC