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RAD (1.5) Idea's - Need Feedback

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Silver Knight

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I want your opinions on some things im considering, to help balance out the economy and to generally make it more STALKER like.

The new changes are coming into place soon, where all flags are bare, they only have a model kabar (in some cases) All weapons have been stripped apart from donator models. Weapons have also had their ammo set to 1 (To stop them disappearing when you equipt them, for now) So you will have to apply ammo to use the gun, resulting in players being more careful in where they waste their ammo.

This will force players to go buy weapons and ammo to the degree where they will be more careful in their actions and what they want to accomplish in the zone. As of current, ive made it so you can drop suits, and it defaults back to rookie model if you drop it, but some player models allow you to drop suits, and then go sell them, which is against the rules, and unbalances the game.

To make it easier on me reading the stuff you type, please answer everything with this feedback format

Code: [Select]
[b]The Suit System[/b]
My Feedback:
[b]The Weapon System[/b]
My Feedback:
[b]Faction Objects[/b]
My Feedback:
[b]Workbench & Craft System[/b]
My Feedback:

The Suit System
Your suit gets saved once you put it on, so the next time you spawn, it's your model. With that, i can build on suit "stats" using the model to determine how the player will react to stats like in Stalker (Bullet protection, radiation, electro, burner etc) To remove the factor of never loosing your suit, something like 1 - 1000 chance of loosing your suit on death, removing the factor of an everlasting suit.

Electric shock
Protection against electric shock (caused by the Electro anomaly)   
Burn
Protection against fire damage (such as the Burner anomaly, fires, etc.)
Impact
Protection against damage from falls (and possibly thrown objects)
Rupture
Protection against melee attacks (knifes, claws, etc.)
Chemical burn
Protection against chemical burn (which is only caused by certain anomalies)
Explosion
Protection against explosions (caused by grenades, exploding barrels, etc.)
Bulletproof cap
Protection against projectiles
Average Protection
(Armour Of it)
Weight
(Weight Of Suit, how much it slows you down)

The Weapon System
With the current upcoming update of not spawning with guns, and not getting any "free" ammo with the guns you pickup. All guns will now have a special type of ammo which they require. I have to counter balance that with better gameplay results.

My idea is rather simple, guns save your datafile, when you disconnect, and when you spawn, they are loaded, likewise if you drop them or die you will lose them entirely. Ammo boxes can also be taken from your inventory when you reload.

Im also considering implementing a Stalker like selection system, where you press 1 for Kabar, 2 for Primary Weapon, 3 for Secondary, 4 for Hands, 5 for tooltrust etc

Faction Objects
Im also considering a more faction based approach to weapon spawning, a simple cuboard entity, which you can Tab + Right click on and choose from a small menu, what weapons/suits you want to buy. It will make faction supplyment much easier and have a health so opposing factions can destroy it, of course only the faction leader can spawn it (For Money), and faction members access it.

Workbench & Craft System
I suppose this is something people have wanted for along time and now that i have the skill to do so, im considering making this system. What it will involve i a workbench, often bought by faction leaders in their base or a few default ones around the zone.

What happens is you can go up to a Workbench and tab right click "Craft" and select what you want to craft. You will require several items to craft something.

A "Recipe" item, which contains schematics to do the enhancement
The thing you want to enhance (A suit or weapon)
Materials that are needed (e.g. a bolt, cable wiring, metal plates)

If you have the required materials then you can craft something, but mostly, it will be enhancements to weapons, such as making a IL85 lighter so it doesn't inpact your spirit bar as much and allows you to carry more items.
« Last Edit: 05-01-2010 by Last Exile »


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KillSlim

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Reply #1 on: 05-01-2010
The Suit System
My Feedback: Much better than the previous system. More realistic.

The Weapon System
My Feedback: Much better, a lot more realistic. Will make the ammunition box entities a must have in the Stalker world.

Faction Objects
My Feedback: An unusual idea, but could be good. Make the weaponry for factions match what the factions adopted, eg: Duty adopted Warsaw pact weaponry, so add the AK-74u, AK-74m, OC-14 'Groza', PMM / Makarov, etc.
A wide range of available weapons will give members something to strive for and look forward to buying.
Medkits are a must.

Workbench & Craft System
My Feedback: Seems too much like Stranded mod, ordinary Stalkers don't have the knowledge or tools to modify their weapons and suits. Look at Clear Sky, you hired a specialist to modify your weapon or suit because he had the knowledge and equipment available.
Having players just walk up to a bench and modify their belongings without having IC knowledge is as I said, too much like stranded mod.
Traders should only have access to these work benches, as it would make sense for a Stalker to pay a trader to modify and enhance a weapon and/or suit.

If a weapon or suit has been modified / improved, how can we tell? Traders could rip us off saying that this weapon has been modified and is much better.
« Last Edit: 05-01-2010 by KillSlim »

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Reply #2 on: 05-01-2010
Workbench & Craft System
My Feedback: Seems too much like Stranded mod, ordinary Stalkers don't have the knowledge or tools to modify their weapons and suits. Look at Clear Sky, you hired a specialist to modify your weapon or suit because he had the knowledge and equipment available.
Having players just walk up to a bench and modify their belongings without having IC knowledge is as I said, too much like stranded mod.
Traders should only have access to these work benches, as it would make sense for a Stalker to pay a trader to modify and enhance a weapon and/or suit.

If a weapon or suit has been modified / improved, how can we tell? Traders could rip us off saying that this weapon has been modified and is much better.

Actually, you can just examine the weapon and see a difference from a normal weapon probably. Also it could be available to either Ecologists as well or Certain ranks inside the faction. Sort of like No one who is below the rank of an Officer or even Leader flag can use it, Bloodsuckers can't, Monolith and Zombified stalkers can't. Get what I am saying?



KillSlim

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Reply #3 on: 05-01-2010
It should only be used by traders / faction leaders otherwise everyone is a weapon-smith and will have super duper improved weapons.
Yes I support limiting it, heavily limiting it.

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KingArthur

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Reply #4 on: 05-01-2010
The Suit System
My Feedback: Good, Should go by stalker Canon
The Weapon System
My Feedback: Meh, big meh. I like the Idea, however it will create problems, In various aspects. I like the idea though if the faction leaders were actually ACTIVE.
Faction Objects
My Feedback: Good Good idea, Each faction should have stuff to protect, and defend for supplies.
Workbench & Craft System
My Feedback: Good RPG aspect but you need to think where they would get the stuff. Traders?



Celtic

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Reply #5 on: 05-01-2010
The Suit System
My Feedback: Very good, definitely should be implemented.
The Weapon System
My Feedback: Again I like the system alot, will make weapons more diverse rather than almost everyone in Freedom using an LR for example.  Only thing is that, while it might just be me, I believe it's harder to make money or find guns, especially when in a major faction, so losing the guns and not having the money to resupply themselves would make life pretty hard for factions.  I still would be up for this idea either way though.
Faction Objects
My Feedback: I like this idea a lot, but the only thing is if the server crashed I assume this object would be quite a pain to replace.
Workbench & Craft System
My Feedback: This idea doesn't appeal to me, but if it was limited I could see it used by the Ecologists and maybe some traders.



Fluffy

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Reply #6 on: 05-01-2010
Suit System
My Feedback: I like it alot, It can be used in other various areas to. Such as maybe the radiation from an anomaly would maybe seep into the suit and stay there for a period of time if you are there for too long? or something like that.

Weapon System
My Feedback: Like this system, Limits the guns for all effect.

Faction Objects
My Feedback: Love this idea since it will make the Roleplay more orientated towards the faction.

Workbench & Craft System
My Feedback: Input already said.



klp4

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Reply #7 on: 05-01-2010
The Suit System
My Feedback: I like it actually. Nothing more to say really than it's interesting and I like it.
The Weapon System
My Feedback: Love it. Much more STALKER realistic, though, there should be some other way of getting weapons as well. So it won't be too hard.
Faction Objects
My Feedback: Love it as well. Will make it more fun to attack other factions HQ and we could make events out of it. Though, faction leaders should be a lot more active for it to work. Perhaps letting some high Officers or Co leaders have access to it as well?
Workbench & Craft System
My Feedback: I think it will be really fun to try it out.
« Last Edit: 05-01-2010 by klp4 »

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Reply #8 on: 05-01-2010
The Suit System
My Feedback: So like in STALKER ok
The Weapon System
My Feedback: I love selection system idea
Faction Objects
My Feedback: I am not in a faction
Workbench & Craft System
My Feedback: I will love to see it as its STALKER like
« Last Edit: 05-01-2010 by armyguy »

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Reply #9 on: 05-01-2010
The Suit System
My Feedback: Sounds like a good idea, although random loss of suit, even 1/1000 seems kind of weird. Maybe have suit degradation or something but not just a random chance.
The Weapon System
My Feedback: FUCK NO. It's hard enough to get money as it is, with no weapons at all it's going to get really boring. Military need to spawn with weapons at the very least. Everyone else hates it too, I'm on TS with like 9 people all complaining about this. Either come up with a way to get weapons without money so loners aren't fucked over by this or go back to the way it was.
Faction Objects
My Feedback: Decent idea I think.
Workbench & Craft System
My Feedback: Sounds good I guess.



Strelok Holmes

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Reply #10 on: 05-01-2010
SUIT SYSTEM:
This is a -decent- idea to help out with people -not- using one suit for a lot of people. The problem is people do crash and lose suits, even more with the development crashing the server

WEAPON SYSTEM: Bad idea, this causes the -factions- to not have money at all. This causes problems due to the fact the factions are waring, ie they fight eachother and that requires weapons. The other problem is, donators will rule the majority thanks to robbing even a group of players thanks to them being the only people with weapons for free. In other words, i fucking hate it and i'm a loner!

Faction Objects: It's a good idea, leaves the traders to Loners/Bandits

Workbench & Craft System
ME FUCKING WANT!



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Reply #11 on: 05-01-2010
The Suit System
My Feedback: Okay objective but has a fail when crashes happen
The Weapon System
My Feedback:Weapon system is selfdestructive. Traders have no money, traders make money off of loners, loners have no money because they make money off of missions which can't be made because traders have no money to make missions and awards. Not to mention the lack of factions having no weapon
Faction Objects
My Feedback:
Workbench & Craft System
My Feedback:Weapon system is selfdestructive. Traders have no money, traders make money off of loners, loners have no money because they make money off of missions which can't be made because traders have no money to make missions and awards.
« Last Edit: 05-01-2010 by Dark Assassin »


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Reply #12 on: 05-01-2010
The Suit System
My Feedback: Good idea, Also maybe getting rid of the "Use suit in Inv. and its gone."
The Weapon System
My Feedback: I Dont know about this one, Its going to be tough to find the right ammo, It was easy in the Stalker games, probably not in SRP.
Faction Objects
My Feedback: I like this idea as well, Not the money part though, Factions should be able to pick there loadout like in the multiplayer of the Stalker game.
Workbench & Craft System
My Feedback: Very good idea! We could probably get the parts from scrapyards or Dead bodies etc.



Lucidius

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Reply #13 on: 05-01-2010
The Suit System
My Feedback:

Suit system sounds like what I requested for a while ago, also i'de like to see suits gear towards sprinting faster with alot less bullet proofing.
The Weapon System
My Feedback:

Sounds good, hopefully the saving of data isn't too stressful to the server or spacious or anything.
Faction Objects
My Feedback:
In responce to Killslim: No, not all ammo, only ammo for that factions set of weapons.

i.e 9x39mm, 5.35mm, 9x19mm and 9x18mm for Duty (probably missing one) (also shot shells)

Freedo0m; 5.56mm,.45apc,9x19mm, shotshells and 7.62x54mm.

So on so forth.

Sounds like a good idea, suprised no one's thought of this earlier. (I've thought of something simular but I never play enough to mention it)

Workbench & Craft System
My Feedback:
Please keep the materials to earned via missions and stahes ONLY.

Also as mentioned in another thread:

Quote from: Myself, that nigger


Figure I might aswell mention some of the features I had been implenting in STALKER D20 here,

Weapon Conversion Kits,

Taking an AKS-74u, and getting this conversion kit (30% of the parts needed, 70% are form AKS-74u) for a cheap price will grant you with this weapon.

Different weapons should be able to converted into different things.

As for in-effective, you have kevlar on your chest, you don't have the same protection on your arms, legs, neck and face, if you get shot in the artery in your leg your dead anyways.

Also, I think bullets hurt more then yall think of. Sure they don't have alot of stopping power in sense of killing/dropping some one upon impact, but I think getting shot in the arm/shot up in the chest alot/etc might hurt a bit more then yall can think of.

You ever get that thing where some one throws something at you, like a baseball, but you flinch and just turn so it hits your back instead of your face/nuts/etc?

Just because some one has a kevlar vest on, doesn't mean they don't want to get shot.

Anyways, turning this into ARPEE related stuff now, should do not alot of damage to armor but alot of damage to un-armored. sunrise suits and merc suits won't be super effective and not everyone is in a faction.

Another point, the SMG's would fit in your PISTOL slot.  Compact SMG's don't weight a whole lot more then a pistol versus the advantages they carry. Look at the OTs-33 Pernach. It's a MP, so it's as small as a  pistol and effectively concealed.

TMP without a foregrip versus a the average zone pistol (about .8-1kg if i recall my STALKERD20 Reserch correctly):

TMP = 1.3kg empty WITH a foregrip.

that's .3-.5kg more, which isn't a WHOLE fucking lot.

As for Full on SMG's i.e MP5A5, etc weight and such are a valid point, what with it's 2.83kg weight, full on stock, and 2 handed design.

As for recipe items, flash drives. It'de be a great use for flash drives.
« Last Edit: 05-01-2010 by Lucidius »

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Zaki

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Reply #14 on: 05-01-2010
The Suit System
I suppose this sounds alright, I don't have anything against it.
The Weapon System
I personally think this is a mistake overall. If no one has any guns or any money to give out missions to get guns, then there will be no roleplay except for people running around with IC knives robbing each other and getting into fights. It's going to kill RP in many ways, in my opinion.
Faction Objects
I really don't know about this.
Workbench & Craft System
Great idea, but it's kind of making the game look more like an MMORPG instead of a RP-FPS.



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Reply #15 on: 06-01-2010

The Suit System
I think its a briliant idea.
The Weapon System
in honesty.... No.
factions without weapons? With a lame salary paycheck?
We arent going to get anywhere. Im not going to stop a merc coming into my base with sticks and stones. I have 550 RU, I can afford a makarov. Im already outgunned, and unarmed.
No ammo, go ahead. That would be good, having to buy ammo.
Faction Objects
Good idea in all, Brings more faction related things into play.
Workbench & Craft System
I like it... an entire new system.



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Reply #16 on: 06-01-2010
 The Suit System
I think its a briliant idea.
The Weapon System
in honesty.... No.
factions without weapons? With a lame salary paycheck?
We arent going to get anywhere. Im not going to stop a merc coming into my base with sticks and stones. I have 550 RU, I can afford a makarov. Im already outgunned, and unarmed.
No ammo, go ahead. That would be good, having to buy ammo.
Faction Objects
Good idea in all, Brings more faction related things into play.
Workbench & Craft System
I like it... an entire new system.
The mercenary won't be spawning with weapons to.



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Reply #17 on: 06-01-2010
The Suit System
I think its a briliant idea.
The Weapon System
in honesty.... No.
factions without weapons? With a lame salary paycheck?
We arent going to get anywhere. Im not going to stop a merc coming into my base with sticks and stones. I have 550 RU, I can afford a makarov. Im already outgunned, and unarmed.
No ammo, go ahead. That would be good, having to buy ammo.
Faction Objects
Good idea in all, Brings more faction related things into play.
Workbench & Craft System
I like it... an entire new system.
The mercenary won't be spawning with weapons to.

Donators still keep their flag weapons.



Lucidius

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Reply #18 on: 06-01-2010

The Weapon System
I personally think this is a mistake overall. If no one has any guns or any money to give out missions to get guns, then there will be no roleplay except for people running around with IC knives robbing each other and getting into fights. It's going to kill RP in many ways, in my opinion.
Workbench & Craft System
Great idea, but it's kind of making the game look more like an MMORPG instead of a RP-FPS.

Your missing the point. It's to make it more STALKER esque, remove random ammo spawning and it's a good money sink.

Also, How is it making it MMORPG-esque? The mats are more then likely quest or stash only.

The Weapon System
factions without weapons? With a lame salary paycheck?
We arent going to get anywhere. Im not going to stop a merc coming into my base with sticks and stones. I have 550 RU, I can afford a makarov. Im already outgunned, and unarmed.
No ammo, go ahead. That would be good, having to buy ammo.

That's what the faction armory is for. As for having to buy ammo, go play STALKER. Although it might be a bit more costly to RP shoot your gun off for affect, oh well.

Although I think the faction armory should eather be free with a limit, or discounted heavily. That would make it so people would be selling stuff like L85's illegaly for a huge profit but it also keeps it from being "lol didn't idle on the server enough to buy ammo". I think ammo should atleast be heavily discounted.

Could y'all be a bit more Construtive with your Criticism? It's only going to make the process slower if you don't speak up, address what you like and dislike in detail or just go "I LIKE IT"
« Last Edit: 06-01-2010 by Lucidius »

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Reply #19 on: 06-01-2010

Although I think the faction armory should eather be free with a limit, or discounted heavily. That would make it so people would be selling stuff like L85's illegaly for a huge profit but it also keeps it from being "lol didn't idle on the server enough to buy ammo". I think ammo should atleast be heavily discounted.

So what would Loners do for guns then? Factions would get free guns and it would still be impossible to be a loner because you wouldn't have a weapon nor would you have anyway to make money (since you wouldn't have a weapon) while the factions get to rock out with their glocks out.



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Reply #20 on: 06-01-2010
I know people donate to support community but honestly since donators dont get shit it is pointless for people who donate for perks. I mean who would donate for a guy with a knife and a little bit of armor......I mean I have donated to help community I gave extra 20 or 30$ the rest I wanted for perks. I mean you see. I think donator flags and factions should keep there weapons is all. Basiclly keep it the same in some way.



someone247

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Reply #21 on: 06-01-2010
sounds good to me, it would make stalker roleplay more realistic and challenging                   



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Reply #22 on: 06-01-2010
Just a thought but.. you guys should add some NPCs to hunt for missions. As in the Trader tells you to go get some pseudog hides and you go hunting for pseudogs, after you kill a one you can loot it for a hide. Also I support the craft system, its brilliant.



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Reply #23 on: 07-01-2010
Insert Quote
The Suit System
I suppose this sounds alright, I don't have anything against it.
The Weapon System
I Think its kind of lame, a single weapon cost's 2500 a radio costs 2000 ammo costs 100-200 and each suit cost 250. Every time you die you loose everything but the radio. Which rounds up to 2850. With a salary of a couple of hundred each half an hour this is waayy too much. The weaponprice is made for the time when you spawned with them if you dont there should at least be a discount on ammo and weapons + the larger suits
Faction Objects
I havent seen them yet
Workbench & Craft System
Great idea, but it's a bit strange to me still

Text Cyric the Archmage.


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Reply #24 on: 07-01-2010
I admit, i did rage at first about the weapons...But at the end of the day, there pros and cons to both sides of it.
Factions will have to pull together.
Put your paychecks together so you can earn luxuries.
But this does not excuse admins pulling weapons and EXOS (When they arent even faction leaders) Out their arses. And everyone can back me up on it. Because we have seen it.
« Last Edit: 07-01-2010 by The Jackal »



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