Patch Notes Update Beyond 3.0 Beta 2 Incoming

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Just a thought, or two...

Galaxy map: Show By Size: Population [is switching itself off in beta?]

Can population more significantly increase SC, local traffic and security
Add visible 'hostiles' guarding their 'golden egg' income hauling traders
More traffic could increase market fluctuations to show on the new UI

Sol has 22.8 billion people and enough trade for three stations + Galileo
But there's no queues, or horns, or riots over who can get in the dock?
CMDR's might tend to arrive randomly but commercial runs on schedule

Setting course could assign a scheduled docking window to reduce wait
Missions could prioritise arrival schedule and suggest optimal run routes
ATC should be expecting your arrival and advise assigned pad numbers

Unforseen delays like evading jams / piracy could slowly diminish reward
Impatient clients pay a premium and arrange special docking permission
Perhaps the Beluga MkII tail can deploy on FSD charge not landing gear

Safety in numbers works just as well in friendly crowds as it does alone


Galaxy map: Security: Apply Filter To Route

[High] Enter at your own risk - Deity level protection in ALL modes
Local faction ATR responds with lethal force in seconds if you screw up
Relatively safe for unarmed, law abiding trading ships with cargo focus

[Medium] Harmless to Novice - Learn the ropes, choose your profession
Local faction regular security should arrive before your shields collapse
Never fly without rebuy, shields, good thrusters and suitable weaponry

[Low] Competent to Master - Peace, or lack of, by superior fire power
Local faction broker network will assist as units are available, standby...
Be prepared to 'negotiate' for your haulage, or bring friends with guns!

[Lawless] Dangerous to Elite - Unwise to bring cargo you want to keep
Local faction bounty hunters will be watching for suitably risky targets
Significant engineering recommended, load for several very angry bears

[Anarchy] Enter at your own risk - Deity level protection in ALL modes
Local faction Mr. Big has numerous, 'target practice' thirsty 'brothers'
Relatively 'safe' and profitable smuggling, if you know the 'right people'
 
The Chieftain is still a bad version of the FAS with crazy drift :x

really hope that the next patch will increase its shield and agility.
 
Just when you thought you were done engineering and about 2000+ hours spent on the older grind. For an OG like myself that's been engineering since engineers dropped....this is kind of a slap in the face by Fdev. Time to re-engage myself in something i thought id never have to waste time in again, but since you can now easily pass god rolls and reach cap on stats much quicker, its like all my hard work going into the trash. My job now, is to keep my current fully engineered ship and leave it untouched when this patch comes into effect. Then i will build and try to mimic my exact build i have currently and do it with new engineers to see how it compares to the Grandfathered Ship. The idea of converting my grandfathered modules kind of makes me nervous with all the time i spent trying to get the Perfect Rolls..will the new rolls really be better then our old ones? Meh either way more Grind ahead. Thanks Fdev...couldn't you of just made things EQUAL?? :S
 
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And, maybe another couple...

Comms Panel: Options: Automatically route priority messages via COVAS
[Play / pause / replay controls like the new Galnet audio]


High volume, repetitive trading [grinding (CG)] can become hazardous.

CMDR, our client is considered the primary importer of animal meat in this system. Reports are showing abnormal trade spikes in the last 24 hours. It may be wise to consider some alternative commodities to avoid, unpleasant attention.

CMDR, while the commercial opportunities of this gold you're shipping are appreciated, our storage risks are increasing beyond this stations defensive capabilities and your local notoriety is attracting undue attention. Find another market.

CMDR, if you insist on smuggling battle weapons to a faction we are currently at war with we will be forced to confiscate your cargo for our cause and execute you as a traitor! You will not receive another warning, wings are on standby.


Missions in progress seem to be lacking motivational story elements?
[System security advisory appears in BOLD on mission offer]

CMDR, our flight scheduling servers have been compromised and our competition may know what you're hauling for us. We've modified your arrival schedule as a safety precaution and arranged a small bonus for the thirty minute inconvenience.

CMDR, this is an urgent detour advice! Your destination has been blockaded and you will not be permitted to dock until we can smooth things over. We can take the goods off your hands for now and contact you again when the coast is clear.

CMDR, several hostiles have been sent to intercept you! It is imperative that entire shipment of reactive armour arrives on time and undamaged! You would be advised to reload a more suitable vessel and consider engaging a defensive wing.

Um, I could probably come up with more, if you like? :D
 
Just when you thought you were done engineering and about 2000+ hours spent on the older grind. For an OG like myself that's been engineering since engineers dropped....this is kind of a slap in the face by Fdev. Time to re-engage myself in something i thought id never have to waste time in again, but since you can now easily pass god rolls and reach cap on stats much quicker, its like all my hard work going into the trash. My job now, is to keep my current fully engineered ship and leave it untouched when this patch comes into effect. Then i will build and try to mimic my exact build i have currently and do it with new engineers to see how it compares to the Grandfathered Ship. The idea of converting my grandfathered modules kind of makes me nervous with all the time i spent trying to get the Perfect Rolls..will the new rolls really be better then our old ones? Meh either way more Grind ahead. Thanks Fdev...couldn't you of just made things EQUAL?? :S

Think I'll just buy and engineer a new fleet for OPEN and mothball grandad for use in PG / SOLO
I can invite friends to nostalgic PvP events and reminisce about the x000 hours of RNG roulette
At least OPEN should be a fair and level playing field with equal opportunity, instead of outcome
 
I only really got to play the Beta for the first time today following the patch as I'd had problems with my controllers (no custom binds & an invisible throttle). Even then, it was long enough to check out the Engineer in Wyrd who apparently has upgrades for everything. The first thing I noticed was a Donate button. Click on that and you gain access. No need for Fish or anything else. :) . Or am I missing something? Probably LOL.

He requires the actual materials/data to do the engineering so more work is required than going to the nearest fish market. Some people want to test the modules instantly by getting them modified using something purchasable (fish) missing the point that this beta is more about the process than the end product.
 
Think I'll just buy and engineer a new fleet for OPEN and mothball grandad for use in PG / SOLO
I can invite friends to nostalgic PvP events and reminisce about the x000 hours of RNG roulette
At least OPEN should be a fair and level playing field with equal opportunity, instead of outcome

How about as well as binding a "hot" status to all ships and modules involved in crime, a similar mechanic is used to bind all "legacy" modules to SOLO, and PG. You still have the option to transfer clearly marked "legacy" modules, and the ships containing them as normal via outfitting and ship transfer in ANY mode, but those ships do not appear for access in the local shipyard in OPEN, unless all "legacy" modules are removed.

This removes the inconvenience of mode switching to quickly arrange a dueling grandads event.

Scenario: Two PvP focussed players meet in OPEN, the gauntlet is thrown down and a fight ensues until one is slain and issues a further legacy challenge from the detention centre: "You wouldn't be so smug if I had my old faithful FDL, the "RNGGODROD"! To excited replies of "Oh yeah, my FDL, the "FIRMRETORT" will still best you, foul varmint!"

Ships could be moved, PG access approved, modes switched and the grudge match continued...

Maybe even meaningful and lasting relationships could be formed...
 
And while I'm thinking about mode switching, and missions...

As a means to discourage board hopping to find specific mission types, would it not be more sensible for the mission boards to include a type preference so that while some missions offered are random, a goodly portion are filtered by player selection, or perhaps all of them can be filtered, based on the ship you're currently in.

Options could include small, medium or large quanity cargo / smuggling, or assassination missions by system security hazard. We could request only surface based scanning, assault or salvage missions, or eliminate them if we don't have an SRV loaded. If multiple factions are at war, we could target only one faction as our enemy.

Passenger missions could be sorted by distance, or limited to only one specific delivery location or wanted status of travelers. You've found a wealthy explorer wanting a round trip to Beagle Point, can we now see who else would like to go there too, even if I have to pop down to the surface or next door first to pick them up?

It seems a bit inefficient to leave the dock without a full mission list / cargo hold / cabins, no?

Determined players will do what it takes (cheat / exploit / etc) to get what they want anyway...
 
And while I'm thinking about mode switching, and missions...

As a means to discourage board hopping to find specific mission types, would it not be more sensible for the mission boards to include a type preference so that while some missions offered are random, a goodly portion are filtered by player selection, or perhaps all of them can be filtered, based on the ship you're currently in.

Options could include small, medium or large quanity cargo / smuggling, or assassination missions by system security hazard. We could request only surface based scanning, assault or salvage missions, or eliminate them if we don't have an SRV loaded. If multiple factions are at war, we could target only one faction as our enemy.

Passenger missions could be sorted by distance, or limited to only one specific delivery location or wanted status of travelers. You've found a wealthy explorer wanting a round trip to Beagle Point, can we now see who else would like to go there too, even if I have to pop down to the surface or next door first to pick them up?

It seems a bit inefficient to leave the dock without a full mission list / cargo hold / cabins, no?

Determined players will do what it takes (cheat / exploit / etc) to get what they want anyway...

Don't be so absurdly commonsensical will you! It's almost like you want to make it easy to play the game....and even have fun doing it!
 
And while I'm thinking about mode switching, and missions...

As a means to discourage board hopping to find specific mission types, would it not be more sensible for the mission boards to include a type preference so that while some missions offered are random, a goodly portion are filtered by player selection, or perhaps all of them can be filtered, based on the ship you're currently in.

Or just full on convert the mission board into a query interface, where you tell it what you want and it generates a list of matching results. Commoditising missions would reflect the way the game is currently played, and would give the illusion of there being a far larger mission list. Special missions like rank up, permit unlock etc could be shown regardless of query results, as CGs are now.
 
Nice changes !
But as long as the grind for enginners is so long, I will not do them !
I have a full time job and grinding some materials for weeks/months is to boring and I'de like to spend my free time on a fun game, not a farming game !
Change the grind and this game will be a lot better for everyone !

translator,
others have answered you I will do it also in my own way Lol

it may be a matter of time for you and for many others it is only the farming game that is avoided, in a lot of games farming exists but I have never seen it indispensable, usually it is a totally useless complement except for those who like to do that.

but in Elite dangerous an engineer-doped ship and far more powerful than a standard factory ship, which means especially for the PVP a big problem equilibrium.

it would be wise (I think) to add a choice of rewards for missions, a single-use invitation to an engineer (or made here even) who slightly improves one module or another in particular (materials offered) or a transport mission or passenger who sends us to an engineer (slight free improvement reward).

it may not be the right place, rather in the normal suggestion forum, already done, an opportunity.
 
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SORRY, NOT ABOUT ENGINEERING

I don't know if these are bugs or intentional but a couple of things I found odd...

1: I keep losing the selected target destination in the 'jump tunnel' (this is not confined to the Beta, it happens in 2.4 too)
What I mean by that is, I select a System in the Galactic map and then in the System map I select a target station in that system and click on it and see a yellow/orange triangle marker... to me this indicates that I've successfully selected a destination station... (the multi jump 'route plot' seems ok and unaffected)
I then go through the usual procedure and make the jump, then when I pop out of the jump tunnel at the Star the targeted station is no longer targeted, I have to enter the system map and re plot.
(no, I don't use the sidebar... I have that set to contacts as soon as I enter a system, and I'm not dexterous enough to play the piano)

2: I found that in the new rewards system one mission offered... 21k +2rep +2inf. or 3rep. or 10k +2inf. (I think the last one should have been 10k +3inf) perhaps just maths but still needs looking at.

3: The repairs on the ship undertaken by the AFM are not showing up dynamically... I mean if at 56% health I would like to see it's repair through 57%. 58%... and so on instead of having to leave the screen and come back to find out it's 71% or wherever it's at now!

4: AND ED, can I please use my MOUSE (PC user) in menu screens... especially for the AFM... that one is especially annoying when you're running out of air!

That said... LOVING IT

Thanks ED
 
Quick question

Greetings Commanders,

The 3.0 beta galaxy servers will go down shortly in order for us to update to beta 2. We have made some specific changes to Engineers that we'd like to call out. You can read about them here.

See the full change log below.


Fixes and Improvements



Audio


  • Fixed an audio issue with Small Fixed Mining Lasers
  • Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
  • Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
  • Fixed a bug where returning from the menu pause screen would resume Galnet audio, even if the audio had been paused beforehand
  • Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse

Controls


  • Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
  • Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name

Engineers


  • Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
  • Pinning a blueprint will now pin all grades, not just one
  • Higher reputation with an Engineer will increase the speed you'll progress through the lower grades
  • Initial balance pass on certain blueprint stats. Click spoiler to see all changes, to help test the new tweaks. Also read about this on our post here.

Drives:
- Dirty Drives:
Speed Increase 30%->40%
(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
- Clean Drives:
Speed Increase 18%->28%
(Max possible increase now 34.4%, used to be 33.8%)

Weapons:
- Short Range:
Damage increase 65%->75%
(Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
- Overcharged:
Damage increase 55%->70%
(Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
- Rapid Fire:
Firing Interval reduction 40%->44% (ROF increase 66%->79%)
(Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
- Efficient:
Damage increase 17%->24%
(Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
Passive power draw reduction 40%->48%
WEP draw reduction 35%->45%
- Focused:
Heat increase halved (10%->5%)

Shield Generator:
- Enhanced, Low Power:
Strength Multiplier: 10%->15%
- Reinforced:
Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 blueprints

FSD:
- Increased FSD Range:
Optimised mass 50%->55%

Power Plant:
- Low Emissions:
Heat 60%->65%
- Overcharged:
Power 36%->40%
Hull Reinforcement:
- Single Resistance blueprints:
Off-type penalties reduced 12%->10%
- Heavy Duty:
Damage resistance restored from 8.5%->15%
- Lightweight:
Health Multiplier increase 18%->24%

Armour:
- Heavy Duty:
Health Multiplier increase 30%->35%

Power Distributor:
- High Frequency:
Global charge rate increase 40%->45%
- High Capacity:
Global Charge Capacity 40%->42%
- Priority X blueprints:
Increase charge rate on primary capacitor from 30%->36%
Shield Boosters:
- Heavy Duty:
Shield health increase 38%->40%
- Resistance Augmented:
Global damage resist 16%->17%

Galaxy Map/System Map


  • Removed Thargoid and Guardian from galaxy map Allegiance filter and added them to a new Civilisation filter
  • Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
  • Fixed some incorrect player faction descriptions on the Galaxy Map

General Fixes & Tweaks


  • Increased yield of materials from asteroids
  • Fix for bounty values not always being received correctly
  • Material availability has been restored to its original state on planets
  • Added two new materials - Boron and Lead which can most commonly be found in metal-rich asteroid rings.
  • Choosing the Horizons Fast Start when creating a Commander now includes an initial set of micro resources
  • Initial commodity adjustments to make it more profitable to smuggle goods to a black market
  • Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim

Holo-Me Creator


  • Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda

Installations/POIs/USSs


  • Fixed an issue that was preventing Data Uplinks from being targeted on Installations
  • Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
  • Prison ships now carry a stock of Sidewinders

Missions


  • Leftover cargo from a Delivery Wing Mission is now flagged as Stolen for all wing members
  • Adjusted the spawn rate of Skimmers at settlements to better facilitate 'Kill Skimmer' missions
  • Increased the variety of Courier missions that can be generated
  • Fixed an issue where kills by Wing members were not always counted towards a Massacre Wing mission
  • Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
  • Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
  • Fixed material rewards from Wing Missions not being added to the Material Inventory
  • Fixed mission rewards not filtering correctly
  • Wing Delivery and Collect missions are now available

Multi-Crew


  • Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew

NPCs


  • Fixed an issue where planetary defences would still attack you while docked after re-spawning

  • ATR fixes - Correct number of ATR ships now arrive and at the correct threshold

Outfitting


  • Fixed Recon Limpet Controllers all having the same stats and description

Planets


  • Fixed some cases of the rocks around Engineer bases being different colours to the planet’s surface

Player Journal

  • Added an event to Player Journal when SRV is destroyed
  • Added info in journal if wanted when docked
  • Added a property in the Journal's "Location" or "FSDJump" event indicating if the player is wanted locally
  • Fixed the "Loadout" entry written to the Journal at startup (It was sometimes missing)
  • Ensured all ShipType strings written to journal get localisation
  • Added a new "Powerplay" event in the journal to log a player's powerplay allegiance, rank, merits etc

Ships

Alliance Chieftain


  • Adjusted the Outfitting camera angle for the String Lights Livery Slot

Keelback


  • Adjusted some camera angles in the Keelback and fixed some UI occlusion that could occur with the role switch panel when in the second cockpit seat

Lakon Type 10


  • Fixes to the landing gear animations and positioning

SRV


  • Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations

Stability Fixes


  • Fixed a crash when logging in after applying an unsuitable Engineer modification to a module
  • Tentative fix for a render texture crash (the most frequently encountered crash in 3.0 Beta 1)
  • Fixed a disconnect that could occur when using the Technology Broker if trying to remove required materials
  • Fixed a crash that could occur when the mission owner scans a Nav Beacon for an Assassination Wing Mission
  • Fixed a crash that could occur when looking at the Navigation Panel when in CQC
  • Fixed a crash that could occur when opening the Galaxy Map
  • Fixed a crash that could occur when switching to another ship
  • Fixed a crash that could occur on the Insurance Screen

UI


  • Fixed failed Wing Missions not being marked as such in the Transactions Tab
  • When selecting a megaship turret in the contacts panel, it will no longer look like the player is selecting a ship nor have any attributes normally associated with a ship
  • Fixed an issue where weapon mode icons (fixed, gimbal, turret) were appearing incorrectly for modules in outfitting
  • Fixed the icon for Inbox messages that contain audio
  • Fixed some visual issues that could occur with the UI upon unlocking an item from the Technology Broker
  • The Sub-target tab now shows status instead of health when selecting a hackable item
  • Modules tab now updates when taking heat damage to correctly display health values
  • Fixed negative numbers appearing next to invitee's avatars on Massacre Wing missions
  • Fixed Engineer mod notifications not correctly aligning when changing from one warning to another
  • Fixed an issue that prevented players from scrolling down the module info panel
  • Fixed an issue that could lead you to become stuck on the rewards screen following the completion of a Cargo Depot Wing mission
  • Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
  • Fixed some debug text that could appear when targeting Black Box Canisters
  • Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
  • Fixed a crash in the workshop that could occur when comparing against a Blueprint not available at the current engineer
  • Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
  • Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
  • Fixed a crash that could occur when accessing The Dweller’s Starport UI



I like the changes. Some improvements and polishing the game deserves. However, I know y’all said that you would rebalance the multiplier for long range passenger missions. I also know you said this comes at the end of a beta. So I was wondering will this be fixed or just pushed under the rug until a later time? I’m not looking for the ridiculous 200 mil runs but, if I’m going like 200,000 LS away and getting paid minimally to do so. Kinda loses its incentive to take these people to a station that’s a lil harder to get to then let’s say a system 100 LS away. Just wondering your thoughts on all of this. Thank you for your time.
 
He requires the actual materials/data to do the engineering so more work is required than going to the nearest fish market. Some people want to test the modules instantly by getting them modified using something purchasable (fish) missing the point that this beta is more about the process than the end product.

No, we're not missing the point at all. Beta testing shouldn't be about testing the FULL grind in its hours/days/weeks long entirety. It's wasted time. We're not employees. The only compensation some of us are getting is seeing our suggested changes or bug fixes actually implemented and not having to trust FDev testers to find everything.

More would be tested and accomplished by the community if all aspects of the game were shortened for the purposes of the test. More mats available when prospecting and lower costs for ships/modules/upgrades. I have no problem testing the prospecting (and have already reported bugs, thank you), but having to find 30-50 of an extremely rare mat is tedious and not worth the time to even bother with testing upgraded modules and side effects from a new account. Testing the aspects of mining/prospecting for materials and having to do so for hours on end to gain enough mats to fully outfit a G5 ship for testing are on two different levels.
 
No, we're not missing the point at all. Beta testing shouldn't be about testing the FULL grind in its hours/days/weeks long entirety. It's wasted time.

I hear you but don't agree. The material collection is one of the BIGGEST headaches so if it is never fully tested by many hundreds or thousands of players then the feedback does not reflect the process, it only reflects the engineer spin up model. If it takes TOO LONG to collect the materials then the amount of materials required per grade is not balanced correctly, or the Mat Trader conversion rates are not correctly balanced or something. It was my assumption that the point of Beta was to test the process in its entirety before going live, not a truncated version to 'test a theory' - thats alpha to me. I appreciate time is a factor but frankly I'd rather a 6 month beta that actually got meaningful and complete feedback than a rush job.
 
No, we're not missing the point at all. Beta testing shouldn't be about testing the FULL grind in its hours/days/weeks long entirety. It's wasted time. We're not employees. The only compensation some of us are getting is seeing our suggested changes or bug fixes actually implemented and not having to trust FDev testers to find everything.

More would be tested and accomplished by the community if all aspects of the game were shortened for the purposes of the test. More mats available when prospecting and lower costs for ships/modules/upgrades. I have no problem testing the prospecting (and have already reported bugs, thank you), but having to find 30-50 of an extremely rare mat is tedious and not worth the time to even bother with testing upgraded modules and side effects from a new account. Testing the aspects of mining/prospecting for materials and having to do so for hours on end to gain enough mats to fully outfit a G5 ship for testing are on two different levels.


Take another look at what you're saying, you don't wanna grind to find materials where there might be a problem getting them, have you thought there might be a bug introduced into the game because of the new way of counting them up or storing them under certain circumstances?... it's about TESTING, not keeping, if you don't wish to participate then don't, just leave it to those players more diligent.
 
Take another look at what you're saying, you don't wanna grind to find materials where there might be a problem getting them, have you thought there might be a bug introduced into the game because of the new way of counting them up or storing them under certain circumstances?... it's about TESTING, not keeping, if you don't wish to participate then don't, just leave it to those players more diligent.

Exactly... testing, not keeping, so why would anyone spend countless hours grinding on an account or progress they won't be keeping? More diligent players? You seem to be making a lot of assumptions in that one comment. Unless you have no job or one that allows you to make your own hours from home, there's no way you have more hours/day in the elite world than I do. Apparently you need to take another look at what I was saying, because I clearly stated that I have and am participating. I stand by what I said. There would be a lot more accomplished in testing if the length of time it takes to grind everything out were somehow shortened. Many of us have thousands of hours into the game getting to where we are. A lot of elements will be left out of testing for the majority of people who are willing to devote any time at all to the beta.

Proper beta testing requires both an isolated test environment (we have) and isolated test data appropriate to the feature being tested (we don't have). There are many variables in this game and many of which require many hours of grinding. That functionality is intended by FDev... So... unless you want a beta to last several months to years or a lot of issues to get past the beta into production, artificial data must be introduced into the equation.

Also, if the RNG for mat generation isn't configuration driven (percentages and number of generated mats), then there's a problem to begin with. I'm fairly confident FDev was smart enough not to hard code the RNG variables... So... a very SLIM chance of anything being broken. If you have no idea I'm talking about... well, nevermind.
 
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