Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1833306:date=Feb 18 2011, 06:07 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 18 2011, 06:07 PM) <a href="index.php?act=findpost&pid=1833306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was NOT in dev mode, that's the point.<!--QuoteEnd--></div><!--QuoteEEnd--> And my point was that the coding is there but it has no visuals yet :P
We were in game, but what matter what we did, the ip were in "unpowered" state. the generator of the room was ok... We tryed to build a new CC, and new ip... same story.
the other bug is some sound of LMG bugging. I just click on time, and it continues for somes second after i've finished firing.
Ok, I liked the placeholder DI. It really showed what the whole DI-thing is meant to be eventually.... cool immersing trick of the trade
new sounds are good too, though there seems to be bug currently, which sooner or later leads to erratic sound behaviour.
Well playability and balance are still nonexistant, but you can have a few hours of fun.
<!--coloro:#ffff00--><span style="color:#ffff00"><!--/coloro-->I still bet on Dezember 2011 for a feature full, bug minimized release ;-)<!--colorc--></span><!--/colorc-->
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
edited February 2011
Comments after several hours of play:
- Gorge DI patches need to work the same as the comm DI (i.e. stay put if linked to other DI that links to the hive). As is, it kind of makes the gorge DI useless as there is no way to make it permanent. - Comm DI needs a circle like the gorge so you can more easily chain patches together and know how big it will be - DI should not be able to grow in a room with an active power node, but DI already there when a power node comes back online should stay. This would eliminate the lameless of having DI infiltrate marine start. - As stated earlier, power packs destroying DI should be implemented. This would give the marines a way to clear DI off a res node without having flamethrowers. - There needs to be a way of determining whether an area has power or not before putting a structure down. In hallways, it's hard to tell where the power node power stops and where you need a power pack. - If the power node requirement is implemented, reduce infest cost to 10 energy, to allow legitimate alien expansion at the beginning of the map possible. - Reduce hit points of DI (takes a flamethrower almost a whole clip to just kill one patch). - Serious performance issues with DI covering much of the map (unplayable). - Skulks getting stuck at vent entrances/exits and stairs - Lighting state in commander mode doesn't always update (always dark and never turns to red lighting after power node destroyed). If you enter the room in first person view, it is correct. - Weapon model bugs (I had a view of twin flamethrowers, one on top of each other. It wouldn't fire and my view was obstructed).
- Obvious sound bug - Alien dark vision is awesome - Less crashing issues! I don't think I crashed once last night (though the servers sometimes did).
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1833366:date=Feb 18 2011, 09:00 PM:name=Hammerfist)--><div class='quotetop'>QUOTE (Hammerfist @ Feb 18 2011, 09:00 PM) <a href="index.php?act=findpost&pid=1833366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->any 1 else having problems in placing turrets eg when u placing them on the ground they then get built in roof spaces and things?<!--QuoteEnd--></div><!--QuoteEEnd--> Tram has some very annoying commander view obstructions all over the map, those will be put into the commander invisible layer eventually :)
I do like some of the new features but lots of work still needs to be done (obviously)
A few bugs I did see and have not seen posted yet:
- As marines getting weapons then stepping back the position is locked but I can still move but I am frozen in one position. Hitting "ESC" key then going to "return" would unlock me and I would be back to normal.
- As previously stated the sound is a HUGE problem. How could this not be found in testing? It happened to every player on our server over time.
Things I feel need to be adjusted:
The DI needs to be much slower in growth. It was in MS by the time we even had flames. Then the frame rates dropped dramaticly as we tried to burn it all back.
Res collection is much to slow, or the cost of upgrades is to high.
NETCODE: need I say more?
I think there will need to be a hotfix for sound, thats a major problem and hopfully they will just work on bugs and smooth out the game play, dont add any more features until the current bugs and game play is ironed out.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1833373:date=Feb 18 2011, 09:12 PM:name=gamester_5)--><div class='quotetop'>QUOTE (gamester_5 @ Feb 18 2011, 09:12 PM) <a href="index.php?act=findpost&pid=1833373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dont add any more features until the current bugs and game play is ironed out.<!--QuoteEnd--></div><!--QuoteEEnd--> Which would be bad game development. You can smooth out the code all your want, new features will always bring bugs and performance issues, so they have to be developed alongside each other :)
Besides, what would the art/modeling department do when this "bugfixing" is going on?
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1833374:date=Feb 18 2011, 04:17 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 18 2011, 04:17 PM) <a href="index.php?act=findpost&pid=1833374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Besides, what would the art/modeling department do when this "bugfixing" is going on?<!--QuoteEnd--></div><!--QuoteEEnd-->
I love how many programming "experts" come out of the woodwork at patch time. They whine about something and ask an insinuating questions as if THEY are smart enough to know the answer, but how could UWE be SO STUPID. I guess in NS1, Flayra caught a LOT of crap and must just be able to automatically filter it, the same way a parent can completely filter out whining children. My hat's off to you and anyone that is able to look past all the negativity coming from the "experts" in the wild.
NETCODE
^Buzzword that the whiners should just continue to repeat with irreverent ignorance. Helps to filter out your typically useless posts.
[whine] NETCODE [/whine]
All that said, can we get an official update on what the plan is to address the obvious problems that are crippling the game:
Sound Instant CC 2
I'm hoping we don't have to wait even a week for 164.
No need to restate my findings since everything has been mentioned somewhere in this thread, but did want to add:
+1 for Gorge DI surviving if it gets connected to main DI before the Gorge DI expires +1 for Harvesters not requiring DI link, but they should NOT spread their own DI beyond a very small area of influence
Love alien night vision by the way. I only think it should be restricted in some way. Maybe draining energy or only being useable in dark areas, like being to bright with lights on (like "real" night vision works).
We had a very cool game today with the aliens winning :) Not my very first, but I didn't play much until now.
I was playing Gorge most of the time. I spreaded DI infront of our Attack Line to mark incomming marines before they entered the room.
I used Hydras in an offensive way with small DI patches which I renewed every few minutes. That was really cool, even though it got our Server to lag like hell :/
What I did not like is the fact, that an enemy was always ignoring my hydras, running around them and entering the hive room behind it. I don't think it should be possible for a single marine to outrun like 4 hydras in a room with a clear line of sight to shoot him. 4 Hydra in a room should be like "oh no, I won't go in there alone" for a Marine. He should be forced to take them out one by one. Only jetpack marines should be able to fly past them.
In addition I tested Lerk a bit. Did not like the way flying works, but I think its a learning process. I liked the old NS1 way really much though.
In my first game today I was playing against a guy with shotgun which had like 200 kills after the Marines owned us. I jumped him often as skulk from above but It felt like I never hit him with bite. Was a bit frustrating to see him kill all spawning eggs instantly just for kills. Is there a way to chose the egg you want to spawn in ? It feld like he always killed my egg first :)
Some posters in this thread wanted the Gorge DI Patches to be permanent somehow. I dont think thats needed, since they stay really long and can be reapplied. Once a gorge leaves a room with small DI patches, there is no need for them to stay. That way the gorge would be a bit overpowered as Devensive infrastructure builder, since everything stays. The way it is not requires the gorge to stay at the front. Once he is killed and does not return immediatelly the structures die automatically and marines can advance.
My suggestion to the slow expansion and initial DI problems is to possibly implement a system where alien structures without DI aren't as efficient or effective, and are boosted when they have DI.
Say, an alien can place structures without DI, but when say...
A res node is on DI, the rate is increased by 1.5x
Whips damage is increased by 10-20 points?
Umbra lasts longer?
Something like this so that there is still a massive benefit to having DI, but still allows Aliens to expand (Mainly early game) without too much stress/struggle.
Also, a great way to gimp Alien flashlight would be to, over the course of time, make it blurry. Say, for every 15 seconds, the skulks vision becomes 10% more blurry? Kind of like, the skulk has to focus very hard to activate this special ability, and it wears him out. Also, a 15 second cooldown when Alien flashlight isn't on so it isn't abused.
I also think Gorge DI should become Hive DI when connected up to the Hive's DI, however, I can see both sides of the story.
I love the new patch, having sound issues, like a lot of people apparently. Something has been brought to my attention though, why don't people who preordered NS2 before beta get a special alien skin. The marines have their black armor, and it looks awesome, but people who mostly play aliens are kind of in the dark. You should give the skulk something special, like darker skin, or a tophat and monocle, or something. I personally like the tophat and monocle idea, be a classy skulk.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1833452:date=Feb 18 2011, 06:52 PM:name=minibanana)--><div class='quotetop'>QUOTE (minibanana @ Feb 18 2011, 06:52 PM) <a href="index.php?act=findpost&pid=1833452"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->macs hiding underneath the res towers make the res towers pretty much invincible lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can kill them if you attack at the right angle.
I'd like to see alien night vision as a commander activation - e.g. the commander either activates it and it applies it to the whole team for a 30 seconds. Or he activates and it occurs only for aliens who are currently in or adjacent to a room with an outage. Or he applies it to an area and any alien who enters that area gets it for a limited time.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro-->This is a Joke right? <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> Soundcrash like everytime you play (every sound disapear) <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> Buy something as Marine and you get stucked in the Buymenu <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> Hydras explode after the DI is removed. 1-2 mins after placing, whats the point in that? Sentrys stay all the time, most times they dont need a Powernode. <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> eggs still spawn, but hive is gone a while <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> flamethrower effects are the same! <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> weldbots can be under the cc <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> i saw people walking out the map, not fixed? <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> the reload-no-sound bug is still not fixed this is realy not playable, did you never test the versions before you release it? the soundloopbug is known by like everybody.<!--colorc--></span><!--/colorc--> I have a feeling you are kidding the community.
You don't really feel that way. You're just trolling. You are disappointed with their progress, but you do not sincerely believe that they are just messing with you. If you do sincerely believe that, you obviously lack common sense. What kind of business (and yes, they are a business) would want to screw with its customers and potential customers? I am also disappointed with their progress and their apparent lack of vision and self-conviction, but I don't care much for your tone.
<!--quoteo(post=1833899:date=Feb 20 2011, 08:59 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 20 2011, 08:59 AM) <a href="index.php?act=findpost&pid=1833899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What kind of business (and yes, they are a business) would want to screw with its customers and potential customers?<!--QuoteEnd--></div><!--QuoteEEnd--> Well.. the music industry.. Nokia.. Microsoft.. just to name a few ;) scnr
Violet troll is trolling violet. Pretty troll, pls replace red icon thingies to make trolling even prettier :D
The music industry and Microsoft have gotten to the point where they are more politics-driven than profit-driven. Like they have a vendetta, rather than that they truly believe people who pirate their stuff are actually ever going to pay for it, or be able to pay for it.
<!--quoteo(post=1833953:date=Feb 20 2011, 02:25 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 20 2011, 02:25 PM) <a href="index.php?act=findpost&pid=1833953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nokia?<!--QuoteEnd--></div><!--QuoteEEnd--> Just named them because of my personal disappointment about their decision <a href="http://mobile.slashdot.org/story/11/02/11/1243232/Nokia-and-Microsoft-Make-Smartphone-Alliance" target="_blank">to join the dark side</a> and abandon open source/linux.
<!--quoteo(post=1833953:date=Feb 20 2011, 02:25 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 20 2011, 02:25 PM) <a href="index.php?act=findpost&pid=1833953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The music industry and Microsoft have gotten to the point where they are more politics-driven than profit-driven. Like they have a vendetta, rather than that they truly believe people who pirate their stuff are actually ever going to pay for it, or be able to pay for it.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm not sure about that. I'd guess that people in charge at these companies just have quite aged mindsets and can't accept a world that's different than their view of it. So I think there possibly could be people who actually believe in their own trashtalk. But yeah, there could of course be some kind of felt vendetta. Dunno.. and very OT :)
<!--quoteo(post=1833899:date=Feb 20 2011, 02:59 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 20 2011, 02:59 PM) <a href="index.php?act=findpost&pid=1833899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You don't really feel that way. You're just trolling.<!--QuoteEnd--></div><!--QuoteEEnd--> Explain me little boy, where i troll? So facts are trolling, interesting You are just a corked fanboy? Yes, i love it, kiddies get rage and throw false pretences.
Comments
And my point was that the coding is there but it has no visuals yet :P
We were in game, but what matter what we did, the ip were in "unpowered" state.
the generator of the room was ok...
We tryed to build a new CC, and new ip... same story.
the other bug is some sound of LMG bugging.
I just click on time, and it continues for somes second after i've finished firing.
Ok, I liked the placeholder DI. It really showed what the whole DI-thing is meant to be eventually.... cool immersing trick of the trade
new sounds are good too, though there seems to be bug currently, which sooner or later leads to erratic sound behaviour.
Well playability and balance are still nonexistant, but you can have a few hours of fun.
<!--coloro:#ffff00--><span style="color:#ffff00"><!--/coloro-->I still bet on Dezember 2011 for a feature full, bug minimized release ;-)<!--colorc--></span><!--/colorc-->
- Gorge DI patches need to work the same as the comm DI (i.e. stay put if linked to other DI that links to the hive). As is, it kind of makes the gorge DI useless as there is no way to make it permanent.
- Comm DI needs a circle like the gorge so you can more easily chain patches together and know how big it will be
- DI should not be able to grow in a room with an active power node, but DI already there when a power node comes back online should stay. This would eliminate the lameless of having DI infiltrate marine start.
- As stated earlier, power packs destroying DI should be implemented. This would give the marines a way to clear DI off a res node without having flamethrowers.
- There needs to be a way of determining whether an area has power or not before putting a structure down. In hallways, it's hard to tell where the power node power stops and where you need a power pack.
- If the power node requirement is implemented, reduce infest cost to 10 energy, to allow legitimate alien expansion at the beginning of the map possible.
- Reduce hit points of DI (takes a flamethrower almost a whole clip to just kill one patch).
- Serious performance issues with DI covering much of the map (unplayable).
- Skulks getting stuck at vent entrances/exits and stairs
- Lighting state in commander mode doesn't always update (always dark and never turns to red lighting after power node destroyed). If you enter the room in first person view, it is correct.
- Weapon model bugs (I had a view of twin flamethrowers, one on top of each other. It wouldn't fire and my view was obstructed).
- Obvious sound bug
- Alien dark vision is awesome
- Less crashing issues! I don't think I crashed once last night (though the servers sometimes did).
Tram has some very annoying commander view obstructions all over the map, those will be put into the commander invisible layer eventually :)
A few bugs I did see and have not seen posted yet:
- As marines getting weapons then stepping back the position is locked but I can still move but I am frozen in one position. Hitting "ESC" key then going to "return" would unlock me and I would be back to normal.
- As previously stated the sound is a HUGE problem. How could this not be found in testing? It happened to every player on our server over time.
Things I feel need to be adjusted:
The DI needs to be much slower in growth. It was in MS by the time we even had flames. Then the frame rates dropped dramaticly as we tried to burn it all back.
Res collection is much to slow, or the cost of upgrades is to high.
NETCODE: need I say more?
I think there will need to be a hotfix for sound, thats a major problem and hopfully they will just work on bugs and smooth out the game play, dont add any more features until the current bugs and game play is ironed out.
Which would be bad game development. You can smooth out the code all your want, new features will always bring bugs and performance issues, so they have to be developed alongside each other :)
Besides, what would the art/modeling department do when this "bugfixing" is going on?
Nerf wars obviously. :P
NETCODE
^Buzzword that the whiners should just continue to repeat with irreverent ignorance. Helps to filter out your typically useless posts.
[whine]
NETCODE
[/whine]
All that said, can we get an official update on what the plan is to address the obvious problems that are crippling the game:
Sound
Instant CC 2
I'm hoping we don't have to wait even a week for 164.
No need to restate my findings since everything has been mentioned somewhere in this thread, but did want to add:
+1 for Gorge DI surviving if it gets connected to main DI before the Gorge DI expires
+1 for Harvesters not requiring DI link, but they should NOT spread their own DI beyond a very small area of influence
I was playing Gorge most of the time. I spreaded DI infront of our Attack Line to mark incomming marines before they entered the room.
I used Hydras in an offensive way with small DI patches which I renewed every few minutes. That was really cool, even though it got our Server to lag like hell :/
What I did not like is the fact, that an enemy was always ignoring my hydras, running around them and entering the hive room behind it. I don't think it should be possible for a single marine to outrun like 4 hydras in a room with a clear line of sight to shoot him. 4 Hydra in a room should be like "oh no, I won't go in there alone" for a Marine. He should be forced to take them out one by one. Only jetpack marines should be able to fly past them.
In addition I tested Lerk a bit. Did not like the way flying works, but I think its a learning process. I liked the old NS1 way really much though.
In my first game today I was playing against a guy with shotgun which had like 200 kills after the Marines owned us. I jumped him often as skulk from above but It felt like I never hit him with bite. Was a bit frustrating to see him kill all spawning eggs instantly just for kills. Is there a way to chose the egg you want to spawn in ? It feld like he always killed my egg first :)
Some posters in this thread wanted the Gorge DI Patches to be permanent somehow. I dont think thats needed, since they stay really long and can be reapplied. Once a gorge leaves a room with small DI patches, there is no need for them to stay. That way the gorge would be a bit overpowered as Devensive infrastructure builder, since everything stays. The way it is not requires the gorge to stay at the front. Once he is killed and does not return immediatelly the structures die automatically and marines can advance.
Say, an alien can place structures without DI, but when say...
A res node is on DI, the rate is increased by 1.5x
Whips damage is increased by 10-20 points?
Umbra lasts longer?
Something like this so that there is still a massive benefit to having DI, but still allows Aliens to expand (Mainly early game) without too much stress/struggle.
Also, a great way to gimp Alien flashlight would be to, over the course of time, make it blurry. Say, for every 15 seconds, the skulks vision becomes 10% more blurry? Kind of like, the skulk has to focus very hard to activate this special ability, and it wears him out. Also, a 15 second cooldown when Alien flashlight isn't on so it isn't abused.
I also think Gorge DI should become Hive DI when connected up to the Hive's DI, however, I can see both sides of the story.
I always thought it was supposed to spread rapidly and was only stopped by rooms with power nodes.
You can kill them if you attack at the right angle.
you got some work to do :poke:
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> Soundcrash like everytime you play (every sound disapear)
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> Buy something as Marine and you get stucked in the Buymenu
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> Hydras explode after the DI is removed. 1-2 mins after placing, whats the point in that? Sentrys stay all the time, most times they dont need a Powernode.
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> eggs still spawn, but hive is gone a while
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> flamethrower effects are the same!
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> weldbots can be under the cc
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> i saw people walking out the map, not fixed?
<img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/close.png" border="0" class="linked-image" /> the reload-no-sound bug is still not fixed
this is realy not playable, did you never test the versions before you release it? the soundloopbug is known by like everybody.<!--colorc--></span><!--/colorc-->
I have a feeling you are kidding the community.
If you do sincerely believe that, you obviously lack common sense. What kind of business (and yes, they are a business) would want to screw with its customers and potential customers?
I am also disappointed with their progress and their apparent lack of vision and self-conviction, but I don't care much for your tone.
Well.. the music industry.. Nokia.. Microsoft.. just to name a few ;)
scnr
Violet troll is trolling violet. Pretty troll, pls replace red icon thingies to make trolling even prettier :D
The music industry and Microsoft have gotten to the point where they are more politics-driven than profit-driven. Like they have a vendetta, rather than that they truly believe people who pirate their stuff are actually ever going to pay for it, or be able to pay for it.
Just named them because of my personal disappointment about their decision <a href="http://mobile.slashdot.org/story/11/02/11/1243232/Nokia-and-Microsoft-Make-Smartphone-Alliance" target="_blank">to join the dark side</a> and abandon open source/linux.
<!--quoteo(post=1833953:date=Feb 20 2011, 02:25 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 20 2011, 02:25 PM) <a href="index.php?act=findpost&pid=1833953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The music industry and Microsoft have gotten to the point where they are more politics-driven than profit-driven. Like they have a vendetta, rather than that they truly believe people who pirate their stuff are actually ever going to pay for it, or be able to pay for it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure about that. I'd guess that people in charge at these companies just have quite aged mindsets and can't accept a world that's different than their view of it. So I think there possibly could be people who actually believe in their own trashtalk. But yeah, there could of course be some kind of felt vendetta. Dunno.. and very OT :)
Explain me little boy, where i troll?
So facts are trolling, interesting
You are just a corked fanboy?
Yes, i love it, kiddies get rage and throw false pretences.