Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-29-04)

Vespya
Mon Mar 22, 2004 5:14 pm
#53

I hate the word nerf, I won't use it.

What most Smugglers refer to as "nerfs" have generaly been the erosion of Smuggler skills as a side-effect of other professional revamps & the last few publishes:

* Chef revamp has decimated the spice market for many smugglers
(I went from 15-20 crates a day, to closing my vendor due to lack of business)

* Imperial Crackdown brought the concept of contraband to SWG, then evasion of contraband scanning was given as a freebie to avg. ranked imperials. (Sorry, but I view WOII as averagely ranked, not high-ranked) - In addition to making every player with droid storage able to bypass scans, Scan evasion as a smuggler skill was admittedly just a bone thrown our way, but even that was eroded the day it went live due to the above.

* Panic Shot was included in the PanicShot/Warcry "amendment" - regardless of the fact that due to it's nature the change to warcry & panic shot removed PS's usefulness entirely, making a mockery of the pistol xp requirement to master Smuggler.

* And how about the Feign Death "amendment" that made it effective suicide in PvE? A mob now not only remembers the fact that you attacked it and re-aggros from ANY distance once you stand up, but also the critter can and WILL break of a current aggro'd player to finish off the Smuggler once he stands up again.

They have been eroding the Smuggler profession, taking away peices a little at a time, and this *after* Smugglers were told they were the one of the professions in the most need of love/attention.

This kind of *tough* love I can do without, as for Smuggler Revamp... Where? What have you heard? Becuase we haven't heard *squat* since the last bunch of broken promises.

What are we really left with?

There is a reason many Smugglers refer to themselves as a Slice-Monkeys.





Vennt Vespya

Master Smuggler & Rebel Colonel

Spice & Sliced Goods: Naboo, Kaadara 6100 6770 - Faction @ 120Cr per FP

Empodojayus
Mon Mar 22, 2004 5:16 pm
#54

During the dev chat it was mentioned that Mandalorian armor is going to be implemented. Heres how I think it should be done:


Mandalorian armor should only be available to master bounty hunters. On top of this, it should only be available to master bounty hunters who have killed 10 DIFFERENT JEDI. After a master bounty hunter has killed 10 different jedi (kills only count if you have the mission for that jedi), an email would be recieved saying that boba fett would like to meet with said bounty hunter. One would go to jabba's palace, where boba fett would congratulate him on a job well done, and give him a suit of mandalorian armor. I think it should have a +10 modifier to LLC speed and accuracy, and a +1 to investigation difficulty. Perhaps this next level would implement the death mark system? Also, the armor shouldn't degrade or lose vitality because of death, but instead is lost if a bounty hunter fails a certain number of missions in a row, or gives up his master status. I think that it should be equal in defense to stormtrooper armor. This would provide some defense, but not make it amazing. Also, perhaps bounty hunters could have traps installed into any armor, that would act like normal traps, accept on humans (higher levels as investigation tree is climbed, possibly stun, dizzy, intimidate, and even a ranged deathblow at master (similar to sniper shot). Each trap could have 5-10 charges, and 2 could be equipped at once (one on each arm), unless the bounty hunter is wearing my next idea: a flamethrower. Similar to a commando's except that it either had 1/4 the strength, or no DOT (whichever worked better for balancing), and only was usable within 7 meters (melee distance). This would make it far worse than a commando's flamethrower, but still another weapon for the bounty hunter who puts far more skill points into his profession than any other, and cant master a single other profession.



It is I! Azraiel Endarr!!!! THE GREAT WHITE HUNTER!!!!
TheWok
Mon Mar 22, 2004 5:29 pm
#55






Thunderheart wrote:





Kyros_Dragoon wrote:

I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great




Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.








No.


No no no no no no no no no no no no no no no.


No.


First of all, MagSeals aren't even slicable, even though the option exists on the radial menu. After an item is removed, the container locks for a time to allow new loot to spawn inside. Then the container is unlocked again.


And even if they were slicable, just handing the ability to slice anything to someone besides a smuggler defeats the purpose of the skill tree. I'm not a bounty Hunter, but I want to be able to use Eye Shot. Does that mean I'm going to be able to? No. If I want that ability, I have to spend the points for it. Same with slicing. Slicing is arguably the ONE defining ability of smugglers. Anyone can sell faction (though they can't buy it). Chefs and doctors can make buffs with longer duration and zero penalty (unlike spices), and most everyone can fire a pistol. But no other profession canmodifyalready-made weapons or is able to hack into a terminal.


In case my position isn't clear, NO.




---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
OdiousEncounter
Mon Mar 22, 2004 5:42 pm
#56






zzSeawock wrote:
Thanks for continuing to host these discussions.

Re Smugglers. Players "shouting" availability to slice or sell spices still runs rampant at Theed and Coronet Starports, and does much to dispel the sense that they are actually "smuggling" or that there is any law enforcement around to stop it. In fact, it's more like an open bazaar for contraband. Imagine what would happen if someone were standing at the Port of San Diego or San Diego Airport shouting "Free Weed! Get your Free Weed!" or "10 grams of Coke for $Xxxxx!" -- They'd be arrested in short order. Ports, in general, in the U.S. tend to have lots of law enforcement -- and we're not in the midst of a civil war!

Question: Is there a way for the devs to cue uber trooper spawns (not troopers that are so easily aced like the current crackdown spawns) everytime someone overtly uses the word "slice," "spice" or an iteration thereof in "spatial" speak? I feel like there's more of an Imperial Crackdown in LAX than I do in SWG, which is in the midst of a crackdown!

Thanks!






I noticed that too. I think it would be neat if they added a check for speech, so that if anyone said "slicing", "muon", "pixie", etc. in spacial, a nearby trooper would come scan them automatically. It would be fun listening to people try to get around it:


"Selling weapon improvements along with tasty and invigorating side dishes! /wink"


On the other hand, the reason that no one gets caught is because there ARE no police in Coronet and most cities. I doubt people try selling much spice in kor vella and Mos Espa. If troopers checked for slicing tools as well as spice and a couple of troopers and an AT-ST was plopped at the coronet starport, you probably would see slice spamming move the the back alleys where it belongs.



I am a smuggler, btw.




----------Auriga Starlighter----------

zzSeawock
Mon Mar 22, 2004 5:49 pm
#57





I noticed that too. I think it would be neat if they added a check for speech, so that if anyone said "slicing", "muon", "pixie", etc. in spacial, a nearby trooper would come scan them automatically. It would be fun listening to people try to get around it:

"Selling weapon improvements along with tasty and invigorating side dishes! /wink"

On the other hand, the reason that no one gets caught is because there ARE no police in Coronet and most cities. I doubt people try selling much spice in kor vella and Mos Espa. If troopers checked for slicing tools as well as spice and a couple of troopers and an AT-ST was plopped at the coronet starport, you probably would see slice spamming move the the back alleys where it belongs.

I am a smuggler, btw.






Well met ... and writ far more lucidly than I was able.

/crossfingers



__________________________
Esivau
Sunrunner's Career Drifter
Toy Collector
Costume Queen
__________________________

rexan
Mon Mar 22, 2004 6:11 pm
#58






DeQuosaek wrote:





Vespya wrote:





I don't think it would be fair to let just anyone open these, but they are essentially smuggler only loot as it stands, so smugglers might want to quit whining about their profession being constantly nerfed, when in reality they have the only profession specific loot.



You're arguement might have had merit if Smugglers were able to slice MagSeal containers.

We can't.

The point isn't that smugglers want exclusive access to "phat loot" - it's that Smugglers want exclusive access to Smuggler skills, I'd say exclusive access to Smuggler content too, but well, they need to add some first




D'oh! You can't? I thought you could. My mistake. I don't really see how the smuggler profession has been nerfedthough.


I do think the upcoming smuggler revamp is a good thing, since there isn't much smuggling going on currently. But then again, the smugglers main boon seems to be slicing weapons and armor, not especially smuggling anything.





Nope, you cannot slice them. Once the "loot" is removed, the mag seal container locks for about 20 mins to allow the loot to re-spawn. Then anyone can open them. So smugglers have no advantage with regards to mag-seal containers.


Most smugglers are againstwhat we see as an erosion of our already limitedskills. Most skills in the underworld tree and only helpful if you are high ranking in a faction. Our dirty fighting line is now almost useless because of recent changes to panic shot and feign death. The chef re-vamp has pretty much killedour spice tree. Our master box is useless for anything except for a 5% bonus to slicing. And there is of course the issue of factional members getting the ability to avoid contraband scans better than a master smugglers.


The introduction of "slice kits" will only further make smuggler a throwaway profession.




Rexan Ryu
Master Smuggler
Flurry Server
AudioOrgana
Mon Mar 22, 2004 6:12 pm
#59






TheWok wrote:





Thunderheart wrote:





Kyros_Dragoon wrote:

I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great




Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.








No.


No no no no no no no no no no no no no no no.


No.


First of all, MagSeals aren't even slicable, even though the option exists on the radial menu. After an item is removed, the container locks for a time to allow new loot to spawn inside. Then the container is unlocked again.


And even if they were slicable, just handing the ability to slice anything to someone besides a smuggler defeats the purpose of the skill tree. I'm not a bounty Hunter, but I want to be able to use Eye Shot. Does that mean I'm going to be able to? No. If I want that ability, I have to spend the points for it. Same with slicing. Slicing is arguably the ONE defining ability of smugglers. Anyone can sell faction (though they can't buy it). Chefs and doctors can make buffs with longer duration and zero penalty (unlike spices), and most everyone can fire a pistol. But no other profession canmodifyalready-made weapons or is able to hack into a terminal.


In case my position isn't clear, NO.








Wok, there are two types of mag-seal containers. I'm glad you brought this up because it may have been unclear to TH.


There are ones that anyone can open, like you describe - they often have the "slice" tag but nothing happens. Any player can just open them up and extract the loot, as you describe, and then is empty until respawn.


Then there are others that ARE locked - you get a system message when you try to access it, "The container appears locked..." A smuggler supposedly can slice them, but we can't - the option doesn't even come up. NO ONE in the game can open them.


Some caves/dungeons have the first type, some have the second type, and a few have mixes of both. Most of the ones that have locked mag seals that cannot be opened by anyone are "old" dungeons, i.e. ones that have existed in some form or another since beta.


AO

DeQuosaek
Mon Mar 22, 2004 6:12 pm
#60




Vespya wrote:
This kind of *tough* love I can do without, as for Smuggler Revamp... Where? What have you heard? Becuase we haven't heard *squat* since the last bunch of broken promises.




Well, granted the last I heard of the smuggler revamp was about 2 weeks ago, but I assume it is still in the works...



Check here... about halfway down the page






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Vespya
Mon Mar 22, 2004 6:23 pm
#61

I should have been clearer, apologies, if you knew just how long we've been baited with the word "revamp" you'd have noticed the severe dose of sarcasm in that sentence

I'll believe theres an actual revamp coming for us when I see it arrive.

And even then I'll probably pinch myself, just to be sure.







Vennt Vespya

Master Smuggler & Rebel Colonel

Spice & Sliced Goods: Naboo, Kaadara 6100 6770 - Faction @ 120Cr per FP

erroroccured
Mon Mar 22, 2004 7:22 pm
#62

I would like to see an option to turn off PVP. I would love to get invovled inthe Faction Based Gameplay but only against the PVE section.


I think this would draw a huge crowd for players who wish to play one side or the other but does not like the PVP aspect of the game. Without PVP this game limits the player.


Many of my friends who play PVE have al talked about walking around and if we get suprised attackedby acertain faction. then it would be up to us to get out of it. This way there people can be overt and just play the game without one faction talking about who's daddy can beat who up.

darth48076
Mon Mar 22, 2004 8:19 pm
#63

I posted this in teh Commando forum and thought it would be good here..


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=52713


>>>


to compliment thepunisher286's thread...

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=46489


how about adding these guns to the game:

Imperial Heavy Repeater with Concussion Launcher

A deadly and destructive projective weapon that fires a rapid stream of metal bullets, this gun is capable of covering an entire area with deadly suppressive fire.

http://www.jediknight.net/images/jediacademy/weap_06.jpg

This gun is used in Jedi Outcast and Jedi Academy. Like the republic blaster, its a fraction based gun is for Imperials ONLY (even though I am a Rebel... bah)


Stouker Concussion Rifle

Fires a concussive blast with a maximum range of 30 meters, creating an explosion that spreads about 4 meters in diameter.

http://www.jediknight.net/images/jediacademy/weap_09.jpg

This gun WOuld be Great for Master commandos. Great for Area Effect too!


Come on, I am just adding some Ideas to the game... You cant really say they dont fit, seeing that they are still in the Star Wars universe and can really help out the already NERFed Commando Proffesion ( i just got Acid Rifles I this weekend... I couldnt stop laughing for 25 minutes.....)

<<<






Syller Tradewind
MASTER Marksmen (Retired)
MASTER Commando (Retired)
MASTER Droid Engineer (Retired)
MASTER Smuggler
irulual
Mon Mar 22, 2004 8:30 pm
#64

*inhales deeply*


For a long time, I have thought deeply on this game, and quite frankly, I find it harder and harder to log in each and every day. I run a somewhat large Imperial guild on Starsider. The only reason I find myself logging in, is because I have an unspoken promise to those members to make things 'work', for lack of a better term. Over my lengthy period of play, since the beginning of Beta 3 there has been but two weeks I was unable to log in, I have seen so many issues my stomache turns slightly thinking about it. In a, most likely, wasted effort, I am going to post several ideas here. Some are profession based, others are more global.


Professions:


Combat Medic + Doctor: Having been a Combat Medic and a Doctor, I am quite perplexed by both professions and feel many changes need to be made for them to fit in properly.


1) Mind Heal should be a Doctor skill. Yes, it is more useful by game mechanics standards to give it to a CM, however, it makes little sense for a CM to eliminate head trauma.


2) Fire Blankets need to be in the hands of the CMs.... period.


3) State Defenses should also be a CM skill set.


4) Both classes need a visible Poison and Disease resistance. Assumably, these are the people used to dealing with such.


5) Doctors should be able to heal wounds as quickly as CMscan heal damage.


6) In addition to number 5 above, Doctors Poison and Disease cures should be added to wound treatment so as a Doctor can adequately counter poisons and diseases in the field.


7) Doctors should have an AoE Disease and Poison cure radius of 20 meters focused on themselves. If a Master Brawler can lunge from 25, why can't a Doc cure Poison at 20?


8) Combat Medics deserve SOME ranged defenses and state defenses, period.


9) Poisons and diseases need a cap for creation. 500 even seems outrageous. Perhaps 300 for Cs and 200 for AoE Cs?


Rifleman: Rifleman, though quite powerful, have been implemented far wrong. Many skills are next to useless outside PvE.


1) Cover is still quite broken. Yes, I know, 'Cover increases defenses.'. To what extent? Also, did anyone take into consideration the extra damage you get for lying down? Um, hello, if they hit me 4/5 standing for 200 thats 800, and 2/5 prone for 400, thats still 800.


2) Suprise shot does what again?


3) Why did Rifleman lose crawl speed?


4) Rifleman need a method of disappearing off the map. A temporary three shot invisibility from radar. Cost to Rifleman: 10 second pause between shots that would apply even if they are spotted. After they are spotted, they must only wait out their current pause. When three shots are landed, they would instantly appear red on radar. Hello, snipers people.


5) Um, something to keep meleers at range would be nice. Suppression Fire is next to useless for that.


Carbineer:


1) Um, defenses, yep, definetely defenses.


Pistoleer:


1) Um, can we say give them at least a little ranged defense? Just because they like fighting close doesn't mean they don't deserve some love in the ranged defense department.


TKA: Used to hate this one, tried it, loved it.


1) Dizzy/KD needs a fix bad. Just a bit too effective really. Perhaps a two hit max while on the ground, then you can actually stand again. Also, it might help if the posture change from... let's say... stand to... umstand... didn't knock you on your arse.


2) Accuracy needs to be toned down, especially with the new addition to the game mechanics. Okay, just a bit overwhelming now that they REALLY don't miss.


Pikeman:


1) Not a bad profession overall, but could use a little loving in the HAM usage and equipment department. I hate paying a million for a pike that only has 9000 charges, and then paying a nother million for one I use the rest of the time.


2) Perhaps a bit more damage.


3) Um, yeah, you're going to hear this a lot, DEFENSES.


Swordsman:


1) Along with just about every class, needs more defenses. Why not, if a friggin Musician gets +5 to ranged/melee.... or is it 7 now?


Fencer:


1) Another one of the very few professions that just might be right. Perhaps a little damage might help though.




Okay, I'm not too big on crafting, so let me move on to some of the global stuff.


1) Poison/disease defenses. Supposedly we have them, but no one knows what they are. Show us the money!


2) Allow for just about every skill in the game to have an SEA made for it. Perhaps you can split them up between BEs and Tailors, maybe even Armorsmiths and Artisans can get some loving with that. Why not? Is there not a cap now?


3) Allow for some dropped items that add poison or disease to weapons. Make drops of this kind of loot more common to increase their presence and level the playing field. Also, if done properly, this will create an interesting new market for crafters that will allow them to craft items with specific traits their buyers want.




GCW:

OMG, where do I begin?


1) Clone camping, ooh, loook, it's back. Anyway, why don't we add a five minute timer after death that would not allow you to be attacked or to attack, no matter what. A nice little downside to having your arse handed to you. Upside, fixes clone camping now doesn't it? This can also give you an excuse to pull the faction resets in the cloners..... better yet, maybe an option to reset instead?


2) Rewards for PvP involvement. Special badges? Number of kills automatically added into your bio? Perhaps small monetary benefits for each kill, eliminating the need to the annoying mission grind for credits. Give away AT-STs for most kills that week/month, per server? A base? A Detachment HQ a month/year? Add in coding so multiple kills on the same toon do not count, and guess what, there is little room for exploiting.


3) Group-griefing.... I mean TEFing. Isn't this a tired excuse for people to stay covert? You want a GCW, force them to be overt. I'm tired of this dumb tactic. I kill one, five more run out of the base and smack me down. If you want to fight in the GCW, then you should have been Overt. If you weren't, don't cry to me.


4) Dropping faction items. Sorry, but I see little reason for this outside cities. Make a 10 minute delay accompanied by some kind of warning as to the structures nature. Sorry, you say don't go overt if you don't want to fight, but when people can drop a faction scanner at your feet.......


Cities:


1) No way to remove citizens. Sometimes bad things happen, why can't the mayor fix them again?


2) No way to remove structures such as, um, minefields, uh, hello?


3) Do I even need to mention the cheesy ways people can take over a city? I'd rather do that through e-mail, as there are a few, all exploits and all unpreventable.


4) Why do they cost so much to run again? With the limits in place, is this some way of trying to keep numbers down? Doesn't make sense. We have a small city and it costs us roughly a quarter million a month, is that necessary?


5) Faction bases in cities. They should become part of the city itself, maintenance being added to the city. Only the mayor should be able to place them in city limits, and at no lots expense. Limit number of bases to the cities level, to eliminate the potential for UBER PAs creating nasty ten Detach cities at no lot cost. This will greatly add to the GCW as cities will feel more oppressive. Perhaps add in some coding so an Imperial city actually gets patrolling STs, ours just walk into a corner. lol


6) Wasn't there some kind of crackdown? Shouldn't the CSR sitting invisible at thatcave onthat planetbe spending his time setting off patrols around various random cities? Would be time better spent then handing out warnings to people for going into the cave and fighting back against the crazy spawn there. ((Shouldn't that have been hot-fixed anyway? Sorry, guess it's priority to waste CSR time rather than fix a minor spawn issue.))


Space Expansion:

Considering the fact that the anticipation of this is whats keeping some of us playing, perhaps we deserve some updates and maybe even some teasers. Did I hear right..... another year. Sorry, I think I'll give up on SWG by then, along with about half your clientel. Not a threat, but not enough has changed in this game to keep people excited. Droid invasion got me pumped for all of about one night..... other than that...... yeah, where are the overt Rebs?


Cross Servers:

Okay, it's a well known fact that most servers lean in favor one way or another. With the lowered clientel I'm sure you are now starting to experience, why not start combining the servers? If properly matched up, it will increase the conflict and GCW. However, I do think that enabling people to move their characters around, regardless, will help greatly. Starsider is all Imp now, throw us some hungry Rebs and lets rock and roll.




In closing, I'm sure none of you wanted to here my ramblings, and I'm sure I stepped on some toes and angered some of you, but bottom line is, this game needs a serious overhaul to compete with WoW. I'm an avid SW fan, and thats the only reason I online game now. This game however, no matter what name is on the license, is not SW yet. It has the potential, but I think 'balancing' is more or less just fixing the broken stuff and making some classes a bit more attractive. Every class right now is broken to some extent, however, many of us overlook that while spamming eyeshot or Strafeshot2. Most of our other skills are broken. A T21 cuts through Composite not, however, a Jawa Ion gun does? Seriously, lots of broken stuff out there, but I still have a small amount of faith left in this game and it's develsopers. My only real question is, why are we waiting so long between patches? In beta, we got one a week. I don't think it unreasonable to get at least one every two weeks, or even a month. Many of these broken things can have hot fixes on test center tomorrow. I implore you, the developers, the minds behind this great gaming system, make this work. It's so close I can taste it, but three months for our next patch? Seriously?



- Deft Aklin -

"I don't have a cool sig because I'm too busy playing the game to make one." -Deft's player


NickHeel
Mon Mar 22, 2004 8:36 pm
#65

Yeah...hey, bud...that's the same response we've been getting for months. It doesn't count if you've heard it the same thing 20 times.


Udnerworld - Useless outside of PvP and takes over half a million pistol xp....and when I say "useless", I mean 100% absolutely useless


Slicing - Expensive and time-consuming to grind out (hey, let's make kits to by-pass all that!). It's random...needs an improved interface. About the only thing that "works" for us.


Dirty Fighting - half of this line is completely useless. Low Blow is ok and Last Ditch is great...if you can hit your target since you don't have any mods past Pistols 4 in marksman unless you go Pistoleer or Master Marksman.


Spices - Useless unless you still need a pick-me-up past 2k buffs and brandy. You know, for soloing those things a single player shouldn't be able to solo. Oh yeah, downers are still broke on some causing incaps and downers to kick in at the wrong time.


Master - 5% slicing bonus and 25% FP reduction. Worthless outside of a small slicing bonus or if you're a PvPer.


This has been in dire need of some reworking for some time and we've been put off and put off and lied to and teased and in some instances, it looks like the Devs are intentionally taunting us just to see how far they can go. All but 7 boxes (including master, not including Novice) are basically useless. That still leaves 10 whole boxes that are worthless. Not to mention we can't even do what our profession name suggests.


So, Mr. DeQuosaek......give me another reason to become frustrated and ramble another post off at how we need to be fixed on the double. Cause as I see it now...we've been nerfed sicne Day 1 (that's since the game began for your simple folk), promised a revamp because our profession was useless outside of slice-monkeys and never heard anything but that "It's coming...we'll tell you when" line, then they're gonna put stupid stuff into the game that basically gives away our hard earned skills to someone who isn't even a Smuggler.


As I see it, we've beenthe most lacking profession in the game in need of "much love"for going on 9 months....so let's see what's on the platter: Patch 8 more droids....Patch 9 combat (i think). So...hey, they about makes it a FRIGGIN YEAR.


Thanks for you time. <----see the big period...yeah. End of story...we need ravamp so we can actually work, not pawn our only working skills off to everyone else.





THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
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