Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

What's your dream mmo?

Lately I've been thinking of what would be a really enjoyable game. I'm wishing I went into game developing more at times as the current state of gaming is kind of bland with a few eye openers.

 

But basically....

 

Shogun 2 (or equivalent warring states country)

+

Mount and blade gameplay (the ground fighting, not so much the overhead gameplay, though could be used to organize attacks.. )

+

Skyrim character development (it was simple yet fulfilling, you didn't get crazy melee attacks that make you fly around the screen but it felt good getting that armor penetration on the mace etc etc.).

Think it would be an instant success. Of course you'd have to develop a storyline, so perhaps a little bit of GW2 added in so while there is a general story you could be subject to but the dynamic events of having your village raided by rebel factions etc etc more so than being the tired and over used almighty powerful warrior that will eventually slay the evil boss at the end of the game.

 

Think mount and blade in particular could do great with a hotkey system, not so much that you cast fireballs or summon minions. But just to simply do a flurry of attacks faster than mouse clicking could effectivly pull off with a skyrimesque stamina bar.

 

I think I'd honestly still be playing Fung Wan Online if it didn't get shut down, if not just for the simple unexpectedness of castle raids. It kept the game interesting with the spontaniousness of it all.

All the scheduling and preparedness gets old fast.

"Attack!"

"But they only have 14 guys, we have to wait until they have at least 15."

:

Am I the only one kind of jaded by the constant release of seemingly bland and mediocre games that could easily be mistaken as each other?

 

What are your ideas of a great mmo/game?

 

Also, let me know if this has been posted before. I didn't see any when I did a quick search but perhaps my googlefu is lacking when it comes to mmorpg.com.

 

 

in short if any game developers are reading and want to invest a HUGE amount of money into making a game like the above, I would seriously contemplate sacrificing my first born to have it happen.

 

 

 

«1

Comments

  • TheodwulfTheodwulf Member UncommonPosts: 311

      I like the idea of a relativley simple class structure based on heroic archetypes from literature and cinema. I also like the idea of reactive combat mechanics , balanced to stalemate(2 equals will fight until one makes a mistake). I like the idea of a deep skill system (think D+D 3.5) that allows a fuller use of available space and more cerebral gameplay. No trinity.

     

      I want a huge world that gives a good sense of space, the idea of trivializing distance is bad from my perspective. Monsters that feel real. Competing faction meta game that have the feel of a Total war game and/or civilization game on that larger level. Zones that can be taken and held. A faction based PvP system that doesn't reward winning by making winning easier , not does it reward dog piling (buff the underdog).

     

      It wouldn't be -that-complicated , existing MMOs made some stabs into the right direction. PvP zones that are capturable, like Halaa , or WAR with linked zones that each capture opens up more to capture.. They just need to be worked so the Meta-game can not be "WON".

      Setting wise ...Star Wars and Warhammer 40K both would be great if they were done right. Generic fantasy might be good with a decent world

  • LeegOfChldrnLeegOfChldrn Member Posts: 364

    My dream MMO is a dead WoW and a total lack of popularity and profit in the MMORPG industry.

     

    Then, and only then, will anything even close to my dream MMO ever get released.

    I am not the L.C.D. of gamers, and I refuse to let corporations milk me of all my money for the sake of corporate greed.

  • PiratePetePiratePete Member Posts: 105

    The one thing I want to see out of anything is engaging combat (mount and blade is a good example for me.) with seige type warfare that isn't necessarily restricted to party A and party B having a set number of people at a set time during the week. Also if said seige type warfare could be either by npc factions you can join (more than just a couple of them.) or by player made factions. And if the npc factions get wiped out they come back as rebels to try and retake their city/castle.

     

     

  • AdamantineAdamantine Member RarePosts: 5,094

    - HIGH SECURITY. Cant talk to people not on friend list (no goldseller spam). Friend list entries have to be agreed to by other party.



    - Definitely SUBSCRIPTION BASED. No cash shop, not even for "fluff" items. No real money gold / item / player character trading. No expansions, everyone plays the same game, the expansions are payed with the regular fee.



    - Definitely needs THIRD PERSON PERSPECTIVE AND NO AIMING. Also preferably low ping dependency combat system with cooldowns on abilities and the ability to choose the next action during the cooldown, thus even bad connections may still compete.



    - Definitely ITEM FOCUSSED, with complex and powerful crafting system, and definitely not with anything like permanent item decay; items must be completely repairable back to full quality after useage. Preferably overenchanting like in Lineage 2 (items can get enchanted more and more, but every time the item gets enchanted further, there is the risk of destroying the item), including all items are craftable (otherwise overenchanting obviously doesnt make that much sense). Crafter level is linked to adventurer level, learning crafting recipes requires special, hard to get drops, there are limits on the number of recipes one can learn. Preferably there are crafting classes; crafters cant work alone, but need the input from other crafter types and might need to directly cooperate to create certain items. Crafting ingredients are not tiered, thus newbie drops are already useful for maxlevel players (like in Lineage 2). Player house and nation building supported.



    - Definitely player cooperation, communication and competition supported: groups, player guilds, global auction house, chat channels. Also friend list, brotherhoods (xp sharing), caravans (travel sharing), raidgroups, guild alliances, PvP, mass PvP, etc. Meaningful and enjoyable casual solo play should still be possible. PvP save areas should be available. No RvR; Players should form alliances by themselves to battle each other. Player arenas with ELO system so people of compareable strength fight each other.



    - Definitely FUN. Please interesting questlines and challenging dungeons, especially not endless grinds. No treatmil gaming (like aforementioned permanent item decay). SW:TOR had some great ideas in this area (crafting not a chore, a lot of story content etc). No annoying metagaming with inventory space and player trades please.



    - Definitely BALANCE, obviously. Also, Classes should be of compareable performance in their main group task. Tanks and Healers can participate in PvP just fine, like in Warhammer Online (Dark Age of Camelot apparently did some of this too), thanks to abilities that actually annoy the player opponent (not just an aggro system, something more intelligent).



    - CHALLENGE. Pretty please. Unless you can provide sheer endless story content, challenge is important to keep the game fun in the long run. Raiding / boss fights on all levels. Either no endgame / max level anyway, or it takes a long while to get there. No overly harsh or overly laughable death penalty, first one causes people never taking risks and second makes death meaningless.



    - COMPLEXITY. Much like challenge. No character can only do one thing; all classes get secondary tasks that also have synergy with their main group task, and classes have synergies with each other as well. Combat is highly dynamic - abilities return with a certain random variance, such that one cant just learn one sequence of skills, even less just spam the same button, and special abilities open on different events (critical hit, critical fail of opponent, successful block or parry, opponent has negative condition, ...). Also abilities that are mutually exclusive, abilities that work on special point pools, special sequences of abilities cause certain effects (LotR Warden), etc. Preferably buffs work like Dragon Age: Origins: giving another player a buff removes a fixed part of your mana pool until you cancel said buff. Learning abilities might require attaining them through quests etc first. Crafting is also a complex game, not just a "press button and wait". Crafting might fail, and crafting might produce especially great results if you're good at it.



    - STYLE. No xmas tree adventurers. Ability to play a simple mage with robe and staff and nothing else and still be competitive, by having a much more powerful robe and staff than the xmas tree adventurer in full robe, full armor, 12 amulets, 10 rings, 6 earrings, 2 cloaks etc etc etc.



    - Seamless 3D world with no instancing and no loading screens. Realistic horizont (the ground is a large cube) and realistic viewing distances. Low demand graphics with support for large number of players or mobs on the screen at the same time. Graphic style definitely beautiful, stylized, manga-like (like for example Guild Wars 1, Lineage 2), with good character customizability (at least like Guild Wars; Vanguard, City of Heroes, Aion would be even more desireable). All details visible (like worn rings etc). Huge gameworld with all kinds of environments (jungle, iceland, desert, tundra etc, and many fantasy environments like flying cities, cloud castles, crystal mountains, lava pits etc) and support for different means of travel, each with their own usefulness. No collision detection.



    - Interface skinnable and configurable, but NOT fully scriptable, i.e.: one keystroke, one action ! Changing the weapon, including changing from melee to ranged weapon, is also an action. Changing armor in combat is not possible.



    - Classic rulesystem (xp, levels, classes) with complex, interactive combat system and a large array of substantly different gameplay styles offered. All classic classes included (minimaly maybe Knight, Ranger, Rogue, Cleric, Druid, Sorcerer, Enchanter, Necromancer), plus some rare or unique extra classes (such as Paladin, Dark Knight, Berserker, Monk, Bard, Shaman; Blood Mage from Vanguard, Mesmer from Guild Wars, Valkyr from Wizardry 8, Amazon from Diablo 2 ...), plus subclasses (esp for Priests, i.e. Cleric and Shaman: variants different deities). All classes should have a main task in a party. A high configurability of classes is prefered, but shouldnt change performance in the main group task. I want to be able to choose any race I want, and races should simply offer modifications to the character, much like a kind of lesser class. No race should be simply the overpowered choice for any class, each deal should come with advantages and disadvantages for any class choice.



    - Classic fantasy setting, because thats the setting that may contain any other setting (horror, steampunk, cyberpunk etc) and allows the best variance in classes, monsters, etc. All classic races (human, elf, dwarf, gnome, giant, feline) and subraces (esp my beloved Darkelves).

     

  • blognorgblognorg Member UncommonPosts: 643

     

    1. Customizability

    - freedom with skills (perhaps classless)

    - non-linear gear. I hate the color coordinated system that seems to have taken over. No more gear with arbitrary stats; let me decide what my equipment does.

     

    2. Non-linear gameplay

    - Please, god, no questlines/hubs

    - Little, to no instancing. I don't find girnding level-appropriate dungeons fun... at all.

    - More content randomization

     

    3. Content relevancy

    - No tiered resource system. I despise not being able to harvest a resource because I'm 'skilled' enough. Not only that, but resources quickly become obsolete. Keep crafting components useful.

    - Have content in every area that is interesting for all players. I hate seeing empty zones

     

    4. PvP

    - No battlegrounds, but still have a competitive arena (or some facsimile)

    - A good open-world PvP system (there are a lot of options for this)

    - PvP needs to be a more integral part of the game, not just something that's tacked on. It should also accommodate people that don't like PvP, but still be able to contribute to the system in place.

     

    5. World cohesiveness

    - Get rid of zones in the traditional sense. I'm tied of crossing a river or something and being in a completely different environment.

    - Again, no instancing. Keep the world connected and organic-feeling

     

    5. Extraneous content

    - There need to be fun distractions; this can range from events to random items (something that spawns a random mob, or something)

    - People should play the game and advance as a consequence, not be playing the game to advance. For this reason, I would implement some type of exp limiter (explaining is too much for this bullet point, but ask me if you want).

     

    6. Greater focus on crafting

    - The crafting system in many games can completely be ignored; this shouldn't be the case. The crafting professions need to be indispensable.

    - Varied crafting. Have a better variety, and so that players can only have one specialization to prevent oversaturation. Also, have more intersting professions, like one that trains mounts, or harvests enemy souls for gear upgrades... other stuff

    - Gathering should be able to be performed by anyone

  • Loke666Loke666 Member EpicPosts: 21,441

    Well, besides Shadowrun I would like a historical MMO.

    I think Britain the year 1066 would make a great setting. No magic, no monsters and no fairy tales.

    I would like it to be mostly sandbox based with RTS features included. PvP battles should have a commander similar to the marines in Natural selection. Some themepark things as well would work.

    No "dungeons" as such, more raids on castles and villages instead for the PvE.

    No levels either, but a karma based experience system where you buy upgrades for points you collect as you play. Instead of classes specc trees.

    But a rather extensive crafting system where it should matter what the realm you belong to controls for resources (like mines) together what the guilds grow in their farms. 

    Guilds and guild alliances should control a town each and defend it. 

    As for different realms then you should be able to choose from Normans, Saxons, Cymrus(Welsh), Scots, Danes and possibly Irish or Norweigans.

    Think mixing up Stronghold with a bit of Mount & blade and add just a little bit crusader kings and DaoC to the mix.

    The endgame should be more about earning glory for your realm then to get better gear. I could also see a certain type of massive PvP battles where all players play tactical commanders of a smaller group of NPCs. With just 40 players on each side controlling 40 npcs each it could add really massive battles in hastings style as alternative to regular battles at times.

    I don´t think regular MMO battles can ever truly realistacally simulate huge battles but a little RTS would do just that.

    I am not going to wish for a game close to what we already have, themepark or sandbox.

  • SlickShoesSlickShoes Member UncommonPosts: 1,019

    My game would be a mix of all my first MMO's.

    I want a world that is large and has things and places to explore with NO loading screens.

    I want a city to explore like in The Matrix Online.

    I want wilderness like in SWG.

    I want good crafting that can be a role in itself.

    I want plenty of mini games and non combat extras.

    I want RvRvR like DAOC where we can battle for control of the world.

    I want no gear dependancy or at least very minimal.

    No defined classes, just a very large pool of trainable abilities that scale with use or something, however I don't want on the fly switching of everything.

    A modern setting would be ideal.

    No battlegrounds a la WoW or other theme park games.

    I would like a dungeon finder like in WoW but server restricted and does not teleport you to the location. Just really a good tool for finding a basic group.

    The world has to feel alive, NPC's in cities should at least be performing mundane tasks, big empty cities are a no no.

    image
  • AdamantineAdamantine Member RarePosts: 5,094

    When will people stop just writing "I want X like in game Y", without explaining what was so good about X ?

    Do you really honestly believe we are allknowing and know exactly what feature X in game Y was like ?

    If you check out my own posting above, I wrote:

    > Preferably overenchanting like in Lineage 2 (items can get enchanted more and more, but every time the item gets enchanted further, there is the risk of destroying the item)

    > Crafting ingredients are not tiered, thus newbie drops are already useful for maxlevel players (like in Lineage 2).

    > SW:TOR had some great ideas in this area (crafting not a chore, a lot of story content etc).

    > Tanks and Healers can participate in PvP just fine, like in Warhammer Online (Dark Age of Camelot apparently did some of this too), thanks to abilities that actually annoy the player opponent (not just an aggro system, something more intelligent).

    > Preferably buffs work like Dragon Age: Origins: giving another player a buff removes a fixed part of your mana pool until you cancel said buff.

    > Graphic style definitely beautiful, stylized, manga-like (like for example Guild Wars 1, Lineage 2), with good character customizability (at least like Guild Wars; Vanguard, City of Heroes, Aion would be even more desireable).

    In all these entries, I EXPLAINED WHAT I LIKED ABOUT THAT FEATURE IN THAT GAME. Ok, if you dont know how graphics of GW1 and L2 look like, you have to check the internet, and describing how the customizeability is exactly would require a LOT of explanation; but thats really the only entry where I couldnt describe what I was going for.

  • SlickShoesSlickShoes Member UncommonPosts: 1,019

    I am not writing my thesis here, a simple google will tell you what the cityscape was like in MxO, or the wilderness and open sapce in SWG.

     

    This website is FULL of people so burnt out on MMO's they have tried everything there is to offer, I would hazard a guess that most of them know at least a little bit about most of the popular games of the last 10 years.

     

    Also, crafting in SWTOR is abysmal. Yes it removes the chore factor from it but it removes the crafting from it too. You just click to send companion, gathering resources, click a button again, there is no lack of certain resources because you don't have to ever go and find them, all you do is send a companion gathering 24/7 and never leave the space station. There is pretty much nothing to do in SWTOR that is non combat, unless you count clicking your companion menu a few times.

    image
  • anthonyman6anthonyman6 Member UncommonPosts: 73

    Basically ArcheAge.

     

    Maybe less of an Asian art style though.

  • RsunDownpourRsunDownpour Member Posts: 31

    Everquest 1 before Planes of Power, with upgraded graphics and UI. DONE.

    image

    www.RisingSunGaming.com
    #RisingSunGaming

  • Goatgod76Goatgod76 Member Posts: 1,214

    Everquest 1 with:

    - Updated graphics

    - Modernized UI

    - Better combat system.

     

    EDIT: or as the guy just above me said.

     

  • jusomdudejusomdude Member RarePosts: 2,706

    Pretty much an MMO version of a more in depth minecraft with added MMO features like an economy and updated graphics(think of minecraft where each block was about 1mm^3)

    Other things would need to be included, like land ownership, which minecraft actually has a plugin for.

     

     

  • dimmit77dimmit77 Member Posts: 294

    The classes of Vanguard , The raids of everquest 2 , the economy of EVE , the crafting of SWG , the solo game of SWTOR , the graphics and character models of AoC , the PVP of DAOC , the polish of rift  , the combat of everquest 2 , the quality of quests of LOtrO . 

    I would wanna play that :(

  • A few features to see in my "dream MMO"

    - Open, seamless world (no load screens etc. when moving between zones)

    - Primarily horisontal leveling

    - 3-way faction world PvP

    - Quest dialogues a la SWTOR.

    - Best items created through crafting.

    - Crafting materials gained mainly from harvesting in the world, but some of the elements needed for crafting the very best items are only found in dangerous PvP areas or deep within difficult PvE areas (dungeons for example)

  • MarlonBMarlonB Member UncommonPosts: 526

    Pre-cu SWG enhanced:

    - Bugfree !!!

    - Additional themepark planets (eventhough i'm a sandboxer, i do like questing)

    - Many,many live events ... these games need game-masters

    - Working GCW

    - No jedi's, or ultra rare

    - Never ending character progression (though with a rediculous small amount of gain)

    - No silly vet rewards that kill the game mechanics (like SDK's)

    - Option to create content (bit like eq2)

    - Faction planets to conquer

     

     

     

     

     

  • ItinerantItinerant Member UncommonPosts: 89

    It was......

    http://www.youtube.com/watch?v=eWumht6AuZo 

     

    Richard Garriot made mentions of starting on a new game in 2009, and a article made its rounds on the mmo sites then.

    Edit* I just read he's going after the browser games market. BAH.

    http://blog.games.com/2011/03/15/richard-garriott-lord-british-social-game/ 

     

  • ste2000ste2000 Member EpicPosts: 6,194

    A mix between EQ1, Ultima Online and WoW

    So basically Archeage (If they can stay true to their game design)

  • VonatarVonatar Member UncommonPosts: 723

    EVE concept in a low fantasy setting. With decent PVE/dungeons/raids, minimal instancing and real PVP in lawless areas and reason to go there (e.g. crafting resources, territory control etc.).

  • ShakyMoShakyMo Member CommonPosts: 7,207

    like DAOC - but not a fantasy setting, like steampunk or something

    but..

    Make the PVE have all these invasions and stuff that are popular now

    have collision detection

    have the same server setups, core / coop / ffa

    perhaps have a 4th faction that are mercs and can hire out to the leaders of the other 3 on a guild basis, getting more coin from the lowest pop faction.

    have EVE style character progression through skills

    make crafting like SWG or minecraft or TES

  • BookahBookah Member UncommonPosts: 260

    Pure Magic.

    The Sieges in AIon (Before the Balurea expantion, 1.4 i think.) in the abyss were more fun than any other event i have experieced in an MMO.

    At one point the biggest VENT server we could find was filling up 30 min before the siege, Man were we ever pumped we even had a whole league (100+ people) of just Austrailians 1 night.

    If your RIG & network could keep up the magic of having over 800 people on eachside in an all out throwdown with epic graphics and bomb combat animations was pure magic.

    We were genrals and the tactics in our controll chanel was occasionaly genius with a big payoff for victory.

    So to finnaly answer the OP, I guess a game like that (Awesome RVR pvp) but without the grind and imbalance that ultimatly ruined the game for me.

    While it was amazing it was completly reliant on server balance. While gear and tactics were important they could never make up for a large difference in numbers, so when server became imbalanced it became a slaughter and that just wasnt fun anymore. 

    image
  • exdeathbrexdeathbr Member UncommonPosts: 137

    DREAM IDEA 1:

    -Two countries, races, teams,.... battle against each other (it doenst need to be only races or countries, it can be 2 groups, something like in world war 2 allies vs. axis).

    -No instianced zones and all areas from the map are open RVR.

    -You can't kill players from your race.

    -Players have to create their chars and capture enemy cities.

    -The team, country... that capture all cities from others teams, countries wins the round. After some team wins the round, the server is restarted and war start again (world war 2 online game works like this), but you can use your previous char.

    -The game would have a mix of level based system and point based system. You get XP by doing stuff after some amount of xp you get new level, but instead of having separated points for skills, stats, advantages, you have only one type of point that you use to skills, choose a race, stats, get advantages, get feats... (GURPS works like this).  There would be no level requerement on stuff.

    -In this rpg you would get new levels faster but would get less stuff when you get a level (in this case points).

    -Full loot.

    -Both sides are on war. So the idea of the game is to battle with other side, or to help by crafting machines or weapons.... So you can (well you "need") go battle after creating your char, no need to do themepark stuff before going to battle.

     

    EXTRA DREAM 1 STUFF:

    The ideas here would in my opinion make my dream idea 1 even better. But the core idea of my dream game 1, is what I said before (and so could be on any theme, have high fantasy magic or not, players being able to hit friend or not...), What I really want is something like I said before.

    -Can't decide the best idea: When you die, you lose one level OR you can create many chars but when you die there is a respawn time (minutes) and you will need to play with other chars if you want to play the game.

    -Fantasy, scifi or science fantasy setting.

    -FPS ONLY view.

     

     

    DREAM IDEA 2:

    -This game is a fps view (only) sandbox game. In this fps view you can view the item in your hands.

    -This game has a medieval setting.

    -High fantasy setting with magic.

    -You can craft items, cook food.... everything you can do on wurm online, ultima online and more. Those stuff would have wurm detail and you would be able to do more stuff to do in each part.

    -Skill based system.

    -Full pvp.

    -Full loot.

    -You can choose your race.

    -You can choose to be at war with another country if you want, but this is not forced (I dont think forced rvr would go very well with skill system, sandbox game).

    -There are animals and you can tame them.

    -NO instancied zones.

    -Monsters with better AI.

    -Skill loss over time (after some time without using some skill you start to loss it). This is made to avoid jack of all trades characters that would be a very bad idea in this game, without using a skill cap limit.

    -No permadeath (I think permadeath would not work in a extreme sandbox like this).

     

     

    EXTRA DREAM 2 STUFF:

    As you see, this is basically wurm online, but with a high fantasy setting, A different style of fps view (you can see your weapon). And without the RvR part you have on some wurm servers.

    -When you die you lose some amount of skill points. Idea about this is that players with high amount of skills would have extra replayability, because they will need to regain skill after they die. But I dont know if this is really needed on a sandbox game like this where you will have alot of stuff to do.

     

    COOL IDEA 3:

    Not exactly a dream idea, but a very cool one:

    -Realistic fps view

    -Fantasy setting.

    -This game is very realistic, with real weapon physhics, character creation (but without random sex, maybe that is too much), craft system. Skill system... Everything is totally realistic and will be made even more realistic with patches.

    -This game has magic. But it doenst have magic items or magical monsters.

    -Because this is a game, the magic system need to be balanced against the weapons system. NOTHING will be changed on the other stuff to make magic more balanced against the other stuff, every change needed will be made on the magic system. As the other stuff become more realistic more changes will need to be made to make the magic system balanced with the other stuff and as I said only magic system will be changed to make stuff balanced.

    -Because of what I said before, the only things that are set about magic system are, it exist, no magic items, no magical monsters. Anything else can be changed and will be changed to be balanced with the other stuff.

     

    EXTRA COOL IDEA 3:

    The idea here is to see how a realistic fantasy game would work with magic system.

    -If possible have a  "Magic a is magic A" magic system.

  • yewsefyewsef Member CommonPosts: 335

     

    My dream MMROPG is a new design concept done by a creative designer with a lot of imagination. Built everything on a new foundation and not being corrupted by the stupid and shallow MMORPG "genre".

     

    I want Economy, Progress, Challenge, Community, Strategic and Tactical approach to doing tasks/challenges instead of twitchy system (or the whack-a-mole UI bullshit).

     

    Something unique, something different, something epic and dangerous. Something mysterious and deep enough to keep me thrilled and entertained for years.

     

    But until someone hire me as a game designer, i doubt I will see such a creative game that would shake the market. Too bad publishers pay for lazy designers. I have 25+ years of gaming experience I offer myself to work for 50% of any designer's salary... heck, 25% of the salary and I'm willing to put my time and effort into this because I'm sick and tired of all the disappointment all these so called MMORPGs being released and failing.

     

  • DannyGloverDannyGlover Member Posts: 1,277

    Imagine what the genre would look like today if SWG pre-cu launched relatively bug free and reached WoW sub numbers....

    I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.

  • ForumPvPForumPvP Member Posts: 871

    Morrowind online featuring Dx12 & DJ Free 2 play.

     

    Let's internet

Sign In or Register to comment.