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Having your gear repairedFollow

#1 Sep 14 2010 at 6:28 AM Rating: Good
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Anyone else think having your gear repaired from other players would be much easier if we could just select an icon (kinda like a bazar) to go over our head to indicate we need repair BUT still allow us to be wearing the gear as we look for repair? Part of the reason I never activly seek repair is because I have to take the gear off and put it in my bazar to have it repaired.

Edited, Sep 14th 2010 9:14am by UncleRuckusForLife
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#2 Sep 14 2010 at 6:49 AM Rating: Excellent
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Taking gear off to have it repeired is a pain. As of now its easy to repair weapons. Lvl 1 goldsmith can repair your lvl 1 pug weapons. It takes me about 10 min to repair all my stuff witch isn't bad but would be bettter if i didn't have to unequip everything.
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#3 Sep 14 2010 at 7:05 AM Rating: Excellent
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I hope the repair system burns in **** with whosoever idea it was to implement. Its clunky, far too complicated and happens faaaaAAAaaaar too frequently.
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#4 Sep 14 2010 at 7:10 AM Rating: Decent
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I'm gessing most servers will have a couple DoL/DoH specific LSs, when release comes we might be able to check which coat of arms these guilds are using and keep an eye open for them. Even if you get a member of the LS with the wrong craft they should still be able to let their coleagues know your looking for repair and where...
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#5 Sep 14 2010 at 8:31 AM Rating: Good
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I'm really hoping that the durability stat on gear is going to make a HUGE difference in the time it takes to degrade.
#6 Sep 14 2010 at 9:15 AM Rating: Excellent
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Verax606 wrote:
I'm really hoping that the durability stat on gear is going to make a HUGE difference in the time it takes to degrade.


So do I but it still worries me. For instance, when we start getting higher level stuff we're going to need to keep on us better and better items to fix it. What happens when we get some kind of crazy armor from a NM, BCNM, or whatever equivalent - does that mean we're going to have to keep on us some kind of ingot or whatever that could be worth millions just to fix it?

My examples are nebulous but the point is easy fathomable. This really seems like a GRADE-A pain in the a$$ to come. Just get rid of this garbage SE or streamline the **** out of it.

Edited, Sep 14th 2010 11:17am by Vackashken
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#7 Sep 14 2010 at 9:19 AM Rating: Excellent
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Vackashken wrote:
Verax606 wrote:
I'm really hoping that the durability stat on gear is going to make a HUGE difference in the time it takes to degrade.


So do I but it still worries me. For instance, when we start getting higher level stuff we're going to need to keep on us better and better items to fix it. What happens when we get some kind of crazy armor from a NM, BCNM, or whatever equivalent - does that mean we're going to have to keep on us some kind of ingot or whatever that could be worth millions just to fix it?

My examples are nebulous but the point is easy fathomable. This really seems like a GRADE-A pain in the a$$ to come. Just get rid of this garbage SE or streamline the **** out of it.

Edited, Sep 14th 2010 11:17am by Vackashken


Not to mention when people try to repair your gear and fail the repair mats are lost. So having the mats on you isnt even a guarantee its gonna get fixed.
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#8 Sep 14 2010 at 9:44 AM Rating: Excellent
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Wow, the repair system sounds very bad....
#9 Sep 14 2010 at 10:18 AM Rating: Good
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I just let the NPC repair most of my gear up to the 75% threshold. The only items that I try and repair myself are the one's that cost a lot of gil. Most repairs by the NPC are only 100 - 1000 gil.

The NPC will repair the undergarmets/undershirt for only 100 gil usually.
#10 Sep 14 2010 at 10:26 AM Rating: Good
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To repair hempen cowl (think that was what it was) cost me about 6k gil to repair from that NPC, leather belt cost 2.5k to repair.. so it's gonna get more expensive once ya get outta your weathered gear set up, plus, ya almost gotta repair it 2-3 times a day for not doing that much, think they need to give a little more endurance to gear when the game comes out
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#11 Sep 14 2010 at 10:46 AM Rating: Decent
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2-3 times a day? Yeesh, that's nuts, and at those prices?
#12 Sep 14 2010 at 10:58 AM Rating: Excellent
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I think they should either make the gears last much longer or make the repair cost much lower. Spending 6k per day to repair for a rank 10 or lower player is a bit of a burden. Besides money, the mats for repair is also a pain, it's already making me tired running around the city to buy the mats from the vendors to repair my gears, I can imagine how painful it is when the repair mats can only be gathered from drops or gather by DoL.

If they could make an item and calls it the "Repair kit", which players can buy the low and med level repair kits from all vendors, each kit can repair any type of gears for a certain amount of uses. The high level kit can only be made from crafting classes and all crafting classes can make it. For example, blacksmith can make this kit with numbers of types of metal, leatherworking can make it with numbers of types of leather and so for. Then for adventurers, they can just carry these kind of kits when they go to party, so they don't have to carry 10 different mats for 10 pieces of gears.
#13 Sep 14 2010 at 11:05 AM Rating: Excellent
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I totally understand the need for a gil sink, but that's taking it a little too far. Hopefully they recieved enough feedback on the frequency of repairs that they'll up the durability on these items. Either that or starter/low level gear wears very quickly as incentive to get better gear ASAP.
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#14 Sep 14 2010 at 11:15 AM Rating: Decent
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where do you have NPC's repair it?
#15 Sep 14 2010 at 11:16 AM Rating: Excellent
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Myzldas wrote:
To repair hempen cowl (think that was what it was) cost me about 6k gil to repair from that NPC, leather belt cost 2.5k to repair.. so it's gonna get more expensive once ya get outta your weathered gear set up, plus, ya almost gotta repair it 2-3 times a day for not doing that much, think they need to give a little more endurance to gear when the game comes out


I agree that greater endurance to the gear is necessary.

It's not even necessarily about the gil sink as it is the inconvenience of having to repair it. Armor gets damaged ridiculously fast during crafting, and I think I can only get through about 1 hour of fishing before it gets damaged to below 35%.
#16 Sep 14 2010 at 11:19 AM Rating: Excellent
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arcaspiff wrote:
where do you have NPC's repair it?


In Limsa Lominsa there is a person in the middle of the market ward area between the stands (near an unopenable door) that will repair them. There are 2 market ward strips next to each other, one area has an area where you can call your retainer and the other has the repair NPC.

In Ul'Dah the repair NPC is near the North exit zone. He is just to the left of the large gate (that doesn't open).

I have not explored Gridania enough yet to remember where the NPC is there, sorry.
#17 Sep 14 2010 at 11:32 AM Rating: Excellent
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LordMethos wrote:
I just let the NPC repair most of my gear up to the 75% threshold. The only items that I try and repair myself are the one's that cost a lot of gil. Most repairs by the NPC are only 100 - 1000 gil.

The NPC will repair the undergarmets/undershirt for only 100 gil usually.


Untrue dude, my level 11(?) body piece cost me 6318 gold every time I need it fixed. I can only imagine what it would be like for something double or triple that level and wasn't made of cotton.
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#18 Sep 14 2010 at 11:56 AM Rating: Excellent
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Vackashken wrote:
LordMethos wrote:
I just let the NPC repair most of my gear up to the 75% threshold. The only items that I try and repair myself are the one's that cost a lot of gil. Most repairs by the NPC are only 100 - 1000 gil.

The NPC will repair the undergarmets/undershirt for only 100 gil usually.


Untrue dude, my level 11(?) body piece cost me 6318 gold every time I need it fixed. I can only imagine what it would be like for something double or triple that level and wasn't made of cotton.


Which is why I said "unless it's the ones that cost a lot of gil".

NPC repairs are best for weathered items and your undergarments/undershirts.

Most of the crafted items do require a much greater cost. It is far cheaper to purchase the repair material and perform the repair yourself.
#19 Sep 14 2010 at 12:39 PM Rating: Good
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My bad, sorry.
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#20 Sep 14 2010 at 12:54 PM Rating: Decent
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anyone know where the repair NPC is in LIMSA LOMINSA?
#21 Sep 14 2010 at 12:54 PM Rating: Good
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Down in the lowere level around the shops, 2nd set of shops in the middle, he's an elvan
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#22 Sep 14 2010 at 6:07 PM Rating: Decent
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thank you!
#23 Sep 14 2010 at 11:04 PM Rating: Excellent
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The repair system is unnecessarily complicated. Just bad design overall.

**** needs to be fixed.
#24 Sep 14 2010 at 11:25 PM Rating: Excellent
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This here is my number one concern with the game right now. After the announcements from the live event, I have to say that I am mostly happy with what SE is doing (PvP is a bad idea). The problem with the repair system is that it is too annoying, awkward, and time consuming. Also the repairs are too frequent, and too expensive. If I'm doing an event with my LS, I would find it annoying to have to gather together 30 mins ahead of time and have all the crafters repair everyones equipment. The only thing that could fix the system is the suggestion about the repair kits. I just hope SE picks up on the problem and does something about it soon. All I can see is people using the repair NPC repeatedly. I know Im not gonna try to take up multiple DoH and repair it, and I won't try and search for people to do it.
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#25 Sep 14 2010 at 11:35 PM Rating: Excellent
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LordMethos wrote:

In Limsa Lominsa there is a person in the middle of the market ward area between the stands (near an unopenable door) that will repair them. There are 2 market ward strips next to each other, one area has an area where you can call your retainer and the other has the repair NPC.

In Ul'Dah the repair NPC is near the North exit zone. He is just to the left of the large gate (that doesn't open).

I have not explored Gridania enough yet to remember where the NPC is there, sorry.


The Gridania Repair NPC can be found in the "Ebony Stalls" market section. Her name is Meara
#26 Sep 14 2010 at 11:42 PM Rating: Excellent
I could be mistaken, but it seemed over the last couple of days that the rate of durability loss on gear has been reduced. That was a major issue for me...by itself, I could tolerate the process of repairing gear (if only barely), but the frequency at which it had to be done was altogether too much.

I understand what SE is wanting to accomplish with this system. Repairs are about the crafters. They want the players involved in the repair process as a way to make focusing on a DoH class a bit more diverse than simply gathering mats and synthesizing this or that over and over again. I just think that SE would do well to get into the habit of looking at things from a wider angle. From a crafter's point of view, meandering market wards looking for gear to repair or being of service to your friends and LS mates might be an entertaining mechanic. From the general player point of view, the repair system is less than ideal. It's a lot of time and a potentially substantial cost just to get back into the game, so to speak.

I would have to say at this time, however, the my biggest concern is how durability will impact performance. Through the OB we still haven't been able to see just how items degrade. Specifically, whether their performance degrades gradually as your item durability deteriorates, or whether it's simply a case of broken or fully functional. 0 durability = broken, >0 durability = fully functional is something I could live with. Feeling compelled to constantly repair gear that's far from broken just to retain peak performance would be a major disappointment.

SE can change the repair UI and streamline the process if they feel its necessary, and something tells me that as more and more people start upgrading gear from their starter kit and seeing how much the NPC repair vendor wants for even rank 7+ "optimal" pieces, they're going to be taking a very hard look at the process of having your gear repaired by other players. And when they do, unless SE refines the process, there is going to be a fairly substantial outcry.

And for those looking at the 100-600gil fee to repair your current gear and thinking it's not bad, as others have pointed out...wait until you start upgrading. I've got a couple of pieces on my character now that the NPC wants ~5500gil to repair. I fully understand why SE is doing that...they want players to have an incentive to do their own repairs or get repairs from another player. (Or in this case, a disincentive to rely on the NPC vendor). Right now it just seems like you're given too options to handle your repairs and both of them are irritating: pay out the **** for 75% max durability from an NPC, or endure the tedium of going through the DoH venue.

Repairs in other MMOs where durability is a featured mechanic are usually handled by a quick trip to a vendor where you have one option that instantly repairs all gear (instead of having to confirm every single piece, even when you tell the NPC to repair all). The cost is negligible for common gear and starts to creep upwards when you start getting the good stuff. It's an effective currency sink, it adds a tiny bit of depth to the game, and if durability loss is leveraged as a penalty for dying, it provides that little extra nudge to encourage players to focus on success. Handled like that, I've never seen a truly compelling argument against a durability system.

Handled the way SE is handling it, there are several compelling arguments against it, and I just hope SE continues to take note of what people are saying and is reasonably quick with the necessary adjustments.
#27 Sep 14 2010 at 11:57 PM Rating: Good
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Quote:

Repairs in other MMOs where durability is a featured mechanic are usually handled by a quick trip to a vendor where you have one option that instantly repairs all gear (instead of having to confirm every single piece, even when you tell the NPC to repair all). The cost is negligible for common gear and starts to creep upwards when you start getting the good stuff. It's an effective currency sink, it adds a tiny bit of depth to the game, and if durability loss is leveraged as a penalty for dying, it provides that little extra nudge to encourage players to focus on success. Handled like that, I've never seen a truly compelling argument against a durability system.

Handled the way SE is handling it, there are several compelling arguments against it, and I just hope SE continues to take note of what people are saying and is reasonably quick with the necessary adjustments.


Exactly, the current system is way too obnoxious. High cost for only 75%, or "Try" to find someone to repair it, wasting even more time, can't even wear the equipment while you're seeking repairs. Or you could lvl up like every single crafting profession in order to repair your own gear, taking up a ton of space in your inventory for Tools + mats. There seriously is never going to be enough inventory space if people are going to have to repair all their high lvl equipment themselves, which it's basically going to be like with the current system. No one's going to want to pay the insanely overpriced npc for a bad repair and finding people to repair your gear takes wayyy too long for how quickly gear becomes in need of repair.

They should just do what WoW did with repairs, i know they want to be "different" but if it ain't broke don't fix it.

The whole "don't die if you don't want to repair often" incentive is always nice. ATM dying in game just feels like a 0 anima cost return.

Edited, Sep 15th 2010 2:01am by Nokturnal
#28 Sep 15 2010 at 12:31 AM Rating: Decent
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I for one like the added depth when, as they announced today, you'll be able to target parts of a mob and that our gear wears down over time. I agree with some here who think that perhaps it happens too fast but I also see what they are doing - almost forcing players to be more well rounded with their characters or... pay to not be.

At low lvls it's pretty easy to repair your own gear, depending on what it is I supppose... but a quick round of logging or mining and you'll likely have what you need to repair your starting gear. All you need is a fraction of the money you earn on any intro leve to buy the primary tool and you can do it yourself, never having done anything in that craft before. On top of it being basically automatically successful, you get craft xp for doing it.

I suppose some people just want to focus on their particular job, and I can't blame a person for wanting that, but at least out of the gate it's not that hard to keep your intro gear wrinkle free and new. At least from what I've seen.

I do hope that it does ease up a bit as we lvl up or it will become a bit of a pain keeping all those materials, and tools on us in order to keep our gear in good working order after 5 battles as we party against nasties out in the hinderland.
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#29 Sep 15 2010 at 12:38 AM Rating: Good
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mcbizzle wrote:
I for one like the added depth when, as they announced today, you'll be able to target parts of a mob and that our gear wears down over time. I agree with some here who think that perhaps it happens too fast but I also see what they are doing - almost forcing players to be more well rounded with their characters or... pay to not be.

At low lvls it's pretty easy to repair your own gear, depending on what it is I supppose... but a quick round of logging or mining and you'll likely have what you need to repair your starting gear. All you need is a fraction of the money you earn on any intro leve to buy the primary tool and you can do it yourself, never having done anything in that craft before. On top of it being basically automatically successful, you get craft xp for doing it.

I suppose some people just want to focus on their particular job, and I can't blame a person for wanting that, but at least out of the gate it's not that hard to keep your intro gear wrinkle free and new. At least from what I've seen.

I do hope that it does ease up a bit as we lvl up or it will become a bit of a pain keeping all those materials, and tools on us in order to keep our gear in good working order after 5 battles as we party against nasties out in the hinderland.


Yeah it's tough to say about higher levels at this point because most aren't leveling that high. I got some new higher level gear today that's probably a pain to repair, but then maintenance started so I'll have to wait & see on that. The thought of repairing kickass high level gear does concern me though...

On the money issue, it's ridiculously easy to make money so far. If I consider what I've spent and the 360k I have on my character right now I've probably already made a million or close to it. Been purchasing things for some outrageous prices since it's beta and doesn't matter.
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#30 Sep 15 2010 at 12:44 AM Rating: Decent
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Yeah it's a bit of a concern to me too, since like you say we're not at that lvl yet.

I'm going to go out on a limb tho and guess that getting the materials to repair out gear at those levels will probably be easy just like getting low lvl material is easy enough for us now. It might take a little effort but it won't likely take us hostage in order to do it.

I'm speculating but I can't imagine they'd work a system into the game at that level that made playing it increasingly impossible... not with the approach they appear to be taking with this. A challenge yes but not so bad as to make it unplayable. If it is that way at release I think they'll change it before too long.

In terms of money, it does seem easy to make money but we've yet to see what this economy will look like. I mean it takes a boat load of Yen to buy something so this currency could be like that. It may not be a "base low" system but a "base high" and everything will even out. It will just take some of us a while to adjust haha.
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#31 Sep 15 2010 at 1:03 AM Rating: Excellent
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I have a Canvas Hat (Auburn) and a Pink Cotton Jacket that cost more than 10,000g each to repair to 75%. Thing is, they are loaded with good crafting stats. Gear breaks VERY fast because of crafting, in my experience. I can break an undershirt or a belt in an afternoon from full durability just by crafting. The expensive gear takes Cotton Fent, which is about 10 levels of Weaving advanced from where I am now (Only level 10 Weaving). In order to repair my own gear, I need to advance my craft, breaking my gear many times in the process, and if my gear gets too broken, my crafting stats take a hit and I can't advance Weaving. So I'm stuck dropping 20k every few hours just to keep my durability at 75% to complete Weaving skill-ups. It's ridiculous. Gear breaks way too fast. I suppose I could learn to deal with it and pool resources to my LS so that we never have this issue, but the gear decay is still a bit over-the-top relentless and punishing.

I'd be happy with a trade where crafting gave half the physical exp it gives in Open Beta, but the gear wears out only half as fast.



Edited, Sep 15th 2010 3:06am by blackjacktwentyone
#32 Sep 15 2010 at 1:07 AM Rating: Decent
Worth noting is that if you focus on quality when you're doing local levequests, the additional rewards you get for turning in the quest quite frequently include materials for making repairs with that DoH class. As an example, I did a bunch of clothcraft levequests yesterday. One was a rank 1 levequest and on of the bonus rewards was 10 Hempen Fent. I also did a rank 5 clothcraft leve and one of the bonus rewards was 10 Velveteen Fent (at first glance, I thought the NPC gave me processed cheese until I read it closer).

It's the same with the other DoH class levequests. Blacksmithing levequests often give bonus items like bronze nuggets, etc. It's good for the player wanting to repair their own gear and it's good for the crafter in providing mats they need to provide repairs for others. (And it's part of the reason I'm trying to balance being overbearing with debunking crafting "strategies" that involve spamming Rapid Synthesis and producing low quality junk that doesn't earn the bonus rewards.)
#33 Sep 15 2010 at 1:40 AM Rating: Good
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The One and Only Aurelius wrote:
Worth noting is that if you focus on quality when you're doing local levequests, the additional rewards you get for turning in the quest quite frequently include materials for making repairs with that DoH class. As an example, I did a bunch of clothcraft levequests yesterday. One was a rank 1 levequest and on of the bonus rewards was 10 Hempen Fent. I also did a rank 5 clothcraft leve and one of the bonus rewards was 10 Velveteen Fent (at first glance, I thought the NPC gave me processed cheese until I read it closer).

It's the same with the other DoH class levequests. Blacksmithing levequests often give bonus items like bronze nuggets, etc. It's good for the player wanting to repair their own gear and it's good for the crafter in providing mats they need to provide repairs for others. (And it's part of the reason I'm trying to balance being overbearing with debunking crafting "strategies" that involve spamming Rapid Synthesis and producing low quality junk that doesn't earn the bonus rewards.)


Hey I like my spam rapid strategy! Though I've been tweaking it lately and don't use it at all on easier synths. Now I go rapid twice to start, if both succeed I should be well ahead of the game, then I go bold/standard the rest of the way unless I get into trouble, then back to rapid.

Synths I know are easy I may reverse that strategy and only use rapid if it starts looking bad.

As for the bonus, I spammed rapid all the way on a level1 weaving synth and still got the 10 hempen fents...
Edit-nevermind on that = P That was a leve where fents were the normal prize, I see what you're talking about with the bonus now.

Good to know about the velveteen fent though, that's needed for some of the higher level gear I got from leves tonight...



Edited, Sep 15th 2010 7:25am by TwistedOwl
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#34 Sep 15 2010 at 1:46 AM Rating: Good
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TwistedOwl wrote:
Now I go rapid twice to start, if both succeed I should be well ahead of the game, then I go bold/standard the rest of the way unless I get into trouble, then back to rapid.


Lately, with the easier synths, I've been spamming standard and only using rapid if things start to look bad. If I'm able to make it to 80% progress with little to no failures then I try to finish up with a couple of bolds.
#35 Sep 15 2010 at 2:18 AM Rating: Decent
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I do agree that as it is, equipment is detiorating way too fast but I think I see why SE is making it so. To my (restricted) best knowledge the speed at whcih equipment gests "broken" is the only aparent reason to have DoL and DoH in parties. If you're going out on a mission with your LS or something make sure you take along a couple of crafters to repair your equipment.

Something that might be related but as yet impossible to be sure is that the durability on crafted items does influence the rate of detioration on that same item. An helmet with quality 10 might take a lot less to detiorate than an helmet with quality 99, even if neither is +1 and so forth.

Not having used any kind of retainers I don't know if this is something that appears in the equipment information but if it isn't then it would be really unfair if quality influenced durability as the buyer would not be able to know the quality of their equipment.
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#36 Sep 15 2010 at 4:27 AM Rating: Excellent
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Didn't read all of the posts but I agree that you shouldn't have to take off your gear in order to repair it even if it's more realistic. It's just annoying.
Also they should remove durability from jewelry. Damaging your gear and weapon, tool while fighting, crafting is fine but it's nothing but annoying to have to repair rings, earrings and stuff.

EDIT: Oh, yes. I agree that gear get's damaged by crafting a bit too fast. I'd be glad if they tuned it down a bit.

Edited, Sep 15th 2010 12:32pm by RidingBean
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#37 Sep 15 2010 at 4:36 AM Rating: Good
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I'm guessing the devs in charge of systems like the crafting & repair systems get a rise out of things being "complicated" and having some degree of "realism." to it.

I don't like it, but if they want to go all out, ****--why not require that our characters have to eat, or something -- or else we'll get diminished combat abilities, that'll bring in the subs!

of course, crafting the foods necessary to maintain our characters would require 38472487284238 ingredients. and shards. or a crystal. or something.

Oh, and you'd have to face a certain direction.


while praying.

and it'll still fail.




Edited, Sep 15th 2010 7:01am by ghosthacked
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