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Simple solution to win back players

Elad13
Elad13
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How about giving better rewards? After all that's what people want...to feel an extreme rush of finding a super great item....This game lacks that sensation at every turn....no one cares if vet zones are harder...If the drops are worth the fight then more people would be happy to team up....don't clutter the struggling world with useless crap....like useless white items....fill it with bind on pick up or bound gold items...When a hirling brings in better drops then a storyline boss....no one wants to play. That sense of "look what I found" is not in this game at any level...other then the motif books...and that's only exciting because you know you can at least sell it to pay for repairing your armor from fighting mudcrabs.
Better rewards even yielding higher sale prices...tthat's how you excite the masses of rpg/mmo. Fill up the areas because they are worth the effort...not because you have to replay other factions....no one on this forum could say "this needs to be easier" when they get a purple or gold uncraftable styled 500 armor chest piece for the battle...or find a hidden book giving 5 skill points....or open some chest in a dungeon that pops out some awesome looking glowing effect sword doing 200 damage with a 40% critical chance.
  • Opioid
    Opioid
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    I don't think that better rewards are the answer. A broader selection of things to do at max-level and an easier leveling curve in Veteran zones could be.

    This game is sorely lacking end-game activities. Cyrodiil, two Trials and one VR12 dungeon just isn't going to cut it.

    Trials seem to be built around the strategy of zerg-rushing as quickly as possible to place on the leader board. End-game PVE content which you can blow through in 15-20 minutes is silly. There is no sense of progression, no sense of accomplishment for refining strategy and learning encounter mechanics. It just turns into a speed-run to get it done as quickly as possible and that's it. The fact that there is no tiered difficulty levels leads to content either being stupid easy, or ridiculously hard with no middle ground to progress through.

    Only having a single VR12 Dungeon is a sad state of affairs. Granted, I think they are working on having dungeons level up based on the party leader's level so that may help somewhat.

    Personally, I'm starting to get bored with ESO. I really had high hopes for this game when it was announced, and I still hope that they will develop some more engaging, longer lasting content. I just fear that it may be too little, too late.
  • ers101284b14_ESO
    ers101284b14_ESO
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    Elad13 wrote: »
    How about giving better rewards? After all that's what people want...to feel an extreme rush of finding a super great item....This game lacks that sensation at every turn....no one cares if vet zones are harder...If the drops are worth the fight then more people would be happy to team up....don't clutter the struggling world with useless crap....like useless white items....fill it with bind on pick up or bound gold items...When a hirling brings in better drops then a storyline boss....no one wants to play. That sense of "look what I found" is not in this game at any level...other then the motif books...and that's only exciting because you know you can at least sell it to pay for repairing your armor from fighting mudcrabs.
    Better rewards even yielding higher sale prices...tthat's how you excite the masses of rpg/mmo. Fill up the areas because they are worth the effort...not because you have to replay other factions....no one on this forum could say "this needs to be easier" when they get a purple or gold uncraftable styled 500 armor chest piece for the battle...or find a hidden book giving 5 skill points....or open some chest in a dungeon that pops out some awesome looking glowing effect sword doing 200 damage with a 40% critical chance.

    Fix bugs, lag and stability, add the dye system, advertise the vet nerf, offer free weekend. Some will return, but not all.
  • Elad13
    Elad13
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    Still though with all the bugs and stuff....isn't the fun part of playing the reward? It would not be so boring when no matter what you did the reward was equal to the effort....After all the idea behind the games is base on getting better and finding new things....set pieces really worth more then crafting pieces...The excitement of finding a hidden hut with some secret stash...I know most people would easily look past the bugs when they recieved better items from what ever...because in truth most bugs eventually do get fixed...they did an outstanding job on bots in game....wouldn't the game be more exciting when you find awesome items?
  • Fleymark
    Fleymark
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    There definitely needs to be more carrot to balance the stick, whatever they do.

    Not having really good drops in dungeons is a common complaint and not unwarranted, IMO, but I'm not sure that's enough, given how gear works in this game.

    Maybe make some unique useful dropped sets for each dungeon or tier of dungeons to make people interested in repeating them.
    Edited by Fleymark on July 5, 2014 2:10AM
  • hk11
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    I agree that there should be cooler rewards. More armor types, more fantastic weapons etc. I am about burnt out, so I guess it doesn't matter too much to me personally.
  • DungeonGrind
    DungeonGrind
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    Better items is a must for me. Not better looking, but more meaningful stats.

    A dull visually appealing item with sought after stats all of a sudden becomes something nice to find and use. I'm not saying the best items shouldn't look fantastical, but the feel of these items sure needs to be.

    Quest lines to get reward components that are crafted into great pieces would be a nice addition.

    Yup, i want more and better items.
  • emeraldbay
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    How about, instead of making drops more powerful, just give them unique effects that you can't get while crafting. That would make it so that instead of having the choice between crafting substandard gear and finding awesome gear, you can now choose to craft and get X effect, or go through dungeons and have Y effect.
  • nerevarine1138
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    They're trying to get away from the WoW (et al.) mentality of grinding content for newer, prettier gear.
    emeraldbay wrote: »
    How about, instead of making drops more powerful, just give them unique effects that you can't get while crafting. That would make it so that instead of having the choice between crafting substandard gear and finding awesome gear, you can now choose to craft and get X effect, or go through dungeons and have Y effect.

    You mean like they already do? Crafted sets are totally distinct from dropped sets.
    ----
    Murray?
  • Fleymark
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    Actually, since jewelry can't be crafted they could use dungeons as a source for unique sets of items for those slots. Maybe some unique motifs for new armor and weapon skins could come from dungeons.

    They don't need to rework the whole game, just improve on what's there now and add some ooomf to it.
  • reggielee
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    i wouldnt mind the thrill of bind on pickup gold item now and then
    Mama always said the fastest way to a man's heart is through his chest.
  • Liquid_Time
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    I agree that more unique items should be added as content updates come out. However more 1-50 and v1-12 content itself should be added before hand...

    Such as unique 1-50 quests that are not able to be played in the vet areas, so rolling an alt is more appealing since you cannot experience that content with a single account.
    Edited by Liquid_Time on July 5, 2014 3:08AM
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  • Erock25
    Erock25
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    Opioid wrote: »
    I don't think that better rewards are the answer. A broader selection of things to do at max-level and an easier leveling curve in Veteran zones could be.

    This game is sorely lacking end-game activities. Cyrodiil, two Trials and one VR12 dungeon just isn't going to cut it.

    Trials seem to be built around the strategy of zerg-rushing as quickly as possible to place on the leader board. End-game PVE content which you can blow through in 15-20 minutes is silly. There is no sense of progression, no sense of accomplishment for refining strategy and learning encounter mechanics. It just turns into a speed-run to get it done as quickly as possible and that's it. The fact that there is no tiered difficulty levels leads to content either being stupid easy, or ridiculously hard with no middle ground to progress through.

    Only having a single VR12 Dungeon is a sad state of affairs. Granted, I think they are working on having dungeons level up based on the party leader's level so that may help somewhat.

    Personally, I'm starting to get bored with ESO. I really had high hopes for this game when it was announced, and I still hope that they will develop some more engaging, longer lasting content. I just fear that it may be too little, too late.

    @Opioid‌

    The problem is that VR12 is considered max level and not lvl 50. Vet Content difficulty would be looked at in a whole new light with that change. http://forums.elderscrollsonline.com/discussion/117205/what-vet-content-should-have-been-solo-pve-endgame#latest
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  • Evergnar
    Evergnar
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    I'm not sure carrots, of any size, will get people to come back. Maybe some. What they need is an event (w/ carrots if you like). Something that would not only draw someone back but their friends as well.
  • vyal
    vyal
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    Another choice:

    Allow players to pull glyphs/effects out of equipment, from dropped sets or quest rewards only. Then allow placing those glyphs/effects into new crafted armor, once.

    If you need more incentive, put the really great sets into group content, or in chests from dolmens. Whatever it takes.
    This current idea of using fixed places in the world is very limiting for crafted set effects.
  • SFBryan18
    SFBryan18
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    I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.
  • Phinix1
    Phinix1
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    I have a simple solution to not lose players:

    DON'T NERF THE VETERAN CONTENT!
  • Cogo
    Cogo
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    - Its July - Low pop month for all MMO
    - Cyro havnt worked properly for a month. Some can play but not all.
    - Speedy people up to high level are bored and shares this, while the masses keeps enjoying the game

    The Quake event is coming up. HUGE advertisement for ESO

    Then come August, the game must be sort of stable. It will have new content/features. Already got players pretty much in all areas up to vet 3.

    If they get Cyro working with massive battle, regular MMO work....I see a bright future.

    ESO is expensive to buy. but VERY cheap to play. Also, Sub games has a feature to feel "safe" from cheaters etc. Common feeling among players.

    No carrot is need. ESO is the carrot. (A working one)
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  • Kulthax
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    SFBryan18 wrote: »
    I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.

    I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.

    Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.

    TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers. :)
  • timidobserver
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    I agree with this thread. I barely look at the stuff I pick up in PVE anymore. Most of the useful gear in the game is crafted. People that don't like crafting or don't like haggling to get stuff from crafters currently have no place in this game.
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  • indytims_ESO
    indytims_ESO
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    The game is already too easy. "Better rewards", if you mean 'better gear', will trivialize the game even further. So instead of seeing people shouting about how the rewards suck, they'll be shouting about how easy the game is.

    And if you improve rewards, you'd have to improve crafting, as well.
  • timidobserver
    timidobserver
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    The game is already too easy. "Better rewards", if you mean 'better gear', will trivialize the game even further. So instead of seeing people shouting about how the rewards suck, they'll be shouting about how easy the game is.

    And if you improve rewards, you'd have to improve crafting, as well.

    It isn't about difficulty. It is about time and effort. Basically, this game wants you to put time and effort into something whilst knowing that you reward will be worthless. About 15-30 minutes spent gathering runes or alchemy mats will get you more valuable items than 4-5 hours spent playing PVE content.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Fuzzylumpkins
    Fuzzylumpkins
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    Evergnar wrote: »
    I'm not sure carrots, of any size, will get people to come back. Maybe some. What they need is an event (w/ carrots if you like). Something that would not only draw someone back but their friends as well.

    This.

    Gamers are a fickle crowd. You get 1 chance. It is at release. Along with release, gamer's will generally give a week or 2, a month at the longest (first months sub) for leeway with bugs, glitches, hacks and other unforeseen issues. After that, attention span along with the gamer is gone. Too many other titles out there that get it right in the span of time it takes for players to decide whether or not it is for them.

    Even the big companies know, short of adding shops/ micro transactions or complete new additions to game, there is no big pull for players outside of expansions. Expansions are hard to support or justify, financially, when the initial audience has dwindled.

    It is a shame for the ES line, maybe this one can be written off in the future to es followers as the step child of the series but it has had far too many bumps and bruises to recover long term.

  • Wolfshead
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    In all honest i have to agree with Elad13 when you kill a boss in this game you get nothing for effort you have put in to do if you are lucky you get a blue or if you are really lucky a purple item i mean you should get guarantee blue item and gold for kill boss don't matter if boss in zone or in dungeon and also quest reward should become blue as high lvl you get and same go for VR quest the high VR lvl the gear color should trun to blue at some point.

    Zenimax could learn few thing from other mmo out how the reward you for your effort.
    If you find yourself alone, riding in green fields with the sun on your face, do not be troubled; for you are in Elysium, and you're already dead
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  • SFBryan18
    SFBryan18
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    Kulthax wrote: »
    SFBryan18 wrote: »
    I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.

    I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.

    Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.

    TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers. :)

    No, MMO is just a genre for a TES game, and trying to copy other MMO's is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.
    Edited by SFBryan18 on July 5, 2014 6:41AM
  • Kulthax
    Kulthax
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    SFBryan18 wrote: »
    Kulthax wrote: »
    SFBryan18 wrote: »
    I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.

    I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.

    Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.

    TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers. :)

    No, MMO is just a genre for a TES game, and trying to copy other MMO's is is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.

    That is some pretty faulty logic. I must assume it is due to this being your first MMO experience. Who are you specifically calling a neckbeard and what does that even mean? :)
  • SFBryan18
    SFBryan18
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    Kulthax wrote: »
    SFBryan18 wrote: »
    Kulthax wrote: »
    SFBryan18 wrote: »
    I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.

    I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.

    Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.

    TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers. :)

    No, MMO is just a genre for a TES game, and trying to copy other MMO's is is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.

    That is some pretty faulty logic. I must assume it is due to this being your first MMO experience. Who are you specifically calling a neckbeard and what does that even mean? :)

    MMO is just a genre, not a set of rules. This economy crap is the reason all rewards are so skimpy and it's bull ***. It's not even real money, but people farming alts treat it as such, and the rest of us get shafted.
    Edited by SFBryan18 on July 5, 2014 6:44AM
  • Kulthax
    Kulthax
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    SFBryan18 wrote: »
    Kulthax wrote: »
    SFBryan18 wrote: »
    Kulthax wrote: »
    SFBryan18 wrote: »
    I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.

    I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.

    Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.

    TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers. :)

    No, MMO is just a genre for a TES game, and trying to copy other MMO's is is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.

    That is some pretty faulty logic. I must assume it is due to this being your first MMO experience. Who are you specifically calling a neckbeard and what does that even mean? :)

    MMO is just a genre, not a set of rules. This economy crap is the reason all rewards are so skimpy and it's bull ***. It's not even real money, but people farming alts treat it as such, and the rest of us get shafted.

    You are correct that MMO's are a gaming genre but The Elder Scrolls Online is a title or brand in that genre. Economies are commonplace in MMOs and are in fact essential to the health of the game. As I have stated many people enjoy this part of the MMO experience. It is needed quite honestly because there are many people who would rather do other things than craft and make money in the game. Most notably, PvPers.

    I do not understand how you come to the conclusion that the economy is at fault for 'rewards being so skimpy'. Please explain. Also please explain what farming alts are? I do not know what this means either. :)
  • SFBryan18
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    Kulthax wrote: »
    Economies are commonplace in MMOs and are in fact essential to the health of the game.

    Bull ***. Just because other MMO's were successful, and they had strict trading, doesn't mean all MMO's need this. TES sells because of the lore, action, and customization. The more they try to keep players poor, the less they can customize which is killing a big part of what makes Elder Scrolls great.

    I was reading in other threads that even the farmers can only get enough supplies to make one gold outfit after weeks. This is ridiculous! Some of us have lives and want to earn nice things without the farming crap.
    Edited by SFBryan18 on July 5, 2014 7:02AM
  • Kulthax
    Kulthax
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    SFBryan18 wrote: »
    Kulthax wrote: »
    Economies are commonplace in MMOs and are in fact essential to the health of the game.

    Bull ***. Just because other MMO's were successful, and they had strict trading, doesn't mean all MMO's need this. TES sells because of the lore, action, and customization. The more they try to keep players poor, the less they can customize which is killing a big part of what makes Elder Scrolls great.

    I was reading in other threads that even the farmers can only get enough supplies to make one gold outfit after weeks. This is ridiculous! Some of us have lives and want to earn nice things without the farming crap.

    You are all over the place. You have yet to answer any of my questions and are choosing to pick parts of my statement to just argue about. In fact, I am not clearly sure what your real reason is for being agitated with the economy.

    You do not have an easy way to obtain gold? Respec costs too high? Gear is difficult to make because of having to depend on other players? Gear mats are hard to get and too expensive?

    These are the things you are sort of referencing but keep regurgitating your disdain for this MMO having an economy. I hope that you understand that in an MMO, player driven economies only go away when the player base disappears. So essentially you have to just accept that there is an economy. This MMO is branded as an Elder Scrolls game and there are workarounds for the other issues you hinted at about disliking. :)
  • SFBryan18
    SFBryan18
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    Kulthax wrote: »
    SFBryan18 wrote: »
    Kulthax wrote: »
    Economies are commonplace in MMOs and are in fact essential to the health of the game.

    Bull ***. Just because other MMO's were successful, and they had strict trading, doesn't mean all MMO's need this. TES sells because of the lore, action, and customization. The more they try to keep players poor, the less they can customize which is killing a big part of what makes Elder Scrolls great.

    I was reading in other threads that even the farmers can only get enough supplies to make one gold outfit after weeks. This is ridiculous! Some of us have lives and want to earn nice things without the farming crap.

    You are all over the place. You have yet to answer any of my questions and are choosing to pick parts of my statement to just argue about. In fact, I am not clearly sure what your real reason is for being agitated with the economy.

    You do not have an easy way to obtain gold? Respec costs too high? Gear is difficult to make because of having to depend on other players? Gear mats are hard to get and too expensive?

    These are the things you are sort of referencing but keep regurgitating your disdain for this MMO having an economy. I hope that you understand that in an MMO, player driven economies only go away when the player base disappears. So essentially you have to just accept that there is an economy. This MMO is branded as an Elder Scrolls game and there are workarounds for the other issues you hinted at about disliking. :)

    No. We should get much more loot and crafting supplies, period. If you can't understand what I'm writing, just stop trying and go away. I'm allowed to have my own opinion and that opinion is that this MMO bull *** reward system is too stingy.
    Edited by SFBryan18 on July 5, 2014 9:30AM
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