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[STARFIGHTERS] Remove the "revenge" highlight.

Prev1
Look it's just a bad feature, not only does it create a bad cycle of back and forth focused killing but you're literally putting a shoot/find me here target on someone in a way that nobody would have that exact information so readily available to them. This is especially bad for hero ships who may kill 3 fighters or more, now 3 fighters have the exact location of that hero ship no matter where they are or go and can just seek out and overwhelm them in no time at all. This is just an immersion breaking mechanic that needs to go, it's as bad or worse than the shoot me here scope lights for specialists.

Replies

  • I agree! I also think the "current target" white arrow needs to go as well. There are so many targets in Starfighter assault, but you just get people circling each other because you can't lose anyone. I would enjoy it more if I or my opponent could escape into the battle and just continue the fight or push to the objective instead of the Vendetta creating current systems. If I die to someone, I should be excited the next time I "find" them, not have an arrow pointing them out to focus my attention on them. The cycle really hurts what great gameplay is there.
  • Eh if they remove the current target indicator then they at least need to make turrets/objective indicators a different color. Maybe add proximity indication by color. I can't quite agree with that one in just flat removal.
  • Look it's just a bad feature, not only does it create a bad cycle of back and forth focused killing but you're literally putting a shoot/find me here target on someone in a way that nobody would have that exact information so readily available to them. This is especially bad for hero ships who may kill 3 fighters or more, now 3 fighters have the exact location of that hero ship no matter where they are or go and can just seek out and overwhelm them in no time at all. This is just an immersion breaking mechanic that needs to go, it's as bad or worse than the shoot me here scope lights for specialists.

    Agree!
  • Rapier
    32 posts Member
    edited December 2017
    I disagree. I like the targeting system and if you fly in circles, you are likely to become a target. Understand the stage and objective you are at and you will find enemy ships. It doesn’t bother my immersion in the sim
  • Rapier wrote: »
    I disagree. I like the targeting system and if you fly in circles, you are likely to become a target. Understand the stage and objective you are at and you will find enemy ships. It doesn’t bother my immersion in the sim

    Let's stay on topic here, we're talking about the revenge highlighting for when a player kills you and you respawn. It always shows you exactly where that player that just killed you is no matter how far away, behind obstructions, etc they are.
  • d100Productions
    1314 posts Member
    edited June 25
    It's a real -removed- move. Maybe if you get in close a player can be highlighted as orange so you know, but being able to track them from spawn is just crazy as it's very easy to stalk and pursue and eventually swoop in and kill em in one pass. Very rough on Hero Ships as well.
    Post edited by F03hammer on
  • Sorry bout adding the current target to the concertation! For another thread next time. To add to the revenge indicator, you also get bonus points for revenge. I like that, but on top of the already terrible immediate location of the person who killed you being given away it seems the game is saying the best thing to do is to go and hunt them down after respawn. This just makes for a bad gameplay loop of people hunting each other down. It definitely should go.

  • Agreed. This should go. I'm an ace pilot, ALWAYS top 3 if not #1. This would be extremely beneficial. Im very good at evading, but after taking out 2 or 3 players n a row It is basically guaranteed that I will get ganged up on in 10 seconds. Removing this and current target arrows will cut down on 'circle jerks' and make Starfighters much more enjoyable.
  • I 100% agree with OP here. The Avenge/Revenge icon is far too bright and obvious. It also really distracts too strongly from what is supposed to be an objective-based match. And if you have your way, the cycle of revenge would continue indefinitely, completely encouraging the wrong kind of K/D behavior that is not the goal of Galactic Assault whatsoever. Maybe keep it as a temporary icon in the Death-match type scenarios, but in GA, please, remove it. It's in the way, frankly, it's distracting, and it's colored in such a way as it takes your attention better than the ACTUAL OBJECTIVE does! Not a good idea.
  • Cmdr_Starkiller
    58 posts Member
    edited December 2017
    I was going to create a thread about it as well, but Splinterfuzz beat me to it :D Glad to see I'm not the only one who think that way. I totally agree, the "revenge" indicator should certainly be removed. Not only it adds clutter to the UI it also, as many people mentioned here, gives the players that were killed by you an unfair advantage of seeing your current position anywhere on the map which is NOT good at all. It's also very distracting when you are the attacker and trying to focus on the objective only to have this obnoxious indicator on your screen telling you "hey, I know you want to play the objective, but here's the guy who killed you, so you should really forget about playing the objective and go kill that guy instead!". And I also agree with people saying that it creates endless loop of killing each other back and forth, I've been there as well. I kill the guy, get shot by him 30 seconds later, respawn and go straight after him. Rinse and repeat. This is not a good system. The avenge indicator is intrusive as well. Sure, give the bonus battlepoints for killing someone who killed one of your squad members, but don't put that stupid indicator below that guy's ship! I mean we don't have this system in an infantry combat (thank God) so why the **** should we have it when flying starfighter in GA or playing Starfighter Assault? This doesn't make any sense. I really hope they will get rid of it sooner than later. It's not needed at all
  • I agree. If you get a 3 player kill streak then you have to fly like mad just to stay alive.
  • Kykyphph
    105 posts Member
    edited June 25
    The target arrow should disappear if your reticule does not tag them again within a second or 2, not just "Hey, it's here for a while, have fun trying to hit the guy as you 2 **** just spin in circles forever getting nowhere."

    Excuse me, but what the **** is a dogfight? Without targeting features, it would just be butchery.

    OFC you should circle just like in RL (if you know what it is) if someone attacking you, if you can outmanouver him, you can get a shot. If you can't, you hope that an ally will help (well not in this game. ppl s.x)
    Flying was always about teamwork (not talking about other crapgames like battlefield or alike).

    Like Fighters are multirole, has torpedo, can bomb. Interceptor is for... guess it. Bombers, guess it.

    How would you destroy something with a bomber without support? Send in fighters to escort bombers, interceptors to get rid enemy fighters maybe? Ohh not in this game. Get in a bomber, noone will care about you. You could "circle" around for a hour, noone gives a -removed-
    Its rare, but ive seen ppl sticking together and helped each other its fun and they was effective. I do sometimes with my yellow "wingmans" but they mostly dont care about it lol.



    It s.x that you get killed in 0.2 sec sometimes from normal attack from a km, sometimes you can take around 5 (any ship). I dont understand why you hate targeting. If you cant kill someone in 3-6 sec(mostly less), give up. Destroying any ship happens just too fast, mostly dont even need any targeting -removed- (talking about normal fighters not hero -removed-).

    Maybe its lag or just slow reflexes, but ppl die before they could do anything. Tag Attacker wont work until they missing some shots. You dont need to tag someone to see the circle and thats a big problem. sneeky what is just . If you want to sneakkill, then use "skill", and YOU should guess where the circle would be to hit target. If you arent that "skilled" then Tag and you can see, but then you can get tagged by opponent too.

    TBH. Targeting mechanism should improve. Target distance, attacker distance etc.

    SA is almost fun as the X-Wing, TIE Fighter, or XWA. Small tweaks just like what i wrote, would make it awesome.

    As for the Revenge indicator.... its bad. Its bad for both side. If you get killed, you respawn and the indicator just pray that you go there and kill. You lose focus and getting killed by another one because you fly straight to the indicator (happens with me lol. I cant get it out of mind that its there and want me to go there and shoot at it ). For me its just too hard to ignore it. I always hope that if i respawn he gets killed so indicator will be gone :D
    Post edited by F03hammer on
  • I've resorted to repawning after going on a player kill streak. That removes the revenge marker. It's unfortunate. I also ignore revenge markers as to not create a viscous cycle of revenge killing. It really is a problem that needs to be addressed.
  • I agree! If you're good at Starfighter and getting a ton of kills, all of those people you just killed will constantly be gunning for you.
  • That avenge mechanic is nonsense. Why should I get penalized for doing well?
  • agreed. people won't play the objective. they'll just go for revenge. and the point about 3 players killed by a hero ship will now have his location is spot on.
  • It's never bothered me, even though I'm top gun in Starfighter Assault and likely half the players on the opposing team are gunning for me within the first two minutes. Besides, the "Revenge" indicator shifts to someone else as soon as that someone shoots them down again :)
    That avenge mechanic is nonsense. Why should I get penalized for doing well?

    How are we being punished? 99% of players are bad at Starfighter Assault anyway, with the market being oversaturated with FPS games and not many flying games. The players who grew up playing games like Star Wars: Rogue Squadron and Crimson Skies: High Road to Revenge are dominating those who've grown with Call of Duty. That "Revenge" indicator doesn't give them any advantage over us... if anything, it just helps them to get shot down again. And again. And again...
    * * *

    Arcade mode needs 20v20 and starfighter battles for Battlefront II!!!


    #soloplayersmatter #singleplayersmatter #offlinegamersmatter
  • I kind of like knowing who killed me, so I can go kill them back. Sometimes it devolves into a back and forth if they're as good as I am, but not usually.
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  • FriendlyCanuck
    14 posts Member
    edited December 2017
    Talyn856 wrote: »
    I kind of like knowing who killed me, so I can go kill them back. Sometimes it devolves into a back and forth if they're as good as I am, but not usually.

    But that's kind of the problem. If I shoot down your ship, I don't want to have to worry about you beelining towards me as soon as you spawn while ignoring the battle raging on. You could still get that feeling of revenge if you found me out without the revenge indicator. Heck! It might feel even better because you did it yourself! (I would prefer it at least, like a real hunt for revenge, not the neon sign they point at you now) But you will also be less likely to ignore objectives and it will easier for me to continue whatever I was trying to accomplish without a target on my head. Both sides win! So you can still get your revenge, it'll just be a little harder, but probably more gratifying.
  • I usually don't agree with people on these forums but this one I do. Mayne make it only come up if you're in a cetian proximity or lose it all together.
  • +1, i agree
  • Agreed. I've found it annoying. Especially noticeable when I try Luke or Vader, as they aren't immediately noticeable as something else than regular starfighters. So, very often I get a few kills, then half a minute later is ganged up by multiple enemies and shot to pieces. My killer tending to be one of those I took out in the first place.

    With the regular starfighters, it happens less often, of course, but it's still a thing. I do it as well, given the opportunity, for revenge. So, there we are, trading shoot downs... Unless I do well and shoot many, in which case there are even more hunting me down, preventing me from getting the objectives.
  • I concur it's frustrating
  • Zinjo2017
    481 posts Member
    edited June 25
    Look it's just a bad feature, not only does it create a bad cycle of back and forth focused killing but you're literally putting a shoot/find me here target on someone in a way that nobody would have that exact information so readily available to them. This is especially bad for hero ships who may kill 3 fighters or more, now 3 fighters have the exact location of that hero ship no matter where they are or go and can just seek out and overwhelm them in no time at all. This is just an immersion breaking mechanic that needs to go, it's as bad or worse than the shoot me here scope lights for specialists.

    Heck NO! I like to be able to go after the dude who just killed me. Sometimes it has cost me, but sometimes it's just nice to payback the guy who just wiped you out. If it is someone who constantly kills you it also lets you know to stay away from that ship until you are good enough to take him on.
    Post edited by F03hammer on
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  • Zinjo2017 wrote: »
    Look it's just a bad feature, not only does it create a bad cycle of back and forth focused killing but you're literally putting a shoot/find me here target on someone in a way that nobody would have that exact information so readily available to them. This is especially bad for hero ships who may kill 3 fighters or more, now 3 fighters have the exact location of that hero ship no matter where they are or go and can just seek out and overwhelm them in no time at all. This is just an immersion breaking mechanic that needs to go, it's as bad or worse than the shoot me here scope lights for specialists.

    **** NO! I like to be able to go after the dude who just killed me. Sometimes it has cost me, but sometimes it's just nice to payback the guy who just wiped you out. If it is someone who constantly kills you it also lets you know to stay away from that ship until you are good enough to take him on.

    That is literally the toxicity and the meta-gaming that I find the problem. The revenge player location identifier is comparable to a roleplayer making their characters do something in character because they know something out of character that the character couldn't possibly do, like looking up the ending to a movie/book while you just started watching/reading it for the first time. The revenge identifier also creates a toxic back and forth kill pattern, offers a reward for bad play, as well as unfair situations for hero ships it's just bad.
  • Yes, it must go with the quickness. 90% of the times I get killed is because the guy I just eliminated made a b-line straight for me while my focus was else where. Do I need to spawn camp every time I eliminate someone?
  • Agree! This feature is so stupid! It punishes players that are good, especially when you're a hero. It's one thing if it would just put a marker over their name- but it literally points them out from across the map. So stupid. This would be good to have when someone is just camping in the same spot on ground modes though.
  • I think it's more of a judgement call. Sometimes I go after the person who destroyed me, sometimes I don't, depending on the objective stage.

    Perhaps if the revenge only showed up for your first kill in that streak it would be more acceptable?

    I must admit though, whilst I feel the pain being described, I do like the fact that there is an imminent threat after each kill that can make you really have to play for your life!

    pH
  • Aryck-The-One
    1431 posts Member
    edited June 25
    Zinjo2017 wrote: »
    Look it's just a bad feature, not only does it create a bad cycle of back and forth focused killing but you're literally putting a shoot/find me here target on someone in a way that nobody would have that exact information so readily available to them. This is especially bad for hero ships who may kill 3 fighters or more, now 3 fighters have the exact location of that hero ship no matter where they are or go and can just seek out and overwhelm them in no time at all. This is just an immersion breaking mechanic that needs to go, it's as bad or worse than the shoot me here scope lights for specialists.

    **** NO! I like to be able to go after the dude who just killed me. Sometimes it has cost me, but sometimes it's just nice to payback the guy who just wiped you out. If it is someone who constantly kills you it also lets you know to stay away from that ship until you are good enough to take him on.

    I'm with this guy. It's especially gratifying when you spent the last 5 minutes being chased around by some complete -removed- in a TIE Bomber, while flying the Millennium Falcon.
    Post edited by F03hammer on
    * * *

    Arcade mode needs 20v20 and starfighter battles for Battlefront II!!!


    #soloplayersmatter #singleplayersmatter #offlinegamersmatter
  • That's why I like it..
    I like my blue milk cold.
  • Zinjo2017
    481 posts Member
    edited June 25

    I'm with this guy. It's especially gratifying when you spent the last 5 minutes being chased around by some complete -removed- in a TIE Bomber, while flying the Millennium Falcon.

    Well if you go after the Falcon alone with a bomber, you are just asking for it. That is a ship folks need to pile on to take out. She's tough, but not invincible.

    Post edited by F03hammer on
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  • Aryck-The-One
    1431 posts Member
    edited June 25
    Zinjo2017 wrote: »

    I'm with this guy. It's especially gratifying when you spent the last 5 minutes being chased around by some complete -removed- in a TIE Bomber, while flying the Millennium Falcon.

    Well if you go after the Falcon alone with a bomber, you are just asking for it. That is a ship folks need to pile on to take out. She's tough, but not invincible.

    You misunderstand me. I was the one flying the Millennium Falcon, and I was killed by one (1) TIE Bomber who just would not leave me alone... and because the Millennium Falcon cannot outmaneuver Bombers, I had no way of shaking him off. So I had this complete **** just picking away at my health and no way of defending myself.

    What really annoys me is there are no achievements or milestones that can be completed by destroying a Hero Ship with a Bomber, so this guy was pretty much just trolling me. I made him pay for it though; I picked the Y-Wing after, went after the "Revenge" marker, and ripped him apart with my ION Cannons and lasers.
    Post edited by F03hammer on
    * * *

    Arcade mode needs 20v20 and starfighter battles for Battlefront II!!!


    #soloplayersmatter #singleplayersmatter #offlinegamersmatter
  • BTL-A4_Ace
    641 posts Member
    edited June 25
    Personally, I'm okay with the "Revenge" & "Avenge" tags because they're subtle, and overall this gameplay feature is a nice way to earn more points, but the incredibly obvious "Hey! I'm here! Come get me!" orange highlight that remains after a player takes another player out definitely needs to go.
    Zinjo2017 wrote: »

    I'm with this guy. It's especially gratifying when you spent the last 5 minutes being chased around by some complete -removed- in a TIE Bomber, while flying the Millennium Falcon.

    Well if you go after the Falcon alone with a bomber, you are just asking for it. That is a ship folks need to pile on to take out. She's tough, but not invincible.

    You misunderstand me. I was the one flying the Millennium Falcon, and I was killed by one (1) TIE Bomber who just would not leave me alone... and because the Millennium Falcon cannot outmaneuver Bombers, I had no way of shaking him off. So I had this complete **** just picking away at my health and no way of defending myself.

    What really annoys me is there are no achievements or milestones that can be completed by destroying a Hero Ship with a Bomber, so this guy was pretty much just trolling me. I made him pay for it though; I picked the Y-Wing after, went after the "Revenge" marker, and ripped him apart with my ION Cannons and lasers.

    Revenge in the truest sense. Oh, how sweet it is. :lol:

    Gotta love those Y-Wings. :wink:
    Post edited by F03hammer on
    "All wings report in."
  • No, keep it.
    I like my blue milk cold.
  • I actually like the "Revenge" indicator in some situations.
    I was defending on the map (not sure of the name) where you have to take down the shields and then destroy the core. I fly in to the room with the core and get killed by a bomber that was playing the objective. Now I know at least one player on the opposing team that's playing the objective, I know what type of ship he's flying, and I know exactly where he is. It also helps when I'm looking to help take down a hero ship.
    It's just more battlefield information.

    In most other situations the "revenge" indicator is just a useless annoyance. I probably wouldn't miss it if it was removed.
    She's so fine, there's no telling where the money went.
  • I 100% agree it should be removed. Not only does it not promote synergistic objective play, it allows people to “hero hunt” with far too much ease. Hero ships are already distinguishable as it is, to do more to affect that is annoying. Also, it really really takes away the pull from the objective, which is honestly the coolest part about star fighter .
  • PruneFace wrote: »
    Agree! This feature is so ****! It punishes players that are good, especially when you're a hero. It's one thing if it would just put a marker over their name- but it literally points them out from across the map. So ****. This would be good to have when someone is just camping in the same spot on ground modes though.

    If you’re a hero ship, you’re a target anyway. The hero ships aren’t that great.

    I often get long player killstreaks and if people are coming after me, I don’t notice.
  • As I have just said in another thread in the same topic:

    I have to disagree. I quite enjoy dogfighting with an opponent so if they want to come back and have another go that's fine with me and I have no trouble having multiple killstreaks of 5+ in most games.

    Also be careful what you wish for. It's a good thing that players gang up on hero ships as it means a decent turnover of players. One of the problems with heroes in Galactic Assault is that even average players can carry some of the heroes for an entire game so no one else gets a go.
  • EV02AAA wrote: »
    ...It's a good thing that players gang up on hero ships as it means a decent turnover of players. One of the problems with heroes in Galactic Assault is that even average players can carry some of the heroes for an entire game so no one else gets a go.

    This.
    She's so fine, there's no telling where the money went.
  • FriendlyCanuck
    14 posts Member
    edited February 20
    Maybe their hero ships can have a slightly different indicator, but as a regular ship who can be brought down by a vengeful pilot quite easily I find that the revenge indicator still creates a very toxic gameplay loop. And many of the heroes are very obvious to begin with (save for Luke, Poe, Iden and the Awing girl) so the falcon doesn't need a neon sign on top of it's hulking size. And it's true that you don't want people playing as the hero the whole time, but I've played straight objective as a hero ship and been shot down without any revenge indicator, so it isn't necessary for people to kill me (their health isn't unfairly tanky in my experience) . Really, the idea that you need (the general game design, no "you" in particular) high turnover of heroes is a problem in the perception and design of the game. Everyone wants a hero, so they implement systems where they die quickly. So.... Why do you want a hero if it results in less playable game time? The way heroes work is that it gives you a perceived idea of more power (by literally making you more powerful in 1v1) , but draws attention to you to the point that it is better to be lost in the crowd (because 5v1 gets you crushed). In galactic assault this is done through visual identification as well as always being on the minimap to balance their power. (Which is still a problem for lightsaber characters who have no element of surprise on their side). That attention is the problem with the current revenge symbol, but with regular ships. Not only are you not as powerful as a hero unit, attention is drawn to you for successfully taking down another ship. Could you imagine this in galactic assault? It would be awful! You would be highlighted like a hero because you are semi decent and have a couple kills. Or! You aren't good and killed the most vengeful player on the opposing team so you spend the game dying to one guy who ignores everyone else just to kill you. That's the current Starfighter Assault problem and it would never fly in another game mode. Heroes complicate the issue, absolutely. But to drag regular fighters down, which is the majority of the playtime, isn't fair to the game mode ( which could be really awesome) nor the players.
  • I don't understand how this is still a feature... it's just disappointing even for EA.
  • I don't understand how this is still a feature... it's just disappointing even for EA.

    Agree why hasn't this been removed yet!
  • The feature is nonsense.
    Punishment for playing well. The more people you shoot down, the more have an indicator that shows exactly where you are, giving them a serious tactical advantage.
    I could deal with it better if it showed them for only a second or two after spawn to let you know which direction to go to get some payback, yet didn't keep them marked.
    To look at it from another point of view, a starfighter pilot joining a battle in progress would not have any kind of revenge marker, as he/she just then joined the battle. Remember each time you spawn in you are spawning in as a new pilot joining the fight, not a miraculously resurrected one.
  • Jello770
    5526 posts Member
    Heroes should have it disabled. Everyone else, keep it on.
    PSN: Jello770
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  • Rook008
    667 posts Member
    Jello770 wrote: »
    Heroes should have it disabled. Everyone else, keep it on.

    lol
    She's so fine, there's no telling where the money went.
  • playing for a few days and agree to the op, it is distracting, not only from the objective. especially since it shows up after just one kill, if it were my nemesis or someone who killed me 3 times at least, it would be less annoying i guess.
    Wer die Wahrheit sagt braucht ein verdammt schnelles Pferd!
  • Zinjo2017
    481 posts Member
    edited June 25
    Zinjo2017 wrote: »

    I'm with this guy. It's especially gratifying when you spent the last 5 minutes being chased around by some complete -removed- in a TIE Bomber, while flying the Millennium Falcon.

    Well if you go after the Falcon alone with a bomber, you are just asking for it. That is a ship folks need to pile on to take out. She's tough, but not invincible.

    You misunderstand me. I was the one flying the Millennium Falcon, and I was killed by one (1) TIE Bomber who just would not leave me alone... and because the Millennium Falcon cannot outmaneuver Bombers, I had no way of shaking him off. So I had this complete **** just picking away at my health and no way of defending myself.

    What really annoys me is there are no achievements or milestones that can be completed by destroying a Hero Ship with a Bomber, so this guy was pretty much just trolling me. I made him pay for it though; I picked the Y-Wing after, went after the "Revenge" marker, and ripped him apart with my ION Cannons and lasers.
    Fly into a group of friendlies and let them swat the fly. The Falcon is tough because if flies like a refrigerator. This is a team oriented game, get a little help from some friends.
    Post edited by F03hammer on
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  • In Galactic Assault, yes, this feature is a problem. It 100% becomes a back-and-forth because the player who just killed you will almost always be focused on strafing when you spawn back in, allowing you to take your revenge, and so on until one of you resentfully gives up.

    In Starfighter Assault, the issue is far less pronounced and imo not an issue at all. If the revenge indicator punishes players for playing well, then why is it still possible to go on 25+ player killstreaks? Honestly, most players seem to just go for the first enemy starfighter they see rather than prioritizing objectives or the revenge marker. I mean, I do that too sometimes. If a player does want revenge on me rather than going for an objective, then fine, I'm always anticipating that. I'll try to outfly them, if they can even get to me without being distracted or shot down by someone else. Typically, once you get past the first phase of any SA map, it's much easier to get lost in the scrum and go on long killstreaks.

    If I'm a hero ship, again I hope to outfly them or else I guess I'm helping some stranger get that achievement for defeating 25 hero ships. It's really not a big deal to me and doesn't diminish my enjoyment of the game mode.
  • Zinjo2017
    481 posts Member
    edited May 28
    I was not aware there was one for GA!! Never notice before. Prolly because I was just playing the game. I agree regarding SA. If you want to go in for a game of tag, that is your choice, but as already stated it gets harder the further you progress in the match. That isn't to say it isn't satisfying to smoke some player who's taken you out, when you can.
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  • Zinjo2017
    481 posts Member
    Holden wrote: »

    If you’re a hero ship, you’re a target anyway. The hero ships aren’t that great.
    Tru dat!

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