For now, I can't say for sure. We're working on them, and that's really all I can say about them. Once I'm more than 99% confident in my answer, I'll let you know.
It's curious, imho, that folks have expected them so soon - they're not just like the Cruiser Commands where it was just Cruiser, Battle Cruiser, Dreadnought Cruiser, Flight-Deck Cruiser and done...it's more in line with what you guys did with the Cores (not necessarily to the extent, but more toward that than just adding a console or the like).
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
It's curious, imho, that folks have expected them so soon - they're not just like the Cruiser Commands where it was just Cruiser, Battle Cruiser, Dreadnought Cruiser, Flight-Deck Cruiser and done...it's more in line with what you guys did with the Cores (not necessarily to the extent, but more toward that than just adding a console or the like).
Apt comparison - changing Sensor Analysis to be a toggle is similar to the work of making one of the four cruiser auras. Adding a Secondary Deflector item slot and hundreds of Secondary Deflector items that modify science abilities is more like adding Warp Cores than it is like anything else we've done recently.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Apt comparison - changing Sensor Analysis to be a toggle is similar to the work of making one of the four cruiser auras. Adding a Secondary Deflector item slot and hundreds of Secondary Deflector items that modify science abilities is more like adding Warp Cores than it is like anything else we've done recently.
Hey Hawk, any comment about maybe adding bonus "sight" (sensors) to the user of sensor analysis against the target of said ability?
Course, I can't which dev said it - but we're better off not talking about major things - cause they'll never happen. Little things, here and there...with enough folks mentioning it, might get done. The big stuff, regardless of how many folks are behind it...just won't.
It's not that big things will never happen - it's that changes have to match player expectations for changes relatively closely over time. Which is to say, if we have a big drastic sweeping change we want to make, it's better for us to make it slowly over time, so that each step feels much less radical.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Hey Hawk, any comment about maybe adding bonus "sight" (sensors) to the user of sensor analysis against the target of said ability?
I'm testing Sensor Analysis not requiring line of sight and not requiring perception of the enemy, which means it will persist on cloaked vessels. It's disabled by holds, so any full stun will let someone escape it.
I'm also testing Sensor Analysis giving a healing debuff to the hostile target (from all sources) if and only if it's been fully stacked. This lets a science vessel pick a single target as a "focus target", but requires the full 18 second rampup, during which time the vessel must maintain a 10 km range on target and must avoid holds and disables.
I'm not sure either of these changes will end up being in the final version, but I want to at least give them a test drive on Tribble.
Edit: To actually answer your question, I don't really want to change perception radius with Sensor Analysis, even vs. a single target. I'd like to keep it focused on "Modifies the effectiveness of Damage, Drains, and Healing".
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
re : Kit revamp :
- There was nothing on the items that ppl DID NOT WANT to be turned into modules ... , such as the ophidian cane , Mirror Replicas Shard and other items .
I'm not really understanding what you mean by that. Do you mean they are converting these items and we didn't want it, or they aren't converting these items and some people did want it for some obscure reason?
I mean that Gecko said on more than one podcast that the Ophidian Cane , Shard of Possibilities and some other items that you can currently slot as a ground device , will be turned into a Kit Modules .
This is a Very Bad Idea because it will take away slots in your ground Kit , slots that were intended for ground powers -- thus if you enjoy using these items , you will in effect be hindered by their use as you will have less ground powers if you equip them as modules . In short , this means that you will be less effective in Ground Combat then you are now .
So , I would like to know if this is indeed happening now that we're at the point that they are presenting Beta versions of the Kit Modules on the test server .
How can "All Tier 2 and above Klingon Raiders" be misinterpreted? The ships that are labeled "Raider" in the shipyard store were never referred to as another ship type other than "Bird of Prey", and there are no other playable ships aside from the Breen Raider that have carried the name "Raider".
Your question has the answers in it .
I want to know if this applies to BoP's as well ... (?) , since the only "Raiders" that I'm familiar with are the Nausicaan , Breen and possibly the Andorian ones (not sure about the Andorian one as that one is classified as a "Light Escort" on STOWiki) .
So yeah , we have a ton of ships and it would not hurt Cryptic to put out a list as to which ships get the Flanking Bonus and which don't .
I mean that Gecko said on more than one podcast that the Ophidian Cane , Shard of Possibilities and some other items that you can currently slot as a ground device , will be turned into a Kit Modules .
adjudicatorhawk has said in another thread that they decided not to do this.
The new version stays if the target flies away more than 10km but you can still see it, but it doesn't keep stacking while its more than 10km away. It starts dropping off at 45 seconds every 3 seconds. So if you had it fully stacked, it dissapears after a minute if the target is still more than 10Km away.
That makes sense really. Since there are times where you'll fly just out of range to let your shields recharge or repair some hull damage etc. Would be kind of annoying I guess if doing that meant you started back at square one because of a few seconds outside of the 10Km range.
I definitely agree, just wasn't entirely sure that was part of the design.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Your question has the answers in it .
I want to know if this applies to BoP's as well ... (?) , since the only "Raiders" that I'm familiar with are the Nausicaan , Breen and possibly the Andorian ones (not sure about the Andorian one as that one is classified as a "Light Escort" on STOWiki) .
So yeah , we have a ton of ships and it would not hurt Cryptic to put out a list as to which ships get the Flanking Bonus and which don't .
Is that a problem ?
BoPs are Raiders, they are under the Raider-Tab of the Shipyard and were labeled as such in the Devblog during Winter Event.
We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140223a.12
Character Transfer Instructions:
Character transfers for Holodeck to Tribble may be accessed at the following link: Character Transfer
Sign in with your PWE account and the transfer options will be located at the bottom of the web page.
New Features:
Undine Assault Queued Event:
Mixed faction queued mission for level 50 Captains.
This queue takes 15-20 minutes and comes in both Normal and Elite Versions.
The Undine are attacking!
Planets from the Alpha, Beta and Gamma quadrants are under attack and youve been called on to defend them.
Queuing up for this mission will send the player to one of four locations: Gornar, Andor, Cardassia or Ferenginar. There you will face the Undine. They have implanted a fully grown planet killer in extreme orbit.
The player with the aid of local forces will need to push through waves of Undine ships in order to close the fluidic rifts that are reinforcing the Planet Killers defenses. Once the defenses have been weakened, players can either take on the Planet Killer by themselves or defeat the rest of the defenses to gain the aid of the local forces in confronting the Planet Killer.
Tips:
Keep an eye on the command vessel as you will need this ship to expose the rift for you.
Communicate! There will be times when you will want one team member or multiple team members to change position.
The special UI element on your screen will tell you where your friendly forces are located and which locations your team has cleared.
Notes:
Currently, the boss fight of the mission is not implemented but what is there should still be challenging.
The rewards are also a placeholder.
Kit Revamp:
The Kit system has been overhauled!
New Kits now allow you to add Modules to them.
Kits and Modules exist from Mark I to Mark XII and in Common, Uncommon, Rare, and Very Rare qualities.
Kits can provide skill bonuses to either general Ground skills or career-specific Ground skills:
Higher rarity kits provide a larger number of discrete bonuses
Higher Mark kits provide a larger magnitude of skill with each bonus
Higher Mark kits contain more slots for Kit Modules
Kit Modules are a new type of item, consisting of a single power.
Each module belongs to a Career (Science, Engineering, or Tactical) and a Specialization.
Each Career is made up of two Specializations:
Science
Research Modules emphasize experimental new science-based control and damage effects
Medic Modules focus on healing wounds and supporting teammates
Engineering
Fabrications Modules allow Engineers to create temporary constructions
Mechanic Modules focus on using devices to enhance allies or impair foes
Tactical
Assault Modules focus on direct damage and explosive effects
Strategic Modules emphasize the battlefield planning and control abilities of the user
Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type.
For example, Turret Fabrication is a Fabrication-type Module.
It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit.
Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits
All qualities of Kits and Modules drop from ground enemies as reward possibilities.
Fleet Holding Kits have been updated to provide a purple-quality Kit with a pre-slotted purple-quality Module of the power that was previously a Mark IV power.
These are equivalent in power to their previous versions.
For testing purposes, the test console on Drozana Station will provide anyone with random assortments of level-appropriate kits and modules as many times as the tester desires.
[/LIST]
Think it'd great what you have done to the kits and the display setting top marks:)
So any word on how big the Tailor expansion is?
Being able to mix-match Maco and Omega stuff would be really sweet.
Character customization is very important.
For now the MACO/Omega costume still have their own separate trees. No mixing and matching with them for now. But we still have many weeks for Tribble updates.
When you have a ship targeted, in the targeting UI frame, there's a white arrow that points to the shield facing that you'll currently hit if you fire on them. If you can get that white arrow to point at their aft shield, you're in good shape for flanking.
I might have to look again but yesterday when I was testing it I saw nothing to indicate it lol. Thanks for the info though
For now the MACO/Omega costume still have their own separate trees. No mixing and matching with them for now. But we still have many weeks for Tribble updates.
Yeah, I just wanted to know if the devs were planning something.
I'm a little bothered by the sensor analysis de-toggling once an enemy target has been destroyed, I already have enough things to have to click away on during combat, and most enemy NPC's die fast enough already not to really warrant me having to toggle this thing on again in most instances. I assumed that the toggle would remain on, but would only focus on whatever you were currently targetting.
I think 30 seconds fixes all kit-swapping exploits. I think 30 seconds could also fix all console-swapping exploits, possibly if Battle Cloak and Enhanced Battle Cloak leave the user in combat as long as they're on.
The part in red needs to happen. It has needed to happen for a very long time.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
The part in red needs to happen. It has needed to happen for a very long time.
One of the stupidest ideas I can think of. For the sake of pvp you want to make anyone who cloaks in a romulan ship unable to go to full impulse. This is the method I use to get from one end of a map to the other at high speed without being stopped when I'm doing objectives in pve content.
Just in the recent MU event I was using my battle cloak to go from one set of rifts or power stations to the other and not fighting all the little ships that were wandering around in the middle of the map.
Please stop thinking up ideas that would ruin most peoples fun in pve just because you find it annoying in pvp.
No full impulse while under cloak, get real. I already hate the sight of cannon based ships ramming themselves into the sides of ships to maximise their dps, I certainly don't want to see people cloaking within attack range of their target just to get the 'ambush' bonus, which would be a joke if everyone knows you're there anyway.
It's just another case of the PvPer's crying and ruining something perfectly fine for the PvE crowd, why can't they at least keep PvP and PvE mechanics separate and let the PvPer's ruin the game amongst themselves instead of drawing in the PvEer's every time?
Ten soldiers wisely led will beat a hundred without a head. - Euripides
I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
I take a week off of checking the Tribble notes and miss something awesome. Kit revamp? Undine Fleet Action. Murmurs of an incoming Undine rep? The Raider flanking bonus coming to the wider world.
DEAD INSTANCE RED ALERT FIX!!!!
I still don't like this weekend stuff, but man you guys are on the ball improving this game's nuts and bolts.
^Seriously though you guys need to think about it, forcing people under cloak to remain in red alert can seriously backfire against a team. Especially with small raiders and escorts, dropping out of red alert increases hull recovery allowing them to get back in the fight faster. Being cloaked keeps them from getting attacked while doing that. That allows them to get back to dropping firepower on the enemy faster.
Leave the cloaks and red alert alone. It already has a drawback, when you're using full impulse power comes out of auxiliary weakening the cloak. That's enough.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
I am wondering if that white arrow mentioned for flanking was speaking of the reticle of shield facings. I tried it out again on tribble when facing ships that their rear facing isn't identifyable unless you teleport behind them like borg for example I still am not seeing anything identifying what the rear facing actually is.
I am wondering if that white arrow mentioned for flanking was speaking of the reticle of shield facings. I tried it out again on tribble when facing ships that their rear facing isn't identifyable unless you teleport behind them like borg for example I still am not seeing anything identifying what the rear facing actually is.
It is indeed the arrow which tells you which shield is facing. The ship orientation is always front = top (same as the display for your own player ships), so if the arrow is pointing to the 'bottom' shield facing, you're flanking it.
Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it.
It is indeed the arrow which tells you which shield is facing. The ship orientation is always front = top (same as the display for your own player ships), so if the arrow is pointing to the 'bottom' shield facing, you're flanking it.
Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
As soon as I saw you could customize the colours of them, I knew it had to be done haha.
I also meant to mention that I really like the new kit system. I especially like that what I mentioned (letting some kits have half of one speciality and half another) is already in place. I think mostly my Sci captains will make good use of this, letting them have some offensive research abilities whilst also having a medical tricorder or something to help keep teams alive.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
I'm a little bothered by the sensor analysis de-toggling once an enemy target has been destroyed, I already have enough things to have to click away on during combat, and most enemy NPC's die fast enough already not to really warrant me having to toggle this thing on again in most instances. I assumed that the toggle would remain on, but would only focus on whatever you were currently targetting.
What you assumed is the current version on holodeck. It's not popular because many powers break targetting, as well as say healing an ally. Currently, you can select the big boss as the 'analyzed target' and in the meantime mow through probes, generators while helping out other players. When you get to the big target, you'll already have the max 6 stack bonus on it.
Also, as a news, you can 'analyze' a friendly target, which will increase the effectivness of your heals toward that target, while you both combat enemies.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Comments
It's curious, imho, that folks have expected them so soon - they're not just like the Cruiser Commands where it was just Cruiser, Battle Cruiser, Dreadnought Cruiser, Flight-Deck Cruiser and done...it's more in line with what you guys did with the Cores (not necessarily to the extent, but more toward that than just adding a console or the like).
^^^ THIS. I completed my first red alert in ages.
You completed a Red Alert on the Test Server? You can't even get enough people to test PvP there, how are there enough people doing Red Alerts?
Raptr profile
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Apt comparison - changing Sensor Analysis to be a toggle is similar to the work of making one of the four cruiser auras. Adding a Secondary Deflector item slot and hundreds of Secondary Deflector items that modify science abilities is more like adding Warp Cores than it is like anything else we've done recently.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Hey Hawk, any comment about maybe adding bonus "sight" (sensors) to the user of sensor analysis against the target of said ability?
It's not that big things will never happen - it's that changes have to match player expectations for changes relatively closely over time. Which is to say, if we have a big drastic sweeping change we want to make, it's better for us to make it slowly over time, so that each step feels much less radical.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I'm testing Sensor Analysis not requiring line of sight and not requiring perception of the enemy, which means it will persist on cloaked vessels. It's disabled by holds, so any full stun will let someone escape it.
I'm also testing Sensor Analysis giving a healing debuff to the hostile target (from all sources) if and only if it's been fully stacked. This lets a science vessel pick a single target as a "focus target", but requires the full 18 second rampup, during which time the vessel must maintain a 10 km range on target and must avoid holds and disables.
I'm not sure either of these changes will end up being in the final version, but I want to at least give them a test drive on Tribble.
Edit: To actually answer your question, I don't really want to change perception radius with Sensor Analysis, even vs. a single target. I'd like to keep it focused on "Modifies the effectiveness of Damage, Drains, and Healing".
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I mean that Gecko said on more than one podcast that the Ophidian Cane , Shard of Possibilities and some other items that you can currently slot as a ground device , will be turned into a Kit Modules .
This is a Very Bad Idea because it will take away slots in your ground Kit , slots that were intended for ground powers -- thus if you enjoy using these items , you will in effect be hindered by their use as you will have less ground powers if you equip them as modules .
In short , this means that you will be less effective in Ground Combat then you are now .
So , I would like to know if this is indeed happening now that we're at the point that they are presenting Beta versions of the Kit Modules on the test server .
Your question has the answers in it .
I want to know if this applies to BoP's as well ... (?) , since the only "Raiders" that I'm familiar with are the Nausicaan , Breen and possibly the Andorian ones (not sure about the Andorian one as that one is classified as a "Light Escort" on STOWiki) .
So yeah , we have a ton of ships and it would not hurt Cryptic to put out a list as to which ships get the Flanking Bonus and which don't .
Is that a problem ?
adjudicatorhawk has said in another thread that they decided not to do this.
http://sto-forum.perfectworld.com/showpost.php?p=15286901&postcount=181
I definitely agree, just wasn't entirely sure that was part of the design.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
BoPs are Raiders, they are under the Raider-Tab of the Shipyard and were labeled as such in the Devblog during Winter Event.
Being able to mix-match Maco and Omega stuff would be really sweet.
Character customization is very important.
For now the MACO/Omega costume still have their own separate trees. No mixing and matching with them for now. But we still have many weeks for Tribble updates.
I might have to look again but yesterday when I was testing it I saw nothing to indicate it lol. Thanks for the info though
Yeah, I just wanted to know if the devs were planning something.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
The part in red needs to happen. It has needed to happen for a very long time.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
One of the stupidest ideas I can think of. For the sake of pvp you want to make anyone who cloaks in a romulan ship unable to go to full impulse. This is the method I use to get from one end of a map to the other at high speed without being stopped when I'm doing objectives in pve content.
Just in the recent MU event I was using my battle cloak to go from one set of rifts or power stations to the other and not fighting all the little ships that were wandering around in the middle of the map.
Please stop thinking up ideas that would ruin most peoples fun in pve just because you find it annoying in pvp.
It's just another case of the PvPer's crying and ruining something perfectly fine for the PvE crowd, why can't they at least keep PvP and PvE mechanics separate and let the PvPer's ruin the game amongst themselves instead of drawing in the PvEer's every time?
DEAD INSTANCE RED ALERT FIX!!!!
I still don't like this weekend stuff, but man you guys are on the ball improving this game's nuts and bolts.
^Seriously though you guys need to think about it, forcing people under cloak to remain in red alert can seriously backfire against a team. Especially with small raiders and escorts, dropping out of red alert increases hull recovery allowing them to get back in the fight faster. Being cloaked keeps them from getting attacked while doing that. That allows them to get back to dropping firepower on the enemy faster.
Leave the cloaks and red alert alone. It already has a drawback, when you're using full impulse power comes out of auxiliary weakening the cloak. That's enough.
I am wondering if that white arrow mentioned for flanking was speaking of the reticle of shield facings. I tried it out again on tribble when facing ships that their rear facing isn't identifyable unless you teleport behind them like borg for example I still am not seeing anything identifying what the rear facing actually is.
It is indeed the arrow which tells you which shield is facing. The ship orientation is always front = top (same as the display for your own player ships), so if the arrow is pointing to the 'bottom' shield facing, you're flanking it.
Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it.
http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00008_zpsb3048854.jpg~original (In the Tailor)
http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00009_zpsa67eee32.jpg~original (Arrived at ESD)
http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00012_zpscb589126.jpg~original (Looking for something to assimilate for breakfast)
OK, that is insanely cool.
Thanks!
As soon as I saw you could customize the colours of them, I knew it had to be done haha.
I also meant to mention that I really like the new kit system. I especially like that what I mentioned (letting some kits have half of one speciality and half another) is already in place. I think mostly my Sci captains will make good use of this, letting them have some offensive research abilities whilst also having a medical tricorder or something to help keep teams alive.
What you assumed is the current version on holodeck. It's not popular because many powers break targetting, as well as say healing an ally. Currently, you can select the big boss as the 'analyzed target' and in the meantime mow through probes, generators while helping out other players. When you get to the big target, you'll already have the max 6 stack bonus on it.
Also, as a news, you can 'analyze' a friendly target, which will increase the effectivness of your heals toward that target, while you both combat enemies.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
Sick.
/10char
Joined January 2009
http://assets-cloud.enjin.com/users/5317513/pics/original/2533158.jpg