Warframe Warframe Weekly Recruitment | Share Your Name and Get in the Game! |
- Warframe Weekly Recruitment | Share Your Name and Get in the Game!
- Soon to come new end of mission screen: Now with 50% less information and 200% more mouse hovers!
- Get your groove on!
- How about End of Mission UI that is more along these lines with visible information? (with a bigger font of course - I threw that together in google sheets)
- (War-)Frames Ranked in Order of How Much Pubic Hair I Think They Have
- Following DE's design philosophy I challenged myself to make the new UI have even MORE irrelevant information.
- Welcome home, Ashen One - Firelink Shrine (Imgur album in comments)
- Suggestions for end-of-mission UI changes, expanding on u/Monames post (info in comments)
- Thought i'd share my work on this tennogen round. Revenant Draugen ( formerly draugr) with sentient color scheme on the right.
- DE. This is the End Missions screen I want. Literally every single thing I care about in a single screen. I don't need half a screen taken up by a bunch of Warframes standing around like a plaster Jesus.
- Give us an option to turn off “hold melee to heavy attack”
- Why do we UI like we UI? - [DE]Pablo
- Getting the Tenebrous Ephemera as sure thing felt great. Please, do this for the other RNG based ephemeras.
- Edgy and Elegant trinity (i tried)
- Seems a bit misleading maybe?
- Ive found it. The perfect Angstrum colour scheme.
- Cathedral of Gold & Light
- I'm amazed by the fact that the Warframe community as a whole just sees Simaris as a weeb and the Sanctuary his library of hen- uhh anime
- Ordis said something about a trip to Umbriel/Uranus, but he never told me there were dragons and unicorns (Switch)
- Whoever is doing the UI revamps needs to stop
- My Volt Shrine is coming along fine
- Ungrateful ugly clones
- The Tenebrous Ephemera does not play well with Spoiler mode.
- A sketchy sad Nezha
- It's way too easy to just ignore that Railjack exists
Warframe Weekly Recruitment | Share Your Name and Get in the Game! Posted: 24 Jan 2020 07:33 AM PST This thread is for anyone to recruit or request others to help them out. It's open to all types of recruitment, and you can recruit any day of the week!
Please provide the following information in your comment (in no particular order or format):
No formatting necessary! That's right, format your requests or offers howeveryou want! The nicer and prettier it is though, the easier it is to read so keep that in mind! Read the other comments! If no one answers your response, add the others who have shared their info! Keep checking back to see who else is out there! Request away!And remember... You can recruit any day of the week![link] [comments] | ||
Soon to come new end of mission screen: Now with 50% less information and 200% more mouse hovers! Posted: 24 Jan 2020 03:18 PM PST
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Posted: 24 Jan 2020 06:24 PM PST
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Posted: 24 Jan 2020 05:16 PM PST
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(War-)Frames Ranked in Order of How Much Pubic Hair I Think They Have Posted: 24 Jan 2020 05:49 AM PST sry for poor formatting and grammar #42 - WispThe whole idea started with Wisp - who would have guessed. First i thought it would be a tie between her and Ember since there both are flaming hot girls. However i put Wisp slightly above Ember since she is, more or less a ghost, an etherial beeing - which means she doesnt have a body to grow hair on the first place. #40 & #41 - Ember and HarrowHarrow was kinda difficult, ive debated quite a while over him - on the one hand he is something like a priest who strictly shaves himself (haven't seen much priests pubes in my life) on the other hand since Rell gave up his body - he is like Wisp, incapable of growing hair to begin with. This one is easy. Ember is THE fire girl; she surrounds herself with fire to burn enemys and her pubic hair away - making her completly hairless. #39 - GarudaThis blood fetishist always takes the opportunity to shave her entire body (and pubes) to the point of which they bleed. #37 & #38 - Volt and GaussSince both are fast frames, both should have a streamlined form of pubic hair to reduce the frictiondoes a frame wear pants?. However to gain advantage in a race one will perhaps shave them of to be as aerodynamic as possible. #36 - NezhaNezha is also a fast frame which first puts HIM near Volt and Gauss however, he is also known for his survivability. This puts him just blow the previous mentioned, because he most defently doesnt have time to shave his pubes, while saving others. #35 - NekrosThis might be a little bit controversal but it is still my opinion. I think daddy death isn't quite shaved down there. Dont get me wrong, i dont think that there are a lot of pubes to begin with since they mosly die in the process of growing - however due his ability of summon shadows of the dead, he will most likely summons some from time to time. #34 - BansheeA stealty and silent frame. Her body and her pubes are prefectly trimmed to reduce every sound - making her a completly silent. Due to her knowledge of beeing perfectly shaved she also pinpoints #32 & #33- Mag and NovaMags pubes are like her impact in game - Nova is a quite difficult pick. However i put her in this spot, because she can manipulate her growth speed - when putting atleast 145 Power Strengh on her she slows the growth down upto 75% meaning she most likely dosent want pubes to begin with. #31 - IvaraBeeing a stealty frame, she is mostly invisible when farming #29 & #30 - Loki and AshQuite a hard decision between the two Male stealh frames, however i valued Ash over Loki since he, due to his ninja codex, is obligated to have nice trimmed pubic hairs. Loki is a trickster, which means he has no to little pubic hair, but when he is in the mood he goes full jungle biom - but still he tries to impress other stealth frames, which means he most likely has also a nice trimmed area (most of the time). #28 - ZephyrBirds have feathers, but it is still quite fethery down there. #27 - HildrynI imagine Hildryn to have some sort of millitary or bodybuilder background. This includes some form of self-discipline - keeping her pubes firm and proper to sustain good in battlefield or in a changing room in your local Gym. #26 - Excalibur (Umbra)Excalibur is the fan favorite due him beeing everyones starter frame of choice. While not directly stated in-game lore entries he defenatly has sex on the daily basis. Having so many sexy skins to equip he is most defently the Barney Stinson of this game. While this is true he has a nice and clean pubic area, not too long and not to short - a fan favorite hairstyle and even the developers put a live replica of him in the studio because of it. #25 - OctaviaAs a musican shes always prepared for some spontanious music gigs, thats why she has always has nicely groomed pubic area. But when meet in the rare instances, in which she isn't, she crouches out with her 3, leaving you alone like the registerd loser you are. #23 & #24 - Mirage and NyxElegant, sophisticated and a nice lengh - nice. Thats what they told me even though im not quite sure about it since my head hurts. Those are 2 (mind-)manipulative frames, never showed anyone their pubic area, which makes their pubes are more protected secret, than the wig of Donald Trump. #22 - RevenantSleek and elegant, spiked with some sentient energy to appeal some Eidolon Hunters. His kinda shortly groomed pubic area also help him to reduce any friction when spinning like a Beyblade. #21 - EquinoxSince this frame is all about duality i imagine them having in one form a elegant pubic area and in the other form some messed up one. But why spot #21? Simple its in the middle of the 42 frames - perfectly balanced as all things should be. #20 - LimboWell he most likely appears to be a stage magican and we all know how their pubes are. #19 - MesaNice pubes even through she shaves them with her guns - what a maniac. But to her defense, she uses auto-aim to shoot them off. #17 & #18 - Vauban and TrinityThose 2 where hard to seperate. Trinity has an amazingly groomed pubic area because if she cuts slightly wrong she uses her blessing to restore their initial leght. Vauban on the other hand, can trow out Rollers while he cuts his pubes in perfect condition - some might say that his rework also affectet his pubic hair to get it to this amazing state. #15 - InarosThere are many things to hurt this frame but none to kill him. This simple rule also applies to his pubes. Those have some amazingly regenerative abilities which makes them easy to cut but difficult to substain a certain lengh. Also his pubes are all swirly due to him always spamming his 3. #16 - WukongThis chimp has some medium lengh pubes. Nicely trimmed to match the lengh of his fur. However Hygene isnt his strengh - he mostly scratches his pubic area and sniffs on his fingers, due to its smell he falls of a brach making him a vial hit on YouTube. #14 - KhoraThis crazy cat lady likes her pubes like her Kavat - hairy and well groomed even if she has to do it herself. Personal hygene while exessive grooming is very important to her. #13 - GaraShe shatters every mirror she comes in contact with, so shaving might be a problem down there. However her Glassstorm naturally 'trims' her pubes in an awful way. Furthermore her lengh is determined by her beeing a Thai - have you seen her codpiece? #12 - BaruukThis peacefull frame never harms anyone. His pubes are grown and trimmed the free-spirit way, also he has dreadlocks down there - change my mind. #11 - TitaniaThe fairy of this game. Due to her love to nature she doesnt shave her pubes, but she still hasnt much pubics compared to the fairy king. #10 - ChromaChroma is a Dragon Warrior through and through, but im setting him higher in this list since his pubes (like himself) have to be damaged to become even more stronger. #9 - GrendelHe eats all the time so there is no time to shave and having some pubes makes him fall softer when he is in his Pulverize ability. That ability also prevents him from going further because there is always some loss of hair when he rolls downhill due to wear and tear (there isnt any slider for him). #7 & #8 - Rhino and AtlasBoth frames are devoted to get stronger and tougher. I dont think that due to their wild natures they have good grooming habits. Also have you seen Rhinos bulge? #6 - SarynIts common knowledge that she has dense and contagious pubes. She does not only spread her Spores at enemys. She most likely infects friendly frames with her Spores, when she isnt carefull enough. #5 - HydroidHydroid is a pirate, those where notorious for their unshaved, unwashed, wild and dense pubes. #4 - NidusI dont even wanna know how the situation is down there. But i think that due his infested origin that his pubes are quite long and dense and with a lot of little maggots to keep them clean. This ability makes him immune to all kinds of #3 - ValkyrThis bich crazy. I dont think she ever cared for her pubes while on her rampage. Thats the reason why there all fuzzy and there isnt any Hygiene down there - maybe thats the reason she screams all the times, STDs are even in the World of Warframes a real thing. #2 - OberonOberon is the King of the Faries and the Forest he Protects, therefore he didnt shaved it once in his lifetime, to habe his own pubic forest. He is truly in touch with nature and would never go against it. #1 - FrostFrost is clearly #1. His frostly abilities are directly from Vikings. Those known for their long beards (and also their pubics). With that said i imagin him having the biggest and densest pubics there are due to his cold nature. -- This finally concludes my long list. I think it's a solid list, but I would love to hear constructive feedback on it and/or information that I may have missed. Also this post was inspired by a similar post made with Apex Legends. Also Mods please don't permaban. [link] [comments] | ||
Posted: 24 Jan 2020 06:31 PM PST
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Welcome home, Ashen One - Firelink Shrine (Imgur album in comments) Posted: 24 Jan 2020 06:37 AM PST
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Suggestions for end-of-mission UI changes, expanding on u/Monames post (info in comments) Posted: 24 Jan 2020 07:44 PM PST
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Posted: 24 Jan 2020 08:59 AM PST
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Posted: 24 Jan 2020 08:11 PM PST
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Give us an option to turn off “hold melee to heavy attack” Posted: 24 Jan 2020 06:22 PM PST I find myself constantly losing my combo when I accidentally hold the melee button for too long, and it gets extremely annoying when you lose all of your combo for nothing. Instead, please put an option in the settings to let us toggle whether we want to hold melee to heavy attack. [link] [comments] | ||
Why do we UI like we UI? - [DE]Pablo Posted: 24 Jan 2020 02:03 PM PST https://forums.warframe.com/topic/1164055-why-do-we-ui-like-we-ui/ Summary Over the past year and a half, we have been steadily working on revamping the UI in the game to use the themes and backgrounds, while also using this opportunity to improve the functionality of them. This is a very very long process, Warframe has almost 200 screens, and we are often adding more to support new content, so it will take a long time to complete this journey. When we started 131 screens needed reskinning, now we have 70 more to go. Seemed like a good time to touch base to talk about why we are doing this process, and how we come to some of the decisions we make while working on these. The choice that drives us The two most common types of feedback we get are
These two are generally the forces that pull us in opposite directions. On rare occasions, you can find some solutions that make a screen less overwhelming, without having to lower the amount of information displayed at once, but for the most part, these are two conflicting objectives. The compromise we arrived at to try and circle this square, was to use a variant of progressive disclosure, which in practice means we add more information, but put it behind rollovers or clicks. Abilities Screen As an example, let's talk about the abilities screen. I chose this one, because I remember at the time of this change, there were a lot of upset Tenno, and I imagine some of you remain so. So it seems like a good one to explain why we did what we did. A common approach in UX is to treat it as a conversation, in this case the player clicked on abilities, so they are asking "What are Chromas abilities?" And our answer was to show you a small picture of each one, giving you all the stats, full description, how they are affected by mods, etc. In a conversation, our answer should have been closer to "These are the abilities, do you want to know more about any of them?" then the player can say which one they want to know about. The old screen is closer to a spreadsheet, which can be a very useful and powerful tool for someone that is familiar with the data, but overwhelming for someone trying to get familiar with it. The new version essentially follows the conversation structure, by showing you 6 options for you to decide which one you want to hear about: Passive, abilities or tips. While at the same time putting the fiction of the Warframe front and center by using the diorama. Does it achieve the other end of the deal by adding more information? By making the display of abilities be one at a time, it empowered us to add videos to each one, which explain the ability much better than the old images ever could. Before this change descriptions had to be extremely short, because of the limited space for text, but now if you look at Gauss for example, his descriptions are quite a bit more detailed than we could afford in the past. Similarly with space for stats, it was one of the main hurdles to adding Augment stats. New version also allows the space to show OLD > NEW stat side by side, before you had to toggle the button to see the change. And the addition of Tips, served as a place to expose players to certain synergies or ability quirks, that before were only on the wiki. Earlier I talked about treating UX as a conversation, expanding on that, it is not always the same conversation. "What are Chromas abilities?" is what someone newer to Chroma would ask, but what a Dragon master was asking when clicking on the abilities screen, really was closer to "What are the effects of my Mod choices on Chroma?". Undeniably, the screen's answer to this question is more cumbersome, since you can't at a glance see them all anymore. So what we did to address this, was to change where that conversation takes place, by adding it directly to the upgrade screen, removing the need for you to go back and forth between the screens. A big win from moving to a tooltip approach is that the functionality done for this, is much more portable than it used to be, if we wanted to have ability stats in the upgrade screen before we needed to do an entirely separate design and code solution for it, and given the limited space in that screen, it never came to be. But now that it is on the tooltip, we were able to fit it not only there but in the market, the arsenal and even the screen where you choose your first frame during the intro tutorial. How this applies to future stuff Extrapolating from this past decision to future ones, you can imagine how this approach will affect things like the arsenal. Right now when picking weapons you can see their icon, name, rank, Lens and Forma count or mastery. We haven't designed this yet, so I don't know for sure that this would be the change, but I imagine we would no longer show the Lens or the Forma on the grid, and instead have those on the tooltip. And then the tooltip would have additional information that isn't there today, like if it has Catalyst, an Exillus adapter, Mastery requirement, weapon description and stats, the last two you currently see on click. So again, hiding some information behind player actions, but adding more information is our general approach. But even this simple example raises other questions. For example, hiding Forma behind hover is likely not a big deal since it's used more for completionist purposes, so not very time sensitive. But hiding the Lens is a bigger deal, since you sometimes want to choose a weapon to get some Naramon Focus, and hovering over them to find one can be annoying, can use search bar, but still. Lens also has the advantage of only showing when there is one installed, so it doesn't contribute to clutter, so there's arguments to be made to keep it, even if it goes counter to all the other stuff I said haha. Which is my not very subtle way of saying there's no one solution to every problem we encounter and we got to try and keep analyzing them case by case, and when we miss the mark we know we got you to remind us. So that's the big one, the main thing that guides a lot of what we are doing. But I also want to talk about some other smaller, but important, things. Consistency With as many systems and as many screens as we've had over the years, we didn't always come up with the same solution to similar challenges, and that means inconsistency, for example a very basic thing, how do you display an element and it's information in a grid. Click takes you to screen with new info Info on the Top Info inside the element We have been changing most screens to grid on left, details on right. You can see a lot of the examples above we have already reworked. We've been trying, not always succeeding, to remove this and other inconsistencies as we rework the screens. Why is item labels a setting? And why is it off by default? Not gonna lie, sometimes I ask myself this very question too 😅. Our logic was that 90% of our items have very recognizable icons, we looked at some of our contemporaries at the time and none of them had labels for items, and most of them had smaller, less unique icons than we did, so we felt comfortable removing labels. Of course I said 90%, the other 10% is not so great, clear cases are Relic icons and weapon component icons, for the latter we do have a desired solution that adds the resulting item icon to a corner, but this task keeps getting pushed further and further down the queue, it is in the wishlist tho. And for the Relics we force the labels on always. Is this a good solution? Does it help in any way to keep the screen somewhat cleaner without them? The honest answer is we can't know for sure. Personally I play without labels on and I don't miss them. But when we do find a case where they are sorely missed, like recently in the Avionics scrapping screen, we force the labels on. Why does the new Railjack UI use hold to confirm? This is another new thing we are trying with Railjack UI, confirmation popups are tried and true, but they do have some disadvantages, for example this one from polarizing Revenant. It tells me what will happen, but also it hides the context of what I did, I can't see the slot I polarized or the polarity I chose, I have found myself cancelling out of this out of fear that I selected the wrong polarity. Hold to confirm would preserve the context, so as you hold, you would be able see the slot and the polarity you selected. Another downside of confirmation popups is that since there's so many of them, most people stop reading them. If you only saw them on rare occasions, you'd be more likely to pay attention to what they say. I've gotten a request, twice now, to implement a special dialog for when you polarize a slot into the same polarity it already had. That actually has been in the game for years, but since it's a popup amongst a sea of popups, people don't notice it. No polarity change screen exists! Does this mean we will start spreading hold to confirm all over the place? I don't rightly know to be honest. In big part it will depend on your responses down below 😀 And that's mostly why I wanted to write this wall of text, I want you to understand why we do what we do, but at the end of the day we make it for you, so hopefully knowing our reasoning you can help guide us down the right road. Last, but not least I wanted to share some of the screens we are currently working on, these are complicated ones, so don't expect them super soon, but they are in the works. We are not looking to reinvent the wheel, mostly will get themes, fix some issues like how mods show up as stretched images or how rolling over Invasions or Sorties can make the scroll bar go nuts. We are adding a bit of functionality by moving the resource drones into a tab here, so you will now be able to see where they are, along with their status, at a glance. The pre and post Mastery test screens are also being redone along with the new Mastery badges that were previewed a while back in a Devstream. We added a button to practice the test directly from here. Along with adding some tips to explain what is Mastery Rank and why do you want it for newer players. End of mission We are changing the end of mission screen quite a bit, first, by consolidating the mod and item sections into a single grid and increasing how many items you see at first glance from 6 to 10. Syndicates and Item Affinity are also being put together into a progress section that will show Focus, Intrinsics, etc. Stats are being moved into their own section with a few added ones like healing done, crowd control time and damage prevented. And we are introducing special recognition for things done during the mission, for example you might've found a lot of the Syndicate Medallions, revived your allies or put out a lot of fires in Railjack. We want to recognize that you aided your team there and who did the most damage isn't the only thing that matters. And finally we are adding more flavour to it by showcasing your whole squad. So you made it this far! As we reach the end of this 10 pager, the amount of information to digest is Grendel-size. As we mentioned earlier, a common approach in UX is to treat it as a conversation (a player clicking on abilities is asking "What are Chromas abilities?"). In the case of this Dev Workshop, a player might be asking 'How is DE approaching their UI designs", and now you have the answer! A lot of Warframe's DNA has mutated over the years by reacting to not only what players say about the game, but how the game is actually being used (stats!). We will use both these pillars as we continue on our 200-screen journey. [link] [comments] | ||
Posted: 24 Jan 2020 07:47 PM PST Specifically Blazing Step should be added to the exotic goods vendor and taken out of ESO. Not sure what currency they could use for this but, I'm sure they could work something reasonable out. Seeding Step while not particularly difficult to get, should be put in the arbitration vendor for 30 vitus, just like Bleeding Body, which is the other Arbitration ephemera for the sake of consistency. It would even dillute the rewards table for arbs a little less to boot. Shocking Step and Freezing Step should both be added to the exotic goods and should take 15 to 30 lazulite toroids each since, that's what you get from killing Exploiter Orb anyways. All of the Vengeful Lich ephemeras should be added to Palladino since DE has talked quite a bit of adding a lich token system to her anyways. Getting 10 lich tokens should suffice for one since they take quite a bit of time each. This should do exactly what they did to the Tenebrous ephemera and give players a clear goal that they can work towards instead of blind luck where you can get 1 from your first lich/orbs or, get absolutely nothing for your efforts after 50 liches/orbs. [link] [comments] | ||
Edgy and Elegant trinity (i tried) Posted: 24 Jan 2020 12:27 PM PST
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Posted: 24 Jan 2020 08:16 PM PST
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Ive found it. The perfect Angstrum colour scheme. Posted: 24 Jan 2020 04:14 PM PST
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Posted: 24 Jan 2020 08:24 AM PST
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Posted: 24 Jan 2020 10:48 AM PST No idea how it managed to get this far, but I'm proud to be part of all this. [link] [comments] | ||
Posted: 24 Jan 2020 03:33 PM PST
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Whoever is doing the UI revamps needs to stop Posted: 24 Jan 2020 09:27 PM PST Look, I don't care if the UI is pretty. I don't care that you worked hard to design it. For the love of god and all that is holy, STOP WITH THE TOOLTIP WANKING HOVER OBSESSING INFORMATION OBFUSCATING DIARHETTIC GARBAGE THAT IS THE NEW UI DESIGN PHILOSOPHY. Removing information is NOT an upgrade. May as well have just stuck with the old UI if you were just gonna make it harder to read. Hire a proper UI/UX designer damn it. [link] [comments] | ||
My Volt Shrine is coming along fine Posted: 24 Jan 2020 04:49 PM PST
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Posted: 24 Jan 2020 09:40 AM PST
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The Tenebrous Ephemera does not play well with Spoiler mode. Posted: 24 Jan 2020 09:07 AM PST | ||
Posted: 24 Jan 2020 03:44 AM PST
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It's way too easy to just ignore that Railjack exists Posted: 24 Jan 2020 07:13 AM PST I really enjoy Warframe. I'm definitely one of those "play every day" people from the survey. It's a very relaxing game after a day of work to sit down to for an hour or two before bed. Most of the time I'll hit the sortie, kuva flood, maybe an arbitration, void fissures if I need forma bps, then derp around with random stupid builds (been really trying to make melee Mag work out, almost there). In addition to the above list, I also played Railjack a fair bit when it first launched. Since I, and a good amount of others, were fairly disappointed with the mode I mostly stopped playing it. The past few nights I've caught myself looking at clan chat wondering what people are talking about then realizing I had forgotten that Railjacks were even added to the game. This is content island on a whole different level. When Railjack was demo'd at Tennocon this year I was naturally very excited. But what excited me the most wasn't necessarily the space combat, I mean the game has had Archwing for a long time and it seemed mostly like that on steroids, but rather that it was supposed to be this "connective tissue" to finally bring together all of the disparate content in Warframe. It just makes me a bit sad, and a tad disappointed, that this huge system added to the game that was touted as a major focus of development for years is so utterly forgettable. When I would play Railjack, no one would ever board Crewships. So all my recent RJ missions I played Loki and Amesha, flew around and blew up Crewships and took care of the extra objectives. This is, by far, some of the most boring content in Warframe. The optimal way I've found to contribute is basically just running around in stealth playing a very easy but very long spy mission. It just isn't good. I really, really hope that they wake up and do something, but there are so many unanswered questions. Why the hell was this released with only one mode? Imagine if every node in the star chart was exterminate, the game would be awful. I get that "it's early in development" or "they are making changes" but I really question why it was released in this state at all. Not to mention the ridiculous slew of bugs that makes RJ one of the most frustrating game modes. What I do enjoy is Arbitrations. I enjoy that it changes how I play and how I mod my frames. What if other syndicates offered similar missions, except instead of frame strength they had a duration modifier, or something else. Railjack is just so damn one-dimensional. There is no player agency, there is no choice, there's just one mission type and one linear path to getting the Shedu, which is really the only worthwhile thing in Empyrean. Arbis make me think, and while the arbi drones are annoying they at least make me have to pay attention and think about what weapons I want to bring. Same thing with Railjack enemies, they are just boring bullet sponges. As annoying as they are enemies like Nox are at least somewhat interesting as they at least require you to turn on your brain for a split second and aim at their head. I know none of this is new information, and I know I'm just ranting, but it just makes me sad how disappointing Railjack is. :'( - a sad Tenno [link] [comments] |
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