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  • ADMIN

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    Everything posted by ADMIN

    1. Hello, As initially communicated, starting from this autumn OldSquad will have a big restructure. Phoenix will no longer exist on OldSquad, at the end of the current edition, its section and hall of fame will be the only things left from it. The core from Phoenix will be moved to our new, separate S17 project that we have started preparing its base ground. Genesis - this will be our new, permanent main server. A 150~500x resets server focused mostly on end-game content, a server that will remain online without any editions or wipes for as long as OldSquad will remain online. Easy early-mid game, prolonged end-game, maybe grand resets and other different end-game activities that will be decided later on. Inception - major changes to how Inception will be operated. It will no longer be a standalone, long-term server. Since most of you quit before or after reaching end-game, Inception will no longer have an end-game. There will be no more wormhole, sockets, wings level 4 or quest system + extra resets. Inception will have only 25 resets under the same stage-system as before (and all the content up to 25 resets). Inception will now run under "Sprints". There will be 2 Sprints per year, each Sprint will last 4 months (120 days). At the end of the 4 months, characters will be moved to Genesis. Players can choose to either continue the end-game on Genesis (if they want to experiment sockets, w4, quest system, more pvp, etc.) or join the next Sprint from 0 on Inception. There will be the option of either moving 50% of remaining credits to Genesis or 10% of remaining credits to the new Sprint, based on where players do choose to continue. We'll also have a new HoF made for Inception Sprints where people with different, set goals will be shown (first CS winners, all CS winners, first w2 mixed, first w3 mixed, first +15 item, etc). The development of S6 will be cut moving forward. We'll continue to offer support and fixes (where needed), but our focus will no longer be on S6. There may be some improvements/quality of life from time to time, but that's it. Inception will be exactly as it was last edition, only moving the fixes / quality of life we did before and during Phoenix. Since we're no longer interested in its development, if there will be any good suggestions from players (especially before Inception Sprints release, but also during them) that are highly appreciated by more than few players, and that are related strictly to gameplay aspects (not credits/donations/premium functions) we MAY implement them, no questions/arguments asked from our side. Schedule for 2022-2023: 09 September 2022 - Inception Sprint #1 release - ends on 07 January 2023. 11 November 2022 - Genesis release. 07 January 2023 - Transfers start from Inception's Sprint #1 to Genesis. 13 January 2023 - End of the transfers. 27 January 2023 - Inception Sprint #2 release - ends on 28 May 2023. 28 May 2023 - Transfers start from Inception's Sprint #2 to Genesis. 04 June 2023 - End of the transfers. 04 June 2023 - September 2023 pause. September 2023 - Inception Sprint #3. OldSquad will remain active on this formula for as long as there will be players left interested in this project and the project will remain feasible business-wise. It may be the last year or it may continue for more years, all based on your interest.
    2. Well, there's nothing more to talk about, the time for "talks" is over. I already stated my opinions and plans, you are all of course free to have your own opinions, but there's not really something that would change my mind. All I did during every single edition of any project was constantly to brainstorm, focus and come up with new features, new ways to balance things out, prevent bad things from happening, improvements, quality of life, new fixes, and so on. There wasn't a single day from first 2-4 months of each project when I wasn't thinking at what we can do better, what we can improve, what can we add, to make the game more fun for our players. Could I have just stopped doing all of this since we already had a great product? Of course, most of people were already impressed with the level of the project, we didn't had to do much more. But we never stopped, we always wanted to get better and better, to work more and more. How many of you complained about Zen that is useless and you want it to be valuable? Some can be easily found on forum, the rest only us know, because we spoke with A LOT of you in private about your complaints. We delivered, we made Zen important in economy, and apparently it was "shit", well, you asked for it. How many of you complained that you have hundreds of jewels - some even thousands on Inception (talking mostly about bless, soul and life) and that they have no value? That all items are sold only for Credits (and insane prices) because the jewels are worthless? That people play with VPN and x accounts just to farm jewels and get rich over night which was BAD? That you have no motivation to go to events because rewards were CRAP? (of course are crap when you have hundreds of jewels). A hella' lot of you, and you know better. We delivered, we made jewels and events valuable, and it was again considered "shit". See? You never knew what you wanted. You always wanted something - we listened - we implemented - you didn't wanted it anymore and considered it bad. If breaks/stages were too long you asked them to be shorter. When they were shorter you asked them to be longer, cuz you "pass" content too fast. When higher maps were easier you asked for higher maps to be harder, when we made it harder you asked for them to be weaker because you need decent gear to stay. And of course, that's the reason I always trusted my own ideas more than what you wanted (my ideas and vision brought the oldsquad to this high level), despite listening and implementing everything good you suggested over years (browse forum and you'll find everything that was considered and implemented/changed that came from players and was considered good). You're right, I shouldn't blame the community, I should just blame me, that I took this project too serious and too personal and that I've put more soul than I should. That I allowed players to behave incorrectly from start, either between each-other or towards us. That I gave 2nd and even 3rd chances to players that shouldn't had them. That our rules weren't too harsh to make people think twice. That, as I said, focused too much on the product instead of focusing on building a healthy, toxic-free community where both staff and players can feel comfortable being part of. That was the secret that I didn't knew back then in 2016, how the way smaller communities with very bad products were so healthy, happy, and long-term. But yes, it was a great personal lesson, and for sure I'll use it in my future projects. I'm not looking to argue with anyone, it was my one and only reply, feel free to continue to throw shit, something that you (as community) know to do way better than to be constructive.
    3. You should all start playing different servers for at least 1 year and then maybe you will finally appreciate our work. But I admit, it was our fault that we gave you too much from start (great gameplay, great features, great support, great stability, great fairness and seriosity) and you got used to it thinking you deserve it and even more than it, trashing every single detail that wasn't perfect for you. The love and hype I had when I've built this project was blind, I never expected that I was building a toxic community. A community that know to respect and talk nicely only when it is in need of info / support OR when everything is "perfect". A community where people are "sweet-talking" with us in the front side while cursing, insulting and disrespecting us in the back side. A community that even with hundreds of real players and guild-limits can't have more than 2-3 guilds, and even those guilds are disbanding on their first real lose or even on their first win. A community that can't take a lose or accept that others are just better and either insult each other, create dramas, accuse of hack, exploit, luck or simply create excuses. A community that literally begged us for unbans of ips/hwids promising that they've changed just to repeat their shits. A community that had multiple opportunities to bring feedback but it was either totally ignored, used for personal benefits or used as a way to complain without adding any value. I can keep going, but it is enough. We had the potential (technical & dedication) to have a great, long term place, but we started wrong, we never thought that the playerbase would be our downfall, we were focused too much on the product. Would have expected a different outcome with mature people aging 25-30+, but it wasn't the case. I started this project when I was 20, spent many of important youth years working with pure passion on this project 18/24 and had BLIND hopes of reaching something...unrecheable. That passion quickly went lower and lower as the years passed and the "community" was being built, and I started to realize what environment I am actually working in. The reason Gion was co-opted was exactly because I was sick of handling people anymore, and decided to focus purely on technical aspects if I wanted to continue the project, passing most of the human-interactions to Gion. Yes, I used to be a GREAT guy towards everyone here (because I am the same in real life), and it only backfired to me and I was fooled again and again (same as in real life). What's left here? A pure business without a soul. Our projects are free to play for everyone, but as WE WANT them to be. Take it or leave it. As long as there will still be some players left and especially enough money to be a feasible business we will still be here. When it will be over, it will be over, no hard feelings, we have nothing more to prove and no time to waste anymore at this age (especially since we limit ourselves to such an old game when we can do way bigger, 2022 things). What's for sure right now is that this Phoenix was the last non-reset type of server on OldSquad, as it was stated before its launch, as a last-shot on non-reset. In terms of Inception, there will also be radical changes on how it will be operated starting from this year. We'll slowly build our own S17 behind the scenes, with a fresh community built from 0, this time made it right. Some of you are clearly welcome there, some of you probably not. Topic is closed now since there won't be any other Phoenix. #WeMadeMUGreatAgain.
    4. You're trying to enter CC with a level 50 character. CC1 starts from level 100 (it is written on invitation as well).
    5. Hello, The current Inception edition has passed its deadline and due to the amount of players left active there is no point in keeping it online any longer. Inception didn't stop impressing us even on its fifth edition and we're proud of its development and its long-lasting activity. The 6th edition will start somewhere between September and October. As for now, Inception will be closed tomorrow (12.05.2022) during evening. Thanks to everyone that took part in this edition and especially to those that kept playing it on the long run! HoF has been updated:
    6. First to make level 400: ME: Hydro (first to make level 400 from server) BK: DarknesSBk SM: Mael SUM: Alien DL: OneWar MG: Hellsing RF: xREDx Break1 triggers: Tadeusz, DarknesSBk, Pershing, Sosu, Ripo, eRoby & Alien Break2 triggers: Tadeusz, Sosu, Pershing, Ripo, DarknesSBK, Miukutin & xREDx Break3 triggers: Mael, Hydro, Alien, OneWar, Hellsing, DarknesSBK & EzRage First to make level 400 & 200 ML: ME: Prich1NdeL BK: TUPAC SM: Flames (first to make level 400 & 200 ML from server) SUM: Zizou DL: Ruby MG: CiHaNGiRM RF: BlowMeAway Total Accounts: 48878 Total Characters: 4818 Record Online: 763 Final Ranks of the Edition Normal Top: PvM Rankings: Mercenary Squad: Blood Castle: Devil Square: Chaos Castle: Castle Siege NetWorth: Castle Siege Killers: Castle Siege Stampers:
    7. I didn't ask for feedback so that you guys can just express your personal frustrations (be it about your own character or other characters) or to ask why we did/do things or not. We talk about Early-Mid game experience overall, not personal things. We talk about what was good and what was less good and can be improved in future. You are expected to MOTIVATE your opinions and optionally providing suggestions to overcome it. We expect a constructive feedback to help us become better and to offer you a better overall experience. Whatever is not considered a real feedback (pure complaining, asking questions, off-topic) is just ignored, I didn't open this topic for that, so unless you can bring value to this topic you can just ignore it.
    8. Oh yea, finally a feedback worth replying, outside of "joke" and "why you did that, I dont like it", you should all learn how to give a feedback if you plan to do it. Budges thing & k1/k2 - I totally agree that it is bad that those hunting the budges do also easily take the lower goldens on their path, I always thought on how can I change that, but I don't have any idea yet since budges should be in lower maps (farmed from early game) and the low maps are limited in numbers and they all have goldens of their own. I'm open for ideas that I don't see myself. Newbies experience - It is true it didn't worked as planned. My idea was to give all players a true "Hard" experience until Mid period, that's what they signed for, that's the reason why we didn't made newbies boosts after each break on this edition compared to before, and just a big one on Mid period. But the bad part about it is that our gameplay is also made for full parties, so new players are really struggling alone on low levels especially after few weeks when most players are in mid-high maps and they have a hard time finding a party. It was always the same problem on Phoenix, because there are no "reset" players out there to help newbies out with parties, compared to Inception. I highly believe that the exp isn't the most important problem for newbies reticence, but the solo gameplay that is very hard for them, no matter the exp (and ofc., higher exp means faster catch-up, which I agree, and which we may turn back to as it was in past, in future). The only solution I can see right now that I was planning to do along with Mid period switch (and should have been done after 2nd Break) is to raise the buff values (DMG&DEF) from Soldier, so that new solo players can have an easier time progressing in lower and mid maps). I'm open to new ideas as well.
    9. Hello, Since this Phoenix had a lot of new things and changes compared to our previous projects, we want to hear your feedback about your experience with all the new things/changes as well as the overall experience from Early-Mid game. Looking for goods and bads so we can tweak our next editions based on your feedback. Any constructive feedback will be rewarded with 200 credits, don't forget to leave your character name on the reply for the reward.
    10. Hello, This is a public update to keep you informed. Last days have been a big challenge for us, and for your patience altogether. Our project is 6 years old. During all these years we had 3 major attacks problems that affected our game. The rest of problems were only related to Web which was easier to disturb compared to our game. We're receiving hundreds of attacks on every edition that we launch, there are barely days without any attack, but we did a good job so far in not making our players feel them. This time is different, this time we're really struggling to completely shut down the attacks, and the sad part is that your experience is affected because there's nothing like "stop server fix attacks reopen server". It is not possible because (some of) the attacks are imitating real players to bypass our protections, so it is very hard to mitigate them without affecting the real players as well. And we need data, we need tests, we need to see if it happens again, what is different compared to last attack, did our previous change helped/is in a good direction, are normal players affected right now, and so on. This can only work if our servers are up and running, as well as players trying to normally join the game. There's no easy fix here, just perseverance and patience. And no, the attacks never stopped so far, they just try a whole of different things, some are fixed, some are not, we're going through all the cases until we fully stop them. So for now we ask you to continue to be patient while we're working on the attacks. Nobody wants them, and especially not us, but it is what we're facing right now. We do recommend staying in off-attack if new rounds of disconnects are happening so you can continue to exp and avoid the frustrations. Cheers!
    11. It is weird, since we knew about such rare cases and that's why we rewritten the entire code for rebuild. I need more details about it, and we may add a new /rebuild possibility if the current stats from CS are matching the stats before rebuild, even if rebuild was already used, to have a work-around for such cases. Related to map - it will never work on 1st MU window, it will only work on 2nd MU window. So for CS you need to open 2 MU sessions and login for CS on 2nd one, where you'll have the map. No amount of reconnects will activate it on 1st window. It could spawn like that, but is it what we want? The whole reason for it is that you know when it spawns and where it spawns and you can adapt your strategy to kill the rest of people from its range and secure it. Is it worth committing too many people for Gigas and/or waiting with few minutes before its spawn? I don't know, in some cases it may be worth, in other cases it will most probably not, and it is something each alliance can decide based on experience.
    12. Hello, After 2 CS we want to hear your feedback moving forward. From technical point of view, we didn't encounter any bugs (yet), outside of a single case of Gigas Golem kill where nothing happened when he died (if he died, we still couldn't figure it out if it was despawned in the same time when it died or what actually happened there). We'll continue to monitor it and try to find and fix such case. From personal point of view, the CS is way more fun (at least to watch) now, and way harder to predict (compared to before). I do feel that the additions were welcomed and while it will take a bit more time for guilds to adapt, I highly believe it is more entertaining than previous gameplay (crown room 50 players fiesta and afk crywolf waiting for summon). I may be subjective since I'm not actually playing it, but that's why I'm waiting your input. In terms of tweaks, we have only one "bigger" tweak left, and we may do smaller tweaks from now on, and even bigger tweaks if the guilds involved mutually agree. We know that it is not fun for players to play EBK/ERF at CS, and those unlucky enough to be chosen by their guilds to do so can just curse and get frustrated for 2 hours. We want our CS to be special and fun for everyone involved, in the end it is the most important event from our game. We're going to adjust how the concept of "buffers" does work so that they can also have fun and kill/tank during CS, apart from bringing the advantage to their parties. The following changes will be up starting from next CS: [UPDATED] Sweal Formula on CS server: Old Max Rate: 65%. New Max Rate: 40%. Old Formula: 5(%) + (ENE/17)(%) - Capped at around 1k ENE or lower with ML. New Formula: 3% + (ENE/37)(%) - Capped at 407 ENE (or lower with ML). [UPDATED] Increase VIT Formula on CS server: Old Max Energy: 1000 New Max Energy: 500 Old Formula: 20 + (ENE/4). New Formula: 34 + (ENE/3). [UPDATED] Critical Damage Formula on CS server: Old Formula: ENE/7 + CMD/40. New Formula CS Server only: ENE/4 + CMD/20. Added a maximum 500 Energy for DL on CS server. With these changes we aim to reduce the stats lost by investing into a "buffer" build at the cost of slightly lower buffs power, so that the characters will basically become hybrid builds that can also do DPS or tank, just with slightly less efficiency compared to the dedicated, no-buff builds. We're also adding the EDL as part of this concept so that we may see Critical Damage starting to be used on CS. We also plan on adding statistics for the control time on statues / gigas grabs for each guild on a weekly base, as well as a ban system rework.
    13. ADMIN

      Atlans derkons

      Atlans is the only map where such invasion effect is overwhelming, and I do guess it is because Atlans is a water map (hard for dragons to fly under water, correct?) I am pretty sure it isn't possible to remove the effect from Atlans without moving the Derkon to another map, but I'll do some tests and see if I can come with an artificial "fix". If it is really a game-breaking issue we can move the Derkon to Tarkan.
    14. This pretty much is a big reason of my opinion as well. There are 2 cases with your option: 1. Keep both Market and have such in-game "market", which is bad since it will just split the trades / sellers and it will make it harder to find something you need. 2. Have only the in-game Market which I am personally against. Why such idea was never given a chance from us: 1. It creates a big source of fake-online which we are totally against. 2. It renders our jewel bank and other features from web useless and force people to always keep their resources ingame. 3. It disables the credits market between players since the in-game store can only use WCoin (which we don't use), credits is a web-only resource. 4. It wastes extra server resources to have all the "bots" online ingame (and it is a case only because we have thousands of lines of custom scripts that are running for all characters logged ingame). 5. As EnkEgg said, it is ultra inconvenient and inefficient compared to our Market. It forces you to buy/sell only when you are at PC, while on Market you can buy/sell from Phone and other moments when you're not home / at PC. All in all I'm personally totally against such idea, but I appreciate that you built your suggestion and we're looking forward more suggestions that we (may) use. I'll leave this topic open, just in case you want to add something.
    15. Maintenance is completed! Servers are back online! Those that had VIP active will get +3 hours extension.
    16. We're still in Maintenance as we've discovered some hardware faults after our scans (as we expected). New ETA is around 90 minutes from now.
    17. Hello, Tomorrow 09.04.2022 (Saturday) at 12:00 GMT+3 (Server Time) we'll have a global maintenance on our systems. Servers will be down for 15-60 minutes. The reconnect won't be possible (most probably), so be online to rejoin when we're back. Cheers!
    18. Monsters are now up! Game has officially started! Keep in mind that there are more monsters in starting maps but just for this early start! Good luck!
    19. Phoenix is now officially open! Monsters will spawn in 1 hour!
    20. Hello OldSquaders & New comers, Less than 24 hours remained for the grand opening of our 4th edition of Phoenix! The server will be launched officially today (Friday) at 19:00 GMT+2 (follow counter from website). You will be able to make sure that client works, make parties, etc. The MOBS will spawn at 20:00 GMT+2 (after 1 hour). You still have time to gather strong teams as what is coming will be pretty hard alone! Keep in mind to find a Permanent Stable Party if you plan to play seriously. Let's show to the MU Online community once again what real quality truly means! So, share the news to your friends, families, mu contacts, strangers, pets and gather on the start to conquer once again the OldSquad World! Important Info: !!!! Don't forget to choose the 'Phoenix' Server when you are logging on site, else you will be logged on Inception and you will be able to use the Inception services/options instead of Phoenix !!! In order to use the SITE FUNCTIONS you need to ACTIVATE your ACCOUNT on EMAIL! (It takes 1-5 minutes to be sent). Don't forget that ENERGY ELVES are OUT OF GAME! Their buffs are useless on normal maps. Note: You can still play EE at CS where buffs works, but there you can adjust points with /rebuild command, only for the CS. Note2: Also don't make TANK builds (VBK/VDL) as they can be used "for free" at CS via /rebuild, only for the CS. Don't forget that EXP STARTS VERY ULTRA INCREDIBLE LOW and does get HIGHER as you progress in Levels. Note: The same things does apply for mobs on spots, starts from 4 and gets to 7-8 on highest maps. You can make DL, MG, RF from level 120 or since server starts if you get VIP. Note: Only Dealer/Hunter available until Break 2 is over - Level 330+ - when PRO will be available as well. You have access to OFF-Attack for up to 5 hours. Note: VIP is boosting its duration/it adds auto-pick based on VIP type. Only BoK+1 Goldens & Golden Budges are available at start (from the golden mobs) - rest of them will be released progressively - Check gameplay info. Test server is still online and will remain online even after Phoenix start, so you can test anything anytime you want. You can warp from SITE if you are PK - but it costs much more & does have a cooldown of 30 minutes! 1st Castle Siege will be from first week (03 April - Sunday) that will have only Participation rewards. Note: You have a full schedule for Castle Siege reward system on Official Info Topic -> CS V3 info. First 2 CS'es will be mostly to tweak our CS V3 system, that will have the first fight on Phoenix. Participation reward is available for all participants and it is based on their Net Worth at CS. This is an 100% International Server, that means you MUST write in English ONLY on /post and Gens Chat. If you won't do this you can get Muted / Warned and even Banned! We are using our custom Zen System, that you should really read about. Zen drop is individual for every member from party and every Zen bonus is individual for each character. The game is designed to be played in full parties. It is mandatory to level in full party in higher maps (for a decent kill time), there's a high bonus exp for being in full parties (especially perfect parties) and also a Zen buff for levelling in 4-5 man parties! Mercenary Squad will be unlocked after Break 1 is over (level 250+). Note: You will need at least level 250 to join Merc Squad, as well as to start a Merc Quest. The economy of Phoenix have been reworked from scratch and you should know that the ALT farm has been highly nerfed in terms of gains. Add luck from website will be unlocked after Break 1 is over. Until Break 1 is over, you can only upgrade from website from +9 to +10, after Break 1 is over you can upgrade to +11, and after Break 2 is over to +12 as well. Increase ADD Option from website will be unlocked after Break 1 is over. Please don't forget that Phoenix is a truly HARD & PROGRESSIVE Server! Which means exp is low, drops are low, content is progressive and everything is achieved by PLAYING, especially active play. Also up to 60-70% of content is adjusted/custom so you REALLY need to read all of our info in order to have a good time. Make sure to invest jewels in early exc items from mobs / non exc items with high defence in order to progress! Also, we want to share you some of the important topics and info that you MUST read for a full experience here: Official Info Topic: https://oldsquad.ro/forum/topic/2884-phoenix-official-information-everything-you-need-to-know/ Info about CREDITS: https://oldsquad.ro/forum/topic/2895-phoenix-info-about-credits/ Characters Info, Builds & Buffs Formulas: https://oldsquad.ro/forum/topic/2931-phoenix-everything-about-characters-buffs-and-formulas/ Server Rules: https://oldsquad.ro/forum/topic/2897-phoenix-server-rules/ If you need any kind of assistance please contact us on Facebook: https://facebook.com/OldSquadMU - we will be there most of the time! OldSquad Team #MakeMUGreatAgain!
    21. It was just a miss-config, we didn't reached the rewards test when you did it, now is normal, with 1 entry. Not really, it is part of levelling curve balance, that 15% is reduced since game start (as crywolf is failed) and it is given back mid game when you actually finish crywolf. Basically, it adds up to the slower level of early game and it balances out later on. Icarus is the same tier as Kanturu1 (5 mobs). It used to have 4 mobs in spot & higher damage/hp while it was a farm map.
    22. I had no problem logging your character (Baldur). I moved it to Lorencia. Such client crash is related to client files, if you still can't connect on it you should redownload and reinstall the full client and try again.
    23. Too fast access on harder accessible zones from Dungeon for Rabbits, BoK+2 Goldens and WW (teleport + teleport ally). I don't feel like there's a need for such artificial limitation, if someone choose to waste 3 great rewards for early (that all of them can be used right away) + jewels & zen just for a 8% chance on a slightly better weapon and a 48% chance for a reward that is useless in early then so be it, their choice, risk vs reward.
    24. Hello, Test server for Phoenix is now officially open for public. Client can be downloaded from here: https://oldsquad.ro/forum/topic/2919-phoenix-downloads/ Note: It is shared client with the official server Important note: While up to 90% of the things available on the test server will remain as they are, there may be changes/adjustments/additions on the official server and/or changes/adjustments before content releases (related to them). Keep in mind that some of the content isn't yet updated/ready on test-server (we're still working and we'll work until the launch day), but 99% of the early content is updated. Characters balance is almost the same as the last edition's end-game (with small differences). Topic where you can bring your feedback: https://oldsquad.ro/forum/topic/4827-phoenix-2022-feedback-discussions/ Test server commands: https://oldsquad.ro/forum/topic/2921-phoenix-test-server-commands/ Cheers!
    25. BoK+5 will still be accessible mostly for the guilds for a long time, BoK+4 is a more accessible place for everyone, the chance will stay on both (though BoK+4 have lower chance than BoK+5, anyway). There are way more tickets ingame vs the amount actually needed for ITs. You can look at priority as a tax-based option, where the ticket is the tax. You can still keep / use your IT ticket after priority is over, without any chance of losing it. More than that, it helps with "abusing" multiple chars for a PRIO slot in IT, making it way harder / pricey.
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