Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Quest Design

24 posts / 0 new
Last post
dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
Quest Design

idea for Quests? https://www.youtube.com/watch?v=otAkP5VjIv8&feature=c4-overview&list=UUCODtTcd5M1JavPCOr_Uydg

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]

Fireheart
Fireheart's picture
Offline
Last seen: 2 days 12 hours ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
I used to Like trying random

I used to Like trying random keywords on NPCs in EQ. Sometimes you'd unlock an easter-egg.

Be Well!
Fireheart

dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
@fireheart idea i have but if

@fireheart idea i have but if u good idea for Quests put here or anyone can

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]

dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
Extra Credits: Quest Design

Extra Credits: Quest Design (Part 2) https://www.youtube.com/watch?v=ur6GQp5mCYs

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]

malonkey1
Offline
Last seen: 2 years 2 weeks ago
Joined: 10/10/2013 - 13:25
How about a mission centered

How about a mission centered more on conversations than on combat? It'd give the roleplayers something neat to work with andmaybe help pull people into the lore who wouldn't otherwise care.

A foreign dignitary has been killed, and all signs point to one General Eiler, self-described patriot and known war hawk. However, all is not as it seems. Question witnesses and investigate suspects to uncover the truth, before a war begins!

Gangrel
Offline
Last seen: 14 hours 59 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
malonkey1 wrote:
malonkey1 wrote:

How about a mission centered more on conversations than on combat? It'd give the roleplayers something neat to work with andmaybe help pull people into the lore who wouldn't otherwise care.
A foreign dignitary has been killed, and all signs point to one General Eiler, self-described patriot and known war hawk. However, all is not as it seems. Question witnesses and investigate suspects to uncover the truth, before a war begins!

Could be worth stealing a page from missions in The Secret World, where although there are the "kill quests", there are also the investigation missions as well.

And those investigation missions are a *far* stretch from the "click through the options". I remember having to research into morse code, using amazon to look up an ISBN number to solve a couple of puzzles (those are the ones that stick in my head so far).

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

RottenLuck
RottenLuck's picture
Offline
Last seen: 9 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 12/05/2012 - 20:32
Yeah The Secret World dose a

Yeah The Secret World dose a great job on quests.

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
malonkey1 wrote:
malonkey1 wrote:

How about a mission centered more on conversations than on combat? It'd give the roleplayers something neat to work with andmaybe help pull people into the lore who wouldn't otherwise care.
A foreign dignitary has been killed, and all signs point to one General Eiler, self-described patriot and known war hawk. However, all is not as it seems. Question witnesses and investigate suspects to uncover the truth, before a war begins!

I want to make sure my understanding is correct.. don't missions already come with mission text for story? I am having trouble seeing the purpose of "text only" missions when they could have been "text and combat" missions. Even if the purpose of the mission is not strictly combat.

Crowd Control Enthusiast

dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
Extra Credits: Non-Combat

Extra Credits: Non-Combat Gaming > https://www.youtube.com/watch?v=2QJVGtKPjNc

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]

dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
p.s give Producer hug https:/

p.s give Producer hug https://www.youtube.com/watch?v=WUkcz2taCiw

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]

umbralwarrior
umbralwarrior's picture
Offline
Last seen: 1 year 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 03:48
Although I don't get on with

Although I don't get on with TSW in terms of it's combat system, the story element is absolutely brilliant. They go into depth, they're accurate and you have to actually THINK about what you need to achieve and HOW you need to achieve it. Missions that require investigation would be brilliant but you also have to bear in mind that this is a super hero game so combating the evildoers is still the mainstay of the genre (though if you have a character with particular skills, I see no reason you couldn't use those to achieve your goal and avoid the fight).

We all have it in us to be a hero to someone,
Super powers are optional.....

Part of the Phoenix Rising Initiative.....

Proud to be a hero. Prouder still to be a member of [url=http://www.watchfire-online.info]Watchfire[/url]

Gangrel
Offline
Last seen: 14 hours 59 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
umbralwarrior wrote:
umbralwarrior wrote:

Although I don't get on with TSW in terms of it's combat system, the story element is absolutely brilliant. They go into depth, they're accurate and you have to actually THINK about what you need to achieve and HOW you need to achieve it. Missions that require investigation would be brilliant but you also have to bear in mind that this is a super hero game so combating the evildoers is still the mainstay of the genre (though if you have a character with particular skills, I see no reason you couldn't use those to achieve your goal and avoid the fight).

I think that the "investigation" missions in CoT would well be an alternative path (maybe faster if you can do it), or for something more special...

Although superheroes *are* mainly combat orientated, that doesn't mean that it has to be the *only* way to do it.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Fireheart
Fireheart's picture
Offline
Last seen: 2 days 12 hours ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
I'd like to believe that

I'd like to believe that 'investigation' and 'story' elements could be integrated into the game, almost as a meta-game embedded in the basic "Go, Hunt, Kill Skuls" of (super)heroic adventures. The concept of discovering, collecting, and combining 'clues' to unlock or create new content is very exciting. At the same time, I wouldn't want my enjoyment of the game, or character advancement, or story advancement to be 'locked' or 'gated' behind performing some sort of un-obvious thing. Because, frankly, while I like to solve puzzles, there are plenty of times when I'm simply not looking for more 'work' for my brain.

Consider Companion 'Affection' in SWTOR. 'Affection' is an attribute that affects the effectiveness of the player's NPC Companions in some parts of the game. It represents the relationship between the PC and their minions. It affects whether and when you can unlock the 'Romance' options between the PC and the NPCs. It's an extra 'game' embedded in the overall game of completing tasks and earning rewards.

In order to gain affection and not risk Losing affection-points, the player must include the Companion's likes and dislikes in their choices during conversations with mission-affecting NPCs. The player can choose to injure/kill certain NPCs, or to Help them, and thus shape the storyline. However, to maximize Companion Affection, one might be forced to choose a particular phrasing, attitude, or action that is contrary to the Player's feelings, in order to gain points in this meta-game.

This is an example of the Game forcing the player to play in a certain way, in order to satisfy some preconception. The player has to 'lie' in order to win the game, or some part of the game. They must kill a contact to get a badge, or maintain affection, regardless of their preferences in the matter.

That's a non-good thing. Mission Design in the City should avoid 'forcing' Player behavior.

Be Well!
Fireheart

Gangrel
Offline
Last seen: 14 hours 59 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Fireheart wrote:
Fireheart wrote:

I'd like to believe that 'investigation' and 'story' elements could be integrated into the game, almost as a meta-game embedded in the basic "Go, Hunt, Kill Skuls" of (super)heroic adventures. The concept of discovering, collecting, and combining 'clues' to unlock or create new content is very exciting. At the same time, I wouldn't want my enjoyment of the game, or character advancement, or story advancement to be 'locked' or 'gated' behind performing some sort of un-obvious thing. Because, frankly, while I like to solve puzzles, there are plenty of times when I'm simply not looking for more 'work' for my brain.
Consider Companion 'Affection' in SWTOR. 'Affection' is an attribute that affects the effectiveness of the player's NPC Companions in some parts of the game. It represents the relationship between the PC and their minions. It affects whether and when you can unlock the 'Romance' options between the PC and the NPCs. It's an extra 'game' embedded in the overall game of completing tasks and earning rewards.
In order to gain affection and not risk Losing affection-points, the player must include the Companion's likes and dislikes in their choices during conversations with mission-affecting NPCs. The player can choose to injure/kill certain NPCs, or to Help them, and thus shape the storyline. However, to maximize Companion Affection, one might be forced to choose a particular phrasing, attitude, or action that is contrary to the Player's feelings, in order to gain points in this meta-game.
This is an example of the Game forcing the player to play in a certain way, in order to satisfy some preconception. The player has to 'lie' in order to win the game, or some part of the game. They must kill a contact to get a badge, or maintain affection, regardless of their preferences in the matter.
That's a non-good thing. Mission Design in the City should avoid 'forcing' Player behavior.
Be Well!
Fireheart

Concerning the SWTOR stuff, whilst you could do it that way... I ended up with most of my companions being unplayed. I actually used gifts to enhance their affection, as it was (in my mind) the most efficient (and fastest way) to do it.

And in terms of the content, I think that whilst you *might* be able to at least do the "normal" stuff, I think that by doing the puzzles you should be able to unlock or be rewarded for "going above the call of duty".

And if you feel that might be unfair, then that would basically leave us with the "Go, Hunt. Kill Skuls" missions, which is fair enough, but it *doesn't* exactly leave you with a lot of mission variety that you can do.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

RottenLuck
RottenLuck's picture
Offline
Last seen: 9 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 12/05/2012 - 20:32
It really comes down to what

It really comes down to what do WE want to do. We could focus on Fighting the bad guys, or saving the day. (Or Fighting Good guys, causing Mayhem.)

What I mean is this. How about things where you find say a lost girl in the woods no lead to find said girl she just there and if you talk to her you find out she's lost and lead her out of the woods/park. A mission that triggered by random chance no fighting Villains or Monsters unless you argo them leading the girl to safety. At the same time wouldn't you Feel like a Hero, yes you didn't save the world, didn't fight Dr. Evilguy, but you did do something heroic.

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

Gangrel
Offline
Last seen: 14 hours 59 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
RottenLuck wrote:
RottenLuck wrote:

It really comes down to what do WE want to do. We could focus on Fighting the bad guys, or saving the day. (Or Fighting Good guys, causing Mayhem.)
What I mean is this. How about things where you find say a lost girl in the woods no lead to find said girl she just there and if you talk to her you find out she's lost and lead her out of the woods/park. A mission that triggered by random chance no fighting Villains or Monsters unless you argo them leading the girl to safety. At the same time wouldn't you Feel like a Hero, yes you didn't save the world, didn't fight Dr. Evilguy, but you did do something heroic.

That is something that I enjoy from the "other" MMO's out there which don't have the vast majority of quest content instanced.

The fact that quests can be hidden out of the way, either via a random item drop or by discovering a place that is off the beaten path.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Fireheart
Fireheart's picture
Offline
Last seen: 2 days 12 hours ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
Gangrel wrote:
Gangrel wrote:

Concerning the SWTOR stuff, whilst you could do it that way... I ended up with most of my companions being unplayed. I actually used gifts to enhance their affection, as it was (in my mind) the most efficient (and fastest way) to do it.

Well, I'm trying to keep at least moderate affection with all of mine. However, my Objection is in being 'forced' to say the things my Companion likes, instead of just playing the way I feel.

Still, the 'point' of the example is how a game within the main game can earn extra benefits and drive parts of the story.

Quote:

And in terms of the content, I think that whilst you *might* be able to at least do the "normal" stuff, I think that by doing the puzzles you should be able to unlock or be rewarded for "going above the call of duty".
And if you feel that might be unfair, then that would basically leave us with the "Go, Hunt. Kill Skuls" missions, which is fair enough, but it *doesn't* exactly leave you with a lot of mission variety that you can do.

I suggest that one should be able to the 'normal' stuff without worrying about 'clues', but that paying attention to 'clues' could unlock additional layers of game-play within the 'normal stuff', like extra missions or Lore. Actually going beyond simply collecting and combining 'clues' into serious puzzle-solving, would then be an additional, alternate means of gaining experience and unlocking content.

In this way, a player could operate on several different levels, interchangeably. Sometimes I just want to bash thugs and take their stuff. Sometimes I might think, 'Hey, if I combine this stuff with other stuff, I might be able to make something.' And sometimes I might find myself intrigued by the stuff and feel like hunting up the deeper meanings behind it, so I could figure out something more complex.

However, at all points, the basic 'Beat up thugs and take their stuff' paradigm would remain effective. I worry about being 'forced' to solve some complex puzzle that the Devs thought was neat, in order to reach my next level and thereby becoming 'stuck' because I'm not, personally, clever enough.

Be Well!
Fireheart

Gangrel
Offline
Last seen: 14 hours 59 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Fireheart wrote:
Fireheart wrote:

Gangrel wrote:
Concerning the SWTOR stuff, whilst you could do it that way... I ended up with most of my companions being unplayed. I actually used gifts to enhance their affection, as it was (in my mind) the most efficient (and fastest way) to do it.

Well, I'm trying to keep at least moderate affection with all of mine. However, my Objection is in being 'forced' to say the things my Companion likes, instead of just playing the way I feel.
Still, the 'point' of the example is how a game within the main game can earn extra benefits and drive parts of the story.

I played it as I wanted to... I knew that I couldn't please them all "just playing the game" normally... if I offended them, I offended them (hey, its sure to happen). But for me the companion part of the game is an *optional* part of the game really (more of a meta game, that you could pretty much entirely skip).

But I do find it interesting that in an RPG, that you are disliking the fact that your actions HAVE an effect on your companions. Here is a hint: You cannot please all the people all the time, some people will dislike some things NO MATTER what you do. Other times, they will be pleased (within reason) no matter what you do. If you are trying to game the system so that you do not "offend them", then you WILL be forced to play in a way that "pleases them".

As I said though... gifts can be a life saver (and its how I quickly increased the rating between me and couple of my unplayed characters). Highly recommended, and you can do it as a "I am sorry" method of playing the game.

Quote:

Quote:
And in terms of the content, I think that whilst you *might* be able to at least do the "normal" stuff, I think that by doing the puzzles you should be able to unlock or be rewarded for "going above the call of duty".

And if you feel that might be unfair, then that would basically leave us with the "Go, Hunt. Kill Skuls" missions, which is fair enough, but it *doesn't* exactly leave you with a lot of mission variety that you can do.

I suggest that one should be able to the 'normal' stuff without worrying about 'clues', but that paying attention to 'clues' could unlock additional layers of game-play within the 'normal stuff', like extra missions or Lore. Actually going beyond simply collecting and combining 'clues' into serious puzzle-solving, would then be an additional, alternate means of gaining experience and unlocking content.
In this way, a player could operate on several different levels, interchangeably. Sometimes I just want to bash thugs and take their stuff. Sometimes I might think, 'Hey, if I combine this stuff with other stuff, I might be able to make something.' And sometimes I might find myself intrigued by the stuff and feel like hunting up the deeper meanings behind it, so I could figure out something more complex.
However, at all points, the basic 'Beat up thugs and take their stuff' paradigm would remain effective. I worry about being 'forced' to solve some complex puzzle that the Devs thought was neat, in order to reach my next level and thereby becoming 'stuck' because I'm not, personally, clever enough.
Be Well!
Fireheart

And I have NO problem with this. Optional/Additional/Unlockable stuff would be a good way to do this. In the secret world, the investigation missions are NOT essential (as far as I am aware) to "completing the game", but they do help you discover (through your own actions) more of the history and lore of the games.

Sure, its *optional* but that does not mean that it cannot be *included*.

Does this mean that there would be some *content* locked behind it? Yep... could it be used as a "gate" to prevent players from doing content later on? I hope not... or if it is, then it is a *long running* side quest through out the whole game where it should NOT be the only thing available for you to do.

But getting in more variety of content into the game would be nice.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
idea add horror in quests?

idea add horror in quests? https://www.youtube.com/watch?v=CV95GPdRZtk and https://www.youtube.com/watch?v=lawxkSB13J8

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]

DesViper
DesViper's picture
Offline
Last seen: 2 years 4 months ago
Developer11th Anniversary Badge
Joined: 03/10/2014 - 00:55
dawnofcrow wrote:
dawnofcrow wrote:

Extra Credits: Quest Design (Part 2) https://www.youtube.com/watch?v=ur6GQp5mCYs

CoH did have some of those elements. There were the explorations badges, kill skuls and similar badges, and badges of many other sorts. Accolades kind've damped the joy of these badges. Accolades became so necessary that the badges felt like another form of The Grind than. exploration.
All of that being said, CoH was very guilty of the Kill, Delivery/Fetch, and quickly drying instances missions. Those coupled with the weak travel system became very, very cumbersome. And remember the days before areas like The Hollows had medical centres...oh god why. I'd given up on several Hollows kill missions because the trek from Atlas to Hollows on my level 8 (before travel came early, of course this was after the medical centre) hero was too cumbersome.
In general, it's good to stray away from the Kill, Delivery, and Kill-Boss/Get-Blinky-in-Instance missions. The devs could have much better customer acquisition and retention with diverse and nuances missions in their game, along with the epic arcs of CoH.

As far as horror, I've not known of an MMO with a horror element. The only horror i've seen in games outside the genre were the terror of the BOOM INSANELY HARD ENEMY experiences. Eerie fog that makes sight hard plus enemies that pop out of them could be a touch to some missions.

[hr]
[color=red]PR, Forum Moderator[/color]
[url=http://cityoftitans.com/forum/desvipers-creative-impulsivity]My Non-Canon Backstories[/url]
Avatar by MikeNovember

Gangrel
Offline
Last seen: 14 hours 59 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
desviper wrote:
desviper wrote:

As far as horror, I've not known of an MMO with a horror element. The only horror i've seen in games outside the genre were the terror of the BOOM INSANELY HARD ENEMY experiences. Eerie fog that makes sight hard plus enemies that pop out of them could be a touch to some missions.

Worth trying some parts of The Secret World then... although there are the more traditional quests that you see, I remember one part of being in a very dark car park, with just a head light to light my way....

Sure, it isn't perfect, but there are some good set pieces that scared me/made me jump/made me think about what was behind my door...

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Brand X
Brand X's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
desviper wrote:
desviper wrote:

dawnofcrow wrote:
Extra Credits: Quest Design (Part 2) https://www.youtube.com/watch?v=ur6GQp5mCYs

CoH did have some of those elements. There were the explorations badges, kill skuls and similar badges, and badges of many other sorts. Accolades kind've damped the joy of these badges. Accolades became so necessary that the badges felt like another form of The Grind than. exploration.
All of that being said, CoH was very guilty of the Kill, Delivery/Fetch, and quickly drying instances missions. Those coupled with the weak travel system became very, very cumbersome. And remember the days before areas like The Hollows had medical centres...oh god why. I'd given up on several Hollows kill missions because the trek from Atlas to Hollows on my level 8 (before travel came early, of course this was after the medical centre) hero was too cumbersome.
In general, it's good to stray away from the Kill, Delivery, and Kill-Boss/Get-Blinky-in-Instance missions. The devs could have much better customer acquisition and retention with diverse and nuances missions in their game, along with the epic arcs of CoH.
As far as horror, I've not known of an MMO with a horror element. The only horror i've seen in games outside the genre were the terror of the BOOM INSANELY HARD ENEMY experiences. Eerie fog that makes sight hard plus enemies that pop out of them could be a touch to some missions.

o.O Accolades were never a must have outside of those wanting to min/max.

Mechanial King
Offline
Last seen: 9 years 10 months ago
Joined: 03/19/2014 - 07:56
seeing how I would love to

seeing how I would love to play a mastermind again, I would like to see heroes be more of a part of the villains crimes, if a villain starts a heist per say, a nearby hero could get an alert about it happening, or a rouge, and could thwart the villains plan or, on the flip side help him and get more evil reputation.

dawnofcrow
dawnofcrow's picture
Offline
Last seen: 6 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/31/2013 - 08:56
https://www.youtube.com/watch

https://www.youtube.com/watch?v=suf0Jdt2Hpo

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]