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Topics - ViCe

Pages: [1] 2
1
Trading Grounds / FS: Brand new XB1
« on: December 23, 2014, 05:52:58 PM »
I have a 2nd XB1 brand new that im selling serious inquiries pls
2800TT
AC Bundle comes with Black Flag and Unity
PM me here usually check site at least once a day

2
General Gaming & System Wars / Evolve
« on: May 23, 2014, 07:30:45 PM »



New Evolve gameplay showing new hunters
didnt see a thread for this up so made 1
who pickin this up/interested in it??

3
selling infamous for sure $300
KZSF if anyone interested in buying it $250

taking both? $500

4
Reviews, Previews & First Looks / Hyper Dragon Ball Z
« on: April 08, 2014, 02:12:50 AM »
http://kotaku.com/the-dragon-ball-z-game-we-deserve-1560459717

Quote


Hyper Dragon Ball Z might look like a forgotten arcade game of the 1990's, but it's actually a modern Dragon Ball game made by super fans in the indie fighting game engine, Mugen. And boy does the game look fantastic (the way it plays, sure, but also: dem sprites, tho.)



(Skip to about :45 seconds, if you want to see gameplay.)3P

"Our motivation was born from seeing the many official and unofficial games that DBZ has spawned over the last years," the developers, Team Z2, said. "Usually packed with tons of characters, those games have always left us with a bad taste in our mouths."P

Enter Hyper Dragon Ball Z, which mixes Dragon Ball's cinematic fights with the gameplay of Street Fighter and Darkstalkers. Sounds excellent, right?P

"Gone is the sensation of every character being interchangeable and having the same style of fighting," Team Z2 writes. "Instead, we have characters with beautiful animations, cinematic moves, skillful combos, interesting movesets, unique traits and the kind of fanservice that'd make any Dragonball fan smirk. We drew from all sources and we committed to our vision, which we share with you."P


The game features stuff you'd expect from a fighting game, plus stuff that is unique to Dragon Ball, like combos, counters, air combos, dash collisions, super projectiles, beam struggles, character introductions and win poses, as well as five characters and 11 stages. Three more characters are in-progress, and more stuff is expected to be added in the future. What they have in the moment already looks impressive, though, as you can see in the footage. P






I want this NAO

5
Sony PlayStation / GATT Official PS4 Owners List
« on: December 02, 2013, 02:49:33 AM »

Official PS4 Owners Roster

GamerTags:
~~~~~~~

TriniGamerShaq
ViCe-_-KaRTeL
finalb00st
crossedguitar


How many ppl have PS4s:

Reason i ask is because u can have a group msg chat on the PS4 by adding multiple ppl to the msg, so sorta like a kinda chat room buuut Ps3 wont see the convos all they would see is the msgs coming through as single from each specific user whereas PS4 it shows like this




as u can see i got this setup for my clan, if we have a decent amount of ppl i can start one on PS4 and have solely trinis and ppl can inv their local friends as well to it, think it have a cap of 99 ppl not sure if u can go over that.

Post up names and i can get this goin later today

6
General Gaming & System Wars / Local Gamefly?
« on: December 19, 2011, 08:53:42 PM »
allya see this yet?
buwamoder posted it up on his fb wall this morning
a local gamefly service iwmc?!

https://www.unpaused.com/

lvl sp renting says i!

7
Trading Grounds / F.S. PS3 games $250
« on: July 18, 2011, 05:28:14 PM »
Black Ops - 250
Brink - $250
Portal w/ steam key - 300
SOCOM 4 - $250



8
Sony PlayStation / DUST 514
« on: July 01, 2011, 10:01:48 PM »
This game was shown off at E3 as a PS3 exclusive and said to allow PC players in EvE connect with DUST players on PS3. Info on the game thats on my site that i thought i'd share

Quote
Dust 514 is going to be connected directly to PC/Mac gamers on EvE, EvE which is probably host to the strongest online community the gaming world has yet to witness.

EvE (Not Dust, but still should be explained for the sake of Dust) is a space based MMORPG where the players create and organize 'corporations'. There is no PvE in this game, it is completely about diplomacy, war and trading with other corporations which are player created. Corporations can create space stations and become literal virtual empires online, whether it be through war, diplomacy or trade. This game became got in the news over an amazingly orchestrated heist and assassination by an underground thieves corporation in the game. (I will provide a link when i can search it up and put it on here, honestly its an amazing story you'd think it was a write up for a movie or a SP game)

So what does Dust 514 have to do with EvE?

While EvE is space based, it makes mention of planet battles, although usually it would be just to immerse the players and not directly playable until now. Dust puts us FPS players on the ground, doing the dirty work for the corporations in the galaxy

Quote
http://blog.us.playstation.com/2011/06/06/introducing-dust-514-a-persistent-shooter-from-ccp/

The Persistent Shooter Concept
Some may know CCP as the creator of EVE Online, a sci-fi MMO with an open galactic setting. It’s a game perhaps best known for its sweeping fleet battles involving thousands of players, its dynamic player-driven economy, and for having (and allowing!) espionage and spycraft. We think of EVE as the ultimate sci-fi simulation, and that’s where DUST 514 comes in. It’s a whole new way of experiencing the EVE universe through what we call a “persistent shooter”.

“Persistence” is the key word here. The world of DUST 514 doesn’t spawn when you fire up your PlayStation 3 — it’s always there and always being experienced and influenced by other players in the EVE universe. When you take part in events in the EVE universe through combat in DUST 514, you’re taking part in something greater than your own individual experience of that world.

Your Battles Have Impact
Your actions have significance. We think that’s a compelling approach to a game, and something that’s currently lacking in the industry. But impact on what? The EVE universe is made up of thousands of solar systems, each with a number of planets within those systems. Those same planets seen in EVE Online, where the MMO players create various planetary structures and colonies, are the potential battlegrounds of DUST 514.

Your fights impact the entire EVE setting, comprised of both DUST 514 mercenaries and EVE Online starship pilots, known as “capsuleers“. When you capture or destroy planetary structures, you are asserting dominance over regions of that planet – perhaps eventually the planet itself. As you profit while wiping out your opposition in DUST 514, the outcomes of these conflicts can affect territorial control of vast regions of space in EVE Online, something of great importance to EVE’s starship pilots.

But making allies of some capsuleers makes rivals of others… and that’s where things get even more interesting. (Can you say, “orbital strike“?) Players of both games will have ways of influencing each other, and actions will ripple between DUST 514 and EVE Online.

Part of what makes EVE Online uncommon among MMOs is that the open setting allows for emergent gameplay. Large-scale fleet warfare is fought among the stars in complex military campaigns that can span months, while spies can infiltrate corps and funnel sensitive intel to the opposition. Industrialists plot and topple rivals on the financial markets rather than through violence; skilled corps of hired guns settle disputes through… aggressive negotiations. This is just a fraction of what players accomplish in the EVE setting, which DUST 514 mercenaries will find their own unique ways to engage in. The possibilities are all there to become a part of this, but what happens is up to you.

Of course, either game can exist on its own without the EVE-DUST Link, but both sides benefit from it greatly when the players of each respective game choose to use the connections for all they’re worth.



A Single Community That Spans DUST 514 and EVE Online
Ah, an aspect of DUST 514 that’s near and dear to my heart. Those friends and enemies you make between the games leads to a great deal of player community interaction. CCP provides the setting with the EVE universe but ultimately it’s you, the players, who really breathe life into it. And people have certainly done so already, long before DUST 514 was even a twinkle in our eye.

EVE Online has history spanning more than eight years, with a vibrant and (usually) mature community linked together through EVE Gate, a social network for EVE players that is tied in with their characters. EVE Online players use it to communicate with their friends and enemies alike, and interact with their corporation even when not playing the game. We will open EVE Gate up to DUST 514 players as well. Opportunities will always be there for those who want to be part of the social fabric of this linked community, the wider EVE setting.

There are definitely challenges ahead, with a unified console and PC gamer community each influencing a shared setting through their respective types of gameplay. Rivalries, alliances and, dare I say, even some drama. Interesting times.

The Virtual Goods Economy
A strength of EVE Online is the depth of its economy. We are taking a similar approach to DUST 514, though we will do so carefully, with a slow integration of economic activity between both titles. (Fun fact: CCP employs two economists to oversee the EVE universe’s virtual economy, one for EVE Online and another focused on DUST 514.)

Virtual goods will be a major part of the in-game economy, and our business model for DUST 514 is built upon digital distribution and virtual goods transactions rather than following the traditional boxed games model. In fact, that’s another key thing that led us to abandon the FPS label in the first place — as a persistent shooter, our approach to creating and operating DUST 514 is more like an MMO. We will continually develop and improve upon DUST 514, but that won’t be funded by going the ‘map pack sales’ route. DUST 514 will have free expansions, and that development will be funded through virtual goods sales. Plus, everyone likes having customization options, right?

The virtual goods themselves will provide all manner of weaponry and defensive technology, vehicles, and more. This perpetual arms race will provide DUST players with variety in their gameplay and an array of virtual goods that supports a chosen playstyle.







http://dust514base.blogspot.com/2011/06/rising-questions-on-dust-514.html

this game will be epic  :banana:
and its gonna be a digital dload on PSN and FREE to play  :happy0203:

9
Sony PlayStation / SOCOM 4
« on: January 29, 2011, 12:51:34 PM »
all known S4 info to this date

Quote
Random Tid bits of Information
- SOCOM 4 is set for release in April 19th, 2011
- 5 Player Co-op Confirmed
- 2 Types of Game in SOCOM 4. "Respawn" and "Classic" (comparable to Core and Hardcore)
- A beta has been announced. Users can get in via preordering KZ3 (There are also many other FREE ways to get into the beta so do not worry)
- There is no longer a grenade arc planned for the game, a previous zipline had stated that there was going to be, but plans have changed.
- If you preorder S4 at gamestop you will recieve a code for the classic map "Abandoned" and you will also recieve the "Super M90 Shotgun"
- Zipper set up a "Community Day" on 1/27/11 for 18 selected fans. The 18 traveled the Zipper Interactive Study and were able to test out the game.
- SOCOM 4 will be move compatible
- SOCOM 4 has a 3D option
- It was confirmed the biggest map is "Foxhunt" sized
- Hot gun "Guns up" has been removed
- "User suggested custom playlists"
- Ranked clan wars on the fly
- No hand guns at all, secondary can be anything (Cannot have 2 of same exact gun)
- No lobbies
- Ranked respawn and ranked classic are separated rankings and modes
- PTT in classic (press UP on the D-Pad), open mic in respawn
- No health regen in classic but HR is in respawn
- PMN mines are in there
- Trip wire claymores
- Weapon progression through XP system
- 9 new maps + Abandoned (preorder bonus) = 10
- Proxy chat is in
- No character customization (Unlockable skins instead)
- "Spec ops vs Insurgence"
- very very subtle aim assist
- Maps played by community day members: Rush hour, Collision, Abandoned, Assault and Battery (I think those are correct names)
- Modes played and know of: Suppression, Last Defense, A CTF type mode (dont know the name), and Uplink.
- Aim down sights or 3rd person view has same accuracy/bullet spray
- Odd Number of Rounds
-No side switch
-128 player clan max
- Healthbar in classic modes, no regeneration in classic mode
- Melee: 1 hit kill from behind, 2 from front. Needs to be very close range
- Dive to prone is in
- No "Jump Reload"
- No in game text chat
- No lobbies
 

Zipline 1

A whole new experience that's just as exciting as SOCOM 2
Environments range from Villages, urban cityscapes, a WW2 coastal fort,  rural villages, and a hydroelectric facility
L3 to sprint
Cover system is in multiplayer
No blind fire
No vehicles in multiplayer
Move and DS3 are balanced (objective opinion)
Zipline 4
 
There is jumping and vaulting in the game
Look speed is customizable

Zipline 8

Will S4 have difficulty levels? Yes.
S4 will have 3rd person
Thinks SOCOM 4 as an experience is evolutionary
Huge focus on Single Player story
Really Different... but read on!
Big part of this generation is supporting your product
Going to support SOCOM IV after launch as well
Emphasis on teamwork tactical stuff still is the "SOCOM core"
A lot more similarities (to older SOCOMs) in online multiplayer than in SP
What does L1 in SOCOM 4 do? "Sights right now"/Zoom
SP is really tactical and you can "command your squad"
Will Zipper consider Dual-Perspective games again? "Maybe we'll consider it, but probably not in the near future."
Partnur Audio Question: When reloading in S4, will ammo combine? All bullets go into giant pool.
Zipline 12

-No first person view without a scope, will go OTS like confrontation
-If team mate dies in single player resets to last checkpoint
-Reviving fallen team mates in single player
-working on S4 3 years before announcement
-jumping being adjusted from E3
-Button to snap to cover, distance being adjusted
-walk away from cover, no button press to disengage from cover
-different crosshairs options possible including "classic" styles
-Move doesn't require standing up
-Speed to move across the map about the same as the past, perception of speed will be slower
-about a third of team working on multiplayer and a third on single player other third on "general" stuff
-painting targets in single player adjusted
-maps are bigger than in past, about the same as S3/CA large maps but varying sizes
-No single player character customization
-weapons in single player start as base models and unlock modifications
-no special concessions made for cover when adding objects to maps

Zipline 13

-Region Specific Special Forces. (SAS for England, Koreans for Korea, Aussie SAS for Australia, etc. Instead of the two seals in single player, Aussies will get Australian SAS commandos. This  refers to single player not multiplayer. 
- 3  shots from an  assault rifle (to the chest) can take down an enemy in socom 4. Weapons have been fined tuned very well. (bullets do what they should do.)
- Victory Dancing confirmed. (I hope I can do the moonwalk )
-Revival very similar to MAG's system. (go to player, hold action button. Nothing confirmed about socom 4 mp revival
- Extra Mags confrimed for MP
-Maps will varry in size.  S4 will have some of the smallest maps we have ever seen in socom

Zipline 14

-SOCOM 4 due in 2011 - Want extra time for polishing
-Readressing the SOCOM 4 weapons system. Side specific weapons scavenging in multiplayer.
-SOCOM 4 is still in pre-alpha stage.
-SOCOM dynamic theme on PSN store? Nothing planned, but likely.
-Weapon attachments? Yes, but no details.
-Will SOCOM 4 characters be able to swim? No. Nothing in the story requires it.
-Will there be night vision in SOCOM 4? No.
-Will there be faster reload times in SOCOM 4? Yes
-Improved grenade arch in SOCOM? It's been tweaked.
-What's the greatest challenge in meeting expectations for SOCOM? Making mechanics work, kinda. While listening to the community voice.
-Is there a push to talk button in SOCOM? Haven't decided.
-Will there be health regeneration in SOCOM multiplayer? Haven't gotten to that stage in development yet.
-Cinema mode in SOCOM? No

Zipline 18

•Zipper name was suggested by Jim Bosler's wife out of the blue.
•Console market was more lucrative than PC market.
•Jim Bosler's Navy SEAL friend collaborated on S1.
•McNoob's question: How large is S4 dev team? Answer: 75. Add in marketing people, etc. and it's well over 100.
•KingJoker question: What convinced Zipper to overhaul game instead of making S2 HD? Answer: Want to freshen the franchise and grow the audience compared to other modern shooters. More to next gen than making it pretty. Also, more to S4 than community knows so too early to decide if more SOCOMness is still in S4.
•WarMachine question: How Brian feels about community's reaction. Brian wants to wait and see how Hardcores react after they play the retail game.
•XFactor0693: What will Zipper do after the game comes out and the community is still upset: Brian says they'll see.
•Tons of SOCOM fans' question: What are chances of S2 HD? No current plans but always reevaluated. Wait and see. Roper points out that other ports to the PSN don't have multiplayer. Multiplayer is big task. Not that easy. Brian is hoping that as much as they're putting in to S4 that it will satisfy all SOCOMers.

Zipline 19

L1 hold-aim, tap R3 to go through zoom levels
L2 tap-quick swap, pistol only no grenades
L2 Hold-equipment menu, can move sprint and aim but not shoot when open
R1-Fire
R2-max Gear throw
R2 hold-gear throw arc
Triangle-stance change, same as before
Circle-enter/exit cover and non weapon related actions
Square-Reload/weapon pick up
X-Jump
R3-Knife
L3-Sprint
Up-execute commands
Down-regroup
Left-Command blue team
Right-Command gold Team
Start-Tac map/pause menu
Select-Scoreboard/stats(objectives in singleplayer?)

-Dancing arround customizable controls question with no solid answer but there will be different schemes to chose from.
-No voice commands, pressing button combos is somehow faster than speaking
-Player character can not be revived by team mates
-Idea for jeans was of pictures of soldiers wearing jeans...
-No tie ins with past socom characters
-Grenade indicators
-No grenade cooking
-Early socoms success was in their timing
-Centered camera is only for multiplayer, no offset camera in multiplayer
-No selectable armor, consistent hitpoints but wheres the aesthetic customizations..?
-fire modes selectable, controls for that not finalized but likely have to select it in the equipment window..
-No option to disable blood spatter and regeneration in singleplayer
-No encumberance.
-No major expansions of remade maps
-Havok physics engine
-Firing grenade launchers will be with the gear throw button(R2) but you select that item in the selection window.

Zipline 25

Severs have same "core" mechanics at MAGs' but with a lot of customization for SOCOM
Game modes confirmed for SOCOM 4
New build released 2 days ago
"Aggresive AI"
Can almost confirm lag-free
Have seen no lag
Red dot sight
Claymores
No Armor System
Don't change Armor Types
Armor characters wear is only VISUAL
Information summary coming up before 2011
No retailer has been giving release date
No more SOCOM 4 gameplay until 2011 that they know of
Maybe or maybe no SOCOM 4 CES

 
 
Links to SOCOM 4 video interviews

http://www.gamespot.com/ps3/action/socom4/video/6265939/e3-2010-stage-demo-socom-4-us-navy-seals?tag...



Multiplayer Trailers/ Multiplayer Interviews
(Interview) http://www.gamespot.com/ps3/action/socom4/video/6287015?hd=1
(Trailer)

10
Sony PlayStation / KILLZONE 3!!!
« on: May 24, 2010, 11:52:36 AM »
just goin an say it now
KZ3 > all

IGN hands on

lets see if the locals gonna pick this up or settle for cod again lolz

http://ps3.ign.com/articles/109/1092173p1.html

13
Sony PlayStation / GT5 release date confirmed
« on: August 24, 2009, 12:52:42 PM »
http://www.gtplanet.net/gran-turismo-5s-q4-2009-release-date-confirmed/

"For those of you out there who still aren’t convinced of Gran Turismo 5’s pending 2009 release date, take a look at the game’s official brochure handed out at last week’s GamesCom convention. Snapped by RiseOfGames, the brochure was quickly translated by forum users – but you don’t have to be fluent in German to figure out what “4. Quartel 2009″ means.  Via user G.T.Ace:

    Developer: Polyphony – Platform: PS3
    Genre: Racing – Number of players: T.B.A.

    Release: 4th Quarter of 2009

    THE ULTIMATE RACING GAME RETURNS

    (lots of stupid PR blah blah, really nothing important)
    The player can choose between over
    1000 cars to race on incredible detailed racetracks and unlock PlayStation Trophies (blah).
    The new NASCAR and WRC championships improve the Gran Turismo experience. Players are challenged to fight their way up the online leaderboards against other racedrivers from all over the world. "

cant wait for this game.
any1 else pickin up?

14
General Gaming & System Wars / Do gamers need 9.1 sound?
« on: August 23, 2009, 12:17:49 PM »
http://gamersyndrome.com/video-games/do-gamers-need-91-sound/

Discuss.
me personally would go for headphones, since i dont have the money or space to afford this and i like to play late at night lol
these are the headphones im planning to buy
Tritton Ax Pro 5.1 surround sound headset
comes with everything to work with PC, XBOX & PS3 str8 out the box

http://www.amazon.com/exec/obidos/tg/detail/-/B001N4PU4S/ref=ord_cart_shr?_encoding=UTF8&m=A9B09ZK9BZJQ6&v=glance

Product Description
When winning matters, the AX Pro by TRITTON delivers gamers a true competitive advantage. Hear the individual audio details of a game and the location they are coming from. Providing discrete 5.1 surround sound, the AX Pro delivers a 3D audio experience like no other. 8 precision speakers have been strategically placed to provide maximum accuracy, clarity and heart thumping bass. Optimized to work seamlessly with XBOX Live and Playstation Network, the AX Pro can adjust communication volume separately from game volume. The backlit digital inline audio controller can be seen in any lighting conditions and allows the user to adjust the individual sound fields independently.The AX Pro connects to any audio source using a digital optical port or Tosslink. The AX Pro can also connect to a computer either through digital optical or analog 5.1 connectors. The external 5.1 audio controller can connect two specialized AX Pro headsets, a USB connection for voice chat for PS3 and PC, a 5.1 digital to analog converter output for connecting a powered audio system and multiple adjustments for digital sound processing. Whether you are a casual gamer, a hardcore gamer, or just watching a movie, the AX Pro provides a personal theater experience.

17
Handheld Gaming / PSP Go Confirmed!!!
« on: May 30, 2009, 03:17:43 PM »

18
Console Gaming Archive / Stream LIVE gameplay
« on: May 17, 2009, 05:19:18 PM »

dunno how many of u do this or heard bout this
Source: 
http://www.mlgpro.com/forum/showthread.php?t=246275

HOW TO CAPTURE


The Dazzle is a piece of equipment that allows you to capture video and record it onto a computer.
Paired with some Y-Splitters (Found at any radioshack for < $3) Means you broadcast your xbox/ps3 feed onto your computer and tv. Sites like blogtv (pretty much anything that can read a webcam) takes the feed from the Dazzle as webcam, and broadcasts it as though it was a webcam, meaning, live halo streaming."

i already signed up on www.justin.tv
i find this kinda kool yuh know having clan matches and havin ppl be able to watch a LIVE stream from your PoV.
nice for wen allya havin SFIV matches an ppl cud jus watch d matches on they comps live.
watched a H3 LAN las nite an it was actually quite good.

19
Console Gaming Archive / This Game can only run on_____
« on: May 16, 2009, 06:38:42 PM »

20
Sony PlayStation / MAG details
« on: April 13, 2009, 05:49:39 AM »
ok i was originally a little turned off originally wen i heard MAG was yet another FPS an not 3PS like SOCOM but after reading this im hooked again  :happy0203:

http://www.neogaf.com/forum/showpost.php?p=15437110&postcount=518

"-2 to 256 Players
-'hopes' for 30FPS when all the action is going down at all times
-Dedicated servers with new network architectures to help reduce lag
-Streamline matches to reduce need to wait.
-All audio cues (planes flying by, air raid sirens) are actual players causing it or player triggered actions. This can happen in other regions and you can hear in distance.
-PunkBuster quality cheating detection. System tests for things like rate of fire/movement/damage to keep things in check
-First Person view (better sense of scale and immersion into game)
-20 years in future, 3 major PMCs bid for war. The power struggle of these 3 dubbed Shadow War
3 Factions, only 2 announced now: Raven(high tech weapons, most trained soldiers on planet. Will appeal to Halo/Resistances fans). Sver(fierce fighters from middle east/central Asia area. Battle harden warriors)
-256 Domination mode. Attackers and defenders. Out layer of defense and inner layer. Once gone through the out layer 'hell breaks loose'. Anti-aircraft and radar are vulnerable. If your faction wins alot it gets the contract for that game mode and gets XP bonuses and perks.
-3 other game modes: Acquisition(128 player escort-style mode. Steal 2 prototype armored transports and bring to extraction zone). Sabotage(64player, control 2 points for X time then a demolition objective is revealed which must be destroyed). Suppression(64 player team deathmatch)
-Customize face, voice, armor.
-No soldier class system, but has a free-form kit creation. Can save 3 different load-outs. Depending on your choice of weapons, it can be told by looking at you so others can tell. Change your load-out to match how the battle is going.
-Snipers can get more than normal XP for killing people in designated areas of importance
-Ranking up gives access to new weapons/perks/leadership positions.
-Recognizes issues with large scale maps and the traveling.

-8 player into a squad, 4 squads into a platoon, 4 platoons into a company (US Military)
-Certain goals for each squad/platoon etc. Have 2ndary goals like blowing bridges.
-Veteran ranks can enlist into leadership roles, give orders to squad, then platoon, then the company(OIC)
-Officer only communication channel to help organize the battle


-Want to be approachable to casual yet have alot of features for the hardcore.
-Been running 256 player tests since Nov. 08 and plans to have closed/open betas."

Apprentice ah guess Ipix might get da clan unity after all LOL if only temporary
N3W & SFTK to form we own Military? (128 ppl) hadda start recruiting now 64 for me an 64 for u lol

one thing i HOPIN is that they make a party system so it go make jumpin into games together more organised

if we get rel ppl MAG sweats cud actually b more intense dan....................KZ2
clan battles go be a problem if we dont hav at least 32 ppl in ur clan AND all on at the same time

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