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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Aralis
Imperial Dreams Curatores Veritatis Alliance
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Posted - 2010.02.13 15:26:00 -
[271]
Originally by: Future Mutant Or maybe we can just stop being complete morons about it. Case and point- whose idea was a 1500+ fleet fight again?
CCPs. Pay attention.
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Future Mutant
Republic Military School
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Posted - 2010.02.13 16:33:00 -
[272]
Originally by: Aralis
Originally by: Future Mutant Or maybe we can just stop being complete morons about it. Case and point- whose idea was a 1500+ fleet fight again?
CCPs. Pay attention.
I must have missed the ccp post saying "when you attack a system make sure you bring 800+ pilots- because this way you crash our node and can come ***** and moan at us in the forums"
If anyone can find that post feel free to link it.
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Ban Doga
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Posted - 2010.02.13 19:22:00 -
[273]
Originally by: Future Mutant
Originally by: Aralis
Originally by: Future Mutant Or maybe we can just stop being complete morons about it. Case and point- whose idea was a 1500+ fleet fight again?
CCPs. Pay attention.
I must have missed the ccp post saying "when you attack a system make sure you bring 800+ pilots- because this way you crash our node and can come ***** and moan at us in the forums"
If anyone can find that post feel free to link it.
Maybe you can find the link where it says "no more than 1000 people per battle or our nodes will crash and you will lose ships that we won't reimburse..."
Much obliged
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Future Mutant
Republic Military School
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Posted - 2010.02.13 19:36:00 -
[274]
Originally by: Ban Doga
Maybe you can find the link where it says "no more than 1000 people per battle or our nodes will crash and you will lose ships that we won't reimburse..."
Much obliged
You really are so dense you need everything spelled out in one place? Its been mentioned several billion times that the servers cant handle huge amounts of ppl- hell even jita is capped around 1300. Thats 1300 ppl most of whom arent fighting. As for the "wont get remibursed" nonsense- if you really want to play a game where you cant take losses- those games exist.
The cluster cannot gracefully handle a 1600 person fleet fight right now
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evsNOTeve
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Posted - 2010.02.14 02:46:00 -
[275]
ok so if someone brings 800+ people to attack your space, just give up?
because that's basically what you are advocating...
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Jonas Trelonian
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Posted - 2010.02.14 10:10:00 -
[276]
Just ignore Future Mutant. He's obviously a troll, and a poor one at that.
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Ban Doga
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Posted - 2010.02.14 14:58:00 -
[277]
Originally by: Future Mutant Edited by: Future Mutant on 13/02/2010 19:48:46
Originally by: Ban Doga
Maybe you can find the link where it says "no more than 1000 people per battle or our nodes will crash and you will lose ships that we won't reimburse..."
Much obliged
You really need everything spelled out in one place?
Did you read your last posting while writing it? Just in case you forgot...
Originally by: Future Mutant
I must have missed the ccp post saying "when you attack a system make sure you bring 800+ pilots- because this way you crash our node and can come ***** and moan at us in the forums"
Looks like you need everything spelled out in one place, too.
No idea why you expect people to follow some "guidelines" that aren't written down and not follow some other "guidelines" that aren't written down either. And when did we start to assume EVE is broken and cannot handle anything unless someone explicitly says "it's okay to do it"?
Originally by: Future Mutant
The cluster cannot gracefully handle a 1600 person fleet fight right now
You realize the linked posting is not even a week old and the problem exists for over 2 months. Time travel is still not a widely used technology... http://en.wikipedia.org/wiki/Causality
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Future Mutant
Republic Military School
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Posted - 2010.02.14 16:26:00 -
[278]
Under your definition then eve has been and always will be broken. It cant hold everyone in a single system- must be unplayable amirite?
Well wrong- it is playable. There are limits to everything and eve is no exception. It doesnt take a genius to figure out that under the current mechanics the defenders have a rather large advantage. That coupled with the node limitations greatly limits attacking- not defending as its been suggested.
It also doesnt take a rocket scientist to realize that if jita, the most heavily reinforced node, can only handle around 1300 pp then more then that actually fighting is prolly a bad idea.
If ccp somehow managed to get reinforced nodes to support 750 v 750 figts- one of you would find a way to break the node just so you can come back to the forum and complain about how bad things are.
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Ban Doga
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Posted - 2010.02.14 21:45:00 -
[279]
Edited by: Ban Doga on 14/02/2010 21:45:51
Originally by: Future Mutant Under your definition then eve has been and always will be broken. It cant hold everyone in a single system- must be unplayable amirite?
Well wrong- it is playable. There are limits to everything and eve is no exception. It doesnt take a genius to figure out that under the current mechanics the defenders have a rather large advantage. That coupled with the node limitations greatly limits attacking- not defending as its been suggested.
It also doesnt take a rocket scientist to realize that if jita, the most heavily reinforced node, can only handle around 1300 pp then more then that actually fighting is prolly a bad idea.
If ccp somehow managed to get reinforced nodes to support 750 v 750 figts- one of you would find a way to break the node just so you can come back to the forum and complain about how bad things are.
I'm quite amazed about all the things you read into what I wrote. I never said EVE was broken.
I was asking when we started to asume it is broken, because your argumentation was "no one said 1500 people in a system will work - so of course it won't work". Now guess what: no one said 500 people in a system will work, not even 10 vs 10 is mentioned as "will work".
But somehow it is completely obvious - at least to you - that one is okay and the other is not. Why don't you tell us the magic number where okay becomes not okay - seems like you have a way of determining which number of people in a system is alright and which is not.
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Future Mutant
Republic Military School
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Posted - 2010.02.14 21:50:00 -
[280]
The magic number is.... x-1 with x being the amount of ppl in a system that borked the node.
Unless some idiot fired a bomb at the cyno and then its (y/3)* x^3
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Ban Doga
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Posted - 2010.02.14 21:54:00 -
[281]
Originally by: Future Mutant The magic number is.... x-1 with x being the amount of ppl in a system that borked the node.
Unless some idiot fired a bomb at the cyno and then its (y/3)* x^3
You're making more and more sense with every post you add to this thread. Keep going...
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Connor Banks
Caldari State War Academy
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Posted - 2010.02.15 08:04:00 -
[282]
Edited by: Connor Banks on 15/02/2010 08:04:58
Originally by: Future Mutant
Originally by: Aralis
Originally by: Future Mutant Or maybe we can just stop being complete morons about it. Case and point- whose idea was a 1500+ fleet fight again?
CCPs. Pay attention.
I must have missed the ccp post saying "when you attack a system make sure you bring 800+ pilots- because this way you crash our node and can come ***** and moan at us in the forums"
If anyone can find that post feel free to link it.
Dominion trailer, anyone?!
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Tarhim
Caldari
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Posted - 2010.02.15 09:30:00 -
[283]
Originally by: Connor Banks
Dominion trailer, anyone?!
Did anyone actually count ships in this trailer?
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Tactikill
Caldari Allied Tactical Squadron
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Posted - 2010.02.15 17:14:00 -
[284]
May have been mentioned.....until the issue is resolved, why not extend the post jump cloak timer to something like 5 min from 30 sec?
Would that allow enough time to load grid? Peeps can still decloak as soon as their grid loads. Autopiloting would still work the same. Yeah, gate camps might become more vulnerable as the cloaked ship would have 5 more minutes to get something organized.
But, not really much different from today where scouts/spies are everywhere anyway.
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Skaarl
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Posted - 2010.02.15 17:21:00 -
[285]
Edited by: Skaarl on 15/02/2010 17:25:26
Originally by: Tactikill May have been mentioned.....until the issue is resolved, why not extend the post jump cloak timer to something like 5 min from 30 sec?
Would that allow enough time to load grid? Peeps can still decloak as soon as their grid loads. Autopiloting would still work the same. Yeah, gate camps might become more vulnerable as the cloaked ship would have 5 more minutes to get something organized.
But, not really much different from today where scouts/spies are everywhere anyway.
well lets see. CCP claims if you dont load withing 8 minutes you never will. however, entire fleets are claiming to have waited 45 minutes or so to load grid. so either CCP is clueless or the entire atlas cap fleet from the DG fight is lying.
either way extending it to 5 minutes wont work. they need to fix the bug that puts all calls form incoming ships at a lower priority than dmg notifications. right now all you have to do is bomb a cyno, or a ****ton of drones on grid, and your opponent wont ever load in, and you get a nice easy turkey shoot. then again, according to CCP no bugs happened in D-GTMI so....
edit for clarification: i am not accusing atlas of lying.
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Tharrn
Amarr Epitoth Guard Curatores Veritatis Alliance
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Posted - 2010.02.16 11:40:00 -
[286]
Hey Future Troll, what's your solution then? A hardcap on systems? Or are you just fanboying? The game has been coded so that 'considerably moar people than enemy' = 'win'. The problem is thus the way CCP want people to play although they know it doesn't work.
The population has clearly outgrown the technology (again). The solution thus can't be to expect people to moronically limit themselves and thus possibly loose although they could have won - the solution must be to encourage a dispersal of the large blobby fleets into a number of smaller fleets. Ball is in CCP's court to come up with a sov system that does NOT revolve about blobbing and thus crashing the nodes.
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Future Mutant
Republic Military School
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Posted - 2010.02.16 14:18:00 -
[287]
Originally by: Tharrn Hey Future Troll, what's your solution then? A hardcap on systems? Or are you just fanboying? The game has been coded so that 'considerably moar people than enemy' = 'win'. The problem is thus the way CCP want people to play although they know it doesn't work.
The population has clearly outgrown the technology (again). The solution thus can't be to expect people to moronically limit themselves and thus possibly loose although they could have won - the solution must be to encourage a dispersal of the large blobby fleets into a number of smaller fleets. Ball is in CCP's court to come up with a sov system that does NOT revolve about blobbing and thus crashing the nodes.
You think theres a solution? Go back to the oldest part of the forums- read about the epic lag during a 20 vs 20 fleet fight. This doesnt have a solution, its going to be around forever. Ccp fixes it for 750v750- ppl start *****ing 1kvs1k dont work. Ccp fixes it for 1kvs1k- ppl ***** cause 1.25kvs1.25k dont work.
As for the game mechanics force this argument- well duh. Any type of objective anyone can think up- can be achieved easier with twice the ppl. Its just the nature of gaming- theres no easy way around it.
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MarcusMaximus Milius
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Posted - 2010.02.16 17:45:00 -
[288]
To all the whiners and haters of this thread.
Throwing nasty words and sarcasm onto CCP is quite easy to do so. First off i understand your anger for losing your stuff after being kicked from the server. The pilots must not be punished for trying to play the game as it is meant to be played. I mean CCP does advertisments where they encourage people to participate in large fleet engagenments (for example watch butterfly effect:"... an epic battle between thousands of players..."). So I think reimbursing the players for their lost stuff,as long it is possible in any way, would be fair. Especially because only one side was effected. But (and it is a BIG BUT) I am so disappointed about the childish behavior of many players, who are not able to forgive mistakes that are made by CCP. Hey Guys these people up there in the ice are not perfect. And the task they are dedicated to is by far not an easy one. This project "eve online" is so complex, if there would not be any mistakes,it would be a miracle. Running and upgrading eve is literally like a surgery on the open brain. You got to manipulate it, but keep it working during and after the operation. And yes, sometimes a surgery goes wrong. But you can not always blame the doctor. I am personally amazed how CCP manages this universe. Being such a relatively small company and pushing something that big. I have never seen a company with such transparency, connection to its customers and the ongoing will to innovate and upgrade its product. I hope that CCP does not take every bad post about their work too serious, cause I think most of these people are quite unaware (or lets say unimaginary) of what is going on behind the scenes. Often someone uses the phrase "I am a paying customer" to make himself look important and set the gun on CCPs chest to create some more pressure in his "negotiation". But this is totally unnescessary, because CCP is well aware of that, otherwise they would probably not be talking to you. And do not forget. If you do not like what you see, do not buy it. So stop whining and try to bring some constructive criticism instead.
With best regards,
M.
PS: I hope that CCP will soon be able to put back more of its manpower for the work on eve online, cause right now I think their additional titles (e.g. World of Darkness) are consuming a great portion of that. From the view of the company it is more than logically to create more products to balance itself, but so far I like eve the most .
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evsNOTeve
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Posted - 2010.02.16 19:17:00 -
[289]
well, we've been keeping track of the petition responses on our forums, and reading them it is a lot easier to understand where all of the anger is coming from...
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Skaarl
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Posted - 2010.02.16 20:17:00 -
[290]
Originally by: evsNOTeve well, we've been keeping track of the petition responses on our forums, and reading them it is a lot easier to understand where all of the anger is coming from...
responses? dude theres only 1 response, and literally all that change are the names.
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evsNOTeve
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Posted - 2010.02.17 01:36:00 -
[291]
yes i know, im on the same forum as you are...
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Tharrn
Amarr Epitoth Guard Curatores Veritatis Alliance
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Posted - 2010.02.17 11:31:00 -
[292]
Originally by: Future Mutant
As for the game mechanics force this argument- well duh. Any type of objective anyone can think up- can be achieved easier with twice the ppl. Its just the nature of gaming- theres no easy way around it.
Unless you somehow force people to be in severall places at the same time. 1600/2 = 800. 1600/4=400. Take your complete blob to one spot and you win the battle but loose the strategic objective.
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Rufus Konstantin
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Posted - 2010.02.17 11:45:00 -
[293]
Originally by: MarcusMaximus Milius To all the whiners and haters of this thread.
Throwing nasty words and sarcasm onto CCP is quite easy to do so. First off i ...... , otherwise they would probably not be talking to you. And do not forget. If you do not like what you see, do not buy it. So stop whining and try to bring some constructive criticism instead.
With best regards,
M.
PS: I hope that CCP will soon be able to put back more of its manpower for the work on eve online, cause right now I think their additional titles (e.g. World of Darkness) are consuming a great portion of that. From the view of the company it is more than logically to create more products to balance itself, but so far I like eve the most .
Are you ....? One argument against your comment is that we pay for the game. Would you like to drive a car with old probs or known issues? Would you like to life in a house without broken heating because the heating engineer works for a little nice young and not easyer Company Would you like to fly with a airplain without service or some broken windows
I think no... so i think CCP hace to do some more for better running system instead of prog new features for the diverting kiddyplayer
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Future Mutant
Republic Military School
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Posted - 2010.02.17 16:06:00 -
[294]
Originally by: Tharrn
Originally by: Future Mutant
As for the game mechanics force this argument- well duh. Any type of objective anyone can think up- can be achieved easier with twice the ppl. Its just the nature of gaming- theres no easy way around it.
Unless you somehow force people to be in severall places at the same time. 1600/2 = 800. 1600/4=400. Take your complete blob to one spot and you win the battle but loose the strategic objective.
That would somewhat work now. But what happens when the nap train rolls up and you have 6k players total? even divided by 4 thast 1500 each place. It would also have the effect of limiting defense/attack to "only" the largest alliances. And would simply reinforce the more is better argument.
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MarcusMaximus Milius
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Posted - 2010.02.17 20:22:00 -
[295]
Are you ....? One argument against your comment is that we pay for the game. Would you like to drive a car with old probs or known issues? Would you like to life in a house without broken heating because the heating engineer works for a little nice young and not easyer Company Would you like to fly with a airplain without service or some broken windows
I think no... so i think CCP hace to do some more for better running system instead of prog new features for the diverting kiddyplayer
CCP does the work of poineers, so failures are logically included. If you want something that is above everything else for a small amount of money and in no time, you have to face problems that are occuring during that journey. And I do not say they should not fix the problems (what they will), I just say give them time to do so and do not be mean to them. And personally I have to agree with you, that serious problems should be fixed, before new features become added.
M.
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Lusulpher
Blackwater Syndicate Systematic-Chaos
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Posted - 2010.02.18 01:05:00 -
[296]
Originally by: Xtover
Originally by: Crimson11 That way attackers and defenders must be spread out. Solves alot of problems rather quickly too. Simple This idea has been mention several times now!
Crim
excellent idea, but what happens when you need to fight over the ihub?
Fix 1: Create at least 7 beacons for iHubs at ranges[warpable?] from each other. Putting 1 offline makes the hub vulnerable. Ensure that you have to hold all 7 beacons at once. The beacons have high resists, "low" HP. A 50man defense fleet can have RR boost them up in seconds, but it takes significant time/ammo to grind them down[2+mins] CONCENTRATED FIRE that prevents 200 attackers from being efficiently in 7 places at once. 7 is an odd number, harder to plan an attack that way. CCP needs to wrap their minds around Coverage instead of HPbuffer. If ****** had 1 bunker in Berlin that could not be nuked unless we had used 8 nukes at the same time to stop him from repairing it. Would that have help him keep Germany when we sent 4 different Army Divisions to his shipyards,oil fields, factories, and cities? This is how we are playing Sov, and it's silly.
We can't recon and strafe Shipyards at POSs, result: Capital stockpiles of Bismarcks. We can't hope to detect radio silent cloakers, result: No enforceable security. We can't build useful Docks and Sentries to guard our Civilians or offduty pilots, result: No want wants to live in nullsec,COnstant NAPping, CApital pilots multiboxing to keep their ONE ship safe from ANYONE. This is how we are playing Sov, and it's silly.
2: Give all Sov structures racial resists. Say 80% to 3, but 20% to Kin/choosable, but relative for the region it's in. So attacking fleets bring a flavour of damage Defenders can expect to face off against. The attackers can also bring down the building quicker as to play Guerrilla style, but not take home many player kills.
3: Extend the cloak on ships that jump into a contested system from 30secs-2 mins. The reason these 800man fleets jump at once is because no one wants to deal with "staggering". If they jump squad by squad or warp that way, they will be primaried to death.
4: Also, if more ships are hitting a target, more of the loot is destroyed. this will hopefully promote WingComms to target call and reduce module cycle time, as EVERYBODY does not fire exactly at the same damn time! Also, creates useful EHP for the targets, who won't just explode in the warptunnel, not realizing the calculations caused a desync.
5: Area effect DDs need to be rereleased. The damage needs to remove 30% of ehp from all ships present. Not just ruin gameplay[even though I like the original one better]. The old one kept people from hanging around on the same grid. Without that natural predator, we get silly amounts of useless people causing overview lag.
6: BEFORE a ship warps offgrid/jumps, make it invulnerable for 1-1.5 seconds, to end those damage calculations that might cause "ghost ships" and desyncs. Also promotes more grid tactics. Not just blob, RR, camp.
7:Quantum Rise also caused insane random lag in all sectors of EVE, what did you learn from that?
Simple fixes that will reduce Lag, and improve gameplay. tl;dr: "numbers creep" will not end until fundamental incentives are changed.
EVE Sovfare 10 yrs from now: "I remember when my epicFleet of 7000, jumped into that 2001man BoB^3 fleet in F-UCK. I nver loaded grid, 2000 of us did and got killed/podded by their 250man squad of Titans. it wer sooo ghay. Our 450 Titans would have alphaed their Titan squad!!! AT least we instapopped their hub when we finally seeeionchanged. No amount of reps could help. CCP needs to fix dis LAGZ NOAWWWWW!!!!!!!!!!!! Diz was not even the biggest fight this month!!!!"
Sincerely, Constructive Customer Person 7 |
Future Mutant
Republic Military School
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Posted - 2010.02.18 01:38:00 -
[297]
Edited by: Future Mutant on 18/02/2010 01:42:39 I honestly didnt see anything in all that bolded text that would be helpful in any way.
mentioning eve and throwing in ww2 references- funny but not helpful.
afk cloakers- its like you started with lag and then decided to throw in everything else that annoys you
dividing attackable structure into 7 parts- unless they are each on their own node- what does this change? Im sure having seven things to attack at once wont force larger and larger attack fleets.
mentioning dominion caused lag and then asking what did they learn? WTF are they supposed to learn? that coding is hard?
im fairly sure ive read that post before- at least add something useful before you post i again.
I liked this one the most-6: BEFORE a ship warps offgrid/jumps, make it invulnerable for 1-1.5 seconds,
because if im aligned and moving- ccp should know before i do when im going to jump.
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Lusulpher
Blackwater Syndicate Systematic-Chaos
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Posted - 2010.02.18 02:12:00 -
[298]
Edited by: Lusulpher on 18/02/2010 02:15:39
Originally by: Future Mutant I honestly didnt see anything in all that bolded text that would be helpful in any way.
mentioning eve and throwing in ww2 references- funny but not helpful.
afk cloakers- its like you started with lag and then decided to throw in everything else that annoys you
dividing attackable structure into 7 parts- unless they are each on their own node- what does this change? Im sure having seven things to attack at once wont force larger and larger attack fleets.
mentioning dominion caused lag and then asking what did they learn? WTF are they supposed to learn? that coding is hard?
im fairly sure ive read that post before- at least add something useful before you post i again.
WW2 is the spectrum chosen for the combat designs/gameplay logic. But when it comes time for the analogy to scale to the endgame, CCP has left all the important parts out. Afk cloakers is just an example. Our stealth is like a U-boat diving. But with ineffective depth charges[smartbombs ranges lol] and No Sonar/Undersea Radar. Silly.
Titans are the nuclear option. Kill all combatants on grid, Or hit a vital bunker with a Tac. Silly, that CCP deleted the former option, as that's how you keep the Fear of Titans.
Then look at the Sov endgame, you colonize null however you can, pay all these bills and your gameplay CANNOT BE DIVERTED into MULTIPRONG ATTACKS. To unblob is to die. And jump bridges can mean a larger force can respond to multiprong attacks with few losses.[kickass BoB maneuvers to defend Delve and then hotdrop the other side of the map]
As learned from human history, wolfpacks/guerrilla is far more efficient than blob, because they can strike multiprong vs The Larger force.[Uboat fleets in US Atlantic] In EVE: show up with absurd amounts of players, fight over 1 point, then 1 other point, camp a choke point. Lag.
Really? How could someone miss The Big picture this badly, TWICE! Dominion was to decouple POS from Sov, they made a new SOV only POS and created gatepong. More vulnerable grids, whether public/temporary/diverse are needed to break that mentality.
7 beacons with racial resists, and ehp biased to the defender >>> than big fat EHP buffers to grind, no logic, just need MOAR DREADS. Maybe one day, 200 pilots will defend a vulnerability on a TCU and the 500 man team will realize they should recon the Sov structure choices, then fit ONE/All type of dps, FOR A REASON. And call multiple targets, in smaller Fleets, on smaller grids.
Also, turn on Friendly Fire and MOST of this goes away. And who is hurt by extending the jump-in timer all the way to 8mins? That's the tough question.
Correction: Vulnerable TCU spawns Sovbeacons at ALL Planets at once, all must be defended/captured at once. Now we have a roiling brawl with trick slings and bookmarks being important. Aka fun. And the clumsier alliance loses, most of the time.
QR caused some insane lag all over EVERYTHING, if CCP analyzed that, I'd like to see the write up, it was after a server "corification" after all...Dominion had corification aspects for when they add the rest of the Sov structures.
Glad this got your attention by the way, this last page ****ed me off. And no one got my earlier joke... tl;dr: ~~wolfpacks~~
-Creative Consumer Patron 7 |
Ban Doga
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Posted - 2010.02.18 08:10:00 -
[299]
Originally by: Future Mutant
mentioning qr caused lag and then asking what did they learn? WTF are they supposed to learn? that coding is hard?
[sarcasm] Of course not. They already know that. And you are absolutely right. There is nothing to learn from the problems you encountered in the past and the solutions you came up with.
Developing software is basically repeating the magic tantra of "it's difficult - bugs happen - we will fix all bugs that make it into the release" and then throwing in the occasional prayer that everything will work out fine.
There is no such thing as detecting problems you had to deal with in the past and developing strategies to avoid them. Everybody knows that bugs happen and there's nothing you can do but release the software and see what happens. Anybody who thinks you can simulate even a small fraction of what's happening on the production system on a test system is obviously not thinking straight. [/sarcasm]
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Future Mutant
Republic Military School
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Posted - 2010.02.18 12:56:00 -
[300]
If you want less bugs upon release of a patch- cross your fingers. Bugs happen. You can test for as many things as you can think of but infinity is a big number- good luck expecting perfection.
As for lag caused by fleet sizes being too large. I still dont see the answer being more objectives which to me would encourage larger fleets (on both sides)
A sane approach- is one no ones going to like. Eliminate blues. Eliminate standings towards each other altogether. Eliminate naps and alliances. Hard cap a limit of ships in a system. Is any of this a good idea? No. Would it reduce the number of lagged out fights? Yes
The one idea i liked- increase the cloak time after a ship jumps through a gate. It may or may not be possible. To me, a layman, i would think you would have to load grid before the cloak happens. Not loading grid= not cloaking. But honestly neither of us can say with certainty.
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