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Rework Extinct system
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Monthlies / Bimonthlies
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Gilded reward chest givea...
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Protection Crystal |
Posted by: Terran - 04-19-2020, 05:00 PM - Forum: Resolved
- Replies (5)
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I don't think the "Reduces length of procs" works. I'm affected the same amount of time, resulting in the same damage, with and without it. I also get suffix'd constantly, I feel like the 80% chance is a lie. I have it in my synergizer with a Djinn crystal, if that matters at all.
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Rainbow Case |
Posted by: Niles - 04-19-2020, 12:21 PM - Forum: Suggestions
- Replies (6)
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ook ook pride crate
I am known for 2 major things in this community, that stupid Dupe Scandal and Pride Crate, which was a suggestion I put in as an excuse to get a Rainbow Sword other than Durendal into the game. This suggestion is for a case named the "Prism Case," where the gimmick is that each Tier/Weapon in the case is based on a Primary (Rare) color, Secondary (Legendary) color, Tertiary (Prim) color, and the Godlike, a Prism (with some very special properties)
Each weapon out of this case, when deconned, drops 1-3 of the weapon's color Pigment, (ex blue drops Blue Pigment), that are required for recrafting that tier weapon or can be combined to make a Higher Tier pigment (ex 1 Blue + 1 Red = 1 Purp) and the catas can be combined to create a Next Tier weapon (Ex Blue + Red cata +10 Purp Pigment + Legendary, Rare, Unlikely, Frags & Scrap makes Purp weapon)
~~~Rare Tiers~~~
Moody Blue <weapon_name>
Accuracy: -10%
Clip: -3
Firerate: +20%
Damage: -15%
Deploy Speed: +10%
Reload Speed: -5%
Trait, Moody Blue:
1 in 7.5-10 Chance to effect the enemy leaving a Blue Trail where they walk for 10-15 seconds.
Code Red <weapon_name>
Accuracy: -10%
Clip: +3-5
Firerate: -5%
Damage: +25%
Mobility: +15%
Reload Speed: +15%
Trait, Seeing Red
1 in 7.5-10 Chance to mark enemy for death, making them take 20% more damage from all sources for 5-7.5 seconds
Mellow Yellow <weapon_name>
Accuracy +10%
Clip: +10
Firerate: +10%
Damage: +10%
Mobility: +10%
Deploy Speed: +10%
Stability: +10%
Trait, Goldenrod:
Upon kill, enemy corpse is immortalized as a Gold Statue
~~~Legendary Tiers~~~
Villainous Violet <weapon_name>
Accuracy -20%
Clip: +50
Firerate: -20%
Damage: -20%
Mobility: -20%
Stability: -20%
Trait, Purple Haze:
For each bullet you shoot, you gain 1% to all weapon stats until weapon swap/reload.
Mandarin <weapon_name>
Accuracy: +18%
Clip: -2
Damage: +20%
Firerate: +20%
Mobility: -5%
Reload Speed: -10%
Trait, Orange Bomb:
1 in (10-15) Chance to fire a Mandarin at your enemy marking them for death and dealing double damage.
Verdant <weapon_name>
Accuracy: +10%
Damage: +15%
Firerate: -10%
Stability: -10%
Mobility: +10%
Reload Speed: -10%
Trait, Druid:
Upon rightful kill, drops a Healing Field on body healing 1 health per tick for 10 seconds.
~~~Primordial Tier~~~
Blackout <weapon_name> (Enhancable up to +18)
Accuracy: -10%
Damage: +10%
Firerate: -5 to +25% (increases by 2.5 per level)
Stability: -15%
Mobility: 0-15% (increases by 2.5 per level)
Reload Speed: +25%
Trait, Blackout:
Each bullet decreases opponent's contrast by 5%
Enhancement Requirement: +50% XP every time you decrease rightful enemy's contrast by 30%
Whiteout <weapon_name> (Enhancable up to +18)
Accuracy +10%
Clip: 0-6 (+1 clip per level)
Damage: -5 to +25% (2.5% per level)
Firerate +10%
Stability -15%
Mobility: 15%
Reload Speed: 10%
Trait, Whiteout:
Each bullet increases opponent's contrast by 5%
Enhancement Requirement: +50% XP every time you increase rightful enemy's contrast by 30%
Mahogany <weapon_name>
Accuracy +15%
Clip: +15
Firerate: +15%
Damage: +15%
Mobility: +15%
Deploy Speed: +15%
Stability: +15%
Trait, Lumberjack:
Upon rightful kill, turns enemy body to Wood and increases Mobility by 10%.
Now before we move onto the Godlike I need to talk about how this works. When you first get the Godlike, it's completely useless. It's a blank item that does nothing, however, using this recipe you can create a Raw <color_name> Light!
5 Raw Energy
100 <color_name> Pigment
70 Prim Frags
1000 Crystal Dust
35 Gold Bars
And each light has its own effects in the godlike
~~~Godlike~~~
Empty Prism (misc slot)
Description:
A prism from a long gone era. The light from within seems to have faded away over time.
When you slot in a Raw <color_name> Light, the prism creates a field that buffs/debuffs anyone that stands in it. The combinations are as such
Blue Light Prism
*Drops a field that increases Accuracy and Stability by 15% for 60 seconds
Red Light Prism
*Drops a field that increases Damage by 15% for 60 seconds
Gold Light Prism
*Drops a field that increases Drop Chance by 15% for 60 seconds
Violet Light Prism
*Drops a field that procs Toxicity for 60 seconds
Orange Light Prism
*Drops a field that increases target's Mobility for 30 seconds
Green Light Prism
*Drops a Healing Field, healing 15 health per second for 30 seconds
Black Light Prism
*Drops a field that increases Firerate by 15% for 60 seconds
White Light Prism
*Drops a field that increases Reload Speed by 15% for 60 seconds
Brown Light Prism
*Drops Ammo Crate, reusable after 20 seconds.
You can combine all the 9 to make a Final Light
(When Socketed) Combined Light Prism
*Drops a field that increases Accuracy, Stability, Firerate, Damage, and Reload Speed by 10% for 60 seconds
*This light seems to increase in intensity the closer you hold it to an Empty prism
If you Use it instead of Socketing it, you can create a Final Prism,
Final Prism (The clip is 150, depletes 10 ammo per second)
Fires 9 colored lasers that converge in the middle and deals more damage the longer the clip lasts
*1 in 20 chance for shot not to consume ammo
*1 in 20 chance to add ammo to clip
I always thought having the Final Prism in TTT would be a perfect combination. A high risk weapon that deals massive damage after a short time period, it would also be perfect for events, being a perfect weapon for Eye Damage or Boss Damage without having it be too good for regular enemy damage and short boss downs like Giant Spider.
Tell me how you guys think about all these, I personally really like the Rainbow and Prism themes.
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(Buff) EXP guns gain |
Posted by: ZombieNinja975 - 04-19-2020, 01:35 AM - Forum: Buffs, Nerfs, and changes.
- Replies (2)
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I find myself never keeping most primordials due to the extreme amount of experience needed to level the guns.
You get a flashback and receive an older, very nice weapon, but it gains so little exp you would rather sell it than level it.
I've seen countless tiers that people wouldn't even take money to level. I cant remember the last time I saw anyone using a max level vengeful, angelic, etc.
Every gun that requires leveling for the most part could use a serious exp buff, because most players sell or scrap these due to the agony of exp needed
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(Lucky Ducky) Membership Application |
Posted by: Lucky Ducky - 04-18-2020, 05:19 PM - Forum: Approved
- Replies (5)
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Age: 15
Steam Name(Current): Lucky Ducky
Time played on servers?(!time username to check): 65 hours on TTT and 2 hours in lobby.
Where did you hear about this server?: Phrot
Have you ever been banned and why?: No
Why do you want to join?: I want to be a member so I can show more support to the server than it already has. Ive only played about 65 hours but I have been no life-ing TTT. I really want to be someone who represents FRG as a member. Im already supporting the discord with a nitro boost, and spent about 50 dollars total on the server so far.
Referred by: No one
Additional Details: None ………..Edit: I also don't plan on quitting the server any time soon, maybe never. I enjoy it so much.
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A serious change to how new items/weapons/stuff is rolled out |
Posted by: Terran - 04-18-2020, 03:44 AM - Forum: General
- Replies (11)
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Right now, the current system seems to be "Release an overpowered item, but never nerf it because the community gets invested with it and you'd devastate their poor feefees."
I've complained about this multiple times to no avail, so here's my take on it:
Release items "Underpowered" or just not that great and buff them as needed. Nothing should be initially released too strong, there's a core group of whiny players who will latch onto it and scream like a baby who had their tit taken away if any changes happen.
^main thread stuff
--------------------------------------------------------------------------------------------------------------------------------------------- [CAN IGNORE BELOW THE LINE]
\/salty assmad rant
Edit: Also, just to reiterate in-case I've gone unheard, I'm not trying to whine about FRG's policies or decisions constantly, I love the server, but I've seen the majority of original players leave and pretty much most of them are disgruntled with how the server has been rolling. Maybe its getting the time for me to leave too, but the thing is I love TTT and I also love the FRG Community. the inventory is a ton of fun, but its an icing on top of the TTT cake for me (5,500 hours of what is literally 98% TTT can't be wrong), and I can't stand to see it change in ways that just look terrible for me. Its as if the current "Core" of players are the ones who have attention spans so miserably short that if they're not force-fed new stronger content the incessant ass agony starts. I guess I'm similar, since my ass agony starts upon the stronger content, and yeah new stuff is required to keep the server fresh (I'd still play it even if it never updated again, but, hey, I like TTT). This is mostly my probably-unseen apology to Brass for being a whiny bitch all the time, but after seeing most of my classic friends on FRG quit or just get annoyed at the changes, I get mad when I see the same group of current players being in the majority now, instead of the previous minority.
/rant
thread still valid, had to add a rant tho
OK, ok, last little bit I promise, but one of the issues is that the core gameplay of FRG now isn't barely TTT. One of the updates I've had the most fun with in recent memory was Fire Boots getting buffed. Have any of you ever used them or even thought of it? Its a neat item with a cool effect that can synergize really well with other T items or playstyles, yet it, along with pretty much anything not body armor/class/traps are entirely ignored.
Everyone seems to just rustle up their best double-gilded lucky triple-suffixed primary and spray whoever is closest on their T rounds, and when they die they just wait for the next one. Which is OK, that's fine, its how you play, but I like something different. The reason I use my legendary AUG is simply because I want to void that bullshit. I try and rely on fun T items (Did you know the silenced pistol is REALLY GOOD? I need to buy it more often), and the AUG is mainly a crutch so that I can be as fucking far away from the pain train that every single gun is nowadays. Everybody just runs around with whatever shoots the fastest and they just spray infinite close range bullets. Hell, I don't even see shotguns anymore, like, holy shit I used to complain about 'em but now they're evidently pure shite?
So my in-the-end reasoning is that things don't need to be released power creeped. This could be an accident, an oversight or just a miscalculation, but it seems it happens with pretty much everything and it disappoints me. The first time someone gets the new OP item everyone else scrambled their asses to get it to be part of the meta.
I've used this legendary AUG for like, five years, ever since I bought it in the damn frag shop. Speaking of frag shops, how many people actually do fragment quests? I do, and I'm sure a bunch of people will randomly pipe up "YEAH I DO THEM ALL THE TIME", but I won't believe y'all.
edit edit: if you call me an old man I will block you, find your house, report you to the FBI for contaminating a preschool with COVID and systematically destroy your entire existence.
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Member App - Box |
Posted by: SadBox - 04-17-2020, 09:30 PM - Forum: Approved
- Replies (10)
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Age:17
Steam Name(Current):Box
Time played on servers?(!time username to check): nearly 70 hours
Where did you hear about this server?: Was just looking through ttt servers a few years ago.
Have you ever been banned and why?: Yes, I rdmd and I was being stupid but it was a few years ago and I appealed it. I can guarantee it wont happen again. I also donated to the server so I have no idea what I was thinking.
Why do you want to join?: Cause this server is pretty cool!
Referred by: Nobody
Additional Details: I'm enjoying my time back on this server and I just want to be a member to show that I appreciate the server. c:
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New Solo Boss Idea |
Posted by: Niles - 04-16-2020, 05:34 AM - Forum: Suggestions
- No Replies
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(TLDR at the end)
Ok my last post about Flashback 2s was actually a meme, you guys got me. It was a front to try to get pride crate into the game but this isn't a meme.
The new boss is an idea that I threw around in the Item Names thread I made awhile back where I just tossed around a bunch of item names in order to see some more interesting Pog item suggestions make their way into here.
[Summoning and Preparing to Fight]
The boss' name is the "Forgotten God." It's a single player boss that you trigger by a token you can only drop from other lobby events (Castle, Asylum, Abyssal, Buffalo Wild Wings, Kraken, Dairy Queen, or Lyrus) and once popping you get a splash screen similar to the duel screen where instead of choosing Rules you choose Difficulty and Loadout presets for the fight. Ex). I pop the Cursed God Token and the screen pops up, on the right of the tab is 3 Preset loadouts for the fight.
Fists of the Djinn, Mutable AK (Sweaty), Swift Tec-9, Ocarina, Crystal Syn (Reload+Bunny Crystal) "The Acrobat"
Bloodweep of Damnation (1 in 2), Cursed AK-12 (5 suffix + Regen on Kill), +12 Wicked Desert Eagle, Warbanner, Crystal Syn (Reload+Shock Absorb) "The Sword"
Trident, Misery's End of Damnation (1 in 20), max level Fools World (Regen on Kill), Orb of Rejuvenation, Crystal Syn (Reload+Vitality) "The Shield"
And after choosing which build I want I would choose my difficulty on the top left:
"Practice Mode" (If toggled, Token will not be consumed but you will not receive drops upon winning)
"Normal Mode" (For those who don't care for a challenge)
"Expert Mode" (For those who seek a challenge)
"Player Must Die Mode" (For those who thrive from a challenge)
Each mode except for practice mode will increase by one phase, so Normal is 2 phases long, Expert is 3 phases long, and Player Must Die is 4 Phases long. Practice mode you can toggle and click on another mode to practice that mode, but you will have a 30 minute cooldown between your practice and the actual loot dropping fight, but there isn't any cooldowns between practices, meaning you could fight it as much as you want without loot until you feel comfortable enough to actually fight the boss and consume your token.
[The Arena]
After choosing your difficulty you're slapped into a flat square arena surrounded by lava (invisible walls too) with 2 raised platforms to your left and to your right with ramps leading up to them. Immediately in front of you is a large egg roughly 2 playermodels high with runic symbols etched into the sides. You can't go up the ramps because they're too steep. Later, when you stagger the boss the slopes turn into stairs and you can climb them to "down" the boss by shocking it to stay in place, where it then pushes you to slide back down the ramps and you can't climb back up until next stagger. There are only 2 Shocks in Normal, and 4 in Expert and PMD.
[Phase 0, the Egg]
An ambient whistling echoes through the cave as small bubbles and pops of magma are heard as well. You walk up to the egg and it shakes the arena. You melee it (with whichever melee you choose) and each hit it shakes and groans, after 5 hits with Bloodweep, 7 hits with Trident, or 10 hits with Djinn the egg cracks and unveils Phase 1.
[Phase 1, the Child]
The egg cracks open and a cloaked figure resembling mammon, but not completely, is seen in a fetal position staring at the player. In this phase "The Child" sits in place crying on one side of the stage and shoots large color coded projectiles at you. The order goes Green Orbs shot in a cone pattern (One in the middle 2 going out to the sides), Blue Orbs (shot in a wave pattern, dodge it by standing in place in one of the 2 marked areas in the arena, then 2 pink lasers shooting from his hands originally to the side of him but slowly converge in the middle and pass each other, then go back (Jump over one, duck under the other, then duck then jump).
On Normal, each hit deals 15 Damage, on Expert each hit deals 25, and on PMD each hit deals 35.
After 1 phase of dodging The Child collapses and you can shoot him, DoTs stack up to 10x and Headshots do NOT count.
After about 5k damage on Normal, 7k on Expert, or 10k on PMD, it's onto the next phase.
[Phase 2, The Worm]
The child lets out a faint wimper and curls even further into its fetal position, it then is surrounded by a thin membrane and starts to shift into a large grotesque worm resembling a distant relative of the Worm Queen species.
This phase The Worm bounces off the invisible walls and slides down the slopes going in a "Random" pattern resembling that fun DVD screensaver logo, but the tail and head both have a hitbox you can shoot.
The tail takes more damage than the head, and each time you deal a specific amount of damage to either a segment of the tail is lost and the worm staggers onto its back. Here you can either use up one of your precious stuns for the fight to deal more DPS and have a longer down or cut your losses and just DPS while it's staggered instead. After flipping back over, the worm recovers its lost segments and continues the same attack pattern. Sometimes on higher difficulties The Worm will stop and spit out smaller worms. Each TTT proc works on these things, so if you're using a weapon that has regen on kill or damnation be sure to absolutely obliterate these things.
On Normal each hit from the main body deals 25 damage, Expert 35, PMD 55, meanwhile the small worms deal 15, 25, and 35 respectively. You get hit by either standing in the path of the head or getting whipped by the tail. You are fine to brush against the body while it's in motion.
This phase has about 3.5k health on Normal, 5k health on Expert, and 8.5k on PMD.
Here is where Normal ends.
[Phase 3, The Beast]
The Worm shrivels up and slowly each segment except for the head starts to wither away. The head then jumps into the lava and emerges as a quadrupedal beast resembling Lyrus but with a Mystical Blue color pallet.
In this phase you kite the beast around the arena and force it to slide off the slopes. After 3 slides it staggers and loses its balance, allowing you to use your precious Traps or say "screw it" and just DPS him. This is the last phase you can use a stun on. This phase has 3 major attacks and 1 enemy spawn;
Charge- The Beast kicks its back legs back 3 times and lunges at the player. This is the easiest to dodge and the easiest to make The Beast slide and lose balance using.
Spit- The Beast rears in place and its cheeks swell, it spits out a large ball of energy that has a slight homing effect. If you are fast enough, however, you can actually home the ball into The Beast to nab an extra 500 damage. The energy can also be blocked by the Fools World shield.
Spikes- The Beast slams its front paws into the ground and summons 2 Black Matter Balls over the player. The balls shoot spikes out of the ground at the player, and can easily be dodged by running in a circle. The Beast doesn't move until the spikes are done. They can also be blocked by the Fools World shield
Baby Spawns- The beast spits out eggs into the air and when they slam onto the ground, Multicolored Baby Beasts spawn with about 50 HP on Expert and 100 on PMD. DoTs and health traits work on these guys so use them to regen!
When Staggered the stomach takes more DoT damage and stacks up to 20 procs while the head takes more individual bullet damage and only stacks to 2 procs.
This phase has about 5.5k health on Expert and 10.5k on PMD.
Each Lunge deals 45 damage on Expert and 55 on PMD. Each Spit deals 55 on both gamemodes. Each Spike hit deals 15 damage on Expert and 35 on PMD.
This is where Expert Ends, and the final fight begins
[Phase 4, The Forgotten God]
The Beast lunges at the player but is flown into the lava as the player dodges at the last second. The arena shakes and a massive monstrous looking skeleton torso with a sinister aura rises from the magma. The magma drains and the arena's soft orange light is replaced by an eerie indigo hue. The Forgotten God is reanimated and ready to deal with the player how he sees fit.
The Forgotten God is a much different fight from before. The whole fight goes from Kiting to simply Evading attacks similar to Oxylus. Each attack has a cue on the ground, more subtle than Oxyclean but still there. There are 5 main attacks and 2 enemy spawns;
Crack the Skies- White Orbs and black orbs appear in a checkerboard pattern on the floor. White beams strike from the sky into the white orbs and the colors swap. Keep avoiding for 3-5 sets and you avoid all damage. Deals 35 damage per hit.
Fissure- Small cracks appear in the ground in 3 lines parallel to the player's line of sight against the Forgotten God. One crack starts to split and if you don't move from that line you take damage and get procced by phoenix. Lasts for 2-3 sets. Deals 15 per hit + DoT
Cursed Flames- The Forgotten God reels his head back and inhales a cursed purple energy. Small fires spawn on the ground where the God is going to spit the its Cursed Flames. It does one side of the arena, then puffs on the other side, so remember to move after the first puff of fire. Deals 12.5 damage per tick.
Skull Bash- If you get too close to the King, it will bash its head into you. This attack is avoidable, but only if you're using the Acrobat loadout and are 3-4 hops in, or got the +40% Mobi on the Misery's End. Don't get too close! Deals 45 damage.
Ultimate Sin- The Forgotten God's eyes flash a dark blue and a timer is set over your head. If you don't shoot out the eyes (About 500 health per eye) before the timer runs out, that eye will shoot a laser beam that tracks the player and deals damage per tick (basically a game over). Shoot the eyes! Deals 20 Damage per Tick.
Follower Support- The Forgotten God spawns 2 Monks that line up a laser that after 2 seconds stop tracking the player and shoot. Easiest way to dodge this is memorize the timing of the laster to stop tracking and run up to the monks then run away from them. Each monk has 500 HP. Deals 25 damage per laser.
Player Shade- The Forgotten God spawns a Glowing Blue Charple that spawns on the mirrored position to the player on the arena and mirrors the Players movements. Every time you swap weapons, so do they. The only thing you can shoot them with that they won't shoot you back is using your Melee, so go up and beat the SHIT out of that shade! Deals equal damage to your gun's damage back to you.
Between sets of attacks, the Ribs of the Forgotten God light up and take damage from the player. Other than Ultimate Sin, the only damage that the Forgotten God takes are on each individual rib. Each rib has 1500 HP totaling up to 12 ribs, so 18k Health total. Each rib staggers The Forgotten God for about 3 seconds before the next attack, so Cursed AK-12 is a very nice choice to stunlock the God near the end.
[Drops]
Depending on your Difficulty, the drops go as such;
Practice: 30 minute cooldown lol get fucked
Normal: 20-50 Ancient Crates, 10-30 Frostburns, 1 in 20 for Tier VI key so you can get shafter, 1 in 10 for 1, 1 in 25 for 2, and one in 50 for 3 Forgotten Keys (Key with new drop pool), 1 in 500 for Tome (New empty book that can slot Manifestos dropped from this and future events), 1 in 750 for Cursed Manifesto (Page that allows use of Crack the Sky in TTT), 1 in 12560 for Heaven's Paradigm (or whatever pog godlike you wanna put here.
Expert: 30-75 Ancient Crates, 15-50 Frostburns, 1 in 10 for Tier VI key, 1 in 5 for 1, 1 in 10 for 2, and 1 in 20 for 3 Forgotten Keys, 1 in 250 for Tome, 1 in 500 for Cursed Manifesto, 1 in 6500 for Heaven's Paradigm.
Player Must Die: 45-90 Ancient Crates, 30-70 Frostburns, 1 in 3 for Tier VI key, 1-10 2018-2020 Seasonal Crates, Guaranteed 1, 1 in 2 for 2, and 1 in 3 for 3 Forgotten Keys, 1 in 125 for Time, 1 in 250 for Cursed Manifesto, 1 in 2500 for Heaven's Paradigm
TLDR, Multistage Boss Fight with 3 different difficulties and 1 practice difficulty, 3 set loadouts with different themes, and decent lootpool for cool stuff and new Grimoire-like book idea. Highest Difficulty can give 1-10 2018-2020 Seasonal Crates. Really Dev intensive but worth it for the wait time for cool shit.
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Online Users |
There are currently 1173 online users. » 12 Member(s) | 1161 Guest(s) amillion buggs, BarryTheBuckshotBunny, Brassx , EL Treeo :D, Kampeki, pandacow, Phrot, Revs, seven, Sleepman, The Black Lesbian Space ****
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