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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
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CCP LogicLoop
C C P C C P Alliance
482
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Posted - 2013.08.29 01:30:00 -
[1] - Quote
We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. |
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Funkmaster Whale
0uter.Heaven
294
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Posted - 2013.08.29 02:41:00 -
[2] - Quote
CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. Yes it still occurs though not as frequently. The times I do spawn into a mass of red dots usually occurs if I immediately spawn as soon as the game begins instead of waiting about 10-15 seconds.
The other biggest issue is spawning immediately into getting run over. I've had a few ambushes where I would be dead by an LAV before the screen even came up for my player.
Would it be possible to make the very first spawn in an ambush the same relative location for the entire team? Most of the times the team will be split up on various parts of the map. That's fair and all, but only after the game has begun. Often it'll wind up where I will spawn near 1 or 2 blue dots but at least 10 or 12 red dots, while my entire team is on the opposite end of the map. |
Minor Treat
The Enclave Syndicate Dark Taboo
72
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Posted - 2013.08.29 02:50:00 -
[3] - Quote
CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. Yes this occurs a lot of the time in ambush matches, as well as spawning into the entire enemy position during the beginning of the match. |
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CCP LogicLoop
C C P C C P Alliance
482
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Posted - 2013.08.29 03:04:00 -
[4] - Quote
Funkmaster Whale wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. Yes it still occurs though not as frequently. The times I do spawn into a mass of red dots usually occurs if I immediately spawn as soon as the game begins instead of waiting about 10-15 seconds. The other biggest issue is spawning immediately into getting run over. I've had a few ambushes where I would be dead by an LAV before the screen even came up for my player. Would it be possible to make the very first spawn in an ambush the same relative location for the entire team? Most of the times the team will be split up on various parts of the map. That's fair and all, but only after the game has begun. Often it'll wind up where I will spawn near 1 or 2 blue dots but at least 10 or 12 red dots, while my entire team is on the opposite end of the map.
I imagine it would be possible, but I do not know if that is the solution we will end up using. It's not a bad idea. We did try a mode internally where the players spawned much like in skirmish, at each side of the map. It wasn't very popular so we nixed it.
I am mainly gathering this info now so I can get some more tweaking to the variables in. |
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OgTheEnigma
Seraphim Initiative..
150
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Posted - 2013.08.29 06:39:00 -
[5] - Quote
The biggest problem I have with the spawning system in Ambush right now is when I have fights away from the main group. I might be having a one on one fight or sneak up on someone away from the main battle, then suddenly another red dot appears in front of me. Then another and another. Very often a 1vs1 fight seems to turn into a 1vs10.
To improve this the spawn system needs to do a better job of gauging where the opposition team is. If there's any enemies within 20 metres then there shouldn't be spawning in any circumstances. |
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CCP LogicLoop
C C P C C P Alliance
482
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Posted - 2013.08.29 06:45:00 -
[6] - Quote
OgTheEnigma wrote:The biggest problem I have with the spawning system in Ambush right now is when I have fights away from the main group. I might be having a one on one fight or sneak up on someone away from the main battle, then suddenly another red dot appears in front of me. Then another and another. Very often a 1vs1 fight seems to turn into a 1vs10.
To improve this the spawn system needs to do a better job of gauging where the opposition team is. If there's any enemies within 20 metres then there shouldn't be spawning in any circumstances.
That is the system the level design team thought it was a while back. However, it turns out it wasn't. It is more of a "weight" system. We need to find that sweet spot and it seems it still has not been found. I am personally trying to collect this info so I can get this adjusted more (or even adjust it myself).
Ambush is however, a bit more in the vein of "death-match" so the intentions are to lean a bit more to the chaotic. What I am extremely concerned about are the players spawning into a mass of the opposing team. 1 vs 1 with a spawn or two while is concerning and can be frustrating at times, is not nearly as concerning to me as the herding that is happening.
If we can get this herding issue resolved, I believe you would have less chances of the scenario you described happening. |
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Vin Vicious
Capital Acquisitions LLC
297
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Posted - 2013.08.29 06:48:00 -
[7] - Quote
CCP LogicLoop wrote:Funkmaster Whale wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. Yes it still occurs though not as frequently. The times I do spawn into a mass of red dots usually occurs if I immediately spawn as soon as the game begins instead of waiting about 10-15 seconds. The other biggest issue is spawning immediately into getting run over. I've had a few ambushes where I would be dead by an LAV before the screen even came up for my player. Would it be possible to make the very first spawn in an ambush the same relative location for the entire team? Most of the times the team will be split up on various parts of the map. That's fair and all, but only after the game has begun. Often it'll wind up where I will spawn near 1 or 2 blue dots but at least 10 or 12 red dots, while my entire team is on the opposite end of the map. I imagine it would be possible, but I do not know if that is the solution we will end up using. It's not a bad idea. We did try a mode internally where the players spawned much like in skirmish, at each side of the map. It wasn't very popular so we nixed it. I am mainly gathering this info now so I can get some more tweaking to the variables in.
He means spawn the entire team together, not a set location |
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CCP LogicLoop
C C P C C P Alliance
482
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Posted - 2013.08.29 06:52:00 -
[8] - Quote
Vin Vicious wrote:CCP LogicLoop wrote:Funkmaster Whale wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. Yes it still occurs though not as frequently. The times I do spawn into a mass of red dots usually occurs if I immediately spawn as soon as the game begins instead of waiting about 10-15 seconds. The other biggest issue is spawning immediately into getting run over. I've had a few ambushes where I would be dead by an LAV before the screen even came up for my player. Would it be possible to make the very first spawn in an ambush the same relative location for the entire team? Most of the times the team will be split up on various parts of the map. That's fair and all, but only after the game has begun. Often it'll wind up where I will spawn near 1 or 2 blue dots but at least 10 or 12 red dots, while my entire team is on the opposite end of the map. I imagine it would be possible, but I do not know if that is the solution we will end up using. It's not a bad idea. We did try a mode internally where the players spawned much like in skirmish, at each side of the map. It wasn't very popular so we nixed it. I am mainly gathering this info now so I can get some more tweaking to the variables in. He means spawn the entire team together, not a set location
I know what he meant, its not that much difference in the end. If they all spawn together, they are all spawning in a set location. It just may not always be the same location. However, our system doesn't currently support that.
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Rogatien Merc
Red Star. EoN.
842
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Posted - 2013.08.29 07:15:00 -
[9] - Quote
CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU...
... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up. |
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CCP LogicLoop
C C P C C P Alliance
484
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Posted - 2013.08.29 08:23:00 -
[10] - Quote
Rogatien Merc wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU... ... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up.
Sounds like you are describing Biomass. |
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D legendary hero
THE WARRIORS OF LEGEND
764
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Posted - 2013.08.29 08:30:00 -
[11] - Quote
CCP LogicLoop wrote:Rogatien Merc wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU... ... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up. Sounds like you are describing Biomass.
spawning IS better than before 1.3 just needs tweaking. I personally haven't spawned surrounded by enemies since 1.3... however, I do tend to spawn far from team mates.
in ambush, would it be possible to enable the player to see and select from multiple spawn locations on the map?
if this occurs, then I can either A) choose to spawn inbetween enemies in my heavy suit or as a shotgunner OR B) choose to spawn far enough away to call in a vehicle |
Absolute Idiom II
No Free Pass
571
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Posted - 2013.08.29 09:05:00 -
[12] - Quote
CCP LogicLoop wrote:Rogatien Merc wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU... ... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up. Sounds like you are describing Biomass.
No, he's describing Communications Outpost: https://forums.dust514.com/default.aspx?g=posts&t=80615&find=unread |
Funkmaster Whale
0uter.Heaven
295
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Posted - 2013.08.29 10:36:00 -
[13] - Quote
Absolute Idiom II wrote:CCP LogicLoop wrote:Rogatien Merc wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU... ... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up. Sounds like you are describing Biomass. No, he's describing Communications Outpost: https://forums.dust514.com/default.aspx?g=posts&t=80615&find=unread Yeah I think he's referring to the area behind the boxes at L4. I've had this happen too where half the team spawns in that little crevice between the 2 boxes. Everyone manages to get packed in there like sardines sometimes. |
Snail Super
Wraith Shadow Guards
4
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Posted - 2013.08.29 11:01:00 -
[14] - Quote
Absolute Idiom II wrote:CCP LogicLoop wrote:Rogatien Merc wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU... ... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up. Sounds like you are describing Biomass. No, he's describing Communications Outpost: https://forums.dust514.com/default.aspx?g=posts&t=80615&find=unread
Communications Outpost: Grid L-4
In this area there is an auto-spawn spot between two crates and a wall that is known to be a death trap. There has been many situations where my team mates and I have spawned at this spot, surrounded by enemies with no place to run, hide, nor fight back.
There was a particular scenario when 5+ of us got stuck in that spot due to spawning (surrounded by enemies I might add). A few minutes(seconds?) later, an enemy heavy machine gunner spawned in there with us and took us all out. It's not hard to find out that we lost that match.
Please make it so that we can never EVER spawn in that location again or at least give us a means to get out of that situation. It's also possible that this scenario could happen in any other map/location as well. |
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CCP LogicLoop
C C P C C P Alliance
494
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Posted - 2013.08.30 00:26:00 -
[15] - Quote
Absolute Idiom II wrote:CCP LogicLoop wrote:Rogatien Merc wrote:CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. The open, square "mushroom" Compound where there are three gates in with a supply depot next to the NE gate and the CRU in a corner by the SE gate and stairs behind the CRU... ... in certain situations an entire team will aut-spawn repeatedly in the NW corner and be completely bottled up. Sounds like you are describing Biomass. No, he's describing Communications Outpost: https://forums.dust514.com/default.aspx?g=posts&t=80615&find=unread
Right right. I had NE and NW mixed up in my head when I was imagining a top down on these. Very similar description if you swap the directions. |
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Bendtner92
Imperfects Negative-Feedback
965
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Posted - 2013.08.30 08:09:00 -
[16] - Quote
LogicLoop, as others have mentioned, there's some problems you need to fix with at least the first spawn of the match.
Every match someone spawns on top of the entire other team. This applies to both teams. This simply can't happen.
You need to have the teams spawning in one big group at the first spawn and after that you can randomize the spawns a bit more. I know that you tested something like this a while ago where the teams had base spawns on each side of the compound (though, these base spawns lasted throughout the entire match and not just for the first spawn, and they were too far away from the compound, so it didn't work).
You need to have the teams spawning together on each side of the compound, either at the edge or right outside the compound, and not 100+ meters from the compound. After this first initial spawn you can then go back to more randomized spawns for the rest of the match. |
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CCP LogicLoop
C C P C C P Alliance
498
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Posted - 2013.08.30 08:33:00 -
[17] - Quote
Bendtner92 wrote:LogicLoop, as others have mentioned, there's some problems you need to fix with at least the first spawn of the match.
Every match someone spawns on top of the entire other team. This applies to both teams. This simply can't happen.
You need to have the teams spawning in one big group at the first spawn and after that you can randomize the spawns a bit more. I know that you tested something like this a while ago where the teams had base spawns on each side of the compound (though, these base spawns lasted throughout the entire match and not just for the first spawn, and they were too far away from the compound, so it didn't work).
You need to have the teams spawning together on each side of the compound, either at the edge or right outside the compound, and not 100+ meters from the compound. After this first initial spawn you can then go back to more randomized spawns for the rest of the match.
Ill have a chat with one of our programmers. Mention this particular problem and the suggestion and see what his thoughts are. Mainly to see if we can actually do this with what we currently have. I do not believe there is a way to do this now with our current code. However, it's possible there is. Hence, this is why I will ask. =) |
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Beren Hurin
The Vanguardians
1307
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Posted - 2013.08.30 11:08:00 -
[18] - Quote
It isn't as big a deal if you don't use PRO suits/gear. But still, I think having a few ground scattered in the map at the beginning is a little more interesting than a blob starting to just roll around the entire map the whole time. |
Happy Violentime
OMFGZOMBIESRUN
129
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Posted - 2013.08.30 11:24:00 -
[19] - Quote
Bendtner92 wrote:LogicLoop, as others have mentioned, there's some problems you need to fix with at least the first spawn of the match.
Every match someone spawns on top of the entire other team. This applies to both teams. This simply can't happen.
You know it's called 'ambush' yeah? I'd say working as intended.... |
Shotty GoBang
Intara Direct Action Caldari State
705
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Posted - 2013.08.30 14:05:00 -
[20] - Quote
CCP LogicLoop wrote:We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you still getting dropped into a large pool of friendlies herded into a corner by the opposite team? Etc. Always thought "The Sacrifice" was intentional and necessary. A means of feeding Demon and Succubus (Wolfman and Mintchip). To answer your question, it remains a regular occurrence.
Observations on The Sacrifice: * Applies to Initial Spawn (though mid-game "Default" spawning needs inspection as well). * In short, 1-3 unfortunate friendlies spawn alongside a mass of hostile forces (and/or vice-versa). * Occurs consistently on most maps, through the Bridge Map seems especially vulnerable. |
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Ryme Intrinseca
Seraphim Auxiliaries
17
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Posted - 2013.09.02 16:00:00 -
[21] - Quote
CCP LogicLoop wrote:Bendtner92 wrote:LogicLoop, as others have mentioned, there's some problems you need to fix with at least the first spawn of the match.
Every match someone spawns on top of the entire other team. This applies to both teams. This simply can't happen.
You need to have the teams spawning in one big group at the first spawn and after that you can randomize the spawns a bit more. I know that you tested something like this a while ago where the teams had base spawns on each side of the compound (though, these base spawns lasted throughout the entire match and not just for the first spawn, and they were too far away from the compound, so it didn't work).
You need to have the teams spawning together on each side of the compound, either at the edge or right outside the compound, and not 100+ meters from the compound. After this first initial spawn you can then go back to more randomized spawns for the rest of the match. Ill have a chat with one of our programmers. Mention this particular problem and the suggestion and see what his thoughts are. Mainly to see if we can actually do this with what we currently have. I do not believe there is a way to do this now with our current code. However, it's possible there is. Hence, this is why I will ask. =) I don't think you necessarily need to spawn everyone in one blob to start with, but a few clusters would be okay. E.g. three groups of 4-6 for each team spotted around the map. I don't mind running into 6 enemies with 3 friendlies to back me up, but spawning on my own surrounded by reds is just terrible and surely easy to fix. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5811
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Posted - 2013.09.07 19:42:00 -
[22] - Quote
It seems a whole lot worse now. I keep getting spawned in groups of enemies. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5812
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Posted - 2013.09.07 19:50:00 -
[23] - Quote
I just spawned in front of a tank in Ashland, and it ran me over as I first gained sight. Next time I spawned it was in front of another tank, it killed me. |
Minor Treat
The Enclave Syndicate Dark Taboo
106
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Posted - 2013.09.09 06:25:00 -
[24] - Quote
Just in a Recent match I had spawn with 5 other teammates into a enemy campus of firefights which instantly got all 6 of us killed by locus grenades. This is not an over exaggeration, and seeing spawning being as is really steer casual matches to be too messy and un-controllable. Perhaps we could get spawning where one team gets one side while the other team get another side of a complex map. After 1 min of the initial beginning of the match we could get random spawns throughout the match to prevent this kind of thing. To be honest Ambush matches as a Team deathmatch is kinda low quality. If we could see more changes in Ambush perhaps it would increase the positive feedback. These examples would be improvements to spawning, maps specifically to ambush which would help map balance in ambush, and perhaps optional missions for ambush. Optional mission like getting 10 kills in match or 20 triage which will increase WP gaining or Isk gaining. |
bamboo x
Pawns and Kings
0
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Posted - 2013.10.04 07:30:00 -
[25] - Quote
Literally I spawn in front of enemies as a sniper quite often.
Nothing I can do but wave my pistol at them and try to run. |
Daigon VII
The Enclave Syndicate Dark Taboo
4
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Posted - 2013.10.08 21:51:00 -
[26] - Quote
Hi devs.
It's been a bit since I've logged on since I'm lacking a PS3 and I haven't tried 1.5 yet so I don't know if you've fixed this but.
Would there be a way to make it so that you don't spawn at a drop link? Drop Link camping is really easy and your opponents have an instant edge, they can just let you keep spawning and mow you down the instant you spawn.
Also:
I hate spawning in the middle of a whole enemy team. Why does this happen? I've had instances where I've spawned at their spawn during ambush or spawned in by myself and quickly had 3-4 enemies spawn near me.
It would be great to have a shot when spawning instead of being insta-gibbed. |
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CCP LogicLoop
C C P C C P Alliance
1099
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Posted - 2013.10.09 00:12:00 -
[27] - Quote
Daigon VII wrote:Hi devs.
It's been a bit since I've logged on since I'm lacking a PS3 and I haven't tried 1.5 yet so I don't know if you've fixed this but.
Would there be a way to make it so that you don't spawn at a drop link? Drop Link camping is really easy and your opponents have an instant edge, they can just let you keep spawning and mow you down the instant you spawn.
I will ask about this and see if I can get an answer for you.
Daigon VII wrote: Also:
I hate spawning in the middle of a whole enemy team. Why does this happen? I've had instances where I've spawned at their spawn during ambush or spawned in by myself and quickly had 3-4 enemies spawn near me.
It would be great to have a shot when spawning instead of being insta-gibbed.
I know we fixed this internally. I am not sure if it shipped with 1.5 or not. I will need to ask about this as well. |
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Ironyimation
Forty-Nine Fedayeen Minmatar Republic
0
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Posted - 2013.10.11 00:02:00 -
[28] - Quote
Daigon VII wrote: I hate spawning in the middle of a whole enemy team. Why does this happen? I've had instances where I've spawned at their spawn during ambush or spawned in by myself and quickly had 3-4 enemies spawn near me
Glad I'm not the only one with this problem. |
Bojo The Mighty
Zanzibar Concept
2205
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Posted - 2013.10.11 21:52:00 -
[29] - Quote
OK so I've noticed that I spawn near the majority of my team.
However this isn't so good. I played a match where I spawned in and the team was boxed in by the enemy who was Nade Spamming every entrance/exit and taking pot shots. The Spawn made an effort to separate me a little I guess but that made it worse because it spawned me on the grenades.
I recommend but don't understand the limits of the game; but could a minimum radius between spawn point and enemies be made? So we could not spawn at all within like 100 meters of an enemy in Ambush (given that you didn't spawn on a CRU/Droplink) |
Daigon VII
The Enclave Syndicate Dark Taboo
5
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Posted - 2013.10.13 08:26:00 -
[30] - Quote
Daigon VII wrote: Also:
I hate spawning in the middle of a whole enemy team. Why does this happen? I've had instances where I've spawned at their spawn during ambush or spawned in by myself and quickly had 3-4 enemies spawn near me.
It would be great to have a shot when spawning instead of being insta-gibbed.
I know we fixed this internally. I am not sure if it shipped with 1.5 or not. I will need to ask about this as well.[/quote]
Thanks, the game is a lot of fun and it's good to see developer involvement. Keep up the good work and say hi to Scotty the AI for me. |
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