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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Rei Shepard
Spectre II
254
|
Posted - 2013.05.12 20:36:00 -
[151] - Quote
Quote:p.s. I mean not noobs with kbm, i mean best players, they always better coz easy type of controls.
If the best are better because of easy controlls, why arent the noobs beter either ? if they are that easy to master ?
That line of yours man makes no sense at all... |
fred orpaul
The Tritan Industries RISE of LEGION
271
|
Posted - 2013.05.13 01:15:00 -
[152] - Quote
5aEKUXeRJGJ27kCDnDVYak5q wrote:1. Turning limit. WHY? this is an FPS, not an RPG, I understand you guys have put in the whole turning limit to mimic the orbit/tracking mechnism in EVE so that heavies will "turn slower"... but you have stepped out of your line. The moment you touch basic things like aiming speed, you have stepped on the toes of the FPS players and into the boundary of "too much". This is an FPS first, don't turn it into an "RPG". Suggestion: (strongly suggested) abandon the whole concept of "turning speed limits". Alternate suggestion: (something you could do if you have the time) have two "cursors", one is without speed limit and will move the camera without delay, but there will be a separate crosshair that controls the gun aim (this will also affect the gun model) will slowly "catch up" within its speed limit to where you are looking at (the first cursor). This way you get to preserve your game design concepts (slow turning for heavies/turrets) but won't make the game feel laggy. TLDR: control->camera without speed limit, but the gun aim will follow with their own limits. (so if you turn very quickly 180 degree, your camera will turn very quickly without any speed limit, but you will see your gun turning slowly to catch up. If you fire within this catch up period, you will effectively see the gun spraying bullets along a trail as it tries to go to the centre of the camera. 2. Mouse control simulating joystick - just don't. Mouse users need raw input. Period. This should be the benchmark you guys should aim to achieve. http://www.youtube.com/watch?v=Ckv95eHdzTYMy point is that you need the LEAST amount of filters/smoothing/whatever be applied to your input. We want RAW input to camera control, nothing more. This should be a top priority in your game design because this is what allows the FPS skill game to be present in your space MMORPGFPS. You don't mess with the basic FPS mechanics. The control input to output should be perfectly linear (no acceleration, no smoothing) because this is where the skill game is at. <---this also applies to controllers. take away your smoothing and acceleration bullshet. 3. Framerate / performance issue. This influences the aiming. Fix this ASAP. First you need a high framerate. Secondly you need a consistent framerate. 4. Hitboxes detection. Nothing I can add to, just fix it. How can it be messed up in the first place?
1)turn limits are fine but should be hard limits not the current scheme of you can always go faster you just have to stick a belt sander under your mouse/fry your DS3 with high voltage w/ sensitivity maxed. Yea I know that its probably asymptotic(not to mention the controler fail limits mean all that would be pointless) but that's the feeling you get and it just feels stupid.
2)100% right! mouse users don't want any thing but raw, we go to extreme lengths to defeat windows and hardware acceleration and input modification, there are websites dedicated on how to get the most raw and therefore the most reliable input from your mouse, this is why the mouse, despite its obvious limitations and the plethora of far better/comfortable and more immersive controllers out there, has been the control of choice for PC gaming for so long the reliability and repeatability of the control scheme(its the closest you can get to controlling the game with your mind). As I said above I don't mind turn limits but controller input should mimic mouse movement 100% up to a hard speed limit.
3) yea could use some love but I've dealt with worse
4)is there any chance that your use of instant hit weapons is actually making this worse?? could a non instantaneous bullet speed actually allow you to compensate for the lag introduced by server side hit detection?? honest question I know nothing about it, but I can't shake the thought that bullet travel while it might be more processor intensive might allow for smother game play, ignore me if I am wrong.. |
gabriel login
Dead Six Initiative Lokun Listamenn
15
|
Posted - 2013.05.13 02:19:00 -
[153] - Quote
so ccp any news on the ds3 controls. like whats rong with them do you have a fix yet or are your testing. some news would be nice. |
XiBangBang
NewBerries
5
|
Posted - 2013.05.13 02:30:00 -
[154] - Quote
gabriel login wrote: some news would be nice.
Yes, Pleas. As my deaths skyrocket and kills drop I'd like to know what's goin on. |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
0
|
Posted - 2013.05.13 02:52:00 -
[155] - Quote
All things being equal, the best kb/m player will be better than the best ds3 player. As planetary conquest rolls out we'll find that those corps with seasoned kb/m users will have an advantage. Telling a ds3 player that they can just learn to use kb/m isn't realistic. No-one is saying that learning a kb/m is easy. Just that it is an advantage all other things being equal. I repeat, all things being equal the best kb/m user has an advantage over the best ds3 user.
Having the ability to.use different input devices on a PvP game is not good. |
Sete Clifton
PSU GHOST SYNDICATE
134
|
Posted - 2013.05.13 04:16:00 -
[156] - Quote
(For the DS3) From what I've gathered, I'm thinking part of the problem is the acceleration algorithm they are using. It appears to be very similar to the one used in UT3. By this I mean that there is a very short but large acceleration at the beginning, then a longer but slower acceleration until it reaches the maximum speed and plateaus.
This segmentation of the acceleration would make sense to be causing the feel of inconsistency and erratic movements, especially when trying to quickly change directions in CQC. It should also explain why fine movements are difficult, because small deviations of the stick from center would create relatively large changes in speed. |
Ansiiis The Trustworthy
Seraphim Auxiliaries CRONOS.
24
|
Posted - 2013.05.13 05:11:00 -
[157] - Quote
M/KB user. 100 sensitivity. This hotfix did it for me - aiming is similar to Chromosome but what I would suggest is that you try to fiddle with aiming down the sights as it is unresponsive and slippery. I think that you should use raw input with speed caps where you need em as it would destroy the input lag and do the same job as that weird joystick sim. |
Darkstar Militarius
The Southern Legion RISE of LEGION
7
|
Posted - 2013.05.13 06:16:00 -
[158] - Quote
I have been told straight from the Horse's Mouth, CCP Blam! and CCP Nothin on IRC, that there is a fix for the backwards acceleration otw. If I had to guess, I'd say it is more a code fix than just something they can stream, so probably won't be immediate. However, just having the info that a fix is incoming, is like the biggest weight gone.
I swear I cried tears of happiness when they said this. |
XiBravo
TeamPlayers EoN.
27
|
Posted - 2013.05.13 06:50:00 -
[159] - Quote
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Lowkiie
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.05.13 07:06:00 -
[160] - Quote
This is a reply to Djinn on page one. What you are describing sound dangerously close to how Killzone 2 and 3 feels. |
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
108
|
Posted - 2013.05.13 09:38:00 -
[161] - Quote
KA24DERT wrote:The hotfix did not fix anything for me, using an IBM Keyboard and a Logitech Performance MX mouse.
Reading this thread, I get the same headaches I got when reading the SP cap threads.
The pounding headache caused by terrible solutions looking for a problem that doesn't exist.
The best solution to the SP cap problem was to not have a cap at all. If someone wants to grind all day, fine. That person is working hard for their rewards. But we had countless theorycrafters making up the most convoluted schemes imaginable, just because they want to keep dedicated players from gaining an advantage via their dedication.
Now, again, we have tons of people chiming in with more solutions in search of a problem. Cap it this way, gimp it that way, separate the the gun crosshair from the viewport! That's a lot of code whose only purpose is to attack people who choose a certain input device.
Much like other whining posts, these posts miss the obvious truth: If X is clearly superior, everybody would be using X.
Keyboards and mice combos can be had for $20 dollars, and everyone's PS3 has USB ports. So why aren't more people using this little "I Win" button?
But furthermore, assuming the KB/M is a superior controller choice(many top players would disagree), why punish the player who wants to work hard and master it?
This is just another example of people who don't want to put effort in the game trying to cripple those who want to improve their performance.
The real solution for this is to give players a proper control panel for input. Acceleration curves, joystick deadzones, bindings, turn speed, etc. Let everyone customize their own variables to maximize their effectiveness with their controller choice.
Any other solution will just result in more attempts by CCP to tweak the controls on the behalf of players, and more threads in response to the changes because, surprise, one size does not fit all.
I guess I will have to echo this. |
Deranged Disaster
Seraphim Initiative. CRONOS.
175
|
Posted - 2013.05.13 11:38:00 -
[162] - Quote
KA24DERT wrote:The hotfix did not fix anything for me, using an IBM Keyboard and a Logitech Performance MX mouse.
Reading this thread, I get the same headaches I got when reading the SP cap threads.
The pounding headache caused by terrible solutions looking for a problem that doesn't exist.
The best solution to the SP cap problem was to not have a cap at all. If someone wants to grind all day, fine. That person is working hard for their rewards. But we had countless theorycrafters making up the most convoluted schemes imaginable, just because they want to keep dedicated players from gaining an advantage via their dedication.
Now, again, we have tons of people chiming in with more solutions in search of a problem. Cap it this way, gimp it that way, separate the the gun crosshair from the viewport! That's a lot of code whose only purpose is to attack people who choose a certain input device.
Much like other whining posts, these posts miss the obvious truth: If X is clearly superior, everybody would be using X.
Keyboards and mice combos can be had for $20 dollars, and everyone's PS3 has USB ports. So why aren't more people using this little "I Win" button?
But furthermore, assuming the KB/M is a superior controller choice(many top players would disagree), why punish the player who wants to work hard and master it?
This is just another example of people who don't want to put effort in the game trying to cripple those who want to improve their performance.
The real solution for this is to give players a proper control panel for input. Acceleration curves, joystick deadzones, bindings, turn speed, etc. Let everyone customize their own variables to maximize their effectiveness with their controller choice.
Any other solution will just result in more attempts by CCP to tweak the controls on the behalf of players, and more threads in response to the changes because, surprise, one size does not fit all. Seconding this. |
bolsh lee
Ahrendee Mercenaries
121
|
Posted - 2013.05.13 12:51:00 -
[163] - Quote
CCP Wolfman - Can we expect a fix for Tuesdays downtime we desperately need it with the "full release"/planetary Conquest ! |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
211
|
Posted - 2013.05.13 13:53:00 -
[164] - Quote
bolsh lee wrote:CCP Wolfman - Can we expect a fix for Tuesdays downtime we desperately need it with the "full release"/planetary Conquest !
Yeah and will my Tank be able to fire up when I am aiming up? |
InsertCoinHere
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
19
|
Posted - 2013.05.13 15:02:00 -
[165] - Quote
bolsh lee wrote:CCP Wolfman - Can we expect a fix for Tuesdays downtime we desperately need it with the "full release"/planetary Conquest !
Yes/No? |
trollsroyce
Seraphim Initiative. CRONOS.
392
|
Posted - 2013.05.13 15:41:00 -
[166] - Quote
A RESPEC OF SKILLPOINTS IS NEEDED BECAUSE OF UNDOCUMENTED APPLICATION OF THIS CONTROL SHENANIGANS AND MOUSE BECOMING USELESS IN SLOW TURNING DROPSUIT CONTROL.
The artificial turning speed cap makes most of the suits unplayable with twitch mouse. As a heavy, I need to hold back my aiming speed at 1/4 of my normal aim speed I have been refining for 20 years. If I aim fast with the mouse, the movement is registered as much slower. This design is frankly idiotic, but that's not my point in this post.
Because of this failure to communicate in advance these changes so that I would have known to spec into tank (where twitch speed aim is not used), I want a respec of all skillpoints.
When you want to go about fixing this, either revert back to Chromosome control scheme, or remove artificial dropsuit turn speed limits. The turn speed limitation is not a good game design mechanic. It adds nothing that would not be more simply and beautifully added by making a broader spectrum of dropsuit run and strafe speeds. Balance dropsuits by their run and strafe speed, not by the turning speed. This is not a mechwarrior game.
Now read this and respond, do not be offended by the harshness. You developers scammed me out of a PS3 purchase and multiple merc packs on multiple accounts which I would never have even given a thought to, had I known dust will drop its mouse support in release build. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
213
|
Posted - 2013.05.13 16:46:00 -
[167] - Quote
trollsroyce wrote:A RESPEC OF SKILLPOINTS IS NEEDED BECAUSE OF UNDOCUMENTED APPLICATION OF THIS CONTROL SHENANIGANS AND MOUSE BECOMING USELESS IN SLOW TURNING DROPSUIT CONTROL.
The artificial turning speed cap makes most of the suits unplayable with twitch mouse. As a heavy, I need to hold back my aiming speed at 1/4 of my normal aim speed I have been refining for 20 years. If I aim fast with the mouse, the movement is registered as much slower. This design is frankly idiotic, but that's not my point in this post.
Because of this failure to communicate in advance these changes so that I would have known to spec into tank (where twitch speed aim is not used), I want a respec of all skillpoints.
When you want to go about fixing this, either revert back to Chromosome control scheme, or remove artificial dropsuit turn speed limits. The turn speed limitation is not a good game design mechanic. It adds nothing that would not be more simply and beautifully added by making a broader spectrum of dropsuit run and strafe speeds. Balance dropsuits by their run and strafe speed, not by the turning speed. This is not a mechwarrior game.
Now read this and respond, do not be offended by the harshness. You developers scammed me out of a PS3 purchase and multiple merc packs on multiple accounts which I would never have even given a thought to, had I known dust will drop its mouse support in release build.
LOL don't go Tank they are broke.
Go dropship instead, they are getting Buffed and price dropped. Oh yeah and the Forge Guns are getting nerfed.
CCP Blam! wrote:
Quote:1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
https://forums.dust514.com/default.aspx?g=posts&t=75841&p=8 |
gabriel login
Dead Six Initiative Lokun Listamenn
16
|
Posted - 2013.05.13 22:30:00 -
[168] - Quote
ccp i have not played in the last 3 days do in large part because of the aiming problem so think we can get some info seeing as tomorrow is the 14. |
DJINN serious issues
Hellstorm Inc League of Infamy
20
|
Posted - 2013.05.14 01:12:00 -
[169] - Quote
gabriel login wrote:ccp i have not played in the last 3 days do in large part because of the aiming problem so think we can get some info seeing as tomorrow is the 14.
Been avoiding dust all week as well. Can't play on this broken setup. Hurry up with the kb/m fix. Drop the ******** turn speed cap. Isn't sp enough artificial gimping? |
gabriel login
Dead Six Initiative Lokun Listamenn
18
|
Posted - 2013.05.14 02:18:00 -
[170] - Quote
i am to the point that ill just go back to battelfield at least there people cant jump an strafe past being shot an the controlls there at least work. get rid of this dumb ass noob jumping shooting strafeing bs an make people pay for being dumb dont reward them ccp. just now played a game with a pro user an all he had was a shotgun an was jumping all over the place an strafeing back an forth like a noob you add that on top of the bs aiming an its just no win an no fun. say what you all will as long as jumping 4ft an super fast strafeing is in this game the aim wil never be right. people need to move slower some what to even out the good player from the great as long as that is there people will use it like a crutch. if i catch you by yourself an can kill you i should beable to do so without you jumping an strafing all over the place. this is a team game not the i can riverdane an jump past your shots game. ccp you need to understand that all games that have this as a featuer make team work less important when i can just dodge being shot what do i need a team for it will just slow me down. an that is how some of the people play it. its because you reward jumping an strafeing ccp an not the team play of oh look 3 of us got you an look you cant riverdane your way out of it or strafe past all 5 of my squad mates shots. |
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Kilmoor Valor 514
DISTRIBUTOR OF PAIN
8
|
Posted - 2013.05.14 04:46:00 -
[171] - Quote
I think the KB/M has become more playable since the post-Uprising adjustments have been applied. Nothing beats raw input, where a memory trained flick of the wrist puts the crosshairs between the eyes, though. Tracking targets with the wonky acceleration curve is nerve-wracking for sure. Swapping to sidearm in CQB and having to adjust instantly to a steeper control input rate is death every time. At a minimum, fix that. I get the intent, but it won't work for FPS' foundation on muscle memory. |
XiBravo
TeamPlayers EoN.
34
|
Posted - 2013.05.14 06:53:00 -
[172] - Quote
This post made me rejoice... Well kinda...
CCP Hybrid wrote:Hi,
In answer to the question on the mouse sensitivity - it's being worked on currently. With the help of the forums we have identified the key issues and we hope to deploy a patch that resolves these concerns very soon.
As for keyboard remapping, we are working through a list of prioritised tasks and this feature is among those. At this moment in time we are utilising all available resources to deliver a smoother Uprising experience.
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CCP Wolfman
C C P C C P Alliance
346
|
Posted - 2013.05.14 09:34:00 -
[173] - Quote
Hi guys,
WeGÇÖve just finished testing a further update to the aiming systems and we will be deploying this to you today. This time the changes are primarily focused on improving the DS3 controls but there are some little tweaks for the mouse in there as well. I have decided not to explain what has actually changed (yet) as I donGÇÖt want to influence your feedback. I will fill you in once youGÇÖve had a chance to play with them and shout praise/abuse.
In other control related news:
* We are looking in to whether or not the DS3 acceleration to max rotation speed is respecting the actual settings (thanks Sete Clifton for noticing there might be an issue here).
* After some investigation we discovered that the sensitivity input curve being used by the mouse was incorrect. Despite new settings being present they were not being used. This issue requires a code update to fix and that is something we are working on as we speak. We will let you know when that is ready (this issue does not effect DS3 users).
* Related to that we found a bug with the mouse sensitivity input curve that is being used which resulted in some weird spikes when changing sensitivity. This occurs at settings of 20 and 100 and will be fixed once the above issue has been.
Cheers
CCP Wolfman
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Xndr 78th
Dead Six Initiative Lokun Listamenn
18
|
Posted - 2013.05.14 11:20:00 -
[174] - Quote
CCP Wolfman wrote:* After some investigation we discovered that the sensitivity input curve being used by the mouse was incorrect. Despite new settings being present they were not being used. This issue requires a code update to fix and that is something we are working on as we speak. We will let you know when that is ready (this issue does not effect DS3 users).
* Related to that we found a bug with the mouse sensitivity input curve that is being used which resulted in some weird spikes when changing sensitivity. This occurs at settings of 20 and 100 and will be fixed once the above issue has been. Looking forward to this, because current mouse handling is still not suitable for precise aiming. Soon(tm)? |
The-Beard
DUST University Ivy League
45
|
Posted - 2013.05.14 13:30:00 -
[175] - Quote
x-50 y-20 ds3 So far after a 2 matches, I'd say the aiming feels the same. |
gabriel login
Dead Six Initiative Lokun Listamenn
21
|
Posted - 2013.05.14 15:21:00 -
[176] - Quote
the aim is a bit better but the cqc is still off an that is do in large part becuse of the strafe speed. an the aim in ads is still slow why. ccp do you want hip fire to be the only means of shooting in this game if so remove the ads. an as far as the strafe speed if it is lowerd a bit the new aim system will have a better chance of working an cqc will not be so much of a pain. |
itza amarr2
Sand Mercenary Corps Inc.
0
|
Posted - 2013.05.14 15:22:00 -
[177] - Quote
I guess my question is why can't we map our controller the way we want. I hate click to run, and push to talk on the d-pad. Weapon selection is horrible. I suggest R2 for run, d-pad for weapon selection, and L3 for PTT. Would be for grenades/misc modules. That is just my opinion.
Please please please let us map our controls ourself. |
Heavy Salvo
Silver Talon Corporation
6
|
Posted - 2013.05.14 16:47:00 -
[178] - Quote
Rei Shepard wrote:Bones McGavins wrote:Maybe. But lots of players LOVE console shooters. Trying to allow both is a huge mistake, and is likely why they have so much trouble getting the aim down. Its almost impossible to balance correctly. If you just made good controls for both, mouse users would dominate with pinpoint accuracy.
Back when I first heard about DUST I knew the biggest issue would be controls, and trying to get aiming fair with both controllers and mouse. And its obvious they are struggling with that big time, leaving both controls schemes below standard. Force people to use one or the other.
If its a mouse, youll lose a ton more players than if its a DS3 though, thats for sure. Don't forget that for each Mouse User, there might be multiple Eve accounts to be sold to, i know i run 3 Eve accounts on my PC and PC users pay a monthly Eve fee where as F2P people usually stick to F2P without even buying boosters. If i had tried this game with this control scheme vs Chromosone, i would most likely not have returned to Eve and not bought 5 merc packs for my boosters. I also convinced a couple of other people to do the same, in the end they will lose around 10 Paying Eve accounts & 3 payed Dust accounts by loosing the 3 Dust accounts due to Controll issues. And i doubt we aren't the only ones. Quote:Console games should be played from the comfort of a couch, with a controller and a beer. Also touching this subject again, if you want to play like a couch potato and not be in any way competitive with other players that have fun, only when playing they competitive, its is entirely your choice but we should not be bubble wrapped, taped down to the floor, blindfolded, gagged and shoved up some spikes from the rear up, just so you can keep playing on your couch and compete with us. This game was advertised to come with KB/M support and well since uprising it doesnt.
Pardon me, but are you saying the fact I like to sit down and have a beer and play this game with my tried and true controller means I cant beat your KB/M? |
Lurchasaurus
SVER True Blood Unclaimed.
852
|
Posted - 2013.05.14 16:56:00 -
[179] - Quote
CCP Wolfman wrote:Hi guys,
WeGÇÖve just finished testing a further update to the aiming systems and we will be deploying this to you today. This time the changes are primarily focused on improving the DS3 controls but there are some little tweaks for the mouse in there as well. I have decided not to explain what has actually changed (yet) as I donGÇÖt want to influence your feedback. I will fill you in once youGÇÖve had a chance to play with them and shout praise/abuse.
In other control related news:
* We are looking in to whether or not the DS3 acceleration to max rotation speed is respecting the actual settings (thanks Sete Clifton for noticing there might be an issue here).
* After some investigation we discovered that the sensitivity input curve being used by the mouse was incorrect. Despite new settings being present they were not being used. This issue requires a code update to fix and that is something we are working on as we speak. We will let you know when that is ready (this issue does not effect DS3 users).
* Related to that we found a bug with the mouse sensitivity input curve that is being used which resulted in some weird spikes when changing sensitivity. This occurs at settings of 20 and 100 and will be fixed once the above issue has been.
Cheers
CCP Wolfman
There is another huge one that i am getting very frustrated with and hasnt been fixed. When i am in my tank and try to select a module via the R2 wheel, trying to use a mouse is impossible. The cursor freaks out due to whatever changes you made to the mouse and my tanks are pretty useless. No point calling in tanks if i cant activate the modules that i cant fit with the pg i dont have.
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supersayinb
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
64
|
Posted - 2013.05.14 18:13:00 -
[180] - Quote
CCP Wolfman wrote:Hi guys,
WeGÇÖve just finished testing a further update to the aiming systems and we will be deploying this to you today. This time the changes are primarily focused on improving the DS3 controls but there are some little tweaks for the mouse in there as well. I have decided not to explain what has actually changed (yet) as I donGÇÖt want to influence your feedback. I will fill you in once youGÇÖve had a chance to play with them and shout praise/abuse.
In other control related news:
* We are looking in to whether or not the DS3 acceleration to max rotation speed is respecting the actual settings (thanks Sete Clifton for noticing there might be an issue here).
* After some investigation we discovered that the sensitivity input curve being used by the mouse was incorrect. Despite new settings being present they were not being used. This issue requires a code update to fix and that is something we are working on as we speak. We will let you know when that is ready (this issue does not effect DS3 users).
* Related to that we found a bug with the mouse sensitivity input curve that is being used which resulted in some weird spikes when changing sensitivity. This occurs at settings of 20 and 100 and will be fixed once the above issue has been.
Cheers
CCP Wolfman
As a DS3 player, it's still pretty bad.
settings at 50 X 40Y AA off.
Just revert back to the old mechanics already?
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