Moderator: JC Denton
by icycalm » 21 Dec 2023 17:42
by icycalm » 25 Dec 2023 16:24
by icycalm » 25 Dec 2023 21:54
oooholywarrior wrote:Merry Christmas to all!
'Twas the night before Christmas, when all through the Verse,
The servers' framerates were far from the worst.
Most citizens were floating around quietly dreaming,
Of the days when Dynamic Meshing would combine with Entity Streaming,
And 3.22, surprisingly, allowed them to build bases,
Though no ship munching postponed most salvage use cases.
And I in my 'Claimer, and Mama in her Vulture,
Enjoyed ship disintegration as spacefolk of culture.
When outside my fuselage there came such a roar,
That my fingers quickly twitched towards Alt and F4.
Away to the helm, I flew towards the sound,
Afraid that some bounty hunter might be coming round.
The glow of Microtech, covered in terrafail snow,
Gave the luster of mid-day to New Babbage below;
When, what to my wondering eyes should appear,
But a cherry red Cyclone, led by eight Tumbril Rangeers,
With a little old rider, and I realized with a grin,
Chris Roberts was ending the year with another ship skin.
More rapid than Spirits his coursers they came,
And he whistled, and shouted, and call'd them by name:
"Now JLee! Now Coons! Now Brewer and Herman,
"On! Disco! On Zurovec! On Witkin and Nolan!
"Squadron 42 is feature complete, so let's polish to a shine!
"When they ask what you did, tell them 'I HELD THE LINE!'"
As Talons and Hawks out of atmosphere fly,
When they meet with an Idris, or flee San'tok.yāi;
So down from Port Tressler, the coursers they flew,
With the hold full of toys—and ol' Christopher too:
And then in a twinkling, I heard 'bove the keel.
The revving and spinning of each motorbikes' wheel.
The audio team had not implemented the sound,
Of ol' Chris leaping down the turret with a bound:
He was dress'd all in black, from his head to his foot,
As though his clothes were tarnish'd by ashes and soot;
A bundle of toys was flung on his back,
And he look'd like a peddler just opening his pack:
His eyes—how they twinkled, to some unheard melody,
His cheeks were like roses, of the highest FIDELITY;
His droll little mouth was drawn up in a smirk,
And his hands were a'flying like they did all the work;
The stump of a pipe he held tight in his lips,
The smoke shrouded his head... and my head... and my ship's.
A wink of his eye and a swish of his hair
Soon gave me to know I had no need to be scared.
He spoke not a word. To his work he went, swift,
Depositing a Roadmap Roundup, as a last parting gift
And stretching his arms in a dramatic T-pose,
And giving a nod, up the turret he rose.
He sprung to the Cyclone, ready to keep going,
He punched in coordinates, quantum drive glowing:
And the Comms crackled to life, ere he flew out of sight—
"Happy Christmas to all, and to all a good night."
by icycalm » 23 Jan 2024 02:21
by icycalm » 26 Feb 2024 09:48
by icycalm » 29 Feb 2024 18:21
by icycalm » 06 Mar 2024 23:34
Cloud Imperium Games wrote:Looking further forward, progress continued on future story missions. These will be more involved than typical missions, featuring things like bespoke dialog and custom logic. The hope is that these types of missions will serve to build out the story of the wider universe and work alongside the more traditional systemic missions.
by icycalm » 09 Mar 2024 17:47
Concentrate_Worth wrote:200 to 400 player count test?! 2024 is shaping up to be absolutely mega.
chantheman30 wrote:Definitely, going to be some good chaos if the servers can handle it.
by icycalm » 10 Mar 2024 03:17
Sly75 wrote:Call to all AVO available right now, CIG need us to reach 400 and burn the server to the ground.
JalCs wrote:They 4x'd the player count on live, and supposedly it's WORKING so far.
tarnok wrote:One day sooner than expected? Weird. Good news?
The_Fallen_1 wrote:I can only assume so. Either they messed up when setting the limits, or they are so confident after reviewing the last test that they think this is the better way to get the data they need.
Its_Time_For_Wrath wrote:Or they meant 200 - 400
as in 200 per server = 400 total and tomorrow 400 per server = 800 total.
400 per server is quite nuts to think about.
The_Fallen_1 wrote:Maybe, but they said player cap, not players per server. I guess we'll see for sure though tomorrow (I'm not convinced there's that many more than 400-500 people in Evo though).
linusiscracked wrote:There's over 2000 currently.
The_Fallen_1 wrote:Huh, well that's good to know. Hopefully that means it won't be too difficult to properly stress the servers then.
Apokolypze wrote:If you ever want to check, Evocati is an actual org on the RSI site that you can look up.
PepicWalrus wrote:Unless they changed the display the feature should only display the server your friend is in and given the two star systems SHOULD be separate servers it should only be tracking one star system.
Aussiewargod wrote:Incorrect, the replication layer currently handles player caps, and that is where this number would be extracted from.
alcatrazcgp wrote:It's the same shard, with 2 servers, of 200 players each, as far as I recall.
logicalChimp wrote:Hmmm - this opens the question of whether CIG were talking about 'shard limit' or 'server limit' (2x servers per shard, so a 200-player server cap would be a 400-player shard cap)...
Given they've said this isn't a stress test, trialing it with increasing players per server (to try and confirm how much extra server capacity has been freed up by extracting the Replication Layer) makes the most sense.
After all, a 200-player shard cap would just be the same 100-player servers we currently have, and which the Evos have already tested a couple of times.
mesterflaps wrote:This is very good news.
Is that 200 in each system, or 400 in each system?
Broccoli32 wrote:400 per shard not server, the servers don't have limits.
mesterflaps wrote:Remind me: in this lingo, the shard sits under both Stanton and Pyro?
DragoSphere wrote:The shard is a collection of servers and the replication layer tying them together.
What those servers hold authority over isn't set in stone. In this case, it's two servers, with one server per system.
Squadron54 wrote:How can the shard have a limit and not the servers?
The-Vanilla-Gorilla wrote:The replication layer's limit, which is shared between all servers.
jyanjyanjyan wrote:Surely that's backwards.
Broccoli32 wrote:It's not, the shard covers both Stanton and Pyro with each having their own server. 400 players can connect to the shard and choose to go where they want.
AppropriateAd5773 wrote:Given each system has a DGS and this picture shows someone joining a friend, it's likely it's 400 per server, unless the shard itself has a max player count now?
jonneymendoza wrote:FYI a shard is the whole game universe and the DGS is the area of that shard/universe.
mesterflaps wrote:Shrug I'm sure we'll find out soon, it's just the difference between a great improvement to population and an outstanding improvement to population.
Fingers crossed it's robust and stable.
MrNegativ1ty wrote:We've seen this time and time before: thing works fine in testing, but shits the bed when it hits LIVE.
I'm reserving my champagne-popping until we see this fully working as intended on LIVE.
mesterflaps wrote:That's an important reminder. PES worked pretty well on test and then it was a 4-5-month nightmare on Live.
CosmoRocket24 wrote:So now 4x the amount of murderhobos to watch out for... :)
Its_Time_For_Wrath wrote:But x10 the people to stop them!
Places that are more densely packed = less likely of someone going crazy since they will have 50 lockons to deal with instantly.
zero6ronin wrote:Rust in Space! Stealth n speed is key for the solo player, avoid the major crossroads and live on the edge of nowhere to survive. Cannot wait for base building!!!
by icycalm » 12 Mar 2024 02:33
by icycalm » 14 Mar 2024 18:57
Cloud Imperium Games wrote:Updates were also made to the gym, including punch bags that now align perfectly and animate smoothly. They also reworked gym hours to be more balanced, so players will see the correct number of NPCs whenever they choose to visit. Plans for busier times were created too to ensure NPCs can always find a place to work out.
Additional animations were added to the bridge, including 'hands-on-ears', to demonstrate cross-ship communication and add variety. Throughout the ship, NPCs will now carry a more diverse range of items too.
Trolley-pushing and cargo-handling animations were refined for added realism, while the security officer outside the bridge salutes players as they walk by.
by icycalm » 17 Mar 2024 04:18
by icycalm » 22 Mar 2024 00:18
Kim@K-C wrote:Lol way back when, I purchased hangar flair, a fish tank, some fish and a few other bits and pieces. I haven't checked the store to see if that stuff is still for sale, but I would expect it to return along with some new hangar flair. It's been a long time but I think I remember buying a Benny's machine or something similar I haven't checked that far back in my account so I might be imagining it.
Edit. Ok so I looked. Fish tank, fish, plants, drinks cabinet, physical ship models, holographic ship models, figurines, posters, paintings, snow globes, two Benny's machines, and some other random junk. Don't know if this was purchased or subscriber flair now, it was too long ago, but I would expect to see it all on sale again, if it isn't on sale now.
If anyone at CIG reads this, it would be cool if the ship models were not updated to reflect the current versions of those ships, but the original versions at the time of purchase. True collector's items then.
innuendo24 wrote:Super informative, really showed a lot of functionality that felt very far away 6 months ago.
Only outstanding questions for me is if I can buy/lease personal hangars on other places than my starting city. I would love to have hangars in multiple cities if I can afford the upkeep.
And then some corner cases like what if I have a small ship when I start the patch, but buy a larger ship? Does my personal hangar upgrade? Can I choose to upsize it or move it?
All minor questions, the core foundation here looks stellar.
Shadaraman wrote:Yep, same questions from me. As a mining/salvage player primarily right now, I'd love the ability to have a personal hanger on a station instead of a planet.
innuendo24 wrote:Man I would to be able to customize what "modules" my personal hangar has based on my playstyle. If i'm industrial maybe I can have an extra large cargo lift. If I'm a mercenary maybe I can have built in suit lockers/firing range.
Lots of theory crafting you can do here about making it your own space, tailored to your playstyle.
Shadaraman wrote:That would be awesome. It would also work if things like that were partially tied to location, so refinery stations have bigger lifts, for example. Honestly, I'm just excited that I might be able to offload and store salvage from my vulture at a station, and then eventually load it all in a bigger cargo ship to take it planetside.
Hvarfa-Bragi wrote:Consolidation and arbitrage are instantly enabled by this.
Once the economy becomes more dynamic and prices are fluctuating, you'll be storing goods until the profit maxes out and you sell em all at once.
So excited for this update.
sexual_pasta wrote:Also helps out a lot with scavenging where you pick up multiple types of goods. If I'm doing salvage missions (or piracy) or just looking around for scrap, I might end up with like 5 types of materials, Beryl, Gold, Laranite, etc. These all fetch best prices at different TDDs, so I can temp store them in a handy station, and then when I have enough to make a cargo haul worth it, load all the Beryl, for example, and take it to Orison.
I would also LOVE to see a player to player commodity trading function. If I have 800 SCUs of Beryl stored at Baijini, I can write a contract to send it to you for X amount of aUEC per box.
ANOTHER question:
Suppose I'm in a hangar with a friend. They have X commodity stored in the local inventory of the station. Can they pull that inventory from the freight elevators and put it on my ship?
Suppose for a friend that does mining and has no bulk hauler, for example. Or does the cargo elevator only pull goods associated with the owner of the ship in the hangar?
someones_dad wrote:Speaking of modules, I would love a small hab unit in the hangar so I can just start there rather than spending the first ten minutes of game play walking and riding trains to a hangar.
Edit: Heck, I'd settle for a dirty couch to crash on.
HappyFamily0131 wrote:The 100i-series are small and have a bed. First thing I'm testing is whether I can move them off the elevator and then bedlog out in it. If so, we're in business. It would be killer if there's enough room for me to do the same with my RAFT, because that thing's already basically an apartment.
sexual_pasta wrote:I imagine in the future that these hangars will be getting repair/restock/refueling bays. It would be really cool to see restocking become similar to cargo loading too!
Accipiter1138 wrote:This has been my hope for the Vulture for a while. It fills up so fast that most of my time is spent getting to or from a TDD.
If I can stockpile cargo in a station before loading it onto a cargo ship, that would go a long way to break up the loop in a more satisfying way.
Edit: I'm also still unclear how TDDs will function after this change. Can I unload my cargo first? Do I need to go to the TDD first? If so, why shouldn't I just select auto unloading to at least get some of that done while I'm on the train?
Shadaraman wrote:This is the dream. It will also hopefully help with the "all or nothing" aspect of loading refined minerals into a cargo ship.
Hvarfa-Bragi wrote:Looks like timers for auto unloading.
Meaning there could be player crews who can unload you instantly for a cut...
AeroTrain wrote:That's a good one for the QnA next week! How does "moving" work, do you auto downgrade if you melt? Can I be specific about which hangar I want numerically?
raven00x wrote:From what I saw it looks like you have a personal hangar based on your pledge ships for now, and if you buy a new bigger pledge ship in the future your personal hangar will be updated, but only when patches happen. I assume there's a script that they're using to update that instead of anything actually built into the game (at the time of this writing).
If you buy a ship with UEC that's bigger, you'll get a generic hangar like you're landing somewhere other than your home planet.
Kettle96 wrote:I don't think the buy/lease functionality will be in this patch but I don't doubt its planned for the future.
Capt_Snuggles wrote:Instanced Hangars - You get given the hangar equivalent to your biggest ship
RIP all Reclaimer and 890J owners - you're stuck with a HUGE instanced personal hangar to move/tractor/walk around, regardless of what ship you spawn...
anGub wrote:Oh boy, I can't wait for the corresponding thread bitching about how small ship owners won't have any space for shit in their hangars.
Taruda wrote:Not an issue, finally some use for my PTV.
jalopp wrote:o good point I'mma keep one by the door.
Taruda wrote:Thankfully have two, always one parked in the 890J and one spare xD
khornebrzrkr wrote:Brings me back to the ol' days of the hangar module where the only thing a PTV was for was to get from one end to the other.
Asmos159 wrote:Except the growing hangar is gone. Now we will have multiple hangars.
kiakri_ttv wrote:Joke's on you, I can collect more space junk and live my life out as a space hoarder :)
by icycalm » 22 Mar 2024 16:57
by icycalm » 23 Mar 2024 20:54
Kalrati Rutar @Kalrati_Rutar wrote:Tech-Preview Stanton Server Mesh DGS Quantity - Current Speculated DGS No. and Configuration - Friday Test
From Group testing, speculated DGS Config for 400 player shard at the time of this post.
(Configs will change) as per notes and letter info we received while they continue to test!
ArcCorp + Hurston
microTech + Crusader
All moons
Space between any planetary body
Total DGS in this shard configuration: 4 (where n is the number of DGS nodes)
Player cap was around 200 to 220 (?) from my last observation, but it was late (8:00 pm Eastern Time) so hopefully a higher player count may be achieved during the scheduled playtests!
At this time, ArcCorp + Hurston's DGS node had a server FPS of 20 to 25.
Despite the DGS crashes, we waited for a very keen moment to jump between locations while observing the last numbers in the Authentication ID in Shard 20. We communicated our location and Authentication IDs as quickly as possible because Authentication IDs change as soon as the simulation gets handed over to another server following a DGS node crash.
Happy testing!!
#EVO&PTUPowerWorkingTogether
To think that we're here (referring to picture) and testing configurations like these is breathtaking. Thank you @Bault and team!!!!
Also, IYKYK, Auth ID B596 = Best DGS
-Kalrati
Lleajy@gotoRaptor wrote:This is crazy for me, I've been following the project for 12 years, from the forum feverish discussion on a non-existing project, the DS drama, the slog dev, failed SQ42 projections. Server mesh was always one year away. The two next years are going to be the redemption of SC.
Dr Phibes @Dr-Phibes wrote:breathtaking
Relief is the word I would use.
Longshot_Legion @Longshot_Legion wrote:It's mindblowing to finally see static server meshing come online and see the direct effects (higher server fps and less load on individual servers, larger players counts, server crash recovery, server redundancy, replication layer working to save and pass on information etc.) all come to fruition together to form the game we were always promised.
What an amazing thing to behold!
The future looks so very bright and CIG devs should be EXTREMELY proud of their work ("now get back to the dungeon and keep working!")
Bowerick @Bowerick wrote:From what I have seen from different streamers it looks very promising.
It's crazy to think people will take this for granted a year from now.
I was very worried about this tech and it's soo good to see even the first tests go this well.
RockEyeOG wrote:Cool thing with Server Meshing
So I jumped into the Tech-Preview with server meshing enabled and a very cool thing happened. I was in Crusader, and it was cooking along at 30 server FPS and while we were doing stuff in the Crusader area, microTech went down in that 30K state and between 1 to 2 minutes, it came back online and people in global said things like, "Hey we're back!" So it recovered and the whole time that was happening, us in Crusader had no idea it was going on. It didn't affect us at all. Sever Meshing Boys! It works!
RevolutionaryLie2833 wrote:So the toy fell is when you changed servers?
DragoSphere wrote:No, it's the tiny stutter at 0:33.
RevolutionaryLie2833 wrote:Fucking A
by icycalm » 28 Mar 2024 19:01
Wikipedia wrote:In July 2018, a backer initiated a small claims court case against Cloud Imperium Games to refund US$4,496. It was reported that he had "grown disillusioned with the title's numerous delays, broken promises, and changes in scope". He argued that changes to the game would limit his ability to play due to disability. In court, Cloud Imperium Games argued that the backer's involvement in an early tester program called "Evocati" proved that they were actively providing a product to him. When an arbitration clause from the project's terms of service was brought up, the backer argued that he was covered under the original terms of service as he had backed the project prior to changes to the terms of service. Cloud Imperium Games provided evidence that a "vast majority" of the backer's purchases were made after the change and that he would have had to accept the revised terms of service when making any new purchase. The judge presiding the case sided with Cloud Imperium Games and ruled against the backer. In a Forbes magazine report from May 2019, it was alleged that the backer continued to purchase ships after the lawsuit was closed.
by icycalm » 29 Mar 2024 03:52
by icycalm » 18 May 2024 17:17
CIG wrote:Star Citizen Alpha 3.23 - Adventure Beckons
Embark on Your Next Great Adventure
Alpha 3.23 is one of our most expansive and game-changing releases to date that adds life, excitement, and usability improvements throughout the vast Persistent Universe. From the introduction of the very first wildlife across Stanton’s planets to the Master Modes feature that streamlines vehicle control and ship combat, Alpha 3.23 elevates the Star Citizen universe to its most immersive and engaging height yet.
This release also marks a significant milestone toward the upcoming Pyro system, laying the groundwork and adding many of the front and back-end necessities that will empower players to leap to the new star system in the next patch release.
@maxinefinnfoxen wrote:The star citizen roadmap is training us as a society to accept the concept of generational colonist ships irl
@rawdrakeman8152 wrote:Thank you CIG, Thank you RichT, Thank you CR. NEVER STOP PUSHING
@DigThat32 wrote:I like that water freshly imported from the Caribbean
@K4ninchen wrote:How long do you want the patch notes? Yes.
@CWJester wrote:Just got done with a little session and man... that was the most butter smooth experience I've had in Star Citizen in a very long time, or maybe even ever. Let's keep this up! Loving this update!
@Naviss wrote:This trailer doesn't begin to cover everything in 3.23, Really a major step forward! Still far yet to go. Great work CIG!
@CaptainMikeSparrow wrote:WELL DONE! This video is beginning to get at the idea that this game can be played on any level.
@Schwing27 wrote:I’ve been following the development of this game since 2016. It’s insane how far it’s come. Yes, it’s taking awhile. But there’s no other game that does what Star Citizen is doing and setting out to become. This game just continues to grow and get better and better. Hats off to the devs. This update is huge.
I can’t wait for Server Meshing in 4.0. Once that happens... this game is going to blow up HUGE.
@kookiespace wrote:Having seen this game come from the first hangar module you could barely interact with to this... I'm literally in tears right now.
@cristinejolie2476 wrote:Coming from elite dangerous this feels incredible.
by icycalm » 09 Jun 2024 20:58
by icycalm » 10 Jun 2024 18:07
YakuzaCat wrote:Good way to get lung cancer... Great video though!
HappyFamily0131 wrote:Physical exertion within Lorville city limits without approved breathing apparatus not recommended. The atmosphere of Hurston, after decades of vibrant industry, is now enhanced by a number of proprietary compounds and heavy metals. These proprietary compounds and heavy metals are provided to the public free of charge as a gift displaying the generosity of the Hurston Corporation. Breathing constitutes acceptance of this gift and releases the Hurston Corporation from all liability for any injury or death which may occur from directly breathing the atmosphere of Hurston.
K4l3b2k13 wrote:This is great, first Hurston Marathon when?
Major_Apple_9731 wrote:Jeez in that atmosphere? Go to the commons at New Babbage.
@K4l3b wrote:This was really cool - with the running speeds and stamina/thirst/heartrate mechanics etc. We could hold legit marathons - would be really cool to see.
by icycalm » 16 Jun 2024 17:15
LoriansTaint wrote:This game is such a buggy mess. It crashes a lot. It doesn't always work the way you want it to but when it does it's a thing of beauty. It reminds me of an old project car in the garage. She always needs a new part or to be driven a certain way. As you spend time tinkering you get to know her quirks and how to feather the throttle just right so she doesn't stall out. If there is a problem, you're patient and can sit back and rethink the build because after all, it is a project. And last but not least... you dump an obscene amount of money into her and nobody understands why. It's because you know that one day she will be on the road, running smooth, and it may not be today but it will be one day and everything will have paid off.
by icycalm » 20 Jun 2024 16:09
Lightzout624 wrote:Is that the Drake experience
just_a_bit_gay_ wrote:He'd have to rip out all the drywall for that too
S4rdus wrote:I think a simple relay is useless without a proper circuit breaker and a ground fault circuit protector. Safety first, commander /s
TTV_MasterDobby wrote:Jesus Christ that fits this so well
Antares-A-Scorpii wrote:Has to be a joke because thats the dumbest thing ive ever seen in game chat, do do so would be absolute idiocy and dangerous.
by icycalm » 01 Jul 2024 13:57
by icycalm » 29 Aug 2024 16:00
CIG wrote:STAR CITIZEN ALPHA 3.24 - CARGO EMPIRES
It takes a lot to keep the United Empire of Earth moving and behind every skilled fighter pilot, selfless medic, and titan of industry is a dedicated courier, hauling crucial supplies between the distant reaches of the galaxy.
Alpha 3.24: Cargo Empires introduces a wealth of updates that improve life in the 'verse for those vital cargo haulers and citizens of all walks of life, including freight elevators, persistent hangars, and all-new missions.
@Kane_-xv1mg wrote:finally a patch trailer in which not one shot is fired i like that
@BearanormalPodcast wrote:Jared's humor fingerprints are all over this video lmao
@morinc75 wrote:... is Jared singing? truly a man of many talents!!
@Tjelfe wrote:Is that Jared singing?!? It's phenomenal!!
@AlphaCitizen wrote:I'm thinking it's something like Udio AI
@Majorchug wrote:Dude the cinematics team is killing it. Loving the feeling that these are alive.
@LMMSDeadDuck wrote:Never seen anyone so excited to go on a box mission. (But the video is amusing.)
@ctavia8979 wrote:The ones who wrote scenarios are just flexing at this point with all these references :)
@FelipeSoares-id9zc wrote:Now I want to be a cargo hauler, fml!
@tualatindave3797 wrote:And you wonder why everything takes so long to develop in SC... how much company energy, meeting time, planning and production went into this. It was very entertaining though.
@MTODbasics wrote:Whoever came up with the outline of this trailer needs a pat on the back.
@boigercat wrote:I need to be able to dance like that in game it's important.
@toddbevan wrote:Trade, commerce, markets, stock exchange, illicit cargo, this is why I bought a Corsair. Running around, making a sale, becoming a #gazillionaire. IYKYK.
@Jezato wrote:What's in the box!
@jeffyen wrote:0:18
Each and every day
Boxes always pay
'Cos I'll take you
To where the sun shines
Loading you
Along with my crew
We'll head into space
And ship any place
That's our goal
Packed up nice and tight
Commerce feels so right
Transporting you
To where the stars shine
Moving you the way that I do
Will always see it through
[Inaudible]
My cargo and I will fly through
@Tainted-Soul wrote:I see the delivery mission didn't work for him either had to leave it on the door step and not inside :) :) :)
@parkerxgps wrote:Not a bad heel click. Not Fred Astaire but hey. Just a hauler.
@davidpearson6916 wrote:All that work for 1k UEC...
@michaelwest4594 wrote:trailer gives fallout vibes
@AnEmortalKid wrote:Is this jared????????????????????????????? woweee the pipes
@AbbreviatedReviews wrote:DiscoLando? More lika CroonerLando.
@Ben_D. wrote:When CIG was showing the little fan vids from a subscriber called Disco Lando, I thought they were ok. Not great. But ... meh. Then they hired him and I remember thinking they were going to regret it. He used to be a pool cleaner and what not. Seemed like a really bad hire. Now, I feel like he has taken over the outward face of CIG, where Ben and Sandy left off, and he is crushing it. He has the full load on his shoulders and he carrying it just fine. I take back all the bad thoughts. I still have gripes about one thing and another with the company, but Jared has created his niche in the industry and blossomed. I recognized him singing here, and just wanted to say, 'Jared, if you are reading this... you are awesome.' Good job man.
by icycalm » 05 Sep 2024 16:52