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ZOS NERF: Earthtear Cavern Changes... Noooooooooo :(

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To anyone who has bought the Earthtear Cavern... it's changed :(

ZOS I've spent months working on a guild hall, and you have now placed HUGE rocks closing up sections of the Cavern where I had built areas. Now all my items are placed deep inside new rock walls. It was an AMAZING design... but its completely ruined. Why do this?

Please revert these changes. Now I have soo many items trapped behind walls and if I retrieve the wrong items the whole base is ruined and I have to start from scratch.

UPDATE - Jan 2018: The issues of the new walls being introduced to Earthtear Cavern, blocking areas previously accessible... were eventually fixed by ZOS. However, the following issues still remain unresolved since this post first began:

1: It STILL rains inside the Cavern since Morrowind patch. Other houses were fixed, including the recent Pariah's Pinnacle, but the Cavern was not...
2: The area to the far right of the cavern is STILL inaccesible due to an invisible wall that has never been removed.
3: Invisible walls in the ceiling, meaning you cannot build within all areas of the Cavern
4: There is still a small misplaced floating rock that is in the water since Morrowind update

edited: updated info

PVP Patch 4.0.0 - Bringing the fight back to Cyrodiil - [PODCAST] Dracast - Episode 5

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Patchnotes: (Link for fullscreen here) - *See Video for explanation please*
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Patchnotes Explained:
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Image Regarding Scoring Evaluation Timer:
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About Us:
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Hey Everyone,

Dracast is a new podcast for the PVP Community with a focus on organised raid-style pvp.
We wanted to promote this style of gameplay (as you will hear in the podcast) because the level of such kind of group gameplay compared to numbers of solo / '1vX' style and faction groups is extremely low right now and has been for some time.
Many guilds have quit or are no longer competitive and fights are becoming more and more just one event on the map.
There are also a lot of misconceptions about how high level raids actually function and play and what impacts a raid.

Hopefully you enjoy this. If you have questions you would like us to discuss or any constructive feedback feel free to contact us.
If it doesn't interest you, no problem, it won't be for everyone.

Thanks to @Vilestride, @Rin_Senya and @Sanct16 for co-hosting and sharing their points. It wasn't easy collaborating from Australia, Russia, Germany and UK for this.
We will record as often as possible, hopefully every 1 or 2 weeks.

-Iza

Dracast Episode 4: Leading 101
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Dracast Episode 3: How to train your dragons
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Dracast Episode 2: A Trip down memory lane
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Dracast Episode 1: Groupaholics anonymous
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The Spirit of Nirn - PvE Social Recruiting!

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Spirit of Nirn (est 2015) is a multi-faction, multinational social PvE guild looking for capable players to run vet pledges and vet trials.

High CP is not a requirement but decent knowledge of the game and tactics is a good starting point. We expect players to be active, want to participate and learn from each other.

Our main goal is to have a pool of good players who wants to do pledges and trials together and in the process, helping and training up and coming like minded players.

We currently have 480 members with a guild house, crafting stations, transmutation table, dps dummies and Discord/Teamspeak. No frills, no gimmick! <3

Whisper or mail @EllieBlue or @EmstCntRob in-game for an invite.

Vet trials healer seeking new guild.

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I am seeking a new guild. During the week raid times around 6 pm to 9 pm cst. Would like mid to high tier group that can run hardmodes. I have all healer sets (just need inventor guard jewelry). I have completed all trials except vhof. I am in a group progressing it and have gotten triplets to execute. Was also progressing vas plus 2 as the field kiter healer. (I have appropriate sets)
No trolls on my post please. Only serious inquires only.

Thieves Guild Content Feedback

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Let me say first that I love stealth games. I've been playing them since the original Dark Project and I find there's a lot to love. I still play them regularly, I've aced Styx a bunch of times. I've come to understand what amounts to gameplay excellence, I'm genre savvy, and I brought that understanding to ESO. Now, I'm not really expecting ESO to be the second coming of Thief: Deadly Shadows (which was good, especially with player mods, unlike THI4F), but I did have certain expectations.

So this brings me to the Thieves Guild DLC and trespassing gameplay. I certainly have thoughts to offer; And as much as it saddens me to say this? The cotent itself is fairly terrible. I feel it even lessens the quality of the overall game; But please, let me explain why.

PREFACE

Abah's Landing is a beautiful city; The area is fun to explore, I love the verticality and its maze-like nature. Aesthetics and narrative are never aspects that the Zenimax creative team have had problems with, in fact, the Theives Guild exemplifies just how talented these people are.

The problem -- as is usually the case -- is in the execution of gameplay ideas.

A GOOD STEALTH GAME

There are a few pledges made between designer and player with a stealth game. These are almost a sacrament in nature, as strictured in realisation as the gun play of any first person shooter. There are certain factors which must be present in order for a stealth game to be considered as such; Let alone as a good one, and one that people would actually want to play.

So, let's look at the basics:
  • Interesting environments to explore;
  • Fun things to steal;
  • Hiding spots to escape the view of prying eyes;
  • Proper enemy management tools;
  • And excellent sound design.
Let's look at each of these in order.

ENVIRONMENTS

Here's an area where ZOS tends to excel, this is especially true if the Covenant team isn't involved (I'm sorry, but Wrothgar and the Covenant areas aren't exactly the most compelling environments). The Thieves Guild content has fun locales to sneakily saunter around.

There are even multiple paths to approach the content; Some of which are tricks, others are to cater to people with different playstyles. I respect and admire the forethought that went into the environment design in this regard.

So ESO passes on this point.

FUN STEALING

The descriptions of the stolen items are very entertaining; And we can actually acquire clothing items that can't be found anywhere else in the game. The rewards for theft actually feel fulfilling and rewarding. In fact, I'd say that ESO does as well with this as any other thief game I've played. It's a shame that there are no fun items standing out in the world to be pilfered (I'd love to steal a painting from a frame, roll it up, and make away with it) but the lack of that is understandable. Ultimately ESO is still an MMO.

So, once again, top marks for effort.

HIDING SPOTS

Things go a little awry here but it's still okay for the most part. I think that some of the hiding spots are too hidden for what they should be offering to a player who's found themself in a bad situation. Furthermore, cover doesn't always work as it should. Guards and especially NPCs shouldn't be able to see around corners or through a vanity screen.

Still, much of this is forgiveable because there are at least the baskets. So ESO barely scrapes by. Just barely, but it does.

ENEMY MANAGEMENT

And here's the first strike.

What's the difference between Skyrim and Thief: Deadly Shadows? The only tool you have to deal with people in Skyrim is murdering them. It's a point of shame that ESO is exactly the same. I see players going through trespassing content regularly and murdering people because they simply have no other options.

What could be done about this? I understand it's an MMO, but why is there no mechanic for stunning NPCs -- even guards? Give the player a special weapon which they have to heavy attack with; If they do it successfully it stuns the guard/NPC for a period of time. This allows for better management to give the player some amount of control over patrol routes.

As it is, though, it's absolutely abysmal that there are no tools beyond either trying to escape whilst spamming invisibility potions/dodge rolling or murder. As I've said, I see that most players just opt to murder NPCs from the outset because it's just too much trouble to leave them alive, that's saddening. That's the hallmark of a bad stealth game, one that even gets the most entry-level aspects wrong.

ESO fails, here. Badly. If your only management tool is murder, that's a fail.

SOUND DESIGN

This one's the big one.

It struck me with ESO just how good sound design is in the vast majority of games that have stealth; It actually took how awful ESO is in this regard for me to come to truly appreciate how much effort goes into other games. This is important because of accessibility. Stealth games are surprisingly accessible to people who have visual disabilities, I'll explain why.

In a good stealth game, you can expect the following:
  • Footstep sounds;
  • Guards muttering to themselves;
  • Guards talking to other guards;
  • Sounds to indicate that it's safe to pass.
The last one might be difficult to understand, but in a thief game an NPC will be making environment interaction sounds so you know they're distracted. Guards will snore (they'll be asleep) if it's safe to pass them and they're not being too attentive. If a guard is moving they'll make heavily-armoured footstep sounds, their armour will rustle and jangle thanks to its heavy leather and metallic parts. It's incredibly invlved and the effort really informs the player.

Furthermore, NPCs will stop to be social and converse; This includes the guards. Guards will inform other guards that their route is clear, NPCs will stop to chitchat with one another. All of these aspects provide the player with audio cues to explain what's going on in the environment creating a very three-dimensional soundscape that the thief benefits from. I rely on sound so heavily in stealth games that I sometimes feel like Matt Murdock (Daredevil of Marvel comics) in how I traverse the environment, I travel more by my ears than my eyes.

ESO has none of this.

You'll be lucky if the NPCs stop to say anything. The guards are quieter than ghosts. It all adds up to not only an extremely disappointing, unsatisfying stealth experience but also one that's inaccessible to people who're partially sighted. My poor sight is why I prefer stealth games over action games; They're more oriented around listening to the environment and paying attention to sound cues than they are, say, about quick reflexes or precision based upon visual factors.

A three-dimensional soundscape is absolutely paramount to a good stealth game. And ESO doesn't even have one, at all, let alone a bad one. The guards should make so much more noise than they do; They should mutter, check in, and make footstep sounds but they're just so eerily silent. It's like they're not even there right up until they spot you.

A BAD STEALTH GAME

I think it's fair to say that ESO qualifies as a bad stealth game; It's actually worse than Skyrim because even though Skyrim might not have tools to manage one's foes whilst out and about, it does at least have above-average sound design. Damning, faint praise, certainly, but Skyrim barely qualifies as an average stealth game, there's nothing about it that I could say is good in particular.

If you can't even muster Skyrim's sub par standards, you're doing something profoundly wrong. As we can see from this treatise, it's at least a couple of very particular somethings that the ESO devs sorely need to address.

And as much as it pains me, the bad news doesn't end there.

HELL IS OTHER PEOPLE

I'm mad, Zenimax, about how you have instancing (Haven proves this) but you don't use it for trespassing. Whyever not??

Thanks to how your aggro mechanics work, if someone else who isn't even on my party antagonises a guard, that guard can then turn around and spot me even if I've not personally made any mistakes. That's simply unacceptable in a stealth game. It's a cardinal sin to punish the player for something outside of their control (trespassing zones should be instanced, Haven-style).

In fact, stealth games should never do anything to the player that's beyond their control. This is why THI4F was considered to be such an awful thief game; Sure, the open world thievery was really fun (I'll give it that, they nailed that), but the missions would have you falling through rooftops beyond your control and thus generating lots of noise. That stressed me out no end. Assassin's Creed has some of the same shortcomings, but I wouldn't call Assassin's Creed a stealth game any more. It stopped being that after the very first game. I'd say its focus now is spectacle, specifically of a parkour nature, but I digress.

The thing is? ESO's trespassing content could be good. it has potential, and a lot of promise. As it is, it's bad. If this were a stealth game it would be one of the worst I've ever played.

I cannot stress how important it is to have good audio design in a stealth game. There's nothing more important than that; From both a gameplay perspective and an accessibility one. And the lack of tools to manage enemies without murder on top of that (especially since the Thieves Guild is very anti-murder) is abominable. I really hope that Zenimax will do a second pass on this content, because it really deserves better.

I can see how with a proper soundscape and decent enemy management the thieving content could be incredibly fun; Instead of the annoying, frustrating, and poorly designed chore that it is now.

Thanks for reading. (@ZOS_RichLambert, @ZOS_GinaBruno)

Seriously...

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Me and 1(one) other player beat this thing in like 15 seconds, finishing with full HP each. I AM LEVEL NINE! This delve is so far north in the Vvardenfell map and it took a while to get not only to the delve but to this point inside the delve. This thing should at least be 20 levels ahead of me. TRBgCmW.jpg

Also, what is the point of sneak when you can just do it in plain sight? Just make delves "solo only" and add good detection AI already. We can already pretty much solo the so called bosses. Pathetic, man. J9hNPVT.jpg

Short ward spells?

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I was wondering, that how many still uses these outside extremely rare situations?

For example. If i take any ward i have on my templar, the 6 second duration makes it either that or something useful in the rotation. But i do like some ward, so i use mutagen instead.

The effect in normal game feels the same, exept theres no hassle of constantly wasting mana to steadfast ward for example when mutagen can do the exact same thing. Keep the healt up and have an appearance of me having a ward.

In harder places, other healing stuff always comes first before any ward because they are needed anyway.

The old argument of situational spell does not really work on online TES that well, as often lag makes the ward either work or not work which again, removes it from action bar to something that has more lasting effect and less suspectible to lag spikes.

Also, when a ward has a certain amounht of damage it can absorb before it goes down, what the use of the 6 sec duration on top of that? I mean the thing can be balanced by the amount of damage it can absorb plus stacking shields should not be prevented by duration, but by cancellation or dispel. If one attempts to cast another ward on top of other, the second spell should either not work or cancel the first ward to prevent stacking. The duration thing still seems like a foolish idea. Then again many foolish ideas in PVE come, because developers are not adept at separating PVP and PVE effect on spells which should always be the case before sacrificing one playstyle for another. In tjhis case, the assumably smaller group of PVP players. Very vocsal though.

Best Class for Altmer/DK Race Change

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So I currently have a level 6 Altmer Dragonknight that i rolled eons ago and never did anything with, except max all my riding skills. I want to roll an Altmer with max success, but in reading all the info on the Race, it seams i'd be better off with a Sorc or a Templar. So here are my two options:

1, Level this Altmer and keep her a Mag Dragonknight, see where it goes.
2, Race change my Altmer to a Dunmer and level her as a Magicka DK. Then Reroll an Altmer as something else (What though for sure i would want input).

I have no issue taking on another Character, and i currently don't have a dunmer character. Also, my only Sorc is a Bosmer that was my first character, so shes not optimal either. No current Templar ATM, and only an Argo Warden.

So i guess im looking for input on what direction would give me characters that are both fun and effective. Any and all advice is surely welcome, and i appreciate it immensely.

I'm leaning toward the race change on the DK, then rolling an Altmer Templar. FYI.

Cheers.

Y'all do not give ESO enough credit...

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I have placed many PC MMO's and console MMO's and let me tell ya.... I see a lot of people get mad at ESO for lag and bugs and general "Jankiness" but.... its LEAGUES better than other MMO's. Tera, just came out on the Xbox One X and it runs like GARBAGE. It's awkward and doesn't feel good. That isn't to say it's a bad game, but.. ESO seems smooth as butter compared to this (as well as Neverwinter and FFXIV on PS4).

Note - I play ESO on Xbox One X but I also have a PC account I screw around on.

Everybody desperately needs DB in their bars. DB needs to be restricted and then replaced.

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There is a tldr.

stamDK non vampire here.
Every stamina class uses Dawnbreaker. I use it over Leap. Leap is glitched and unreliable.

Dawnbreaker has 2 perfect morphs. 2 ACTIVE functions. However there are 2 issues that make it overperform and this must be addressed (and I will make a suggestion)
1)PASSIVE stats make it BiS. It boosts dmg against vampires. (I am not a vampire btw)
2)It can be used with EVERY STAMINA WEAPON. Unrestricted. Undisputed. Unchecked. And it is SUCH an easy skill to use.

Dawnbreaker is an aggressive skill. Very strong. I suggest 2 things:

1)Dawnbreaker is moved to DW. It belongs there. It improves DW in PvP. It should be renamed and the animation should be something like an anime bladedance/tornado.
I would also suggest that the CC is removed or changed to a soft "push" effect like the good old templar spammable. AoE.
The heal overtime and not as easy to perform action of the DW ultimate hinders DW. It doesnt belong in that playstyle.
In that way the old Dawnbreaker will not be the scourge that it is today, and DW would recieve a boost.
Enough with the passive playstyle of DW. It's all about stats (bonus piece/dmg/passive bleed) and no action. Remove bleed if it ends up overperforming.

2)Dawn breaker becomes something else. It is not BiS anymore.
It should be one morph physical 1 morph magic. No CC.
Animation/artwork. No more ground smash. It should become a slice in the sky. Similar to what DW ulti looks like but more dramatic. It should cut through the night sky and hit those vampires.
Not as easy to perform as the old mechanism. More balanced.
One morf should retain the old heal over time. The hope of Dawn.

Tldr
Dawnbreaker should become the new DW ulty with a different animation and no CC.

The DW ulty should become the new Dawnbreaker to ease off on vampires and to stop all stamina chars from slotting it.



Please find bellow 5 pages of enraged replies at the prospect of DB being rework at a less overperforming ability which furthers the point of the title.

Two-handed Weapons: Balance and Effectiveness Question....Again.

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So, returning after.....a long time, we'll leave it at that, and I still kinda don't like the feel of DWing and I don't like magic, soooooo was wondering if 2H is still underpowered for PvE uses or has it somehow, against all logic, managed to be balanced between DWing.

Note, looking at the skills alone, I am assuming dual wielding is better than 2H, which makes me sad.

Fill me in with that good information, folks.

Moved: Veteran Maelstrom Arena Feedback

Oils arent a defense

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It seems like any time I am defending an outpost or smaller keep our defense strategy is to position 90% of our forces on the top balcony dropping oils and ranged abilities on the attackers below. What happens most of the time is the enemy simply runs past the falling oils, wipes the floor with the 3-4 brave souls defending the flags and proceeds to cap before running up whichever side has less oils and clearing out the stragglers hiding upatairs.

Oils can be a great tool for defending, but they rely heavily on friendly players holding the fight under them to be effective. Then why do so many people sit upstairs and watch the enemy rush the flags? Once the enemies make it from the front door to the back flag, we have lost, that back flag is the end zone and almost nobody tries to stop them from getting there.

Obviously there are exceptions where a good organozed group will jump down and wipe them on the flags, but people dying defending the flags wont prevent that from happening, it actually helps. What doesnt really help is people preserving their own lives by ranging enemies from safety. What do you want to live that long for anyway? So you can watch the outpost change colors? So you can be chased down by the entire enemy zerg? You had your chance to play, it was when the front door came down, but you decided to hide up top and let the heroes of your alliance die with honor attempting to save an outpost you were too proud to die for.

Magsorc DPS way too low?

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I'm running a Breton Magsorc, CP 618, and a vampire. I just can't get my DPS above 13-14k (on 3mil dummy) no matter what I do. It stays in that same area, whether I'm using potions, elemental drain, or not.

Gear:
Head: Ilambris (Light) (purple) (gold max magicka enchant)
Chest: Mechanical Acuity (Heavy) (gold) (gold health enchant)
Shoulders: Ilambris (Medium) (purple) (gold max magicka enchant)
Waist: Mechanical Acuity (Light) (purple) (gold max magicka enchant)
Hands: Mechanical Acuity (Light) (purple) (gold max magicka enchant)
Legs: Mechanical Acuity (Light) (gold) (gold max magicka enchant)
Feet: Mechanical Acuity (Light) (purple) (gold max magicka enchant)

Jewelry: 3 piece purple Willpower, all with gold spell damage enchantment, and arcane.

All armor is divines. I'm using the Apprentice boon, but did try the Lover with no change in DPS.

Main Hand Weapon: Gold infused inferno staff with gold absorb magicka enchantment. Abilities: crystal fragments, mage's wrath, force pulse, bound aegis, inner light, fiery rage ultimate.
Backup Weapon: Gold nirnhoned lightning staff with gold weapon damage enchantment. Abilities: harness magicka, haunting curse, liquid lightning, bound aegis, blockade of storms, atronach ultimate *or* suppression field ultimate.
The staves are Julianos, but only because I used Julianos/Necro with a pet build prior and am just recycling the staves since I don't have Asylum, Master, or Maelstrom weapons.

Rotation: harness magicka, LA, LL, LA, blockade of storms, haunting curse, bar swap, LA, force pulse, LA force pulse, LA force pulse, and using crystal frags as it procs, dropping ultimate as available, repeat. I also use heavy attacks as necessary to try and regen some magicka.

CP distribution:
32 Warlord
49 Tenacity
75 Arcanist
25 Tumbling
25 Shadow Ward
36 Elfborn
30 Spell Erosion
44 Elemental Expert
20 Staff Expert
35 Master-at-Arms
40 Thaumaturge
52 Ironclad
42 Hardy
42 Elemental Defender
42 Thick Skinned
20 Bastion

I have all my attribute points into magicka. When buffed with blue max health & mag food, (no potions,) and with bound aegis, here are my stats:
Magicka 41521 (on front bar, slightly lower on back bar)
Magicka recovery 796 (sustain is baaaaad, but I don't think using Witchmother's Brew gives enough health?)
Health: 17203
Health recovery: 229
Stamina: 11224
Stamina recovery: 678
Spell damage: 2671
Spell critical: 41.9%
Weapon damage: 1548
Weapon critical: 22.4%
Spell resistance: 17423
Physical resistance: 10837

My partner runs a nearly identical setup, with the only difference being they have a few more armor pieces that are gold and have about 12 more CP, and they get about 16-18k dps.

We are pretty much going by this build: https://alcasthq.com/eso-magicka-sorcerer-build-pve/ but have yet to get the Moondancer jewelry and weapons. But, even without the Moondancer and weapons, shouldn't dps be higher?

Are there better abilities/rotation we should be using? Better sets? Different weapon traits? Any help on improving would be appreciated. Thanks!


Input needed = Class choice!

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I have finished all of the major (except vmol) achievements i wanted on my main finally! (mag temp)

i want to retire the mag temp for a bit and dedicate a "main treatment" to one of my reserve characters!

Which of the following is fun, in pvp and pve?

Official Discussion Thread for "Enjoy Frivolous Fun During the Jester’s Festival Event!"

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This is the official discussion thread for the blog article Enjoy Frivolous Fun During the Jester’s Festival Event! The Jester's Festival begins on Thursday, March 29 at 10:00AM EDT and will run until Monday, April 2 at 10:00AM EDT. Check out this article for everything you need to know in order to participate in the peculiar and preposterous fun!

(Vivec NA) This Campaign is an AD farming contest. AD has no morale.

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At nearly any point, a simple 12-16 man ep ball group can literally farm the entire AD faction on Vivec. This series of Defeat after defeat is completely eroding the fragile fleeting morale that my poor faction currently has. EP and DC rarely fight each other now because they can make more ap faster by simply double teaming the weak and pug-like ad. The double teaming of the weakest faction isnt anything new, but i have noticed the complete lack of morale that ad concurrently has. The poor ad rout and flee even when they have an advantage in number, and are completely dependent on the guild groups. The guild groups want absolutely nothing to do with the PuGs because they hate them for their weakness. AD we must fight back! We must rally! We can do better!

Arachnophobia and ESO

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Hello, inhabitants of Tamriel!

The new.... Chapter. I know Spiders are a part of the lore and whatnot - which is fine, but for someone (me) that's pretty.. challenging. By now I haven't done any of the areas that contains spiders, I've always had a friend / guildie come and kill every spider for me. Hihihihih.

So, I was wondering, is there a chance someone can make an Add-On / Or Devs can make a toggle-filter, that spawns black squares(or whatever non-spider-thing) when there's a monster with the shape of a Spider, or with the "Spider" in it's name?
It would sure help me out a lot \o/

I honestly don't care if I end up with 50 black squares on my screen. I just can't stand watching spiders.. :s :s :s :s

//Cheers, Liebs. (This is actually a serious(!) request) :|

What Is The Deal With Lame Crown Store Items?

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So...

What is the deal with newly added Crown Store items being so lame? I feel like ZOS adds things that nobody asks for.

Let me elaborate further. A lot of the newly added things seem to be costumes. Why are they not as cool as the Telvanni Wizard armor costume they added a while back? Why the lame rags? I really have not seen anything that really caught my attention in so long.

Personally, I want more hair and facial hair. I enjoy seeing my hero’s face. If they added Jorunn’s hair and beard as well Sai Sahan’s beard, I would throw some dosh their way. Hell, even some new braided beards and hair styles would be nice. My ideal character would look like Jorunn.

Lastly, what is the point of the wishlist thread? Is it there for false hope?

-Yzalirk

[Suggestion] Achivement Point Milestones

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I know that we can get dyes and some cool titles for our character with achivement points. But i believe it would be a good thing to have achivement point milestones that would yield addinational rewards for breaking certain scores. These milestones could include xp boosts, account wide furnishing, maybe crown crates, some exclusive cosmetic, costume, personality, skin, outfit unlock etc.. Giving small rewards every 500 points then giving out big reward pack every 2500 points or so.

I think this would add a feel of accomplishment for casual players who don't/can't bother doing hard veteran content for certain personality/skins while keeping those acts as a seperate success.

Please discuss,
Thank you.
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