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[Special Article] Supply Experiment: Player's Opinions


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The sudden Vlog announcement that Supplies were to undergo a live testing period spanning 48 hours left many players in a state of shock; some resolute and some bewildered. It wasn't long before players soon rose up to do battle in defense of their differing viewpoints. In the midst of the struggle a foolhardy courageous Reporter has managed to slip in and successfully acquire the opinions of several well-known forumers.

 

Here are the questions asked and the responses to them.


 

  • Question 1: What was your first impression of the Supply Experiment?
  • Question 2: After playtesting, how did you find it?
  • Question 3: How do you think it will affect the game if it is eventually introduced?

 

 

@lukey0

 

Answer 1: My first impressions on the test? I knew this was going to be bad. The long cooldown of supplies, and the short duration that they lasted was ridiculous, completely nerfing them into the ground and making them almost useless. I had already tested this system on Tanki X so I knew what it felt like in battles to some extent, and I didn't really like it. 

 

Answer 2: The more I played, the more I hated it. Battles went from dynamic fast-paced gameplay to players sitting around waiting for their supply cooldowns to be over. Camping was the new Attack. Don't even get me started on Gold Hunters, they just sat there doing nothing the whole game so they could have full supplies during the Gold. This was another problem in action. To me I actually found the cooldown frustration, because whenever I needed supplies they were always on cooldown, and because normal 'Battle' battles often have a mixture of players (The AFK, mult, drugger, normal player, gold digger etc) there was no more 1-2 man teams, which is what most of those battles are. 

 

Answer 3: If this was introduced into the game, it would have a huge negative affect on it. Not only would they lose a lot of money but also a lot of the general public that plays the game. The update would only satisfy a small minority and would upset the majority. There would be a decrease in players, that's for sure.

 

 

@Oufa

 

Answer 1: When I saw the topic itself, I was so worried about potential changes to the drugs system because I like how the system is currently working to include both druggers and non-druggers. Any changes to it would be very bad and will be a ruining factor for the drugs.

 

Answer 2: Well I found out that it is really bad; I didn't like it all. The waiting time (cooldown) is just too long, allowing everyone to kill you very easily. While the supply lifespan is so short that you can't do anything helpful with it. I totally dislike this experiment.

 

Answer 3: Losing the fun of the game from this side and as well as long many players and turning many players as campers and decreasing the action and intensity of the battle it self as you will be just killed easy without trying to survive, as all you will be thinking about is taking cover till you fill up your drugs again.

 

 

@RIDDLER_8

 

Answer 1: My first impression was; what was the point of this experiment?

 

Answer 2: I ran out of supplies, so I did not test it. However, I have a general idea on how this works.

 

Answer 3:  If it was introduced into Tanki Online, it would not affect game balance since every players in battles would be heavily drugging at once.

 

 

@BlackWasp777

 

Answer 1: I was positively surprised that Tanki wants to do something about the massive unbalance between free players and supply buyers.

 

Answer 2:  I've not playtested it, but I don't like it because what I did not get by listening to the VLog the first time is that SCDs were removed from the game. This automatically leads to standstills in battles and periods of camping. The reports from other players showed this too.

 

Answer 3: I think it influences the game negatively, if it was implemented like it was designed for the experiment.

 

 

@Truthteller

 

Answer 1: My first impression of the Supply Experiment was negative. I figured it would be the same as the Tanki X supply update. I assumed it would ruin supplies as we know and and totally nerf them.

 

Answer 2: I usually do non-supply battles, but after testing it I found that it was very good and made supply use fair and made it easier to use up less supplies and still be competitive against druggers, recently my supply supply drug supply has been dwindling and and this is convenient for me and will probably be useful if I ever get DM missions (which I dislike). But as I said I mostly play no-supply battles so the Supply Experiment is a good update in my eyes.

 

Answer 3: Gameplay? I figure it would add more skill to the use of supplies and a more fair environment for players to battle in. It has affected my gameplay in a good way and I hope this update sticks.

 

 

@Quasar

 

 

Answer 1: I had few good impressions when heard about it in the V-LOG. I thought that it would go well and as an outcome, less people would complain about "Drugs" comparable to before experiment where we had witnessed in the topics " Ideas for supplies" and "Let's discuss supplies"

 

Answer 2: During this time, mastering normal gameplay was a task which needed patience (and a lot of it). In my opinion, 90 seconds cool down is too much. Would love it if developers reduce it to 75 seconds at least. It is a good update though. The cool downs which are initiated once you join a battle are necessary as it brings a balance for buyers and non buyers. The non buyers who used to complain about buyers drugging and dominating battle were benefited by this experiment and maybe by the upcoming update ;) . Though buyers started to complain, they will soon get used to it.

 

Answer 3: It would adversely affect the gameplay if it doesn't get amendments, but to be honest, Smart Cooldowns are no longer "smart", because we can initiate all the three supplies together... So basically what I mean is this: we have a new system with a little mix of the old cool down system. I mentioned it in V-LOG topic but I am mentioning here too, STG will die if this update gets introduced without some necessary amendments.

 

 

@jdc20181

 

Answer 1: Really, I think it has flaws. For example lets just say it's a standard 15 min game, you won't be able to use many supplies. Now I for one don't even like them. I think they are a waste of space and time. They ought to be removed and replaced with just Speed Boost, Armor Boost, Health Boost etc. And those should only be with half of the effectiveness of Double Armor...

 

Answer 2: But I do like this system. It kind of gets rid of trolls in public battles who blow your k/d and then leave...

 

Answer 3: Effecting the game? I think it will be just fine really. I mean as long as we can customize it in Pro battles with cool downs off and everything.

 

 

@LittleWillie

 

Answer 1: My first impression was to be a bit more conservative on Supply usage. I knew cooldowns were longer. I try to save use for key moments anyway.  So with the longer cooldowns I figured I needed to keep them "in reserve and ready" even more.  My first game or two I got pounded hard, but I think that was due to being on an inept team. (I play team games 95% of the time by the way.) All games after that I had my usual levels of success.

 

In that first game I saw one guy who had a lot of icons up each time I saw him, and I saw the green RK icon flash on him a couple of times.  But I did not see anyone else with that many icons up as much.  So I figured most people were hesitating a little more like I was.

 

Answer 2: After playing awhile, I started using Supplies a bit more often. I felt a bit more confident in judging when to use them. I did note a couple things to myself at the time.

 

* Only after we were about 44 hours into the experiment did I pop more than one supply at a time. (Part of the reason was due to old habits from the Smart Supplies cooldown system. But part of the reason was the thought that if I use one type of supply I should keep other cooldowns ready to go.)

 

* I found myself using RKs a bit more often. I am really really conservative on using these.  (Part of the reason is the other longer cooldowns were unavailable at the time. Another reason was because I did find myself with 2, 3, 4 recently active and did not want to die with the firepower available... especially since death does not re-set the timers. Under smart supplies I'd have just fought until I died.)

 

* As far as enemy use went, I did not feel more vulnerable than usual. If I used them less than so too were my foes, it seemed.

 

* I used to like popping a Speed Up when spawning to get back to the front lines. In the experiment I figured I'd better not.

 

Answer 3: I am normally a bit conservative and I am even more so under the experiment. I think that would continue.

 

I fully expect the player community to find the way to use supplies as often as possible. But that might still be less than used today. The one thing I know is 48 hours is not long enough for the player base to adapt to the new system  Player activity would certain continue to evolve.

 

Right now speeds up as considered the least desirable boost compared to DA/DA. With smart supplies a SU is probably used last. In the experimental system the SU can be popped at the same time as DA/DD. So SU use might increase.

 

This is only a guess, but I suspect heavy druggers will go for feast or famine. They will pop all three because the SU will be needed to get into combat to use as many of the 30 second timer as possible. So I suspect heavy users will pop all three, kill as much as possible, pop a repair kit, and fight on hoping to live a total of 90 seconds. Then the cooldowns are available again.

 

The question is, will conservative druggers be able to stand up the the drugger rush? If so then they will have 60 seconds of advantage over the feast or famine drugger. Who wins? That's the big unknown.

 

I think, this system might reduce usage overall, but that is not certain.

 


 

@X.Z.F

 

Answer 1: I was completely shocked that they were going to ruin one of the key factors of the game. I was not supportive of this experiment at all and hope it never gets implemented into the game.

 

Answer 2: I thought it was worse than before. Most players just camp in their base for 40 Seconds, Attack and then they will get an easy cap because most of the players on the opposite team won't have their drugs back in time.

 

Answer 3: A lot of veteran clans will end up quitting. Since the death of Light format, drugs and XP have been the only things veteran players have been playing. I myself will be quitting this game if they do implement this update. It will also spark a lot of anger in the community, on the forum page announcing the experiment 80% of the comments were negative and I hope Tanki will read our comments and make the right decision.

 

 

 

Answer 1: Oh, no... Not another experiment :P jk, I read over the details and was curious as to how it would affect gameplay. I wouldn't consider myself a heavy drugger, but I do love using supplies; so I figured it would be good to try out a new system for a few days. The stats seems bearable (from my point of view at least) so I was pretty keen to get out there and give it a go.

 

Answer 2: I haven't played with it much, but my first experience with it felt odd. I can't really go into detail cause I haven't used it enough, but I enjoyed it. I noticed the amount of hardcore druggers had diminished, meaning that those who couldn't afford to buy a drug pack were still able to compete. I think this will be great for the game as buyers will no longer have the massive advantage that drug kits give you.

 

Answer 3: I think it will be good for the game. Using supplies will turn into a strategic move as opposed to a massive buff. As I previously stated, normal players will also be able to have a change against the buyers, due to less drugs being used and drugs being used with intention, not for the sake of it.

 

Everyone may seem against it at the start, but remember that the majority of people were against the Smart Supplies when it was first released but now, we all love it.

 

 

@a7x_Pedro48

 

Answer 1: My first impression was not good. Of course, what I thought was only an opinion after reading the topic. Nothing could be definitive until I tested the experiment live. But yeah, my impression was not that good, mostly because of the duration of the cooldown and the fact that the active time for the garage supplies was only 30 seconds.

 

Answer 2: It was worst than what I had thought. The idea is good in itself, because sometimes supplies beat skills, but the changes developers made were not that good. First of all, the active time of garage supplies was too low. I could only defend one point in Rio CP for example, then I was totally useless and an easy target for a camping Shaft. It was slightly better in DM, but the battle was not dynamic. All I was doing was hiding and waiting for the cooldown to end. On the other hand, CTF was too easy. Way more than before. All I had to do was to let a teammate go for the enemy flag, and watch all the defenders use they drugs. Then I was coming after him, with all drugs and it was an easy cap for me.

 

Answer 3: I think it will affect the game in a bad way. They want us to use skills and not supplies. But this is not what happened. If someone drugs against you and you are on cooldown, you can't fight back. The enemy kills you, not because of skills, but because he has 234 and you are helpless with 0 supplies. And it would affect a lot of other things. With this experiment, as it is right now, it's not possible to make a proper Save The Gold unless you do it in Parkour. Clans wars are over.

 

If they want to make this experiment permanent, developers must read our feedback. And an option in settings to use old Smart Cool Downs in Pro Battles. If they do that, a big majority of the players will be happy with that.

 

 

@Jwimmer

 

Answer 1: I am very exited to see it. For a long time, I have recognized the fact that supplies are OP, and need something done about them. In my opinion, they have been the root of all bad games I have ever played. I am glad to see that the devs also recognize this fact, and they are willing to take steps to avoid it, even if it means they may get slightly less revenue. My clanmates think the same as well. I was talking to a few of them before playing this weekend, and they were all for the update.

 

Answer 2: It is definitely different. I like the longer cool downs, especially for repair kit, but the fact you can press 234 and be incredibly strong for 30 seconds makes me uneasy. I think there should still be a time limit between pressing each supply if this route is taken to nerf supplies. I do like the time the supplies last (30 seconds), and the fact that drops are much more valuable. Taking drops is a strategy, and any update that makes strategy more important than brute force is a great thing. I was actually expecting something where DAs and DDs would only give a 25% boost and heal kits would not be as potent, but I think this solution does about the same thing.

 

Answer 3: I think supplies will be more accessible and widely used than before. Since they can't be used as often, a supply kit will last longer- giving tankers more bang for their buck. I do think there are better options to solve the OPness of supplies, but this system is 10x better than the current system. Now, a single heavy supply user cannot take over an 8v8 game all by him/herself. Games seem to be more even, and most importantly, more fun. I feel like this update aids a large majority of players- no matter how many irate druggers have been seen on the announcement post arguing with the same few arguments against this update.

 

 

 

Answer 1: My first impressions were very mixed, I couldn't decide whether I liked the change to cooldowns or not; although I did determine that I didn't like the 30 second active time, the old 40 seconds was perfect for gold boxes and wasn't too long or short in normal battle. Looking on the forum, most of the feedback was negative from players who hadn't even tried it.

 

Answer 2: As I played through the day I started liking the longer cooldowns. Everyone had the ability to use the exact same amount of drugs as each other which made gameplay purely depend on skill and equipment, much like drug free PRO battles.

 

I still struggle to see the 30 Second reduction justified, drugs cost 50 crystals each and spending 150 crystals for 30 seconds of full drugs doesn't seem worth it. Another problem I have is with gold boxes, activating your supplies as soon as you see the notification results in you having none active on the pileup, although this does add another dimension to think about in gold hunting making the players who time it correctly at the biggest advantage. Again, a repeating theme I see with this update; skill before drug.

 

Answer 3: There are many ways it would affect the game, high rankers would be worse-off not being able to use their 3000+ supply of drugs while low to mid-ranks would start focusing on buying better equipment rather than supply kits which is often the current case.

 

This 48hr experiment would partly alleviate the negative feedback if this system was fully implemented as players already have tried it and would know the effects.

 

Before it is implemented (if at all) I would like to see one change; the old cooldown system to be an option for PRO battles, this would reduce the toll on higher rankers who effectively have an unlimited supply of drugs which they should be allowed to use. I would also like to see the active time of drugs returned to 40 seconds or have them reduced in price by 10 -15 crystals.

 

 

I'd like to thank all the players who responded to my PMs, and for producing very detailed viewpoints on this topic. In addition to their opinions, here is a quote from the Developer, .

 

 

"I want to leave a few words on this system we are testing right now. First of all be sure that if there will be a decision to implement this system to the game there will be an option left to use old SCD system you are used to. You've might notice that recently we have changed pro-battle creation menu and we are adding new stuff time to time. We can do that thanks to the Play Button. We will do that in this case as well.

As for if this system will be or not be introduced to the game I'd say no in this state. It feels like there should be a version with both current and old system working simultaneously. Using 234 at once is fun, but it does take away certain feeling created by SCD system.

 While new settings does create battle environment that feels a bit more fair, it takes away too much. I believe there will be another test a few weeks forward when we collect and process all the data of current experiment."

 

 

Stayed tuned into the Vlog for potential future announcements regarding this subject! What do you think, should developers focus on adjusting the balance of supplies? Or should they focus on other areas on the game? Post your opinions below!

 

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Edited by Savage
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After the interesting discussion that has been going on for some time in the Announcement topic, we thought it would be a good idea to get players to express their opinions clearly on this interesting experiment. Have a read, there are some interesting viewpoints in there!

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I personally liked the supply changes. I still felt that the supplies themselves were still too strong, though. I think that this is a step to making supplies into what they were always meant to be-temporary changes to your tank's parameters that should be used in critical situations, as I have said before.

thanks for suggesting vik m2 bro

Edited by TTK_229
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  • Question 1: What was your first impression of the Supply Experiment?

I was pleasantly surprised that tanki wanted to conduct one, however it was a shock and I would have liked more warning

 

  • Question 2: After playtesting, how did you find it?

I HATED not having supplies when first entering the game: If you enter a game already in progress then other people have supplies and you alone have none. It basically meant that you WERE going to die instantly every time no matter what.

I found the cooldown too long, and the differing cooldown times ofr the different supplies didn't suit me at all.

I was completely shocked that after saying "drugging beats skill and we want to do something about it" that players had access to ALL drugs at the same time which is precisely what the current smart-cool-down system was implemented to prevent. It was a huge step backwards in that regard.

 

  • Question 3: How do you think it will affect the game if it is eventually introduced?

 

I think EVERYONE will be frustrated..  people not using supplies will find themselves completely helpless against a tank with double speed,double armour, double firepower all in one go..  and at the same time supply-users will not enjoy it. The current system may need adjustment, but at least there is a tactical element of choosing what supplies to use and when and to consider carefully how this affects your options vs other players. 

 

I personally think it would be better all round to simply make it that only one supply can be activated at any one time (not including pick-up supplies)

 

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a captain interviewed? HE IS FAMOUS?! LOOLLL NICE JOKE!

I only acquired some answers from him because he made a lot of posts on the Supply Experiment Announcement page. Plus he was active, and I needed responses fast :)

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You (TO) better remove bugs of the weapons - when VULCAN shots smoky directly in the Face it has no impact, ZERO, instead you must aim at the corners of the Hull of smoky, to damage it - it's absurd and annoying, you know. Just check it yourself. Bad bug which, I don't know, other weapons have vs. smoky or other turrets (non-smoky, non-vulcan). And system TO errors also FIX (crashes in the middle of the game). You need to debug a lot of things in TO not to balance and re-balance as you wish so many times without a quorum decision of the players (the core of the business). Make an objective Poll, team.

Edited by Liamesh

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a captain interviewed? HE IS FAMOUS?! LOOLLL NICE JOKE! All others were good, experienced tankers but a captain? LIKE REALLY?!!  :lol: 

 

You haven't met bobby?

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I thought it was a good idea to re-design the supplies.  Tanki has been an all supplies game for a while now, and those without supplies find it very difficult to compete.

The longer cooldowns and shorter supply time were definitly worth adjusting, to stop people being on supplies full time.  But the continuous cooldown didn't work so well.  If you were killed by a tank on supplies, s/he just killed you again on re-gen because you had no supplies.  On smaller maps, killed again, and again, and again.

 

I wonder if the Gods of supplies should consider that players can only use one supply from their garage at a time.  So, to get all supplies on, they must find 2 on the map they are playing.  On re-gen, only the supply you used is on continuous cooldown, so you can still compete.  Garage supplies will still give players 'the edge', but more focus is on skills, knowledge of maps and drop-zones, knowledge of what hulls and turrets you need to use which supply on etc.

 

Overall, I liked they way we were given an experiment to try,  unlike some of the other changes and re-balances.  Nice try tho, but not for me this time :ph34r:

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Savage please be more respect full to players views.. due to the fact not all will agree with this testing ... if you read all what was posted in  http://en.tankiforum.com/index.php?showtopic=350154 ... what has been said is and has been nothing new .. due to the fact players have said most of the same views over the years..

about your article it was good and keep them coming ...

 

now my point of view on all of what went down ..

 

so there will be cheats / druggers / hackers / sab  and others in every game out there .. is there any way to fix this .. not really due to the fact this is and is a Game... if you take a step  back and look at all games .. there are ways to cheat the systems.. for example a magician will never tell you his tricks on how he makes a person disappear .. but if you go on line to U-tube you will find the cheats on how he did it.. its the same with tanki.. there are cheats or hacker codes and so much other stuff out there.. and please do not use them cause you will have your accounts banned for good..  so for tanki will this ever get fixed ..not really cause its a game.. a game is a game..for every system out there , their are  tricks to get around it .. good luck  trying to stop them.. for druggers there is little that can be done on it now.. if tanki never gave us drugs this game would not have lasted this long due to the revenue brought in from the druggers help pay and make this game /s where it is today..to remove drugs even in the smallest amount wont do much changes.. like i proved in the past and even this weekend there is a way around what they planned on , and that was to get killed off once you spawned and then use only one drug from garage and one from drop and continue as long as u can doing this threw out the game ..there will be times with no drugs but over all you will be the one getting more kills then others..so yea there is ways around all systems .. good or bad ..

 

in theory how to prevent it best thing to do is get a pro pass and go to either private battles with friends or regular pro battles .. in order to battle in games that you enjoy playing .. this will reduce players from drugging in the battles u want to be in.. and this also works for druggers go to pro pass battles that are designed for just those battles and then less complaints will happen along the line.. for the ones who can't get passes .. help full hint is to go to battles with lower ranks and kills as many tanks as you can .. you will earn exp and also crystals , so in order for u to get those pro passes .. and once u do get one after a month using it .. it will end up paying for it self down the road..

 

good luck and enjoy your battles....

 

 

 

 

.

Edited by frozen_heart

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Savage please be more respect full to players views.. due to the fact not all will agree with this testing ... if you read all what was posted in  http://en.tankiforum.com/index.php?showtopic=350154 ... what has been said is and has been nothing new .. due to the fact players have said most of the same views over the years..

 

What did I do this time? :D

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Answer 1: I was quite surprised to see this. (no surprise there lol) I noted it to be a way to stop druggers from drugging so much and to me, it worked! For people who drugged a lot, were doing so much less. Druggers and buyers are a huge problem in Tanki to a LOT of other players, especially free players. If you know how, you can get a full M3 tank as low ranked as WO4! Would you believe it? Then to have those drug when you're still trying to obtain a full M1 combo?

Answer 2: I decided to be stupid and bought the 100 supply kit for 17,400 crystals and tested this out myself. Even when I tried to drug as much as I possibly could, I was still finding it hard to get much from my supplies. More tactical use was needed. Instead of going out in a fenzy without any activated supplies, trying to kill off the enemy team and pray I live to smash the "1" key, I did something different. At the beginning of each battle, I'd mult wait around until the cooldown ended. I'd use 4 for speed boost, 2 as I neared the enemy base and 3 on contact with the first enemy. This allowed me to get to the battle quicker, and using double armor when I get to their base, since I find ways to it without confrontations, it allows me more time to be more offensive when it come to that. Throwing on DD when meeting an enemy is just an initial instinct. While I would wait for the cooldowns I'd kill steal and serve as backup rather than main attacker.

Answer 3: I would love to see this in game! Druggers can't drug as much. When I drug, it's weird to just throw stuff on and go out there, so this makes it much more interesting and will teach players how to be more logical in supply usage. I hope to see this be implemented soon!

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Well, if you don't like it, don't read it.

 

I'm not forcing you to stay here :)

 

 

What did I do this time? :D

this is what i'm referring too..and not to worry like i said below is ...you can't please everyone with this and other things in this game...

 

not all was pleased with it and believe me , i also did not enjoy having my drugs limited to less in battle.. when i just paid $$ a few days ago for them .. so yea a buyer and drugger not amused ..like i also said in other posts , there is not really any way around it for pleasing others , not all can be happy at once .. just look at the sales if we even get 30% off ..some of us complain and then others are happy with little peanuts we get .. so how to fix this ??????  all i can say is get rid of pro passes and go back to regular battles which players can create and place non drugs or with drug battles again .. this way no one will complain ,even pro passes on there cost.. and yea you can get rid of pro passes do what they did when they got rid of multi player passes .. stop selling them in the garages and once there time is run down never sell them any more...

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1. I am stoked to know that Tanki is listening and trying to address the issue.  It's hard to play any battle past a 4 star general without constantly drugging or buying a pro-pass and hoping people will join your battle.

2. This is not the right solution, it addressed the power of the supplies but not in a way that made more exciting play.  The current system with some modifications to timers would be better than a total rework such as this.  I think the first thing to do is to actually go forward with the ranking system and give less rank for those kills where you had a speed, damage, or armor where the adversary you destroyed did not.  This would create a set of skewed data that you could analyze for skill vs drugs and make smaller adjustments.

3. I don't think it will help too much to make exciting game play.  As said by other posters, many will camp and attack or play hide and seek.  The current count down system does not encourage either too much so I would go with something closer to that.  Maybe make supplies more expensive could be a way to control supply and demand; a typical market way.

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You basically just told someone to F off with their opinion.

 

On a topic about peoples opinions for extra hypocrisy.

I'm friends with that player, good friends, and to be honest I would have liked some constructive criticism from friends, rather than a rant in caps. No one else had seen the need to attack the fact that I included a low ranker in my interview.

 

His opinion wasn't on the subject of the topic (the supply experiment).

 

I didn't tell him to "F" off at all. I politely told him that if he didn't like my work, he didn't have to read it. That was all, and I have no hard feelings against him. He hid his posts after we discussed it.

 

No need to get involved. Thanks!

Edited by Savage
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