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MASTER CHIEF14

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  1. No non è la stessa cosa...perché partirebbe un asta selvaggia al ribasso...oltretutto visto l incentivo che non ti devi sbattere a spostarti di casa o stare su ebay tra pacchi transazioni tassa ecc. Così come andare da gamestop Il mercato dell usato crescerebbe in modo esponenziale....è una cosa semplice eh...mi chiedo perché non arrivarci...
  2. Se lasciavano libero arvitrio sul prezzo collassa il mercato veramente suvvia
  3. Non si sta parlando di ultima generazione di console ne di durata....è la produzione e costo.dei titoli che sta facendo vacillre questo mercato...e sentirlo anche da ex svilupattori (crytek, liohenead e uno che ancora sviluppa su the order per ps3) non è rassicurante....anche perché è chiaro e sotto gli.occhi...ora si parla.che un gioco.dell.e3 sia costato 10 milioni.....è un mercato che si sta uccidendo da solo
  4. Comunque ragazzi vorrei fare un appunto....avendo avuto (anzi avendo ancora) l opportunità di parlare con sviluppatori e anche ex la.situazione console è tragica...il fatto che molte sh chiudano e che i prezzi dei giochi siano lievitati è preoccupante....per dire che alcuni hanno vuto mollare il mercato vg anni fa perché avevano intuito la direzione che hanno preso le console....addirittura sembra che questa sia l ultima generazione tradizionale ( e vedendo la piaga f2p e mercato dd) non hanno tutti i torti....
  5. Pe3 non c'entra niente la programmazione....sony solo.con ps3 ha cominciato a utilizzare i first party proprio perché le terze parti non davano più esclusive...(quanti titoli annunciati only ps3 poi passati multipiatta?? Persino assassin doveva esserlo)...ms doveva ancora crearli questo è il motivo....il cloud oramai è morto all 80% del.progetto...non ha sparato niente solamente ora che non c'è motivo di avere una console legata alla connessione grazie all check ecc. Non potrà utilizzarlo come si voleva perché la precedente idea si basava che ogni console venduta sarebbe stata connessa...oramai non vale più quindi col cloud o ci fai un gioco apposito solo online ( ma ahime non ce ne saranno molti esclusivi visti i rischi) oppure appunto li utilizzerai come server per i propri giochi e anche per far appoggiare giochi i terze parti...ma oramai il progetto cloud è fallito all 80%... Sul fattore supporto 360...ripeto ms non aveva team interni sony si...il mercato nel corso di questa gen. È cambiato...se prima potevi puntare sulle terze parti ora no o al massimo sborsi un bel po di dindi...ms l ha capito in corsa e ha cominciato in questi 2 anni a creare team su team (siamo a 21tra piccoli e grossi eh cosa che prima erano 5)...visto l inizio della nuova gen. Li sposti li non su 360...
  6. Scusami tanto eh però qua dimentichiamo i primi 2 anni di ps3 doge non c'era da strapparsi i capelli di certo...e anche il 2012 è stato un anmo non brillante....quindi non vedo perché ms sia negativo che 2 anni (l anno passato in quanto ha esclusive di peso ne aveva i più) non abbia titoli grossi e ps3 i primi 3 anni scialbi non li si conta... Oltre a questo stranamente nessuno ragiona sul fatto che ms rispetto a sony doveva creare team interni cosa che sony aveva già visto che all inizio era possibile puntare sulle terze parti....poi per come si sono evolute le cose nella gen. Attuale non è stato più possibile....alla.fine i team sono nati da poco e con la nuova gen. In programma si è dovuto swicciare su di essa...ora hanno abbastanza forza da lavoro e non sarà come è successo.ora.
  7. Comunque il p2p sono server e solo che li utilizza per.la.ricerca giocatori e cambio host:D Ognuno ha i propi pregi e difetti...bisogna vedere come si comporterà Ma io infatti sto lag non lo vedo...al massimo qualche volta il pomeriggio dopo le 3 su swat ma niente che duri al massimo 2 partite....eppure avevo una connessione di **** sino a un mesetto fa visto che adesso ho eliminato le prese a 3 spinotti che a causa dei condensatori perdono in mb e ping
  8. Anche io consiglio il non acquisto...l unica che si salva e monolith e skyline....il resto è fuffa e buttata in modalità dove non dovrebbero.stare...l ultimo dlc.si invece è acquisto obbligatorio...almeno le mappe Ti credo hanno puntato sul.cloud per la.storia del connesso quindi utilizzare 300000 server alla fine anche per i giochi non gli costava nulla...se non puntavano sul.cloud tranquillo.che stavamo ancora col.p2p
  9. Adesso non lamentiamoci dell season pass....lo dissero da prima che uscisse il gioco che l online pass dava accesso ai primi 3 pacchetti punto...non vedo perché lamentarsi di questo...pagato poi 10 euro manco 60...e chi ha prenotato la limited da multi ha pagato persino 52 euro...
  10. http://www.halouniverse.it/2013/07/halo-4-bullseye-map-pack-un-dlc-dedicato-ai-fan/
  11. Cioè parli di multimedialita che non ti frega niente e poi guardi l e3 e quella.che se ne e uscita con più giochi è ms...e non sono pochi....una conferenza dove ogni minuto presentavano giochi....mai visto in nessuna conferenza della storia...dietrofront continui...il popolo ha voluto.questo ciccia....ci sono gli scontentati come me che erano contenti delle feature (5%) e quelli che mo son felici (95%)....han fatto quello che avrebbe fatto chiunque al.loro posto...dietro front o no quelli che piangono adesso piangeranno in futuro perché il dd non si può fermare...
  12. Leggo in giro.che all rtx che si sta svolgendo stanno giocando.su the.pit ad halo 4 e non è fatto con forge...e sembra che ad agosto ci.sarà una nuova classe...visto su facebook non mi fa linkare perché uso l.apllicazione
  13. Ancora?? Destiny non e un mmo....si li ho giocati al 2 e inutile fare un confronto con un survival horror...me non E curato.per niente nel gameplay...togli la narrazione rimane un gioco mediocre E chiudo l ot
  14. Quoto anche se sinceramente non serve manco na laurea (senza offesa per te perché non rivolto a te) per capire l ovvio Piccolo OT http://www.dday.it/redazione/9935/Sony-il-player-4K-blindato-alla-follia.html Ed era microsoft la.brutta e cattiva pro dmr.e antiusato :|
  15. Multiplayer shopping visto che fanno loro.le.traduzioni
  16. È ufficialmente fake....se je sono usciti anche con odst 2 XD Following up on Halo Xbox One posted here http://pastebin.com/qW6LVdFx, I will speak briefly about ODST sequel on Xbox One. It's at least a year behind Halo Xbox One so there is only art and gameplay white papers going around right now. The artists and designers free from Halo Xbox One duties are brainstorming, and they really want to differentiate ODST as a franchise, meaning that there will be heavy art and gameplay differences between Halo and ODST. Art: ODSTs are redesigned to look more like lone-wolf special forces operatives. Players would be able to customize capes, helmets, visors, and face masks in both SP and MP. The world of ODST as a whole will be more grounded and gritty in comparison to the epic nature of Halo. Think Game of Thrones compared to LOTR as an example in a different genre. Tech: It will use a refined next generation Halo engine customized to fit the gameplay for ODST. Priority one is to maximize the sandbox space. Number of AI combatants are toned down, (you'll be only engaging a few squad of enemies at most), but AI intelligence is super charged. They want AI that is aware of the entire sandbox and isn't tied to a single scripted section of the map. Jury is still out on 30 fps or 60fps since 30 fps means the ability to have day-night cycles. Cloud: Cloud tech will be more ambitious than Halo Xbox One. Not much details here yet. Gameplay: The biggest difference is the concept of a persistent arsenal/inventory that the player can access at any time. This is a radical departure from the two weapon limit from the past. You still can only fast switch from two weapons at a time, but 343 want you to be have the flexibility of you planning an encounter to go the way you want. The weapons that can be placed into your arsenal are modifiable and upgradeable. So far examples are pistol, smg, shotgun, battle rifle, sniper rifle, and a new anti-vehicle weapon with rechargeable but infinite ammo. You can upgrade these with a variety of sights / scopes, grips, some with silencers etc. Equipments make their return and they are combination of consumables and infinite-use equipments. Players carry all types of equipments, but like weapons, only two is available for fast switching. Examples of equipments are shield (with overshield ability), jackal shield, repair tool, active cammo, stationary shield, auto turret, motion sensor, emp generator, etc. Like weapons they can be upgraded. Players have the ability to create more "charges" of consumable equipments in-game with the games new in-game resource (not yet named). Types of grenades have also expanded. Trip mines, emp grenades, and remote detonation charges are on the drawing table. Players can "make" more grenades at any time using the un-named in-game resource. Vehicles: The amount of vehicles will be reduced from Halo Xbox One. But each will be more fleshed out. All vehicles in a class will not be the same, there will be minor cosmetic and functional differences due to a permutation system. Drops: On some missions you'll be able to chose exactly the spot where you want to drop on the map. To summarize the single player experience, ODST will be more a slower game where the player will have to strategize each encounter instead of rushing in head on like a super soldier. You will not be able to fight an elite one on one even on normal! They really want the player to feel out-numbered and out-gunned in a hostile territory where only the scrappy, the resourceful, the stealthy and the adaptable can achieve mission success. Below is an example of a typical encounter in the game. You use your binoculars to scout your mission objective destination. There is a squad of covenant patrolling your objective, and they're immediately tagged by the battle interface. You decide that fighting this squad on head on is suicidal. You fortify your immediate defensible perimeter with trip mines, remote charges, auto turrets, using the resources you saved up to create more equipments when necessary. You equip the two weapons and equipments that you think will best suite you in the upcoming firefight. You take a shot at the distant enemy, alerting them of your general location. Half of the enemy squad heads in your direction to investigate. You wait behind crouched behind some bushes, ready to engage when they inevitably falls into the trap you've set... Co-op: Same mechanics as SP. Missions will alternate between objective based and survival based. Up to 16 players can drop-in and out of a missions. Players earn their weapons arsenal, upgrades and equipments inside a single game ala MOBAs. Instead of respawning, players drop into the mission map in drop pods. Skirmish: Traditional 8-16 player PVP. No perks, no arsenal/inventory. Select equipments are available for pickup on maps. Halo Reach loadout vs Halo 4 loadout vs no loadout is being debated. Battlefield: 32-64 players. It is what it sounds like. Classes differentiate based on weapon, equipment, grenade, and specialization availability. Players can drop into captured territories. Designers want the battles to be more low key but dirtier, stealthier, and grittier than in Halo's mode.
  17. Appunto narrativamente...e sinceramente in un gioco la narrazione è il penultimo dei miei problemi visto che io voglio gameplay cosa che mass effect è una manciata di pugni a palle....mi chiedo.anche perché fu nominato miglior gdr....un gameplay poco.curato tra ia inesistente bug e difficoltà assente e spezzato da 400000 dialoghi e filmati il tutto per narrare un gioco....sti ****.....oltre a questo destiny non è un mmo....puoi giocare tranquillamente in singol poi naturalmente puoi decidere di fare la cop oppure partecipare a eventi che trattano altri giocatori connessi perché hai un mondo persistente....ma puoi fare tranquillamente tutto in singol... Dipende quali....di reach e anche alcuni di halo 4 furono azzeccati...del primo.citato pure immagini
  18. E che male c'è potremmo esplorare tanti pianeti e stavolta c'è un hardware che permette qualcosa fi meglio del pianetucolo alla.mass.effect e ci lamentiamo per una astronave data al.chief?? :/ Se propio devo paragonare preferisco farlo con un vero gioco quale.destiny
  19. Nel campo fps tps è talmente abusato che non vedo chissà quale innovazione....forse un destiny....adesso comunque puntino un po tutti i generi sulla fisica e non solo sul.graficozzo Intanto su halo 5 ecco il.primo rumor di insider Pastebin Halo Xbox One "leak" - most probably fake but I wanted it to share... http://pastebin.com/qW6LVdFx At the moment 343i is in the prototype phase, but i will post the current state of Halo for Xbox One. Just a reminder that the game you will see probably wont feature everything you are reading here. Tech: 60 FPS has been confirmed at E3, now the team around Corinne is basically taking the Halo 4 Engine, "dumps" it on Xbox One Devkits and measures the perfomance and goes from there. The Xbox One hardware is really powerful, though as many have stated not as powerful as Sony's machine. Nevertheless the team does have the goal to create one of the best looking titles next year. People are seriously overstating the power difference and underestimate the potential of the eSRAM (yes, it was included for bandwidth reasons, but the low latency does increase efficiencs in real world perfomance, if the eSRAM is used in smart way. I basically got the same code, with some optimization with the eSRAM running only 20% worse on Xbox Oen than on a PS4-Devkit from January. Now what tech and graphical features will be implemented? Deferred Shading will finally be implemented, Halo 4 was really sparse on terms of dynamic lights, a drawback of havin to use a traditional forward renderer. G-Buffer will consist of 4 MRTs. The entire pipeline is HDR and linear space. Those Render Targets will probably be stored in the eSRAM or split between the two pools, depending on perfomance. Some form of SSAO will also be implemented, Halo 4 only had static and baked AO which looked great in pictures. PRTs will be used, current tests with eSRAM and the results are amazing. Thanks to 5GB of ram (soon 6GB ) the textures will look amazing and the models will have plenty detail. There are a few drawbacks with aiming for 60 FPS. First the game will not render in native 1080p. Current resoultion on display plane 2 is 1920x720 (1,3 Megapixel compared to 2 for 1080p), display plane 1 (HUD an weapon) will be native 1080p. You literally cant tell the difference. Cloud: Dedicated Server. First titel to showcase true power of cloud processing. Massive battles with 100s of AI (calculated by the cloud); massive worlds with dynamic weathher and global lighting (all done in cloud). And yes, this will need an alway online connection(you dont need a powerful connection, those data pakets are really small) Game: Campaign is planned to be 3-5 times longer than Halo 4. No more linear , going open world. Master Chief has gone rogue, has own ship and can visit different planets (6-8 planned). Each planet has several regions with main objectives and several side missions. ( Think of Wings of Liberty or Dawn of War 2 cmapaign) Core gameplay is still Halo (2 weapons, grenades, melee; "30 seconds of fun"; sevaral different enemies) but there are RPG elements added to it: character progression (mostly items like forerunner relicts you will find that make Master Chief stronger or will give him more ablities), not really loot, but you will have to acquire weapons first, before you can use them in more missions. Weapons are stored in the armory on the ship and chief can choose his loadout, which he will use on the mission start. He can still pickup and use the weapons he finds in the different missions.Loadout weapons are basically the same you have in Halo 4 Multiplayer (you cant start with a rocket launcher, but you can call in those "super weapons" on a mission like in Infinity Multiplayer; difference is this is a limited ability, at "low level" you can call one time, this can be upgraded over time) There will be more weapons in campaign than in Halo 4(and yes more "alien" weapons; not just human weapons with a different coat) Enemies: Elites (the same faction you fought in Halo 4), Grunts, Jackals, Hunter, Brutes, Drones Promethean (heavily redesigned, more types like Promethean Warlords) Humans (yep you will gith humans, but not UNSC, those are Insurrectionists) Vehicles: Biggest number of vehicles ever. Warthog (classic, rocket, gauss), Scorpion and yes the Grizzly will be in, Mammoth, upgraded Mantis, more Halo Wars vehicles like rhino, wolverine, cobra, hornets, falcons, vultures Chiefs ship can store a limited amount of vehicles (call in similar to weapons) Forerunner War Sphinx are in, very powerful enemy "vehicles" (and yep you will fight them) To put the gameplay in campaign into perspective: The team was running an encounter test in the Halo 4 engine with prototype models. This encounter featured several hundreds of Brutes with 2 Scarabs, 10 wraiths and several ghosts and banshees fightin against one Forerunner War Sphinx and some Prometheans. Now the player could engage in that battle or just simply watch them fight (Power of the Cloud: AI in short distance to chief is process on the box; rest in the cloud) and pick off the remaing forces. Well the current player chose to engange, took his Hornet and landed it on one of the Scarabs ( the AI is amazing, the Brutes had now to choose who to fight, most forces fought against the Prometheans, a few took on the fight with chief; it really looks and feels like every single AI makes smart and menaingfull decisions)) The Player killed of the crew on the Scarab and well, thise time he doenst destroy the Core, he gets behind the wheel of the Scarav All hell breaks loose, brute forces more and more engage the rogue Scarab, while the Prometheans dont really difference their enemies. And yep the Scarabs is destroyed withing seconds , thought the Player surived thanks to god-mode. Those are the kinds of encounter you will find in the final game. Multiplayer: Split between two categories. Halo Wararena ist basically Halo 2 reloaded. No loadouts, no armor abilites and perks. Player Count 8-16, game types are Slayer, CTF(yes classic Halo CTF ), King of the Hill, Assault, Oddball.... Static weapon spawns, more weapons on map which means more ammo, weapons wont respawn as quick as in Halo 4 The seconds multiplayer categorie is titles Halo Battlefield (not final name obviously). Those are basically really big teams battles like 32-64. Gameplay is more inline with Invasion from Halo Reach. Custom Loadouts, "armor abilites" (more like class abilites), Vehicles, Infinity like call ins Thats it for the moment. Just a small glimpse into what you will eventually play in November 2014.
  20. Da prendere con pinze: Pastebin Halo Xbox One "leak" - most probably fake but I wanted it to share... http://pastebin.com/qW6LVdFx At the moment 343i is in the prototype phase, but i will post the current state of Halo for Xbox One. Just a reminder that the game you will see probably wont feature everything you are reading here. Tech: 60 FPS has been confirmed at E3, now the team around Corinne is basically taking the Halo 4 Engine, "dumps" it on Xbox One Devkits and measures the perfomance and goes from there. The Xbox One hardware is really powerful, though as many have stated not as powerful as Sony's machine. Nevertheless the team does have the goal to create one of the best looking titles next year. People are seriously overstating the power difference and underestimate the potential of the eSRAM (yes, it was included for bandwidth reasons, but the low latency does increase efficiencs in real world perfomance, if the eSRAM is used in smart way. I basically got the same code, with some optimization with the eSRAM running only 20% worse on Xbox Oen than on a PS4-Devkit from January. Now what tech and graphical features will be implemented? Deferred Shading will finally be implemented, Halo 4 was really sparse on terms of dynamic lights, a drawback of havin to use a traditional forward renderer. G-Buffer will consist of 4 MRTs. The entire pipeline is HDR and linear space. Those Render Targets will probably be stored in the eSRAM or split between the two pools, depending on perfomance. Some form of SSAO will also be implemented, Halo 4 only had static and baked AO which looked great in pictures. PRTs will be used, current tests with eSRAM and the results are amazing. Thanks to 5GB of ram (soon 6GB ) the textures will look amazing and the models will have plenty detail. There are a few drawbacks with aiming for 60 FPS. First the game will not render in native 1080p. Current resoultion on display plane 2 is 1920x720 (1,3 Megapixel compared to 2 for 1080p), display plane 1 (HUD an weapon) will be native 1080p. You literally cant tell the difference. Cloud: Dedicated Server. First titel to showcase true power of cloud processing. Massive battles with 100s of AI (calculated by the cloud); massive worlds with dynamic weathher and global lighting (all done in cloud). And yes, this will need an alway online connection(you dont need a powerful connection, those data pakets are really small) Game: Campaign is planned to be 3-5 times longer than Halo 4. No more linear , going open world. Master Chief has gone rogue, has own ship and can visit different planets (6-8 planned). Each planet has several regions with main objectives and several side missions. ( Think of Wings of Liberty or Dawn of War 2 cmapaign) Core gameplay is still Halo (2 weapons, grenades, melee; "30 seconds of fun"; sevaral different enemies) but there are RPG elements added to it: character progression (mostly items like forerunner relicts you will find that make Master Chief stronger or will give him more ablities), not really loot, but you will have to acquire weapons first, before you can use them in more missions. Weapons are stored in the armory on the ship and chief can choose his loadout, which he will use on the mission start. He can still pickup and use the weapons he finds in the different missions.Loadout weapons are basically the same you have in Halo 4 Multiplayer (you cant start with a rocket launcher, but you can call in those "super weapons" on a mission like in Infinity Multiplayer; difference is this is a limited ability, at "low level" you can call one time, this can be upgraded over time) There will be more weapons in campaign than in Halo 4(and yes more "alien" weapons; not just human weapons with a different coat) Enemies: Elites (the same faction you fought in Halo 4), Grunts, Jackals, Hunter, Brutes, Drones Promethean (heavily redesigned, more types like Promethean Warlords) Humans (yep you will gith humans, but not UNSC, those are Insurrectionists) Vehicles: Biggest number of vehicles ever. Warthog (classic, rocket, gauss), Scorpion and yes the Grizzly will be in, Mammoth, upgraded Mantis, more Halo Wars vehicles like rhino, wolverine, cobra, hornets, falcons, vultures Chiefs ship can store a limited amount of vehicles (call in similar to weapons) Forerunner War Sphinx are in, very powerful enemy "vehicles" (and yep you will fight them) To put the gameplay in campaign into perspective: The team was running an encounter test in the Halo 4 engine with prototype models. This encounter featured several hundreds of Brutes with 2 Scarabs, 10 wraiths and several ghosts and banshees fightin against one Forerunner War Sphinx and some Prometheans. Now the player could engage in that battle or just simply watch them fight (Power of the Cloud: AI in short distance to chief is process on the box; rest in the cloud) and pick off the remaing forces. Well the current player chose to engange, took his Hornet and landed it on one of the Scarabs ( the AI is amazing, the Brutes had now to choose who to fight, most forces fought against the Prometheans, a few took on the fight with chief; it really looks and feels like every single AI makes smart and menaingfull decisions)) The Player killed of the crew on the Scarab and well, thise time he doenst destroy the Core, he gets behind the wheel of the Scarav All hell breaks loose, brute forces more and more engage the rogue Scarab, while the Prometheans dont really difference their enemies. And yep the Scarabs is destroyed withing seconds , thought the Player surived thanks to god-mode. Those are the kinds of encounter you will find in the final game. Multiplayer: Split between two categories. Halo Wararena ist basically Halo 2 reloaded. No loadouts, no armor abilites and perks. Player Count 8-16, game types are Slayer, CTF(yes classic Halo CTF ), King of the Hill, Assault, Oddball.... Static weapon spawns, more weapons on map which means more ammo, weapons wont respawn as quick as in Halo 4 The seconds multiplayer categorie is titles Halo Battlefield (not final name obviously). Those are basically really big teams battles like 32-64. Gameplay is more inline with Invasion from Halo Reach. Custom Loadouts, "armor abilites" (more like class abilites), Vehicles, Infinity like call ins Thats it for the moment. Just a small glimpse into what you will eventually play in November 2014.
  21. MASTER CHIEF14

    Destiny

    Fottuti bungie....riescono sempre a stupire T_T Mio come primo fps.per la nuova gen.
  22. A me pare un brink 2....e non e di bion auspico
  23. A me pare tutto come adesso....stesse idee stantie...non è l open world a essere chissà che svolta.....ma almeno uno.spiraglio di luce c'è stato...project spark vuol fare qualcosa di veramente nuovo....naturalmente aspetto il maestro sam lake con quantum brake
  24. I sistemi operativo sono.compatibile visto che amd ha dato 2 gpu dirext compatibili...solo che one è basata su windows 8 (e si sarà compatibile con le dirext 11.2) ps4 non è basato su windows ma su linux dove non ci sono ma appunto utilizza le opengl....oltre al fatto che le.dirext sono appunto librerie facenti parte dei sitemi ms...che poi ps4 possa emularli è un altro conto fatto sta che i devkit one montano windows 8.1 con le dirext 11.2 ps4 no perché nonostante l hardware sia compatibile non ha sistema operativo windows 8
  25. Guarda sta inferiorità hardware è basata sui leak (perché la componentistica.intera non si conosce per niente) e oltretutto.si.sbandierano 8gb gdrr5 senza conoscere i contro e senza sapere l effettiva efficienza del esram da 32mb...poi si.parla.di gpu inferiore one...oltre a questo su one avremo però le.dirext 11.1 che fanno.miracoli cosa che non sarà possibile su ps4 perché non è basata su windows ma su openlg...quindi vedremo....anche all.e3 2005 sony sbandiero grafici e potenza del 30% in più poi si è vista come andata...quindi per ora ti.direi.tranquillo magari si vedranno leggere differenze nei multipiatta...niente da strapparsi i.capelli...ma come hai potuto notare all'e3 la roba graficamente potente l han presentata su one...anzi mi meraviglia che non siano riusciti a.portarw killzone a 60fr quando praticamente tutti gli fps persino halo lo sono e lo.saranno..
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