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Why emphasis on iconic look of party?


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#651
alex90c

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Sylvius the Mad wrote...

alex90c wrote...

what is fighting like a Spartan exactly? I mean if we refer to the historical Spartans then no we didn't since we didn't gear ourselves with bulky shields, spears and close ranks in to a phalanx

I think it would be pretty cool if the combat system rewarded us for keeping to a strict formation.


Maybe a defense bonus for having 2+ companions engaged in combat within a certain vicinity of each other to kind of represent working together?

Perhaps the bonus increases the more companions you have within that vicinity, so:

2 = 6%+
3 = 10%+
4 = 14%+

(not cumulative)

#652
Guest_Puddi III_*

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If I didn't know any better, I'd say they already implemented that exact ability in the game, called Battle Synergy.

#653
ipgd

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Sylvius the Mad wrote...

It's a toy.  I can stage scenes and design clothing and it's just generally fun.

It certainly doesn't produce anything I would call art.

Some people would say lawn gnomes are just cute and decorative, but everyone knows they are hell spawn and a blight upon humanity.

Poser models are, like, 3D lawn gnomes. They must be eradicated from existence.


ishmaeltheforsaken wrote...

Cain was the token Gay in Space. Gaeta was the token Whiny Little B*tch. I liked him until he, you know, turned into a Whiny Little B*tch.

Dude, I'm an Anderps fan. That's a selling point for me.

(Besides, Baltar is totally BSG's real token Whiny Little ****.)

Modifié par ipgd, 08 septembre 2011 - 10:30 .


#654
mesmerizedish

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alex90c wrote...

Sylvius the Mad wrote...

alex90c wrote...

what is fighting like a Spartan exactly? I mean if we refer to the historical Spartans then no we didn't since we didn't gear ourselves with bulky shields, spears and close ranks in to a phalanx

I think it would be pretty cool if the combat system rewarded us for keeping to a strict formation.


Maybe a defense bonus for having 2+ companions engaged in combat within a certain vicinity of each other to kind of represent working together?

Perhaps the bonus increases the more companions you have within that vicinity, so:

2 = 6%+
3 = 10%+
4 = 14%+

(not cumulative)




DAII already has a skill for that :whistle:




[EDIT] NINJAD BY A GODDAMN FRAKKING FLAN.

Modifié par ishmaeltheforsaken, 08 septembre 2011 - 10:30 .


#655
Tommy6860

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KnightofPhoenix wrote...

alex90c wrote...

I find that "they can dress themselves" argument BS. Hell, why don't we just go all the way with the Mass Effect-isation and make it impossible to even control our companions during quests?


Honestly, I wouldn't mind, personally. It's not going to happen though.

I would vastly prefer it if party members are not always available and are restrcited depending on choice / beliefs  or quests. And that romances are very restrictive. In essence, i support all measures that give companions more independence and them acting on that independence, if it's implemented properly.


I can agree with this. I think one way to make that realistic, is to make the companions, in appropriate convo settings, act like they are VI, when attemtping to change their appearances or stats as the game plays in the situation at hand. I don't know how restrictive you would want the romance (romance is a must for me in RPGs), but I think more restrictive than Origins and DA2 would be fine (they were to easy and too loose, IMO), but not to the point where it is too difficult to achieve a romantic element with a companion.

#656
Mr.House

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Tommy6860 wrote...

Monica21 wrote...

Tommy6860 wrote...
No, it breaks immersion when the enemies are in battle gears (you know, armors and the like), while they can take hits, Isa does the same thing, but almost in her skivvies. See what I mean?

Everything about RPG combat is immersion-breaking. There's nothing realistic about being captured in a dragon's maw, shaken, tossed back to the ground, and then being able to get back up and fight again. (And that was an example from Origins.) Isabela's ability to fight in her pirate gear is the really the least of any issues I have with combat.

Not to mention that Isabela is a grown up with her own housing arrangements and can dress herself. I don't think she'd take too kindly to me dictating what she wears.


But since it is me playing the game and I choose my companions and their abilties as they level up, why shouldn't I be able to add other gear for them to wear. Your example could applied to any game of lore, but we use suspension of disbelief to play through it. Not having armor on while getting chewed up by a dragon, makes that effort of SoD jarring.

But anyway, I never heard Isa tell me not to apply that increase to one of her abilities, when she wanted another as well.:P

Yet you can suspend your imersion in DAO when werewolfs pounce on you and rip you to shreads, the example Monica gived, a orge grabing you and punching you like five times, a spider trying to eat you ect?

#657
alex90c

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Filament wrote...

If I didn't know any better, I'd say they already implemented that exact ability in the game, called Battle Synergy.


Wow, I just checked on the wiki and it does exactly what I said :lol:

oops :blush:

#658
Sylvius the Mad

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MerinTB wrote...

No, no, no one is better off for me entering pedantic mode and whipping out Google to do some research.  No one wants me going there, least of all me. :(

From what I know of you, I very much want that.

Lucky for me Bethesda is finally starting to get to the point that I am not just mildly interested in using their games as character creators but actually as full-fledged games, and Obsidian is finally making non-BioWare sequel games.  So I've got a couple places to look to, hopefully, for more of what I want.

Both Bethesda and Obsidian have been developing a lot of action combat in recent years.

I don't like action combat.

#659
FieryDove

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Stanley Woo wrote...

That's pretty ironic, since we worked our tails off and kept simplifying and simplifying the KotOR turret minigame (streamlining, dumbing down, Melvin, whatever, I've about given up trying to define words) until you could complete it without even trying, simply because one of these minigames was on the crit path. We were able to complete it every time by simply hitting the fire button and not aiming. We got people who had trouble with the minigame to complete it every time. We literally got an 8-year-old girl  to complete the minigame every single time without any problem. we made it as foolproof as we could and as simple as we could without implementing a "WIN THIS GAME" button. And yet, we still were raked over the coals for making that minigame "impossible to beat"!

Good thing there's an easy way to gauge difficulty and find that balance between complexity and difficulty for everyone, eh? :P


Ok first off...three required turret/fighter mini-games in kotor. 3! Plus if you planet hopped a lot (which I did) many random ones. UGH

Next many people have slow reflexes, or other physical issues. I don't so much as my computer did at the time. It was odd, it ran the game at max but the turret was more than sluggish it was near unresponsive and these tiny dots of fighters flew by too quickly for me to aim/shoot. Its not like I didn't try many, many times. Also when I failed trying to get off *starter planet* I had to sit through all those blasted cutscenes every time! Why can't I assign the uber Canderous to do it? Why me! Why? Why? Why! Argh

PS: A toggle mini-game off would work in all past/present/future games. Image IPB

Modifié par FieryDove, 08 septembre 2011 - 10:38 .


#660
Sylvius the Mad

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Stanley Woo wrote...

That's pretty ironic, since we worked our tails off and kept simplifying and simplifying the KotOR turret minigame (streamlining, dumbing down, Melvin, whatever, I've about given up trying to define words) until you could complete it without even trying, simply because one of these minigames was on the crit path. We were able to complete it every time by simply hitting the fire button and not aiming. We got people who had trouble with the minigame to complete it every time. We literally got an 8-year-old girl  to complete the minigame every single time without any problem. we made it as foolproof as we could and as simple as we could without implementing a "WIN THIS GAME" button. And yet, we still were raked over the coals for making that minigame "impossible to beat"!

I think you should implement a SKIP content button for basically everything.  You can already skip dialogue.  In an interview in 2007, Jennifer Hepler suggested that you might someday allow us to skip combat, as well.

There's no reason to force a player to play through a part of the game they dislike.

#661
MerinTB

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Sylvius the Mad wrote...

MerinTB wrote...
Lucky for me Bethesda is finally starting to get to the point that I am not just mildly interested in using their games as character creators but actually as full-fledged games, and Obsidian is finally making non-BioWare sequel games.  So I've got a couple places to look to, hopefully, for more of what I want.

Both Bethesda and Obsidian have been developing a lot of action combat in recent years.

I don't like action combat.


Not the biggest fan of reaction-timed actiony combat, either, but some of my "sacred cows" have had to be "put out to pasture" long ago (*coughcough6partymemberscoughcough*) so I put up with certain things if I still get certain other things...

VATS, for me, helps a great deal in the Fallout games.  Not ideal, but helps.  Sneaking and non-lethal take-downs, plus almost being able to avoid all combat and side with almost every group in the game if you really want to, helps Alpha Protocol overcome exactly the kind of Splinter Cell / Modern Warfare setting/combat I don't want as well.

It's not ideal, but character control in AP or Fallout is enough of a balancing factor.  But that's just me, I know there are people who'll mock the idea that AP even gives any character control.

#662
billy the squid

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hoorayforicecream wrote...

billy the squid wrote...

CoS Sarah Jinstar wrote...

Atakuma wrote...

Maconbar wrote...

What in your mind made TW/TW2 so complex or for the matter, DA:O? None of the games that you are mentioning seem to have the characteristic of complexity.

To Her Complexity=Not made by Bioware.


I dunno the alchemy system alone is pretty deep imo. But YMMV obviously, and that combat isn't just frantic, that I can time attacks and have to use appopriate weapons for what I'm facing. TW2 gives the player options. Options that DA2 couldn't even begin to.


The story is actually compelling and complex, the characters have more depth, the decisions have actual consequences, it retains enough realism to make players think before they act regarding combat. There is no
A vs B among other things.


But the original quote was about things like THAC0 and whether Stinking Cloud affects your Acrobatics skill roll. The Witcher 2 essentially streamlines all of this stuff out in favor of a much more action-RPG oriented combat system. These were given as examples of needless complexity that were removed, and Jinstar was responding to this using the Witcher 2 as an example of a complex game. The funny thing is that I find many gameplay aspects of the Witcher 2 to be much simpler than DAO or DA2 (heck, even accuracy isn't taken into account by the Witcher 2, Geralt just hits whatever he swings at if it's in range), but Jinstar decided to use it as a counterexample.

If anything, the Witcher 2's combat is exceedingly simple. 99% of the battles in the game on any difficulty can be won with this very simple 5-step algorithm:

1. Light attack
2. Light attack
3. Roll away
4. Reapply shield if need be
5. Go to 1.


I don't always have the inclination to skip back several pages to find the entire quote.

Yet, I don't often try to compare the mechanics of TW2 and DA2, different games styles, which is why I brought up those aspects which can be compared somewhat more effectively.

My criticism of DA2's combat mechanics has never been from a stand point of TW2, as TW2 is entirely focused on timing and distance judging. DA2 just doesn't focus on it. Yet, light attacks on heavy armour don't tend to work so well, generally better to mix. There is also the option of multiple other powers which are easily as effective when used correctly, parry, bombs, throwing knives, potions, oils which only affect certain creatures.

Certainly the shield at lower difficulty I found overpowered, but on other difficulties it is very useful, even if it has been significantly toned down in the patches. TW2 although one of my favorite games has room for improvement in the combat area.

DA2, suffice to say I got bored quickly with the repeated random encounters, particularly as I really didn't care what was going on. It felt more like going through the motions, much of the combat revolved around me repeatedly pressing a button or watching Hawke wade into the middle of another group of enemies and hack away, I found little need for timing, whilst the abilities and cross class combos seemed to be way to cause damage, rather than tactical benefit. Where as strategic placement went out the window with parachuting enemies.

And yet the combat itself simply became frustrating due to the ungodly HP inflation on hard and nightmare rather than because one was daft and got surrounded, which happens in TW2.

But, as I said I prefer not to compare TW2 and DA2 on terms of combat mechanics because at least some of those points are due to design, something the developers wanted, rather than it being a mistake.

Edit:
And as KoP stated DA2 could be summed up in exactly the same way as you did with TW2, which is why I prefer not to oversimplify and compare 2 divergent combat mechanic designs.

Modifié par billy the squid, 08 septembre 2011 - 10:50 .


#663
DamnThoseDisplayNames

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Most of the minigames are't bad for what they are, they are bad because developers have a weird complex about putting them more than once in the game, or say putting them at least MINIMUM three times.
The worst example from one of the recent games would be American Alice 2.

There is a gem puzzle in it stupid as ****, and guess what, you must solve it to beat the game three times.
There is a level where Alice turns into 2D figure and you play her in a scroller-like game, and guess what, you must do it three times.
There is a chess game which.. uuuuuh.

Modifié par DamnThoseDisplayNames, 08 septembre 2011 - 10:49 .


#664
MerinTB

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Sylvius the Mad wrote...

Stanley Woo wrote...

That's pretty ironic, since we worked our tails off and kept simplifying and simplifying the KotOR turret minigame (streamlining, dumbing down, Melvin, whatever, I've about given up trying to define words) until you could complete it without even trying, simply because one of these minigames was on the crit path. We were able to complete it every time by simply hitting the fire button and not aiming. We got people who had trouble with the minigame to complete it every time. We literally got an 8-year-old girl  to complete the minigame every single time without any problem. we made it as foolproof as we could and as simple as we could without implementing a "WIN THIS GAME" button. And yet, we still were raked over the coals for making that minigame "impossible to beat"!

I think you should implement a SKIP content button for basically everything.  You can already skip dialogue.  In an interview in 2007, Jennifer Hepler suggested that you might someday allow us to skip combat, as well.

There's no reason to force a player to play through a part of the game they dislike.


L.A. Noire kinda has this already, too.  It made me recommend the game to my father-in-law, who loves old adventure games and still gets stuff like TellTale stuff or Simon the Sorcerer, as I think he'd like the clue finding and interrogations but would HATE the driving and shooting (so, like I did after a certain point, just purposefully run the car into a wall 3 times and skip the chase.)

And you know, at around 8 I could play Centipede or Ms. Pac-Man quite well but my sister, let alone my parents, couldn't even use the joystick with some practice trying.  So, yeah, 8 year olds are quite good at reaction-timed games.

My 12 year-old nephew could beat the pants off me at any FPS game while holding his controller upside down.  I'm not proud of that, but there it was.  And I had been playing those kind of games (or trying to, at least) since before he was born...)

Modifié par MerinTB, 08 septembre 2011 - 10:46 .


#665
Tommy6860

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Monica21 wrote...

tmp7704 wrote...
(it's no different than referring to people who want to choose the looks of their companions as "people who want to
play dress up")

"Grrr" at editing while I'm responding. :P

I don't really care if people want to choose what their companions wear. I just really don't think it's A Big Deal. I want other things. I want a better story, I want non-ninja combat moves, and I want choice and consequence. I don't care what Isabela wears when she fights. Frankly, what my DA3 companions are wearing is the least of my concerns about the game.


I can agree with this, but not being able to change armors on companions, while DA2 lacked what you would want above, just made it worse for me. But yes, if I could have what you lsited, I would give those up in a heartbeat.

#666
ipgd

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Sylvius the Mad wrote...

I think you should implement a SKIP content button for basically everything.  You can already skip dialogue.  In an interview in 2007, Jennifer Hepler suggested that you might someday allow us to skip combat, as well.

And before everyone gets their panties in a knot over this, she didn't suggest Bioware was ever going to put in a combat skip option. She was talking about how she is not personally a fan of game combat.

Though they do basically already have this. lolrunscript killallhostiles

#667
billy the squid

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MerinTB wrote...

Sylvius the Mad wrote...

Stanley Woo wrote...

That's pretty ironic, since we worked our tails off and kept simplifying and simplifying the KotOR turret minigame (streamlining, dumbing down, Melvin, whatever, I've about given up trying to define words) until you could complete it without even trying, simply because one of these minigames was on the crit path. We were able to complete it every time by simply hitting the fire button and not aiming. We got people who had trouble with the minigame to complete it every time. We literally got an 8-year-old girl  to complete the minigame every single time without any problem. we made it as foolproof as we could and as simple as we could without implementing a "WIN THIS GAME" button. And yet, we still were raked over the coals for making that minigame "impossible to beat"!

I think you should implement a SKIP content button for basically everything.  You can already skip dialogue.  In an interview in 2007, Jennifer Hepler suggested that you might someday allow us to skip combat, as well.

There's no reason to force a player to play through a part of the game they dislike.


.....

My 12 year-old nephew could beat the pants off me at any FPS game while holding his controller upside down.  I'm not proud of that, but there it was.  And I had been playing those kind of games (or trying to, at least) since before he was born...)


Its natural. My brother is 14, there is quite big age gap so on the off chance I have some time on my hands , he sometimes ask if I want to play CoD or FIFA and inevitably beats the hell out of me. Me playing sports games is like watching a train wreck, only more horrific.

#668
Mr.House

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ipgd wrote...

Sylvius the Mad wrote...

I think you should implement a SKIP content button for basically everything.  You can already skip dialogue.  In an interview in 2007, Jennifer Hepler suggested that you might someday allow us to skip combat, as well.

And before everyone gets their panties in a knot over this, she didn't suggest Bioware was ever going to put in a combat skip option. She was talking about how she is not personally a fan of game combat.

Though they do basically already have this. lolrunscript killallhostiles

Best command ever.

#669
Sylvius the Mad

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MerinTB wrote...

Not the biggest fan of reaction-timed actiony combat, either, but some of my "sacred cows" have had to be "put out to pasture" long ago (*coughcough6partymemberscoughcough*) so I put up with certain things if I still get certain other things...

VATS, for me, helps a great deal in the Fallout games.  Not ideal, but helps.

Action combat is a complete deal-breaker for me, though VATS worked well enough in FO3 to allow the game to approximate a turn system.

New Vegas took that away.  I had to mod New Vegas to provide instantly regenerating Action Points.

Sneaking and non-lethal take-downs, plus almost being able to avoid all combat and side with almost every group in the game if you really want to, helps Alpha Protocol overcome exactly the kind of Splinter Cell / Modern Warfare setting/combat I don't want as well.

Alpha Protocol's dialogue system is dreadful.  I can't see how I can possibly roleplay without full text dialogue options (or an unvoiced PC - one of those things is necessary).

#670
Xewaka

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Stanley Woo wrote...
The modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage, but because it looks friggin' BOSS when it explodes on the Mayonnaise Elemental's face!

I don't know if to be amused at your disconnection or offended by your condescension and patronizing. I'll choose the former, it leaves us both better.

#671
Satyricon331

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Tommy6860 wrote...

Monica21 wrote...

tmp7704 wrote...
(it's no different than referring to people who want to choose the looks of their companions as "people who want to play dress up")

"Grrr" at editing while I'm responding. :P

I don't really care if people want to choose what their companions wear. I just really don't think it's A Big Deal. I want other things. I want a better story, I want non-ninja combat moves, and I want choice and consequence. I don't care what Isabela wears when she fights. Frankly, what my DA3 companions are wearing is the least of my concerns about the game.


I can agree with this, but not being able to change armors on companions, while DA2 lacked what you would want above, just made it worse for me. But yes, if I could have what you lsited, I would give those up in a heartbeat.


Yeah, I agree with you two.  It's not too big a deal to me; I have a preference but it isn't a strong one.  It really just changes my view of how the characters have organized the party - centralized coordination by the Warden, vs. get-togethers of independent friends.  Hopefully whatever Bioware does on this issue will fit the party dynamic the rest of DA3 portrays.  

#672
Davillo

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Same look for companions with a couple costumes each ok I can take it it might be good. But If I will not be able to switch instantly ffrom dual daggers to a bow or if there are weapon restrictions like in DA2 where you rogues was forced to fight with tiny daggers or a warrior who could not equip a bow or dual wield I will not buy the game I will just torrent it and qq about how bad it is.

#673
MerinTB

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Sylvius the Mad wrote...
Alpha Protocol's dialogue system is dreadful.  I can't see how I can possibly roleplay without full text dialogue options (or an unvoiced PC - one of those things is necessary).


Here's the thing about that for me -

it's not a paraphrase, it's an intent.  I get to choose an intent with no illusion of choosing the wording.

I'd RATHER have a list of actual responses.  Give me a choice, I pick a numbered lists.

If I have to have a wheel and won't be given exactly what the character will say, give me intent only.  I, personally, am rarely disappointed with intent.  I'm very often disappointed with paraphrase, it's too in-the-middle-but-satisfying-no-one for me.

It doesn't work for you, and I can appreciate that.  But I take the game for what it is - short of "no-story" Bethesda games, AP has some of the most freedom I've seen in a game with a story in a long time.  And that includes how you interact with people.

#674
Squeeze the Fish

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Maybe this has already been said, sorry if that's the case.

I didn't mind so much the "forced" NPC costumes...but with DAII having such a long timeline, I would have liked to have seen some greater variety in armor between acts to freshen things up, to help me feel like the characters aren't in the same place they were 3 years ago. (Aveline changing from her civilan clothes to the guard captain armor was a good example of this.)

So that I wouldn't find myself thinking,

"Hello, Anders. I see after six years you're still wearing that ugly coat. I'm surprised it lasted this long."

Now, personal feelings of Anders wardrobe aside (and I understand he wasn't just rolling in cash), I obviously have no idea how feasable this is, how much time/resources would have to be dedicated for this...but it's a thought anyway.

#675
hoorayforicecream

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billy the squid wrote...

I don't always have the inclination to skip back several pages to find the entire quote.


Then you'll often be talking about the wrong topic when interjecting. Not saying you aren't allowed to do that, but it's like when people are talking about what flavor of ice cream they like and you only hear the 'flavor' bit, hop in and say "I like orange juice". You might like orange juice, but it won't exactly be relevant to the conversation at hand.

Edit:
And as KoP stated DA2 could be summed up in exactly the same way as you did with TW2, which is why I prefer not to oversimplify and compare 2 divergent combat mechanic designs.


The difference is that KoP's example oversimplifies, while mine does not. In his, you still have to actually consider gathering up the enemies, take friendly fire into account, think about WHICH abilities to use, etc. Then there's also the elemental weaknesses and immunities to take into account, which, on Nightmare difficulty, will affect your choice of AoE attacks and such. This sort of higher-level tactical thinking does not exist in any difficulty level of TW2.

In mine, they are literally button presses in an algorithm that can be used to win 99% of the fights in the game. The only fight that I can think of where this algorithm does NOT result in victory is against the armored ghost boss in Act 2, where you need to vary it to HEAVY attack, roll away, shield, repeat, because Geralt doesn't have the time to swing twice before the boss hits Geralt.

Modifié par hoorayforicecream, 08 septembre 2011 - 11:05 .