"Get on-board!" Shut up!
This message drives me crazy whenever I'm doing a challenge. I bailed, OBVIOUSLY I have to get back on my board. We don't need this message AT ALL, especially not after EVERY BAIL, and we certainly don't need it to linger for 10 freaking seconds while doing our next attempt. Annoys me so much, I had to make this post.Tix Change = NO NO NO NOOOOOO
Edit - At least make the Tix converted to a 1-1 for SVB, so the next seasom we can re-buy our tix back with the tix we grinded. Or, or just don't do this change at all. I am gonna make this abundantly clear and slightly short n' simple. I am gonna try to be calm and respectful. This change, should NOT go through. I have done every Tix challenge since release, and even gathered randoms and a friend EVERY WEEK for the OTL challenges the devs so strongly incentivised to be done with others, because they HATE solo players. I have OVERGRINDED the amount of Tix and even purchased some Tix prior to finishing the skate.pass, because of the PRIOR changes mentioned about TIX NOT FULLY being carried over season to season. Now... With the new changes announced, now I find out I WASTED ALL MY TIME AND SOME MONEY ON TIX THAT WON'T AT ALL BE CARRIED OVER?! WHAT?! WHY?! Who and What is making these decisions man? I LOVE this game and have TRIED my BEST to get people into it, because I LOVE skateboarding and I love skate. These changes man... As if the SVB greed wasn't enough, now we have 0 incentive to play anymore because Tix will go to waste. Please.. DO NOT go through with this change. I also still haven't gotten my 600 Tix refunded from the bug from the start of Season 2... in the photos attached to this forum post is my CURRENT Tix and such for proof. I am gonna be absolutely LIVID beyond belief if they all are going to waste. as a side note, YES I have also gotten ALL DIY and all boxes opened too. I only grind the Tix challenges because I have reached MAX everywhere else and got bored of grinding ripchips everyday. I login, do the dailies; get the free stuff from the store until tomorrow's challenges refresh, and then the weeklies an then monthlies reset. Rinse and Repeat.. Do ya'll devs hate us consistent players???1.8KViews25likes63CommentsMy top frustrations/complaints/suggestions for skate.
idk if any dev is actually going to bother reading all this, but if so then thanks and sorry for it being so much. I tried to order each list from most to least important for each category (in my opinion, of course) (EDIT: Added categories and moved everything I listed later in the comments up to Dec. 11th into the OP instead) (EDIT 2 Electric Boogaloo: I've been crossing out all of the ones that have been fixed/added/adjusted/etc. Thanks for already addressing a lot of these!) I'm going to first start with my #1 complaint that I didn't know which category to put it under, so instead I'll just leave it under no category at the top: The game is online-only and there's no way to play offline or preferably host a P2P/LAN server. I don't like spending money on online-only games knowing that inevitably one day they'll be shut down. Please plan for the future and make sure all the work you guys have put into this game will be preserved. Visuals: Because the game uses Lumen lighting, a lot of the dynamic lighting is very splotchy and looks poor. Even more annoying is the ghosting around any moving object/character when Lumen lighting is behind said object/character. A great example of this is if you go to the stage in Hedgemont where all the TV screens are and run around against those screens, you'll immediately see major ghosting all around your character. It'd be a nice detail if the bottom of our skateboards got scratched up when used enough, like in other games such as Session. I think even a few of the THPS' had this. Also include an option to reset the board damage, or disable the feature entirely since I'm sure some people out there will complain otherwise. I'd like to see more of the lighter bail animations where you don't completely fall to the ground but instead stumble off your board and barely regain composure. There were a lot of really good ones in skate 3, while so far I think there's only two or maybe three in the new game? Audio/Music Player: Disabling the "Vee's comments" audio setting doesn't affect her repetitive dialogue at the start/end of every challenge. Please Vee, I know what a "pig challenge" is already! The only current workaround is to turn VO volume all the way to zero, but then I can't hear my own character, nor Shingo, Slappy, and Lizzy, who I like the voices of. Please let us disable how the music player automatically starts playing a song every time you begin a challenge. I like the in-world music, I don't want to get blasted by a song for 45 seconds until the challenge ends and it cuts off. Currently I have to open up the music player and pause it every time I start a challenge, which sucks. I'd like a way to block/dislike songs so they stop playing in the open world and during challenges. Alternatively only play songs that I've favorited. There are certain songs I hate hearing so much, please! Could we get a "skip" button on the music player to skip forward to the next song? Edit: Thanks for adding this! Settings: There's no gameplay assist setting to disable/tone down the vert magnitization. I'll often be trying to grind a rail or just ollie over something but instead magnetize to some far away ramp and my whole character goes sideways. The "low camera" setting isn't quite accurate to the original skate's low camera view. I want it to be a bit lower and closer to the board. Please either replicate that camera view from the original, or just let me manually adjust the camera position and angle in settings? Please add DLAA. This would also help with the Lumen ghosting issue I mentioned under Visuals. Please add a graphic setting to disable the chromatic aberration effect. UI: The map could really use some icon filters so we can hide/view specific mission types, or hide them all so we can just see fast travel locations and other players. I'd also like if fast travel icons were visible when zoomed out further. Please let me hide the "2/4 players in party" HUD element that's always on the right side of my screen. It's very unnecessary imo, why would I need to constantly see that? It's one of the only HUD elements I currently can't remove, and I want as little HUD as possible in skate. When a party member is in the pause menu or using the replay feature their little triangle icon above them should change to either a paused icon or camcorder to represent either of those, that way you know they're busy and don't try to start a challenge while they're in there (which annoyingly just starts it by yourself). Edit: Thanks for adding this! I can understand why the social menu was moved to its own tab with the S2 update, but it feels weird that its the only tab that uses RT/LT to navigate. I think the social menu being under the main home menu tab previously was perfectly fine, and easier to access. Object Dropper: The object dropper only allowing a measly FIVE objects is so limiting, you can't do much with that. Please increase it quite a bit so we can create cool stuff! Please let us save the objects we've placed so they load back into the map the next time we launch the game. This would be so cool with a drastically increased limit as well. I'd love to build cool skate spots and shortcuts all over the whole map. Before Season 2 we could remove objects holding others up and it'd let them float. This was necessary for some builds because of the limit of only 5 objects. After the S2 update if you delete the object that's holding something up, the entire thing just disappears instantly with no way to revert. Please either let objects float once more, or, better yet, just increase the object dropper limit! Then I can afford to leave objects holding others up for "structural support." Controls/Tricks: Bailing is so finicky in this game, it feels like the detection for it is a bit broken. I very often get thrown off a grind for seemingly no reason. Edit: This is much less of an issue now, pretty rare for me to just randomly bail off a grind when I shouldn't have. Bring back grind grabs (grabbing the board while in a grind). Similarly, bring back the ability to grab the board while powersliding! Currently 360 hardflips and inward flips are the only ones we can't hold. Are those planned to be added in the future? Does the setting to enable sideways ollies not currently work? My friend and I can't figure out how you're supposed to do them once you've enabled it. I expected them to work the same way directional pops do in Session. Edit: I've figured out how they work, it's just very subtle unless you're sitting still when you do one. https://youtu.be/tHfiU9-P8A8 Map/World: Add some interiors! The lack of any indoor locations (except the S2 tunnel) is disappointing. For example, I'd absolutely love if there was an indoor mall to skate around. I hope suburban areas are planned for a future map expansion. Those have always been my favorite areas in the series, the first game especially had a phenomenal suburban area with plenty of nice spots to find all around the neighborhoods and alleyways. Missions: When doing a line challenge if you complete an attempt but only finish half of the goals it'll cross them out even though you need to do the whole thing in one attempt. After it crosses a goal out you can no longer tell your current progress on that goal in your next attempt. Already completed goals should still count toward daily/weekly/seasonal tasks so we can replay completed missions instead of having to rely entirely on the daily rotations that get old very fast. There are so many missions that should be getting reused for the daily challenge rotations to add more variety. Currently there's only two days' worth of daily challenges that switch in and out. Add all those other missions that were one-and-done to it, I'd love to have a reason to replay them and earn XP/Rip Chips/Tix! I'd like to see more missions that actually require using the Object Dropper. Currently there's very, very few (less than 5 maybe?) that do, and they're very basic like, "place one ramp in this exact spot and you're done." I want some open-ended missions that are almost like puzzles, "find the right pieces to make it across this gap," that kind of thing. I really like the new Own the Lot challenges, I love how many different objectives you've made for each area and that they're randomly chosen for replayability (not that there's a reason to replay them once you earn the Tix...), but the balance for solo or two players needs looked at. It is extremely difficult to reach the highest reward with two players, and practically impossible if you're solo. I don't think you should be forcing people to play in full parties just to be able to complete them. Please either have it dynamically adjust the amount of time given based on number of players, or just bump up the time gained when completing goals a bit? Progression: The grind for Rip Chips and Tix is miserable ever since they were nerfed in Season 1. It's so slow! It took me just under 85 hours to reach level 10 across the current three districts, and I still need a ridiculous amount of Rip Chips to buy all the boxes. Please, fans are more likely to return to the game and buy the battle passes when they're easier to finish, not harder and grindier! I wish battle passes were permanent. Please look at games like Helldivers 2 for how much better a consumer-friendly permanent battle pass system can be. It leads to more sales in the long term than FOMO does! Multiplayer/Social: Get rid of the mission countdown timer entirely as it currently functions in co-op. As the host I would much rather choose a mission, then it shows up for other party members and requires them to hold a button to accept/vote to start it. That way it only starts when everyone is ready, rather than the current 10 second timer before yanking everyone away from what they were doing. There's no text chat! This is so disappointing for an MMO-like game with a big focus on the social aspect. Text chat would let me meet up with randoms, skate some lines, chat with them, etc. without needing to form a party and use voice chat. Emotes: It is baffling to me that emotes can't be heard by others. You just silently, awkwardly dance on everyone else's end. Please add it so everyone can hear each others' emotes, or at the very least other party members! Add a customizable emote wheel, rather than the current system of only having four emote slots that use LB + one of the four directions on the D-Pad. It's very limited and there's a TON of emotes I want to be able to use more often! Please gimme more than 4 emote slots! Quite a few emotes can't be done while you're on your board. I really love the ones that let you do that, can we get that for all of them? Currently when doing emotes it'll mute the music whether it be from your music player or the open world, I'd rather it not do that, at least the open world music, and play them both at the same time. Cosmetics/Customization/Store: Clothes are way, way too baggy and massive, especially shirts. It makes my character look like they gained 100 pounds! Edit: Thanks for adding more skinny options! I really hope you'll either revert the new Season 2 face complexions, or let us adjust them back to how they used to look. My character looks much worse now, the shading around the eyes and nose is so much darker than before! We should be able to freely place stickers on our board, including resizing them, rather than the current 3-sticker system that's very limited. Let us buy things from store bundles individually! The incentive to buying a bundle instead should be that the combined price is discounted while individual items aren't, just like how Fortnite or other successful live service games do it. I guarantee there's a lot of people out there who have zero interest in spending $20+ on a bundle but would drop a few bucks here and there for one or two items out of the bundles. Edit: This has sorta been added, now you can buy costumes separately from their bundles, and some bundle clothing, but there's still a lot of stuff from bundles that's unavailable to buy separately. This is really low on the scale of importance (hence me putting it near the bottom), but I'm not a fan of how every costume so far either looks like it was made of paper mache or cardboard. I was really hopeful that Isaac Clarke would return to this game, he was my favorite character to use in skate 3! I kept asking if he'd return on skate's social media leading up to release lol. I was very disappointed that what we instead got was an unappealing cardboard box costume version of him. I would gladly have given you guys some money if you had just ported over the skate 3 model (aka the OG Dead Space model). Could we get the original green "Yeah Right!" deck? I saw the new 20th anniversary version was in the store a few weeks back, but the OG is a classic.1.1KViews16likes22CommentsDude, seriously, fix error 1478078408 Its not solved!!!
This is infuriating man. THIS STILL HAPPENS. YOU MARKING A LIL THREAD AS SOLVED DOESNT MEAN THIS IS SOLVED. I never had that lil skate cpt thing man so stop with that, it aint that. Me and the other ppl having this problem are SCREAMING at thier monitor at you because it's still not fixed, And you ignore their cries for help because u think u solved the problem. You didnt. I can only play the game for 5 minutes like clockwork, when your servers shoot me out of a cannon to the main menu here it wont let me back in until I close and reopen the game. 15 years. Fix it man, seriously.Madden 27 Franchise: Core NFL Simulation kills immersion again.
Madden 27 Franchise Feedback: Please Fix the Core NFL Simulation Before Adding More Features I have played Madden Franchise for years, and at this point I am not asking for more storylines, more menus, more scenarios, or more cosmetic additions to Franchise mode. I am asking for the basic functionality required for Madden to simulate a believable NFL season and offseason. I am perfectly willing to track my own league history, statistics, records, awards, player legacies, and storylines. What I need Madden to do is provide a functioning NFL ecosystem around the team I control. Unfortunately, even in Madden 27, major problems with simulation statistics, CPU roster management, and player retirements can create glaring immersion-breaking issues before you even reach Year 2. SIMULATION STATISTICS NEED MAJOR ATTENTION User-played games and CPU-simulated games need to exist within approximately the same statistical universe. They currently do not. This creates a major Franchise problem because realistic production by a user-controlled player can become artificially dominant in categories Madden under-simulates, while realistic production can become uncompetitive in categories Madden over-simulates. Running Back Receiving This is one of the most glaring problems. Running backs receive far too little production in simulated games. Even elite receiving backs can struggle to generate anything resembling realistic receiving numbers. Modern NFL running backs can catch 50, 60, 70+ passes and produce hundreds of receiving yards. Christian McCaffrey famously had 1,387 rushing yards AND 1,005 receiving yards in 2019. Madden does not need to regularly produce 1,000/1,000 seasons. That is an exceptional historical performance. But elite receiving backs need to be capable of approximately 500–900 receiving yards depending on their role, ratings, scheme, health, and season. Exceptional seasons should occasionally go higher. Traditional early-down backs should produce less. Receiving specialists should receive significantly more. Ratings, player archetype/tendencies, depth-chart role, playbook, and offensive personnel should all influence targets. Right now, a user can simply use a running back realistically and accidentally dominate the entire position in receiving production because CPU running backs barely participate in the passing game. That also contaminates Pro Bowl selections, Best RB voting, OPOY consideration, progression, and historical comparisons. Tight End Receiving Tight-end production is similarly too low. Elite receiving tight ends need to be capable of 1,000+ receiving-yard seasons. That should not happen for every TE, but a user-controlled TE producing 1,000 yards should be competing against other elite receiving tight ends—not automatically becoming the most productive TE in football because the simulation cannot generate comparable seasons. Quarterback Rushing Mobile quarterbacks need much better simulation logic. Players such as Josh Allen should be capable of producing realistic rushing yardage AND significant rushing-touchdown totals without their passing production automatically collapsing. Lamar Jackson should not be the only quarterback whose playbook happens to generate something resembling appropriate rushing usage. Player tendencies, physical ratings, scrambling ability, red-zone usage, and playbook should work together. A QB capable of 500–700 rushing yards and 10+ rushing touchdowns needs to exist naturally within the simulation. Quarterback Passing Passing touchdown totals remain too inflated across too many quarterbacks. There should be a wider and more realistic distribution of QB seasons rather than a large portion of the league routinely producing 30+ passing touchdowns. Mobile quarterbacks also should not require an unrealistic tradeoff where appropriate rushing production results in severely depressed passing statistics. Wide Receiver Production Top-end WR production can become inflated, which raises the statistical threshold user-controlled receivers must reach to compete for league awards. Again, the goal is not predetermined statistics. The goal is a believable distribution of outcomes. Defensive Statistics Tackles can become inflated. Sack totals need better distribution so realistic elite EDGE seasons remain competitive. Interceptions appear particularly top-heavy. In testing, multiple defenders were reaching approximately 7–10 interceptions. Exceptional seasons should occur, but they should actually be exceptional. The solution is not to script statistics. Madden needs realistic statistical ranges and distributions influenced by ratings, abilities, tendencies, scheme, playbook, usage, injuries, and randomness. EA has decades of real NFL statistics available as a validation dataset. Large batches of simulated seasons could be automatically compared against real positional distributions during development and testing. CPU ROSTER MANAGEMENT STILL CANNOT MAINTAIN BELIEVABLE NFL ROSTERS The CPU has improved somewhat at avoiding completely empty positions, but that is an extremely low standard. The bigger problem is roster quality and depth. CPU teams routinely retain extremely low-rated backup players while clearly superior replacement-level players remain available in free agency. For example, there can be usable players around 70 OVR sitting in free agency while teams carry backups in the 50s or low 60s. I also encountered teams entering Year 2 with extremely thin positional groups—for example, Baltimore carrying only three wide receivers. This means the real NFL rosters EA provides gradually deteriorate into poorly constructed CPU rosters. CPU roster logic needs basic safeguards involving: Minimum and preferred depth at every position. Replacement-level talent checks. Free-agent upgrades over clearly inferior rostered players. Age versus development/potential considerations. Scheme fit. Draft investment. Positional value. Existing contracts. Roster balance. Team competitive window. A CPU team choosing a younger 73 OVR player over an aging 76 can be a defensible football decision. A CPU team carrying a player in the 50s while a clearly superior affordable NFL-caliber replacement sits unsigned is not an interesting personnel decision. It is broken roster logic. Draft logic also needs to recognize previous premium investments and positional need so teams do not repeatedly make obviously destructive selections, such as unnecessarily investing premium picks at positions they recently addressed. CPU SALARY-CAP AND CONTRACT MANAGEMENT NEEDS TO SUPPORT THE NEW CONTRACT SYSTEM Adding deeper contract mechanics only improves Franchise if CPU teams can use them competently. The CPU needs to understand multi-year roster construction. When a franchise quarterback receives an enormous extension, the CPU needs to understand how that affects future roster building, restructures, extensions, veteran releases, replacements, and draft priorities. Otherwise, teams with elite quarterbacks eventually become terrible simply because the CPU cannot build around their contracts. If users feel forced to disable the salary cap simply to prevent CPU-controlled organizations from destroying themselves, the underlying roster-management system is not functioning properly. RETIREMENT LOGIC NEEDS TO BE REBUILT — AND COMMISSIONERS NEED AN OVERRIDE This was the most ridiculous result from my Madden 27 testing. After Year 1, T.J. Watt retired. Here was his situation when Madden decided he should retire: Age: 32 Overall: 92 OVR AFTER regression Season result: Pittsburgh reached the Super Bowl Individual result: T.J. Watt WON DEFENSIVE PLAYER OF THE YEAR Madden’s own legacy system: Watt was ranked approximately #2 all-time He was therefore still one of the best active players in football, had just won DPOY, had just participated in a Super Bowl run, remained a 92 OVR player after regression, and was considered one of the greatest players ever according to Madden’s own legacy calculation. Madden randomly retired him anyway. Even more unbelievably, his retirement DID NOT APPEAR IN THE NEW FRANCHISE NEWS SYSTEM. One of the most accomplished players in the entire league—coming off a DPOY and Super Bowl appearance—simply disappeared during the offseason. I only discovered what happened because I noticed Watt was missing and searched through the detailed transaction history. This exposes problems with both retirement logic and the new news system. Recent performance, current OVR, awards, career accomplishments, legacy, age, injuries, contract situation, and team success should heavily influence retirement probability. Unexpected retirements should still be possible. Randomness creates interesting Franchise stories. But a 32-year-old reigning DPOY who remains 92 OVR should have an extraordinarily low retirement probability. And if something that shocking DOES happen, it should be one of the biggest stories in the league news feed. Most importantly: ADD A COMMISSIONER “OVERRIDE RETIREMENT” OPTION. If the simulation produces an unreasonable retirement, commissioners need the ability to reverse it. Something as simple as: Commissioner Tools → Player → Override Retirement / Return for One Season would prevent a questionable RNG result from permanently destroying a player’s career and altering an entire Franchise universe. This is especially important for quarterbacks. Historically, elite NFL quarterbacks frequently play well into their late 30s, with occasional players reaching their early 40s or beyond. Madden has historically retired elite QBs too early, making it difficult for CPU-controlled stars to produce career arcs comparable to real players such as Tom Brady, Peyton Manning, Drew Brees, Ben Roethlisberger, Philip Rivers, Aaron Rodgers, etc. Regression sliders can help users manage rating decline. They cannot fix retirement logic. Commissioners need control over retirement. PLEASE PRIORITIZE THE SIMULATION BEFORE ADDING MORE COSMETIC FRANCHISE FEATURES The new Franchise news, conversations, contract mechanics, personas, presentation, and other additions can be enjoyable. But those systems cannot compensate for a league that does not function correctly underneath them. A news system does not create immersion if a reigning DPOY and historically elite player unexpectedly retires and the news system does not even mention it. A deeper contract system does not improve long-term Franchise if CPU teams cannot manage the resulting contracts. More player progression systems do not improve Franchise if progression produces an unrealistic talent distribution. The foundation has to come first. Franchise players need: Believable simulation statistics. Competent CPU roster construction. Competent free agency and draft logic. Sustainable CPU contract/cap management. Realistic progression and regression. Believable career longevity and retirement logic. Commissioner controls to correct simulation failures when they occur. That is the NFL ecosystem. Everything else should be built on top of it. I do not need Madden to create my stories for me. I do not need Madden to maintain decades of my historical statistics. I do not even need Madden’s legacy score to determine who the greatest players in my Franchise are. I am happy to track those things myself. What I need Madden to do is much simpler: Give me believable NFL statistics to record. Keep the other 31 teams competent enough that playing against them remains immersive. Allow great players to have believable career lengths. Give commissioners the ability to intervene when the simulation produces obviously unreasonable outcomes. Then let us play football. Franchise mode should not require controlling 32 teams, manually repairing depth charts, auditing free agency, manipulating playbooks, disabling the salary cap, adjusting progression/regression, checking transaction logs for unexplained retirements, and repeatedly reloading saves simply to maintain a recognizable NFL. These are not requests for an extraordinarily detailed football-management simulator. They are the basic requirements of an NFL Franchise mode. Please prioritize fixing the simulation underneath Franchise before adding more surface-level features to it.266Views14likes13CommentsReally upset with how this game is being handled!!!
I get that its free to play but lets be serious we waited 15 years for a new skate just to be given a skate with the bare minimum. Season 1 pass is god awful with inconsistent (svb) and overpriced items and the items aren’t even good minus the skinny jeans and white low top sneakers, the seasonal task gets completed but for what? Absolutely nothing! The Halloween event was horrendous they introduced another currency and you can only use it for what 19 items even though they kept introducing new Halloween items but you had to use actual money for them… what was the point in even putting the new currency in the game if you were just going to charge us normally for the Halloween stuff anyway? Im sitting on 4,300 extra chocolate with nothing to spend them on but there is still plenty of Halloween stuff that it could be used for! The lack of tricks that should already be in the game considering they were in previous games like darkslides, fingerflips, grab grinds etc…. This game has felt like spit in our face if you ask me. Just cause its free to play doesn’t make it right to short change us. Other free to play games at least make sense with their content most of the time.Am I the only one who gets annoyed by all the “congratulations” screens?
Once you unlock an item from the shop or the skate pass you get bombared with three screens of the game “congratulating” you for your unlock it’s annoying I’m very aware I just unlocked something seeing as I just clicked it I don’t need 3 unskippable scenes telling me I unlocked it very annoying when I’m just trying to unlock stuff fastTix exchange
So according to the info page on the skate.pass there are multiple ways to earn tix, apparently one of these ways is by exchanging rip chips for tix but nowhere in any of the menu tabs can you exchange rip chips for tix, only sv-bucks. Am i right in saying you cant exchange them or am i being dumb and not looking in the right place...Solved1.9KViews13likes12CommentsMadden 27 Contracts
I saw the patch notes today and understand they are a WIP so wanted to add this in because I feel it is essential to have for franchise players. When we re-sign players in Madden 27 it is showing me the current cap year number. Last year it would use the next seasons cap number so I could keep track of what I was spending in future years. This is a piece of information that is incredibly important for any franchise player to ensure they are not ruining their teams finances because they cant see what they are. There also use to be a spot on the salaries table at the top where it would let us know what our cap penalty was for the next year as well which has not been something we have had access to.848Views11likes8CommentsSkating Passion Since 1987 - Sharing Videos, Tricks and Stories
Hello, passionate about skateboarding and a purist with about fifteen years of IRL skateboarding in the "golden years" from 1987 onwards, I launched a YouTube channel to share this passion, without pretension, just for fun. My goal isn't to post videos at a set, calculated frequency just for the sake of posting, I simply enjoy the game while saving certain shots. These might spark an idea or a concept, and if so, I set them aside to produce a video that makes sense to me. Being able to exchange feedback afterward, whether positive or negative, but always constructive, is a significant bonus. Here's the link to the channel : HK-SINISTER Thank you for taking the time to read this.. Please feel free to share your thoughts; I'm open to all your suggestions. Peace !1.5KViews11likes96Comments