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Battlefield V


Gość Rozi

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Hmm... to jak już tak jadą to ciekawi mnie czy z drugiej strony będą też kobiety-nazistki. :D

 

Znając życie to przeciwnikami będą same bezimienne chłopy. Toż to pieruńska dyskryminacja. Domagam się równouprawnienia i możliwości zabicia w grze kobiety-nazistki albo czarnego-nazisty.

Odnośnik do komentarza

Obejrzalem wslasnie trailer i jako fan serii jestem lekko zalamny. Postacie na materiale wygladaja jakby zywcem wyciagnieto je z tej pedalskiej gry Fortnite. Jakis irokez-man z niebieskimi barwami wojennymi na twarzy, laska z proteza, czerowny beret... WTF!? Co oni tam cpaja w tym DICE? Battle Royals drugs? Poza caly ten trailer wyglada tak jakby zostal zmontowany przez ekipe Call of Duty. Absurdalne stunty, szybko zmieniajaca sie sceneria, dziwne akcje, zestrzeliwanie dwuplatowca kilkoma pociskami z LKM. Ja sie pytam, co za debil to montowal!? Oczekiwalem jakies epickie momenty z czasow II wojny swiatowej, a dostalem idotyzmy z Fortnie okraszkone bajkowa, kolorowa, slodka grafa. A przeciez WW II to syf, brud, tony piachu i brutalnosc. Mega slabo. 

  • Plusik 4
Odnośnik do komentarza
4 minuty temu, walek napisał:

Obejrzalem wslasnie trailer i jako fan serii jestem lekko zalamny. Postacie na materiale wygladaja jakby zywcem wyciagnieto je z tej pedalskiej gry Fortnite. Jakis irokez-man z niebieskimi barwami wojennymi na twarzy, laska z proteza, czerowny beret... WTF!? Co oni tam cpaja w tym DICE? Battle Royals drugs? Poza caly ten trailer wyglada tak jakby zostal zmontowany przez ekipe Call of Duty. Absurdalne stunty, szybko zmieniajaca sie sceneria, dziwne akcje, zestrzeliwanie dwuplatowca kilkoma pociskami z LKM. Ja sie pytam, co za debil to montowal!? Oczekiwalem jakies epickie momenty z czasow II wojny swiatowej, a dostalem idotyzmy z Fortnie okraszkone bajkowa, kolorowa, slodka grafa. A przeciez WW II to syf, brud, tony piachu i brutalnosc. Mega slabo. 

Murzyn z katana na plecach na początku trailera i laska z cyber ręka i już czułem w sobie ze „jeżu dlaczego zabiliście ta serie”

Odnośnik do komentarza
Teraz, Banan91PL napisał:

Jako snajperzy ;>

 

a partyzanci latali z katana samurajska po ulicach Europy ;>

 

 

Łał, to prawie jak... jakbyś nie powinien oczekiwać od mainstreamowej gry jaką jest Battlefield stuprocentowej dokładności tego co się działo w tych czasach. Trochę mam bekę z waszego bólu pupki. To jest Battlefield od EA. Electronic Arts.

 

Anyway, tu parę fajnych szczegółów. Najważniejsze to brak season passa i automatycznego odnowienia energii 

 

No Season Pass
Launch locations are France, Africa and Rottedam and North Africa desert
Coop Mode called Combined Arms
Single player War Stories return
Fortifications are things like sand ags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
Predetermined areas to build such as at flags, can rebuild destroyed buildings
Health bar is in stages, only regen up to closet stage not to 100 anymore
Physical interactions - every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
No more HUD/map spotting, spotting is based on movement/changes around you
Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
Ragdolls are server side, can now drag a downed player's body elsewhere
Any class can do a squad revive, takes longer than a medic revive, does not give full health points
Can call for help when down such as in the trailer
Ragdolls (player bodies) effect the environment, push down grass etc.
Gunplay completely changed
No more visual recoil
Each gun has a unique recoil pattern that can be learned and mastered
Bipods easier to use and setup
Bullet penetration through thin wood, sheet metal, walls
Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
Diving has a delay to prevent dolphin diving
Crouch sprinting is in the game
Can burst out of widows and commando roll, no destroying windows first
Can catch, throwback or shoot grenades
Less grenades because less ammo
Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
Heavily focused on squad play, instant placed in squad when joining a game
New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
Since squad spawning/deploying is faster than tactical map, squad wipes are serious
Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
Elite classes are gone
Behemoths are gone
Large, non-fatal explosions can knock a player over
Four classes are back: assault, medic, scout, support
Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
Class archetypes highly customization
Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
Can change and add specialization trees such as agility, flak armor, suppressive resistance
The more you play a class more you get more specializations/archetypes within said class
Same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on back, straps, etc).
Gameplay and visual customization is SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
Same system for vehicles and planes
Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does lot of damage, other team gets a small fast tank that does light damage)
Grand Operations gamemode, each day is a full match, always advance to the next day
GOs have different objectives per day
Success or failure in GO days have visual and gameplay impact
Day 4 only has a chance to happen if there isn't a clear winner from previous days
Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins
Coop mode, combined arms with a dynamic mission creator/AI that sits between SP/MP as a creative sandbox
Soldiers created for a company can be used in both coop and MP, parity
No news on suppression yet, uncertain if in game
All logic in game is server side, not client side so changes to systems do not require a patch
Promises of more communication between devs and community, roadmaps, etc.
New content is called Tides of war, daily/weekly/monthly challenges with overarching chapters and questlines that give you "unique items and cosmetics"
Tides of War gives new maps, game modes, limited time experiences
Variety of maps with different tones such as complete crushing battlefield chaos or more slow space large maps with tempo that goes up and down
Gamemodes confirmed: Grand Operations, Conquest, TDM, Domination
No news on RSP
The Shhhh animation from the trailer is possible to experience in game
Transport vehicles are alive on the map and can jump into them
Combat vehicles spawn from tactical deployment map

  • Minusik 10
Odnośnik do komentarza
13 minut temu, Mr. Bamboo napisał:

 

 

Łał, to prawie jak... jakbyś nie powinien oczekiwać od mainstreamowej gry jaką jest Battlefield stuprocentowej dokładności tego co się działo w tych czasach. Trochę mam bekę z waszego bólu pupki. To jest Battlefield od EA. Electronic Arts.

 

Anyway, tu parę fajnych szczegółów. Najważniejsze to brak season passa i automatycznego odnowienia energii 

 

No Season Pass
Launch locations are France, Africa and Rottedam and North Africa desert
Coop Mode called Combined Arms
Single player War Stories return
Fortifications are things like sand ags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
Predetermined areas to build such as at flags, can rebuild destroyed buildings
Health bar is in stages, only regen up to closet stage not to 100 anymore
Physical interactions - every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
No more HUD/map spotting, spotting is based on movement/changes around you
Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
Ragdolls are server side, can now drag a downed player's body elsewhere
Any class can do a squad revive, takes longer than a medic revive, does not give full health points
Can call for help when down such as in the trailer
Ragdolls (player bodies) effect the environment, push down grass etc.
Gunplay completely changed
No more visual recoil
Each gun has a unique recoil pattern that can be learned and mastered
Bipods easier to use and setup
Bullet penetration through thin wood, sheet metal, walls
Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
Diving has a delay to prevent dolphin diving
Crouch sprinting is in the game
Can burst out of widows and commando roll, no destroying windows first
Can catch, throwback or shoot grenades
Less grenades because less ammo
Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
Heavily focused on squad play, instant placed in squad when joining a game
New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
Since squad spawning/deploying is faster than tactical map, squad wipes are serious
Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
Elite classes are gone
Behemoths are gone
Large, non-fatal explosions can knock a player over
Four classes are back: assault, medic, scout, support
Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
Class archetypes highly customization
Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
Can change and add specialization trees such as agility, flak armor, suppressive resistance
The more you play a class more you get more specializations/archetypes within said class
Same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on back, straps, etc).
Gameplay and visual customization is SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
Same system for vehicles and planes
Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does lot of damage, other team gets a small fast tank that does light damage)
Grand Operations gamemode, each day is a full match, always advance to the next day
GOs have different objectives per day
Success or failure in GO days have visual and gameplay impact
Day 4 only has a chance to happen if there isn't a clear winner from previous days
Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins
Coop mode, combined arms with a dynamic mission creator/AI that sits between SP/MP as a creative sandbox
Soldiers created for a company can be used in both coop and MP, parity
No news on suppression yet, uncertain if in game
All logic in game is server side, not client side so changes to systems do not require a patch
Promises of more communication between devs and community, roadmaps, etc.
New content is called Tides of war, daily/weekly/monthly challenges with overarching chapters and questlines that give you "unique items and cosmetics"
Tides of War gives new maps, game modes, limited time experiences
Variety of maps with different tones such as complete crushing battlefield chaos or more slow space large maps with tempo that goes up and down
Gamemodes confirmed: Grand Operations, Conquest, TDM, Domination
No news on RSP
The Shhhh animation from the trailer is possible to experience in game
Transport vehicles are alive on the map and can jump into them
Combat vehicles spawn from tactical deployment map

Jestem ciekaw jak ta fizykę udźwignie ps amator i Xbox one

 

dropy znów do 20 na podboju 

Edytowane przez Banan91PL
Odnośnik do komentarza
Gość Orzeszek

XD a pamiętacie jaki hejt był na coda w kosmosie do którego był dawany mw4 remaster ? oczywiście że nie. hejtowany na yt do granic możliwości a sprzedał się jak 3 najbardziej kasowy cod w historii xd także minusujcie sobie i tak sprzedadzą tego palety. mi to tam gierka nie przeszkadza, sprawdzi się w ea access xd.

 

odnosze wrażenie jak by na burzy mózgów w jakim kierunku pójdzie gra, ludzie rzucali pomysłami jak to sprzedać młodzieży, nie mając pojęcia co jest fajne, wrzucili to wszystko do blendera i wyszło to xd

Mam zdjęcie z tych obrad:

Screen_Shot_2017_07_13_at_1.09.20_PM.0.p

Edytowane przez Orzeszek
Odnośnik do komentarza

widziałem własnie trailer Xd co za żenada Xd

3 godziny temu, Mr. Bamboo napisał:

 

 

Łał, to prawie jak... jakbyś nie powinien oczekiwać od mainstreamowej gry jaką jest Battlefield stuprocentowej dokładności tego co się działo w tych czasach. Trochę mam bekę z waszego bólu pupki. To jest Battlefield od EA. Electronic Arts.

 

Anyway, tu parę fajnych szczegółów. Najważniejsze to brak season passa i automatycznego odnowienia energii 

 

No Season Pass
Launch locations are France, Africa and Rottedam and North Africa desert
Coop Mode called Combined Arms
Single player War Stories return
Fortifications are things like sand ags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
Predetermined areas to build such as at flags, can rebuild destroyed buildings
Health bar is in stages, only regen up to closet stage not to 100 anymore
Physical interactions - every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
No more HUD/map spotting, spotting is based on movement/changes around you
Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
Ragdolls are server side, can now drag a downed player's body elsewhere
Any class can do a squad revive, takes longer than a medic revive, does not give full health points
Can call for help when down such as in the trailer
Ragdolls (player bodies) effect the environment, push down grass etc.
Gunplay completely changed
No more visual recoil
Each gun has a unique recoil pattern that can be learned and mastered
Bipods easier to use and setup
Bullet penetration through thin wood, sheet metal, walls
Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
Diving has a delay to prevent dolphin diving
Crouch sprinting is in the game
Can burst out of widows and commando roll, no destroying windows first
Can catch, throwback or shoot grenades
Less grenades because less ammo
Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
Heavily focused on squad play, instant placed in squad when joining a game
New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
Since squad spawning/deploying is faster than tactical map, squad wipes are serious
Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
Elite classes are gone
Behemoths are gone
Large, non-fatal explosions can knock a player over
Four classes are back: assault, medic, scout, support
Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
Class archetypes highly customization
Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
Can change and add specialization trees such as agility, flak armor, suppressive resistance
The more you play a class more you get more specializations/archetypes within said class
Same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on back, straps, etc).
Gameplay and visual customization is SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
Same system for vehicles and planes
Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does lot of damage, other team gets a small fast tank that does light damage)
Grand Operations gamemode, each day is a full match, always advance to the next day
GOs have different objectives per day
Success or failure in GO days have visual and gameplay impact
Day 4 only has a chance to happen if there isn't a clear winner from previous days
Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins
Coop mode, combined arms with a dynamic mission creator/AI that sits between SP/MP as a creative sandbox
Soldiers created for a company can be used in both coop and MP, parity
No news on suppression yet, uncertain if in game
All logic in game is server side, not client side so changes to systems do not require a patch
Promises of more communication between devs and community, roadmaps, etc.
New content is called Tides of war, daily/weekly/monthly challenges with overarching chapters and questlines that give you "unique items and cosmetics"
Tides of War gives new maps, game modes, limited time experiences
Variety of maps with different tones such as complete crushing battlefield chaos or more slow space large maps with tempo that goes up and down
Gamemodes confirmed: Grand Operations, Conquest, TDM, Domination
No news on RSP
The Shhhh animation from the trailer is possible to experience in game
Transport vehicles are alive on the map and can jump into them
Combat vehicles spawn from tactical deployment map

 

Weź już ZM.

  • Plusik 1
Odnośnik do komentarza

ciekawe czy będzie kolekcjonerka z rąsią jak w przypadku innej wspaniałej gry :banderas:

 

maxresdefault.jpg

6 godzin temu, Masorz napisał:

NATdE65h.jpg

 

:pawel::rotfl::pawel::rotfl::pawel:

 

ale wszystko jest git, czas wreszcie poruszyć temat obowiązku wojskowego wśród kobiet lub zniesienia go w ogóle wśród mężczyzn :usmiech:

Odnośnik do komentarza
Gość Rozi
5 godzin temu, Mr. Bamboo napisał:

Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)

Any class can do a squad revive, takes longer than a medic revive, does not give full health points
 
No more visual recoil

Crouch sprinting is in the game


Can burst out of widows and commando roll, no destroying windows first


Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger


Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
 

Ja (pipi)ę XD Przespałem się i nadal nie wierzę, że ten sam zespół robi grę, w której był mocny wstęp o bezsensowności wojny i plansze z ciekawostkami i opisami historycznymi z epoki. Nie wierzę w to. Tam się musiało coś pozmieniać.

 

Figaro przestań się ośmieszać.

Odnośnik do komentarza

Jest kobieta, murzyn, inwalida, to jeszcze ktorys z bolkow musi byc uposledzony umyslowo, a ktorys gejem by zaklamywany obraz ww2 w koncu odklamac.

Tak bylo.

E: kur.wa zapomnialem o grubasach, palaczach i rowerzystach ayyy

Odnośnik do komentarza

Ogladalem wczoraj na żywo to co rzuciło sie w oczy to dużo zieleni na tym trailerze i ogólnie kolorowa grafika. Również żałuje straconego czasu za dużo w tym wszystkim absurdów jakby chcieli przypodobać sie publice Fortnite. Wszystko ok ja to rozumiem bo gierka jest i modna i na topie teraz wśród młodzieży, tylko ze nieszczęściem jest wybór WW2 setting bo pasuje to jak pieść do oka lol :sapek: mogli poprostu pójść w jakaś alternatywna rzeczywistość i wtedy miało by to znacznie większy sens. :potter:

Odnośnik do komentarza

A więc to prawda, nie śniło mi się. Mam trochę gierek do ogrania, więc jakoś to będzie. Szkoda tylko, że był już słaby CoD i teraz słaby BF w czasach (hehe) WWII, teraz na następnego w tych za(pipi)istych realiach trochę sobie poczekamy. Skoro tak wygląda WWII w wykonaniu DICE, nie chcę nawet myśleć, co zrobią ze współczesnym BF-em.

Odnośnik do komentarza

Jedyny plus tego crapa to sekcja komentarzy na youtubie

"We're going to have the cripple one armed lesbian squad flank from the right, while the akimbo katana wielding Africans attack from the left! We need the trans Asian pansexuals in wheelchairs to attack from the front and capture the objective."

xD

 

Oby dostali bardziej po dupie niz przy battlefroncie 2

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