That's how the system works in the game hahaha

Im with you that entropia doesn't seem to be 100% random, but lottery...? How could anyone say it is not random
depending on the actual specific lottery not all are considered "random" based on the definiiton and criteria given. first we must agree on what definition is being utlized before continuing the discussion. the same case is being used here is entropia, if the random we're debating means, "something occurring without a definite plan, purpose, or pattern" than many lottery are not considered random and neither is entropia. example

Mathematical & Systematic Wins
Several individuals and groups have famously "beaten" the system by exploiting flaws in how lotteries were structured:
  • Stefan Mandel: A Romanian-Australian economist who won the lottery 14 times. He used a formula to identify jackpots that were larger than the cost of buying every possible number combination.
  • Jerry and Marge Selbee: This retired Michigan couple won approximately $26 million by discovering a mathematical "rolldown" loophole in the Cash Winfall game. They realized that when the jackpot reached a certain cap without a winner, the prize money "rolled down" to lower-tier winners, making every ticket statistically profitable.
  • The MIT Syndicate: A group of students from MIT discovered the same Winfall loophole as the Selbees and reportedly earned at least $3.5 million in profits over seven years.
  • Joan Ginther: A statistics PhD holder who won the Texas lottery four times, totaling $20.4 million. While some suspect a mathematical system, she never publicly revealed a specific strategy.
these cases has defied the word random being used for lottery, in no scenario should any individual or team beat the system of a truly random event like a lottery but if anyone is able to consistently win a lottery how can it still be defined as random? same with entropia yes none of us might know the exact payout of the next event but the simple fact that no one has ever beaten the tt and no one has ever gone 100 kills or a 1000 kills with all no looter or nova frag means it is a controlled system in which the system itself knows the exact output of any given event based on input. i think it's fair to say everyone here can agree that no one is going to beat the tt, if the is true means parameters are set up to make it so, if a set of rules or criteria is in place for that to never happen how can it be truly random? if we take 1000 ppl to the casino and they all place a bet on black jack roughly 49% looses 42% wins and 9% ties, but we can not preditict which of these events will happen to the 1000 individuals we just know the expected outcome with statistical relevence based on a large enough sample size. now lets do the same with entropia if 1000 new players with same skills use same weapon all kill just 1 combio we know that 100 of their combined outcome will be less than their input and that easily over 900 of them will recieve just 50 to 90% of their costs to kill, and we can easily easily predict with over 50% accuracy of which 1000 player will recieve those outcome because over 900 will have the same outcome, this is relevent because if you can predict with over 50% accuracy of ANY outcome you have essentially beaten the game in question (like the baddly setup lottery cases above, no lottery should be "winnable" or beatable consistently, if it is than not considered random cuz no longer a game of chance). In the blackjack case we can not predict who will win lose tie with over 50% accuracy but in entropia we can easily do that.
 
depending on the actual specific lottery not all are considered "random" based on the definiiton and criteria given. first we must agree on what definition is being utlized before continuing the discussion. the same case is being used here is entropia, if the random we're debating means, "something occurring without a definite plan, purpose, or pattern" than many lottery are not considered random and neither is entropia. example

Mathematical & Systematic Wins
Several individuals and groups have famously "beaten" the system by exploiting flaws in how lotteries were structured:
  • Stefan Mandel: A Romanian-Australian economist who won the lottery 14 times. He used a formula to identify jackpots that were larger than the cost of buying every possible number combination.
  • Jerry and Marge Selbee: This retired Michigan couple won approximately $26 million by discovering a mathematical "rolldown" loophole in the Cash Winfall game. They realized that when the jackpot reached a certain cap without a winner, the prize money "rolled down" to lower-tier winners, making every ticket statistically profitable.
  • The MIT Syndicate: A group of students from MIT discovered the same Winfall loophole as the Selbees and reportedly earned at least $3.5 million in profits over seven years.
  • Joan Ginther: A statistics PhD holder who won the Texas lottery four times, totaling $20.4 million. While some suspect a mathematical system, she never publicly revealed a specific strategy.
these cases has defied the word random being used for lottery, in no scenario should any individual or team beat the system of a truly random event like a lottery but if anyone is able to consistently win a lottery how can it still be defined as random? same with entropia yes none of us might know the exact payout of the next event but the simple fact that no one has ever beaten the tt and no one has ever gone 100 kills or a 1000 kills with all no looter or nova frag means it is a controlled system in which the system itself knows the exact output of any given event based on input. i think it's fair to say everyone here can agree that no one is going to beat the tt, if the is true means parameters are set up to make it so, if a set of rules or criteria is in place for that to never happen how can it be truly random? if we take 1000 ppl to the casino and they all place a bet on black jack roughly 49% looses 42% wins and 9% ties, but we can not preditict which of these events will happen to the 1000 individuals we just know the expected outcome with statistical relevence based on a large enough sample size. now lets do the same with entropia if 1000 new players with same skills use same weapon all kill just 1 combio we know that 100 of their combined outcome will be less than their input and that easily over 900 of them will recieve just 50 to 90% of their costs to kill, and we can easily easily predict with over 50% accuracy of which 1000 player will recieve those outcome because over 900 will have the same outcome, this is relevent because if you can predict with over 50% accuracy of ANY outcome you have essentially beaten the game in question (like the baddly setup lottery cases above, no lottery should be "winnable" or beatable consistently, if it is than not considered random cuz no longer a game of chance). In the blackjack case we can not predict who will win lose tie with over 50% accuracy but in entropia we can easily do that.
The definition of random is one of the biggest problems in this discussion. There seems to be a lot of different view on what it means. When people say ”random” some see it as a set of possible multipliers each with same chance to happen. This is not the case in Entropia, it’s a predetermined set of multiplier groups each with a predetermined probability. This algorithm leads to a weighted longterm return (seemingly 86%) which then leave room for Eff and Looter levels to fill the 14% gap up to 100%.
 
The definition of random is one of the biggest problems in this discussion. There seems to be a lot of different view on what it means. When people say ”random” some see it as a set of possible multipliers each with same chance to happen. This is not the case in Entropia, it’s a predetermined set of multiplier groups each with a predetermined probability. This algorithm leads to a weighted longterm return (seemingly 86%) which then leave room for Eff and Looter levels to fill the 14% gap up to 100%.
this is often the case ppl debating on their own term (guilty of that myself many times) and not agreeing on what the actual agreed upon definition is. but simply put if anyone is currently beating the tt, like a casino or those lottery game that was beaten, MA would shut this game down and set it up so no one beats the tt, in any truly random game of chance that should never happen for it to be fair.
 
The definition of random is one of the biggest problems in this discussion. There seems to be a lot of different view on what it means. When people say ”random” some see it as a set of possible multipliers each with same chance to happen. This is not the case in Entropia, it’s a predetermined set of multiplier groups each with a predetermined probability. This algorithm leads to a weighted longterm return (seemingly 86%) which then leave room for Eff and Looter levels to fill the 14% gap up to 100%.
I should probably add a simplified example of a multiplier distribution algorithm, so more people understand:
0.70*0.20 + 0.20*0.50 + 0.099*6 + 0.001*26 = 0.86 = 86% longterm

Explanation:
70% probability a 0.20x multi hits each loot
20% probability a 0.50x multi hits each loot
9.9% probability a 6x multi hits each loot
0.1% probability a 26x multi hits each loot

This algorithm run over enough loot events will deviate towards 86% longterm return.

NOTE: THIS WAS AN EXAMPLE. In Entropia there is a 0.20x - 2000x multiplier range instead of the 0.20x - 26x in this example, and has a lot more possible multipliers than the four in the example.
 
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There are not more big multipliers during certain time frames. If you believe so you have fallen for apophenia. Not a bad thing, a lot of people do since it’s a perfectly normal human tendency.
It’s just same algorithm with its possible multiplier groups and their probabilities, run over and over again each loot.

There is no personal loot pool or a mechanism that checks previous activity to then affect the multiplier.

This is 1 of the problems with hunting only and exponentially more difficult only on caly is its extremely hard to see the whole system. Imagine if a crafter who makes something with extremely heavy MU input for heavy MU output item. Wouldn't it be nice to only craft during a time period with high success rate (read as higher TT return) period. And let's say he is now able to make 2 full sets of Lunar Perfected Plates with the bottleneck craft item for almost the same cost as 1 set from the near 70% success rate over the 40-42% average. Or amp crafters using redulite (high MU) etc. This is when it counts more and knowing ahead of time about personal loot pool and prior losses only helps it even more. But I'm not going to go into more detail with this thread just an eye opener if it was possible that'd be cool and pretty beneficial. Just not so much in hunting (except during HSL events) but gives insight into how it would work if true.
 
Want to know something fun ?

this easter mayhem i just got 2 hof : 667 and 8xx ped nothing big , i got many global and still one of the best mayhem i do with 98.7% return with over 100k ped cycled.


Im not sure who said this i think was messi years ago but i can relate now that i play way wiser than before ... he said i prefere get a global and not many big hof because i know i do something right.

My gear is better than before i work on my game play and my knownledge a lot and i dont mind about global and hof i just mind about my TT return in long term.

I mind about MU as well.


But you can keep looking for those hof but dont expect making money on hof and global.
 
This is 1 of the problems with hunting only and exponentially more difficult only on caly is its extremely hard to see the whole system. Imagine if a crafter who makes something with extremely heavy MU input for heavy MU output item. Wouldn't it be nice to only craft during a time period with high success rate (read as higher TT return) period. And let's say he is now able to make 2 full sets of Lunar Perfected Plates with the bottleneck craft item for almost the same cost as 1 set from the near 70% success rate over the 40-42% average. Or amp crafters using redulite (high MU) etc. This is when it counts more and knowing ahead of time about personal loot pool and prior losses only helps it even more. But I'm not going to go into more detail with this thread just an eye opener if it was possible that'd be cool and pretty beneficial. Just not so much in hunting (except during HSL events) but gives insight into how it would work if true.
Sure, that's a scenario if it was true, but it's not.
 
The definition of random is one of the biggest problems in this discussion. There seems to be a lot of different view on what it means. When people say ”random” some see it as a set of possible multipliers each with same chance to happen. This is not the case in Entropia, it’s a predetermined set of multiplier groups each with a predetermined probability.
After re-reading this thread in its entirety I guess this is the main problem. I assumed that common sense would dictate that "random" in this scope does not mean a uniform distribution. That would have ended the game in hours, given the multiplier scaling we have.

I thought IID was implied from context alone, and probably should have made that clear.

Now, to clarify my stance on the "random" that I am talking about here (while it is nicely summed up by UnaAlconbury, I feel it's important either way)

What I am talking about is IID (Identical and Independent Distribution):
Every instance is drawn from the same distribution (Identical)
Every instance is independent of previous results (Independent)

IID != Uniform distribution.

This means that, much like UnaAlconbury explained, there is a distribution (be it a grouped distribution, a continuous distribution with discretization noise or a combination, that doesn't matter much for the explanation).

Every "draw", "roll", "loot" pulled from this distribution is random. This is the random I am talking about when I say random.

Actually, A pretty decent analogy, I think (That for the purposes of simplification is going to be using discretized bins and also almost entirely fictive numbers):

You have a giant bowl, containing 1.000.000 notes, on each note is a number written. These numbers represent multiplier:

732.457 of these notes have the number 0.25 written on them
143.533 of these notes have the number 0.5 written on them
74.403 of these notes have the number 1 written on them
27.805 of these notes have the number 2.5 written on them
11.041 of these notes have the number 5 written on them
8518 of these notes have the number 10 written on them
1200 of these notes have the number 20 written on them
500 of these notes have the number 50 written on them
250 of these notes have the number 100 written on them
180 of these notes have the number 500 written on them
70 of these notes have the number 1000 written on them
43 of these notes have the number 2000 written on them.

Every time you interact with the loot system you grab one note from the bowl, read it and throw it back in. Then you shake the bowl around, grab the next one and so on.

This will give you a mean over time of ~86%

Each instance is random, Identically and Independently distributed, yet we know exactly what the outcome will be over time.
 
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After re-reading this thread in its entirety I guess this is the main problem. I assumed that common sense would dictate that "random" in this scope does not mean a uniform distribution. That would have ended the game in hours, given the multiplier scaling we have.

I thought IID was implied from context alone, and probably should have made that clear.

Now, to clarify my stance on the "random" that I am talking about here (while it is nicely summed up by UnaAlconbury, I feel it's important either way)

What I am talking about is IID (Identical and Independent Distribution):
Every instance is drawn from the same distribution (Identical)
Every instance is independent of previous results (Independent)

IID != Uniform distribution.

This means that, much like UnaAlconbury explained, there is a distribution (be it a grouped distribution, a continuous distribution with discretization noise or a combination, that doesn't matter much for the explanation).

Every "draw", "roll", "loot" pulled from this distribution is random. This is the random I am talking about when I say random.

Actually, A pretty decent analogy, I think (That for the purposes of simplification is going to be using discretized bins and also almost entirely fictive numbers):

You have a giant bowl, containing 1.000.000 notes, on each note is a number written. These numbers represent multiplier:

732.457 of these notes have the number 0.25 written on them
143.533 of these notes have the number 0.5 written on them
74.403 of these notes have the number 1 written on them
27.805 of these notes have the number 2.5 written on them
11.041 of these notes have the number 5 written on them
8518 of these notes have the number 10 written on them
1200 of these notes have the number 20 written on them
500 of these notes have the number 50 written on them
250 of these notes have the number 100 written on them
180 of these notes have the number 500 written on them
70 of these notes have the number 1000 written on them
43 of these notes have the number 2000 written on them.

Every time you interact with the loot system you grab one note from the bowl, read it and throw it back in. Then you shake the bowl around, grab the next one and so on.

This will give you a mean over time of ~86%

Each instance is random, Identically and Indepently distributed, yet we know exactly what the outcome will be over time.
there's only one issue with ur example related to entropia, no one here has ever grabbed even 10 of those 43 notes with 2000 written on em even after 1 million inputs. see if ur example is correct within the parameters of entropia someone would of grabbed multiple of those 43 possible 2000 notes, but becuase the output is predetermined based on the individual and input no one has ever done it in entropia. i gotten two ath in my 20 year entropia career, the levi was almost 4000x the astroid even though is 176k was only 200x written on it....
 
there's only one issue with ur example related to entropia, no one here has ever grabbed even 10 of those 43 notes with 2000 written on em even after 1 million inputs.

I specifically stated that the numbers were almost entirely fictive. The extreme right tail in Entropia is significantly more rare than that.
 
I specifically stated that the numbers were almost entirely fictive. The extreme right tail in Entropia is significantly more rare than that.
regardless of how rare with the amount of ppl playing it should of happened by now after 24 years and billions of inputs...yet i will wait for any avatar to come foward and show that they have gotten even 10 of those 43 notes with 2000 written on em, but we wont see a single one cuz it's NOT RANDOM. you or i or anyone else playing this game literally has zero chance of getting those 2000 notes, however it will happen and it will go to 43 different individual and help increase their return to a closer 95 to 99% return based on equipment used
 
Great. So we all agree that entropia is not truly random. Awesome.
 
No one who actually looked at data would ever state it's truly random, that's just something that was misinterpreted along the way, it seems.
You poor soul...

You cannot argue these topics with people who do not have a basic understanding of math, numbers, statistics and randomness.

People in here will claim that if there are rules it isn't random, while they at the same time will think a dice roll is random. With the former understanding of randomness then nothing is random, the dice is limited by integer values and limited to six of them.

Confirmation bias, copium and illiteracy trumps data on PCF 99 times of 100. Just let them go full McCormick and continue their circle jerk.
 
You poor soul...

You cannot argue these topics with people who do not have a basic understanding of math, numbers, statistics and randomness.

People in here will claim that if there are rules it isn't random, while they at the same time will think a dice roll is random. With the former understanding of randomness then nothing is random, the dice is limited by integer values and limited to six of them.

Confirmation bias, copium and illiteracy trumps data on PCF 99 times of 100. Just let them go full McCormick and continue their circle jerk.
Yeah I was on vacation over Easter and looked at this debacle of a thread a time or two, but promised myself to stay away lol
Finally gave in as I got home
 
Quite interesting to see such divergence between ideas of how the loot system works between veteran players, it does truly make this game unique.


This right here is the main reason that made me fail to transition from 1.0 to 2.0, which led to intense boredom and consequent moving on.

Was used to this variance, even with decent DPP setup:

I was obviously still playing at a loss, but the excitement of those nice periods would make up for the poor loot ones and the reasonable MU would allow a decent pay per shoot game. It was quite nice finishing a day, a week or even a month seeing the Pedcard substantially increased .

Nonetheless this is the current state game, and I've played very little (around 50k peds cycled) since my return so I'll keep sticking around and see how it goes. One thing is sure, if I had plans to increase my game they are vanished and I ain't gonna play with more than "pizza money" for the time being. I'll get some decent DPP/Eff L setup, hunt small stuff focusing on the MU of the uncommon drops, and keep building my dataset.

For MA my 2 worthless cents would be:

- First and foremost, focus on rebuilding your dedicated clients trust, it's clear as water (not the one you can fish in) that trust is loss and patience depleted and just stop these sneaky bullshits like changing mining loot system without any announcement or hiding the point system on the Mayhem event. I mean, the reason you provided for the latter is ridiculous.
You lose these guys, and you're a goner. You replace them with braindead Fortnite players, and you're a goner; your game doesn't provide what it needs to retain them. Focus on "quality" not "quantity" and plan a strategy to get more players like the ones you have now.

-Fix what is lacking for a complete RCE ecosystem. I still have the messages of my auctions sells back then, and we went for okayish MU to really bad MU; Hunting outside Calypso/Aris is fking expensive; Having UL items = Bag holder, there's almost no chance they will currently gain value and to sell it's a complete pain, I could keep going and going but my idea with this should be evident now.


I hope I'm just missing the big picture of MA plans here, and if so, please enlighten me, I'm always open to learn :).
Biggest problem here imo is that rake is so big esspecially for lower end looter and now mining too. Even 5% rake of all activities is big imo, concidering how many lootevents is needed to balance out returns. I hope after UE5 has settled down expenses of MA go down a lot and they can lower the rake atleast 50%
 
Biggest problem here imo is that rake is so big esspecially for lower end looter and now mining too. Even 5% rake of all activities is big imo, concidering how many lootevents is needed to balance out returns. I hope after UE5 has settled down expenses of MA go down a lot and they can lower the rake atleast 50%
It wouldn't help.

People will still be hunting above their level because they can. Only way to sort it out would be making req for a LR10 50. I have something like 300 MA DPS at the moment, much more than I could ever have thought I would have and I was upset that I had to do 2000HP mobs to cycle through mayhem at reasonable pace because it is higher than I would like. People with a quarter of that and smaller bankroll hunts bigger mobs than me.

You can overcome 5% if you pay attention but people don't. Lowering the variance would make the same people leave because they dont play the game, they play the house. Lowering the rake means less big payouts which means less incentive for these people since they do not care about sustainability but that one big hit.

People cry about lack of markup during mayhem, it is above 106%. Problem isn't the game, it is the players.
 
You poor soul...

You cannot argue these topics with people who do not have a basic understanding of math, numbers, statistics and randomness.

People in here will claim that if there are rules it isn't random, while they at the same time will think a dice roll is random. With the former understanding of randomness then nothing is random, the dice is limited by integer values and limited to six of them.

Confirmation bias, copium and illiteracy trumps data on PCF 99 times of 100. Just let them go full McCormick and continue their circle jerk.
thankfully we have geniuses like yourself keeping it real
 
thankfully we have geniuses like yourself keeping it real
There is no reason to try to argue. If more people understand how loot works there would just be more competition. My day doesn't change whether you believe in a made up theory or something based on data. It is just a game.
 
thankfully we have geniuses like yourself keeping it real

There is no reason to try to argue. If more people understand how loot works there would just be more competition. My day doesn't change whether you believe in a made up theory or something based on data. It is just a game.
no argument here. Just annoyed with how you are patting yourself on the back for being such a genius who has to come down from your mountain to explain to the dummies how everything works. Telling us to go back to our "circle jerk". The only person masturbating themselves is you. In fact, every time you make a post on this forum it seems masturbatory. Have some effin respect once in a while. You with your 6k posts just having to post on every topic. That's the real jerk fest.
 

Russia Gudvin Trek​

again, look at the entropy of life- there were 3,000 pedals on the main and he gets 7000 hof
 
There is no reason to try to argue. If more people understand how loot works there would just be more competition. My day doesn't change whether you believe in a made up theory or something based on data. It is just a game.
Haha nice try bucko but the king of data named sulje is on our side! Even got data we don't have access 2.

@Chronophobe don't take offense 2 it he means well usually hah I just come here more so for entertainment purposes takes my mind off of all the money I'm losing... except when MA messes with my returns then it's serious mode time lol

2 be honest tho like skeptic said more people that don't know how the system works the better. But it's now too late for that since everyone who reads the forum already knows about waves and personal loot pool facts and that the randomness conspiracy theory is for gamblers who think they can beat the house. We need more gamblers for game to survive so the rest of us can have MU.
 
Haha nice try bucko but the king of data named sulje is on our side! Even got data we don't have access 2.

@Chronophobe don't take offense 2 it he means well usually hah I just come here more so for entertainment purposes takes my mind off of all the money I'm losing... except when MA messes with my returns then it's serious mode time lol

2 be honest tho like skeptic said more people that don't know how the system works the better. But it's now too late for that since everyone who reads the forum already knows about waves and personal loot pool facts and that the randomness conspiracy theory is for gamblers who think they can beat the house. We need more gamblers for game to survive so the rest of us can have MU.
Be wary of anyone who insists the game is failing because of the players, and not the company. He lost me there.
 
Haha nice try bucko but the king of data named sulje is on our side! Even got data we don't have access 2.

@Chronophobe don't take offense 2 it he means well usually hah I just come here more so for entertainment purposes takes my mind off of all the money I'm losing... except when MA messes with my returns then it's serious mode time lol

2 be honest tho like skeptic said more people that don't know how the system works the better. But it's now too late for that since everyone who reads the forum already knows about waves and personal loot pool facts and that the randomness conspiracy theory is for gamblers who think they can beat the house. We need more gamblers for game to survive so the rest of us can have MU.
A huge problem trying to discuss stuff like this is that everyone thinks they are right. The only logical thing to do is to believe those who can present their arguments.

The numbers are too large to grasp and there are so many variables at play.

For instance here is a series of coin flips:

THHHH HHHHH

Everyone and their mother will believe that next one is tails right? For good reason? No.

Randomness doesn't even out because of magic or fairness, it constantly move towards the average. So this doesn't mean we will have a similar det but opposite soon, it means that when we have 10,000 sets of ten flips, these ten drown in it. Same is true for loot which is from where "keep shooting" comes from.

This thread discussed about 270 different things because people don't realize what they are talking about. They hear the word wave and applies it to that streak of globals they had. They get a hof and think it is payback. I had two "welcome back hofs" but I wouldn't say that was because of MA but because I hadn't played in a decade and came back to a minor fortune I didn't know I had which I gambled with.

A guy like the one will always be on the losing end because he puts his pride and feelings above everything else. With that attitude no one will put up with him and teach him. Don't need to be a genius, just need to listen when people explain.

Edit: Here is a great example of confirmation bias. All Sulje said was MA are dishonest, which they are, doesn't mean he moved to the dark side.
 
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Be wary of anyone who insists the game is failing because of the players, and not the company. He lost me there.
Players are losing because of themselves, not because of lack of markup or MA pushing a red button to kill their PED card. That was what I was saying.

People cry about markup from mayhem but there is enough for anyone who plays at their level to at least break even unless they have insanely bad luck.
 
Players are losing because of themselves, not because of lack of markup or MA pushing a red button to kill their PED card. That was what I was saying.

People cry about markup from mayhem but there is enough for anyone who plays at their level to at least break even unless they have insanely bad luck.

I really am interested in learning how to get as close as possible to breaking even in this game so imma pop out how I see stuff, and please correct me where my perception is failling.

For the level I'm hunting, the MU is really on the uncommon drops that seems to have a defined approx. drop rate amount for PED spent. The crap with 101-102% are just that tiny extra that does make difference on the long term. If possible, stacking stuff and understand the market needs and fluctuations and sell on the right time, can indeed stretch this MU. I'm already noticing some patterns, like the MU change on some items with Mayhem ongoing and taking advantage of it.
With my current TT return, I am far from breaking even with MU. Why?
I can think about that I haven't cycled enough, but this also should imply that I'm dependent on TT return on not MU anymore.
I can think that my setup had a pre 2.0 gun and with lower looter lvls, it's just giving me too low TT return.
I can think that now I'm using a 75% eff gun but the MU I pay for it eats the chance of breaking even.
I can think that If I would buy a 30k Gauss with 90% eff, I could have a chance for it, but I don't wanna do this for the time being.


What do you mean by anyone? As I see it, not anyone can get close to break even, and current MU is not enough for everyone.
What am I failing to grasp here?
 
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