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Found 11 results

  1. So I finished the monthly challenge this month as a brand new SR81 Pioneer today which catapulted me to SR83 in one game. I decided to take a break, but when I came back later I was at the beginning of SR82. What the freak?! I want my 15000 xp!
  2. Hey 343, I was playing flood today on Halo 4 with two of my friends as guests and the game told me that I was banned from gaining xp I am not a hacker, but I was in first and some one was raging on me and I killed him twice (fairly) and that happened!! Microsoft support told me to come here and plead my case. Could you please tell me what I did? And if I was wrongly banned could you please fix it? Thank you, Ukna999 P.s how long does the ban last?
  3. I've been playing all night now since it's my day off and between the hours of 03:00hrs and 04:00hrs CST I wasn't given ANY Experience for my games played...Also The Weekly Challenge "DEADEYE" isn't giving me any kills towards it except for the 12 given from the daily challenge "DEADEYE" so having 2 challenges with the same name may be effecting that..the weekly Challenge DEADEYE demands you get 70 kills with head shots with precision weps....I don't know hom much more precision is needed when I'm playing SWAT a DMR and SNIPERS with a SNIPER....also because of this I'm not getting the full potential of my 2x experience through your promotion with Mt.Dew and Doritos...i'd like something done -AngryR4coon
  4. I don't know about you guys, and I know this is going to sound really knit-picky, but I really dislike the halo 4 announcer's voice. Yes it does sound a little like the previous games, but I feel it's too energetic ("OooverkiLL?" that's what it sounds like when I hear it). It doesn't sound like the master chief anymore (and I know it's not him in the other games reading what's going on, but to me it does sound a bit similar). I think my favorites for the voice was halo 3 and reach. I just hope they change it a little or I get used to the new voice! What do you think about this?
  5. For the past several days I have been playing a wide range of multiplayer. From Infinity Team Slayer to Big Team, CTF to Dominion... every single time I have seen after game stats and medals. Even more so that sweet little xp bar, steadily watching it grow. I am aware of the xp limitations/cap (I have already hit this the previous day), but correct me if I am wrong. You would still see the after game stats, correct? I don't ever remember seeing a little notification saying "Congratulations! You have been capped!" or something along those lines. Find it strange that everything just decided to stop and not bother showing me anything. Was just wondering if anyone else was running into this issue, otherwise I might have to contact 343.
  6. KinetiKz

    Double XP Cap

    I've wasted countless amounts of Double XP because of there being an xp cap. The cap is so low when you get to higher levels that you can't level more than 3-4 times without not being able to get XP again. I want to play this game, but not be penalized for it. 343 has done a terrific job with Halo 4, but this XP cap makes me frown. People will play the crap out of this game; it's new, it's amazing, but those who play it a lot should not be penalized for doing so. We enjoy this game that 343 has made so much that we want to continue playing it for hours; there's no reason we should be limited for wanting to do so. I can't even play custom games to avoid wasting my double XP because it still counts towards it in there. :'( I just want to play and be able to acquire XP. Thoughts?
  7. Halo 4 DoubleXP Donation Bank By:Ryu Hayabusa Sanctioned by: Vitamin PWN Halo 4 DoubleXP. Most of us want it. Most of us take donations. But some of us aren't using them and some of us aren't accepting handouts. But, some of us are. This thread is intended to list all of those who accept Double/MegaXP code donations. Just so you don't have to ask who wants it. You can just choose. Want to be named? Just ask below. I'll add you all to the list. However many hundreds there are. So far, these peeps have requested to be in the list: Ryu Hayabusa Vitamin PWN Zuko 'Zarhamee Tallgeese Adrian Leuvano Humpstyles Zaguroth Remember, if you accept code donations, tell me so I can add you to the list. Not many yet, but there are always more later... Remember to leave a like here if you really think this thread is cool. Not that I need them, I just want them. XD
  8. introduction: I am a level 50 in halo 3, and I barely played reach because the xp system gave no special award for playing good, only playing long, so my effort would not be recognised. furthermore, if I put the work in to learn the game, the only way to guarantee I would play with team mates who didn't ruin my game by playing poorly, was to go into the playlist with a set team... and even if I found a team, there was no way to guarantee the level of competition of the opposition would be worth the time... there needed to be some way to seperate players. for this reason I have been desperately hoping for some type of ranking system, and after thinking it through have come up with an idea I want to submit, ample time before release date. thanks in advance for reading. the idea: this can work in sync with any experience based system already on board, this seperates players, this give some type of visual representation of skill that can only be got by winning this deals with the problem of derankers halo 3 had a skill system that went from 1 to 50 firstly my variation on this would be to have level groups such as; begginer, intermediate, advanced, expert and in order for a player to play in a higher group than his current one, he must win ten games in a row or have a win record of 70% or more, over his last 100 games, then the player unlocks the next level, and can play other players who have unlocked it within each level, players get matched up with other players on a very similar win record to their own if players join parties of two or more, the entire party is matched up with players who are equal to the win record of the best player on the party, and the win records of the other members do not contribute to the level of competition, however a win for the party will count as no more than 1 win to the records of all party members, regardless of their expected win chances. additionally: there is an opportunity for some nice level completion animations, such as "expert level master" in lone wolves gets a star surrounding their current experience level symbol, and the option to place a wolf tattoo on his spartan, and if that player also has "expert level master" in team snipers, they get an additional star around their current symbol and the option for a cross hair tattoo on their spartan note: I am not a mathematition, nor do I know how easily it should be to level up, so I cannot calculate the optimum formula for players to rank down (please 343i, have something that seperates players, and put me with and against players similar to my record) again, thank you for reading.
  9. Starting a video series on Halo CEA called the Halo Campaign Experience. I try to everyday upload a video of my campaign of Halo CEA up to Halo 4's release! Check out the series below! This post will be updated as more videos come out. Halo CEA Pillar of Autumn http://www.youtube.com/watch?v=4l5D_3GJe1w&feature=plcp
  10. LittleEnglishHaloBlog's experience at a Halo 4 party. Read below for more details From: http://www.littleenglishhaloblog.com/ By: FlawlessCowboy Those of you who follow @EnglishHaloBlog on Twitter – and you absolutely should follow me on Twitter – may have noticed that I was at a Halo 4 party last night. It was organised by Microsoft and “Celebrity Gaming Club” which seems to be some sort of PR company which arranges for celebrities to come and play videogames for photo op purposes. I was invited along with a handful of other UK-based Halo community folks to play Halo 4 with the aforementioned celebrities. I played pretty solidly for 4 hours, sparing bathroom and beverage breaks, it was the E3 build so we got to play Slayer, Infinity Slayer and Regicide on Adrift, Haven and Longbow. I’ll talk about the maps first. Haven Haven is a great looking map, it’s all clean lines and good lighting which gives a really nice contrast to players and weapons. There are pretty long sightlines from all sorts of angles which meant any cover you think you’ve got can very easily be taken away by clever map use from the opposing team. The lower sections of Haven can offer a quick escape if things are getting hairy up top. However I did feel like the lower section could have done with a lift or two up to the higher level as it can sometimes be a bit of a walk to get in on the action if everything is going on above you. Adrift Adrift is definitely my favourite of the three maps, which I didn’t really expect from the gameplay videos I’ve seen. The tight corridors mean that you can quite easily shepherd players into your cunning traps. I think the lifts in the main atrium mean you can move around the map really quickly if necessary which is great for Regicide. Aesthetically it’s a bit busy, there’s steam and flames coming from pipes which can be distracting and there’s lots of crates lying about everywhere which get in the way as much as they offer cover, but that’s something that we’ll get used to in time. In terms of map flow I felt this was the best of the three. Longbow All the games we played were 8 player (either free for all or 4v4) and I really don’t feel like Longbow worked with small teams. I’d often spawn and have to walk for 20 seconds or so to find a fight which is a bit boring really. There is a raised hill section in the middle with really long lines of sight and a wall to the rear making flanking difficult. I saw a team get a hold of the hill and they kept it for the duration of the game, easily picking off opposing players as they tried to run up the ramps to the hill. Longbow has these lower valley like areas which seem perfect for marauding through in a ghost or Warthog picking up splatters, I imagine in time they will become no-go areas for players on foot without some heavy ordnance. I enjoyed Longbow the least of the three maps, but I put this mostly down to team size. Lets talk about modes.. Infinity Slayer Before playing I thought I didn't expect to like Infinity Slayer, being something of a traditionalist I could see myself gravitating towards vanilla Slayer, but after spending some time with it I’ve become fascinated by Infinity Slayers nuance and subtlety. I assume we all know it’s a Slayer game, but instead of a race to 50 kills it’s a race to 600 points, with 10 points being awarded for a “Generic Kill”, 5 for an assist, 20 for an Assassination and so on. At first I just played it like a Slayer game and wracked up the kills, but by about my fifth game I’d started to learn how to maximise my points. I could kill these two guys with my BR and get 20 points, but if I stick the first guy, that’s 15 points, use my Thruster to jump behind them and stick the second guy - 15 points. Then a double kill 30 points. 60 points for killing two guys. In time I can see there being some brilliant playstyles and tactics emerging in Infinity Slayer, it’s a much deeper game than regular Slayer and a much more enjoyable game mode than I'd anticipated. Regicide Regicide is a free for all Slayer gametype where the leader (in terms of points) is “King”. The King has a bounty on his head visible on everyone’s screen as a waypoint over his head. I found that most players would charge for the King, this often made them easy targets as they wouldn’t be paying full attention to the rest of their UI (Motion Tracker). I also noticed that when a good player was King (which is often the case late in the game) he could take full advantage of the fact everyone was charging him by getting in a good defensive position and mopping up easy kills giving him an even greater lead (and a higher bounty). All in all it’s a really enjoyable alternative to vanilla Slayer and one I can see getting voted for a lot when the game launches. Both of these modes featured Ordnance drops for reaching certain point milestones, to me the most interesting thing about the Ordnance was that I didn't usually want it, the gap in killing power between the "power weapons" in the Ordnance and the BR or DMR you spawn with has been drastically reduced compared to previous games. Weapons Assault Rifle I picked this in my loadout by mistake a few times, it is good as a close range weapon, and with a Magnum secondary it wasn’t an awful loadout, but not one you’d choose over the BR and DMR. The kill times at close range seem to be reduced compared to Reach. I had quite a lot of success going with the Magnum first and then switching to the AR for the mop-up. DMR This quickly became my go-to weapon, the “bloom” seems non-existent, it has surgical precision over most distances and the 3x scope makes it a bit of a mini-sniper. The BR probably has the statistical advantage at mid-range, but I don’t think that’s enough to make me choose the BR, I won most of my DMR vs BR fights at any range. Battle Rifle The BR is a fine weapon, but it’s inaccuracy at long range means I’d sway more towards the DMR, because I don’t think the BR's mid-range advantage outweighs it’s long range shortcomings. It sounds and looks great and I got a ton of kills with it, but it just didn’t feel as reliable as the DMR. Carbine This is up there with the DMR, performance wise it might even be better, it has a higher rate of fire and is laser precise. My love of all things UNSC meant I swayed toward the DMR, but with extended play this might be the better weapon. It felt as though it had a slow reload speed, but that might just be a perception thing. Spartan Laser I only got to use this once, it has a longer charge time than in the previous games, but I found aiming to be much easier. In Reach when you’re scoped the movement can be quite skittish as the aim-acceleration means it often moves further than intended and you have to correct. This wasn’t the case any more as it had a really smooth aiming movement which for me made it much easier to use. I got one-hit-kills on both a Ghost and a Warthog so as far as I can tell it’s as powerful as it’s always been. When someone is aiming at you you get a red flicker on the screen as a tell that you’re about to get toasted. Rockets The Rockets now move a lot slower than in Reach and have a smaller splash damage zone, as such there’s now quite a bit of skill involved in using them as you will often need to lead your target substantially if they're not right in front of you. Sniper I’m not really much of a Sniper and only got to use the Halo 4 version twice, my very first shot with it was blaining a gunner off the back of a Warthog, which I don’t think I’ve ever managed to do in Reach (we’ll put it down to blind luck). Performance wise I found it similar to Reach, but as I said, I’m not really much of a Sniper. Needler The sound this things makes is crazy, it has a really rapid metalic, clunking noise, totally different to previous games. The bullet magnetism seems to be turned up pretty high too, but it takes a little while for the supercombine explosion which meant I often got killed waiting for the needles to pop (incidentally this actually meant I would get a Supercombine +10 and a Kill from the Grave +15 in Infinity slayer, so it’s not all bad). Sword Very much like the Reach version, I found that occasionally the reticule would go red, but it wouldn’t lunge when I pulled the trigger, we’ll put it down to being an early build. Sticky Detonator I absolutely dominated with the Sticky Detonator on Adrift, I love it. With Promethean Vision and the Sticky Detonator I felt like I was untouchable, I went on a 14 kill spree using only the Sticky Detonator. The damage and splash radius of the SD's grenades are far greater than either the Frag or Plasma grenades. In the enclosed spaces on Adrift you can very easily set up traps for people. I found this to be a really fun weapon with a lot of nuance and a variety of potential strategies. Scattershot I didn’t really get on with the Scattershot, I struggled to judge the optimum range and ended up wasting a lot of ammo when I should have just taken another step or two. The lack or Forerunner weapons in this build didn’t help either as it meant people could very easily recognise you were carrying it and keep their distance. I’m sure I just need to get used to it, but for now I’m a bit cold on it. Armour AbilitiesPromethean Vision This is a very useful Armour Ability, the claims that it doesn’t tell you any more than your radar are well off, the sillhouette of your foe can tell you which way they’re facing, what they’re carrying and sometimes even if they know you’re coming. As I mentioned, using this alongside the Sticky Detonator gave such a good awareness of opposing player’s movements that kills became easy. I imagine it would have been really annoying to be on the receiving end though. Hardlight Shield I found this to be more useful in annoying people than any kind of tactical advantage, it telegraphs your position and slows your movement. In most cases turning and sprinting would be a better defensive strategy. To answer a question from E3, if you crouch whilst carrying the HLS the spartan stays standing, but the over the shoulder cam drops down to his bum. Thruster I was mostly using this defensively, which didn’t really seem to pay off, the blurred vision would usually cost me more than the quick movement gained me. Speaking to other players it’s much more effective offensively either jumping in for the melee or to kill with the Scattershot. Hologram This was mostly like the Reach version, except it now shows up on the Motion Tracker which caught me out a couple of times. The guys from Microsoft have said they’ll be sending me over a nicely edited video of the event highlighting all the celebrities. There weren’t really any superstars, it was mostly people from crummy British TV (Hollyoaks and Emmerdale), footballers and Olympians. I got a photo taken with Olympic Gold medal cyclist Steven Burke, which is nice. I may have missed some details so if you’ve got any questions drop a comment and I’ll do my best to give you an answer. This post has been promoted to an article
  11. LittleEnglishHaloBlog's experience at a Halo 4 party. Read below for more details From: http://www.littleenglishhaloblog.com/ By: FlawlessCowboy Those of you who follow @EnglishHaloBlog on Twitter – and you absolutely should follow me on Twitter – may have noticed that I was at a Halo 4 party last night. It was organised by Microsoft and “Celebrity Gaming Club” which seems to be some sort of PR company which arranges for celebrities to come and play videogames for photo op purposes. I was invited along with a handful of other UK-based Halo community folks to play Halo 4 with the aforementioned celebrities. I played pretty solidly for 4 hours, sparing bathroom and beverage breaks, it was the E3 build so we got to play Slayer, Infinity Slayer and Regicide on Adrift, Haven and Longbow. I’ll talk about the maps first. Haven Haven is a great looking map, it’s all clean lines and good lighting which gives a really nice contrast to players and weapons. There are pretty long sightlines from all sorts of angles which meant any cover you think you’ve got can very easily be taken away by clever map use from the opposing team. The lower sections of Haven can offer a quick escape if things are getting hairy up top. However I did feel like the lower section could have done with a lift or two up to the higher level as it can sometimes be a bit of a walk to get in on the action if everything is going on above you. Adrift Adrift is definitely my favourite of the three maps, which I didn’t really expect from the gameplay videos I’ve seen. The tight corridors mean that you can quite easily shepherd players into your cunning traps. I think the lifts in the main atrium mean you can move around the map really quickly if necessary which is great for Regicide. Aesthetically it’s a bit busy, there’s steam and flames coming from pipes which can be distracting and there’s lots of crates lying about everywhere which get in the way as much as they offer cover, but that’s something that we’ll get used to in time. In terms of map flow I felt this was the best of the three. Longbow All the games we played were 8 player (either free for all or 4v4) and I really don’t feel like Longbow worked with small teams. I’d often spawn and have to walk for 20 seconds or so to find a fight which is a bit boring really. There is a raised hill section in the middle with really long lines of sight and a wall to the rear making flanking difficult. I saw a team get a hold of the hill and they kept it for the duration of the game, easily picking off opposing players as they tried to run up the ramps to the hill. Longbow has these lower valley like areas which seem perfect for marauding through in a ghost or Warthog picking up splatters, I imagine in time they will become no-go areas for players on foot without some heavy ordnance. I enjoyed Longbow the least of the three maps, but I put this mostly down to team size. Lets talk about modes.. Infinity Slayer Before playing I thought I didn't expect to like Infinity Slayer, being something of a traditionalist I could see myself gravitating towards vanilla Slayer, but after spending some time with it I’ve become fascinated by Infinity Slayers nuance and subtlety. I assume we all know it’s a Slayer game, but instead of a race to 50 kills it’s a race to 600 points, with 10 points being awarded for a “Generic Kill”, 5 for an assist, 20 for an Assassination and so on. At first I just played it like a Slayer game and wracked up the kills, but by about my fifth game I’d started to learn how to maximise my points. I could kill these two guys with my BR and get 20 points, but if I stick the first guy, that’s 15 points, use my Thruster to jump behind them and stick the second guy - 15 points. Then a double kill 30 points. 60 points for killing two guys. In time I can see there being some brilliant playstyles and tactics emerging in Infinity Slayer, it’s a much deeper game than regular Slayer and a much more enjoyable game mode than I'd anticipated. Regicide Regicide is a free for all Slayer gametype where the leader (in terms of points) is “King”. The King has a bounty on his head visible on everyone’s screen as a waypoint over his head. I found that most players would charge for the King, this often made them easy targets as they wouldn’t be paying full attention to the rest of their UI (Motion Tracker). I also noticed that when a good player was King (which is often the case late in the game) he could take full advantage of the fact everyone was charging him by getting in a good defensive position and mopping up easy kills giving him an even greater lead (and a higher bounty). All in all it’s a really enjoyable alternative to vanilla Slayer and one I can see getting voted for a lot when the game launches. Both of these modes featured Ordnance drops for reaching certain point milestones, to me the most interesting thing about the Ordnance was that I didn't usually want it, the gap in killing power between the "power weapons" in the Ordnance and the BR or DMR you spawn with has been drastically reduced compared to previous games. Weapons Assault Rifle I picked this in my loadout by mistake a few times, it is good as a close range weapon, and with a Magnum secondary it wasn’t an awful loadout, but not one you’d choose over the BR and DMR. The kill times at close range seem to be reduced compared to Reach. I had quite a lot of success going with the Magnum first and then switching to the AR for the mop-up. DMR This quickly became my go-to weapon, the “bloom” seems non-existent, it has surgical precision over most distances and the 3x scope makes it a bit of a mini-sniper. The BR probably has the statistical advantage at mid-range, but I don’t think that’s enough to make me choose the BR, I won most of my DMR vs BR fights at any range. Battle Rifle The BR is a fine weapon, but it’s inaccuracy at long range means I’d sway more towards the DMR, because I don’t think the BR's mid-range advantage outweighs it’s long range shortcomings. It sounds and looks great and I got a ton of kills with it, but it just didn’t feel as reliable as the DMR. Carbine This is up there with the DMR, performance wise it might even be better, it has a higher rate of fire and is laser precise. My love of all things UNSC meant I swayed toward the DMR, but with extended play this might be the better weapon. It felt as though it had a slow reload speed, but that might just be a perception thing. Spartan Laser I only got to use this once, it has a longer charge time than in the previous games, but I found aiming to be much easier. In Reach when you’re scoped the movement can be quite skittish as the aim-acceleration means it often moves further than intended and you have to correct. This wasn’t the case any more as it had a really smooth aiming movement which for me made it much easier to use. I got one-hit-kills on both a Ghost and a Warthog so as far as I can tell it’s as powerful as it’s always been. When someone is aiming at you you get a red flicker on the screen as a tell that you’re about to get toasted. Rockets The Rockets now move a lot slower than in Reach and have a smaller splash damage zone, as such there’s now quite a bit of skill involved in using them as you will often need to lead your target substantially if they're not right in front of you. Sniper I’m not really much of a Sniper and only got to use the Halo 4 version twice, my very first shot with it was blaining a gunner off the back of a Warthog, which I don’t think I’ve ever managed to do in Reach (we’ll put it down to blind luck). Performance wise I found it similar to Reach, but as I said, I’m not really much of a Sniper. Needler The sound this things makes is crazy, it has a really rapid metalic, clunking noise, totally different to previous games. The bullet magnetism seems to be turned up pretty high too, but it takes a little while for the supercombine explosion which meant I often got killed waiting for the needles to pop (incidentally this actually meant I would get a Supercombine +10 and a Kill from the Grave +15 in Infinity slayer, so it’s not all bad). Sword Very much like the Reach version, I found that occasionally the reticule would go red, but it wouldn’t lunge when I pulled the trigger, we’ll put it down to being an early build. Sticky Detonator I absolutely dominated with the Sticky Detonator on Adrift, I love it. With Promethean Vision and the Sticky Detonator I felt like I was untouchable, I went on a 14 kill spree using only the Sticky Detonator. The damage and splash radius of the SD's grenades are far greater than either the Frag or Plasma grenades. In the enclosed spaces on Adrift you can very easily set up traps for people. I found this to be a really fun weapon with a lot of nuance and a variety of potential strategies. Scattershot I didn’t really get on with the Scattershot, I struggled to judge the optimum range and ended up wasting a lot of ammo when I should have just taken another step or two. The lack or Forerunner weapons in this build didn’t help either as it meant people could very easily recognise you were carrying it and keep their distance. I’m sure I just need to get used to it, but for now I’m a bit cold on it. Armour AbilitiesPromethean Vision This is a very useful Armour Ability, the claims that it doesn’t tell you any more than your radar are well off, the sillhouette of your foe can tell you which way they’re facing, what they’re carrying and sometimes even if they know you’re coming. As I mentioned, using this alongside the Sticky Detonator gave such a good awareness of opposing player’s movements that kills became easy. I imagine it would have been really annoying to be on the receiving end though. Hardlight Shield I found this to be more useful in annoying people than any kind of tactical advantage, it telegraphs your position and slows your movement. In most cases turning and sprinting would be a better defensive strategy. To answer a question from E3, if you crouch whilst carrying the HLS the spartan stays standing, but the over the shoulder cam drops down to his bum. Thruster I was mostly using this defensively, which didn’t really seem to pay off, the blurred vision would usually cost me more than the quick movement gained me. Speaking to other players it’s much more effective offensively either jumping in for the melee or to kill with the Scattershot. Hologram This was mostly like the Reach version, except it now shows up on the Motion Tracker which caught me out a couple of times. The guys from Microsoft have said they’ll be sending me over a nicely edited video of the event highlighting all the celebrities. There weren’t really any superstars, it was mostly people from crummy British TV (Hollyoaks and Emmerdale), footballers and Olympians. I got a photo taken with Olympic Gold medal cyclist Steven Burke, which is nice. I may have missed some details so if you’ve got any questions drop a comment and I’ll do my best to give you an answer.
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