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All Posts by Po_gg

All Posts by Po_gg

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2366 posts found

"What do you all think about this?" Pretty much what you do. TOR's current cosmetic system is fairly decent (true, not even close to LotRO's system, it was a great example for the column btw.), so I'm a bit clueless why is it on the roadmap at all?

The only reason seems valid enough, I think, is in your final question. "I suppose the final question is what will an Outfit Designer system actually add to the game other than another credit/CC sink?" Nothing other, CC sink it is :)

(not to mention, outfit designer in a game with sub-only Hide helmet, and Unify colour restrictions... )

During the maintenance I thought I drop here an addition about newbie gearing :)  (both the guide and the forum entry "wish I'd known" covering gears only moderately)


Since there are no levels in TSW, gear took the place of "levels" of other games. Areas, missions, mobs, etc. are usually graded by the players according to the QL of the gear. But gear is way more important than simply being a level indicator... talismans (and weapons) define your playstyle and efficiency. For example a deck slotted with the same blade builder+finisher and fist heal builder+finisher, can be a pretty good solo/survival build in an attack-focused gear, and a decent healer if switched the talismans into healing ones - while the player using the very same abilities.

You can literally break your build with unfortunate gearing, like making a true glass cannon, with dishing out astounding dps - and kicking the bucket after a moderate slap on the cheek :)
Gearing (+crafting, since they're connected) is actually an almost as complex part of the game, as the deck building itself. Since in TSW the "crafting" (more like assembling) allows players to fabricate anything, gearing is not limited like in other games, where you open a wiki, search the gear piece drops you need, and farm them out. But not jump ahead, endgame is not important for newcomers :)



So, newbie gears, in Kingsmouth.

The game is designed for preventing newcomers from the above mentioned "bad gearing". Hence in Kingsmouth the missions which reward the players with talismans, offering all 3 of them - and in green. Green talismans are constructed in a way that even if the player is picking the same kinda talisman every single time, the end result will be still a viable build. For example a full gear of green heals is still providing enough HP and damage to survive and re-play the missions in Kingsmouth, and giving the chance to pick the other two talismans for balancing the gear setup. (blue and purple quality talismans are not this forgiving, but players won't see those before the first dungeon)

There are 3 types of gear in TSW, according to the trinity roles: tank, heal and dps. Players need to mix those within the 7 gear slots for having a good build. Even a full dps build needs at least 1-2 tank talisman(s) for the additional HP, and if not grouped with a healer, it's good to slot at least 1 heal talisman too, for the better self-heal. As mentioned above, while in green you don't need to mix things up, but it helps to get in this mixing mindset as early as possible, while you're in those forgiving greens.


What does it mean for newcomers: don't be afraid to replay missions in Kingsmouth, and grab a set of talisman not only for your selected role. Personally I used to suggest a second playthrough of the selected missions right after the first day (when the cooldown is off) and picking different kinda talismans the second time. Inventory space is not an issue, and having two sets helps to have more options to shuffle the gear. Same goes for weapons too, Danny in the skate park has a mission which gives QL3 weapons, a good place to upgrade your collection before Polaris.

Later on it's easier to simply craft the pieces you need (or buying from fellow players in the AH), since from Savage Coast and beyond, the missions only reward 1 gear or none at all, and random drops from mobs are... well... random. :) While with crafting you can assemble exactly what you need.

Mine were our localised MUDs in the '90s :)

good old times when anybody could write a game (or as a learning curve just translate an existing one). Later, in the second half of the '90s arrived the ASCII arts, the 'graphical' maps, the roleplay enhancements from MUSHes, etc. Loved that era... haven't played MUDs since the end of '90s, most of them either closed or moved into the browsers anyways - c'mon, a good MUD / MUSH is starting with an opened telnet session, from command line of course :)

Maybe also a good info for beginners: cabals (and their pride).

I mean, not the event itself since it happened last weekend (I personally went with my Lawbreaker character for representing the forum cabal, in my cool mmorpg trenchcoat http://postimg.org/image/wtagm11u5/  ).

 

On the other hand it was a great show, and a pretty good gathering of the biggest cabals in TSW, with leaders and contact persons as well (not to mention the fun trivia with prizes, and the after-party). Even if a newcomer missed the event, here's a nice recap video on youtube, with the faction-organised / multi-faction list of partaking cabals. http://youtu.be/Dy2vIppQg7k  (some dances in TSW are looking really odd indeed :) )

Since the guide is only covering cabals with a short mention in the group play section, that list is a good starting point for everyone who seeks some friendly groups. Being in a cabal is fun, and helps a lot with tougher missions and the dungeons.

 

There's an another video, which is not the best quality but it's great for the radio coverage of the pride - Trevalin on GridStream played music, introduced cabals, etc. during the whole event, and also hosted the trivia at the end, but that's not in this youtube stream unfortunately. http://youtu.be/ziBy76LvP8Q  (At around 12min there's an awesome Halestorm track, Lzzy is cool ;) )

Originally posted by Robsolf

As somebody that LOVED Interstate 76, as well as the post apoc genre as a whole, I was massively disappointed in Auto Assault.  I remember it really not feeling, in any way whatsoever, like you were driving a vehicle.  They weren't even able to come close to I76 in drive quality, a game built on the Mechwarrior game engine, and released 7 years earlier.

I'76 was cool (the sequel not so much), but AA had a much bigger map, more players, etc. Yep, the driving was tilted more to the arcade side, but it suited the game better... And they squeezed what they could within the mmo 'borders' imo. AA rocked :) but I guess I commented the previous column too which Richard mentioned in the AA section (yep, http://www.mmorpg.com/discussion2.cfm/post/6524902  love that video :) )

 

And as others said, I too miss Vanguard's Diplomacy from the list.

Originally posted by Scot

I don't accept that interpretation, sorry. :)

It does say how hotly contested this all is. In my view like much of any authors background the idea of Orcs and Goblins as being separate evolved later on in Tolkiens mind. They are not racialy different, in other words they have the same source but are both culturally and physical different.

That's not interpretation, that's fact :) I think Tolkien mentioned it himself somewhere, he added orc into the languages of ME because goblin was used in english for a creature which is not what he had in mind, but since the Hobbit used goblins, he left it in Common, so in LotR when hobbits referring to Orcs they sometimes call them goblins.

There's a physically different Orc 'version', Sauron's and Saruman's Uruk-hai. The regular orc are the same ones the Company fought in Misty Mountains.

 

But that's not important, since Turbine separates them as well (maybe for having more enemies in game :) ), so for OP LotRO is not a good fit, can't play goblin there (http://lotro-wiki.com/images/b/bf/Goblin-town_Jailor.jpg) just a Reaver (http://lotro-wiki.com/images/0/0a/Blogmal_Soldier_Appearance.jpg) which is different, and not only in size.

 

I think it's not about available decks, it's more about the transition between them. Back in the days we tried to build some "classes" - as in building a route to follow, with a series of decks from the start to the end, optimal order of purchasing, etc. Since there are millions of combinations, and dozens or even hundreds of good decks out there, it was a quick failure obviously :)

Actually I'm on a similar, just watered-up "self project" currently, which started after the NPE announcement of Joel, with testing the starter decks. I don't think I'll finish this one either, since I'm an avid hopper and already started to miss AoC and LotRO :) I think I'll hop over to AoC in March, then LotRO for the anniversary, and probably continue this character in the summer...

 

So far I'm at around QL6-7, faction rank also 7. Tried to build a similar "class" as LotRO's Champion since that's maybe the easiest one there. Melee, AoE, and can bear a massive beating, good foundation for a solo / survival deck. I picked chaos as the cornerstone, first I completed a starter deck, then went fist for the self-heal. From that on I tried to do upgrades one-by-one, always going for abilities within reach or 2-3 steps away, tops.

So far I completed 3 starter decks on the side, also got half-way with 2 others - while maintained the melee, AoE, tank-ish playstyle during all the AP upgrades. (ok, I went for AR a bit with one of the starter decks, mainly for range pull that frikking golem out from the amusement park pool, that pool is not a good place for melee   But LotRO champ also learns bow usage during his way, for a low-damage ranged pull, so I thought it's within the limits.)

It's fun to seek available improvements within reach, and maintain the current playstyle / "class" :) Currently it's on Exposed and Frenzy, but for thinking ahead I'm already building an Afflict and a Burst deck on the side, so I could switch to that in need. Also made a (not very effective yet) tank deck. All of those within the melee AoE sturdy style, so I'm not a nimble, jumping all around like a jackrabbit -kinda build, I put my feet down, take on the monsters and fight them back, like a good champion... high health, defense, protection, high evade since it's chaos - let them come :)

Originally posted by Scot
Originally posted by Helleri
You can play as an Orc in Lotro (basically the same thing).

What ... the ... ORCS ARE NOT GOBLINS !!!!

Because Orcs are ugly ! While Goblins are beautiful ! There, now you know it, too !

Orcs are most definitely not goblins, don't make Tolkien turn in his grave. :D

Nah, he's not that spinning kinda fella :) And certainly not for this case, since Helleri is right, Tolkien used goblin and orc for the same foul creature, goblins of the Hobbit are the same ones he called Orcs in LotR.

 

PJ and Turbine however treating them differently, so Helleri's statement is not entirely correct :)  you can play Orcs in LotRO, can do it without your wallet too, since the Reaver is free to everyone, but in the game orcs and goblins are different. Goblins are those small buggers with a spear, mostly working as travelling agents for dye-making scholars since they keep yelling Dye, Dye! Or maybe die, just their accent of Common is weak? :)

(probably not, since they're so weak they couldn't kill even a fly, let alone a well-fed hobbit...)

Originally posted by Wolfpack48

Yeah, I always struggle with this, because I hate to recommend a particular weapon if I don't know what someone's playstyle is.  There are so many possible combinations and styles even within each weapon, and TSW is one game where you can get any combination to work if understand the basics behind the system. 

Yep, for a newcomer (with 'regular' mmo background) usually that's the first big bump as I noticed, right at the start of the game.

In most games the selection is easy, there are definite classes, roles, one can look at wiki pages and videos for help, and when the selection is made, the game will handle the rest during the leveling. The mechanics won't change, the build / respec is only attune the gameplay. They only need to gather the xp.

Even the games closer to TSW's "class-less" approach, like Rift's Soul system or CO's Freeform or STO's ship / crew building are pretty directed within the selected roles - but still, it's great fun to theorycraft in them :)

 

Opposed to those however, TSW is offering a totally blank sheet (like Tabula Rasa in London ). The starter decks may  provide some guidance, but even with those, the freedom can be overwhelming. The option of being anything and also everything within one character could leave some folks clueless. There are players who picked a deck from a builder site, played through the story with it, and then left - that's fine, since the story and lore are just as important part of TSW as the deck building, and they're simply not interested in theory crafting. But for those who do, TSW could be a pretty deep and long game :)

 

Actually I think this has some part of TSW being often labeled as 'niche'. Lots of players out there, with many years of 'regular' mmo behind them are accustomed to "playing the class". Terms like "learn your class" and "you play it wrong" are n/a in TSW and this can confuse some players who used to have a set course.

When you play since decades by "I learn my skills and mechanics during leveling, and then I play those all the time" it's tough to readjust yourself into "I can choose my mechanics, I play with the ones I like the most, but also I need to change it from time to time". There's no comfort zone, no pre-set skill trees, no class boundaries...

Jumping in the middle of a mob group and hacking them off with melee AoE then in the next minute kiting a boss from range with single-target attacks and DoTs, then switching to single target melee and annoy with stun lock , etc. Some doesn't like it, and want to stick with just one playstyle - which also can be done, but then s/he will need help occasionally, since TSW has plenty of changes, sometimes for example you have to have Afflicted, on other times it's even forbidden to apply one (unless you want to boost the mobs and wipe your team of course...) and you need to react for those changes with your deck and playstyle.

 

An another issue used to be the questing, which is different and even odd for someone with the good ol' "quest-hub" mentality, but that comes only after the weapon selection is done :)

 

edit: mmorobo, don't forget to tell them, if they have time of course, that tonight will be the Cabal Pride Joel mentioned in the February letter, I think it will be a fun event :) http://forums.thesecretworld.com/showthread.php?t=83667

Great guide, nice job! (and neatly organised, which is a bit odd from a chaos follower )

"something else that would be helpful in the guide"

Some more details to the weapons part maybe. As I noticed when I try to explain TSW to new buddies, the weapons used to be their first "big" question - right after we're over the "no classes, you can be anything, and all in one character so alts aren't needed either" part :)  "ok, so now, which weapon should I choose?"

Usually I ask what does s/he play the most in other mmo's, and suggest a weapon pair based on that. True, every weapon can do almost every base style - for some extent, of course - but you can narrow it down based on his/her favourite style. For a player who loves hunters and doing massive single-target damage from wide range, the shotgun / fist pair from the tutorial is maybe not the best match :)

 

An another frequent one is the trinity, the "I wanna be a healer"-kinda questions. It's tough to explain that role is not within the weapons, it's in the gear and the deck. Someone could be a great, balanced player for questing with blood / fist, killing off everything on sight... and then join a group, switching some abilities and a few gear pieces, and s/he can be the main healer for the group with the same blood / fist pair. (ok, towards the end they will maybe have a blood focus and claw for damage, and a separate pair slotted for healing if they're "true min-maxers" a.k.a elitists ) Role not in the weapon goes backwards too, for example "I want to tank" well, ok, there's blade, chaos, hammer, maybe even shotty for that, and don't forget to spend some points on the tank line with the taunts :)

Every weapon can do serious damage, besides their role of tank / heal / support. Also, every weapon can focus both on single-target and AoE damage, but not equally, fist for example is better suited for single-target while blade excels in AoE. Same goes for range, even the "melee" weapons (blade, fist and hammer) can do some - true, not very far - ranged attacks too.

As a bottom line, anyone can select a weapon pair which matches to their playstyle. Then it's a good time to tell them, probably they will have to change that during the game, since very few weapon pairs are good for everything through the game... /evil_laugh

 

TSW is all about adaptation, to measure the situation and hone the deck for facing the challenge (but of course there are builds which are good up until Tokyo). Which brings an another frequent issue, the retrain / respec.

I used to say, TSW simply has a different mindset in this matter. In most games you can gather a limited amount of points, you allot them, and then if you want to play something else, you pay the respec price (either with in-game or even with real money in f2p games sadly). And with that respec you can't really go beyond your class or archetype - except a few games like Rift or STO, great games for theory crafters as well.

On the other hand, in TSW there's no limit or cap on the points. In time you gather enough to unlock every ability in the game. And if you want to try something else, either a new role or a new playtsyle with a different weapon, you can. Only in TSW you don't pay the price with in-game or real money, you pay it with time - as in you start to spend your APs on the needed section of the Wheel.

True, it's slower than the regular mmo way... "I have 500 APs spent on blade, I want to relocate those points onto the pistol" would be faster than gather an another 500 AP from the game. Still, it has advantages too, first, you won't lose anything you once earned, and second, you will truly learn the abilities in your new weapon while unlocking them one-by-one, maybe even discovering new synergies and ability combos on the route.

It's much better than right away unlocking all of them, I think. Also it's good to see when you become better and better with that weapon every day.

Originally posted by Athisar

We need more of those mobs like the warg in Chetwood (Braugh or something like that).

Those are the 'easy mode' now with these roving ones added :)

Also there was an update yesterday for making them tougher (since a 100 with enough time could solo them, even with their close-to-3million morale), so now they have lower morale, but more mechanics, not just one insta-kill move, and hitting harder with the simple attacks too.

More challenge now, but it seems a well-prepared 100 still can solo them, if careful enough. Still, it's fun to group up and beat the crap out of those behemoths :)

(this fella for example taller than a giant, check the mammoth at his feet  http://postimg.org/image/hgdrekhrp/ )

Originally posted by Solar_Prophet

NCSoft are a bunch of jackasses as well. Kill off CoH, kill off Auto Assault (okay, that one kinds deserved it)

Why, exactly? AA was in the exact position of CoH, just 5 years ahead and without the 'helping hand' of the f2p era... it was shutted down because it wasn't 'good enough' to them (money-wise), compared to their korean liniage ().

But agree with the first part, they are a bunch of <bleeeeep> :)

Originally posted by Cypruska
Originally posted by Foomerang

Should rename the title to "Here's all four Superhero MMOs". ;)

 

Indeed

Or more like three, since marvel herpes is not one :)

 

"How would you rank the superhero MMOs out there?"

CoH = CO > DCUO. And MH is not on the list, that's just a Marvel-skinned diablo clone, and to be honest I loathe diablo more than I am a Marvel fan :)

 

DCUO is 3rd, since that's just a console action/brawler game within an mmorpg coat. Don't get me wrong, it's fun, graphics are great, loved the Legends story (the background comics), but also it's short, and after the cap there's only grind and/or pvp, the builds are pretty limited, etc. And, at the core it's still just an action game... with all the advantages and also drawbacks of the combo system.

 

CoH / CoV was great, that game brought me back to the mmorpg genre in '04, Cryptic made plenty of great systems and mechanics into it. Played it until the breakup, then I moved along with Cryptic (but a few years later I started to play CoH again till the closure). Put it on shared first place, because it had more content, had the Architect, and a better community than CO. On the other hand it was clunky at some places, wasn't that free and open as CO, and age really started to show towards the end.

 

CO... awesome game, though a bit mis-managed imo. "The Champions IP is just too generic and campy" I agree... if only Marvel stayed with them, that'd have been the best game, hands down. Not to mention that crappy MH wouldn't be on the market today :)

Beyond the average IP (and lately PWE and the monetisation) it was indeed, as you wrote "an interesting attempt by to drive the subgenre forward." It was so much more than CoH... more cosmetic options, more movement and combat options, and Freeform, which alone tipped the scale for me, against the Powersets of CoH. The graphics were cooler too, not just the cel-shade, but the artstyle as well.

Easily a first place candidate, but (as above mentioned) CoH had the Architect too, and a lot more like mentoring, the difficulty change, the Villain part with an own storyline, dayjobs, etc. So, it's a shared first place between them. At least for me :)

Originally posted by d_20
 

This is going to be a fun thread to read.

I'm sure it will be full of sunshine, rainbows and unicorns.

And combos too, like a rainbow-farting unicorn in the sunshine :D

 

For the question, /raise_hand. As many other wrote, the game is just too boring, and what's worse (in my case) it's not fun.

I admit I checked back at the PAX event since I was curious how many folks they managed to lure in with the 10 bucks bait, and while it was a short-term fun to check all the changes (I think I even posted about it here), it only lasted for maybe 2 days... then I logged back for a few more days to grab the daily reward, but even that was too boring so uninstalled again.

The only thing I had some fun within GW2 was the SAB. I wrote it earlier a couple times, when Anet folks put SAB back permanently, I'll gladly go back for that :) the rest of the game was meh (to me).

Originally posted by Jean-Luc_Picard

1983... year of Ultima III: Exodus. Definitely not a crash for me, except maybe for my "real life" until I finished that game =P

It's actually also the year of the birth of Origin Systems, which delivered some of the best RPG ever among which the first "AAA" MMORPG until EA ruined it 21 years later.

Of course it wasn't a crash for you in the vinyard of La Barre (loved that episode ), same goes for Bladestorm in the UK with the Speccy / Commodore rising, and for us behind the Curtain.

I keep saying since when this "we're heading to an another crash" movement started a few weeks ago (prolly with the Francis video), it wasn't a game crash, the posted wiki in the OP says it correctly, it was a US market crash. Japan was somewhat affected, Eu was just barely affected. Not to mention, since then the market went much more global, so in the (slight) chance of US crashes again, the side-effect would be even more marginal... Asian market is massive, Eu (and Russia) is close to NA in numbers, SA and the pacific region is also pretty huge... all with different backgrounds and different tastes in games, to make a diverse market overall.

Richard Aioshi used to write here great colums about the eastern side of the market, those are nice read.

And yep, the Ultima series is awesome (except that cr*p UO ), just played through Akalabeth and the first 3 Ultimas (it was recently sold on gog too, for cheap)

Originally posted by Calgor
Originally posted by ImperatorBellus

I am currently looking for a 3rd mmo to play since I might quit star trek online because the devs in STO are neglecting pvp and pvp is what keeps me playing a MMO for over 1 year. I was thinking of returning to SWTOR but is it really pay to win? 

/scratches head

STO was massively P2W last I played (about a year or so ago) and had terrible PVP.

Hmm, partly agree with Calgor, I must, yes. (Yoda avatar ftw )

/scratching head as well... STO has a cool f2p model, but at the end, and even moreso if you want to be geared to the teeth it can be very cash-shop heavy (or grind heavy, if you decide to grind out the Zen from the game). TOR has a much more restrictive model gameplay-wise, but that's mostly """"just"""" for the mechanics (just, in huge brackets, since I think it's a far weaker model when devs are focusing that part of the game with their restrictions).

To be honest, I couldn't say anything from TOR's shop which is anywhere near to "win"... except maybe the faster unlock for GSF ships, which takes us to the second part of OP.

 

(and to put it here first, I loathe pvp in rpg, since rpg is all about cooperation and teamplay). So, pvp. Why on earth you seek pvp in TOR? :) Or as a matter of fact in STO, but I admit a few ground ones can be fun, just like space if you're in a stunning () science vessel.

If you want pvp, stick with PS2, that's a good pick for that. Or if you really need it in an mmo, as Azaron wrote there's AA (and then you can see what p2w really is ), or there's Eve if you're into spreadsheeting. Heh he.

TOR's pvp is the same ol' instanced stun-lock fest, or there's GSF which is like a party of Descent was near 20 years ago, just with weaker controls (but better graphics).

 

In short, TOR is not p2w, but the pvp is not better than STO's. If pvp is your main focus, stick with PS2.

Valentine facepalm :)

For strictly the title, trial or f2p, it doesn't matter. Both are giving the same, you can try / test the game without an entry fee, with some restrictions.

 

For the example of classes in LotRO or DDO: as others mentioned classes are often not part of the base game, and almost every game has some form of restrictions within their model (regardless of payment model, just check pre-f2p ESO and imperial, or pre-f2p Rift without the SL expansion). Classes are usually "extra" content. Not to mention choosing a class based on a first few levels experience is not a guarantee for anything, gameplay can change during your leveling course - with LotRO for example, (before the HD class changes) LM was in this category, below 40ish it was slow and a pain in the butt, but getting over those level it became a fun class.

 

(and on the sidenote, beorning is not your "average" shapeshifting class, bear form is only for combat and it's part of the mechanic to maintain that form or switching back to human for tactical reasons. Also, nor beornings, neither warden / rune-keeper, are "subbed races / classes", subscribers need to purchase them like everyone else.)

After AA you could check AoC too. I don't pvp so can't say the current state, but back in the days even on Crom (I mean before all the merges, I'm on Crom since the start ) which always was a pve server, there were nice siege events.

The basics demonstrated by the devs http://youtu.be/9TTsDVeurU8

And a random vid putting the above in practice: http://youtu.be/fT7YOEN0ULU (you can find plenty of siege videos, but I like the Rammstein songs in this one )

AoC pretty much fits your points, except "Ingame gold exchange for Item Mall items." and "Daily login rewards", those are not in there. Crafting is decent currently, but with the next update finally arrives the revamped crafting wich sounds cool based on the plans.

Oh, "Dragons" could be an exception as well, no dragons besides Vistrix. (a raid end boss, and she's not a dragon technically just a demon in dragon form :) )

 

There's LotRO too. Not as good match as AoC, but in LotRO there are frequent battles for the keeps and outposts in Ettenmoors, and most likely the arriving Osgiliath will bring some additions to this part of pv as well. Can't say how active it is, I don't pvp in LotRO either... But you can defend Helm's Deep and using siege weapons in pve too :)

Originally posted by JeroKane

Just look at Evolve!  60 bucks for the Box, with hardly any content and 60 bucks on day 1 DLC´s !! So they expect you to fork out 120 dollars right out of the gate! /FACEPALM

I don't think mmo's have this direct influence on the console / single world, but I agree with the above :)

I used to use as a bad example GiantSumme... eer, no, the following season, TitanFall (the 'seasons pass'ing so fast nowadays ), half game for full price, then paid DLCs to complete the game, with an optional season pass (lol). But as you said, Evolve just evolved () the DLC scam to a whole new level...

 

As for STO, I don't really understand the uproar. This is not THE T6 ship, it's just one of the line of T6 ships. Everyone could grab one T6 for free too, true that doesn't have the Inspiration mechanic. Not to mention you can farm Zen in the game, if you don't mind the grind, and as Leethe mentioned above with CO, the subscription is still an option, with the monthly Zen stipend.

I agree, Cryptic is leaning towards the shop more heavily in the last years, but the model is still decent... and the game is fun anyways, so even with the more penny-pinching it's a good pick for playing, imo. But just an opinion :)

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