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What made you interested into Don't Starve?


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This might get a bit sad and I might get a bunch of hate for this, but... DS and DST's game design sucks. Let me explain;

For starters I want to explain what I mean when I say design. Game design as in the way you play the game; the journey that the player takes. You start a game. And unless you've read the whole wiki beforehand, you have a little bit of an adventure. You die your first time and you either get resurrected or die, after which you either rage quit or try again, learning from your mistakes. You repeat the process until... You decide to make a "mega base" or something. You try that and along the way, things get boring. You try to play in new worlds over and over, but it's the same process over and over; it gets boring. Whether you survive long term or short term, it becomes boring. You grind and grind, not really know what you're grinding for... Why did you start playing this game? What intrigued you about it? Does anyone ever think about it? I know it's sad, but it's kind of the truth; it gets boring.

I am not even sure what the game design is supposed to be here; what are you supposed to achieve? The game most certainly doesn't live up to its name in the long run though, does it? Don't Starve? You're more likely to die/suffer from the darkness, which if you know how to deal with can be avoided completely in the game. Pretty much the same goes for any type of death so long as you anticipate it. This game goes from being a creepy survival-adventure game to a farming simulator within which, if you play multiplayer, most people will for a large part hate your guts for not knowing about the game and say "educate yourself by playing on your own first" instead of embracing new players to help them go through a similar learning curve as many of us did in single player.

I think the game design needs to be re-assessed. I don't know what exactly this game should aim for, but I have one idea, and a few things that the game should prevent the player from achieving.

Mega Base building - for the game living up to what it seems it's kind of built for, this should NEVER be a thing. Conquering your world isn't accurate neither by the lore as we know it nor is it something that you're supposed to aim for; what you're supposed to aim for is surviving and thriving to a point where you can try and survive in harsher climates and harsher places, not that you can walk anywhere like you own the place and when even if a giant comes inside your base, you can just go to some place where they won't cause any damage or find some work around with which you can kill them and just hit them like a pinata.

Death or world-hopping should continue be a pretty much guaranteed/necessary thing, regardless of how skilled your are or how much you've played - Now, I am not sure how world-hopping could be handled in DST, however if we're taking the how of it away and assume that it's possible in some way, then I have the idea that aging for both DS and DST could be put in place and the older you are, the harder it becomes for you to survive, until you essentially die from old age, things getting too hard for you to manage and you get killed by something or you world-hop. Perhaps some form of resurrection could get you back to being young or a bit younger, I'm not too sure.

Make the player more vulnerable - not by cheaply having less armour resistance or simply doubling enemy health. That isn't how you do it, with bad armour resistance to a point of armour being useless and melee combat becoming practically obsolete (those that have been following DST for a very long time most likely will recall this) and dragonfly being the prime examples. Add new stats or something for the player to take care of and various new ways to deal with that, like lets say energy. Sleeping isn't utilized much, so how about if you needed to take a rest every now and then regardless how well your other stats are?

And yeah, this will take a long time. But if this isn't addressed, no matter how much new content is added, there will still be the same issues very soon as we have now. A New Reign might add some stuff... but judging by the first update, I am not impressed at all; if there'll be like 7 or 8 updates that will just add content like the first update has and/or in the amount the first update has, well, we'll be left with a few cool things added, but nothing changed majorly. The diseasing was quite a good step forward (P.S. Twiggy trees coexisting with Saplings is actually a good idea; mainly because at times like summer, getting twigs with all saplings withered is more or less impossible for newcomers who have no prior assistance). Keep that mind set, Klei; MAJOR changes. And perhaps then we might get somewhere. Harder recipes? Player being more vulnerable by, say having more stats to take care of or simply having some more micro-management things to do to sustain themselves or perhaps the character simply in some ways being more vulnerable in some ways depending on how high/low their stats are? Less inventory? More advanced mob AI? Longer days/seasons? A much, much bigger world and biomes? Varying ways of gameplay, perhaps dependant on the biome you're in? Making useless/unreliable content useful/reliable? Much more randomization of various parts of the game? Perhaps some strategizing and puzzle solving within the actual game? These are just a few things I've thought about that could change and in result most likely improve the experience of the game. Make it feel like we're actually trying to survive and perhaps then, even with just a few pieces of content, we could

So, I ask the question: What made you interested in Don't Starve and/or Don't Starve Together? What is it that intrigued you at first glance? Does the game live up to this impression?

There is something that I think could really live up to the name Don't Starve; the name being related to the actual lore. As in, when the characters were taken to the shadow world, they stomachs, for whatever reason were cursed to make the characters starve much quicker than in reality. I truly want this game to be great, but recently it hasn't shown to be that great to me. And for those who say "it's going to get boring later on anyway", well, whilst that's quite true regardless, a lot has to do with the game design and currently, the game design makes it so that you can get bored as quickly as you do now... Well, in terms of hundreds of hours of game-play >_> And various things occur so often (e.g. hound attacks) that you're not surprised/scared of it anymore later on. Like, if hound attacks were harsh on you and occurred a lot less often, you'd be sweating every time one came around or something!

And finally, I know Don't Starve in general was based off of survival in minecraft. And from what I know, the way that game's design currently affects game-play in the long run is pretty similar to what has happened with Don't Starve. Minecraft, whilst being a survival game, it's more about crafting. Don't Starve's initial idea was to try and survive for as long as possible. Throwing in things or ways to make it more difficult to survive longer and you've taken a step in the right direction. And not simply throwing in content because why not and because it'll be something for the playerbase to toy around with. A large portion of the stuff in the game players don't even mess around with because they either don't really need to or trying to get it and/or use it has too bad of a trade-off.

So, I think I've said all I wanted to say. If you want a TL;DR then it would be "Don't starve's and Don't Starve Together's game design needs to change/be improved". Thanks for reading if you went through the whole thing.

Late game is always interesting to me,i keep myself busy making some more complex stuff like decorating etc,even while i have more than 1000 hours on the game it stills being interesting.

but yeah,some stuff makes me stop playing for really long times because of how it becomes on a farming simulator.I really like the idea about new stats like energy(maybe it could affect on your speed and if you don't sleep for a really long time your character faints?)

For fixing this i always thought on some kind of "hard mode"adding new stats,mechanics and items that would make the game more challenging,even on late game.

48 minutes ago, EuedeAdodooedoe said:

So, I ask the question: What made you interested in Don't Starve and/or Don't Starve Together? What is it that intrigued you at first glance? Does the game live up to this impression?

the fact it was free on piratebay

Honestly, the art style got me. I was interested to see how a puppet show could become anything interesting.

If we're being honest here, the art style. It might be a clichéd thing to say, but I really do think that.

If we're pointing out problems here, why is it that a game such as this gets away with the fact that you can hold down the spacebar for 75% of the game and have it be called gameplay? If you're unlucky, you might have to use the combination of CTRL+F for 15% of the game. Thrilling. Then, use that last 10% focusing on whether you prefer to use the WASD keys or mouse to move around.

But, I do find the multiplayer aspect of DST fun, if only because I can work together (Ha.) with complete strangers and maybe find those really good players that are few and far between. Those few moments where people actually work together, you know? Plus, the community is nice (Most of the time....). and some members are wiling to make mods for a game that they love. I can respect that.

1 hour ago, EuedeAdodooedoe said:

For starters I want to explain what I mean when I say design. Game design as in the way you play the game; the journey that the player takes. You start a game. And unless you've read the whole wiki beforehand, you have a little bit of an adventure. You die your first time and you either get resurrected or die, after which you either rage quit or try again, learning from your mistakes. You repeat the process until... You decide to make a "mega base" or something.

I started the game playing with mods, that tell you things like Crockpot recipes, weapon damage, more functional map, an actual minimap for your screen, better HUD... I still use a lot of them, because why wouldn't I, they make my experience better. I actually like having a minimap in the corner of my screen and have numbers on my HUD shown without mouseover.

If you started playing the game without mods, then you gotta read the wiki.

I'm not the kind of a guy who would read a book about a game just to start playing. I don't care. If your game requires that much explanation, then probably you did something wrong while designing it.

And sure, I've died a bunch of times, playing with a friend. Game got annoying, but there still were new mods to try out and new people to meet. That's why I continued. And then I made some friends, found a girlfriend through this game, learned modding... Oh man, this game has been an adventure into adulthood and being more social for me. but just like spark of the game being fresh, love had to die at some point

So, yeah, I'm still mainly here because of the community.

1 hour ago, EuedeAdodooedoe said:

Why did you start playing this game? What intrigued you about it?

A friend asked me if I'll play with him because he had two copies. Yeah, I got this game for free. What intrigued me? Well, I was VERY skeptical about the whole game, to be honest. RoG wasn't implemented at the time I started playing.

1 hour ago, EuedeAdodooedoe said:

if you play multiplayer, people must will for a large part hate your guts for not knowing about the game and say "educate yourself by playing on your own first"

My friend played about 15 hours of singleplayer and I was completely new to DST. We were both newbies, learning from our mistakes.

It took a while before I joined a public game. You can't expect from people to be your teachers. All multiplayer games I've played are like that. You gotta know the basics of the game, at least.

1 hour ago, EuedeAdodooedoe said:

Mega Base building - for the game living up to what it seems it kind of what built for, this should NEVER be a thing.

Why play then? If you can't really conquer the world, then what's the point?

Games don't last forever. There's only so much that can be done. Regenerate the world and start from the scratch.

New Reign with its creatures/resource types should make new worlds a bit more interesting again. Well, before you learn everything again. But we gotta wait until it's fully implemented, of course.

1 hour ago, EuedeAdodooedoe said:

Add new stats or something for the player to take care of and various new ways to deal with that, like lets say energy. Sleeping isn't utilized much, so how about if you needed to take a rest every now and then regardless how well your other stats are?

This will make the game only more of a grind. It's hard for new players enough. Standard game has to be kinda playable for all kinds of players - that's why we have modding, we can develop some new challenges and whatnot for ourselves.

1 hour ago, EuedeAdodooedoe said:

Does the game live up to this impression?

The game itself is good. I still like it. I got over the fact that it will become boring, everything eventually does. I play it mostly to meet people and sometimes be a prick to them, sometimes a help, and sometimes to tell horrible jokes.

Oh, also I started to like its artstyle after a while, it's charming in some sort of way. Also I really liked RoG music when it's been introduced to DST. But even that gets boring after 100th time :p

Like many people here the art style really intrigued me. But that was the mere icing on the cake. The Lore is what really sold me. The fact we have so much information on these characters is incredible. I really do enjoy the way the game plays (even though it took me 2 years to beat Adventure Mode...)

25 minutes ago, Wexton said:

Late game is always interesting to me,i keep myself busy making some more complex stuff like decorating etc,even while i have more than 1000 hours on the game it stills being interesting.

but yeah,some stuff makes me stop playing for really long times because of how it becomes on a farming simulator.I really like the idea about new stats like energy(maybe it could affect on your speed and if you don't sleep for a really long time your character faints?)

For fixing this i always thought on some kind of "hard mode"adding new stats,mechanics and items that would make the game more challenging,even on late game.

Oh, so like Easy, Medium, Hard etc. which adds new content/changes mechanics based on the difficulty you've selected? That would be quite awesome. Although, that's my first impressions :p

10 minutes ago, TheKingDedede said:

If we're being honest here, the art style. It might be a clichéd thing to say, but I really do think that.

If we're pointing out problems here, why is it that a game such as this gets away with the fact that you can hold down the spacebar for 75% of the game and have it be called gameplay? If you're unlucky, you might have to use the combination of CTRL+F for 15% of the game. Thrilling. Then, use that last 10% focusing on whether you prefer to use the WASD keys or mouse to move around.

But, I do find the multiplayer aspect of DST fun, if only because I can work together (Ha.) with complete strangers and maybe find those really good players that are few and far between. Those few moments where people actually work together, you know? Plus, the community is nice (Most of the time....). and some members are wiling to make mods for a game that they love. I can respect that.

Yeah, actually I myself have found public PvE to be the most fun, mainly because I'm not there to save the world or anything, but help others and see how far we can get... I remember even with how easy the game is, because of how much of a struggle the game was with a bunch of newbies, I myself got completely killed thanks to the combo of full moon (I'm woodie, so), Deerclops, freezing and nightmares. Add exhaustion to the equation and I'd been even more screwed. And it would have been good, because it's fun :p

  • Developer

I'm a sucker for survival games, no matter the kind, and the art style got me. Be it as cliché to say as it is, it is the truth.

Usually what brings someone to a game isn't how it works, but how it looks. That's kinda sad, imo.

I will list the reasons here .
1. The creepy feeling it has (haven't seen new content with it lately but nvm) 
2. It's a hard survival game . Maybe the hardest survival game there is . 
3. The randomness of the events in it (but after time you get used to it I hope with the new updates there will be more random events)
4. Survive the seasons . 
5. Mysterious story and every character name starts with W . 
6. So many possibilities/reasons for the story this way you can't stop wonder what is happening , no clear answer to it .
7. The myths and legends in it . Example the jackalope (horned rabbit) and the mandrake . 
8. Endless game - you can play it as long as you manage to survive .
9. It has somehow a realistic feeling to it . 
10. How every character is in someway insane ... Really love that - example - Willow is clearly a pyromaniac , Wigfrid is a mad actress that thinks she is a real viking , Wilson is obsessed with science , and so on ... 

I cannot possibly begin to explain how inherently wrong the premises of the thread are. "The game design sucks"? Honestly?

I am speaking here from the point of view of a game studies researcher (a narratologist rather than a ludologist as you may have got the impression). And let me tell you: for people interested in games which challenge your brain, the entire way of thinking, it is brilliant. Let's talk DST here. You do not learn from the wiki. This comes after you have hooked yourself on the game. You learn from experience and other players.

I received a copy of DST from my best friend. We started playing with her fiancé and our mutual friend. Initially, there was confusion on my side, as well as learning to have fun together, but it soon grew into a penchant for the lore and the premises. I steadily started learning about hosting and now there is a little group of like-minded people, often met here.

Moreover, we use the game for other uses than just "survive as long as possible". We create our own scenarios. We hold roleplaying sessions. We socialise there. It takes an idea, really. The game has much more potential than the original post seems to imply (and this is why I like buying it for my friends as presents). It just requires a curious mind to create one.

Do you know who rage-quits after a few failures in a game? A kid. But DST is not for kids. It is a game made by adults for adults. And such adults usually can think outside the box. Otherwise they would not try to rip a furry insect's wings off in hopes of summoning a giant one-footed monster to crush their enemies ;).

Of course the art is unique. Sure, the morbid humour is my thing. My relatives say they like to watch me play just for pigmen and beefalos. But the best thing in DST for me is how much you can do with just one game. It is better than Roll20 for sessions with people from all around the world without worrying about dice rolls and monster stats. It is a very social game. My first and only multiplayer too (Magicka kind of does not count as it refuses to work correctly).

As terrible and how ashamed of this I should be, the reason I initially discovered this amazing game was due to the Tf2 Promo items. As much as a disgusting leech I am when it comes to virtual hats, as I checked this game out immediately when I heard of it. After watching a few gameplay videos, I bought the game and got some first person experience from it. Experience of course, translating roughly to dying in new and increasingly stupid ways having lots and lots of fun.

Well, I first heard about Don't Starve on a podcast I sometimes listen to, and remember thinking it sounded kind of intruiging, but that was it.  Then earlier this year I remembered that Let's Plays are a thing and looked a couple (newbie, not very good at it yet) to find out what it was actually like.  This allowed me to avoid things like dying on Night 1 because of darkness (my first run actually lasted 31 days), but, to be fair, I think I would've figured that part out already.  I know what happens when you let your torch go out in Shadowgate!

Anyway.  What grabbed me about Don't Starve?  Well, yes, the art style--who could resist Tim-Burton-meets-Edward-Gorey?  (if you've ever seen the macabre cartoon opening for the old "Mystery" show, THAT's who that is).  AND it's old-fashioned--and stays true to the era, too.  But the main thing was the gameplay, feel and pacing--the art style was just a pleasant surprise.  It was a randomly-genderated world where you get to EXPLORE, and I love doing that.  Whenever I play Civilization--ANY Civ game--the main reason I piss off the other Civs is because of my constant quest to _get the black off the map_.  (Then, later on, those lazy stay-at-homes always want my World Map.  NOT happening...!)

I also love starting from nothing and gradually building up to something fancy, especially if I have to _do_ something to get the materials (rather than, say, just buy them with a click), and last but definitely not least, it's a permadeath game that, somehow, DOESN'T PISS ME OFF.  Why? Because unlike Nethack, which mystifies me how people even get NEAR all the cool stuff that's apparently in it, Don't Starve at least allows you to carry over KNOWLEDGE from your previous experiences.  Instead of "The silver vial might be poison this time when it was a potion of levitation last time", it's a randomly generated world in which you now KNOW that, say, the red hound is always the fire one, and fight accordingly.  I can live with having my saved game deleted, if I feel like I've made progress in my _brain_.  That makes the game so much more satisfying.

After that, the lore, the W's, the art style/1920sness/music, the awesome crazy characters, the weirdness and wonderment of the world it takes place in, the cheerfully macabre atmosphere, the community, the way the designers actually seem to  LISTEN to their playerbase and are constantly tinkering with it to make it better--all of that is awesome but was already sold halfway through my second short Let's Play video.  It's a game that allows me to explore a huge map, build a fancy base from nothing, and has a sweet-spot level of difficult--hard but not CRUEL hard, because what you learn in one game IS applicable in the next.  Perfect.

...Notorious

The fact that when I looked up games that had survival and horror in it, and that art-style showed up... I wondered this 2D paper-looking art style and horror-survival... I was sold. Then reading through the details, I was promised a Tim Burtonesqe feel... Played my first game, found a giant egg... took it... then I saw the giant bird... it chased me for forever and I just gave up and let it take me... at the time, THAT thrill made me addicted to the game. "A giant scribble bird with a giant eye hounding you until you eventually died." <3

The reason why I got into the game is pretty random.
One day my friend was like "Hey I found this cool game called Don't Starve Together that I hardly know anything about" <basically what he was saying. "We should ask some friends to all play it together. As I was researching the game, I figured out that you can pick flowers for sanity." You can pick flowers for sanity. You can pick flowers for sanity.
YOU CAN PICK FLOWERS FOR SANITY!

That's what really sold it for me.

2 hours ago, applebottom said:

The art style made me buy. The dying made me stay.

It's sort of a shame perma death got kind of removed in multiplayer, though I can see why.

5 hours ago, KoreanWaffles said:

The reason why I got into the game is pretty random.
One day my friend was like "Hey I found this cool game called Don't Starve Together that I hardly know anything about" <basically what he was saying. "We should ask some friends to all play it together. As I was researching the game, I figured out that you can pick flowers for sanity." You can pick flowers for sanity. You can pick flowers for sanity.
YOU CAN PICK FLOWERS FOR SANITY!

That's what really sold it for me.

Flowers are OP fpr sanity. To a point where you don't even have to make a garland out of them. If they gave you one sanity per pick, perhaps then they would be balanced?

8 hours ago, fb03 said:

Oh, I love that stuff! That's one of the things I like more about DST. Too bad i'm not that good in English to take part in one.
 

Honest? See our campaign's blurb, take a look. Language really won't be an issue, I am certain :).

9 hours ago, Arlesienne said:

I cannot possibly begin to explain how inherently wrong the premises of the thread are. "The game design sucks"? Honestly?

I am speaking here from the point of view of a game studies researcher (a narratologist rather than a ludologist as you may have got the impression). And let me tell you: for people interested in games which challenge your brain, the entire way of thinking, it is brilliant. Let's talk DST here. You do not learn from the wiki. This comes after you have hooked yourself on the game. You learn from experience and other players.

I received a copy of DST from my best friend. We started playing with her fiancé and our mutual friend. Initially, there was confusion on my side, as well as learning to have fun together, but it soon grew into a penchant for the lore and the premises. I steadily started learning about hosting and now there is a little group of like-minded people, often met here.

Moreover, we use the game for other uses than just "survive as long as possible". We create our own scenarios. We hold roleplaying sessions. We socialise there. It takes an idea, really. The game has much more potential than the original post seems to imply (and this is why I like buying it for my friends as presents). It just requires a curious mind to create one.

Do you know who rage-quits after a few failures in a game? A kid. But DST is not for kids. It is a game made by adults for adults. And such adults usually can think outside the box. Otherwise they would not try to rip a furry insect's wings off in hopes of summoning a giant one-footed monster to crush their enemies ;).

Of course the art is unique. Sure, the morbid humour is my thing. My relatives say they like to watch me play just for pigmen and beefalos. But the best thing in DST for me is how much you can do with just one game. It is better than Roll20 for sessions with people from all around the world without worrying about dice rolls and monster stats. It is a very social game. My first and only multiplayer too (Magicka kind of does not count as it refuses to work correctly).

Game design is quite bad for the following reasons. PvP doesn't really work out, griefing, whilst there are ways to keep it at bay a little more doesn't get addressed as much, way too broken voting system, other game modes, such as Lights Out has plenty of issues, overpopulation of creatures like Spiders and Beefalo, darkness in DST being made even more trivial to deal with and boredom being the main reason for death in this game (not literally, but you get what I mean) and probably plenty other reasons I haven't listed.

The game is for any ages, not just adults, or at least that's what Klei says is their target audience. This is why canibalism was decided not to be implemented into the game. I would guess that's why headstone quotes were changed, though I might be wrong on that (the "Hei that's my name" on headstones was a cool quote and fit well, but it and some other quotes got replaced with some cheesy puns related to death. At least in single player).

The person who quit after a few tries is someone I know who now hates this game and he's like 18 or 19 years old. Yyyup. I guess it's just not his thing to die over and over to learn and to do better the next time.

Also, game design wise, various items are just rubbish or unreliant because of how difficult it is to get their resources for just a few uses that they provide. Darts are an example of this. They buffed compass to be useful and to make us hold onto it, though that's not the only thing that needs buffing *cough*icecube*cough*

It sure is fun to play the game. The art, music and ideas behind it are great. But game design wise... Not too much. Well, at least until you get past day 100 or something or are a total pro. Now what if, even if you were a total pro, it would still be a struggle? To me this has only happened when I'm being lazy with my kiting or get things thrown one after another or something. More of that and then being pro would still be a struggle. That would make some good game design because no matterwhat, it won't be easy.

I got interested in Don't Starve as I remember seeing Markiplier doing a Let's Play of the game, and also seeing one of my friends on Skype playing Don't Starve Together as well.

I even remember watching a video that includes 50 ways to die in Don't Starve and it looked funny. :p

But the real reason why I got into Don't Starve is because it's a unique game of survival as it involves weird things in it, which makes the game more interesting. I mean, who doesn't like survival games that's a little bit weird? :p

I was gifted a copy of don't starve in...2013? If I recall? I remember that caves were still in beta when I decided to play, but I must admit I'm sorta picky about my games so I either play for days or drop the game forever. What made me keep playing... was probably how mighty cute the game looks. I'm a sucker for pretty things. I especially love the creatures & items (and with shipwrecked released my love has grew stronger because holy crap that world is beautiful) and I'm in love with the characters' eye circles :^) buuuuuut what did make me play more is definitely DST - when I got into beta and gifted my friend a copy we'd spend way too much time in the game trying to figure everything out together. Don't starve is like an upgraded version of the irl kids' game of "let's find a cool isolated place and have a base in it" except with more dying and it's wonderful

Any glitches you mention, Aoe, do not translate into bad game design as game studies would have it. I explicitly stated this would be the point of view I'd speak from. Would any of you want me to explain what is game design? I fear you may be bored with the scientific approach. Have you read anything by Huizinga, for instance? I would not like to go off-topic. Hence the preamble.

Is it only me to consider it a mark of (a lack of) maturity to rage-quit? Anyone can decide a game is not for them, but rage-quitting really seems off to me. Just my old-fashioned point of view, naturally.

I got into this game when i saw my brother playing it. I watched him play it for a long time that night and it looked so fun, now I was kinda young so i thought it was kinda scary with the insanity monsters but now I was looking around on steam and my friend was playing the game.

 

the memories were flashing back I NEEDED to get the game. So I did bought together for my friend and I and we've been hooked ever since.

Well I have, he has been having issues with the game. So I've been playing on servers by myself. Cause he can't start up a game or it crashes.

Back in 2013, I saw one my favorite youtubers(nowadays inactive) make a version showcase, following the EA updates and making survival series. After like 1 year, he stopped doing DS videos, and the game went almost completely forgotten by me

In early 2015, there was a flash sale going on PS store, and Don't Starve was being sold by R$9,50($4 back then) , Since I had only R$12 and still had some interest in playing it myself, I bought it.

Yeah......I also wonder how I came so close to this franchise with such ....eh...."backstory"

 

EDIT: just realized this thread is just another whining focused post..... I though it was about nostalgia ad such...(Yes and sorry, after some of your older posts, I stopped reading your big texts, since you keep hitting the same subject )

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