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PostPosted: Sat May 12, 2007 9:54 am 
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Well, I suppose you had it already in mind, but just for the mention:

I suppose we now need a level 50+ trainer...

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PostPosted: Sat May 12, 2007 8:07 pm 
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Crud. I need to stop screwing around and kick some demon ass...


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PostPosted: Sun May 13, 2007 9:19 am 
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Cristiona wrote:
Crud. I need to stop screwing around and kick some demon ass...


Good luck with them... I think Ross did an excellent work with randomzing... The one demon falls like a frog in a blender, the next needs an epic beating...XD

As for suggestions, here are some (all in the spirit of deviating from KoL):

Real Life arms: Well, where are M16 assault rifles? Chesterfield scoped rifles? M1 WWII rifles? Cobra double barreled carabines? I want my Uzi now...:P

Two handed: Ok, I have many suggestions for this. First of all, the KoL logic makes no sense here. even a kid can handle two firearms (see Collumbine) but effectiveness, is a matter. I would opt for the dungeons and dragons appraoch: light weapons, medium weapons and two handed weapons. Using a single weapon gives no penalty, but when using two, the following apply:

Two light weapons, or a medium weapon and a light weapon in the off hand, work with few penalties. Two medium weapons, work with average penalties. Two-handed weapons, well, are two handed weapons...:P

I also don't like the logic that firearms cannot be used along with melee weapons. Everyone who has played Warzone or Warhammer 40K, loves the feeling of the miniatures having both a "serrated automatic chansaw" in one hand and a "laser pistol" on the other.

So, this can be worked out in two ways (that I can substancialy think of):

1.Melee and ranged go along perfectly, but the attack is considered in melee and thus, the ranged weapon gains a penalty to hit.
2.If a ranged weapon and a melee weapon are wielded, then the first round is considered to be using the ranged one (without penalties) and the rest of the rounds go in melee, still without penalty, but without use for the ranged weapon.

If you feel it, you could do both and let the players set their preference...

Of course, skills and buffs can be given enchancing two weapon fighting...

Now, lets go to another idea: Multiattack weapons. What if an Uzi didn't simple do one attack, but instead 3 (or 4 or 12) attacks each doing minor damage? The realism of the game would hit the sky...;)

Maybe certain skills grant more attacks with melee weapons (instead for TS and LTS for KoL, that sincerely don't cope with a realistic model). For example, the martial arts skill, lets the player attack multiple times, but only using his fists, or weapons that fit to the fists.

Maybe a skill like "ninjutsu" would let the player hit multiple times, but only when using light melee weapons...

Lastly, one more simple suggestion: We need lightsabers! Pleeease!

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PostPosted: Sun May 13, 2007 7:21 pm 
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Devant wrote:

Real Life arms: Well, where are M16 assault rifles? Chesterfield scoped rifles? M1 WWII rifles? Cobra double barreled carabines? I want my Uzi now...:P


My brother and I made an intentional choice not to include modern firearms in the game. For one thing, they're simply a little too immediately lethal, in many cases, and it's hard to justify things like "You shoot the villain point-blank with a gun. He winces a little but doesn't seem to mind." It's just not very realistic.

Also, though there are certainly plenty of exceptions in fiction, I personally find gun-toting to be slightly less "heroic" than using some of the other forms of weapons. This isn't much of an argument, but it's part of why the choice was made.

I think eventually we'll try to add some narrative justification for why regular guns aren't around--they're illegal, it's a universe where gunpowder doesn't work, something like that. I dunno.

Light sabers, or some equivalent, is a *very* good idea. Photon blade anyone? Spectrum knife? Wavelength sword?

There's a heck of a lot of other intriguing stuff there. Would take some work, but both different weapon weight classes or multiple attacks would be quite interesting. It definitely won't be immediate, but I'll add those ideas to the list of things to mull over.


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PostPosted: Sun May 13, 2007 7:44 pm 
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I think eventually we'll try to add some narrative justification for why regular guns aren't around--they're illegal, it's a universe where gunpowder doesn't work, something like that. I dunno.


Hmm... let me toss my idea on why guns aren't part of the world:

My idea would be that guns *did* exist but at that point of history, conventional army and police has already passed to more advanced arms (stunners, laser arsenal and other non-leathal, disabling arms) while the underground, resorts in low class weapons since they have not the capacity to manufacture guns in quantity...

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Light sabers, or some equivalent, is a *very* good idea. Photon blade anyone? Spectrum knife? Wavelength sword?


Hmmm... they are all different weapons, suitable for making them all... If you want something really near to the light saber, opt for something like Optiblade (since the beam in a lightsaber is created by a crystal receiving large amounts of light) or Laser Blade (a very common name, but actually a weapon that already exists and currently is used in surgery). here, I got this from a site talking about lasers in surgery. It made me crack a laugh...;)

Image

Also, in case you have seen the film "Equilibrium" (Seeing from the ambience of TH, you will surely like it) then we absolutely need Kata-Guns! :)

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PostPosted: Sun May 13, 2007 8:05 pm 
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Devant wrote:
Also, in case you have seen the film "Equilibrium" (Seeing from the ambience of TH, you will surely like it) then we absolutely need Kata-Guns! :)
With the weighted clips so that when you throw them they stand up? :D


Ross wrote:
My brother and I made an intentional choice not to include modern firearms in the game. For one thing, they're simply a little too immediately lethal, in many cases, and it's hard to justify things like "You shoot the villain point-blank with a gun. He winces a little but doesn't seem to mind." It's just not very realistic.
But you can blast them in the face with a laser cannon until the cows come home, eh? :P


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PostPosted: Sun May 13, 2007 8:11 pm 
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With the weighted clips so that when you throw them they stand up?


Ok, I must admit it, after seeing it at the movies, I bought the DvD just to see a bazzilion times the last three scenes...XD

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But you can blast them in the face with a laser cannon until the cows come home, eh?


The point is that with a gun, you shoot them point blank, while with a laser, you take care to be a bit distant...:P

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PostPosted: Sun May 13, 2007 8:31 pm 
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Well, considering most pocket-size modern lasers won't even make your skin warm, a slightly futuristic laser would burn but not be anywhere as immediately lethal as a big hole in your body.

Yeah, I realize the whole thing is a little arbitrary, and certainly other weapons are nearly as deadly, but it's a little bit of color that I personally find appealing about the world.

I'll have to check out the movie you folks are talking about--haven't seen that one.


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PostPosted: Mon May 14, 2007 4:01 am 
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but it's a little bit of color that I personally find appealing about the world.


Well, it sounds fine in a world where the players are comic heroes. That is, they are not themselves comic, but rather the ambient they live is comic. I mean, not leteraly comic, but, you know, based on comics...:P

In that context, it would be nice to see many well known "heroic" weapons... The metaphoric claws (and the other ones :P) did a step to that, we now need things like purple lanterns, skull masks and speaking faces fitted to the hands...;)

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PostPosted: Mon May 14, 2007 8:10 pm 
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Ross wrote:
I'll have to check out the movie you folks are talking about--haven't seen that one.
Oh, Ross... Equilibrium is a fine, fine movie. Definately worth the price of admission.

Interestingly enough, the same guy did Ultraviolet. Her fighting style was how the director originally invisioned the Gun Kata, as opposed to the surgical, snapping precision of Equilibrium. That style was the work of the fight coordinator. While Ultraviolet's style was more flowing and organic, I personally prefer Equalibrium's.


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PostPosted: Tue May 15, 2007 6:21 pm 
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Also, to complete the style wanted, we absolutely need trenchcoats, particularly those of Matrix style..:P

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PostPosted: Fri Aug 03, 2007 11:45 am 
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I've got a suggestion. Could you make the frames adjustable in size?


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PostPosted: Sat Aug 11, 2007 2:51 pm 
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I think it would be really cool if you could get a merit badge for beating yourself up. That would be AWESOME.

And no, that outfit doesn't make you look fat at all.


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PostPosted: Fri Aug 24, 2007 12:58 am 
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frost_maze wrote:
I think it would be really cool if you could get a merit badge for beating yourself up. That would be AWESOME.


Isn't that a bit too easy? :P

frost_maze wrote:
And no, that outfit doesn't make you look fat at all.


What are you refering to Frosty?

NOTE: Yes, I know this is 2 weeks old. >.>

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PostPosted: Fri Aug 24, 2007 3:06 am 
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Devant wrote:
NOTE: Yes, I know this is 2 weeks old. >.>


And I thought I had problems.

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PostPosted: Fri Aug 24, 2007 3:16 am 
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I was referring to the lack of pies in this forum.


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PostPosted: Mon Sep 10, 2007 6:57 pm 
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Would it be possible to see updates from inside the game?
I don't want to have to log out if I forgot to look at the latest updates.
Ayep.


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PostPosted: Mon Sep 10, 2007 7:26 pm 
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enterthewumpus wrote:
Would it be possible to see updates from inside the game?
I don't want to have to log out if I forgot to look at the latest updates.
Ayep.


Well, the updates are shown to the forum too or you can open a new session of the game (without logging in). Since the chat is in apha, and there are much more issues to be taken care of first, doing it "KoL like" seems a bit distant, but not impossible.

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PostPosted: Mon Sep 10, 2007 7:27 pm 
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I'll add that eventually, but it's low on the priority list. Sorry.


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PostPosted: Sat Oct 13, 2007 7:01 am 
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Okay, this is kinda big, but how about being able to fight MULTIPLE ENEMIES AT ONCE. Like certain encounters are multiple enemies. They both take a swing at you every round, and you choose a target for your attack. This would allow for skills/items that work against multiple enemies, and could greatly widen the potential for strategy in combat. It'd also be cool 'cause you could be fighting different enemies with different elemental weaknesses/attacks. Or you could have a boss fight with a boss *and* some weaker minions at once.

Obviously the fight code isn't built for this, but *I* reckon it'd be worth the change, just for the awesome potential. And the further the game gets into development, the harder the change would be.


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PostPosted: Sat Oct 13, 2007 7:06 pm 
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Nah, too complex. There could be noncombats where you take on a small army, though. That would kinda be cool.

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PostPosted: Sun Oct 14, 2007 6:13 am 
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Quote:
how about being able to fight MULTIPLE ENEMIES AT ONCE


That would be sweet and talk about distancing ourselves from kol. I assume it would be practically impossible to code.


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PostPosted: Sun Oct 14, 2007 10:32 am 
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Not impossible; just probably about ten times as painfully difficult as implementing computers. See the computer thread for the reference.


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PostPosted: Thu Oct 18, 2007 9:14 pm 
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I feel like you may have one of these, and these are things that I'm just being EXTREMELY nitpicky about.

All interface suggestions. And I'm sure you've got several of them in thought already.

- Make the frames resizable and/or able to be turned off (e.g. chat pane)
- Stick combat buttons on top of the text; two reasons: personally, I don't like having my mouse jump around a ton. >.> This allows for me (with respect to my monitor's resolution) to resize my windows as to do some kind of multitasking.
- Make an account option for Upgrade Armor and Upgrade Weapon to automatically up your current active effects instead of one extra step?
- Change radio button options to buttons, same idea as in KoL.
- Docks link? >.>

Anyways, that's what I've come up with. Thanks for the hard work and consideration of suggestions. :)


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PostPosted: Sat Oct 20, 2007 1:26 pm 
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MagiNinjA wrote:
- Make the frames resizable and/or able to be turned off (e.g. chat pane)


This first is an extremely reasonable request. I think I've got it working on IE, but for some reason Firefox isn't cooperating at all. If anyone has any suggestions, let me know, because it ought to be working as far as I can tell.

MagiNinjA wrote:
- Stick combat buttons on top of the text; two reasons: personally, I don't like having my mouse jump around a ton. >.> This allows for me (with respect to my monitor's resolution) to resize my windows as to do some kind of multitasking.
- Make an account option for Upgrade Armor and Upgrade Weapon to automatically up your current active effects instead of one extra step?
- Change radio button options to buttons, same idea as in KoL.
- Docks link? >.>


The last two: also reasonable, and will probably be done sooner or later.

Combat buttons at top: I empathize, and might try to whip something up eventually, but I also fear that it could encouraging clicking without reading -- not necessarily evil in and of itself, but I think it's likely to dramatically increase false bug reports -- people assuming they should have gotten stuff when they didn't, people not realizing they picked up quest items, etc. I want to be careful with that one.

Account option for Upgrade skills: not a bad idea, though I might not get to it quickly. Also, it's potentially confusing to players who don't have those skills and thus won't know what the option is talking about.


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PostPosted: Sat Oct 20, 2007 7:41 pm 
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Ryme wrote:
I think I've got it working on IE, but for some reason Firefox isn't cooperating at all.


Alright, cool. I'll have to try that out some time. And "O.o" for the Firefox part. Silly FF.

Ryme wrote:
Combat buttons at top: I empathize, and might try to whip something up eventually, but I also fear that it could encouraging clicking without reading


Makes sense. :)

Ryme wrote:
Account option for Upgrade skills: not a bad idea, though I might not get to it quickly. Also, it's potentially confusing to players who don't have those skills and thus won't know what the option is talking about.


Maybe hide it if you aren't a gadgeteer?


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PostPosted: Fri Nov 02, 2007 8:14 pm 
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I know you were saying an MMG could cause some pretty easy exploits, but if you do it correctly multi-abusing it will just cause a loss of money compared to just sending it in a message. The trick is each person puts in the same amount of money, and whoever wins RPS just gets their money back and the other persons money, all minus maybe 1% to the house. If you did it this way, in beating yourself you would just cause a loss.

Also, this is totaly on a different topic, but it'd be nice to be able to stretch the chat window. You can stretch the pane itself, but you just end up with a big gray space.

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PostPosted: Mon Nov 05, 2007 7:09 pm 
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I don't think this has been mentioned, but could it be changed so that your most recent messages appear at the top of your inbox, instead of at the bottom. It might become a bit cumbersome with the newest at the bottom.


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PostPosted: Tue Nov 06, 2007 12:52 am 
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I know it is a bit boring, but how about adding multiple use on items?


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PostPosted: Tue Nov 06, 2007 5:18 am 
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This first is an extremely reasonable request. I think I've got it working on IE, but for some reason Firefox isn't cooperating at all. If anyone has any suggestions, let me know, because it ought to be working as far as I can tell.


I took a little toy around with this.

Remove frameborder="0" from your parent frameset. And this will make any of the remaining frames that have a border value resizable. You might also try giving a border to the first frame decleration otherwise the top frame will not be resizable.

Your new index2.php page should read as follows

Code:
<html>
<head>
<title>Twilight Heroes - Justice Served Nightly</title>
</head>


<frameset rows="55,*" border="3" framespacing="0" bordercolor="#cccccc">
<frame src="header.php" name="header" scrolling="no">
   <frameset cols="200,*,220" border="3" frameborder="3" framespacing="3" bordercolor="#cccccc">
   <frame src="nav.php" name="nav">
   <frameset rows="*,60" border="3" frameborder="3" framespacing="3" bordercolor="#CCCCCC">
      <frame src="main.php" name="main">

      <frame src="footer.php" name="footer" scrolling="no">
   </frameset>
   <frame src="chat/index.php" name="chat">
</frameset>
</frameset><noframes></noframes>

</html>


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PostPosted: Tue Nov 06, 2007 7:45 pm 
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We really are starting to need some mods in chat, we've already had some problems with a certain nocaps (#3090).

And I quote:

nocaps: THE WORDS ARE *bleep* *bleep* *bleep bleep* *bleep* *bleep* GEORGE WASHINGTON

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PostPosted: Tue Nov 06, 2007 7:58 pm 
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TheK3vin wrote:
We really are starting to need some mods in chat, we've already had some problems with a certain nocaps (#3090).

And I quote:

nocaps: THE WORDS ARE *bleep* *bleep* *bleep bleep* *bleep* *bleep* GEORGE WASHINGTON

I also witnessed this. However, it may be kind of difficult to have chat mods with the lag and other problems. I'm sure Ryme will choose mods after he deals with the lags problems.

Put the fires out one at a time, after all. :wink:

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PostPosted: Tue Nov 06, 2007 8:13 pm 
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Hooray for inside jokes!

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PostPosted: Tue Nov 06, 2007 8:58 pm 
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Hoory for not so inside inside jokes that people pretend are inside!


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PostPosted: Tue Nov 06, 2007 9:15 pm 
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neocamp22 wrote:
Hoory for not so inside inside jokes that people pretend are inside!


Uh, yeah, exactly.

I'm hoping that clans/groups/guilds/[insert cool name here] will get implemented in a distant future. And then have minigames of some sort involving coordination. I can't think of any off the top of my head right now, though I know I've thought of something before...


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PostPosted: Tue Nov 06, 2007 9:19 pm 
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Lag would be the least of any chat mod's problems...

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PostPosted: Thu Nov 08, 2007 8:20 pm 
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Will the classes ever have innate resistance to certain elements?
Ex: Psion has some resistance to psychic damage.

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PostPosted: Thu Nov 08, 2007 9:13 pm 
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Two things:
Number one, some sort of clan functionality would be nice, even if for now it's just a list and perhaps a seperate /clan channel.
Number two, a Valhalla-esque channel for players over a certain level.

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PostPosted: Thu Nov 08, 2007 9:35 pm 
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Two interface customizers, a possible resizing of frames, and a sub to that, a stretching (at least downward) of the chat pane?

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PostPosted: Fri Nov 09, 2007 12:30 am 
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Oh, yes. "See all current auctions" probably isn't such a good idea anymore.

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