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       i...feel...that...the.....cl::cccclkKd......flowers...must...die...i...
       feel...that...the...fl...,dollc::::ldOxc'....lowers...must...die...i...
       feel...that...the...f...ldlcc::;;::coxOKXOc....flowers...must...die...i
       ...feel...                                       ...flowers...must...di
       e...i...fe  Ph1o6 3ntry 170901_0723              ..the...flowers...must
       ...die...i                                       that...the...flowers..
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       owers                                                 .feel...that...th
       l...t    #game                                        lowers...must...d
       l...t                                                 lowers...must...d
       ie...    So I have very important update: I           hat...the...flowe
       rs...    failed freeciv longplay after two            .die...i...feel..
       rs...    months because I skipped a week for          .die...i...feel..
       .that    Wakfu.                                       the...flowers...m
       .that                                                 the...flowers...m
       ust..    So as you may notice I played Wakfu.         e...i...feel...th
       at...    Very nice. But broken.                       e...flowers...mus
       at...                                                 e...flowers...mus
       
       Things to consider:
       
       - battles are absolutely turn-based with turns limited to 20-60
         seconds. It's just excellent for international servers and casual
         play (which it is because of many happy farmer styled activities)
       - game is crafted much in a way it doesn't need game masters
       
       Well, it's nice because of it - it allows idling, because of being turn
       based, and players from all around globe.
       
       But there are few things I noticed even being noob.
       
       - once it had lets call it "initial design". So after initial design
         players belonged to nations, nations had ecosystems and huge part of
         game and end-game based on preserving/destroying foe ecosystems. It
         was all ruined with "haven worlds" release, which are essentially
         "guild castles" - nation independent, area independent, with
         capabilities for local ecosystems. dixi
       - there are individual "haven bags" which you may use for small
         ecosystem reserve or as personal trade post; bag is predefined 3x3
         space which is unlocked using gems; garden-type space (useful for
         ecosystem) unlocked with garden gem, which as I found can be bought
         for free daily token. This means they can be farmed absolutely free
       - game currency initially was farmed in mines. After some update it
         became available along with experience as battle reward. What's
         worse "reward chests" were introduces, which give great sum of game
         currency once opened, which led farming those with alts. Wrong part
         is next: these updates as I see largely devalued mining, and as
         result reduced player conflicts in mines (so there's probably no
         player groups conflict plots left from initial design)
       
       These few defails shamelessly ruined once good multiplayer concept.
       
       Next MMO game from same series (Dofus 3) will have smaller world and
       more dungeon based content (based on semi-official news post somewhere
       on internetz). If I get it right way it will be close to casual
       turn-based battles possible to click on tablets (it was already
       completely click based) and far from grand multiplayer conflict
       concept it was in initial Wakfu.
       
       Few more details if you don't want to play but just curious:
       
       - markets: as I noted, there is "haven bag" which you may use as
         offline trade post, where you place goods and players browse them.
         Along with these approach, there is market system. Markets store
         your items for sell up to week for small fee. Nations market is
         accessible across all nations. There are also disconnected markets
         for newbies, high level players and local guild markets. Each of
         them hosted around 1500 proposals at the time I played. Markets have
         no accessible sales statistics
       - newbie content: I spent like 2 hours trying to solve pizzlarvas
         quest which was marked as "doable single player"; searching on
         forums showed that single player effort take enourmous hours of
         attempts and it's actually doable from 1st attempt with 2 players.
         Quite disappointing experience
       
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       e...flower...ooc:cccldxkxddxdc,,,;;:::cO0c....rs...must...die...i...fee
       l...that..                                       e...flowers...must...d
       ie...i....  Comment5                             l...that...the...flowe
       rs...mu...                                       ust...die...i...feel..
       .that....;l,,,;;;:;;;::::::c::co0NNNNNXKXXXXNNk.......the...flowers...m
       ust......o:',,,,;;;;;;::::::::clxKK0OkkxOOOXXXN,....die...i...feel...th
       
       170901:0742 @ulcer i think i have to put fully anonymous comments 
                   because remark about name resolution delay is not that 
                   much obvious  
       220310:0726 $FR EQUEST_URI=/sdf.org  
       
 (QRY) Leave comment
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       wers...mu...,k:..',,,,,,;;;;;;;;::::cc::llcco'...ust...die...i...feel..
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       die...i......'ddc;,,,,;;;;;;:::::::::::;:c:cxxc.....feel...that...the..
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 (DIR) #game
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       .flowers..  2017/2065 // ulcer@sdf.org           .must...die...i...feel
       ...that...                                       the...flowers...must..
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       .must...di...:clxcc;'...ie...i...feel...that...the...flowers...must...d
        
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