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<title>Latest posts for the topic &quot;Designer Journal 3, Part 2 - Feedback Thread&quot;</title>
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<description>Latest messages posted in the topic &quot;Designer Journal 3, Part 2 - Feedback Thread&quot;</description>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;p&gt;Yeah the devs have weird priorities at times.  Even back in beta right before release they were tweaking the insides of clubs so for example you could see smoke rise off the cigarettes on the tables of Club Succubus.  Nice, but bugs were overlooked in the process.   Then they reflowed Richland and the Slums which was okay I guess, but I might have limited it it to Richland.  The rapid decay rate without telling us was handled poorly.  Now we have combat upgrades, and though I&apos;ve never played any other MMO&apos;s people told me that SWG was ruined after some kind of similar revamp (correct me if I&apos;m wrong).  So I worry about the Law of Unintended Consequences.....looks nice but....&lt;/p&gt;&lt;p&gt;Anyways two things make this game enjoyable, storyline and choice within the Matrix.  As far as storyline, I know the Live Events team took a dive, so there&apos;s not much to do there but wait for new crits (oh and the Pandora&apos;s Box idea was great....I&apos;m finally doing them and they are really challenging and enjoyable!).&lt;/p&gt;&lt;p&gt;As far as choice what I like about MxO is you&apos;re not locked into one &amp;quot;class&amp;quot; forevermore like other MMO&apos;s, by being able to switch loadouts.  I&apos;m concerned that by placing super emphasis on your stats that will eventually limit your choices.  If you want to be a good MA, you put as much as you can into Perception, but if you switch loadouts you&apos;re screwed / you&apos;ll get pwned.   So you&apos;re stuck as a MA, thereby limitimg choice in MxO.  Not a good thing.&lt;/p&gt;</description>
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<pubDate>Sat, 7 Jan 2006 11:39:38 GMT</pubDate>
<author>Villemar_MxO</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;p&gt;I like alot of what I read and of course am unclear on some things that will become very clear when QA goes live so I&apos;ll wait until then for more judgemental statements.&lt;/p&gt;&lt;p&gt;I like that attributes will be given more emphasis and the cap makes it so characters will be forced to develope multiple attributes instead of maxing one out. So the value of using different loads will be more emphasized as well.&lt;/p&gt;&lt;p&gt;One question no one has asked is whether we&apos;re going to get another attribute hack. Seems like we have to since attributes will have a cap and lotsa peeps will be over that cap when CR2.0 it is implemented.&lt;/p&gt;&lt;p&gt;A list of the new attribute bonuses is essential. I assume they are changing since the gist is to give them more influence. So please give us the new specs so we can make the best decisions.&lt;/p&gt;&lt;p&gt;I like that attribute buffs on apparel will be converted to reflect their impact. So it sounds like (for the sake of a nice round number) +10 focus might turn into + 2 Viral Deflection +1 Ranged Cpmbat Tactics +2 Disguise Duration +4 Force Combat +2 Invisibiility Duration +5 Noise Level Buff Target  and + 5 Stealthe. Might make the buff text on the apparel busier but sounds like a good way to handle the transition to emphasizing attributes more. Again I&apos;ll have to see how that really works when QA is up.&lt;/p&gt;&lt;p&gt;I am concerned about the &apos;penalty&apos; for changing styles in combat as my Duelist/Aikido loads and SMG Specialist/Duelist are two of my favorites. Seems severe if I lose a round of DPS switching from a Dual HG special to a SMG or Aikido special. If this is so, then it will effectively nerf hybrid loads which have been the greatest strength in MxO. I know we&apos;ll still have the choice of using any loadout we want but if hybrid loads aren&apos;t worth using because of this effect, then there will be a lot less choice and variety which will make me sad.&lt;/p&gt;&lt;p&gt;So three questions:&lt;/p&gt;&lt;p&gt;1) Do we get another attribute hack?&lt;/p&gt;&lt;p&gt;2) Can we have a list of the new attribute bonuses?&lt;/p&gt;&lt;p&gt;3) When is QA server going up so we can check out all this stuff and see what it&apos;s really about?&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;</description>
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<pubDate>Sat, 7 Jan 2006 14:51:46 GMT</pubDate>
<author>r3spon5e</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;div&gt;They stated:&lt;/div&gt;&lt;div&gt;&lt;font color=&quot;#ff0000&quot;&gt; Styles largely define what your combat Attributes are and what your character is capable of doing in combat. Switching Styles causes Attributes defined by the Style to switch as well, so in certain situations it’s wise to alter the order you’re executing Abilities so that your enemies cannot exploit your weaknesses.&lt;/font&gt;&lt;/div&gt;&lt;div&gt;&lt;font color=&quot;#ff0000&quot;&gt;&lt;/font&gt; &lt;/div&gt;&lt;div&gt;would this not mean you attributes change so we will have several attribute combinations? Are they automatic or do we set them? As you can see it can be that no Attribute hack will be needed. I guess we will see, but it is a shame MXO is working on this priority over a story line priority right now. I am happy with the combat the way it is but we are all needing access to memory points and a higher lvl. Seems there is no mention on increasing our lvl which is a must need in this game for a proper combat loadout to work. We also need more inventory space for us long term players but it seems this is another low priority.&lt;/div&gt;&lt;div&gt;&lt;br&gt;The number one complaint I get is their is no storyline or live event or when is the live event. Can&apos;t Sony work on that first, I could have used 4 months of live events over waiting for a new combat system that is still being tested.&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;I look forward to the test server and I really look forward to the next live event as it seems that should be the main concern for keeping players from leaving this game of constant missions to level.  Turn up the heat and make MXO the hot game it once was.&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;Rollguy Out!&lt;/div&gt;</description>
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<pubDate>Sat, 7 Jan 2006 17:19:32 GMT</pubDate>
<author>Rollguy</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;parknback wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;i&apos;m sorry but why was this done in the 1st place there was not a thing wrong with combat been on a yr as of jan 6-05.  not ever heard a word from anyone about it not being good to go,or it was messup.&lt;br&gt;&lt;hr&gt;&lt;/div&gt;&lt;/blockquote&gt;No offense, but have you been living under a rock?  Combat has been FUBAR since the start.  I agree live events are important too, but live events are &apos;special&apos; occurrences.  Combat and the Matrix go hand in hand and is a much bigger part of the game than live events ever will be. &lt;br&gt;</description>
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<pubDate>Sat, 7 Jan 2006 17:50:08 GMT</pubDate>
<author>Dodge_THIS</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;digitize wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;parknback wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;i&apos;m sorry but why was this done in the 1st place there was not a thing wrong with combat been on a yr as of jan 6-05.  not ever heard a word from anyone about it not being good to go,or it was messup.&lt;br&gt;&lt;hr&gt;&lt;/div&gt;&lt;/blockquote&gt;No offense, but have you been living under a rock?  Combat has been FUBAR since the start.  I agree live events are important too, but live events are &apos;special&apos; occurrences.  Combat and the Matrix go hand in hand and is a much bigger part of the game than live events ever will be. &lt;br&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;&lt;p&gt;Digitize is completely right.&lt;/p&gt;&lt;p&gt;Parknback where have you been buddy?  Combat in MxO right now blows chunks its almost has bad as combat in SWG. &lt;/p&gt;&lt;p&gt;If MxO didn&apos;t have hackers then this game probably wouldn&apos;t even need this upgrade but it does and they are here to stay.  And right now VT trumps all other forms of combat tactics and as long as that is combat in MxO will be uninteresting and one sided towards hackers.&lt;/p&gt;&lt;p&gt;Because even an Anti Hacker is still a hacker.&lt;/p&gt;&lt;p&gt;And has far as Live Events go...&lt;/p&gt;&lt;p&gt;This game doesn&apos;t need live events.  What it needs are server wide mission events that induce pvp.  And randomly generated pvp missions for high lvl characters.  Not someone behind a computer pretending to be Niobe but a automated system widely available to everyone on the server to give people something to do other than get all the hardlines.&lt;/p&gt;</description>
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<pubDate>Sat, 7 Jan 2006 21:20:56 GMT</pubDate>
<author>LxLegend</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>wow... Cant wait.... Im going to be rich... .Rich I tell you.... &lt;span&gt;:smileyvery-happy:&lt;/span&gt;&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sat, 7 Jan 2006 22:38:21 GMT</pubDate>
<author>NumberXVI</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;span&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;BRONIK wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;p&gt;&lt;strong&gt;&lt;font color=&quot;#ffffff&quot;&gt;Will all of the stats have the same effects as they did before? For Example...&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;font size=&quot;2&quot;&gt;&lt;font color=&quot;#0000ff&quot;&gt;Vitality&lt;br&gt;&lt;/font&gt;Ability Increase Per Point Spent&lt;br&gt;Health Sitting Regen Rate 0.5&lt;br&gt;Health Regen Rate 0.25&lt;br&gt;Maximum Health 10&lt;/font&gt;&lt;/strong&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;font color=&quot;#ffffff&quot;&gt;And losing all the abilities everyone is talking about would really turn this game off for me...... with my current s&lt;span&gt;chedule &lt;/span&gt;I dont believe I would have the time to collect and remake everything again. Please clarify all that is to happen. Try not to make it like 100 pages long, I have to read enough for college.&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;&lt;hr&gt;&lt;/blockquote&gt;From what I&apos;ve read stats will be more important now to a player&apos;s overall effectiveness in combat then enhanced items, so I assume they will be changing stats around to much better settings so it actually makes a huge difference in combat.&lt;br&gt;&lt;/span&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sun, 8 Jan 2006 03:46:43 GMT</pubDate>
<author>Ubershank</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;p&gt;so this may have been said already but im gonna say it again.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;what about us that have every tree in the game???&lt;/p&gt;&lt;p&gt;refunding all those bits and frags and $$$&lt;/p&gt;&lt;p&gt;1. i dont think theres enough inv space to fit all the code&lt;/p&gt;&lt;p&gt;2. thats like around 50 levelable skills times 8 mill to get it to 50 thats around 400 million $i   !!!!!!!11!!!!!   (not including the cost for all the other abilities&lt;/p&gt;&lt;p&gt;3. WOW thats alot of $$$$$&lt;/p&gt;</description>
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<pubDate>Sun, 8 Jan 2006 13:42:39 GMT</pubDate>
<author>Archange1</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>I wouldn&apos;t worry about the Abilites until we get a better explanation.  I heard that we would have some options.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sun, 8 Jan 2006 15:19:06 GMT</pubDate>
<author>ZaneZavin</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;div&gt;This will be ok I guess, somthing new. Just rember one thing I pwn you all with this MA and it will continue to happen with the new MA. &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;HOLLA!!&lt;/div&gt;</description>
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<pubDate>Sun, 8 Jan 2006 15:34:07 GMT</pubDate>
<author>MikeCool804</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;font color=&quot;#ffffff&quot;&gt;Mike get off your high horse. You think you are great but I see no one backing you. What is the deal with u always try to rave on how good you are. If you were that good everyone would know. By the way last time I dueled u ...... well u know what happened. :smileyvery-happy: &lt;/font&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;font color=&quot;#ffffff&quot;&gt;&lt;/font&gt;&lt;/strong&gt; &lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;font color=&quot;#ffffff&quot;&gt;Devs, I would like to keep the beta hyper jump because well lets just say I bough the game for 3 times the cost now, when it was released for beta. I paid like $ 69...... and tested the hell out of beta. I would like also the see what all the states do so I can set em accordingly.&lt;/font&gt;&lt;/strong&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 9 Jan 2006 10:10:49 GMT</pubDate>
<author>BRONIK</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;I&apos;d like to reiterate what Void said about the penalty of switching between melee and ranged styles in combat. This is, at the moment, my biggest concern regarding this update and I only hope that it can be cleared up in QA.&lt;br&gt;&lt;br&gt;Mixing loadouts increases the spontaneity and enjoyment of this game, not to mention the Matrix immersion. I don&apos;t want to see that jeopardized because of a silly penality.&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;p&gt;Message Edited by Venatrix. on &lt;span class=&quot;date_text&quot;&gt;01-09-2006&lt;/span&gt;&lt;span class=&quot;time_text&quot;&gt;02:29 PM&lt;/span&gt;&lt;/p&gt;</description>
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<pubDate>Mon, 9 Jan 2006 14:28:45 GMT</pubDate>
<author>Venatrix.</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;Im scared of change... not for me but for otheres im afraid that people will quit playing thins game en&apos;mass (which they are already). Besides the positive feedback and the fact that our community is great we are not the biggest. So either this plan makes the game more interesting or it backfires into SOE&apos;s Face. Thats what i am afraid of... BTW wouldnt it have been an idea just to start out completely with a new slate ... lvl1 and everything just that you get to start with all jo money and such... just and idea.</description>
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<pubDate>Mon, 9 Jan 2006 23:53:18 GMT</pubDate>
<author>Fondo</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;Rollguy wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;They stated:&lt;/div&gt;&lt;div&gt;&lt;font color=&quot;#ff0000&quot;&gt; Styles largely define what your combat Attributes are and what your character is capable of doing in combat. Switching Styles causes Attributes defined by the Style to switch as well, so in certain situations it’s wise to alter the order you’re executing Abilities so that your enemies cannot exploit your weaknesses.&lt;/font&gt;&lt;/div&gt;&lt;div&gt;&lt;font color=&quot;#ff0000&quot;&gt;&lt;/font&gt; &lt;/div&gt;&lt;div&gt;would this not mean you attributes change so we will have several attribute combinations? Are they automatic or do we set them?&lt;hr&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;p&gt;If I&apos;m getting this correctly, you should expect to have:&lt;/p&gt;&lt;p&gt;- Your base attributes, which will be unchangable once set;&lt;/p&gt;&lt;p&gt;- Certain bonuses to attributes which vary by Style;&lt;/p&gt;&lt;p&gt;- Any attribute bonuses due to clothing.&lt;/p&gt;&lt;p&gt;Take a look at EQ2.  A Barbarian starts with a Strength of 25; a High Elf with 10.  Likewise, we will have certain base stats, determined by our initial personality pick and increases chosen at each level.&lt;/p&gt;&lt;p&gt;In EQ2, if you elect to become a Fighter, you immediately get a bonus of 5 Str, 3 Sta, 2 Agi.  If you elect Rogue, 5 Agi, 3 Str, 2 Sta.   So, our Barbarian Fighter will have 30 Str; a Barbarian Rogue 28 Str; a High Elven Fighter 15 Str; a High Elven Rogue 13 Str.&lt;/p&gt;&lt;p&gt;In MxO we have the ability to shift Styles, but this gets the idea across; if you&apos;re in Spy mode maybe more Focus and less Perception; if doing Karate more Perception and less Focus, but either way layered on top of your base stats.&lt;/p&gt;&lt;p&gt;-----&lt;/p&gt;&lt;p&gt;Secondly, on the $i refund:  Maybe I misread, but I didn&apos;t read that as &amp;quot;your Ability codes will disappear, go hunt more red frags&amp;quot; but instead &amp;quot;the $i you spent increasing Sneak from 1 to 50 will be refunded, but you&apos;ll keep the Ability.&amp;quot;&lt;/p&gt;&lt;p&gt;That way, armed with the experience from the QA test, you might decide that the $i you spent on Hacker abilities is now better spent on the Duelist tree and you&apos;ll be able to do so.  Think of it as a skill leveling respec, or at least that&apos;s how I&apos;m reading it.&lt;/p&gt;&lt;p&gt;-----&lt;/p&gt;&lt;p&gt;Thirdly, on SWG comparisons.  Look, Interlock and class balancing in general, has been troubled since before launch.  It *needs* fixing.&lt;/p&gt;&lt;p&gt;Arguably, SWG did too, if the people who complained here about SWG gameplay under the &apos;CU&apos; are any indication.  Whether the &apos;NGE&apos; &lt;u&gt;is&lt;/u&gt; a fix is something for some other thread, better for the SWG forums; it&apos;s off-topic here. &lt;/p&gt;&lt;p&gt;There is a very big difference, though, between the NGE and MxO&apos;s changes.  The NGE was announced very suddenly and from all indications without warning SWG&apos;s players.&lt;/p&gt;&lt;p&gt;&lt;u&gt;We&lt;/u&gt; have been told for months about this; the preparatory steps were taken well before SOE got involved.  At each step the MxO team has announced their thinking; and most importantly from a customer standpoint at each step our input is solicited in these very threads.&lt;/p&gt;&lt;p&gt;With each announcement I&apos;m seeing some of the best ideas from the player community incorporated, including many from the old Monolith forum threads.&lt;br&gt;&lt;/p&gt;</description>
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<pubDate>Tue, 10 Jan 2006 07:50:19 GMT</pubDate>
<author>Prisoner</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>Probably I misundestood it but, in the &amp;quot;Range free-attack&amp;quot; doesn&apos;t include a line saying &amp;quot;Targets in Interlock combat may be attacke&amp;quot;, like the &amp;quot;Melee free-attack&amp;quot;.  So do this mean that you will be no longer hacked or shooted when you are Interlocked? That will make it possible to survive zergs!&lt;br&gt;&lt;br&gt;Well they still can use free-melee attacks...&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Tue, 10 Jan 2006 09:58:00 GMT</pubDate>
<author>GlueVane</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;strong&gt;&lt;font color=&quot;#ffffff&quot;&gt;From what I have done in the test server is very disappointing....... I like the free-melee attacks and a few other things. I hope the release is a far improvement from what it is now. If it is implicated, I just see it as another SWG situation...... you know mass quiting of the MXO. Time will tell......&lt;/font&gt;&lt;/strong&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 13 Jan 2006 16:58:04 GMT</pubDate>
<author>BRONIK</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>I like the hotbar but are we going to be able to test Zen Master .... +) or any other new abilities ...&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sat, 14 Jan 2006 18:30:35 GMT</pubDate>
<author>NumberXVI</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;&lt;hr&gt;NumberXVII wrote:&lt;p&gt;I like the hotbar but are we going to be able to test Zen Master .... +) or any other new abilities ...&lt;br&gt;&lt;/p&gt;&lt;hr&gt; They stop the Zen Master.</description>
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<pubDate>Sun, 15 Jan 2006 17:21:46 GMT</pubDate>
<author>nnn2</author>
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<title>Re: (Data Mining Aspect Glazed Over Again?)</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;p&gt;I like all the new plans but what are you going to do about data mining. I have been scouring the forums looking for your stand on data mining and see nothing. I can, however, sum up everyone&apos;s various demands based upon how many articles I have read about data mining to this: Most users (Some not all) suggest that you up the xp/info of taps or allow for red code drops from data tapping at a reasonable randomized rate. I believe the latter suggestion to be the most appeasing because it will allow for people who do not want to go into combat the &lt;u&gt;choice&lt;/u&gt; to do something else. Choice is everything and it leads to users being content. &lt;font color=&quot;#cc9933&quot;&gt;&lt;u&gt;True boredom (imo) is not caused by the patience to &lt;font color=&quot;#cc0000&quot;&gt;data tap&lt;/font&gt; or the drabness of the feat, but by the inability to choose to do something other than fighting all the time to level up.&lt;/u&gt;&lt;/font&gt; My point is that if data tapping were more profitable/levelable then there would be a &lt;u&gt;choice&lt;/u&gt;...&lt;/p&gt;&lt;p&gt;All modern wars are fought on the battlefield but not one has ended on it... That decision lies in the hands of those who do no fighting whatsoever... i$ is power...&lt;/p&gt;&lt;p&gt;Personally I will be extremely pissed if nothing is done about this around CR2.0 release.&lt;/p&gt;</description>
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<pubDate>Thu, 9 Feb 2006 11:51:20 GMT</pubDate>
<author>12ati0</author>
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<title>Re: Designer Journal 3, Part 2 - Feedback Thread</title>
<description>&lt;div&gt;For the sake of the few players that have stuck with MxO, reconsider and abort this misguided plan to fix what ain&apos;t broken.&lt;/div&gt;</description>
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<pubDate>Fri, 3 Mar 2006 16:08:23 GMT</pubDate>
<author>Tomtat</author>
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