The dont want it dont use it argument.

Post » Tue Apr 12, 2011 6:23 pm

Hopefully, there with be an "Options Menu" so that whin.....ehh, players like yourself can set different levels and features to your liking. ;)


Sad thing is I'd actually be more content with an option to turn it off. It'd be nice if the game would ask you at the beginning "do you want fast travel" so I can give it a flat no for the rest of that character's duration, and not even be tempted by the option of using it. Provided the game provided alternatives, as has been said earlier, there weren't many great alternatives in oblivion; the horses were painfully slow and the scenery was lackluster.
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Charlie Ramsden
 
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Post » Wed Apr 13, 2011 6:14 am

You make conclusions out of the air its not because i dont like the fast travel in oblivion that i dont like the game itself. in fact i put more than 400 hours in oblivion while i put about 200-300 in morrowind. and the enjoy it for what it is is not a good reason to not try to fix things that made it less good for their upcoming sequels.

and i gave u evidence that they have fixed it... or atleast tryin to fix it. if u want more read Erwans post
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Robert Bindley
 
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Post » Wed Apr 13, 2011 12:12 am

I mean, you guys have even said that you liked teleporting in Morrowind yet you denounce fast travel as an abomination because it's a teleport? Seems a bit hypocritical.

wow you just dont read what we say dont you? we means that its illogical that only time passes when you get from a place to another. you mention taking the safely guarded routes but what about those caves in the middle of nowhere? why dont you encounter any monsters or whatever? and as for the roads if you did them by foot at least once you would see that you get attacked by bandits quite often so why when you fast travel this does not happen?

unless you dont read everything that has been said in the thread just dont bother replying anymore to me

@riddike nowhere did i say that they didnt or wont try to fix it.
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Prohibited
 
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Post » Tue Apr 12, 2011 10:41 pm

wow you just dont read what we say dont you? we means that its illogical that only time passes when you get from a place to another. you mention taking the safely guarded routes but what about those caves in the middle of nowhere? why dont you encounter any monsters or whatever? and as for the roads if you did them by foot at least once you would see that you get attacked by bandits quite often so why when you fast travel this does not happen?

unless you dont read everything that has been said in the thread just dont bother replying anymore to me

@riddike nowhere did i say that they didnt or wont try to fix it.


I keep reading your explanations of how it's not realistic yet I'm not seeing how not getting attacked by things makes it unrealistic. For all you know, you get in fights on the way back and you just own them. Here is a rebuttal, how are siltstriders realistic? They are always in the same place. You don't see yourself board it and it doesn't walk across the land where you can see it, so it's a "teleport". Also, why don't you get attacked by creatures? Maybe a pack of Cliff racers want a meal? They could just fly in and eat you all, why aren't you dead when you take a siltstrider by natches or cliff racers? They are the same.
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Scotties Hottie
 
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Post » Tue Apr 12, 2011 11:04 pm

Double post
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FoReVeR_Me_N
 
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Post » Wed Apr 13, 2011 7:07 am

I don't feel that these games are "designed for fast travel"

They are designed to be massive and provide hundreds of hours of gameplay for us fans.

Oblivion/FO-style fast travel was incorporated because some players get bored walking around and the games need to have a way around it because the games are so big. The landscape is huge and some players get extremely bored spending a lot of time walking around to city X to find a travel network outpost to get to wherever they are trying to go, or having to pay gold to travel around.

I'm fairly certain there will be Oblivion/Fallout style fast travel with map markers. I think it's also possible that some sort of Morrowind style network with teleportation spells and carriages/whatever/etc. will incorporated, perhaps a bit less likely. I hope both are included for the sake of everyone else's enjoyment, resulting in increased sales, but don't have any interest in using either.

I believe I'm going to really enjoy walking (or riding a pachyderm) from one end of Skyrim to the other, struggling to avoid vicious creatures and find food, water, shelter along the way, running into dozens of NPCs with unique radiant story quests, etc., but I acknowledge that I'm into a different sort of game play than most. Maybe it's because I'm easily distracted and go around accumulating dozens of quests instead of quickly finishing what I start. Perhaps I enjoy the journey too much when I should be focusing on the destination.
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des lynam
 
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Post » Wed Apr 13, 2011 3:32 am

Sad thing is I'd actually be more content with an option to turn it off. It'd be nice if the game would ask you at the beginning "do you want fast travel" so I can give it a flat no for the rest of that character's duration, and not even be tempted by the option of using it. Provided the game provided alternatives, as has been said earlier, there weren't many great alternatives in oblivion; the horses were painfully slow and the scenery was lackluster.

I started a new character today with the resolution that I would not fast travel. I walked to Cheydinhal. I did a few quests and walked to them. I went to Azura's shrine so I could start enchanting some sick stuff early. Then I realized I needed to talk to martin before I could start the Daedra quests. I went to see Jauffre. I realized I needed to do Kvatch. And then I realized that to enchant I would need to do all the mage's guild recommendation quests first. And that every time I wanted to enchant I would have to go to the Imperial City. Then I realized there was no way I wasn't going to fast travel. The game is just designed for it.

I can just hope that in Skyrim you don't need to fast travel willy nilly to do every little thing, which is just ridiculous and entirely breaks immersion. Why should I need to go to the Imperial City to enchant? Why should I even need to go to a mage's guild at all? What's going on that I need a little stand with a piece of paper on it to enchant? Why do I have to go all over the place for the tiniest tasks. It really takes you out of the world every single time you fast travel. Boom, loading screen, new location all the way across the world. Oh, I forget an item in my house. Loading screen. House. Loading screen. Imperial City. Loading screen. Quest location. Loading screen, etc. It's not very organic feeling.

I also hope you can carry more stuff or maybe teleport some loot back to your home chest. It works pretty well in Torchlight to have your pet do it. I'm a fan of features that make the game run smoother and have less obnoxious barriers to keep playing, as long as they don't break immersion. Having to fast travel out of your adventure after every landmark is no good for that, even though I think you should be able to do it when you want to. Of course, maybe the towns will really be as awesome as they say and I will want to go back to them all the time now.
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Jonathan Windmon
 
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Post » Tue Apr 12, 2011 6:02 pm

Wow...Triple post, I only hit post once....
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Wane Peters
 
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Post » Wed Apr 13, 2011 9:22 am

Sad thing is I'd actually be more content with an option to turn it off. It'd be nice if the game would ask you at the beginning "do you want fast travel" so I can give it a flat no for the rest of that character's duration, and not even be tempted by the option of using it. Provided the game provided alternatives, as has been said earlier, there weren't many great alternatives in oblivion; the horses were painfully slow and the scenery was lackluster.

I started a new character today with the resolution that I would not fast travel. I walked to Cheydinhal. I did a few quests and walked to them. I went to Azura's shrine so I could start enchanting some sick stuff early. Then I realized I needed to talk to martin before I could start the Daedra quests. I went to see Jauffre. I realized I needed to do Kvatch. And then I realized that to enchant I would need to do all the mage's guild recommendation quests first. And that every time I wanted to enchant I would have to go to the Imperial City. Then I realized there was no way I wasn't going to fast travel. The game is just designed for it.

I can just hope that in Skyrim you don't need to fast travel willy nilly to do every little thing, which is just ridiculous and entirely breaks immersion. Why should I need to go to the Imperial City to enchant? Why should I even need to go to a mage's guild at all? What's going on that I need a little stand with a piece of paper on it to enchant? Why do I have to go all over the place for the tiniest tasks. It really takes you out of the world every single time you fast travel. Boom, loading screen, new location all the way across the world. Oh, I forget an item in my house. Loading screen. House. Loading screen. Imperial City. Loading screen. Quest location. Loading screen, etc. It's not very organic feeling.

I also hope you can carry more stuff or maybe teleport some loot back to your home chest. It works pretty well in Torchlight to have your pet do it. I'm a fan of features that make the game run smoother and have less obnoxious barriers to keep playing, as long as they don't break immersion. Having to fast travel out of your adventure after every landmark is no good for that, even though I think you should be able to do it when you want to. Of course, maybe the towns will really be as awesome as they say and I will want to go back to them all the time now.
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ruCkii
 
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Post » Wed Apr 13, 2011 5:16 am

This is going full circle again if we can't move on and progress into way of balance different types of travel and not keep up with this nonsense then we mind as well disband this thread, so people like:

Some ways to travel in game, walk, mount, caravan.
Some ways to fast travel, walk, spell, caravan.
Each has it own flavour all could be turned off in the menu along with balence features fir each to make them part of the game play.
Walking: consumes your resources, takes time, may be attack, can only go place you haven't been.
Teleport spell: consumes your magic, must learn them, may be teleport wrongly or disrupted, can't go place you havnt left a Mark.
Caravan: cost gold, must find one, maybe attacked, faster than walking, can only go place the caravan go's but may gobthere even if u haven't.
We should really build our ideas instead of attack each others preference.
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Benito Martinez
 
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Post » Tue Apr 12, 2011 7:47 pm

I have a dream...

Of TES fans realizing that we have more in common then what separates us!

All the arguing is bringing me down and getting old.

Cant we all just get along?
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Spaceman
 
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Post » Wed Apr 13, 2011 3:20 am

I agree with the OP completely on broken game mechanics like 100% chameleon and 100% spell absorption/reflection. I've made a few posts about how "don't have to use it" is a poor argument since it's always more fun to try to become powerful without having to impose some random rules on yourself.


But I don't see fast travel as an issue of game balance or difficulty, but rather one of immersion vs convenience. Fast travel doesn't make the game harder, it just makes it take longer. Therefore, while some alternatives to fast travel would be cool, I don't see this as too pressing of a concern.
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kyle pinchen
 
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Post » Wed Apr 13, 2011 8:38 am

I just want to make a point about this argument that people use about whatever thing they suggest be it a perk that they find cool but would unbalance the game or anything else.

In RPG games trying to be an effective killing machine is supposed to be a challenge that is not achieved easily. When you break the game by adding something that makes it easy to become overpowered you break that experience. players want to become strong but they dont want to become strong the easy way they want to deserve it. I have to admit that the precious 5/5/5 in oblivion were a bit too much and it should be easier but all those things people suggest that would make you a god just don't make sense to build an enjoyable experience.

Thanks if you read. comment and hate if you want :thumbsup:

I see a lot of assumptions in this thread. I think you guys are confusing an RPG with an action game. A roleplaying game is for roleplaying. In a perfect world an RPG would have limitless options and the ones you don't want to use you shouldn't use. Similar to a DnD adventure that you've made up. An action game needs to be balanced for the sake of challenge, not an RPG.
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Travis
 
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Post » Wed Apr 13, 2011 12:46 am

Making players responsible for the level of challenge in a game, forcing them to restrict themselves to have fun, is just bad design. Shortest thing I'd have to say about this.
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latrina
 
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Post » Wed Apr 13, 2011 10:26 am

And each of those teleports had their own conditions. Almsivi Intervention sent you only to the nearest Tribunal Temple, Divine Intervention sent you only to the nearest Imperial Cult shrine, Recall sent ony only to where you last casted Mark, etc. You also had to keep an eye on your scrolls and magic, in case you run out. Compare that with Oblivion, where you just click where you want to go and *poof*, you're there.


The problem is some people find teleportation (even if restricted) to be more ridiculous than automatic walking (i.e., Oblivion's fast travel).

I think adding special encounters to fast travel would be good but not for "realism" but for balance. Also, limiting fast travel to the main cities would also help balance it.

Just imagine traveling to (and throughout) Solstheim if the game only had Oblivion's fast travel method. From Mournhold, you could just look at your map and teleport yourself to Fort Frostmoth or any other place on the island you've been to. So interesting. Compare that with Morrowind's way, where you actually have to explore and find a specific boatman in a backwater shack town to take you there.. which worked very well to set the mood for Solstheim. It conveyed that nobody wanted to go there, travel to/from the island was limited, and the place was rather desolate. Oblivion's insta-travel would not have had the same feeling.


This is one of the best arguments for Morrowind-style fast travel. But, a restriction on which locations can be fast-traveled to would fix that.

BTW, on my later playthroughs of Morrowind, I used Oblivion style fast travel to return to Balmora: coc balmora.
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Suzie Dalziel
 
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Post » Wed Apr 13, 2011 10:03 am

"Don't want it don't use it" is simply a flawed logic. If it was just something completely unrelated to gameplay, like the HUD color ("invisible/visible" is another story already) or something, this'd be an acceptable argument. But for everything that actually matters to gameplay, we always need to keep the rest of the game design in mind. Something always depends on almost every feature. Fast travel for example: Many quests are designed around it. Imagine the alternative to using fast travel would be passing through dangerous terrain; the quest changes from a tiny duty to a dangerous journey. That'd not always be bad, but in some cases such things can lead to serious issues and/or ruin immersion. And never forget how one player probably does not only dislike one thing about the game, but several things. So if you say "don't use fast travel if you don't like it", "put the difficulty up if you don't like having ten arrows stuck in your chest" and "turn quest markers off if you don't like them", you change the quest "Bring this letter to in the imperial city" from "click on that marker and talk to that guy" to "take a dangerous journey to the imperial city, avoiding these mudcrabs that could easily kill you (due to levelling and high difficulty), and when you're finally there, you'll have to enter every single house to find that random dude". Some people don't want silly gameplay, and yet don't want the features other people want.

Of course, there's only two solution. Actually working alternatives being implemented (such as a difficulty slider that does more than just changing health points or proper alternatives to fast travel, like boats, or a decrease in wildlife directly on the roads, thus making the journey exactly as dangerous as with fast travel), or a discussion about which feature actually is superior. "I don't want to discuss, just don't use it" is NOT a solution.


I sense the win in this one;

Solution two game mods

Casual: just like oblivion.

and

immersion:
1: fast travel via a network system similar to morrowind but with more options but of course you have topay for the services
2: teleport spells mark and recall, intervention spells and so on FOR IMMERSION
2: eat, sleep, drink
3: ect ect and so on

insta click and youre there...oo so RPG esq lawl.

Everyone wins.
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Annika Marziniak
 
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Post » Tue Apr 12, 2011 9:01 pm

I see a lot of assumptions in this thread. I think you guys are confusing an RPG with an action game. A roleplaying game is for roleplaying. In a perfect world an RPG would have limitless options and the ones you don't want to use you shouldn't use. Similar to a DnD adventure that you've made up. An action game needs to be balanced for the sake of challenge, not an RPG.


No, you're wrong.

The G part of RPG is the important part here. If it was just roleplaying then sure you should be allowed to do whatever you want whenever you want, balance be damned. But it's a game, and games have rules. Good games are balanced to be fun and challenging.
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Rodney C
 
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Post » Wed Apr 13, 2011 10:23 am

I keep reading your explanations of how it's not realistic yet I'm not seeing how not getting attacked by things makes it unrealistic. For all you know, you get in fights on the way back and you just own them. Here is a rebuttal, how are siltstriders realistic? They are always in the same place. You don't see yourself board it and it doesn't walk across the land where you can see it, so it's a "teleport". Also, why don't you get attacked by creatures? Maybe a pack of Cliff racers want a meal? They could just fly in and eat you all, why aren't you dead when you take a siltstrider by natches or cliff racers? They are the same.


Once again....
If your on 10hp with broken weapons and armour i doubt your going to 'own' anything on your way back to town.
Its more realistic because you interact with the ferryman (strider rider, whatever), you decide where your going based on his designated routes, you pay him. You dont see yourself board it likely because bethesda couldnt get the animations right or they deemed it unnecessary because, after you paid, its pretty obvious you boarded it. Maybe cliff racers wont tackle something so big i dont know, the point is it makes alot more sense then opening the map and 'poof' your there.

And yes they are always in a set place but thats to stop people complaining about having to wait, after all people complained about walking from one side of the town to the other to get to the strider/boat imagine if they had to wait once they got there. (I would actually like a set timetable, it would be great).

Anyway this quote is that good im going to use it again:

There is a word for the "Morrowind-style" fast travel:

intradiegetic

Meaning "inside the narrative". Extradiegetic is its opposite; Oblivion's fast travel would be qualified as such.

I want intradiegetic fast travel for better immersion.

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Claudz
 
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Post » Tue Apr 12, 2011 9:32 pm

No, you're wrong.

The G part of RPG is the important part here. If it was just roleplaying then sure you should be allowed to do whatever you want whenever you want, balance be damned. But it's a game, and games have rules. Good games are balanced to be fun and challenging.


I would add your playing a role of a character that lives within a world; it's like being in a book but playing a character within the book. Even in DnD there are rules to the game that should never be broken and the dungeon master (aka author of a book, game designer, director ect) creates the world and sets the rules of that reality with the PRIMARY EFFECT BEING to draw in the to the world and make that individual feel like she/he is there in that world.

Imagine the legendarium of tolkien if frodo just insta traveled to mount doom; the fuuu? Or if Beren simply went click and boom was in front of Angband retrieved the Silmarillion and boom back to safety really convincing story bro. With morrowinds style fast travel it doesn't totally take you out of the world AND it makes sense while making it just a tad bit easer to get around.

Hell i remember the first time i played morrowind i really wanted to get to sadrith mora but i was a noob with no money...i walked from vivec NEVER AGAIN, but at the same time it was the coolest journey i ever took because i didnt have the kesh for a boat there.
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CRuzIta LUVz grlz
 
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Post » Tue Apr 12, 2011 9:31 pm

Imagine the legendarium of tolkien if frodo just insta traveled to mount doom; the fuuu?


That's not a good argument.

In Oblivion, did you insta-travel to Camoran's Paradise? If it's important to the story, it's easy for them to limit your travel options.
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Lloyd Muldowney
 
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Post » Wed Apr 13, 2011 7:47 am

"Don't want it don't use it" is simply a flawed logic. If it was just something completely unrelated to gameplay, like the HUD color ("invisible/visible" is another story already) or something, this'd be an acceptable argument. But for everything that actually matters to gameplay, we always need to keep the rest of the game design in mind.


I agree. I don't mind having some optional extra feature that many would not like (such as cheats on consoles) so long as it's not a core gameplay element. I also agree completely with the OP.
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Laura Shipley
 
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Post » Wed Apr 13, 2011 12:41 am

I would add your playing a role of a character that lives within a world; it's like being in a book but playing a character within the book. Even in DnD there are rules to the game that should never be broken and the dungeon master (aka author of a book, game designer, director ect) creates the world and sets the rules of that reality with the PRIMARY EFFECT BEING to draw in the to the world and make that individual feel like she/he is there in that world.

Imagine the legendarium of tolkien if frodo just insta traveled to mount doom; the fuuu?


Imagine a game of D&D where the DM describes every single moment of game time instead of saying, "You rest for a week, recover and then head back to the cave." the fuuu?
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Cccurly
 
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Post » Wed Apr 13, 2011 6:58 am

Look the devs see it as time-vs-immersion, some players find the immersion part tedious compared to jus simply fast traveling. given the option between somethin that adds to immersion or something that gets u where u want to go whenever u want to go, most are goin to choose the faster way (which would be the later).
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loste juliana
 
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Post » Tue Apr 12, 2011 11:01 pm

The "Don't want it, don't use it." argument is invalid when these condition are met:

  • There is no alternative that could be used to achieve similar effects, like Fast travel in Oblivion, which was either it or walk all the way around the world.
  • It is too flashing in our eyes, convenient or tempting to be ignored, like the Map markers in the Oblivion quests, although this example fits with previous condition as well.
  • One who does not have enough self control not to use an option that is available, like me.


Case in point, Morrowind's alchemy and levitation, both extremely exploitable and right in my face.

No, you're wrong.

The G part of RPG is the important part here. If it was just roleplaying then sure you should be allowed to do whatever you want whenever you want, balance be damned. But it's a game, and games have rules. Good games are balanced to be fun and challenging.

Nail. On. Head

after all people complained about walking from one side of the town to the other to get to the strider/boat

That my friend is EXACTLY why fast travel exists in OB.
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ezra
 
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Post » Wed Apr 13, 2011 7:35 am

I just realized that I didn't address the main point of this thread. :)

The "don't want it, don't use it" argument is sometimes valid and sometimes not. For fast travel, I think that argument is valid since I easily restricted my fast travel use to return journeys. The design of the game did not require me to use it to arrive at my quest locations.

On the other hand, for the quest compass and markers, I think the argument is invalid. Some of the quests are really impossible without the quest markers. The game was designed assuming that detailed instructions were not needed since the quest marker would point to the item/NPC/location. Of course, NPC schedules exacerbated this problem.
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Sabrina garzotto
 
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