Activities that freeze time and those that don't...

Post » Sat Jun 09, 2012 6:29 am

I'm against live play for inventory browsing and spell browsing, but for it for just about anything else. Even lockpicking and pickpocketing could benefit from live play if there was some kind of auto attempt you could hold to better make use of character skill. I really don't want to see a role playing game where player skill and speed determines how good your character is.

I vote no for long browsing activities since success on those is determined by the speed players are able to read and perform, which has nothing to do with role playing and character skills at all.
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Rhiannon Jones
 
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Post » Sat Jun 09, 2012 5:24 am

I'm against live play for inventory browsing and spell browsing, but for it for just about anything else. Even lockpicking and pickpocketing could benefit from live play if there was some kind of auto attempt you could hold to better make use of character skill. I really don't want to see a role playing game where player skill and speed determines how good your character is.

I vote no for long browsing activities since success on those is determined by the speed players are able to read and perform, which has nothing to do with role playing and character skills at all.

But does it make any more sense to be able to freeze time to read a book than it does for pickpocketing?

Besides, player skill already affects lockpicking, and has since at least Oblivion.
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STEVI INQUE
 
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Post » Sat Jun 09, 2012 2:27 am

I recently made a topic about this before. And seems like the majority of people do not want that. The freezing time in-menu is much more preferable around here.
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GabiiE Liiziiouz
 
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Post » Sat Jun 09, 2012 3:53 am

I recently made a topic about this before. And seems like the majority of people do not want that. The freezing time in-menu is much more preferable around here.

It's so strange to me. People are in favor of anything that makes them more likely to win.
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Frank Firefly
 
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Post » Sat Jun 09, 2012 2:44 am

I think having the action take time would be better then having time pass when moving through your inventory. So yes you can pause the game to switch spells, take a potion or swap rings. But then an animation would play of your character doing that, taking a potion, putting on a ring. In the case of armor you simply couldn't do it with hostile enemies looking for you.

Performing the action should take the time not the selecting the action.
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Spooky Angel
 
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Post » Sat Jun 09, 2012 7:43 am

First, give me the option to pause during dialogue. Then we can talk about non-pausing menus.
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Hella Beast
 
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Post » Sat Jun 09, 2012 10:44 am

I think having the action take time would be better then having time pass when moving through your inventory. So yes you can pause the game to switch spells, take a potion or swap rings. But then an animation would play of your character doing that, taking a potion, putting on a ring. In the case of armor you simply couldn't do it with hostile enemies looking for you.

That would certainly add a cost and a consequence to doing things like drinking potions, swapping rings, etc., and prevent people doing dumb [censored] like completely changing clothes in the middle of battle.

But what about immersion? For some people reading or digging around in their pack in the wilderness might break that sense of immersion, knowing that time has stopped, while if they knew time was passing while they re-read that treasure map, or dug through their inventory to look for something, it might aid their sense of immersion.

That is a good point about the animations, though. It would limit the more nonsensical mid-battle acts.
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Honey Suckle
 
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Post » Sat Jun 09, 2012 4:17 am

First, give me the option to pause during dialogue. Then we can talk about non-pausing menus.

Do you mean freeze time, or are you just talking about pausing the game so you can go pee? I thought you could still call up the system menu during a conversation?
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Nikki Hype
 
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Post » Fri Jun 08, 2012 7:30 pm

AFAIK you can't bring up anything during dialogue, and time doesn't freeze. However, eventually the dialogue exits on its own. I've walked away during dialogue and come back to my char standing alone in a room.
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CORY
 
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Post » Fri Jun 08, 2012 10:28 pm

But what about immersion? For some people reading or digging around in their pack in the wilderness might break that sense of immersion, knowing that time has stopped, while if they knew time was passing while they re-read that treasure map, or dug through their inventory to look for something, it might aid their sense of immersion.

That is a good point about the animations, though. It would limit the more nonsensical mid-battle acts.
But some items might be easier to find then others. I'd certainly keep the potions and scrolls readily accessible. If you've organized the bag you shouldn't have a problem finding your gear quickly.(and given the capacity of our bags is already beyond unrealistic there really isn't a need to add a time factor to search through them.) Which is why I say have the actually action take time not the selection of it.

And what of spells, shouts, and powers. Not having the game paused while equiping those could break immersion for some.
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Scarlet Devil
 
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Post » Sat Jun 09, 2012 2:46 am

It's so strange to me. People are in favor of anything that makes them more likely to win.

This time-freezing game could be featured in only higher difficulties or something.. (master or hardcoe difficulty). Personally, I'm not really fond of time-freeze so I can spam potions sometimes and such. I think the only menu that should freeze time is the Quest log menu or something (or the menu where you save). No time freeze will mean smoother / continuous combat sessions, makes you more aware that.. you need time to back out and drink your potion (in my post, I mentioned reference to Dark Souls.. which is friggin' hard). But I understand that Skyrim is not Dark Souls, not combat-focused so.. this feature is not likely to be desired by most TES fans.



First, give me the option to pause during dialogue. Then we can talk about non-pausing menus.

Why would you want to pause during dialogue? That just further kills immersion.
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Alessandra Botham
 
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Post » Sat Jun 09, 2012 8:14 am

Another, related idea I've thought of is an inventory-related question. Make it so that the player can only have a limited number and type of things on his person easily accessible, and the rest goes in a sack of some sort that is slower to root through. You could have a finite number of weapons on your belt or across your back, depending upon the type. Maybe two one-handed weapons on your belt, while on your back you could carry either a shield OR a bow OR a two-handed weapon. That would allow people to plausibly switch between some weapons combinations - shield and sword to bow and then back to shield and sword, or dual-wield to shield and sword, or warhammer to bow and back - without it being possible to walk around festooned with weapons hanging off your body.
Yeah, that sounds smart. Actions have consequences: drinking a potion takes time, and there are times you don't have much time and certainly can't manage to stop and take a drink.
These are also the exact methods used for both, in the original Witcher. It works very well too. Geralt has a finite sack (but a separate Quest Item Sack). He also has very finite [and dedicated] space for weapons, and a potion belt where he can drink what's literally at hand... although IIRC, Inventory access freezes the gameworld and allows you to swap or refill the potion belt; however I do believe that potion use does not give effects until he actually drinks them in realtime (and at risk during combat).

Well, partyly to add a tactical aspect to things when you're in dangerous territory - make sure you're in a reasonably safe place before you pull out that treasure map in the wilderness - but also to aid immersion for some people. Some folks have that sense of immersion broken by things like freezing time in the middle of a battle to draw a backup weapon when they get disarmed, and that sort of thing.
Most games do not distinguish or account for time spent reading (to benefit from it). Opening a book for an instant is usually enough to add journal entries or update quests.

I prefer to be able to read book (or an item discription) at liesure, with the game world paused. If I have a trained fighter or a trained magician for a PC, then they already know the item details and my reading about them should [IMO] exist off of the game-clock.

It's so strange to me. People are in favor of anything that makes them more likely to win.
Its not strange to me ~though it's mildly depressing. I noticed during a few E3 interviews that more than one [whatever company] spokesmen did explictly mention "You can succeed in our game". :yuck:
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Oceavision
 
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Post » Fri Jun 08, 2012 11:10 pm

Pausing while choosing items in your inventory is a staple of the classic RPG. There are RPG's out there that don't, but they are more action/adventure games because of it. When you were sitting around a table on a campaign, your DM didn't make you choose your weapons and roll the dice at the same time, or make a creature attack you as you drank your potion. These things took turns, hence turn based play. That's part of the strategy of a role playing game.
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Jason White
 
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Post » Fri Jun 08, 2012 7:56 pm

But some items might be easier to find then others. I'd certainly keep the potions and scrolls readily accessible. If you've organized the bag you shouldn't have a problem finding your gear quickly.(and given the capacity of our bags is already beyond unrealistic there really isn't a need to add a time factor to search through them.) Which is why I say have the actually action take time not the selection of it.

And what of spells, shouts, and powers. Not having the game paused while equiping those could break immersion for some.

Yeah, that's another fair point. I did think about this in relation to magic. After all, somethings - rummaging around in a bag to find a little potion-bottle, changing armor, etc. - shouldn't be zero-time events, but others, like changing spells, really should. I think one of the times I mentioned this before in other threads, I suggested that perhaps the magic menu should freeze time for this reason. While it might be a little immersion-breaking to have time frozen, it might well be more immersion-breaking to have spell and shout selection take time rather than just choosing it "in your head" as a zero-time event. That said, I still think perhaps hotkeys will suffice for combat-oriented spells, at least on PC. Consoles would have a problem, but like I said in the OP, they could have used the eight-way D-pad to use in place of the eight hotkeys, although this would negate the favorites menu.

AFAIK you can't bring up anything during dialogue, and time doesn't freeze. However, eventually the dialogue exits on its own. I've walked away during dialogue and come back to my char standing alone in a room.

Wait, how do you walk away during dialogue? You mean you backed out of dialogue, walked away, and then saw your own character standing there?
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Sarah Evason
 
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Post » Fri Jun 08, 2012 10:56 pm


Why would you want to pause during dialogue? That just further kills immersion.

You know what's immersion breaking? Some dude runs up to me while I'm fighting a dragon and locks me in place forcing me to listen to him go on about he'll kill me if I give him away, while both of us die to the dragon's breath.
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Blackdrak
 
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Post » Fri Jun 08, 2012 6:39 pm

You know what's immersion breaking? Some dude runs up to me while I'm fighting a dragon and locks me in place forcing me to listen to him go on about he'll kill me if I give him away, while both of us die to the dragon's breath.

You could always exit from the dialogue?
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koumba
 
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Post » Fri Jun 08, 2012 11:09 pm

Pausing while choosing items in your inventory is a staple of the classic RPG. There are RPG's out there that don't, but they are more action/adventure games because of it.
Most important to mention... Diablo does not pause the game ~but it also does not occlude the gameworld when you are in the inventory.

Arx Fatalis does IMO a [mostly] great job with the inventory. You start with a sack, and can aquire more sacks eventually. The game world does not pause IIRC.
It's actually one of the better RPGs I've played IMO (for quite a few reasons!); though others may chafe at its lack of appearance customization.
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{Richies Mommy}
 
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Post » Sat Jun 09, 2012 6:16 am

Pausing while choosing items in your inventory is a staple of the classic RPG. There are RPG's out there that don't, but they are more action/adventure games because of it. When you were sitting around a table on a campaign, your DM didn't make you choose your weapons and roll the dice at the same time, or make a creature attack you as you drank your potion. These things took turns, hence turn based play. That's part of the strategy of a role playing game.

Yeah, but TES isn't a turn-based game. I mean, don't get me wrong - I love my 4X turn-based strategy games. I played all the Civ games from the original to Civ V. Played Sid Meier's Alpha Centauri, Master of Orion I, II and III, Master of Magic, and more. But I never had any attraction to turn-based RPGs, and TES isn't a turn-based RPG, so I don't think time-freeze, especially during combat, really fits well.
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Suzy Santana
 
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Post » Sat Jun 09, 2012 5:19 am

Yeah, but TES isn't a turn-based game. I mean, don't get me wrong - I love my 4X turn-based strategy games. I played all the Civ games from the original to Civ V. Played Sid Meier's Alpha Centauri, Master of Orion I, II and III, Master of Magic, and more. But I never had any attraction to turn-based RPGs, and TES isn't a turn-based RPG, so I don't think time-freeze, especially during combat, really fits well.
Classic RPGs are not always turn based (or indicative)... The first cRPGs were realtime, and some were even first person. :shrug:

** Some were both (being RT FPP and then ISO TB for combat; or the other way around). :laugh:
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x a million...
 
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Post » Sat Jun 09, 2012 8:32 am

You know what's immersion breaking? Some dude runs up to me while I'm fighting a dragon and locks me in place forcing me to listen to him go on about he'll kill me if I give him away, while both of us die to the dragon's breath.

You could always exit from the dialogue?

Yeah, that would be extremely annoying, but that sounds like a glitch to me. I've never heard of any such thing happening.

Most important to mention... Diablo does not pause the game ~but it also does not occlude the gameworld when you are in the inventory. Arx Fatalis does IMO a [mostly] great job with the inventory. You start with a sack, and can aquire more sacks eventually. The game world does not pause IIRC. It's actually one of the better RPGs I've played IMO (for quite a few reasons!); though others may chafe at its lack of appearance customization.

That's what I like about the Skyrm UI - it's transparent. You could easily have time pass, and if you saw somebody approach while you were rooting around in your pack, hit a key to close the inventory and proceed.
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Chantelle Walker
 
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Post » Fri Jun 08, 2012 9:38 pm

Classic RPGs are not always turn based (or indicative)... The first cRPGs were realtime, and some were even first person. :shrug: ** Some were both (being RT FPP and then ISO TB for combat; or the other way around). :laugh:

Your acronyms have confoozed me.
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saharen beauty
 
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Post » Sat Jun 09, 2012 7:51 am

Pickpocket - target may move away while you are in the screen. It will be annoying to keep chasing him.

Picklock - OK. Drowning may happen for the few underwater chest but generally not an issue.

Magic/Item/Favorites - Bad. Favors warriors who just needs to hotkey health potions. Penalize mages who use multiple schools of magic or hybrids who use switches fighting style in combat. Poisoner playstyle made non-viable.

In short, strategic combat is removed for action combat.
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sally coker
 
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Post » Sat Jun 09, 2012 3:53 am

Okay, so this is something I've mentioned in threads in the past, but never started a thread to actually discuss.

Before Skyrim came out, I remembered playing Oblivion and decided that it would be kinda cool if they stopped freezing time while the player was in the menu system. If you wanna read a book, or drink a potion, or what have you, you have to remember time won't freeze while you're doing so. One obvious benefit is that it can preserve the challenge of battles - no guzzling potions in the middle of a fight, right? It could also make Restoration magic somewhat valuable, since you can simply equip a healing spell with a hotkey or something similar and heal yourself quickly in the lull of a battle where it might not be practical (or plausible) to say "Hey, wait a sec" then dig around in your rucksack to find like four healing potions to drink.

Also, it might aid immersion for those whose sense of immersion is a little more easily broken. If you're on some quest that you find through a book (I can think of at least two offhand) and you wanna stop for a second in the wilderness to re-read that book you're carrying in your pack to check your progress, or if you're using one of the treasure maps and want to re-check the map, you'd better make sure you weren't in bandit country, and check to see that there isn't a bear or pack of wolves on the horizon, or you might get jumped while your nose is in the book. Apply a damage multiplier to attacks on the player if they've got their attention concentrated on reading.

Also, this would apply to all kinds of activities. Time doesn't freeze while you're mining ore, right? Do it in a mine full of bandits, and the noise can draw them out, and you can easily get jumped while you've got a crappy weapon (a pick axe) in hand and your back turned. The same applies to smithing and improving weapons and armor, and I think it works the same for enchanting and alchemy - time continues to pass as you perform these activities. So why not make pickpocketing and lockpicking work the same way? If a guard walks by periodically, you'd better be good at lockpicking to get through that master lock quickly before he walks by again and sees you obviously committing a crime. If you're trying to pick the pocket of a mark who's walking along, you'd have to use the stick to keep sneaking behind them, while trying to fiddle in their pocket without getting caught.

This would also make people think more carefully about the things they do in terms of carrying several of the same item, with varying enchantments for different purposes. It's reasonable to pause before an imminent battle to take off your ring of sneaking +20% to slip on a ring of heavy armor +30% before the fight, but stopping time to take off your robes of sneaking and boots of sneaking and gloves of sneaking and hood of sneaking to slip into a full suit of heavy armor? No, that's patently silly, and it would make it so that playing the game is rewarded, rather than playing the game system.

This could be harder on people using the console-style hotkeys - console players plus PC players like me who use a 360 controller - but everything has its downsides. And PC players have the use of eight hotkeys, making it fairly easy to be able to do some reasonable things without freezing time - swapping out their bow for a greatsword, or something similar.

Good ideas. Stopping time for lock picking always seemed to remove one of the challenges which lock picking really ought to have, i.e., opening the lock before you get caught. Real time pickpocketing is something I never really considered before, but it seems like something which could be quite a nice addition. Having to keep walking behind your mark while your hand is in their pocket and taking the items quickly before they notice would almost be like a new mini-game. Maybe even add a timer (possibly even a hidden one) and the NPC realizes once the timer runs down.

Real time books I would also enjoy. The number of times when I've read a book just to pass a bit of time... and no time passes...

That's fine, I'm a known [censored] myself.

Another, related idea I've thought of is an inventory-related question. Make it so that the player can only have a limited number and type of things on his person easily accessible, and the rest goes in a sack of some sort that is slower to root through. You could have a finite number of weapons on your belt or across your back, depending upon the type. Maybe two one-handed weapons on your belt, while on your back you could carry either a shield OR a bow OR a two-handed weapon. That would allow people to plausibly switch between some weapons combinations - shield and sword to bow and then back to shield and sword, or dual-wield to shield and sword, or warhammer to bow and back - without it being possible to walk around festooned with weapons hanging off your body.

It would also help prevent the "Hey, Imma wear a bunch of sneak-enchanted clothes for sneaking, then if I get seen I'll just pop on some heavy armor before the bad guys reach me" nonsense.

Then there are possibilities in terms of adjusting the encumbrance system to track bulk as well as weight. Carrying around five full suits of heavy armor as loot just isn't feasible even for a burly warrior. Even though a lot of people could actually carry that much weight (most full plate armor wasn't all that heavy) the bulk would be completely infeasible.

And as a corrolary to the idea of activities not freezing time, that of course should include the inventory menu, and equipping worn items should take varying amounts of time according to what you're doing. Slipping a ring on your finger or an amulet around your neck or a hat on your head would take a mere instant. Pulling on a pair of shoes or boots with buckles would take a good bit more, and of course buckling yourself into a suit of armor (both light and heavy) would certainly not be something you could do quickly. I think that even though in the real world it could take ten minutes (or more!) to put on a full suit of armor, depending on type, that twenty or thirty seconds or so in-game would get the point across, without being long enough to tick people off.

Being able to switch into armour whenever combat occurs bothers me. Generally, if I get attacked while in normal clothing, I fight in normal clothing because realistically you wouldn't be able to just casually pop on a whole suit of steel plate during combat. I think simply disabling the ability to change apparel when in combat would suffice here, and make you think twice about venturing out into the wilderness in just a belted tunic.
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sophie
 
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Post » Sat Jun 09, 2012 9:41 am

Your acronyms have confoozed me.
:thumbsup:

FPP : First Person Perspective
ISO : Isometric (or otherwise "Top Down" or "High Angle" aerial view).
RT : Real Time
TB : Turn Based
cRPG : Computer Roleplaying Game (used mostly where there is need to distinguish the electronic from the pen & paper games).

* About the armor quick-change artists:
It's a hassle (for the player and designer) to have a realistic delay (or animation :ohmy: ) for changing armors. Most sensible RPGs have long adopted the notion of prohibiting armor change during combat, but allowing it without restriction when time is not critical. This can still be exploited, but it's a good compromise.

** This was especially needed for D&D rpgs that allowed fighter-mages; as the player could in some games, have the PC hop out of their armor to cast spells, and then hop back in to resist any counter attacks.
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Je suis
 
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Post » Sat Jun 09, 2012 3:38 am

A lot of thoughtful ideas here ... interesting thread. After pondering what others have said, I think RT shouldn't be tied to inventory access, but that if more actions required RT to pass (e.g., as drawing a bow or unsheathing a weapon do now) it could actually add more strategic thinking.

I agree that adding RT animation that accounts for changing into/out of all the possible armor is probably unrealistic from the developer's stanpoint, but as stated, it could just be disallowed during combat (personally, for my immersion, I just don't do it now even though it's allowed by the game). One problem with this, however, is how to define "combat" as far as this restriction. E.g., If I see a dragon in the distance breathing fire and want to switch to my boots with fire resistance before engaging it, that'd seem realistic, but if this restriction were in the game mechanics, would it prevent me from doing so?

Some time-consuming activity animations I'd think would be relatively easy, though, such as drinking potions or eating. Books, I'd think, could simply pass time the same way dialogue does. And speaking of books, I should at least have to read the darn thing (e.g., turn all of the pages) before I get a skill increase or quest added.
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JUDY FIGHTS
 
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