There was never anything wrong with the class system part de

Post » Thu Jun 07, 2012 11:24 pm

So, none of the "serious RPGers" here want a proper class system? One that restricts the skills you can use, or even one that restricts what classes you can be based on race/alignment? Just a gimped naming convention that gives some stats a minor fillip upon first starting the game. Meaningless, pointless and transient.

Serious my backside.
Yes. I'm a serious RPGer and I don't want a class system. Class systems are arbitrary and illogical. Class mechanics are for people who have difficulty role-playing and need a crutch to prevent them from acting out of character. If I play a mage in Skyrim, I don't pick locks. If I'm a warrior, I don't use magic. I don't need a class system to prevent me from doing it. If for some reason I decided that my character was going to take up lockpicking, a class system would prevent me from making that choice. In other words, classes impose arbitrary restrictions and don't add anything to the game.

A far better mechanic is a faction mechanic that rewards players for acting in character, rather than a 'father knows best' mechanic that punishes good role-players who want to try something different. With a faction mechanic, you could create a faction that has an authorized list of weapons and armor, unique spells, custom perk trees, etc., without sacrificing logic or freedom. It's a little more work, but it's a much better system.
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Nicole M
 
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Post » Thu Jun 07, 2012 9:24 pm

In my opinion, that's the biggest lie ever. But if you honestly feel that way, good for you.

18 skills - that may be less than Morrowind or Oblivion, but each skill has different specializations, which allow you to master different aspects of each skill.

Each skill has -at least- 2 specialization paths, if not more. That equates to -at least- 36 different specialization possibilities.

That is more choice than Morrowind even.
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mollypop
 
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Post » Fri Jun 08, 2012 8:14 am


18 skills - that may be less than Morrowind or Oblivion, but each skill has different specializations, which allow you to master different aspects of each skill.

Each skill has -at least- 2 specialization paths, if not more. That equates to -at least- 36 different specialization possibilities.

That is more choice than Morrowind even.

Which is why I am all for something that pulls from both systems. I really do like the perk system, I just wish it hadn't been substituted for attributes/classes.
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tiffany Royal
 
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Post » Fri Jun 08, 2012 12:01 am

Telling you man, its all about the title.

Maybe they should name thier saves after the archetype they are trying to make.

Because classes have gone absolutely nowhere.

We are discussing a problem that does not exist.

[sarcasm]I'll have to remember that on my monk character that chose the hand to hand skill, unarmored skill, and uses his speed, athletics, and acrobatics abilities to evade enemies......[/sarcasm]

Oh wait, I can't play that kind of character. I can play a warrior with heavy armor gauntlets that punches people though. Which I'm sure is the first thing that pops into one's head when thinking of creating a martial artist/monk character.
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Ross Thomas
 
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Post » Fri Jun 08, 2012 4:35 am

Skyrim opens up Roleplay. I am currently finding new ways to build my characters because there exists NO system in Skyrim which limits me to any set up role except the "dragonborn" part.
In fact, I still make up my back story: Where did I come from? What skills am I proficient in at the start? Maybe I was a blacksmith's apprentice, learning a combat technique.....whatever.
But I think it's great that I can start and pick my "stats, perks" as I travel, because my adventuring is what builds my character.....

And, if i want to add something during game, I add it. I have started over a lot of times with different characters because somehow the game told me to take it slow....so, I did.

And now, I'm gimping my characters and roleplaying in a way I have never before played in a prior TES title....and that's a good thing.
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Emily Graham
 
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Post » Thu Jun 07, 2012 10:20 pm

The thing I like about classes and attributes is that they provide a background for me, they tell me who I am when I enter the game world and what I already have bonuses in doing. What I didn't like was how I'm stuck with that forever and the multiplier system for attributes. I don't like the new system for 100% completely removing who I am at the start, but I have to say it's an improvement over what it was.

I'd prefer a system where nobody can get to 100 in anything (all perks available at skill 50, some requiring multiple skills to work where it makes sense) at all due exponential growth requirements making it just about impossible, but where the starting bonuses diminish over time and you can adjust. Also I'd like skills to also diminish over time if you didn't use them, loose their perks temporarily until you got the skill back up, and could thus try to rebalance your character throughout the game. Skill 50 would be possible for everyone, but a focused player with one handed experience might get to 80 before he hits the ceiling instead of maybe 60 (+20 bonus), whereas other players could still reach 80 but having to put a lot more effort into it.

I like the idea of connecting it to factions though. Maybe you pick a "profession" within that faction that gives you a temporary skill bonus. Something similar exist in Role Master system where you have a profession, but there you have thousands of skills to choose from, where the profession limits the skill selection. But that system is based on dice rolls for everything, and where the skills works just as our perks - but "the common player" wants to always succeed in what he does, and therefore it's about impossible to implement well.
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Louise
 
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Post » Fri Jun 08, 2012 8:02 am

Your knee jerk reactions become more hilarious by the day.

Knee jerk reaction - coming from the guy with the "Elder Scrolls 1994 - 2011" message in his signature...

That's rich.
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Eliza Potter
 
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Post » Fri Jun 08, 2012 12:08 am

A far better mechanic is a faction mechanic that rewards players for acting in character, rather than a 'father knows best' mechanic that punishes good role-players who want to try something different. With a faction mechanic, you could create a faction that has an authorized list of weapons and armor, unique spells, custom perk trees, etc., without sacrificing logic or freedom. It's a little more work, but it's a much better system.

Yes.......Or a combination of factions that work together that have similar interests that will give limited access for someone "dabbling in the arts" of magic, but have a "restricted access".

Expanding on this would make the game include a class "system"........without defining anything, except for what the pc decides is appropriate, and the faction rewards accordingly.

Tiered Factions

Mage College: (Levels in the college 1-10 (meaning college levels not player levels) for warrior/ mage types / rewards: perks assigned to a different perk tree ...limited to 3 perks (1 perk per 3 levels)(but can choose which perks in lower levelled perk tree)

(Levels in the college 10-50 for mages who have at least 35 perks in vanilla mage trees(or whatever for balance) / rewards: perks assigned to a different perk tree for mage types with variations on necro, illusion, resto, etc. total : limited to 13 perks total to be divided into one "school of thought" or multiple.....

Just a thought.
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Maria Garcia
 
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Post » Thu Jun 07, 2012 10:04 pm

...Also I'd like skills to also diminish over time if you didn't use them, loose their perks temporarily until you got the skill back up, and could thus try to rebalance your character throughout the game...I like the idea of connecting it to factions though. Maybe you pick a "profession" within that faction that gives you a temporary skill bonus....
Skill erosion is a good idea. Keeps players from resting on their laurels. I don't think the "professions" need to offer a skill bonus, though; they just need to be required to earn unique perks. That's enough incentive for most people. I want temple factions that offer unique spells and perks that you can only use while your standing in the temple is good. As soon as you abandon your faith, you lose the spells and perks. (That could include wearing the wrong type of armor or using the wrong type of weapon, for example.) You wouldn't lose perks you learned from a studying under a master of the two-handed axe, but his other students might not like the idea of you leaving and create trouble for you. There are a lot of ways you could make a system that blends organically into the lore of the game world, blurring the distinction between mechanics and immersion. The closest thing Skyrim has to something like this are the Greybeards.
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Project
 
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Post » Fri Jun 08, 2012 3:05 am

Here is what was wrong with the class system. You put your primary skilsl as minor skils and your major skills as those you'd rarely use. The reason being the attribtue system required you carefully raise your skills if you wished to get three +5's to your attributes. So the whole system was flawed you arranged your class not around what skills you used most but how to best level up.

In Skyrim thats not necessary so long as your not power leveling a skill you can keep your combat abilities paced right.

...Also I'd like skills to also diminish over time if you didn't use them, loose their perks temporarily until you got the skill back up, and could thus try to rebalance your character throughout the game...I like the idea of connecting it to factions though. Maybe you pick a "profession" within that faction that gives you a temporary skill bonus....

That just sounds annoying and irritating.
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James Potter
 
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Post » Fri Jun 08, 2012 3:21 am

Didn't class system simply determine which skill will level up faster? Function-wise, it's not much
It helps to determine RP, yes, but sometimes people want to switch jobs, you know? And who's to say a class should only do things the traditional way?
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Tamara Primo
 
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Post » Fri Jun 08, 2012 10:32 am

Yes.......Or a combination of factions that work together that have similar interests that will give limited access for someone "dabbling in the arts" of magic, but have a "restricted access".

Expanding on this would make the game include a class "system"........without defining anything, except for what the pc decides is appropriate, and the faction rewards accordingly.

Tiered Factions

Mage College: (Levels in the college 1-10 for warrior/ mage types / rewards: perks assigned to a different perk tree ...limited to 3 perks (1 perk per 3 levels)(but can choose which perks in lower levelled perk tree)

(Levels in the college 10-50 for mages who have at least 35 perks in vanilla mage trees(or whatever for balance) / rewards: perks assigned to a different perk tree for mage types with variations on necro, illusion, resto, etc. total : limited to 13 perks total to be divided into one "school of thought" or multiple.....

Just a thought.
Take a religious sect as another example. You join the temple, but you can pick a position that aligns with your abilities and interests. A warrior could vow not to use blades (for example) and in exchange they would receive other advantages (a perk, maybe a spell that allows him to bless his weapon before combat, whatever). If he uses a blade, he instantly loses his faction perks/spells until he atones. Another player joining the same temple could decide that they want to be a healer. They might have even more restrictions on weapons and armor (maybe they can only wear robes and use staves and cudgels) but they have more perks and spells, access to special recipes and ingredients for healing, etc. The holy warrior could still train as a warrior and learn 1H, 2H, armor, etc., perks from qualified trainers, even trainers from other factions, but the healer would naturally be more interested in mastering the skills available within his own faction.

Lookatthat, a way to define characters with nary a class in sight.
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TIhIsmc L Griot
 
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Post » Fri Jun 08, 2012 12:49 am

No Vulkodlak, that's what was wrong with Oblivion's leveling system. Had they made it so that you get to choose just +3s to raise to your choice of any attribute it would have solved a LOT of problems. They would have then adjusted the auto-leveling NPCs to a PC that only gains 9 total attribute points per level.(or at least any sane person designing the game would have).
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Julia Schwalbe
 
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Post » Thu Jun 07, 2012 8:41 pm

So were birthsigns. Standing Stones are the physical representation of birth signs, and carry many of the exact same bonuses that birth signs did.

You are making my case for me.

Mmno.
I do have to interject here or Ill lose my priviliges to the nitpickers hat.
BIrthsigns are birthsigns and things that define your character at creation and do not change.
BIrthsigns are not in Skyrim.

What Skyrim does have is doomstones, same as in Oblivion, only with different effects.

Its a net loss.
We used to have birthsigns + doomstones and now we have doomstones.

:takes off nitpickers hat:
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Claire
 
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Post » Thu Jun 07, 2012 10:59 pm

See, and that's the mentality I don't like from the apparent "hardcoe" RPG'ers.

As far as I'm concerned, RPing isn't about treasure hunting and collecting gear, it's about developing a character.

I get a sense of my character from level 1 - as long as I have 2 swords, a piece of heavy armor, and a necromancy spell, I am "in character" - because that's who my character is; a Heavy Armored, Dual Wielding Necromancer. As soon as I get into Riverwood, buy my Raise Zombie spell, along with my Oakflesh spell, and possibly a heal spell, I am "in character". That is the beginning of my character's story, the journey of my character as a young and inexperienced mage / warrior, and the journey of growing and becoming more powerful.

And that's why to me RPG's aren't about numbers, RPG's aren't about treasure. Those things are a -part- of it (and even though Attributes aren't in the game as we know them, numbers still exist in the game in a necessary fashion), but that's not what an RPG is about.

It's about developing a -character-. And a character is more than just skills. A character is morals, values, goals and ambitions, social interactions and relationships, as well as skills and equipment.

Skyrim gives me the freedom to create a -character-, and have full control over all of those elements. Yes, Morrowind and Oblivion did as well, but I feel that Skyrim improves upon that and gives a superior character development system by giving me more choice, more options, more possibilities to make -MY- character different from someone else - even someone who may select the same style archetype as mine.

Like people said, as you leveled in past games, you became more and more like everyone else - you became more and more of a "Jack of All Trades - Master of All", even if that isn't your character vision. In Oblivion, just through natural playing (barely over 100 hours, main quest completed, getting into the meat of the Mage's Guild, and various side quests completed), I watched as my character entered "God mode" because the Attributes that were the focus of my character were all maxed out, and now I had to put Attribute points into -other- Attributes that I -didn't- want.

In Skyrim, as I level my character, he becomes more and more unique. And it doesn't take until level 25 to get a sense of who my character is. I have a sense of who my character is from the very beginning, when I have a vision for him, and I play to that vision.
QFT, one of the many things that Skyrim does amazingly well at is Roleplaying and character development balance. Being 100 in everything in Skyrim won't reward you as much if anything like it did in Oblivion.
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Antonio Gigliotta
 
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Post » Fri Jun 08, 2012 4:26 am

Really...


.
Yes really. And nobody really complained at all about attributed before Oblivion. Even after really, not until Beth announced that attributes were gone, did people start getting behind it. And it was always under the falsehood that they were to blame, and not level scaling, which ruined almost every aspect of Oblivion.
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Izzy Coleman
 
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Post » Thu Jun 07, 2012 8:30 pm

Mmno.
I do have to interject here or Ill lose my priviliges to the nitpickers hat.
BIrthsigns are birthsigns and things that define your character at creation and do not change.
BIrthsigns are not in Skyrim.

What Skyrim does have is doomstones, same as in Oblivion, only with different effects.

Its a net loss.
We used to have birthsigns + doomstones and now we have doomstones.

:takes off nitpickers hat:
Wrong, Birthsigns are in Skyrim they are called Standing stones, take the elitest hat off they are still in the game and we can choose a new one if we don't like the current one we have. I could never do that in Oblivion, if I didn't like Atronach I'm stuck with it for the rest of the game, with Skyrim I can switch it if I want too.
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Kanaoka
 
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Post » Thu Jun 07, 2012 10:01 pm

Wrong, Birthsigns are in Skyrim they are called Standing stones, take the elitest hat off they are still in the game and we can choose a new one if we don't like the current one we have. I could never do that in Oblivion, if I didn't like Atronach I'm stuck with it for the rest of the game, with Skyrim I can switch it if I want too.

No, it is a nitpickers hat.
I wont take my elitist hat off because as I grow tired of explaining, I would rather strive for excellence than be happy with being mediocre or sub-par.
Crab bucket all you like but I aint buyin.*

If you had taken the bother of actually reading my post you would have understood my explanation of why birthsigns are not doomstones.
I pah at you good sir.
:Pah:

*The crab bucket: Fishermen do not have to put a lid on a bucket full of crabs, because as soon as one tries to climb out the others pull him down. Crabs are like that.
Humans can be like that too. When they insist studying hard is for the uncool kids, when they insist that youre a pansy for going to night classes instead of the pub and when they do their very best to keep you from rising out of the bucket.
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Nadia Nad
 
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Post » Fri Jun 08, 2012 8:15 am

Wrong, Birthsigns are in Skyrim they are called Standing stones, take the elitest hat off they are still in the game and we can choose a new one if we don't like the current one we have. I could never do that in Oblivion, if I didn't like Atronach I'm stuck with it for the rest of the game, with Skyrim I can switch it if I want too.
No, they are not. You cant change your birthsign. You can change a greater power from a stone. There is a difference.
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Connie Thomas
 
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Post » Fri Jun 08, 2012 3:44 am

Take a religious sect as another example. You join the temple, but you can pick a position that aligns with your abilities and interests. A warrior could vow not to use blades (for example) and in exchange they would receive other advantages (a perk, maybe a spell that allows him to bless his weapon before combat, whatever). If he uses a blade, he instantly loses his faction perks/spells until he atones. Another player joining the same temple could decide that they want to be a healer. They might have even more restrictions on weapons and armor (maybe they can only wear robes and use staves and cudgels) but they have more perks and spells, access to special recipes and ingredients for healing, etc. The holy warrior could still train as a warrior and learn 1H, 2H, armor, etc., perks from qualified trainers, even trainers from other factions, but the healer would naturally be more interested in mastering the skills available within his own faction.

Lookatthat, a way to define characters with nary a class in sight.

I like the religious sect idea........yep.

Could be a faction that has interests in overthrowing the mages guild .....which would of course ban the person from ever becoming a member of said guild, but would have rewards for
assasin / non mage types / or "agents missions"..... (A "hate" faction similar to the Dark brotherhood, but more EVIL)....

The possibilities are endless.
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neen
 
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Post » Fri Jun 08, 2012 6:15 am

No, it is a nitpickers hat.
I wont take my elitist hat off because as I grow tired of explaining, I would rather strive for excellence than be happy with being mediocre or sub-par.
Crab bucket all you like but I aint buyin

If you had taken the bother of actually reading my post you would have understood my explanation of why birthsigns are not doomstones.
I pah at you good sir.
:Pah:
I did read it and it was full of lies. A Birthsign can also be a Standing Stone. They changed it so that we could change our birthsigns if we didn't like them. How is that a terrible decision.

No, they are not. You cant change your birthsign. You can change a greater power from a stone. There is a difference.
Wrong, Standing Stones=Birthsigns. It's like Blade and Blunt, they are still in the game but are merged into 1 skill (One Handed) instead of two skills. Birthsigns are still in the game they are just called a different name and perform differently in that we can switch them out if we want too or not even pick one at all.
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Tina Tupou
 
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Post » Fri Jun 08, 2012 2:32 am

I like the religious sect idea........yep.

Could be a faction that has interests in overthrowing the mages guild .....which would of course ban the person from ever becoming a member of said guild, but would have rewards for
assasin / non mage types / or "agents missions"..... (A "hate" faction similar to the Dark brotherhood, but more EVIL)....

The possibilities are endless.
Yep. That's the beauty of tying perks to factions instead of classes. If you want to add perks, you just add factions or add perks to existing factions. If you add the new perks to classes players have no way to access them short of rerolling unless they're already a member of that class.
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Chrissie Pillinger
 
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Post » Thu Jun 07, 2012 7:39 pm

"There was never anything wrong with the class system."

Yes, there was. Classes are restrictive. "You are what you play" is not. Simple as that.

If I pick a Thief in Oblivion and then realize that I don't want to be a thief anymore, or I don't like the playstyle, I literally have to start over. That isn't the case in Skyrim. In Skyrim, if I want to be a pure Warrior, I use only the pure warrior skills. Therefore, with the combination of roleplaying, I am now a pure warrior.

If I want to be a thief, I use only the stealth style skills. If at level 20 I decide that my thief's thieving tendencies have subsided, and I want to be come an assassin, guess what? I don't have to start over. I simply start using one handed and Archery combined with the stealth skills. Voila. I am now an assassin.

The point is, I am what I play. I am what skills I use. This is infinitely better than being restricted to one class. The only difference is I have to use self control and my imagination. Ohhhhhhh lawd. I know that's just oh so hard for some people. :rolleyes:
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Matt Gammond
 
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Post » Fri Jun 08, 2012 12:52 am

I will keep this short, unlike most posts, I'll get strait to the point.

The permise about being able to change as you go is cool and all, but it ultimately breaks the game. You should be able to be a jack of all trades-master of jack sh*t but not master of everything! I also think it lowers the replayability because instead of starting again with a new character/race etc you can just change and instantly become a mage, assassin whatever.

Thats just my two cents, but from the lmited amount of posts I've read it seems people agree.
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Laura Wilson
 
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Post » Thu Jun 07, 2012 8:19 pm

I did read it and it was full of lies. A Birthsign can also be a Standing Stone. They changed it so that we could change our birthsigns if we didn't like them. How is that a terrible decision.


Wrong, Standing Stones=Birthsigns. It's like Blade and Blunt, they are still in the game but are merged into 1 skill (One Handed) instead of two skills. Birthsigns are still in the game they are just called a different name and perform differently in that we can switch them out if we want too or not even pick one at all.

Ok, have you played Oblivion?
You selected certain effects on your character at the start via birthsigns and they were unchangable.
You selected (optional) certain effects on your character at a standing stone and could change them whenever.

Are you really deliberately trying to tell me that you see no difference between the two?
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Ilona Neumann
 
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