TES V Ideas and Suggestions #185

Post » Sat Feb 19, 2011 11:17 am

Second this -- I always thought it was weird how I had to sell a daedric dagger and a daedric cuirass for the same amount of money just because the merchant had a max amount to spend on one item. This system doesn't make sense, as they have unlimited amounts of money anyway.... better to have it like in Fallout, where the merchant has a set amount of caps to spend and runs out if you sell much. The merchants would have to restock way more often than in Fallout, though. There's no point for my high level character to scavenge at all there - since no one has anything worth trading the loot for!

As mentioned, merchants that have a healthy business should get benefits like more money in stock and more items to trade. If you trade a lot with one merchant, that dude should get rich by selling your wares other places -- that's what they do, after all - they're merchants!

The devs could take this even further, though. Wares that there's a high demand for will have higher prices, while wares that are oversupplied in the market will have lower than normal prices --- so if you go sell a thousand daedric armors in a town over time, you won't fetch as much money for the last one as the first, cause people've got plenty of armors and don't wanna pay a lot for more.

There's plenty of stuff like that to do -- but I really don't think economics is the most interesting part if an RPG, so I'd rather not that the devs spend all their precious time on this :P


They could just implement 1 or 2 very opulent shops that can buy those items, kinda like the museum from Morrowind.

And maybe Beth should have their economics team help them with it.
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Nicole Kraus
 
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Post » Sat Feb 19, 2011 12:04 pm

Perhaps if you sell a merchant an item they can't immediately afford, they could pay over time. For example, if you sell a Daedric dagger, and the merchant is just 5000 septims short, he'd pay you about 1000 a month. Or less. But then they'd have to pay interest.

That'd make the game kinda easy though. IE, if that were implimented in morrowind, if you sold Ayem's soul, you would never need money for nything ever again.
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Cash n Class
 
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Post » Sat Feb 19, 2011 9:10 am

Three things need to happen. The prices need to change, the merchants need to have more money, and the player needs to have more money sinks (daily food, houses, servants, mercenaries)

I want to see a large difference in price between Fur and Leather armor. Or iron and steel. I want those simple armors to be something that needs to still be saved up for (when you are still a lower level)


Not to echo Monty Python's Spanish Inquisition, but four, FOUR things need to happen.

Following what Tausig said "They could just implement 1 or 2 very opulent shops that can buy those items, kinda like the museum from Morrowind."

They need to create a market for these high end items. Opulent shops, museums, personal collectors. Futhermore, the people who buy them would be the same people who know where to find them. So, if you're looking for daedric armor, ask a high end armorer. He would know better than most people, as he travels in circles where that kind of rumor is likely to be heard. "Oh, I heard there were some daedra cultists up near so and so. They might have some daedric armor or weapons around."
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Crystal Clear
 
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Post » Sat Feb 19, 2011 2:04 am

One thing that has bugged me is that becoming the Arch-Mage, or any other position of high authority in a guild, doesn't really change the way people talk to you. Like in my case, I became the Arch-Mage, yet the scholars still brush me off and the Battlemages treat me like any other citizen. Now I know in the DB and Fighter's guild when you become the leader you can have followers and that's how it should be. But other than getting the Arch-Mage's quarters there aren't really that many perks to becoming the leader of the entire Mage's Guild.
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Lauren Dale
 
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Post » Fri Feb 18, 2011 10:35 pm

One thing that has bugged me is that becoming the Arch-Mage, or any other position of high authority in a guild, doesn't really change the way people talk to you. Like in my case, I became the Arch-Mage, yet the scholars still brush me off and the Battlemages treat me like any other citizen. Now I know in the DB and Fighter's guild when you become the leader you can have followers and that's how it should be. But other than getting the Arch-Mage's quarters there aren't really that many perks to becoming the leader of the entire Mage's Guild.


Yeah --- scholars at the uni still tell me to sod off because they're busy and don't have time for me.... I'd have them fired hadn't it been for the fact that I have no real power as Arch Mage :(
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Da Missz
 
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Post » Fri Feb 18, 2011 10:11 pm

Yeah --- scholars at the uni still tell me to sod off because they're busy and don't have time for me.... I'd have them fired hadn't it been for the fact that I have no real power as Arch Mage :(


My original post on this was before I was actually Arch-Mage, but now
Spoiler
that I've killed Mannimarco
the only perk is that you can have a MG apprentice follow you around. But it would be nice if you had more authority.
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C.L.U.T.C.H
 
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Post » Sat Feb 19, 2011 8:42 am

The Dude is okay :)
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Miranda Taylor
 
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Post » Sat Feb 19, 2011 12:56 pm

Wanna put some spoiler tags on that? Like this:
Spoiler
You kill Mannimarco to become the Arch Mage


edit: it's probably not necessary, as most people here should have played through that quest by now.... but you never know.


I fixed my post, but you may want to change your quote of my post as yours still shows the original. haha
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Josh Lozier
 
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Post » Sat Feb 19, 2011 2:01 am

1. Get better writers.
TES IV had alot of problems with writing in my opinion, and could have benefitted GREATLY from talented or skilled writers.
The dialogue was one of weaker points in the game, and the main quest could have been handled better. The invasion from oblivion didn't seem to have that much effect beyond Kvatch.
Also, the reason why the blades would simply trust the Player from the start was flimsy in the beginning, for all they knew, you could have been lying about the emperor giving you the amulet.

2.Get more voice actors.
The small amount of voice actors was very grating in the TES IV, as all of the dialogue was
fully voiced. It was grating to hear the handful of people speak lines for most NPC's
Additionally, NPC's lines tended to change voice actor's with every other line.

3. No full-level scaling.
It didn't work very well in TES IV, as it removed the point of leveling up, as you didn't get any stronger compared to monsters. It also made leveling skills outside your "class" far
better than leveling main skills. It just didn't work well at all.

4.Visual design.
Now the most jarring thing about TES IV was the fact that the world was from a visual standpoint, generic medieval fantasy. The sheer strangeness and uniqueness of TES III was gone. Poof.
Instead of a jungle, Imperial Capital area was comprised of bland forests and bland medieval castles. I would like to see more intresting areas in TES V.

5.Minor things.
User interface was in the PC just dreadful. The font's were far too large, the character stat screen was far too divided, and required constant scrolling and clicking to navigate. I would prefer not having to wait for a UI mod inorder to play
the game properly. Also, I would like to see more skills. Combining axes with blunt weapons made no real sense. Removing Medium armor was rather baffling, as it removed variety in character builds.
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Marquis deVille
 
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Post » Sat Feb 19, 2011 8:47 am

Bethesda needs to keep making music and intros like they made in Oblivion, and music from morrowind. The intro had to be one of the best part of Oblivion, I must have watched that like 20 times. And I am talking about the one that is a close up view on the city, not the one in batter, although that was good also, I wish someone threw me a sword

and to Visual design, morrowind way way more generic, oblivion had all these differnt agriculture types that were just amazing, while morrowind had the same houses for every city
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Symone Velez
 
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Post » Sat Feb 19, 2011 7:43 am

Bethesda needs to keep making music and intros like they made in Oblivion, and music from morrowind. The intro had to be one of the best part of Oblivion, I must have watched that like 20 times. And I am talking about the one that is a close up view on the city, not the one in batter, although that was good also, I wish someone threw me a sword

I love that intro. It makes me feel proud and powerful.
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Amy Melissa
 
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Post » Fri Feb 18, 2011 10:16 pm

and to Visual design, morrowind way way more generic, oblivion had all these differnt agriculture types that were just amazing, while morrowind had the same houses for every city


Um. what? Morrwind had houses made of fungus and giant crustacean shells. Oblivion had houses rather reminiscent of the middle ages.
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Mandi Norton
 
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Post » Sat Feb 19, 2011 4:57 am

Um. what? Morrwind had houses made of fungus and giant crustacean shells. Oblivion had houses rather reminiscent of the middle ages.

I believe he/she is referring to the unique architecture per city in Oblivion, although I agree fungus and crustacean shells are more creative.
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Sophh
 
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Post » Sat Feb 19, 2011 10:32 am

The Nature of Teleporting

There should be major changes to the teleportation systems of the games, and the direction of the magic in general of the games. Intelligence skills and magic requiring intelligence should take time, where the dominion of the willpower skills are the quick and dangerous spells. Willpower concerns Illusion, Enchanting, Torporism, Destruction, and Thaumaturgy, while Intelligence skills should include Mysticism, Daedric, Necromancy, Alchemy, and Medical.

Daggerfall had you teleport with Anchor/Recall, and Mages.
Morrowind had you teleport with Mark/Recall, Guild Guides, Intervention Spells, and Propylon Chambers.
Oblivion had mages guild teleporter circles.

We need a system better than all of these just concerning teleportation. Some things we shouldn't re-use. Here is my proposal.

An Anchor/ Teleport spell to teleport yourself to locations you specify. This falls under Mysticism, and should take half an hour of game time to cast the spell as long as you are uninterrupted. You would see the screen fade to black after the initial sequence of the ritual begins, and your character comes back from the loading screen in their location. The spell won't work if someone distrupts your anchor materials (so you can't leave them in bank areas, or things like that).

Mark/Call should work as a means of bringing items to you or sending them away. This falls under Mysticism. Since it is unreasonable for necromancers to summon their creations from the daedra, they should be able to mark their zombies or skeleton warriors with a ritual, and call them to their location with a short ritual spell. This spell could also work to send items to a marked spot, for teleporting loot, or people if you use enough mana or materials.

The Mages guild teleporter service should be able to send you anywhere very specifically, for no charge, but only be available to high level members. No walk-ins off the street.

Intervention spells should be spells/effects associated with the Thaumaturgy and Daedric skills, involving the favor of the deity you consult. No connection to Mysticism.
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tannis
 
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Post » Sat Feb 19, 2011 6:12 am

Even though Skyrim is a northern region and kinda mountaineous, few facts apply since in Tamriel there are seasons, too.

-Summers are warm, even though very short. You can still grow crops. There are flowers, bees, honey, and ultimately, mead.
-During summer nights the sun don't set. The more north you go, the longer the 'midnight sun' period is.
-During mid-winter, the sun don't rise. Same as above.
-When it's dark enough, you can sometimes see http://www.google.fi/images?hl=fi&gbv=2&tbs=isch:1&&sa=X&ei=bhPcTIuNKYntOdbVlewJ&ved=0CB4QBSgA&q=aurora+borealis&spell=1
-Normal brown bears hibernate during winter, and are usually arfaid of men.
-Wolves hunt in packs, and are usually arfaid of men.
-You can collect most of the mushrooms only during the fall. Same with most berries. Only few mushrooms grow at spring or summer. Some berries are only ripened under the snow, and are harvested in springtime (more interesting alchemy)
-Lakes are fully covered in ice most of the winter, and it takes some manpower to hack a hole in it.
-Accidentally falling in icy water is usually lethal.
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Scott Clemmons
 
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Post » Sat Feb 19, 2011 8:06 am

Location: It should take place in either Summerset Isle, Black Marsh or Elsweyr, or a combination of the three.

Quests: Larger variety, longer, more outcomes and choices, with a reputation system kinda like a mix between Fable and Fallout where if you do good people cheer you but if you do bad people attack and fear you.Guilds/

Factions: You should be able to join what ever faction you want. Weather it be good, bad or both. You should even be able to become the emporer if you play the game in a specific way.

Weapons: Like in Morrowind you should be able to use things such as a hoe, rake or mining pick as a weapon. But it should go to the point where you can use a knife or a fork or even a spoon to fight with. Using thing things that you would only see in mods.

Creatures: The creatures in Morrowind, Arena and Daggerfall were pretty fantasy driven but Oblivion took that away and made there much more real creatures.
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Ricky Rayner
 
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Post » Sat Feb 19, 2011 7:21 am

How about more sound effects, like wind blowing, rivers rushing, waterfalls flowing, torches burning, and maybe even heavy breathing after taking a long run. All of these could have effects on sneaking, too, especially breathing after running from guards for an hour.
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Darian Ennels
 
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Post » Sat Feb 19, 2011 3:26 am

Yeah --- scholars at the uni still tell me to sod off because they're busy and don't have time for me.... I'd have them fired hadn't it been for the fact that I have no real power as Arch Mage :(
It is a silly conclusion to every guild that you become the head of it, even more so that you have no power or responsibilities. Hang this foolish idea until it dies that characters become the masters of guilds. It is wrong for a role playing game, and especially wrong for the Elder Scrolls to allow such a thing.
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sally R
 
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Post » Sat Feb 19, 2011 4:11 am

First and Foremost: A way to ensure combat ends while fleeing. Often ive found myself unable to rest or fast travel or repair because an enemy is chasing me over ridiculous distances.

Wanted, with caveat: The integration of major cities with the rest of the world. However, this cant be done until a more efficient processing system is implimented: the huge amount of calculations the game must make with an open city, especially one like IC, are enough to bog down the world.

Weapons: Bring back spears. Throwing stars are neato too, but spears should return definetly.
Magic: Levitation. Potential Caveat: NPC levitation. Return Enchanting as a seperate skill, and impliment morrowind-style enchanting. Increased spell effect list. Both morrowind AND oblivion style traps. Diverse items and uniquely crafted NPCs, instead of the same glass/daedric/glass/daedric you get. Also, more Soul stone textures.
Less Cookie Cutter: We appreciate much when you guys create content by hand. generated land is boring and obvious. the caves and ayleid ruins are quite dull as well. They feel seriously lacking in diversity, even when they are fun dungeons.
No Invisible walls: I understand invisible borders, but invisible walls are just awful.
Borders: More interesting stuff on the border view; towns would be nice.
Infernal City: Negate this. I udnerstand not wanting to have your best game's location always anolyzed against, but that will forever be the case. Dont destroy morrowind just because its popular. Take out like, that bosmer place. No one cares about bosmer.
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Music Show
 
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Post » Sat Feb 19, 2011 9:04 am

Oh, almost forgot: Atmosphere. Its hard to describe, really, the way morrowind felt. The immersion, the depth, the emotion. I think of seeing daedric ruins through the fog, those twisted purple stones and what could lie within. I remember the bleating and groaning near ghostfence. I remember the crashing thunder and rain at the bitter coast abandoned shack, as well as the disorder found within. I remember the funeral barge. I remember the beautifully unique kagouti and Alit, and the horrors I anticipated as I advanced (I feel morrowind was seriously lacking in monsters, considering how beautiful the ones it had are.) Oblivion feels like its really missing on the atmosphere: it feels too much like playing a game. Finally, a return to strangeness: one of the grandest things in morrowind was its alien cultures and landscapes. Nothing in oblivion comes close sadly.
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Petr Jordy Zugar
 
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Post » Sat Feb 19, 2011 9:13 am

Oh, almost forgot: Atmosphere. Its hard to describe, really, the way morrowind felt. The immersion, the depth, the emotion. I think of seeing daedric ruins through the fog, those twisted purple stones and what could lie within. I remember the bleating and groaning near ghostfence. I remember the crashing thunder and rain at the bitter coast abandoned shack, as well as the disorder found within. I remember the funeral barge. I remember the beautifully unique kagouti and Alit, and the horrors I anticipated as I advanced (I feel morrowind was seriously lacking in monsters, considering how beautiful the ones it had are.) Oblivion feels like its really missing on the atmosphere: it feels too much like playing a game. Finally, a return to strangeness: one of the grandest things in morrowind was its alien cultures and landscapes. Nothing in oblivion comes close sadly.


See guys? This dude knows what he is talking about. :thumbsup:
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 4:09 am

One thing that TES:V could really use is a grittier, harsher atmosphere. Oblvion, for taking place in an age very similar to our world's medieval times, was so very clean and polished. I'm not telling anyone here something they don't already know when I say the middle-ages were grimy, damp, and full of hardship and adversity. Got a bad cut on your arm, or a nasty flue? Well, it was nice knowing you. ( I'm not saying introduce typhoid fever and blood infections, or to be hyper-realistic, I'm just making a point). Oblvion had no mud pilers, no 'bring out yer dead,' no oppression inherent in the system.

Wherever, whenever the next game comes out I'd love to see more atmosphere and immersion. If it takes place in black marsh lets have mud, slimy pools, lichen, bugs, etc... If it takes place in Skyrim let's have white outs, rugged pack animals, rudy cheeks, frost bite if you're not dressed properly, etc...
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u gone see
 
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Post » Sat Feb 19, 2011 1:38 am

Oblivion did a lot of great things and things better than Morrowind, but also quite a few worse and bad. Categorizing weapons blunt & blade rather than dagger, short swords etc. was good, but getting rid of spears alltogether was not. I've heard people on this thread say that all weapons work the same anyway, but spears gave you range while still being melee.

Level scaling was an interesting novelty, but the AI always getting +5 markers meant levelling was a curse more than a blessing. Casual players were scared off by the system and even by the more dedicated players fun was sacrificed for gameplay tact for fear of being outscaled. The Elder Scrolls levelling system has to be completely reworked in general because as it stands most players pick skills they do NOT intend to use for their specific class as it leads to premature levelling. If you're a warrior or palladin in oblivion, picking heavy armour is punished while picking lockpicking is rewarded as it allows you to control your levelling and thus get higher multipliers. In Morrowind this was somewhat less of an issue as you could just level a bit more to take on a certain arrea, but combined with level scaling this system is killing.

Item availability and properties could lo do with a rework. Finding Daedric on every marauder dressed in "sack cloth" is just unconvincing. Not giving them Daedric though means they can't do anything. This makes a possible solution complex, but it should be sought somewhere along the line of having item types coexist with rather than succeed eachother so that a marauder with a steel broadsword can still be a threat to the player.

Something I can be very short about: Marksmanship was completely useless at anything past level 10 or so, even with +5 markers. The next ES title should either not include useless skills or otherwise make them usefull.

The next ES title should also return some of the freedom Morrowind gave you. While Oblivion might appear "bigger" it was in fact much smaller. Take e.g. merchants. In Oblivion it was not possible to roleplay the game as a pacifist merchant because you simply could not even with the highest skill levels get possitive trade prices of NPC's.

Potionspamming should also be adressed. Make alchemy more rewarding but less easy.

Please make characters pretty rather than inbred faced.

Please give NPC's brains.

Please not make Tamreliens sterile again.

Please allow real moustaches and beards rather than purplelish shade.

A thing Oblivion did right: traveling and horseriding. Maybe include mounted combat for the next ES title.

Another thing Oblivion did right: it was much less prone to get boring than Morrowind could at times. This wasn't because of the graphics, but the way the world was set up and the clearly themed variations between cities and regions. Dungeons also felt much less random.

Houses were also a great adition to Oblivion, but they lacked functionality other than storage. Perhaps inviting over NPC's for dinner parties would be nice. It may not sound very functional, but it is for immersion.

Finally just a personal suggestion: introduce the poor/dumb man's magic. With that I mean gunpowder and flintlocks. It makes sense if you consider the alchemic skill of the Tamrelians and it would fit the style of the game perfectly: Tamrelian fashion in general seems to be late medieaval, early renaissance. Have gunpowder weapons hit hard, but slow and inaccurate for gameplay balance.
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Johanna Van Drunick
 
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Post » Sat Feb 19, 2011 1:11 am

One thing that TES:V could really use is a grittier, harsher atmosphere. Oblvion, for taking place in an age very similar to our world's medieval times, was so very clean and polished. I'm not telling anyone here something they don't already know when I say the middle-ages were grimy, damp, and full of hardship and adversity. Got a bad cut on your arm, or a nasty flue? Well, it was nice knowing you. ( I'm not saying introduce typhoid fever and blood infections, or to be hyper-realistic, I'm just making a point). Oblvion had no mud pilers, no 'bring out yer dead,' no oppression inherent in the system.

Wherever, whenever the next game comes out I'd love to see more atmosphere and immersion. If it takes place in black marsh lets have mud, slimy pools, lichen, bugs, etc... If it takes place in Skyrim let's have white outs, rugged pack animals, rudy cheeks, frost bite if you're not dressed properly, etc...


no introduce a plague, that would be so much fun. ring around the rosie anyone? lol the black page or one of the many other nasty one would just be fantastic to have some quests based around or something
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Katey Meyer
 
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Post » Sat Feb 19, 2011 10:35 am

Good idead about the house party LaiDao, but if we should be able to invite npcs to the player homes, there should somehow be an advantage. Like house parties increases the reputation of the player or something. More player homes ideas?
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James Potter
 
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