Tes V Ideas And Suggestions Thread No.161

Post » Fri May 28, 2010 1:29 am

Well atleast you had to pay for travelling and the game didn't "hold you hand" like Oblivion did.

Not to start any issues, but be hournest most of oblivions quest was not even that hard, when a compass arrow showd you where the cave was, and even worse, where the character you need to find is at thats not even possible.

In Morrowind, it could actually require some time to find the entrance to the cave, and thats actually what made it a fun.


Seriously, if the quests rely only on fast travel, its like playing the quests like your playing a linar game with "stages".


Morrowind was annoying because of the long distances to travel, the ammount of time to find a quest-NPC and the travel system via boat/silt strider/mages guild or almsivi/divine intervention being vague.. Oblivion beats Morrowind in that. I want to play a game, not to be searching for 30 minutes some place South-East of Ald-Ruhn and find out i was searching too far away from the city or look at every NPC to finally find out the NPC was right outside the mages guild in the foreign quarter. I realise it is more realistic, but it takes out the playing speed (and fun). In Oblivion i could fast-travel if i had little time to play the game. When i had more time, i liked to go walking, -you- have the choice, but don't leave out a fast travel. I have work, other hobbies and i am studying so i have little spare-time, for me it is a nessecity.

Daggerfall beats Oblivion qua fast travel. You had to pay for it if you would travel in "safe mode" via taverns and inns and only during daylight. Fast-travel in "Fast-mode" would mean you would travel all the time, no stops and a chance to run into enemies. (If i remember correctly)

Maybe it is an idea to leave out the quest-arrow for some quests. E.g. you've found the cave with the arrow, but you have to comb through it to find the "Gloves of the Imperial" or something like that.
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Kaley X
 
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Post » Fri May 28, 2010 3:25 am

Morrowind was annoying because of the long distances to travel, the ammount of time to find a quest-NPC and the travel system via boat/silt strider/mages guild or almsivi/divine intervention being vague.. Oblivion beats Morrowind in that. I want to play a game, not to be searching for 30 minutes some place South-East of Ald-Ruhn and find out i was searching too far away from the city or look at every NPC to finally find out the NPC was right outside the mages guild in the foreign quarter. I realise it is more realistic, but it takes out the playing speed (and fun). In Oblivion i could fast-travel if i had little time to play the game. When i had more time, i liked to go walking, -you- have the choice, but don't leave out a fast travel. I have work, other hobbies and i am studying so i have little spare-time, for me it is a nessecity.

Daggerfall beats Oblivion qua fast travel. You had to pay for it if you would travel in "safe mode" via taverns and inns and only during daylight. Fast-travel in "Fast-mode" would mean you would travel all the time, no stops and a chance to run into enemies. (If i remember correctly)

Maybe it is an idea to leave out the quest-arrow for some quests. E.g. you've found the cave with the arrow, but you have to comb through it to find the "Gloves of the Imperial" or something like that.


Ok, youre right, if oblivion had Morrowinds travel services, it would take too long to complete the game, but then again, it made Morrowind feel bigger than Cyrodiil.

Maybe a way to mix it together?, like you could buy a magic orb to teleport you like oblivions fast travel, if you dont want to travel by walk/horse/ship/mages guild teleportation?
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Isaiah Burdeau
 
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Post » Thu May 27, 2010 6:53 pm

The way I would find Fast Travel feasible, is for there to be a high-levelled Mysticism spell that will let you use a fallout-type fast travel. I'd still be gutted at the loss of Mark and Recall, but I doubt we'll get a good fast travel system with all the Oblivion fans. Anyways, if this is implemented, TES has always leaned towards warrior players, and since a warrior player couldn't use this spell, the game world wouldn't have the downsides of Oblivion, that us Morrowind fans see.

It should also be around in scroll form, for those who like to use fast travel, but aren't mage types. (More expensive than the native versions of stilt striders (Mammoths? Wolves? Bears?) and boats)

One thing I demand, though, is not to assume that every player buys these scrolls.

Anyways, we should steer clear of fast travel, there's always blood spilt :P

---------------------------------------------------------------------------------------------------


I'd like to see my player being poor, and morally bad desisions would actually be tempting, because money is hard to come by. I think I should always be struggling (At high levels I'll have a lot of money, of course, but my armour and weapons would also cost a lot of money, at super high levels, though, I would eventually have too much money.)


I'd also like to see a few options when bartering:

When I'm selling a bundle of items, and I'm selecting how many I want to sell, there should be a "Sell Max" option. That would sell as many as the merchant can afford.

I'd like to have an option to sell one item at a time (Option, of course, in the game menu). There's a few cases when I would rather just sell one at a time, such as when I have around 10 of an item, but I want to sell maybe 5. Shift-cliking would let me buy my items in the normal method.


When I die, it could be pretty awesome if I have the choice to come back as a ghost, with a warning about saving as a ghost, of course. I could perhaps be stronger, but never able to be in public. There would eventually be an option to come back to life, like being cured of vampirism, and I'd be wherever I died. Hmm... I've just had an idea for a mod :laugh: I wonder if it's possible...

Ghosts should also look more like the ghosts of Morrowind. I liked the rags they wore, which I think where gone in Oblivion, and Oblivion ghosts where too.... Round-ey? If you know what I mean...
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Naazhe Perezz
 
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Post » Fri May 28, 2010 12:23 am

The way I would find Fast Travel feasible, is for there to be a high-levelled Mysticism spell that will let you use a fallout-type fast travel. I'd still be gutted at the loss of Mark and Recall, but I doubt we'll get a good fast travel system with all the Oblivion fans. Anyways, if this is implemented, TES has always leaned towards warrior players, and since a warrior player couldn't use this spell, the game world wouldn't have the downsides of Oblivion, that us Morrowind fans see.

It should also be around in scroll form, for those who like to use fast travel, but aren't mage types. (More expensive than the native versions of stilt striders (Mammoths? Wolves? Bears?) and boats)

One thing I demand, though, is not to assume that every player buys these scrolls.

Anyways, we should steer clear of fast travel, there's always blood spilt :P

---------------------------------------------------------------------------------------------------


I'd like to see my player being poor, and morally bad desisions would actually be tempting, because money is hard to come by. I think I should always be struggling (At high levels I'll have a lot of money, of course, but my armour and weapons would also cost a lot of money, at super high levels, though, I would eventually have too much money.)


I'd also like to see a few options when bartering:

When I'm selling a bundle of items, and I'm selecting how many I want to sell, there should be a "Sell Max" option. That would sell as many as the merchant can afford.

I'd like to have an option to sell one item at a time (Option, of course, in the game menu). There's a few cases when I would rather just sell one at a time, such as when I have around 10 of an item, but I want to sell maybe 5. Shift-cliking would let me buy my items in the normal method.


When I die, it could be pretty awesome if I have the choice to come back as a ghost, with a warning about saving as a ghost, of course. I could perhaps be stronger, but never able to be in public. There would eventually be an option to come back to life, like being cured of vampirism, and I'd be wherever I died. Hmm... I've just had an idea for a mod :laugh: I wonder if it's possible...

Ghosts should also look more like the ghosts of Morrowind. I liked the rags they wore, which I think where gone in Oblivion, and Oblivion ghosts where too.... Round-ey? If you know what I mean...

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MARLON JOHNSON
 
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Post » Fri May 28, 2010 2:43 am

Gost in oblivion was an improvement (although boring A's crap to fight). But these wraiths........boy where they messed up!
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Amy Cooper
 
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Post » Fri May 28, 2010 9:43 am

Selling in Oblivion wasn't really fun, especially if you had to sell lots of items. Even without a backpack mod it was tedious, especially if you had 20 bows each sorted per 2. It was really worked out well in Fallout 3. You could select the stuff you wanted to sell/buy, see how much money it will revenue/cost AND see how much money the buyer has, than press the Sell button. Not to mention the shortcuts on the keyboard. Would be nice to have those shortcuts in TES V too, like "A" to take all.

Mark and Recall should definitely come back into the next TES-game. As well as increased carrying capacity. Albeit a magic bag, not cheap though. Or more like the Daggerfall-style cart (If anyone remembers those, buy a cart and get a horse for free ;) ). That was a welcome thing, leave the cart at the entrance to the cave, cast a mark at the door and collect stuff until the dungeon is clean.

Being a ghost is a great idea for immersion. Going into a chapel and pray at the altar, a quest follows and upon completion you're alive again. The quest shouldn't be too hard or complex, maybe fight a bunch of monsters somewhere, else it would become too much of a repetitive exercise. Also a counter for the "Days spent as a ghost".
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Baylea Isaacs
 
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Post » Fri May 28, 2010 4:11 am

Gost in oblivion was an improvement (although boring A's crap to fight). But these wraiths........boy where they messed up!

I think the http://chorrol.com/files/81/obx17B.jpg wheren't as good as the http://hosted.multiplayer.it/morrowind/codex/bestiario/The UESP Morrowind Monsters_file/ancestorghost.jpg. Sure, they may have looked more high-res, but I'm talking about the style, since in TESV there will likely be more high-res models and textures, that's not an issue. I think, perhaps, there should be more of a Morrowind ghost, with the smoke from Oblivion, but not as much as they had in Oblivion, it was far too much.

Oh, and the rags shouldn't be so stiff. I think when the ghosts move, the rags should trail behind them.
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Prohibited
 
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Post » Thu May 27, 2010 5:55 pm

Tavern entertainment please, bards that sing songs and dancers and various other acts like that. The bards could even sing things about you and your adventures, as well as things from past TES games.
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Amber Ably
 
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Post » Thu May 27, 2010 7:06 pm

Tavern entertainment please, bards that sing songs and dancers and various other acts like that. The bards could even sing things about you and your adventures, as well as things from past TES games.

I'd love to hear the stories of past heroes in more detail than some drunk guy singing in the Imperial Waterfront.

Singing about the unnamed hero who travelled all of Tamriel to save the emporer

Singing about the Nerevarine gaining the trust of the ashlanders and great houses

Singing about the errand boy who fetched some items <_<

etc.


Not in too much detail, though, everyone's journey is different, only key parts should be sung about.
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Gwen
 
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Post » Thu May 27, 2010 10:50 pm

Some guy made a thread about it, which reminded me:
Staffs or walking sticks that you actually use to walk with, as well as hit people and/or cast spells.

When it is equipped, but not Ready, you use it to walk with.
When it's ready, you can hit people and cast spells(if it's enchanted)
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Emily Jones
 
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Post » Fri May 28, 2010 4:38 am

Some guy made a thread about it, which reminded me:
Staffs or walking sticks that you actually use to walk with, as well as hit people and/or cast spells.

When it is equipped, but not Ready, you use it to walk with.
When it's ready, you can hit people and cast spells(if it's enchanted)


I love that idea!!!
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Manny(BAKE)
 
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Post » Fri May 28, 2010 3:37 am

We need moar cliffracers. :)
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Solina971
 
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Post » Thu May 27, 2010 7:17 pm

Well I actually have a lot of stuff that could make The Elder Scrolls experience a lot better.

First off I would like to agree with the numerous people who have mentioned that the fast travel system is an immense immersion breaker! I honestly can't even accept that hybrid system
that was offered by many others. I wish it would be something like in Two Worlds It wasn't as good as Oblivion's gameplay and the quests were somewhat less satisfying but it
had a teleportation system that added to the immersion and increased my disposition towards the game. If anyone isn't familiar, it pretty much is like fast travel except you have to find these
teleportation pads scattered around the world and from there go to your destination from there (it's really great).

Secondly, I would enjoy a much larger map (wouldn't we all I guess) that has many more cities as well as more NPC's traveling the roads. But concerning the map, a layout like Tolkien's Middle Earth (not EXACTLY like it obviously but with all the lore and immense size). I just think it would be amazing, being able to run for hours and still not be able to get to the other side of the map; I don't know it just appeals to me, anyone else?

Thirdly, a revamping of the guard system (like Reneer's mod and the like) where guards don't know if you did something unless it's near them which adds to the immersion as well.

Fourthly(I know it's a lot but I have a lot of improvements) is a deeper and more impacting main quest; like one that impacts all facets of the world instead of just the Imperial city and NPC responses. Also, some more challenging and diverse guilds and their quests would be cool. In Oblivion, the only guild quests that I was really 'wow'ed by was the Dark Brotherhood (fantastic).

Fifthly, I think that the whole NPC AI as well as their dialogue could be improved quite a bit. For example, some of the NPC's conversations were just sad in my opinion, like they were bipolar or made simply no sense. Dealing with the player conversations with NPC's, I enjoyed Mass Effect 2's way of displaying the conversation, with many choices that affected the conversation beyond what they do in Oblivion (if you don't know what I'm talking about check it out) Also like many people have said, having songs sung about your and other people's deeds etc. I think that would be awesome!

I also think that the cities could stand some improvement (like more people living there and more quests in the city). To me it would just add to the immersion.

Finally, It'd be cool to adopt some of the features from Fable like where you can make decisions that actually alter your character's appearance (other than simply vampirism) like morally poor or good decisions make you ugly or saintlike etc.

That's all I've got and I commend whoever read through this list as it was very long!
I'll just finish by saying that I love Oblivion reguardless of the improvements that I suggested, and I hope that someone actually reads this that has influence on TES V's production as well as everyone else's posts because they all have spectacular ideas that would expand Oblivion into not just a game, more of a second life.
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KU Fint
 
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Post » Fri May 28, 2010 4:06 am

Man, forget that. if I'm gonna' be a jerkass, I'm gonna' be a handsome jerkass.

I'd honestly love if Bethesda decided to go back to a lot of Daggerfall's design concepts; random/procedurally-generated dungeon generation, randomly/procedurally-generated pedestrians (just make sure that the age slider can't go past 0 - I swear, like 90% of Oblivion's random'd faces aren't too bad to look at if you drop age a few hundred points from complexion and age, and for the other 10%, well, some people are just born ugly), random basic guild quests with some kind of randomized branching system to make stuff less predictable) and a map system that makes Skyrim massive but requires the use of fast travel, just to annoy the heck out of all the whiners. Combine that with the usual schmorgasboard of detailed setpiecing and NPC and quest designing and all that jazz, and god dang it I might not even buy the one that comes after it it could be so good.
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Becky Cox
 
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Post » Thu May 27, 2010 8:13 pm

Man, forget that. if I'm gonna' be a jerkass, I'm gonna' be a handsome jerkass.

I'd honestly love if Bethesda decided to go back to a lot of Daggerfall's design concepts; random/procedurally-generated dungeon generation, randomly/procedurally-generated pedestrians (just make sure that the age slider can't go past 0 - I swear, like 90% of Oblivion's random'd faces aren't too bad to look at if you drop age a few hundred points from complexion and age, and for the other 10%, well, some people are just born ugly), random basic guild quests with some kind of randomized branching system to make stuff less predictable) and a map system that makes Skyrim massive but requires the use of fast travel, just to annoy the heck out of all the whiners. Combine that with the usual schmorgasboard of detailed setpiecing and NPC and quest designing and all that jazz, and god dang it I might not even buy the one that comes after it it could be so good.

Everything that you just described would seriously make TES:V a terrible game.
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CHangohh BOyy
 
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Post » Thu May 27, 2010 8:07 pm

Enchanting items should NOT require you to join the Mages Guild. If I'm roleplaying a thief who want's to get his bow enchanted, it makes no sense for him to to join the mages guild JUST to get the bow enchanted. Maybe a few merchants who sell spells and other magical items can have enchanting altars. Or maybe bring the enchanting skill back. Either way, enchanting should not be something exclusive to Mages Guild members.
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Taylrea Teodor
 
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Post » Fri May 28, 2010 3:17 am

I think there is a mod that allows the player to "hire" a scout escort to any particular place. I don't know its restrictions, but that medium would be fine for me. You could port to the cave for XXX gold, or fast travel for XX gold to a general region, then walk. Or travel on foot and pay X gold for an inn. Or go rouge and pay nothing to nobody.

Edit: and for economies sake, scout travel could be thousands, city fast travel at hundreds, inns from 10-90 and less than ten to restock / resupply / fix camping gear.

I'd love randomly varying quests, dungeons, and people, but not so much for complete random generation. The difference, to me, being that a baseline exists for a given job, cave, or people. Like some towns would grow...segregated, or...differently in respect to the cultures and histories of its inhabitants. And so I don't sound completely racists I mean that a randomly generated falmer might not be to comfortable living in a traditional Nordic town. And caves might have a certain set-up, but cave-ins would be random, so to change the cave layout. And less important branches of the fighters guild would not be signed to clear that cave of godly creatures.
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Taylor Thompson
 
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Post » Fri May 28, 2010 8:51 am

Everything that you just described would seriously make TES:V a terrible game.

Considering that's Daggerfall in a nutshell, I'm inclined to disagree.
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Liii BLATES
 
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Post » Thu May 27, 2010 7:38 pm

Man, forget that. if I'm gonna' be a jerkass, I'm gonna' be a handsome jerkass.

I'd honestly love if Bethesda decided to go back to a lot of Daggerfall's design concepts; random/procedurally-generated dungeon generation, randomly/procedurally-generated pedestrians (just make sure that the age slider can't go past 0 - I swear, like 90% of Oblivion's random'd faces aren't too bad to look at if you drop age a few hundred points from complexion and age, and for the other 10%, well, some people are just born ugly), random basic guild quests with some kind of randomized branching system to make stuff less predictable) and a map system that makes Skyrim massive but requires the use of fast travel, just to annoy the heck out of all the whiners. Combine that with the usual schmorgasboard of detailed setpiecing and NPC and quest designing and all that jazz, and god dang it I might not even buy the one that comes after it it could be so good.


The map could be the size of Earth and there would still be better and more realistic ways to travel than fast travel. Like... oh, I don't know, the ways we travel on Earth, for example. ;)
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Sharra Llenos
 
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Post » Fri May 28, 2010 4:46 am

A suggestion to fix the whole "screen view vs. movement direction" issue, as well as people's problem with NPCs awkwardly looking at each other walking by, on top of the "zoom-in dialogue":

?Your character isn't always in a "locked forward view" when moving, such as MW and OB style, but your head moves where your crosshair is, while your body moves in whatever direction the joystick is pointed (console terms). When holding block, the camera goes into forward-lock.

?When you enter dialogue, or when your character draws attention to themselves in a minor way, they bother to turn their heads when walking by, or if they're commoners being awestruck by your lv. 32 bad ass decked out in full ebony armour. Otherwise they'll usually just look where they're going.

Sorry if those came out jumbled. And I guess that's not necessarily a solution to the zoom-in dialogue... ah screw it. <_<
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sharon
 
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Post » Fri May 28, 2010 2:26 am

The map could be the size of Earth and there would still be better and more realistic ways to travel than fast travel. Like... oh, I don't know, the ways we travel on Earth, for example. ;)

Like hoofing it for two weeks across a landmass the size of Great Britain. Brilliant! Game of the year material right there!
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Sarah Unwin
 
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Post » Thu May 27, 2010 8:24 pm

Like hoofing it for two weeks across a landmass the size of Great Britain. Brilliant! Game of the year material right there!


Have you ever been to Earth? It's a wonderful place, really. You don't have to walk everywhere like on your strange planet. We have cars, buses, trains, boats, and even airplanes! People rarely have to walk much farther than a few miles what with this fancy technology we have now-a-days.

In TES, we could have horse-and-carriages, boats, and flying creatures. Just because you had to walk or use a slow horse in Oblivion doesn't mean it has to be like that for every game, and it certainly wasn't like that in Morrowind.
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Anna Kyselova
 
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Post » Fri May 28, 2010 2:51 am

Is that sarcasm?
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Frank Firefly
 
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Post » Thu May 27, 2010 8:14 pm

Is that sarcasm?


I think it's very unfair to assume our good friend Sorenson is from Earth. Last time I checked people here generally don't walk across very large areas unless they want to. No, I prefer to treat all people and aliens equally, and if Sorenson is from a planet where all they can do is walk, well, I wont judge him.
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Victoria Bartel
 
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Post » Fri May 28, 2010 9:23 am

Well I would like a huge game world too, maybe not quite the size of england, but it should take me much longer than an hour to cross the map. Like maybe a couple of days. With interesting things to see along the way. Randomness is my best freind, I dont want to see the same things over and over every time I play. It should be interesting and fun to explore. Not just "Tree, tree, rock, tree, bear, tree, tree, tree ruin, tree, tree, bear, rock, tree, ruin."
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Allison Sizemore
 
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