Which type of TES5 experience would you rather have?

Post » Fri May 27, 2011 6:09 pm

I would want a world maybe twice or 3x as big as OB, with valleys and mountains to make it seem larger, with a movement speed like MW. Generated and touched up later.
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josh evans
 
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Post » Fri May 27, 2011 5:59 pm

I don't think we should go back to randomly generated landscapes. They should take their time and make a genuinly interesting world instead of just repetitive randomly generated land.
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CRuzIta LUVz grlz
 
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Post » Fri May 27, 2011 3:40 pm

Why do you suggest that 'less land' means 'more quests'.

I personally like big, with many quests in this big area, both simple quests and 'epic quests' and a lot in between of that (simple quests are like those where you simply have to help a farmer defend his farm against some goblins, 'epic quests' involves 1000 year dead ancient undead kings and stuff like that. Not every problem in Tamriel should be huge, why can't normal civilians have normal/small problems.)

And bigger offcourse means not every single dungeon can be unique, but that doesn't mean that automatically all dungeons should be 'not unique'.

There should be normal dungeons: mostly just a cave where goblins have made their lair, wolf dens, evil undead or necromancer caves, ruins both with the undead versions of the original owners and abandoned ruins where bandits or goblins etc. have moved in. (So normal doesn't just mean forts and caves the Alyeid ruins are also seen as 'normal dungeons' because 2 different Alyeid are quite the same most of the time, except if one or both of the dungeons are in one of the other categories below. But Alyeid dungeons are still less common than caves and forts)

Quests dungeons: ofc. this are dungeons which are involved in quests and are there for sometimes a bit more unique, but not enough that you will see that it's a 'quests dungeon' if you just enter the cave without knowing it involves a quest.

Unique dungeons: They are a bit like the Oblivion 'Unique Landscapes mods, they aren't involved in quests and are basically normal dungeons but they look a bit more unique. These aren't very rare but not as unique as normal dungeons.

And last but not least the Special Hidden Dungeons: they aren't involved by quests and are made with good quality, 100% hand made and very unique most of the time, some might even have their own architecture not used by anything else in the game. They are mostly hidden: hard to spot entrances hidden for example behind a pile of collapsed boulders, in a area with a lot of bushes and trees or underwater and that kind of things, the way in which they hidden is also quite unique (maybe some hiding methods are used more than once but not that all the unique dungeons will be behind a pile of stones, that would ruin the whole idea of being unique and hidden if you think by every pair of rocks: 'hey, let's see if there another dungeon behind those rocks.'). They are mostly far away from cities and other 'mayor hubs'. The enemies encountered are also often unique and the rewards and treasure found would be always unique (like 'non-daedra artefacts', some of previous Elder Scrolls Games but adding new artefacts to the Series which might reappear in TES VI is not wrong, why should every artefact have his origins in TES I, II or III to be 'official' there is nothing wrong with expanding the lore and the list or artefacts.) these dungeons are very rare and just a few are added to the game and because I suggest this for the 'bigger land' option compared to the size of the land they would be even more unique. And they shouldn't have a map marker, or at least the marked would only be added if you enter the dungeon, so you can't unintentionally discover the dungeon by walking past it's hidden entrance and see a map maker added to your map, and ofc. these dungeons will not appear on your compass, no exceptions.
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Bird
 
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Post » Fri May 27, 2011 9:32 am

Depth of gameplay is more valuable to me, but there's no reason that Bethesda cannot pull off both.
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Shae Munro
 
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Post » Fri May 27, 2011 5:57 am

I'd rather have a deeper world with less cut & paste in it. This was a serious flaw in TES4. Another thing is PLEASE don't have so many fast travel locations open right from character creation. This single handedly destroyed Oblivion's sense of scale. Morrowind, despite actually being much smaller, felt bigger due to you had to explore everywhere on foot. Fallout 3's travel system is exactly how TES5 should be done.

I totally agree.

I would pick a working logical travel system anyday before the "fast travel" that makes no sense and breaks immersion. Now before someone jumps in and says "hey! just dont use it and ignore it!" well I would. If the game presented a viable alternative like in Morrowind, with a travel system that might include boats, coaches or teleportation from the mage guild. Then yes. Then I would have totally ignored it.

Depth of gameplay is more valuable to me, but there's no reason that Bethesda cannot pull off both.

I have my doubts about that with the current people in charge over Bethesda. But I will not go in names now, since most people know anyway who I am talking bout
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Melly Angelic
 
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Post » Fri May 27, 2011 4:36 pm

A tradition I love to see destroy!
A tradition I want to axe'd from the game!
A tradition that destroy my immersion!
A tradition I want to see gone, FOREVER!

I don't see your point there. For role-playing purposes, I think it's a perfectly brilliant way to start an open-ended storyline - as long as it is never hinted why you were imprisoned. Daggerfall's beginning (not in prison) forced your character to sympathize with the Empire, which initially limits RP a lot in my opinion. I'm not saying jail's the only way; for example, you could be washed ashore somewhere with amnesia and no clue as to what happened before, if you were shipwrecked, where you were headed, etc. (of course, this could also be quite clich?). What matters is that the start is 100% neutral and doesn't force a role or a past on my character. Unwritten sheet and all that, and I guess starting as a prisoner is appealing because it's so pure.

:) But this is all off topic, I suppose.
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Kari Depp
 
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Post » Fri May 27, 2011 1:33 pm

I don't see your point there. For role-playing purposes, I think it's a perfectly brilliant way to start an open-ended storyline - as long as it is never hinted why you were imprisoned. Daggerfall's beginning (not in prison) forced your character to sympathize with the Empire, which initially limits RP a lot in my opinion. I'm not saying jail's the only way; for example, you could be washed ashore somewhere with amnesia and no clue as to what happened before, if you were shipwrecked, where you were headed, etc. (of course, this could also be quite clich?). What matters is that the start is 100% neutral and doesn't force a role or a past on my character. Unwritten sheet and all that, and I guess starting as a prisoner is appealing because it's so pure.

:) But this is all off topic, I suppose.

And the "Emperor" making you a "choosen one" releasing from prison and later helping his poor loost soon on the throne is not meant to evoke sympathy for the empire?. As well same to Morrowind since it was as well the Emperor that released you from Prison cause ... yes again you were a "choosen one" ... Dont get me wrong its not meant offensive just saying. The next game should really for a once ... not start in prison. And make you the big holy saviour or something. It gets really old at one point.
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 3:02 pm

??? The fast travel in FO3 was the same as the one in OB, the only difference that you could not fats travel to places you had not been, I want the system of Morrowind back, or maybe that of Daggerfall if the world is extremely huge.
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Melung Chan
 
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Post » Fri May 27, 2011 4:39 pm

I won't get directly into the "ZOMG Fast Travel is GOOD/EVIL!!!@!!!!!" debate, it's a neverending one that will never end (or at least won't end until TESV is out, and even then probably not) and would just derail this thread. In fact, it REALLY gets old, IMO both sides should drop it, but anyway. Having said that, I'm not against Oblivion's fast travel per-se, but something more akin to Morrowind's would be preferred. But it's not a "dealbreaker" for me, I can very much live with it being in game too. (Much like how I can actually say I enjoyed Fallout 1 & 2, yet also enjoy Fallout 3 just as much, as oppsoed to be in the "ZOMG FALLOUT 3 ROCKS/svckS!!@!!!!!" debate).

Okay, to be on topic, deeper IMO is better. A large scale to be sure, IMO it's not a TES game unless there's a sense of large scale, a sense of being able to wander in random directions just to see what can be seen. But yes, if one must have one or the other, deeper is much better. Make me feel like I met "people" in the game. Make me feel like I visited actual cities as much as possible in a game. Make the game "alive", even if the scale ends up smaller (as long again as it's not TOO small).

Edit: If we must have the game start with the PC being a prisoner, let's have a small "Fallout 3ish" sequence leading up to WHY the character is a prisoner. Was he orphaned and became a street urchin or beggar, and just locked up for a petty crime? Parents part of a Thieves' guild, or assassin's guild and the character as a child or teenager was doing just as much crime as the advlts? Raised in a bandit camp? Or even just falsely accused or just blundered into breaking an obscure law or taboo without knowing it, and just arrested more for being clueless then truly guilty of something. Anyway, some sort of background that happens, even if only for 10 or 15 minutes, before the character is and advlt and finds himself or herself in jail would be nice. WHY is the guy a criminal, what was his childhood like? That right there would add depth.
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Batricia Alele
 
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Post » Fri May 27, 2011 7:15 am

I hate you. :facepalm:

And yeah, have to agree with "both" even if it's not listed on the poll. Daggerfall did it and even Morrowind did it in a way (at least moreso than Oblivion). It's not A or B for Bethesda. It's A and B. Because we have inhumanely high expectations for them and like to bash them for their crappy games. And I'm not being sarcastic. They have to shape up.

You sir, know what your talking about
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Damned_Queen
 
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Post » Fri May 27, 2011 5:54 pm

1st. I cannot vote because bethesda always covers thoughs well.

2nd. They need more towns like morrowind, elminate fast travel, shrink the world, horses are fine.

3rd. More people too. And the people should be more unique. The lack of uniquness in Oblivion was they only had like what? 20 voice replicating people?

4th. Fix the rain that falls through ceilings when your outside. Bugs the heck out of me.

5th. Bring back all the weapons/spells/more expansions ext.


In my opinion OBLIVION was rushed to meet, publics demand for just a fighting RPG. It seems not to take into much account the elderscrolls lore. My opininion is that Oblivion, was just there to make TESV (lore related) alot better. Because in oblivion, people talk about what is going on in other provinces, and it sounds like seeding for a epic TESV.

-O, and never ever make this game online, there would be graphic reductions/lore reductions/over balance/less interesting people, different terrain, ect. When you say I WANT TESV TO BE ONLINE, look at what Zennimax and Bethesda would HAVE TO DO TO THE GAME. It just woudn't be fun/anything elderscrolls anymore. It would be like Two-Worlds but worse... and Two-Worlds epicly failed.-
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Latino HeaT
 
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Post » Fri May 27, 2011 9:42 am

1st. I cannot vote because bethesda always covers thoughs well.

2nd. They need more towns like morrowind, elminate fast travel, shrink the world, horses are fine.

3rd. More people too. And the people should be more unique. The lack of uniquness in Oblivion was they only had like what? 20 voice replicating people?

4th. Fix the rain that falls through ceilings when your outside. Bugs the heck out of me.

5th. Bring back all the weapons/spells/more expansions ext.


In my opinion OBLIVION was rushed to meet, publics demand for just a fighting RPG. It seems not to take into much account the elderscrolls lore. My opininion is that Oblivion, was just there to make TESV (lore related) alot better. Because in oblivion, people talk about what is going on in other provinces, and it sounds like seeding for a epic TESV.

-O, and never ever make this game online, there would be graphic reductions/lore reductions/over balance/less interesting people, different terrain, ect. When you say I WANT TESV TO BE ONLINE, look at what Zennimax and Bethesda would HAVE TO DO TO THE GAME. It just woudn't be fun/anything elderscrolls anymore. It would be like Two-Worlds but worse... and Two-Worlds epicly failed.-

You hit the nail on the head
Bethesda, how about appealing to your loyal fans and take the suggestions on this forum, instead of making desicions based on the whims of people who will play your game for a month then drop it forever
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Jack Moves
 
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Post » Fri May 27, 2011 3:19 pm

I don't see your point there. For role-playing purposes, I think it's a perfectly brilliant way to start an open-ended storyline - as long as it is never hinted why you were imprisoned. Daggerfall's beginning (not in prison) forced your character to sympathize with the Empire, which initially limits RP a lot in my opinion. I'm not saying jail's the only way; for example, you could be washed ashore somewhere with amnesia and no clue as to what happened before, if you were shipwrecked, where you were headed, etc. (of course, this could also be quite clich?). What matters is that the start is 100% neutral and doesn't force a role or a past on my character. Unwritten sheet and all that, and I guess starting as a prisoner is appealing because it's so pure.

:) But this is all off topic, I suppose.

Bah! To me, being in jail limits/DESTROY my immersion, ALOT! It a grudge that buildup inside of me that there no way around that if I follow that path way of that introduction, I know that my toon have no clean record, and I am the type that prefer having a clean record. Does not make sense if one wanted to be a diplomat or a mage of a Mage Guild or a regular traveler and before all that, an hour ago they were once an ex-con! Heck, if the toon was in jail and got out, won't the local trust or knows that the toon was a ex-con? Then again, these NPC are not all bright in the head. I would still hold on the ground that I prefer not having prison as a starting point!
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Nomee
 
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Post » Fri May 27, 2011 7:06 am

In my opinion OBLIVION was rushed to meet, publics demand for just a fighting RPG. It seems not to take into much account the elderscrolls lore. My opininion is that Oblivion, was just there to make TESV (lore related) alot better. Because in oblivion, people talk about what is going on in other provinces, and it sounds like seeding for a epic TESV.

Oblivion is horribly cliche'd. It really was just a cash cow. I mean even the story just sounds like something out of a generic RPG, except some ad-libs in it.

THE GREAT LEADER _____ HAS BEEN STRUCK DOWN BY THE ______, AN EVIL ______ WHO WORSHIP THE _____. NOW THE _____ THREATEN TO INVADE _____ AND THE PLAYER MUST SEEK OUT _____ FOR HE KNOWS HOW TO STOP THE INVASION OF THE _____.

I can't wait to see what kind of dragon break they'll be doing in TES V. Until TES V references Oblivion, I'm not even considering it canon. Kind of like how Monkey Island fans don't consider MI4 canon? Yes. I'm one of them. And now I"m doing the same for Oblivion.
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Joanne
 
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Post » Fri May 27, 2011 6:21 am

Um, yeah, really. Both. Daggerfall was both. Heck, even Morrowind was both if you count movement speed into the factor of determining the relative size of landmass. There's no reason you can't have both.

Could go for a smaller world if better dungeons, but I have a feeling many who complains about dungeons because they are looting rockmill cave all the time. Its many good dungeons around in Oblivion, main problem is that many have to boring enemies, and no real feeling of achievement then you have cleared them. Same is true for many of Morrowind's dungeons even if the known boss level loot in the end of many dungeons helped.
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Judy Lynch
 
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Post » Fri May 27, 2011 6:33 am

I consider what happened in oblivion canon, but the environment and culture(that does not exist) I would like to see deleted, I mean if it's canon it would be cyrodiil, the province where they build gothic churches and medieval european castles in a generic, uninspired forest where there are no transportation systems, and nothing hangs together, the place with culture that is not there.
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Erika Ellsworth
 
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Post » Fri May 27, 2011 8:45 am

Bah! To me, being in jail limits/DESTROY my immersion, ALOT! It a grudge that buildup inside of me that there no way around that if I follow that path way of that introduction, I know that my toon have no clean record, and I am the type that prefer having a clean record. Does not make sense if one wanted to be a diplomat or a mage of a Mage Guild or a regular traveler and before all that, an hour ago they were once an ex-con! Heck, if the toon was in jail and got out, won't the local trust or knows that the toon was a ex-con? Then again, these NPC are not all bright in the head. I would still hold on the ground that I prefer not having prison as a starting point!

Ah, but I always got the feeling that, despite all the bureaucracy, the Imperials didn't know who was imprisoned where half of the time. And that the prophecised hero of each game was shrouded in extra confusion, like 'Who is this guy/gal in cell B anyway?'. And since the manner or your getting out of jail has always been mysterious and irregular, I like to think that any existing records would be incomplete and obscure. Thus noone, common citizens least of all, needs to know you were ever accused of crime.
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Chloé
 
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Post » Fri May 27, 2011 8:22 am

Ah, but I always got the feeling that, despite all the bureaucracy, the Imperials didn't know who was imprisoned where half of the time. And that the prophecised hero of each game was shrouded in extra confusion, like 'Who is this guy/gal in cell B anyway?'. And since the manner or your getting out of jail has always been mysterious and irregular, I like to think that any existing records would be incomplete and obscure. Thus noone, common citizens least of all, needs to know you were ever accused of crime.

I prefer my mysterious toon not a jail bait and rather, just an ordinary traveler that can expand to all background. The jail stuff, it makes no sense! Suddenly, you are a con. You just so happen to get blessed by the nines and you sudden becomes a hero! WTH is that! And if the citizen know that I did the crime, should there at least any notice what the hell I did wrong that make me there in the first place?!? And if these Imperial just throw in random people into jail, than the "good" people should notice there is corruption and that lead to a riot against the guards!

Just look at this way. I HATE STARTING AS A PRISONER! There is nothing that would ever going to change that!
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Suzie Dalziel
 
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Post » Fri May 27, 2011 2:48 pm

well, since I can't have my cake and eat it too, I'd say deeper all the way. But seriously a massive game with mind-boggling size that still had the level of depth I like would be great.
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rebecca moody
 
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Post » Fri May 27, 2011 10:16 am

I prefer my mysterious toon not a jail bait and rather, just an ordinary traveler that can expand to all background. The jail stuff, it makes no sense! Suddenly, you are a con. You just so happen to get blessed by the nines and you sudden becomes a hero! WTH is that! And if the citizen know that I did the crime, should there at least any notice what the hell I did wrong that make me there in the first place?!? And if these Imperial just throw in random people into jail, than the "good" people should notice there is corruption and that lead to a riot against the guards!

Just look at this way. I HATE STARTING AS A PRISONER! There is nothing that would ever going to change that!

It does make sense, as innocent people, too, are locked up once in a while. 'Ordinary traveler' is less neutral in my opinion, but this discussion really belongs somewhere else so we'll agree to disagree!

By the way, I'd say depth over size all the way, but randomly generated wilderness blended with lovingly handcrafted locations (settlements and other important sites) should enable huge worlds as it is. And I think Morrowind's diverse cultures and architecture, besides being interesting as hell, really added to the illusion of scale. So I would like to see that brought back.
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Kelly James
 
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Post » Fri May 27, 2011 12:03 pm

Here's a trick Bethesda should try: make a landsize as big as Morrowind, and make it hilly! It'll take more time to move around!
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Ray
 
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Post » Fri May 27, 2011 11:32 am

Here's a trick Bethesda should try: make a landsize as big as Morrowind, and make it hilly! It'll take more time to move around!

Actually OBs land was slightly larger than MWs
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u gone see
 
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Post » Fri May 27, 2011 8:53 pm

It does make sense, as innocent people, too, are locked up once in a while. 'Ordinary traveler' is less neutral in my opinion, but this discussion really belongs somewhere else so we'll agree to disagree!

Ordinary traveler seem more neutral to me. Case Close!

Back to topic. I don't see why not on applying both features into TESV; unless Beth really love to screw with us and not use both at all. Then that torture.
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Justin
 
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Post » Fri May 27, 2011 5:12 pm

I consider what happened in oblivion canon, but the environment and culture(that does not exist) I would like to see deleted, I mean if it's canon it would be cyrodiil, the province where they build gothic churches and medieval european castles in a generic, uninspired forest where there are no transportation systems, and nothing hangs together, the place with culture that is not there.

well what just seems to be strange is the contraditction in some places. And I dont mean just the apearance of the world in Oblivion which was refered to be a joungle and not the lord of the rings cliche fantasy setting with woods and such. Its also about the deadth of the emperor I was kinda surprised when I have read that in the past of the TES world there died several times emperors without a invasion from Oblivion or one of the deadra gods. But well I am hardly a professional when it comes to TES loore. I just have read somewhere that Oblivion ... is not absolutely acurate when it comes to canon and loore.
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carly mcdonough
 
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Post » Fri May 27, 2011 3:19 pm

Its also about the deadth of the emperor I was kinda surprised when I have read that in the past of the TES world there died several times emperors without a invasion from Oblivion or one of the deadra gods. But well I am hardly a professional when it comes to TES loore. I just have read somewhere that Oblivion ... is not absolutely acurate when it comes to canon and loore.

Well, that one actually makes sense. Only a couple years before Oblivion, the events of Morrowind happened, which ends with the Heart of Lorkhan being destroyed, and thus Red Mountain ceasing to function. So when when the Emperor was killed, two Towers weren't working (well, technically three, with the Numidium), which is likely what came together to let the Oblivion invasion happen.
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Helen Quill
 
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