Should there be an 'Open' Player Vs Environment Option on the Login Screen

Should there be an 'Open' Player Vs Environment Option on the Start Screnn

  • Yes

    Votes: 638 55.4%
  • No

    Votes: 514 44.6%

  • Total voters
    1,152
  • Poll closed .
This pressure is why FD hasn't offered an official PvE option. The only carrot they have to offer the non-PvP inclined is player interaction. I've written this many times. In order to fill the open mode, they obfuscate what the Private Groups are and/or can be, or say 'Play alone". This effort is designed to bring the unwary/uneducated into open, and thus available to the PvP crowd.

Although only they know for sure, for what they seem to want (a community based game with meaningful player interaction?) then perhaps a PvP flag would be the best solution after all...

Players could interact, without having PvP forced upon them, and then, if circumstances warrant it and it seems like a fair fight, they could signal a willingness to take that interaction into combat.
 
What I'm hearing:

  • Only a vocal minority of players want this; therefore it's not worth the time to create.
  • The sheer number of players who would flee Open for this would severely disrupt Open.
  • FD should remain true to their vision and ignore the wishes of PvE players.
  • FD needs to be flexible and change the social/political/economic game systems to favor PvP.
  • PvE players are jerks
  • How dare PvE players call us jerks!
  • Invisible players ruin the game experience.
  • I need the ability to ruin... umm... enhance other peoples' game experience.

Not that it's all one-sided... there are similar contradictions on both sides of the argument. But it all blurs into "I don't like it, nobody should have it" vs. "I like it, but that other bit I don't like is okay for people who do like it". In defense of everybody on both sides, you can't have an objective discussion on game design without fundamental agreement on design goals, nearly impossible in a community this diverse. Pretending otherwise is... silly.
 
As always the cry is "Drive them out of PGs and into open! No pve for you's!" ..guess what, even if you were to totally remove group mode, guess were most if not all would go? Or should we remove solo too? But where would all the pvpers do their trading then? Opps! ;)

Oh ,we would be escorted while we make what the pvp guys want us to make for them ,just like eve
 
Although only they know for sure, for what they seem to want (a community based game with meaningful player interaction?) then perhaps a PvP flag would be the best solution after all...

Players could interact, without having PvP forced upon them, and then, if circumstances warrant it and it seems like a fair fight, they could signal a willingness to take that interaction into combat.

Not without the worry of setting off the PvP players. There is a lot of complaints that this would, not my words here, break immersion. I've been in those debates. It seemed to me that the most agreeable approach turned out to be 'out of sight, out of mind' with respects to players not interested in PvP. But, a flag would suit me fine.

I don;t think it is hard to see FD holding player interaction hostage to PvP. The fear is, offering an easy way to access a PvE option would rob the PvP players of targets. That the number of PvP'ers is not self sustaining. I wonder if a tiered CQC like environment, where players could use their ships, but have a matchmaking system for fights wouldn't go a long way to satisfying the PvP urge. I always liked battleground type PvP experiences.
 
Not that it's all one-sided... there are similar contradictions on both sides of the argument. But it all blurs into "I don't like it, nobody should have it" vs. "I like it, but that other bit I don't like is okay for people who do like it". In defense of everybody on both sides, you can't have an objective discussion on game design without fundamental agreement on design goals, nearly impossible in a community this diverse. Pretending otherwise is... silly.

But that bolded bit there is the most objective, fair-minded frame of mind in your whole list. There's nothing wrong with having a preference; there's everything wrong with trying to prevent others from having their own preferences satisfied.
 
Not without the worry of setting off the PvP players. There is a lot of complaints that this would, not my words here, break immersion. I've been in those debates. It seemed to me that the most agreeable approach turned out to be 'out of sight, out of mind' with respects to players not interested in PvP. But, a flag would suit me fine.

I don;t think it is hard to see FD holding player interaction hostage to PvP. The fear is, offering an easy way to access a PvE option would rob the PvP players of targets. That the number of PvP'ers is not self sustaining. I wonder if a tiered CQC like environment, where players could use their ships, but have a matchmaking system for fights wouldn't go a long way to satisfying the PvP urge. I always liked battleground type PvP experiences.

Agreed, I've seen many posts by players hating the thought of being able to see an 'adversary' but not be able to shoot them (as well as hating the idea that players could also be invisible but working against them).

Your previous post just made me consider the kind of PvP that (perhaps) FD, or at least DB envisioned for the game. Two players, interacting with the environment, but with opposing goals coming into contact somehow, and deciding that direct confrontation could resolve their differences, and in the event that both players felt they were reasonably matched could then take each other on.

Of course, I also imagine that they may have believed that such encounters would not necessarily result in the destruction a ship, but might stop at assault and the disabling of one of the ships. The mechanics already seem to be there for that (being able to target subsystems and reboot and repair), as do the punishment scales, assaulting but not destroying another ship is a tiny bounty that lasts no time at all, whereas destruction is (still a) small fine, but lasts for 6 days.

It's PvP, but not such that necessarily results in a re-buy screen, and perhaps that is unusual. All just speculation... :)
 
This is a tough one for me to decide on, but I eventually went with "no," as I do believe that it is at least somewhat the intent of the game designers for there to specifically be the risk of attacks by other players.

I fully acknowledged that other players might want a PVE only version of the game where they could still enjoy playing it with others and that there's nothing wrong with that.

My vote pivoted on the word "should." We aren't the designers of this game, so it isn't for us to say what it should be, just to make suggestions about what we'd like it to be.


There are 3 game modes. None are more "valid" than the others. In my view: 2 if those valid modes do not allow for " specific attack by other players". Solo dies not allow it at all. Group leans towards playing *with* friends rather than *against* friends. So by the logic of your argument you should have voted yes.

I say you *should* have voted yes with great conviction, because it was the explicit intent of the game designers to create these 3 equal modes of play, that all, by design, effect the BGS equally.

Thanks

Mark H
 
Agreed, I've seen many posts by players hating the thought of being able to see an 'adversary' but not be able to shoot them (as well as hating the idea that players could also be invisible but working against them).

Your previous post just made me consider the kind of PvP that (perhaps) FD, or at least DB envisioned for the game. Two players, interacting with the environment, but with opposing goals coming into contact somehow, and deciding that direct confrontation could resolve their differences, and in the event that both players felt they were reasonably matched could then take each other on.

Of course, I also imagine that they may have believed that such encounters would not necessarily result in the destruction a ship, but might stop at assault and the disabling of one of the ships. The mechanics already seem to be there for that (being able to target subsystems and reboot and repair), as do the punishment scales, assaulting but not destroying another ship is a tiny bounty that lasts no time at all, whereas destruction is (still a) small fine, but lasts for 6 days.

It's PvP, but not such that necessarily results in a re-buy screen, and perhaps that is unusual. All just speculation... :)

I suspect they had assumed the game was filled with enough things to shoot at that people would show a bit of intelligence that there are other styles of game play that differ from theirs and leave that DON'T want to play that way alone.... It's actually written that way in the play description. BUT, they never thought to put in a way to make that possible.
A) People that want to PvP should be able to play in a PvP situation (there are some things that should put you IN PvP like Conflict Areas)
B) People who want a PvE choice should have that ability that keeps the PvP from pretty much affecting them.

It's finding a way for them to be in the same visible universe that seems to have a issue.
Further, it seems only the PvP players with that issue.
 
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How is the player base NOT fractured when there are three separate modes to choose from and you have thousands of people who choose to avoid open by playing solo and in private groups?

For a start, you didn't say the "player base" was fractured, you said "the game". I was pointing out the game is not fractured at all.

As for the player base, show me a game where the PvP and PvE crowds are not at at logger heads over something.
By the very nature of the play styles from each group, any game that has bot options has the groups arguing over who gets the most Dev attention / features.

And as for the "MMO2 comment, I just finished playing 3 hours of Warframe.... in a private group with friends, from the drop down box with "Public", "Friends" and "Single Player" as play options.
Guild Wars has social areas and then the actual game maps were "Public", "Friends" and "Single Player" instances.
Star Trek Online is a space game, where you can mission under the settings of "Public", "Friends" and "Single Player"...

Any of this sounding familiar?

What Frontier is doing, is far from "new" - and it did not kill off those game either.
Like it, don't like it - down to you, but it is not broken and PvP'ers and PvE'ers are always going to argue, regardless of where they play.
 

dxm55

Banned
Are we really being this pedantic? I thought it was pretty obvious I was talking about fracturing the player base with different modes.

Even if there was only one OPEN mode, the playerbase would already have been fractured by the silly P2P system. There's no way around this shizzlestick instancing system.
The best implementation I can think of for the game would be a single persistent open world server/mode, and a completely offline/static Solo mode.
 
How is this different from an A rated NPC in a powerful ship also being able to destroy a weak ship quickly?

I've had PA-spewing NPC Anacondas destroy my Fed Assault Ship in seconds with lucky module hits.

Like Sandro said: "ship destruction is part of the intended risk of flying a ship in Elite: Dangerous"

You already *know* the answer to your own question. Your question is just an attempt at poisoning the well.

Do A-rated fully optimised combat Anaconda NPCs spawn in starter systems and one-shot Harmless Sidewinders?

Do A-rated fully optimised FdL NPCs interdict and kill every single *weaker* player ship they see in CG systems and gun them all down repeatedly without opening comms?

Have PvP combat clowns openly admitted on this very forum that they go exclusively after weaker ships? (I'm not saying all PvP "fans" do this, and I salute those that search only for *stronger* looking opponents to test their skills upon. What I am saying instead is that there is definitely a self-confessed contingent of the clowns who appear to be an incredibly strong reason why a great swathe of players eschew Open in favour of Solo or Mobius. In truth this is not the only reason they eschew Open, but it is still a strong reason. Fact.)

To answer your question more directly: an A-rated combat optimised powerful player ship will more often than not strike at weaker player ships in what is described *in the game* as a "safe" system. Starter systems are not listed in the game data as "Anarchy". Therefore this is a direct and international perversion of the intended game Environment.

In short: NPCs are borne out of the Environment; Players are not borne from the Environment.

Cheerz

Mark H
 
You already *know* the answer to your own question. Your question is just an attempt at poisoning the well.

Do A-rated fully optimised combat Anaconda NPCs spawn in starter systems and one-shot Harmless Sidewinders?

Do A-rated fully optimised FdL NPCs interdict and kill every single *weaker* player ship they see in CG systems and gun them all down repeatedly without opening comms?

Have PvP combat clowns openly admitted on this very forum that they go exclusively after weaker ships? (I'm not saying all PvP "fans" do this, and I salute those that search only for *stronger* looking opponents to test their skills upon. What I am saying instead is that there is definitely a self-confessed contingent of the clowns who appear to be an incredibly strong reason why a great swathe of players eschew Open in favour of Solo or Mobius. In truth this is not the only reason they eschew Open, but it is still a strong reason. Fact.)

To answer your question more directly: an A-rated combat optimised powerful player ship will more often than not strike at weaker player ships in what is described *in the game* as a "safe" system. Starter systems are not listed in the game data as "Anarchy". Therefore this is a direct and international perversion of the intended game Environment.

In short: NPCs are borne out of the Environment; Players are not borne from the Environment.

Cheerz

Mark H

The issues you raised can be fixed on Open by fixing security. If a hostile player/NPC attacks a player (noob or not) in a secure system, an NPC security police immediately responds and quickly disables the hostile ship's weapons, as well as take normal damage. The hostile player cannot retaliate, and ramming should be easy to avoid.

Fixing in Open also means there is no need for another mode. Solo and Private Groups are sufficient for every other need.
 
Are we really being this pedantic? I thought it was pretty obvious I was talking about fracturing the player base with different modes.

Even if we agree this is the case, and even if we accept that some players do not like this surely you have to agree that a LOT of players DO like the modes.

Some games are geared towards PvP and are balanced and force that kind of interaction on you. Others are not. Rather than ask for changes which would go against what was promised right from day one, surely better to vote with your wallet and pick a game that suits better?

Dont get me wrong I am all for suggestions, but not ones which break the core game fundamentally from the game which was advertised in 2013, unless of course you are happy to dip into your own pocket and refund any and all gamers who would no longer want to play the game any more after removing the modes?

Frontier was very clear from the get go what type of multiplayer ED would offer (and is currently only partly offering it) however for me the bottom line, any suggestions should not totally pull the rug from under the current players who specifically want or need the promised core features.

Now if you want to complain about the missing features that Frontier DID detail in the game...... then I can get behind that ;)
 
The issues you raised can be fixed on Open by fixing security. If a hostile player/NPC attacks a player (noob or not) in a secure system, an NPC security police immediately responds and quickly disables the hostile ship's weapons, as well as take normal damage. The hostile player cannot retaliate, and ramming should be easy to avoid.

Fixing in Open also means there is no need for another mode. Solo and Private Groups are sufficient for every other need.

You may happen to believe this, but those that play in Solo or in PvE groups will probably, in the main, disagree with you.
Regardless of what might happen with the Law and Security settings in future, and my own opinion is that they probably won't change in any meaningful way, the hard-core multi-hour-per-night player with powerful combat optimised equipment seeking out the less well equipped less experienced and basically less-invested player will continue to happen. Your opinion is a side-show to the thrust of this thread. In any case, how can Frontier "fix" the Law and Order without penalising the player pirates? I mean the proper pirates who never kill their prey outright? (Although I sincerely and firmly believe that there are very, very, very few of those in game and the role is used as a gamey crutch for the PK brigade to justify not changing the status quo on Crime and Punishment settings. Which is also bye-the-bye because Frontier always advertised pirating as an enabled playstyle and therefore are not going to U-turn on that anytime soon, regardless of the benefits that "fixing" the Crime and Punishment system might bring.)
 
how can Frontier "fix" the Law and Order without penalising the player pirates? I mean the proper pirates who never kill their prey outright?

actually this imo is fairly easy, and also ties in with the other games.

have 2 levels of "wanted" Offender and Fugative.

offender for crimes like assault piracy and smuggling, you still have a bounty but the pilots federation does not get involved.

fugitive - for out and out murder / destruction of pilots federation members and then you get significant police response across all of the major factions.

eventually you could have "most wanted" where you are unwellcome anywhere outside of anarchy space (and even then if you cheese them off you get individual bans from there too)

ship destruction should not clear your name (after all you did not die, you escaped) so as soon as you are basic scanned - which should happen every time you dock (this does not include cargo scan!) - you would get the message, "so you are not dead after all" and you are back to square one".
the only thing which should reset your "wanted" or "most wanted" level back to offender, is time... a cool down period (not insignificant) combined with a play time period.

of course you should be able to defend yourself, and it not count.

so as not to be exploited, only a percentage of what you pay out on destruction is a bounty, the rest is a fine which goes to the pilots federation.

add in to this, a piracy weapon which slows down the jump drive charge time but does no damage allowing a pirates hatch breaker limpets to do their thing, and have a percentage chance for a complete hatch failure so a trader loses ALL of their cargo (therefore a trader will consider giving into sensible pirate demands rather than run all the time).

I would also have the limpets programmable... you can have them try to pull more cargo if you want, but the more they try to pull out, the longer they take to engage onto the ship.

--

longer term and more work, i do not think we should be getting murder missions as part of the pilots federation.... if caught doing these i think we should be kicked from the pilots federation, but have a darker more shady equivalent which offers this kind of stuff.

any profits made from piracy and smuggling and murder missions i would not add to our pilots federation ranking, but, have 2 other elite ratings tied to this darker faction (darkwheel?)

smuggling and piracy elite rankings.

do all of the above and some will come into open, some wont of course and that is fine but imo this will enrich the game for all modes. for those who just want to PvE co-operatively i still think none of the above removes the wish for an open PvE
 
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You may happen to believe this, but those that play in Solo or in PvE groups will probably, in the main, disagree with you.
Regardless of what might happen with the Law and Security settings in future, and my own opinion is that they probably won't change in any meaningful way, the hard-core multi-hour-per-night player with powerful combat optimised equipment seeking out the less well equipped less experienced and basically less-invested player will continue to happen. Your opinion is a side-show to the thrust of this thread. In any case, how can Frontier "fix" the Law and Order without penalising the player pirates? I mean the proper pirates who never kill their prey outright? (Although I sincerely and firmly believe that there are very, very, very few of those in game and the role is used as a gamey crutch for the PK brigade to justify not changing the status quo on Crime and Punishment settings. Which is also bye-the-bye because Frontier always advertised pirating as an enabled playstyle and therefore are not going to U-turn on that anytime soon, regardless of the benefits that "fixing" the Crime and Punishment system might bring.)

Quite simple: Pirates should only be successful in Anarchy/low security systems. If you think robbing someone in open street next to a police station (high security system) when he already called the police (report crimes kicks in as soon as you get interdicted) you should prepare to face the consequences (high police response).

I voted for yes a few days ago but changed my mind. Leave the modes as they are, just make it nearly impossible to attack someone in mid/high security with exceptions for PP, conflict zones, compromised nav beacons and hazardous RES.

PS
They should also change the conflict system. Make it so that you need to choose your faction in the station before you travel to a CZ. Attacks on ships of the enemy faction generate combat bonds regardless of your location, bounties for attacks on enemy ships are disabled.
 
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Even if we agree this is the case, and even if we accept that some players do not like this surely you have to agree that a LOT of players DO like the modes.

Some games are geared towards PvP and are balanced and force that kind of interaction on you. Others are not. Rather than ask for changes which would go against what was promised right from day one, surely better to vote with your wallet and pick a game that suits better?

Dont get me wrong I am all for suggestions, but not ones which break the core game fundamentally from the game which was advertised in 2013, unless of course you are happy to dip into your own pocket and refund any and all gamers who would no longer want to play the game any more after removing the modes?

Frontier was very clear from the get go what type of multiplayer ED would offer (and is currently only partly offering it) however for me the bottom line, any suggestions should not totally pull the rug from under the current players who specifically want or need the promised core features.

Now if you want to complain about the missing features that Frontier DID detail in the game...... then I can get behind that ;)

I agree that a significant number of players prefer solo/group over open play. I personally don't think that those modes should have been implemented in the first place. Since they do exist, the next logical step would be to give those players what they want (pve mode) because I don't imagine FD is going to remove solo and private groups.
 
So I have taken many days using my spare minutes to read through and digest this entire thread.

May I say that there appears to be a whole heap of tripe being peddled by the No camp in this poll.


"It will split the player base"

I think this is untrue and unfounded. Only in so far as the player base is already split. Many players in Solo. Many players in Private Groups. I see most of the uptake of a new Open PvE mode would be those who have already left the Open mode in favour of Solo or for instance Mobius. Then, of course, there is INSTANCING, which means that the Open mode itself is fractured. Strictly by intent. Strictly by design. Maximum 32 players in SC in a CG system... when thousands are actually participating. This is the way the game was intended and built from the ground up. So stop with the "it will fracture the game". It already is. In the unhelpful words of the No camp: "You need to deal with this or move onto another game".

"It would ruin immersion"

Who's immersion? Your immersion? But you wouldn't select the Open PvE mode, so this is an intentional diversion and not a real reason or argument at all. My immersion? Other players immersion? Myself and other like-minded players would only enter the Open PvE mode with the clear intent of not shooting at other CMDRs (unless against players on the other team in a CZ or WZ, perhaps?) So please do not worry about the immersion of the players who enter a PvE mode. Nothing to see here, so move along please. My immersion would be just fine. In fact, my immersion would probably be enhanced... Finally, what about the immersion of the type of player who enters a no-shoot-at-other-players mode to expressly shoot at other players? The "subversive" player type? I for one hold no interest whatsoever for those players' immersion. It matters not. There is no justification or reason to mourn the loss of immersion for the individual who enters a mode of play in order to go against the rules of play.

"No one even agrees on how it would be implemented"

Surely that is between Frontier and the designers. Perhaps they would take some input. Perhaps not. In any case this is no reason to say that it shouldn't be a mode that they *consider*. If they thought that the game would benefit in any way: in a direct way in the increased enjoyment of a majority of players; in an indirect way by boosting profits and therefore keeping the game going for longer or adding better features or more features more regularly; or in an indirect way because perhaps not adding this mode there might be the projection of a player retention issue and a down-turn on income at each new season launch.


"Players will -hide- in Open PvE and I cannot affect them even though they are affecting me"

Ahem, this contradiction is so poignant. Do you mean that the players in an Open PvE mode would game the BGS and you would be unhappy with this. Well you must already be in anguish because the majority of modes of play - two-out-of-three of them - already do just that. You want to be able tackle that player who is playing the BGS by trading or doing missions or CGs by doing what, exactly? Splat them with your lasers? This is a non-argument because Solo play and Group play already affect the BGS and you already cannot touch them. How about you modify your game style and run a bit of trade or do some counter-missions? Don't want to play that way, eh? In which case it is hypocritical of you to expect others to come face your lasers in Open mode when those players do not want to play in that way. There is a second and equally poignant reason that this argument does not hold water: Even if there were no other modes, the game is built on a foundation of instancing. Has instancing been mentioned here? As a direct consequence of instancing, there are other players in Open, in the same system as you, that are already affecting the BGS, but you are still unable to see them, unable to reach out to them with your PvP lasers, because instancing.


"Go play in Mobius"

Oh dear. Either you don't want it to "split the community", or invite other players to "go play another mode". Which is it, please?.

Simple fact here is that the private group of Mobius is just a single example of the burgeoning demand for PvE. Sadly, Mobius group is now proving to be inadequate for the growing demand for a PvE mode. It has done nothing but grow and grow and grow, and so have other similar groups dedicated solely to PvE.

The sad truth is that Mobius in particular, and Private Groups in general, are simply not adequate any more. They probably never really were adequate for the purpose of MMO PvE.


"Because Community"

When I hear the word "community" I conjure up thoughts of a large group of individuals accomplishing things together that individuals acting alone could never hope to achieve. I imagine the cooperative groups in a willing society doing stuff together because it serves the needs and wants of the entire group. This is a similar notion to how I view PvE. It is also the antithesis of the idea of PvP. PvP is never going to be a "community". Community is a togetherness, not an adversarial notion of me versus you, them versus us, or your mob versus the individual travelling through your notional "territory". Appealing to the word Community does the PvP clowns no favours at all. Mobius is a community. Open is definitely not a community. An Open PvE group would cater to the play-styles of the community minded player and become a community mode. Appealing to community is, in effect, agreeing that an Open PvE mode would flourish for those that wanted to play in this mode. As Mobius and others continue to flourish.

Oh, and bye-the-way, "because community" directly contradicts "go play in Mobius"


"Why don't you assemble a group to hunt griefers in Open"

Firstly, and most importantly, most players in Mobius have no interest in doing so. End of point. Simply goes against how the want to have fun in the game or how they want to be able to spend their hard-won leisure time. However, there is also a secondly... perhaps more relevant to your way of thinking is the way the game this works. Have I mentioned instancing? I can hear it now - the call of *Help, there are griefers in Eravate*. So the hunters spawn in Eravate only to find there is no wing of FdLs, Clippers or Anacondas. *They* are in a different instance. Selflessly helping the Mostly Harmless enjoy the sound of their Sidewinders and Haulers going pop. Assembling a protection group is nice idea in the sense of the argument against PvE, but sadly, lacking in analysis.


It is clear to me that some of these reasons are direct contradictions of other reasons.

I think the final piece-de-resistance of all arguments is that "Open would become a ghost-town"

Why on earth would players who voted NO to the addition of an official Open PvE mode even say that? It would infer that a new official Open PvE mode would gather up most players and leave only a minority of players in *their* favoured group. But I gotta ask - why is Open *their* favourite gameplay mode and why would they think most other people would leave them to it? Just Why? Now *that*, my friends, is the question which, for me at least, sheds a lot of light on the NO camps' motivations to not have a PvE mode added.

Regardless of their motivations, it appears that some players who voted NO do imagine that most other players do not enjoy the current Open mode as much as they would enjoy an official Open PvE mode. In effect, those No voters don't want other players to gain an enhanced experience. Even when they imagine the other players belong to the majority. So even if we disregard the NO voters' motivations... What kind of argument is that to put themselves, who are on their own admission, *the minority* ahead of the majority of other players?

Cheerz

Mark H
 
I voted no...

I think instead the game should offer a Crime and Punishment system such that a CMDR can play the game in a more "secure" fashion if they wish, knowing an attack from another CMDR is unlikely. Only if they undertake more risky routes, or missions/tasks which promote PvP should they then find themselves at odd with other CMDRs...


Ultimately I'd like to see SOLO/GROUP players able to play in OPEN, fairly sure in the knowledge that they will not encounter PvP unless they choose the areas/tasks/missions that "offer" it... It wouldn't be a 100% guarantee, but close enough!
 
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