Reputation - loss, risk and negativity.

  • @angrycoconut16

    Bump. If players are putting in the effort to experience various elements of the game, I don't think it's too far-fetched to suggest that they be rewarded experience.

  • @touchdown1504 said in Reputation - loss, risk and negativity.:

    @nquarter I believe part of the issue is the fanfare screen "Voyage Complete". We can all agree it does not feel very complete when that screen pops up. You still have loot, and your rewards have not popped into the proper account (Rep or Gold). Yet, a screen just flashed that distinctly says "Voyage Complete". At best it is confusing. Except for the MA voyagers that complete...well...when you actually turn in.

    This is a stretch. At best? At best, a player understands that Voyage Complete means that the current voyage is, well, complete, and they are able to put down a new voyage if they wish, with or without heading to an outpost to turn in loot. I find your assertion absurd that the best case scenario is that every player is at least confused by something which is not even the slightest bit confusing.

    If you are the "attacked" individual or crew you risk to lose all of your items, the gold and reputation value, as well as the time you invested to gather. The attacker risks nothing. It is not the risk itself, it is the lack of balance in that risk. PvP is pointless if you happen to have loot on board. You stand to gain absolutely nothing

    These points are patently false. If either party has loot, then PvP has an extremely important point. The attacker stands to gain loot. The defender stands to, well, defend his loot. That in and of itself is a core aspect of the game.

    As for the PvPer risking nothing, that is also false. The PvPer risks his time just the same as thePvEer (nevermind that plenty of people engage in PvP attacks with loot of their own onboard), this time on the chance of coming away with loot (as opposed to the PvEer who is guaranteed to find loot). The PvPer takes the greater gamble with their time as it relates to actually finding loot, and faces the same task of returning safely to an outpost. Your suggestion does everything to ensure that a PvE player has never completely wasted their time, but nothing so for a PvPer.

  • I had posted in the other thread and my thoughts still stand, but they have refined.

    I would love Rep to be awarded on voyage complete to make my effort in doing those voyages worth it. I spent the time doing them and if my loot is stolen then all that was wasted. I do think all loot, chest, skulls, and various spices and teas should be treated as they are now. You get the same rep and gold on turn in.

    No PvP player would lose anything. Their system remains intact. It only changes PvE voyages by making them rewarding even if the Object is lost. I would be more willing to engage in PvP and even carry more booty and I would think this would benefit the PvP players as I'm no good with a cannon!

    How does this harm the PvP players? They literally lose nothing but have more to gain if more players like me are willing to engage.

  • @touchdown1504 said in Reputation - loss, risk and negativity.:

    @savagetwinky You make some really great points here. They are however based in opinion, of how some like to play, not all. Some people enjoy the sailing around and eye balling the scenery. Others enjoy the questing. Some the PvP. Many of us a combination of all that is offered.

    It is safe to say that no one "enjoys" logging out empty handed, especially after investing time toward progression. Some folks are chasing that "finish line". That is what they have fun doing. The benefit that rewarding reputation at an earlier point (whatever that may be) offers is allowing some flexibility in how players play. This is a game, entertainment. When it stops being entertaining, it has failed. I see no issue with rewarding the reputation (experience points) at the Voyage Complete screen, or rewarding it for the tasks involved (kill a skeleton, solve a riddle, defeat another crew, etc.) Part of the issue here is the "grind" will feel a lot less grindy if the way and timing rewards were done was spread out. If progression was constant. Speaking for myself only here, I would engage a lot more often if I knew either my reputation stayed intact or I stood to gain some from the battle.

    It may be based on opinion but its backed up by game mechanics. You might want to put emphasis on the PvE but in the end, the game is structured so you don't need to. Which is not an opinion.

    And I enjoy logging out empty handed, at least in such a way that I don't consider it a waste of time if I enjoyed playing the game. That's the point of games. Do you get entertained from playing the game?

    It feels grindy because you don't enjoy the core gameplay loop. Getting to pirate legend just is more of the same. The reputations are entirely inconsequential to the gameplay loop. If you don't like it now, you won't like it later.

  • @pumpkinkangaroo Exactly! Very well put. It doesn't hurt PvP oriented players at all. They want "ALL" of the reward, and in some cases they enjoy the fact the other person gets nothing. That is a reward in and of itself. Rewarding the reputation early and the gold on turn in balances out the risk vs. rewards. The more I think on it, the more I am on my very first thought with this. Just keep it simple, separate Reputation and Gold.

  • I don't know if players can agree on the specifics of implementation, unless they agree on the fundamental differences between reputation and gold.


    Reputation:

    • As you increase your reputation, you get more maps with GH or OOS, with a higher chance of multiple chests and captains. For Traders, you increase the number of animals/items, and thus increase chances of golds.
    • Unlocks certain cosmetics specific to that group.
    • Upon reaching 50/50/50 you attain Pirate Legend and unlock more content.

    Gold:

    • The currency used to purchase cosmetics for self or ship.
    • The currency used to purchase voyages, and rank from traders. (though minuscule)

    That's all there is for gold, it seems lackluster.. but that is for a different thread.


    So with the actual value in mind, let us think through what we are "rewarding" with changes requested:

    Left as is:

    • A player that turns in an item, gets full value [except trading co], regardless of how much time or effort put in.
    • A player that completes the voyage, multiple maps, crews, etc. gets nothing until turn in, and can be attacked, or worse, disconnected.

    Proposal of a Reputation Bonus:

    • A player that turns in the item gets full value as current.
    • A player that completes the voyage, gains some reputation, no gold.

    This changes only one aspect in the game, PVE reward.
    It will some difference in the speed at which people increase reputation, which, looking above, is the main objective until reached, and then becomes useless.

    IMO, they should reduce slightly the amount of rep per item, so with the bonus it is zero sum.
    This will lower pvp rewards, but imo, the reason to pvp is to win fights, not steal what is on their ship.
    There is rarely a ship with enough treasure to justify the time spent fighting instead of just voyaging yourself.

    I am for this bonus, it allows some completion feeling after solving riddles, fighting the undead crews, and whatever else Rare has in store for us.

  • @savagetwinky All Excellent points! I do enjoy the game. I am very much entertained by it, or frankly I wouldn't be in here discussing it. There are aspects I don't enjoy. One of which is the way the rewards are dealt. I prefer the reputation (or experience points) be rewarded at the Voyage Complete screen. The Gold upon turn in. Just my opinion. I only consider it a waste of time in the cases where no progression is made. Finally, it feels grindy because right now it is! Hopefully that changes a bit with Hungering Deep.

  • @angrycoconut16 Im not sure and I could be wrong, but I would bet their would be someway people could exploit this 50% bonus rep tho. Like boosting up 1 character to legendary by having him lets say join a sloop get the rep for voyage complete, then join the other crew that turns it in and get another 100%. As it's technicaly two diffrent crews they could not keep track on what player that has allready recived the rep before turning it in so he gains 150% rep. Its a really longshot but in theory could be exploited.

  • @angrycoconut16 said in Reputation - loss, risk and negativity.:

    @savagetwinky The trouble is Rare have introduced the rank of pirate legend and some players set that as a 'goal post', it is something to aim for, something to achieve. I know that upgrades are purely cosmetic.

    Obviously if you spend a long time on the game, then it is extremely unlikely you won't get anything, but if you log on for a period in the evening, or perhaps like me currently you are working full time and studying for additional qualifications, you may have limited time... so losing your loot can quite literally be all of the time you have spent in that gaming session.

    As someone that works full time, owns a house and works even on the weekends (woo salary jobs), I've nearly ranked up to mostly 40. And I don't play every day or come close to playing every day, and I have lost all my s**t numerous times.

    The difference between me and most people on the forums is I actually enjoy the game for what it is and just play it. There is nothing gameplay wise I feel like I need to unlock. For someone like me, this game is perfect. I can eventually rank to 50 but I'm never left behind and can always play with my friends. I'm not forced to play a specific way for specific reputation (like wow's dailies), And as the community ranks up more people have higher level missions and everyone can get better missions with more loot turn-ins so the community will inevitably be dragged up faster.

    I understand where you're coming from. What I'm saying is your being held back by your own perspective and likely won't enjoy the game anymore even if they gave you rep. The fact that the chests are valuable allows you to indulge in a fantasy where fighting over them really matters. Being able to lose everything on an adventure is what really creates stakes and tension in the game. I don't think this game would have the same spirit/ethos if you could just grind quests and losing the chests would be inconsequential.

  • @cpt-toothpick Players are already able to exploit the system though, in exactly the way you said, joining multiple crews, that's how the first PL achieved their rank. I don't think that's an issue for us on this thread. Surely an easy fix would be.. if you join a crew you can't gain the bonus rep on that active voyage? But only on the next voyage if you are there for the entirety of it.

  • @touchdown1504 said in Reputation - loss, risk and negativity.:

    @savagetwinky All Excellent points! I do enjoy the game. I am very much entertained by it, or frankly I wouldn't be in here discussing it. There are aspects I don't enjoy. One of which is the way the rewards are dealt. I prefer the reputation (or experience points) be rewarded at the Voyage Complete screen. The Gold upon turn in. Just my opinion. I only consider it a waste of time in the cases where no progression is made. Finally, it feels grindy because right now it is! Hopefully that changes a bit with Hungering Deep.

    Its only grindy if your focused on the progression and your here complaining because the rest of the game is getting in the way of your progression and you want a more easy way to progress. If you focused on the adventure and what happens during the adventure as a single game you either win or lose and enjoy it even the mess PvP sometimes creates, the game is amazing. Trying to progress is the wrong way to approach this game. It requires fundamental changes to make it a worthwhile experience otherwise.

  • @pumpkinkangaroo said in Reputation - loss, risk and negativity.:

    I had posted in the other thread and my thoughts still stand, but they have refined.

    I would love Rep to be awarded on voyage complete to make my effort in doing those voyages worth it. I spent the time doing them and if my loot is stolen then all that was wasted. I do think all loot, chest, skulls, and various spices and teas should be treated as they are now. You get the same rep and gold on turn in.

    No PvP player would lose anything. Their system remains intact. It only changes PvE voyages by making them rewarding even if the Object is lost. I would be more willing to engage in PvP and even carry more booty and I would think this would benefit the PvP players as I'm no good with a cannon!

    How does this harm the PvP players? They literally lose nothing but have more to gain if more players like me are willing to engage.

    If you make finding loot 50% more rewarding but do no such increase for fighting for loot, you're going to see a significant decrease in the amount players willing to spend time fighting for loot.

    Especially if loot that is fought for and lost doesn't come with a 50% consolation prize. Why further reward PvE without doing the same for PvP, particularly given than PvE is already far more rewarding in the first place?

  • @savagetwinky That is totally understandable :) I respect that some people are happy with the way the game is currently.

    i don't really know if it is my perspective, I am not against loss at all, I just think the current loss is a bit steep, however this is obviously an opinion of mine (Although a lot of people share that incentive..)

    I would like to make the point again though there would be nothing inconsequential about losing the chests with this suggestion. You would gain 50% rep for each voyage completed, and lose 100% gold/rep for each skull, chest, MA item on your ship still, which is a very significant amount! I do agree the tension may alter slightly but I think it would be a more healthy tension personally. Players will be trying their best not to lose their loot but won't have such a horrible experience if they do lose their loot, whether that is because they were outplayed, or made a mistake, or wanted to try something new and it didn't work out...

    But yea, it's just my opinion and experiences, that's all I can comment on :) At the end of the day I'm sure Rare want as many people as possible to have the best experience playing their game as possible.

  • @mubhcaeb78 One thing you missed, Gold is also used for purchasing promotions. I know that seems small because the gold cost is minimal. So, minimal it makes me wonder why it is there in the first place. Increasing the cost of a promotion (significantly) would also increase the value of the Gold. You made a great breakdown otherwise, just wanted to add that.

  • @nwo-azcrack said in Reputation - loss, risk and negativity.:

    @angrycoconut16
    Alot if this i feel is about the mentality of gamers nowadays. They are not used to losing it all when they fail. All the classics growing up had a system like 3 lives or something and when you lost you started over from the start. So i guess when i lose and log out with no progress it doesnt bother me because i failed. It was my fault.
    I know what you are trying to do with the thread and if done correctly it wont be a big deal and im not against a little rep for the time put in. Just not in simple tasks and such.
    Anyway thats just my thoughts.

    I love classic games and I understand when you lost, it was "game over" and it meant starting over. However the thing with those classic games was that they were normally short games you could finish in one sitting in a few hours. So it really depended on the type of game.
    Sea of Thieves is quite a bit different because it is slow and takes a long time to achieve something, so when you have to log out without anything to show for the 2 hours you put in the game, you feel dejected. No game should deliberately make anyone feel like that.
    I honestly don't know of any other games that do make a player feel like that. The only other thing I can think of that has happened to me is in games like Fallout or Elder Scrolls where you get so into the game you forget to save the game for like two hours, only to die and think "f**k, I didn't save the game now I have to do the past two hours all over again". That however is a user problem, not a deliberate design of the game.

  • @angrycoconut16

    You're moving the post to allow people to reach pirate legend without returning loot. If the pirate legend is the important aspect of the game to those people the chests become inconsequential. In fact, it probably wouldn't be that worthwhile to even pick them up, just do quests as fast as possible. That's kind of what's happening post pirate legend rep...

    I also don't think being fixated on pirate legend is healthy for this game. Just enjoy an adventure with friends and if you lose everything, remember it doesn't negatively impact your next game. It's not like WoW if there is too much PvP in an area you literally can't progress in the story quests.

  • @savagetwinky The "Gold" in this game is "inconsequential" becasue it's value is only cosmetic. It is only valuable to the players that have to have something that looks different. Except for one little tiny thing... Promotion costs. I mentioned earlier how paying a faction for promotion is so tiny that you hardly notice it. So, if Reputation and Gold were awarded separately, BUT the cost of promotion significantly increased, Gold value will also increase, or at a minimum remain a very lucrative commodity.

  • @theblackbellamy said in Reputation - loss, risk and negativity.:

    @angrycoconut16

    Bump. If players are putting in the effort to experience various elements of the game, I don't think it's too far-fetched to suggest that they be rewarded experience.

    Perfectly Said! Sums it up all in one sentence!

  • @touchdown1504 said in Reputation - loss, risk and negativity.:

    @savagetwinky The "Gold" in this game is "inconsequential" becasue it's value is only cosmetic. It is only valuable to the players that have to have something that looks different. Except for one little tiny thing... Promotion costs. I mentioned earlier how paying a faction for promotion is so tiny that you hardly notice it. So, if Reputation and Gold were awarded separately, BUT the cost of promotion significantly increased, Gold value will also increase, or at a minimum remain a very lucrative commodity.

    Well even the rep in this game is inconsequential. There is nothing that progressing unlocks that is new in a functional gameplay mechanics wise, no story, no new areas, no new quests... You can literally enjoy this game without ever leveling up your quest ranks or care about them.

    It may not sound sane, but being able to lose everything is part of the fun in this game. Its what makes the loss of loot at the moment devastating, it's what makes pirating so thrilling... And you start fresh with no real consequence to how your last game ended.

  • And to anyone that says the game shouldn't reward you for losing, it is not about rewarding you for losing, but rewarding you for playing. Every other game does it, even the hardcore PvP games. One of my favorite games that I've been playing for like 5 years now is World of Tanks, I'm not great at it, my win/loss ration is like 50/50, but even when you lose in that game you get experience and you progress. Heck, sometimes I get more XP and money when I lose than when I win, because it depends on how well you played and what you did.
    Again, a game should make you feel like you are making progress and should make you want to come back and keep playing. Currently Sea of Thieves doesn't do that for many people and that is unfortunate.

  • @greaseman85 said in Reputation - loss, risk and negativity.:

    @nwo-azcrack said in Reputation - loss, risk and negativity.:
    That however is a user problem, not a deliberate design of the game.

    Those games you mentioned have also the possibility of dying before reaching a save point or choosing to save, just as Sea of Thieves has the possibility of your ship being sunk before reaching an outpost. What in actuality makes Sea of Thieves any different?

  • @AngryCoconut16

    1. I agree with your OP
    2. You said you created this one after the old one and intended not to argue a bunch, but I think that's where it's heading.
  • @angrycoconut16 I could get behind this idea strongly though I would like some gold for my efforts simply because that is what I as a player care more about.
    I do believe that the amount of loss will eventually destroy the game and encourages a play-style where people get on and harass other boats and then get off. (I'm not saying that you shouldn't be allowed but it shouldn't be encouraged nearly as much as taking missions and completing voyages)
    Basically, what I'm saying is good idea, but I want my money

  • @lotrmith said in Reputation - loss, risk and negativity.:

    @greaseman85 said in Reputation - loss, risk and negativity.:

    @nwo-azcrack said in Reputation - loss, risk and negativity.:
    That however is a user problem, not a deliberate design of the game.

    Those games you mentioned have also the possibility of dying before reaching a save point or choosing to save, just as Sea of Thieves has the possibility of your ship being sunk before reaching an outpost. What in actuality makes Sea of Thieves any different?

    That's exactly what I said, you can die before saving the game. That's why I said it is a user error and not a deliberate design. You can save those games at any time. Other games that don't have on-demand saving have frequent automatic save points where you lose 10 to 15 minutes at most, not hours.
    You can't do that with Sea of Thieves, hence the experience is not positive for many people.

  • @greaseman85 said in Reputation - loss, risk and negativity.:

    @lotrmith said in Reputation - loss, risk and negativity.:

    @greaseman85 said in Reputation - loss, risk and negativity.:

    @nwo-azcrack said in Reputation - loss, risk and negativity.:
    That however is a user problem, not a deliberate design of the game.

    Those games you mentioned have also the possibility of dying before reaching a save point or choosing to save, just as Sea of Thieves has the possibility of your ship being sunk before reaching an outpost. What in actuality makes Sea of Thieves any different?

    That's exactly what I said, you can die before saving the game. That's why I said it is a user error and not a deliberate design. You can save those games at any time. Other games that don't have on-demand saving have frequent automatic save points where you lose 10 to 15 minutes at most, not hours.
    You can't do that with Sea of Thieves, hence the experience is not positive for many people.

    Those games usually need you to complete something though. Sea of Thieves does not. There is more value gameplay wise creating tension with the ability to lose everything.

  • @savagetwinky said in Reputation - loss, risk and negativity.:

    @touchdown1504 said in Reputation - loss, risk and negativity.:

    @savagetwinky The "Gold" in this game is "inconsequential" becasue it's value is only cosmetic. It is only valuable to the players that have to have something that looks different. Except for one little tiny thing... Promotion costs. I mentioned earlier how paying a faction for promotion is so tiny that you hardly notice it. So, if Reputation and Gold were awarded separately, BUT the cost of promotion significantly increased, Gold value will also increase, or at a minimum remain a very lucrative commodity.

    Well even the rep in this game is inconsequential. There is nothing that progressing unlocks that is new in a functional gameplay mechanics wise, no story, no new areas, no new quests... You can literally enjoy this game without ever leveling up your quest ranks or care about them.

    It may not sound sane, but being able to lose everything is part of the fun in this game. Its what makes the loss of loot at the moment devastating, it's what makes pirating so thrilling... And you start fresh with no real consequence to how your last game ended.

    Sure, but the problem is it is a mental thing. People play games to feel like they're progressing and accomplishing something. People will have to change how they have viewed games for 40 years to fully enjoy the game. Rare won't accomplish that, I'm afraid.

  • @greaseman85 said in Reputation - loss, risk and negativity.:

    Sure, but the problem is it is a mental thing. People play games to feel like they're progressing and accomplishing something. People will have to change how they have viewed games for 40 years to fully enjoy the game. Rare won't accomplish that, I'm afraid.

    Ok but different games accomplish different things for different people. Not all games need or should put emphasis on progression when they've explicitly avoided splitting up the community or need progression.

    This isn't an argument that suggests whether or not this feature is actually necessary or beneficial for this game. It's not hard to rank up and if they make it easier the people playing for progressing will just leave sooner. It adds no value to the game. They'd have to add a lot more to the progression system and fundamentally redesign the core mechanics.

  • @savagetwinky I would say it IS beneficial to the game because you want more people to play it. Sure, some people play a game regardless of progression, but many (even those that don't see a problem with the game) do play for progression (they want to reach pirate legend status). Again for most people it is a mental thing where to keep playing a game there needs to be a sense of accomplishment and progression, regardless of how the progression system works. For a lot of people, Sea of Thieves lacks that sense of progression, or makes it incredibly difficult unless they play the game in an aggressive way and are really good at PvP.

  • @savagetwinky I mean personally I think PvP should reward something, the kraken should reward something, I think rewards should be attainable in many other ways than just loot. If people want to complete multiple voyages and ignore their loot turn in that is up to them, it will be literally half the speed it is now because you are only getting 50%... if would be a lot more time consuming and if someone wants to make their life more difficult that's up to them. If it really becomes a problem that because of this change it would be far more efficient for people to just complete voyages and turn nothing in then I'm all for the rep being adjusted. 50% is just a rough figure. Perhaps 40% is better. I don't know, Rare can decide that. Sometimes you are in situations where it's quicker to go to a successive closer island to do another quest, sometimes an outpost is closer, sometimes an outpost is on the way to an island you want to go to... so I really don't think this will be much of an issue personally.

    I can respect that, and I do thoroughly enjoy the game, I just like giving myself goals in games. I am not fixated, but I like setting my eyes on something. Having an aim makes me that much more eager to play to achieve something. Sometimes that is a really nice hat I want, or a really nice ship colour, other times it's the more long-term goal of pirate legend. I don't think it's unreasonable that people want to achieve it, Rare introduced a goal post by introducing the concept of PL and so I am not fixated but I would definitely like to get there at some point.

    Plus, this isn't just about PL, it's about splitting up the current rewards system a little bit to one which in my mind would be a much healthier experience for someone who prefers voyaging to PvP, or suffers a terrible loss.

  • The rep you're awarded for a voyages completion should be based on voyage difficulty/length. Wouldn't make sense that a voyage that spans multiple islands to award the same rep as a one island voyage. I still think majority of the reputation should be tied to completion, while you're awarded a relatively minor bonus per loot turn in. The gold itself should be enough incentive to do battle for most. To be blunt I don't think you should be able to achieve pirate legend without completing voyages or at the very least it should be difficult. If a majority of rep is still tied to loot, there's still not much reason for anyone not sail in an empty ship and focus on sinking others or server hop. With these changes players would be awarded for mixing up their playstyle.

    Edit: I also think this will lead to more encounters where both players have something to lose or gain.

  • @prodigy-burns I agree with enough rep being tied to completion to not remove the core principles of the game. But yes, that is also one of the ultimate aims, by reducing the loss a bit players will feel like they have more options when it comes to their play style and decisions :) Myself for instance, if I got a decent bonus of rep, I'd still want to protect my loot, but I'd definitely take PvP into consideration. If I am chased I might well say to my crew mate you know what! Lets turn and fight! In addition, if I see another ship and suspect they have some loot.... I might say 'I reckon we can make a nice little bonus, lets go and see what they have!'...

    At the moment players are free to do that of course but the current risk of loss greatly discourages it. And yes! I also think players will end up accumulating a little more loot :)

  • @greaseman85 said in Reputation - loss, risk and negativity.:

    @lotrmith said in Reputation - loss, risk and negativity.:

    @greaseman85 said in Reputation - loss, risk and negativity.:

    @nwo-azcrack said in Reputation - loss, risk and negativity.:
    That however is a user problem, not a deliberate design of the game.

    Those games you mentioned have also the possibility of dying before reaching a save point or choosing to save, just as Sea of Thieves has the possibility of your ship being sunk before reaching an outpost. What in actuality makes Sea of Thieves any different?

    That's exactly what I said, you can die before saving the game. That's why I said it is a user error and not a deliberate design. You can save those games at any time. Other games that don't have on-demand saving have frequent automatic save points where you lose 10 to 15 minutes at most, not hours.
    You can't do that with Sea of Thieves, hence the experience is not positive for many people.

    You are free to visit an outpost at any time in Sea of Thieves. If you choose to do so at a frequency that puts too much loot at risk, that is user error just the same.

  • @lotrmith No it is not, it is game design that deliberately punishes people harshly.

    I'm really not sure why you're against the concept of gaining experience for exploring and playing the game in a different way from how you play it. How you play the game won't be affected in any way.

  • @urihamrayne said in Reputation - loss, risk and negativity.:

    This idea is basicaly just like begging Blizzard to grant 0.5 of a win whenever you get defeated in a match of StarCraft.

    Safety nets for casuals are not going to be a thing, the thread was locked with good reason stop trying to revive it.

    You still get reputation/xp for losses in SC, LoL, HotS, etc so yes, those games have xp mechanics aligned with the OP’s vision. E.g. you get some xp for a loss and more for a win, but never zero.

    On a side note, I don’t think that every person losing a pvp battle is a ‘casual’. As such, the concept of this change benefits everyone.

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