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CrypticGirl

CrypticGirl

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CrypticGirl
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  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986067#Comment_3986067

    It's very like the outage unfortunately, we're still working on a fix. There's been some headway but it's not fully resolved yet, the team will be continuing to work on it though.

    I'm hoping it's just the outage and not an unfortunate side effect of the "play while you wait" feature. One of my concerns was getting into a lobby as Survivor and then waiting for the Killer to finish their own Survivor game before we could start our match.

  • To be fair, how are they supposed to test it? It's not like they have millions of players on their dev team, and they probably have private servers for play testing

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984116#Comment_3984116

    For Tombstone Piece I completely agree, it needs to be reworked. However, Judith's Tombstone has fine counterplay.

    Judith's Tombstone Myers takes some time to charge up so players paying attention can get a feeling for whether he has it or not based on how long it takes for Myers to tier up. Also he would be able to instadown in T3 anyways, so forcing grabs or getting in lockers isn't even that much different than if he wasn't running Tombstone.

    Judith's Tombstone just requires survivors to be more aware of their surroundings and to make sure they don't end up in a bad situation. If a player can't find a locker or doesn't know to stay on a gen to force him to waste his time or hook, thats a problem with the player.

    Yeah, the only counterplay to Tombstone is to give him free hooks by hiding in lockers. And then the game can flag you for throwing and give you a penalty via the go-next prevention system. And that's a big problem.

  • Yeah, no reason to complain about it being in your inventory. Before long it'll be buried under a whole pile of badges (if it isn't already).

  • Dracula: "What is DBD? A miserable little pile of bugs!!"

    But seriously, strangely, I can see BHVR doing something like this. Remember when they had that smartphone charm where, if you zoomed in reaaaaaallly close, you could see the repeated text, "Shirtless Felix when?" XD

  • @kosaba11 said:

    The worst part? They show the prison on the loading screen, so they could've and should've just done the prison. Would it have been a pain in the backside due to likely being a hybrid of both in-doors and outside? Yes, but at least it would've been something.

    Yeah, I would agree that would be a pain. I haven't been to the TWD map, so I can't comment on it, but I certainly don't want another Forgotten Ruins.

  • @MDRSan said:

    I mean he does tick off the new criteria for getting something killswitched:

    1. Influencers making YouTube videos complaining about it
    2. Multiple forum threads complaining about it.

    And wasn't he killswitched once already because of the insane speed?

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453364/why-do-offerings-still-exist

    Hatch offerings are used quite often, especially with the new change making them secret to everyone but the user (really unhealthy and unfair change)

    All the others though haven't been used often

    Yeah, I always hated how the hatch offering would also let the Killer know where the hatch would be, but I also realized how bad it would be to hide it like this. They really are a double-edged sword either way, but way more of an advantage for Killers, especially now.

  • The offerings do need an overhaul, but I wouldn't say get rid of them entirely. I would say just keep the escape cake/Survivor pudding and Bloody Party Streamers and get rid of everything else, but idk, I feel like that could open another new can of worms.

    As for "making offerings that actually do something," what would you have these offerings do?

  • Good idea, maybe tunnel them out to trigger the go-next prevention penalty and show them that evidence, and then maybe they'll fix that, too.

    But that's probably just wishful thinking at this point... 😭

  • Oni = Shao Kahn?

    Hag = Mileena?

    For Survivors...

    Maybe Yui = Kitana?

    Ace = Johnny Cage?

    Those are just the ones that come to mind at the moment. I'll come back if I think of more.

  • I can't even get the stats page to load at all. I just get a white screen. 😕

  • @MechWarrior3 said:

    I thought they disabled it so that they could fix it, so that it wouldn't do this?

    Yeah, they re-enabled it, and it's still not fixed.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974166#Comment_3974166

    This was the original complaint when the quest system got brought out in the first place.
    The fact that many players simply don't have the time to grind out all the milestones, as compared to the tomes, which gave much better rewards per hour of play.
    And now it has been made even grindier? Just why?

    Yes, I remember those complaints from the release of the new quest system, so I have no idea why they made these changes. Did people really complain about the milestone quests being "too easy?"

  • @miffmiff said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974019#Comment_3974019

    Ah, I should have stated the platform (PS4).

    Good to know it’s doable on PC!

    Agree about transferring preset across survivors.

    Didn't they just add keyboard and mouse controls to consoles? Or does that only apply during match gameplay? Or is that still in a future update?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974429#Comment_3974429

    Less innocent survivors are punished with Go Next, than without Go Next.

    This isn't a "greater good" thing. It's literally "which option causes less innocent survivors to be punished"? And the answer is "Go Next being active".

    But that is a "greater good" thing.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974309#Comment_3974309

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974317#Comment_3974317

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974314#Comment_3974314

    My stance is we currently have A LOT of innocent players that are punished because survivors are bypassing DC penalties. That should matter.

    People should be caring that ragequitting punishes innocent players too.

    The "punishment" innocent players get due to ragequitters pales in comparison to innocents getting punished by go-next prevention.

    Ragequittng leads to two scenarios: a) the Killer may turn friendly, and the remaining players get to farm and goof off and have some fun.

    Or b) the Survivors just lose, which is normal gameplay, so ragequitters aren't even a factor in the overall death ratio.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974279#Comment_3974279

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974288#Comment_3974288

    This still doesn't explain why we had so many evidence videos of the AFK crow punishments, but so few videos of Go Next punishments.

    And steamcharts still has a normal volume of players, so there isn't a large percentage of players that "are afraid to play survivor".

    "If I don't see it, it's not actually happening."

  • @PleaseRewind said:

    Damn. I've been meaning to write a post praising BHVR for the new quests system. Glad I didn't. I was someone who wasn't a fan when it was announced and didn't like it at all. Though I came to like it. I liked there was always a quest for me to do. I wasn't able to get all the milestones done (escape and sacrifice) and some of the quests in the later weeks. Considering this I was glad I didn't have to do all my daily quests to still get the rift complete. As someone who always purchases the premium rift I will be reconsidering this time around. I'm not paying for a rift that I might not be able to complete without grinding away like crazy.

    What a kick in the guts.

    Maybe wait until the last week or so before the rift closes and see how far you get before deciding whether or not to get the pass? Like the last time, maybe it's not as bad as we fear.

  • @rydiafan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974166#Comment_3974166

    And that, sadly, is exactly the result they were hoping for.

    To be fair, there were complaints about the dailies being too mediocre.

    Oh well, maybe there'll be other bonus quests (i.e. 2v8 or other event quests) that'll give us more fragments to help us complete the rift.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974215#Comment_3974215

    The Go Next system isn't falsely punishing people anywhere near as often as most people's anti-slugging ideas would.

    Look how rare the evidence is for the Go Next false flags. There are people in this forums thread, that would absolutely jump at the chance to prove the Go Next system isn't working properly, but instead of giving their own evidence, they just comment on what happened to other people.

    We certainly had a lot of videos floating around the internet of people getting AFK crows, when the anti hiding update happened. So why aren't we seeing a lot of videos floating around the internet, of people getting falsely flagged by the Go Next system?

    Likely because 1) tunneling is less common, and 2) not as many people have access to video recording tools. But just because it's less common doesn't mean it's acceptable.

    Oh, and one more reason could be because people are actually afraid to play as Survivor out of fear of getting falsely flagged.

  • Sounds more like the fog vials need to be killswitched, not the Pig.

  • They just want us to keep playing more. I kind of liked not having to log in every day to complete the rift. I was hoping to take a step back from this game, especially with the return of the go-next prevention, but now I fear I won't be able to.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973921#Comment_3973921

    Let's be super honest here. Some of the people claimed it was impossible to fix ragequitting, because they are a ragequitter, and don't want BHVR to patch the loopholes they use to ragequit.

    That is the actual problem here. There are people that would lie and exaggerate about the Go Next system, because they want it gone, because they want to ragequit without getting the DC penalties.

    That is why every claim against the Go Next system needs to be reviewed. Yes, there might be real problems with the Go Next system, but we need a more accurate estimation of this. For example, is it failing at a rate of 1 in 100,000 or at a rate of 1 in 1,000?

    The most helpful thing, would be for people to record their matches, and submit the videos to BHVR if they feel the Go Next system is working incorrectly. If the Go Next system is failing often, then it should be really easy to get recorded video evidence of it failing, right?

    Look around, you're probably the only person here who is actually defending this system.  Are you assuming that everyone else is a ragequitter?

    It doesn't matter if it fails at the rate of 1 in 100,000 or 1 in 1,000.  One false flag is one too many.  The fact that it was released for a second time with the issues still present just proves that this system will not work, period.

  • @tjt85 said:

    They're nerfing Legion!? So Wesker, Oni, Blight and Nurse get to be completely busted in this mode but not little old Legion. It will be the first time a Killer has been nerfed in this mode not because they're strong, but because all the other Killers are so ridiculous. Cool, cool… Thanks BHVR. I swear, Legion is not allowed to be a decent Killer in any game mode. So frustrating.

    I'm glad to hear the guide class will be buffed to have something other than doing boring gens a bit more quickly. Plus I'll get to play some Survivor games before being destroyed with my main in every trial. So there's that at least.

    Those Killers are probably busted because of Legion.

    How exactly are they nerfing Legion, though?

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973805#Comment_3973805

    Exactly. I said it in another thread, but the prevention hasn't affected the quality of my trials. We still wipe incredibly fast and we still win primarily against friendly Killers or baby Killers. All we do is lose in slow motion 60% of the time.

    I believe I did see that comment. I haven't really noticed a difference either. I still get days where I die in every single match except the last one (which is typically a hatch escape). And when I finally escape a match against a Killer who just turns out to have a single Tier 1 perk, I actually feel bad.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973733#Comment_3973733

    Actually not a bad theory. TERRIBLE idea, naturally. But I could see the logic and how they'd come to that conclusion.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973772#Comment_3973772

    Theoretically that could work. Even my idea of what would massively improve the game, a scaling difficulty system, would require that level of detail to be successful. But I also think BHVR is biting off way more than they can chew here. They don't allocate enough resources to ensuring a system like this would be able to succeed and honestly is so much wasted time and effort devoted to a system that prevents giving up while the massive imbalance to the game that causes steamrolls to be so common goes nearly unaddressed.

    Yes…and my belief is that these steamrolls (or even the potential for steamrolls) is the biggest factor in Survivors giving up in the first place. Even the ones who are downed and hooked within sixty seconds are aware that this could result in a steamroll, thus they give up.

  • @ThatRyanB said:

    Speaking more broadly to the "just remove the system" comments, I can understand where feelings like this come from. It doesn't feel great to be in a situation where you receive a warning, especially if you haven't done anything to warrant this.

    For that reason, if this is happening for some players, I want to help get to the bottom of it so we can understand a) what's happening and b) why it's happening. That way, the team can make informed decisions on how to how to handle this. But in order to do that, we need evidence.

    My job here is to advocate for the wants and needs of the community, so if I'm asking questions about what you encountered, it's often because I want to share those experiences with the team to back up the things you're passionate about. It's rarely as simple as saying "players don't like this", but with detailed feedback, positive changes can often be explored.

    But *why?* Why is this system necessary? The removal of self-unhook was effective in preventing the go-next, so there's no reason to add anything else.

  • Unfortunately, they're still trying to work on it, despite our pleas. This was ThatRyanB's latest comment on our "just remove it" comments...

    1000018033.jpg

    Not that I agree with this, mind you. I don't see how any change to this system could be positive in any way.

  • With the insta-sacrifice happening if all players are hooked simultaneously (even if someone has Deliverance), it removes the possibility of a comeback even more. And with the return of the go-next prevention system, no one will ever want to play Survivor again.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452233/being-penalized-for-getting-tunneled

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972529#Comment_3972529

    I can make make sure that this is passed along to the team. Would it be possible to get a little more information about the matches in which you received "go next" warnings so we can better look into this?

    Specifically, could you describe how the match went, approximately how long into the match were you tunneled, and whether any hook states were spread to other players during the period you were tunneled? Were you hooked first and then tunneled out before anyone else received hook states? With information like this, we can better understand what might be happening here.

    Wow, they actually brought back this horrible system? I've said multiple times there is no way for this system to work properly. If they absolutely must have it in place, they can at least wait for the anti-tunneling and anti-slugging measures to go live.

    But seriously, there's no need for this system. Don't the devs have data showing how much less rage quitting there's been since the anti-self-unhook feature?

  • @hermitkermit said:

    Considering how the queue times for killer seems to be increasing, and incentives have been on survivor for … a few months now? Survivor definitely is in a current state that people have to be bribed to play it, and even then killers are still waiting 5+ minutes while survivor is instant. I would agree it should be cause for some concern. Hopefully the changes in phase 2 will help with some of these pain points but.. I have seen others point to the “anti-face camping” when we thought we were getting “anti-camping” and am a bit worried the anti-slug and anti-tunnel are going to be similar. But we will have to wait and see! Cautiously optimistic.

    Yeah, I think they're only looking to address the most egregious cases of tunneling and slugging (i.e. The first person they see at the very start of the match, ignoring everyone else until that first Survivor is dead, or the four-man bleed out at five gens). They've said multiple times that they don't want to eliminate tunneling and slugging as legit strategies.

    So if we don't notice any major differences after these features are implemented, it'll just mean that it wasn't as big a problem as people claimed. The only Killers that would be affected would be the ones who swear by tunneling and slugging from the get-go.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971268#Comment_3971268

    what did you expect in an assym? the power role not to be powerful? Escaping is meant to be a struggle. The real problem is we've had two survivorless licensed chapters in a row, with only Orela to give something to the survivor side. If they want the game to be balanced both sides need to gain equally.

    But this next chapter is giving us two Survivors and no Killer, so that should even that out.

  • With the targeted 40% escape rate for Survivors, we veteran players probably die as often as the new players, and that's why we're getting matched with them in lobbies.

  • Soul Guard. Gaining endurance when recovering from the dying state is almost mandatory, especially with all the slugging going on lately.

    https://www.twitch.tv/cryptgirl1981/clip/CarelessFantasticTitanVoteNay-lvWLkNBNvlKoVBGl
  • The other day I went against a Legion with Thana, Nurse's, Sloppy, (idk their fourth perk), and that pin add-on that makes you broken when you self-mend. I think that might be a more common Legion build, but for this match, even before the go-next prevention, I had never seen an entire team give up so fast.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968364#Comment_3968364

    I think dc penalty has to be more serious where it fully stuns BP growth, player level growth so no more of those shards that unlock characters or skins or perks.

    People are taking it to lightly and also they have been doing a weird trick with unplugging their internet lately which doesnt give them a penalty because their internet cut off they didnt press abandon.

    But unplugging the internet *does* give you a penalty.  And I think changing the DC penalty decay was a mistake, because it actually forces them to play more to get rid of their penalty points, rather than forcing them to take a break.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967588#Comment_3967588

    The game could make an exception for survivors being surprised by undetectable killers, if the killer wasn’t ever in line of sight.

    Either way, we've already been down that road, and it failed in such a spectacular way that it would be insane to even consider trying it again or fixing the issues. There are way too many "what if" scenarios to make it work properly.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967570#Comment_3967570

    OW tracks things like dmg dealt, dmg blocked, ect as well. If they track the doomfist is JUST taking dmg and not dealing any after the first round of the game, thats a pretty decent tell.

    DBD ideally would have video to fall back on, but tracking things like distance from killer could help at providing context. If you keep running TO the Myers instead of AWAY from the Myers, it can similarly be a pretty decent tell. This of course would need to filter out things like protection hits.

    And what if it's a Scratched Mirror Myers hiding behind the corner and you have no idea he's there? Do you think the game would detect that?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967536#Comment_3967536

    Theres a difference between running non-meta perks and seeking out the killer to point at a hook. Your right though that the current systems in play suck at differentiating why ppl died. A video replay function would greatly help at giving context.

    I believe it's already been determined that DBD's coding is way too old to support match replay, as much as I'd support the idea. I'd love to see my matches from everyone else's perspective.

    So they couldn't implement match replay even if they wanted to.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965504#Comment_3965504

    The problem is the list of reasons was endless. Every time and item on the list was checked off, the list would get expanded to add something else.

    Just because we can't address all of the reasons doesn't mean we shouldn't try to address some of them.

  • We all knew this would happen. Bhvr tried punishing the behaviors you described, but all it did was create a bunch of false positives that punished the wrong people (i.e. People who got hardcore tunneled). I see no way around that.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964932#Comment_3964932

    ah I love these half assed solutions Behaviour cooks up. They are the only ones who do these things. Can't make things well enough in the first place.

    Well, it's hard to say if the "play while you wait" is "half-assed" when we don't even know how it will work.

    I would think it's a good idea at least; I just don't understand how it's going to work.

  • They're actually introducing a "play while you wait" thing in 2v8, but I have so many questions about it. Like, if a Killer lobby is found in the middle of their Survivor match, what happens? Does the Survivor get DC'd as they're transferred to the Killer lobby? Or do the Survivors have to wait while the Killer finishes their Survivor match?

  • @LockerLurk said:

    Here's the big question nobody is asking: Who would it be hurting to simply let this be a thing? And I have never gotten a good answer for it.

    Survivors? Well, no. They're getting the win regardless. They can always get their exit gate thing against someone who wants to play to the end if they so choose, or those challenges could simply be removed.

    Killers? Well, no. They're getting to leave if they feel the other side is being a sore winner and will simply not take their W without trying to humiliate them or get their attention and push them out. And if you don't wanna do it, you don't have to do it. It's optional, like the abandon for Survivors is optional. You don't like it? Don't use it.

    The experience? Well, no. Game's over, experience is over, what more fun is there to have? There's already an unspoken rule to not go to the gates in the Killer community for a reason - the experience isn't good. Chasing people out doesn't necessarily feel good to do just because you can do it.

    The fact is many Killers simply do not want to go to the gates for the same reason many Survivors don't want to wait on the ground in a slug for a 4k. It's boring. Having to force Survs out is boring. It may not be the same exact thing or same exact line, but it's a boring bit of formality when you know you're not going to succeed, in both cases the game is OVER for the side who is in the situation outlined - Survs running out the gate, Killer hunting the last friend while you're on the ground. In both cases it's needless extra time wasted. That's why people want abandon when everyone's in the gate so badly, because people want to move on to the next round without having to waste time when they're just going to leave anyway.

    Look, it's like this - it's just not likely unless you run certain perks or certain Killers you're going to catch anyone at the gate. It's more likely you will lose them. It's also really boring to have to run around spamming your power or breaking pallets because Survivors choose to wait until the last second to leave. For a large number of Killer players, once the Survs are in the gates it's basically over, they're gonna leave, unless you have some sort of weird clutch endgame play that happens once in a blue moon ready.

    So, this being a thing - allowing abandon after a minute or so of the gates being open, let's say - doesn't harm Survs, doesn't harm Killers, and doesn't harm the experience. So I ask again, to the people who for some baffling reason do not want the ability for those who want it to choose to forfeit when a game feels lost, who would it be hurting to simply let this be a thing?

    Who would it hurt? The game as a whole. The community as a whole. If there's one thing this community has proven, it's that people are VERY good at finding ways to abuse things, even if you or I can't see how abandoning when exit gates are powered could be abusable right now.

    Second, people keep asking for more and more situations in which the abandon option should become available (like this thread proves). As has been said multiple times, the line has to be drawn somewhere. If for whatever reason the devs did this, how many more abandon conditions will people demand?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964509#Comment_3964509

    I'm not looking for punishment. I'm not looking to deny anyone their bloodpoints or achievements. I want what is available on one side to be the same on the other. The line wasn't drawn when the killer BMs. It was drawn where survivors felt it was over, even if other avenues could exists. When the gates are opened, even if the killer could do something, they should still be given the option.

    Give killers the abandon button at gate open.

    The abandon was only given to Survivors because they have no options when they're slugged. Killers do have options, they just refuse to use them.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964491#Comment_3964491

    If all four survivors are in the exit gates, and the killer isn't playing a specific couple of characters/addons/perks, then it is literally impossible for them to do anything other than get tbagged. So we shouldn't design around "what if perks/addons" and design around the fact that in the VAST majority of cases, once those gates are opened, the game is over.

    You could hit them and push them out, and that would end the teabagging. That's the equivalent of the abandon button right there. If you refuse to do that, then you'd refuse to use the abandon button if it were available.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964305#Comment_3964305

    If that mattered the Devs would of put in a time requirement before abandon can pop up. Instead it was made to be available the moment everyone is slugged regardless if means exist to get back up. Even if the killer can do something shouldn't matter. They should have the option available.

    Also in 99% of the cases where a Survivor does have Unbreakable, it doesn't get them very far, so the match is still over.

    And 99% of the cases where the survivor is already at the gate they can get out. That 1% only exists if the killer's power can block the exit or the survivor falls away from the threshold. Even then teammates can tank hits and prevent a pickup by healing.

    Even if Survivors can be arses, they're far more likely to be punished for it than BMing Killers. Check out these examples. How hard do you think these Killers were laughing?

    Exhibit A

    Exhibit B

  • @DarKStaR350z said:

    I don’t get the arguement that the game is not over when the exit is powered when the same can be said for 4 man slug, someone could have Unbreakable for example, but survivors can still just DC. I don’t see any reason why the killer shouldn’t be able to DC as soon as the exit is powered if they know they have lost and there is no endgame perks in play.

    Unbreakable might be in play maybe in 4% of the matches. Meanwhile, the Killers always has the ability to push Survivors out (or maybe even score an extra kill if any of them eff up). I actually see that scenario more than I see a Survivor with Unbreakable when everyone is slugged. Also in 99% of the cases where a Survivor does have Unbreakable, it doesn't get them very far, so the match is still over.

  • Deadline. It just gives you more skill checks in random places when you're injured, and reduces the penalty for missing a skill check by 50%. But if you don't miss a skill check, then what does it even do?

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