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Peanits

Peanits

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Peanits
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  • Please file a support ticket at https://support.deadbydaylight.com/hc/en-us

    Someone should be able to help you there.
  • Typically the extra cosmetics are the alternative outfits. So to take the Spark of Madness for example, the alternate outfit would be Feng Min's weekend clothes.

    Not 100% sure about this chapter since I'm not home at the moment.
  • Perhaps the key here is to learn how to counter the new killer. The update has been out for only three hours now.
  • Dead by Daylight doesn't have a built in VR mode. You might be able to sorta' get it to work with some other tools, but it would be clunky at best because it's not designed to work that way.

    As a VR headset owner, I will say that with how awkward and taped together as VR can be as is, I wouldn't get your hopes up. Trying to get some games to just work period can be a chore, trying to get them to work through various tools to make non-VR games somewhat VR-able is like a full time job.

  • @AnotherRandy said:
    Peanits said:

    Editing files is not 100% safe. We don't actively hunt you down and ban you for doing something like uncapping the framerate, but if the anti-cheat detects that you're tampering with the files and bans you for it, we won't be able to help you.

    So the short version, if you decide to do it, you're doing it at your own risk.

    This is the same answer everyone gives to any question .. Somehow I can find a super clear answer anywhere, not on steam and not here. Shouldn't be someone in the BHVR team actively working for bans etc? He should now exactly what is allowed and what not and this person should also tell us exactly this. Do you know where I can a clearer answer please?

    We've got a whole team dedicated to bans. Our team will not ban you for uncapping framerate. Our anti-cheat is handled separately though, and if it detects that you're altering files, that's beyond us. That's why it's use at your own risk. We won't ban you, but we can't guarantee that the anti-cheat won't.

  • Editing files is not 100% safe. We don't actively hunt you down and ban you for doing something like uncapping the framerate, but if the anti-cheat detects that you're tampering with the files and bans you for it, we won't be able to help you.

    So the short version, if you decide to do it, you're doing it at your own risk.
  • Hope is actually pretty dope. It nearly doubles the time it'll take for the killer to catch up. It'll more than double that time for any killer slower than 4.6m/s.

    The effect itself is pretty big, it's just situational. I think replacing it with endurance would just be frustrating more than anything because that one hit would often be more than enough to get to a gate anyway.
  • Heyo.

    Because you would technically be modifying files to do so, I would advise against it. It may trigger the anti-cheat when it detects that you've fiddled with your files.
  • @Nickenzie said:
    Oh, hey @Peanits... can you close this thread please?

    Will do.

  • (This is not an official answer, just my own personal thoughts.) While I'm not saying it won't ever happen, it would be a dangerous thing to touch. Due to the way hooks spawn and the way they do not repair if you sacrifice someone on them (aside from with Hangman's Trick), there can often be areas where you can just barely get someone to a hook in time. Increasing wiggle speed could potentially create many deadzones depending on how the map generated. Combine this with sabotaging and you're gonna' have a bad time.

    If you play a fair bit of survivor, you've likely had a bunch of scenarios where you just barely get hooked as the wiggle bar is 99% full. Even a slightly faster wiggle speed would make a huge difference.

  • I don't really think it's going to be meta. You gotta' unhook someone before your first hook. If you get hooked before you can save someone, it does nothing. If more than one person is running it, someone's going to get the unhook while the other guy has to wait for another person to be hooked. And even then, you're broken for a minute, so goodbye healing under the hook.

    In my experience, there's no shortage of people sprinting over carelessly to unhook me as is, so at best it would only save me in those very rare cases where everyone just decides to do their own generator thinking someone else is going to save me as I sit there bleeding out. More unbreakable tier than DS tier. Most of the time you won't need it (and it actually puts you at a disadvantage because you can't heal), but some of the time it can really save you.

  • @Khalednazari said:
    @not_Queen Something like special pumpkin lanterns spawning around the map with which both survivors and killers can interact, adding to special objectives and rng rewards like trick or treat. 

    This one sounded really neat to me, and I was thinking about how something like that could work. I think I've got something in mind that could make for a fun 'event mode' of sorts (like the event generators/hooks of past events).

    Ten Jack-o-lanterns appear randomly around the map.

    • Survivors can light Jack-o-lanterns after a short interaction (5 seconds or so).
    • Killers can smash Jack-o-lanterns (about the same as breaking a pallet or generator).
    • By default, generators repair 30% slower.
    • Each lit Jack-o-lantern causes generators to repair 10% faster.
    • Smashing one makes takes it out of play (can't be lit anymore), and removes the speed bonus if it was lit.
    • (If it's too crazy, each time a generator is powered, it could extinguish any lit jack-o-lanterns, forcing the survivors to relight them.)

    It would encourage you to go around in mad dash searching for Jack-o-lanterns in order to power generators quicker for a short period of time, but the killer is also smashing them as they patrols generators. After the killer smashes them, the game slows down a little (but not too much to make it boring).

    • Bonus points for lighting/smashing, of course.
  • Send a ticket here: https://support.deadbydaylight.com/hc/en-us

    Somebody will respond and assist you through it, and if necessary, restore bloodpoints to you in order to help you get back to where you were.
  • We'll Make It is pretty awesome, and I'm a total hipster that used it before it was cool.

    But I'd be lying if I didn't say Iron Will. Iron Will is the perk that makes playing stealthy possible, and I like to play stealthy. You literally can't hide without it.

  • Nothing has been confirmed yet. It would be neat though.

  • @Master said:
    Let me quickly summon @Peanits :wink:

    No, you don't need to. If someone's making false reports, we'll already see their false reports anyway. This is largely for people trying to falsify information to get other people banned. (i.e. Having their buddy change their name to the name of another player, break some rules, record it, and then report the player they're impersonating. We can see if they were in-game with each other, so this would not work and they might get in trouble for falsifying a report.)

  • Heyo.

    So the problem here is that it's impossible to enforce to begin with. Steam is the obvious exception because the game is tied to their account, so it's very easy to say, "Yes, this guy did this." But when it spills out into Twitch streams, social media, DMs, etc. it becomes very hard to prove. At best, we could only come up with a weak tie to their account, and that can easily be faked to frame someone else. Even Steam isn't solid because someone with half a brain could just use an alt account to do their smacktalking and we'd have (almost) no way to tell who's who.

    In short, we don't want to falsely ban people because we think the person being a dick is them.

    In cases where someone's posting on your Steam profile, I would suggest blocking them, deleting their comments, and reporting them to Valve. Valve can see more about what's going on in their platform than we can, so if someone's using alt accounts to harass people for example, they might be able to tie that back to another account.

  • As mentioned above, please contact support: https://support.deadbydaylight.com/hc/en-us

    Someone should be able to help you there. However, we do not discuss bans in public, so I'm going to lock this thread.
  • A lot of characters are missing from that, not just Bill.

    But Bill is also Valve's character, so there may be some issues there. Typically when you're working with someone else's IP, you need to get stuff like that approved first. Not sure if that's an issue in Bill's case, but I wouldn't be surprised.
  • There is still no official release date. Soon, though, can't get anymore specific than that.
  • Nickenzie said:
    M2Fream said:
    Its useless. I honestly think that with the hatch rework comeing soon, we could get rid of keys entirely.

    Replace them with a new item type -
    Injections. 
    Injections take 3s to use and are consumed on use, however bringing an empty vial back to the campfire, it will be refilled

    Green - on use, cure a status effect
    Purple - on use, cure all status effects and increase movement speed for 15 seconds
    Pink - on use, cure all status efffects and increase movement speed and give the endurence effect for 15s

    Addons -
    Common)
    1) Ruber plunger - slightly decrease injection time
    2) Preformence enhancers - slightly increase repair and sabotage time for 45s
    3) Sedative - pain noises are masked by 25%
    Uncommon
    1)Medication - Immune to new status effects for 30s after the injection wares off
    2) White blood cell vial - you are healed 25% faster for 60s
    3) Glowing agent - after use, you cannot be blinded for the rest of the match
    Rare
    1) Focus enhancer - skillchecks are 20% bigger for 30s and 8% bigger for the rest of the trial
    2) Automatic Plunger - Injectiontime is now .5s
    3) Strange powder -  increases aura reading power by 12m for 90s and then by 4m for the rest of the trial
    Very Rare
    1) Separated Vial - can be injected twice, but slkghtly increases injection time
    2) Irridecent Powder - any time based or % based asset of the item ir another addon is increased by 25s and 10%

    Very creative, @Peanits... what do you think?
    I was actually peeping at this earlier today but didn't have time to reply. I think it's a neat idea for an item, but I don't think it needs to replace the broken key. The broken key can do some pretty cool things with the right add-ons, I just think it consumes charges too fast to be practical. It's a lot like the map, in that regard. Cool, but only cool for like, five seconds before it runs out.
  • For the thrown hatchets? I dunno, them's pretty fast and spinny. I don't think anyone would even notice them. You'd have to try really hard to convince me to pay for something most people would never notice.
  • Just going to go ahead and merge the witchcraft into here.
  • 100% rumor. Nothing has been confirmed yet. The wiki is where the speculation comes from, since it cites September 11th as the release date. That's based off of the release timing of the last chapter, where the DLC launched two weeks after the PTB. Although that's just silly because only one chapter has released that way so far, so it's like trying to spot a trend on a graph with only a single point.

  • As a stealth player, that makes me cringe. I would be getting caught because someone else went down. It's also just a straight upgrade from BBQ & Chili, minus the bloodpoints. It activates sooner and has a better range, and also shows generators to boot.

    I dunno. I'd take just about anything over the current surveillance, but I don't think I'd want that. I feel like there's too many aura reading perks already.

  • Elegant said:

    Doing a full gen solo is purposely faster than the time it takes to fully kill someone on hook from tier 1. This is the counterplay to camping. If a team of players is intelligent then they just do gens while a killer camps. Killer will end up getting a killer but he also gives up 3 generators. If the timers were the same or hook took less time, it would result in killers being able to free camp and would be very unbalanced.

    I was just bringing this up, didn’t mean for an argument to commence @Vietfox @Peanits know anybody who can close this thing?
    As you wish.
  • Oh thank god, I thought I was the only one. I feel like an idiot when I do it.

    Not always, but only when I'm going for a really precise lunge and a split second would make it miss. I don't know what it is, no other game makes me do it.
  • Alone? Not great unless you just want bloodpoints. Combine it with Caulrophobia or Unnerving Presence and it's pretty nasty though. Wouldn't recommend it on sub-32m terror radius killers though.
  • @Mycroft said:

    @Peanits said:
    I'll play Devil's Advocate.

    Who's going to opt to play against well coordinated survivors? I'm willing to bet not many.
    What's that going to do to SWF queue times? It'll make it go through the roof. Remember the beta? That'll just happen again. People will just dodge lobbies until they get in the lobby with their friends, driving up queue times for everyone in the process. And then when you do end up against a group, you won't even know, and people will still complain and accuse them of being a group.

    Well then, I suggest the fundamental advantage that SWF provides be fixed. The way the discussion goes whenever the topic is even mentioned is the issue. It's like asking someone if they'd rather go to a bar and fight vs 4 dudes in an alley or just one.

    People keep blatantly missing the obvious 9000 pound elephant staring them in the face. It's unfair. In a game already titled against them these teams get even more advantage handed to them.

    No one wants that. No one wants to participate in an already frustrating experience having the cherry on top of it being viewed as ok. It's not ok. We knew it wasn't ok when it was implemented. If you don't wan't people to opt out of it, dodge it, completely leave the game altogether then make it better.

    All I see people do is tell killers to get over it.

    That's the much more reasonable way to look at it, and it also happens to be what the plan is. Solo survivors would be brought up to the same level as SWF (in terms of communication, giving them tools like kindred as a baseline to help co-ordinate saves, for example), and then buffing killers up to compensate. That way you level the playing field and can buff killers without leaving solo survivors in the dust.

  • I'll play Devil's Advocate.

    Who's going to opt to play against well coordinated survivors? I'm willing to bet not many.
    What's that going to do to SWF queue times? It'll make it go through the roof. Remember the beta? That'll just happen again. People will just dodge lobbies until they get in the lobby with their friends, driving up queue times for everyone in the process. And then when you do end up against a group, you won't even know, and people will still complain and accuse them of being a group.

  • Possible? Sure.
    What might not be possible is for the clown to fit into that suit. He's a big fella'.

  • Downvotes also had other things tied to them that we could not get rid of (e.g. after a certain threshold of downvotes is met, the post would be hidden).

    If you disagree with someone, it just makes more sense to state why you disagree with them, or upvote a post that says what you want to say. These are forums, after all, not a polling place. I'd rather see people say why they disagree with someone rather than just saying that they disagree.

  • If someone is exploiting a bug to gain a competitive advantage (and we can prove that they're doing it intentionally without a doubt), yes, they can be banned for it. The same goes for any other exploit.

    I'm going to go ahead and lock this here though because drawing attention to it isn't going to cause anything good to happen, it's only going to make it more common.

  • That sounds neat. Hooks might be a little awkward, though, since there would be no hooks left for the killer to use, and using Hangman's Trick would just allow the survivors to farm their scrap more easily. I'd also cut the bear trap part just because it would punish trappers specifically. Maybe toss in searching lockers, searching through broken pallets, or a new objective entirely to add some more variety to it.

  • Yes it does.

    It is NOT a vote system. There is no magic number of votes where the person just gets automatically punished. Each one is reviewed individually, and if we can prove them, they will be punished. Although it goes without saying that it's not exactly possible to go through every single report, so the report system is going to see some changes in the future to make it easier to find those repeatedly getting reported and such.

    You should still absolutely use them. Making a report logs the game and its chat log and allows the ACMs to investigate it. Without reporting it, it'll only save a very limited amount of info and we won't be able to investigate as much.

    There's an actual team dedicated to reports now, basically. About a month ago they hired six of us. You may not see massive changes over night, but over time, we hope to weed out most of the toxic people and cheaters. Please just click that report button though. I can't stress that enough. It's really important for us in order to do our job.

  • @Judgement said:
    @Peanits can you close this thread for me, considering no one wants to have a discussion without being toxic, as default in this community?

    As you wish.

  • @Esheon said:
    Peanits said:

    @Master said:

    @Peanits said:

    @Master said:

    @Peanits said:

    You get sacrifice points (can't remember exactly how these are calculated, think it's 1,250 for someone who hasn't been hooked before), plus a flat rate of 625 just for the disconnect. The sacrifice points are something that's often forgotten about.

    In total, even if a survivor disconnects the first time you spot them, that's 1,875 points a piece. Total of 7,500 points if all four people do it (not counting chase points, etc.). IIRC, it was balanced around the old ranking system (waaaaaay back when the disconnect points were added), where 7,500 points would be enough to safety pip but not enough to pip. (i.e. If all four people leave, you won't be punished, but you also don't deserve to rank up just because four people left.)

    In the end, slightly less than you would get from hooking them, but you also save yourself a lot of time and the game turns into a 3v1 very early on.

    Thats wrong.

    If all survivors DC you are left with 2,5k BP. You only get 625 for the disconnect and not more if you havent hooked them yet.

    I know that for sure because it is only a week ago when a SWF sabotaged my mori daily :wink:

    That is also wrong- or at the very least, supposed to be wrong. The game will also award you 1,250 sacrifice points when they disconnect. Those points are awarded as they disconnect, rather than at the end with the quitter bonus.

    If you didn't get those points, that'd be a bug. You are supposed to get them.

    I have never received those points and trust me, during my days as doc main a lot of survivors DCed on me :lol:

    Funnily enough, I played a round as doctor earlier for a daily and someone disconnected on me almost immediately. Although I actually did get the points.

    It might be a bug, I'm not sure, but I get them pretty consistently.

    Looking at the wiki, i see that back in 1.0.2 it was supposedly set to 625 Brutality and 1250 Sacrifice for a DC. I am pretty sure I've never gotten 1900 points per DC. Now to be fair, I've never paid much attention in my own matches. However...

    Here's a match with 1 DC and 1 "failed to join" where the killer got 1250 total quitter bonus.

    Here's a match with 2 DCs and 1 "failed to join" where the killer also got 1250 quitter bonus.

    In both cases, the quitter bonus at the end was for Brutality, not Sacrifice. There appeared to be no reward in Sacrifice points given for the DCs, whether in the final tally or at the time of the DC.

    It seems as though this scoring event is buggy.

    The one I'm talking about happens as the person disconnects, not at the end. Example here: https://www.youtube.com/watch?v=FbMdtuaT6l8

    Not sure why it doesn't go off sometimes, though. Maybe it doesn't work if they're already on the hook? Not sure.

  • @Master said:

    @Peanits said:

    @Master said:

    @Peanits said:
    You get sacrifice points (can't remember exactly how these are calculated, think it's 1,250 for someone who hasn't been hooked before), plus a flat rate of 625 just for the disconnect. The sacrifice points are something that's often forgotten about.

    In total, even if a survivor disconnects the first time you spot them, that's 1,875 points a piece. Total of 7,500 points if all four people do it (not counting chase points, etc.). IIRC, it was balanced around the old ranking system (waaaaaay back when the disconnect points were added), where 7,500 points would be enough to safety pip but not enough to pip. (i.e. If all four people leave, you won't be punished, but you also don't deserve to rank up just because four people left.)

    In the end, slightly less than you would get from hooking them, but you also save yourself a lot of time and the game turns into a 3v1 very early on.

    Thats wrong.
    If all survivors DC you are left with 2,5k BP. You only get 625 for the disconnect and not more if you havent hooked them yet.

    I know that for sure because it is only a week ago when a SWF sabotaged my mori daily :wink:

    That is also wrong- or at the very least, supposed to be wrong. The game will also award you 1,250 sacrifice points when they disconnect. Those points are awarded as they disconnect, rather than at the end with the quitter bonus.

    If you didn't get those points, that'd be a bug. You are supposed to get them.

    I have never received those points and trust me, during my days as doc main a lot of survivors DCed on me :lol:

    Funnily enough, I played a round as doctor earlier for a daily and someone disconnected on me almost immediately. Although I actually did get the points.

    It might be a bug, I'm not sure, but I get them pretty consistently.

  • @Master said:

    @Peanits said:
    You get sacrifice points (can't remember exactly how these are calculated, think it's 1,250 for someone who hasn't been hooked before), plus a flat rate of 625 just for the disconnect. The sacrifice points are something that's often forgotten about.

    In total, even if a survivor disconnects the first time you spot them, that's 1,875 points a piece. Total of 7,500 points if all four people do it (not counting chase points, etc.). IIRC, it was balanced around the old ranking system (waaaaaay back when the disconnect points were added), where 7,500 points would be enough to safety pip but not enough to pip. (i.e. If all four people leave, you won't be punished, but you also don't deserve to rank up just because four people left.)

    In the end, slightly less than you would get from hooking them, but you also save yourself a lot of time and the game turns into a 3v1 very early on.

    Thats wrong.
    If all survivors DC you are left with 2,5k BP. You only get 625 for the disconnect and not more if you havent hooked them yet.

    I know that for sure because it is only a week ago when a SWF sabotaged my mori daily :wink:

    That is also wrong- or at the very least, supposed to be wrong. The game will also award you 1,250 sacrifice points when they disconnect. Those points are awarded as they disconnect, rather than at the end with the quitter bonus.

    If you didn't get those points, that'd be a bug. You are supposed to get them.

  • @megaweenieman said:
    So it’s always a benefit to the killer when a survivor quits at any moment of the match is what I’m gathering?

    In terms of actually winning, absolutely. It's going to make the rest of the game significantly easier.

    In terms of points, sorta'? It gets really nebulous. You could get more points off of them if they stayed, but the game is also going to be harder. It's really impossible to put an exact value on it. DC = lump sum up front for no effort, if they stay you have the potential to get more points but you have to put more work in. (You get points for finding, chasing, hitting, etc.)

  • I never thought I'd have to say this, but let's try to keep the discussion off of 9/11 and back on topic.

  • @thekatedenson said:
    btw this is only for survivor mains I don’t want anyone’s who plays as killer mainly respond to this cause you guys just love this happening and y’all obviously don’t want it to end so jus don’t comment 

    This is a general subforum where everyone is. People are free to disagree with you if they want.

    I actually think Boil Over is just fine. The problem I have, like you mentioned, is that the hook spawning can be totally bonkers sometimes. I've seen plenty of times where three hooks spawn in a 16m range of one another, and other times where there's only three hooks on an entire half of the map. If they were a little more evenly spread out, I could see Boil Over being very useful. If the killer doesn't see the nearest hook, they'd actually have to take you a reasonable distance away to get to the next one, potentially allowing you to wiggle out (along with making them bump into stuff, slowing them down).

    Sabotaging currently has the same issue. Someone can spend the time to prime a hook, get in position, and then swoop in to save the day, only to realize that there's another hook right on the other side of that wall half a tile away.

    Evening out the hook distribution would also be beneficial to killers, ensure that there aren't massive dead zones in the map where you can't possibly get someone to a hook in time. It can get really bad once one or two people are sacrificed, since those hooks will not respawn.

    If anything, I would just remove the range and instead make it hide the hook closest to you. But I don't think it needs any huge changes. Once the killer downs you, I don't think they should have to struggle just to hook you.

  • @Iceman said:
    Ihatelife said:

    11 september (NOT CONFIRMED)

    I doubt that it would be 9/11 because that will not be good marketing. 

    Nah, it's not unusual for games to release on that date. Plenty of developers will release stuff then.

    Though the September 11th date is not confirmed, it is purely a rumor at this point. I wouldn't book time off work for it until you know for sure.

  • For leatherface, I think it would be awesome to have an add-on that slowly reduces your terror radius while you have your chainsaw charged, eventually to the point where your terror radius is 0m (after 10 seconds or so of charging it), making the chainsaw silent as well. Then you can sneak up behind someone, scare the hell out of them, and stand a good chance at getting an instant down as well. Not only would it be powerful and practical, but it would still be fun to play against because you would know to look out for it after the first time it happens.

    For hillbilly, ¯_(ツ)_/¯
    What do you get a guy that already has everything?

  • @lyric said:
    I hope they release Dr loomis !!! Lol I know they probably won’t but I saw somewhere they’ve worked with the idea and it would be kinda like a tribute to him where the original actor has passed away and was unable to be in the new movie , I know I would throw my money at it if it happened 

    Dr. Loomis would be awesome. I would love to see him in the game along with perks related to sacrificing yourself for others and tracking the killer, to match the films.

  • You get sacrifice points (can't remember exactly how these are calculated, think it's 1,250 for someone who hasn't been hooked before), plus a flat rate of 625 just for the disconnect. The sacrifice points are something that's often forgotten about.

    In total, even if a survivor disconnects the first time you spot them, that's 1,875 points a piece. Total of 7,500 points if all four people do it (not counting chase points, etc.). IIRC, it was balanced around the old ranking system (waaaaaay back when the disconnect points were added), where 7,500 points would be enough to safety pip but not enough to pip. (i.e. If all four people leave, you won't be punished, but you also don't deserve to rank up just because four people left.)

    In the end, slightly less than you would get from hooking them, but you also save yourself a lot of time and the game turns into a 3v1 very early on.

  • 250? That's a lot of games. That's commitment. You should call ahead to friends and family so they don't think you're dead.

  • He loses a fair bit of ground each time he throws a bottle. He'll only make that back up if you get hit by the gas. When you see him start to throw it, change directions. Even if you've got a good thing going where you are, you should have enough time to get to another pallet/window nearby by the time he catches up.

    If they've actually mastered the clown and can plan two steps ahead of you no matter where you go, good luck. Though the same could be said about people who have mastered any killer.

  • I always sorta' thought that it would be a neat mechanic for another killer entirely, but giving that to the trapper would completely change what the trapper is. He would go from a "He puts bear traps wherever he thinks people are going to go" to "He's a ranged killer. Oh, and he also has bear traps that he can place."

    @Vankruze said:

    @Utna said:

    @Vankruze said:
    His traps should be more camo and survivors shouldn't be able to disarm them without sabo.

    No disarm without toolbox or sabo seems pretty much extreme. However, the trapper has the perk Unnerving presence, so it would make sense that his traps triggers skillchecks sometimes, either for sabotaging, disarming, or escaping them.

    It makes no sense to me that all survivors are automatically skilled in disarming bear traps. That actually requires knowledge and training so the fact that it can be done at any given time is a bit of a joke imo.

    The survivors are stuck in the Entity's realm and cannot escape. Each time they die, they just return to the campfire and the cycle repeats. They're bound to pick up a few things, especially since Jake has the knowledge to disarm and break them prior to being taken by the Entity (see: his lore).

  • That was just a phase, though.

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