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Peanits

Peanits

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Peanits
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  • Short version, no.

    Long version, no, because there's a lot more to it. Killers all share the same lunge to ensure that basic attacks are consistent between all killers. If they didn't, killers with small weapons (e.g. Freddy, Clown, Legion) would all have shorter lunges than killers with large weapons (e.g. Trapper, Spirit, Huntress). Obviously this isn't good for gameplay. You wouldn't be able to play different killers without needing to get used to a different lunge length.

    Beyond that, there's latency. The killer appears to be much closer on their screen. When you're playing as a survivor, you don't see them as being that close due to latency. It may not seem like a big deal, but if you're moving at 4.0m/s, even 100 ping is 0.4m of distance. It doesn't sound like a lot, but that's enough to make it look like you're outside of the lunge range. Combine that with animations not lining up 100% correctly with the attack cone due to the size of their weapon and you can have some funky looking hits.

    The important thing is that on their end, they were close enough to hit you.

  • I don't see an issue with it. They're running two perks for a chance to do it. If you hook them before they can unhook somebody else, it doesn't work. If you down them and slug them, it doesn't work. If they manage to unhook someone but their teammate is already running in to save them, they'd probably be better off healing anyway.

    The absolute worst case scenario is you hooking them in the end game only to have them unhook themselves and DS out the gate, but even then, their very situational build paid off because you failed to hook them before.

    I don't see it as being any different from Unbreakable. You probably won't be able to use it, but it could be a game changer if you do.

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/786364#Comment_786364

    You can easily solve this problem by making an indicator above the survivor's name that tells you who on your team has opted out of voice chat? It takes like 3 seconds to think up this solution, c'mon now...

    That's all well and good, but it doesn't change the fact that you're not communicating with them. Now you know that they can't hear you telling them that the killer's camping, just do a gen.

    The end result is the same. You're not communicating like a premade team.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/786350#Comment_786350

    But... What if someone facecamps in order to get kills? That being a strategy and not an inteded way of making someone mad? I get it's not bannable (I don't want it out of the game either, don't get me wrong), but it isn't toxic for you?

    Totally depends. If they're doing it because they're having a bad game and need to get a kill somehow, oh well. I'm sure you're not going to be happy about it, but they're doing what they can to get a kill. If you do it just to stick around for the salt in post game chat, then I'd say it's toxic.

    Problem is that you can't really tell what the context is.

  • Splinters have been retired. Well, not retired in the most literal sense, the existing ones are still there, but we don't make new ones. When the store came out and you could start buying killers for shards, they were discontinued. There's no plans to bring them back at the moment.

  • Medium vaults will not keep your momentum. You come to a complete standstill right next to the window.

    Fast vaults will keep momentum. You'll land a little ways away from the window. Changing directions after fast vaulting will cause you to lose momentum though (i.e. You vault and immediately start running left or right, not straight).

    Otherwise, getting hit might cause the game to "lag back" (it's correcting your position to what the server sees), or having a weak connection might cause a bit of delay between what you see and where the server sees you.

  • @DAMNFASTDEAD said:

    https://forum.deadbydaylight.com/en/discussion/comment/786350#Comment_786350

    I think that makes it really difficult, because you seem to assume that someone could win but not do it and lose at the same time so that others don't have fun anymore, which in turn requires that we all understand the same thing about fun, but we don't. At least that's my impression.

    Maybe we're just on different pages here, but I think there's a pretty clear distinction. To use a more extreme example: Say you're playing killer and see a bunch of toolboxes in your lobby.

    • Equipping Franklin's Demise is not toxic.
    • Equipping Franklin's Demise, hitting a survivor, then camping that toolbox for the rest of the match (not caring if all the gens get done and everyone escapes) just so they lose their item is pretty toxic.

    Basically I draw the line at the point where what you're doing has no benefit, it's purely to annoy someone.

  • Not everyone wants voice chat with strangers. I obviously can't speak for everyone, but I usually turn it off when I'm playing online games these days. It's just not worth it. Half the time you get someone who leaves their mic open the whole time as they listen to music in the background, argue with their mother about cleaning their room, or talk with a friend (not realizing or caring that everyone can hear them). Even if you don't, usually everything's peachy until someone starts dying, and then they turn on you and start screaming over the mic.

    If I couldn't opt out, I just wouldn't play survivor anymore. And I can opt out, you're already missing the point of adding it (you have no idea if the person you're talking to can even hear you).

    If you want to use it with friends, go for it, we won't stop you. But talking with friends and talking with strangers are two different things. Your friends aren't going to throw a fit, get mad at you and start throwing the match when things don't go their way.

  • Doing something not to win, but to make sure someone else has less fun.

    That should really be all there is to it.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/98454/why-devs-keep-saying-get-better-when-their-game-is-unbalanced

    Good sir... Balance is subjective... What is a win for you? As killer, I win when I got a 4k, I loose if I got less than 3k, so... Balance would be 4k every second game, whyle survivors would say getting a 2k every game would be a balanced game.

    Check the stats, as it should, survival rates from rank 20-19 are beneath 50% (expected from new players or noobs), whyle from ranks 18 - 4 the survival rates stand at a 40+% having in mind all the killers and the fact that dailies make you play as killers who ain't Nurse, Freddy or Spirit. If you go to ranks 3 - 1 the survival rates go up to 60 - 70% cause the only way of owning high ranks are with 3 specific killers and the game makes you wanna play as others either to do a daily or to have a challenge.

    The devs are doing their best to balance the game to a 2k average, maybe the problem here is that you've been getting lots of games against Nurse, Freddy or Spirit?

    https://us.v-cdn.net/6030815/uploads/700/A5A0KX85OP33.png

    The statistics you show there are incorrect and have been addressed. We issued a correction on them right below that image in that post. The actual survival rate was around 40% at rank 1.


    Getting back to the original topic: Very rarely will we actually tell someone to get better. We understand that there's a lot of subjectivity when it comes to balance. Sometime's we'll play devil's advocate to spark a discussion or share our own experiences, but that's about the extent of it. The closest we'll get to telling someone to get better is offering counterplay when they bring up an issue.

    Is balance 100% perfect in every way? No, of course not. We keep updating things for a reason. But balance isn't something you can use to excuse every loss, there are also things that you can improve on yourself. I'll even say it about myself, I play poorly sometimes and I lose, but that's usually because I need to git gud, not because it's unfair.

  • @Timtom24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/785987#Comment_785987

    will the event last longer then .. i mean we lost already 3 days. what i mean with that is will the rift get the days back that the delay cost it?

    The event and Rift last the same amount of time, they just get shifted back to the release of 3.3.0. You do not lose any days on either.

  • It's a Lions Gate sale, not a full blown DbD sale.

  • The one in the OP would likely be a SWF. Everyone else in the lobby is within 6 ranks of the killer, and if the rank 18 is playing with someone else that's a higher rank, the higher ranked player is used for matchmaking.

    As for @LordGlint's screenshot, we recently identified an issue that could cause that to happen. I can say for sure if that's the same reason why this happened without checking, but we're looking into it.

  • Nothing is planned in that regard. Delays suck, I get it, but they happen. There's a big difference between unexpected downtime and a delayed update. Downtime means you can't play, it makes sense to give some sort of compensation to make up for long periods of downtime. A delay just means a delay. It's still coming, you'll still get all the stuff you'd normally get, you can still play in the meantime. You lose absolutely nothing.

    The alternative is putting out an update that is not ready to avoid having to give out compensation, and that's a very bad situation.

  • Purely a theory, but it's much harder to pinpoint what balance actually is with the asymmetrical nature of the game.

    To give an example, say you're playing an FPS and have the choice between two guns, both teams can choose whichever gun if they want. They both have the same stats except for damage- one has more damage. It's very easy to look at that and say, "This one is better." It's like comparing apples to apples; you can easily figure out which one is better.

    Here, on the other hand, you're not comparing two guns. You're comparing a survivor and a killer. You can't look at a number and say, "This one is better than that one." They're two completely different things, and it's like comparing apples to oranges. This means you have to judge based on your own experiences and (to a lesser extent) statistics. Some people will say X is OP, others will say X is fine.

    Since there is no clear cut choice, it's way easier to distance yourself from it and say that it's a balance issue instead. Again, going back to a symmetrical example, if the other team is using the better gun, I can just switch to that better gun. If I'm having a hard time against The Nurse, for example, I can't just switch to Nurse to match their Nurse.


    TL;DR: Comparing apples to apples is easier than comparing apples to oranges. You can't look at numbers side by side to say which is objectively better, so a lot of that comes down to subjectivity, and it's way easier to disagree about stuff.


    On a personal note, I try hard to look for where I can improve when I play. It's really easy to fall into a spiral of "I lost because of this" and gloss over what you did wrong. I find that there's very few times where I could not have possibly played better.

  • Completely unrelated, I wouldn't recommend trying to link the two together. We would usually do them after an update, but it's not a hard rule.

  • Huge flaw with that plan: If you sit there for several minutes waiting for the other guy to bleed out while the killer looks for you, they're probably going to find the hatch in the process.

    The best way to discourage people from doing that is probably the simplest way; run Unbreakable. If they slug you to try to get the 4k, they'll regret it.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/784275#Comment_784275

    I'm wasn't comparing the effects of the perks, but making an argument to your comment "it would discourage people from using certain perks", seeing that ruin is one of, if not the most used perk in the game (killers) despite lasting roughly 30 sec in the majority of the matches.

    About the perk itself, give it a CD, make so killers have to manually activate a locker in order to become an iron maiden, but make some changes.

    The sheer amount of useless perks in the game is baffling for both sides.

    There are lots of ideas in the forums for many perks improvement. The devs just have to, you know, read the forums.

    Thank you for the advice. I think I'll give reading the forums a go in the future.

  • She jitters around as she walks, looking like she freezes in place for a second. It's not something you see as the killer, but it can mess with survivors and make them think you're changing directions.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/782017#Comment_782017

    Wouldn't the perk then be some kind of a counter perk to those you mentioned?

    Heck, it would even act as a counter to ds.

    The killer would be giving up one perk slot in the chances he could into someone using those perks. It sounds like a counter to me.

    "Hi, BuT iT wOuLd disCoUrAge PeOple FroM UsIng"

    The same way you discourage killers from using RUIN by having survivors spawn on top of it?

    Comparing it to ruin is a real stretch. That's like comparing apples to oranges.

    They have ample counterplay already, that's the issue. It's one thing if it's a hard counter to something incredibly powerful, but to render an average perk completely useless would be silly.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/784212#Comment_784212

    Was there a poll? Or was this just based on comments and perception of the comunity?

    I'm politely asking, don't get me wrong

    No poll, but general feedback combined with the incredibly low usage rate. Basically a lot of people saying they didn't like it and the stats showing that not a lot of people wanted to play him either.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/784036#Comment_784036

    The changes was not changed for the killers. It was purely survivor feedback and/or killers that enjoyed tunneling that got him reworked. Old Freddy players like myself only wanted the dream transition to cancel out any current actions being done. And his rework even tho it is really good. I and i think many other former Freddy mains find it to be a major nerf to Freddy's top potential.

    And not to say the least the fun factor that he had for me is completely gone. Since i enjoy the hit and run tactics alot and that was the ONLY killer that rewarded that type of playstyle heavily.

    And personally i found it to be very exciting to get out of dream world as a survivor because i knew how crucial it was to my survival. Now i never bother to wake up since it isn't really needed anymore.

    The changes were for everyone. A lot of killers did not like him before and he was widely regarded at the worst killer. Of course there's going to be a few people out there that did like him, but the vast majority of people were not happy with him.

  • It wouldn't be option. New add-ons would conflict with old Freddy (e.g. using an add-on that switches to pallets with that would break him, you wouldn't be able to put them to sleep, only place pallets). Beyond that, old Freddy was also unfun for the survivor side as well. Even if the killer loves playing old Freddy, doing a generator at half speed or less hoping for a skill check was not very interesting gameplay, and it's not something we'd like to bring back.

  • @ClaudettesUncle said:

    https://forum.deadbydaylight.com/en/discussion/98060/hillbilly-can-sprint-90-now

    Well i experience the same all the time, he chainsawed me even if im already behind a wall, i guess its latency -_-

    https://forum.deadbydaylight.com/en/discussion/comment/782349#Comment_782349

    I have no proof recorded, but play a round against a red rank billy on console and you will see, what riotangel mean...

    I have. Being able to chainsaw around a corner at the start of the sprint is intentional. Being able to turn a corner after sprinting for a while is not, and I have yet to see a video of a killer doing it.

  • @MedicSpirit7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/784044#Comment_784044

    @Peanits what about when the ps5 comes out next year? Will our progress on ps4 transfer over??

    I cannot possibly say. I can't even say for sure whether or not the game will be on the PS5 (even though I would certainly hope so). If/when that happens, we'll do a proper announcement.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/784115#Comment_784115

    I actually only heard about the blendette nerf

    What was it?

    Same deal, some of the more blendy clothes were toned down to be a little more visible. A couple characters got them, it wasn't just Claudette.

  • @PrincessPoop said:

    So like what the point of a PTB? Isn’t it there so the devs can collect information like potential bugs? Why did they only find these game breaking bugs the day before the update was supposed to go live?

    You pretty much answered your own question. We ran the PTB, collecting info on some of the known issues (and found some new ones), and we're now trying to get those fixed. Fixing issues takes time, it's not always as simple as changing a few lines of code. Beyond that, you need to figure out what is causing the issue in the first place (the PTB helps narrow this down greatly).

    Again, it's unfortunate, we don't like to be in this position either, but this is what the PTB is for. Had we released the update with those bugs still in the game, you'd have people asking why we bothered with the PTB if we weren't going to fix the bugs that were reported.

  • Funny you should mention that, some of his cosmetics were already altered to be more visible (at the same time as the famous Blendette nerf).

    I can't say I exactly have a hard time seeing him, though. He's a pretty hefty boy. He's like a needle in a haystack if the needle was six feet tall and protruding right out of the hay.

  • It's not currently supported, no. Is it possible? I suppose it could be, although it's not currently on the roadmap and I can't make any promises.

  • I'd say no for the simple fact that the changes were for the benefit of both sides, not just me (as the killer). Even if the killer loves old Freddy and wants to play him, sitting on a generator working at half speed (or less) hoping that RNG would grace me with a skill check so I could miss it wasn't very exciting.

  • There are bugs that we need to fix before the update can go live. Bugs that would ruin your games and make you not want to play. Bugs that would turn a fun event into a miserable time. I get that it's disappointing to have it delayed, I really do, I'm looking forward to playing it as much as the next guy, but forcing it out before it's ready isn't a good idea. We'll let you know as soon as we have more info.

  • @Pulsar said:

    2 killed 2 escape model doesn't work that well. If you all play perfectly and you get two kills, the Killer will likely de-pip or black pip.

    A depip would be unfortunate, but would likely be more indicative of an oversight in the emblem system (things like one shot downs only counting for chaser once). A safety pip would be expected, though. You did draw, after all. You didn't win or lose, so you probably shouldn't be pipping from that. You'd need to perform better than expected to pip.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/782017#Comment_782017

    Iron maiden has to be like one of the top 10 useless killer perks. a survivor could care less for 15 seconds expose effect. I've never been downed by iron maiden exposed effect and I've almost seen no killer run that perk. I think expose effect should be like 60 seconds long like most exposed effects. Also in case you guys don't know, Huntress reload animation is bugged with that perk.

    I actually run it all the time on my Huntress (and she's my main killer lately). I love it. What do you mean by bugged? I've never noticed anything out of the ordinary. I could get behind the exposed effect being a little longer, although it does make for a nice Head On counter.

  • It's a little bit of everything, but not so much bloodpoints. Bloodpoints can be easily adjusted without changing how something works, they're completely separate from balance.

    The target historically has been a 50% kill rate on average (two dead, two escape), although this isn't a hard rule. If something is a little higher than that or a little lower than that and nobody has an issue with it, we likely won't touch it. If everyone's having a blast losing with/to it, that's perfectly fine. Statistics are only a part of it, though. They might show us where an issue may be, but we compare that to the feedback we receive before changing anything.

    To use the Doctor as an example, while he's not the weakest, he could be a little better, and there's also some things that people don't like about him. If we can make him a wee bit stronger while getting rid of the annoying/frustrating/unfun things at the same time, that's a win-win.

  • @WhattheHeck said:

    Thats why i question the Community Manager and mods. After 3 days there are complete silence and thats in my opinion pretty sad

    There's is no update to give. We're going to let you guys know as soon as something changes, but we don't want to spam people by sending the same message every day. There's still some issues we need to iron out first, we're still working on them, we're still trying to get it out as soon as possible. I'm sorry if that's disappointing to you, but beating a dead horse won't fix it.

  • He can only turn quickly like that at the start of his sprint. If he was already charging for a while, I'd be curious to see it if you happen to have it recorded, but that shouldn't be possible.

  • There is no date yet. We're still aiming to have it out as soon as possible, but we really don't have any other details to share right now. As soon as we make some progress, we'll let you know.

  • @Darkwraith13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/782078#Comment_782078

    Fair @Peanits. Hence why it would be a punishment. If you choose to leave me on the ground IRL I am crawling away. I will make no noise to spite you the satisfaction of not taking the opportunity to end me. I have always run Iron Will, Spine Chill, Tenacity, and Dead Hard. We can argue that so and so wasn't using Deerstalker or BBQ&C but that's just a childish way to think about it. The game has been out for a while. People are relatively intelligent enough to do the research on what perks are the best. 93% of killer games are with BBQ&C (in my experience on PS4) so they know the tricks of how to leave people on the ground and exploit using this aura reading to find their prey. Even if they can't find them where they thought they were all they have to do is rely on the grunts of pain. Again if this was IRL I would be silent. I would not want the killer to find me even if I was in pain. My "Iron Will" would suppress my pain and fear to stay quiet. So if we can't defend against that (aura reading) in the "dying state" then we really should be able to have a counter in another way via not making noise in the "dying-state." FlipFlop is impractical in the sense that what if the killer has Iron Grasp in combination with Agitation? Or better yet in my own experience there are just so many hooks too close together? I am a solo survivor. I don't play with anyone so I can't coordinate with my "team-mates" to sabotage hooks.

    What is the goal of the punishment, though? If you do not have unbreakable, you're going to sit on the ground until you bleedout and die anyway. Best case scenario, you crawl to the hatch, but if you're not already close the killer is probably going to find it while looking for you. It would just create a huge lull at the end of the game where you end up playing hide and seek for a couple minutes, and that's not really fun for anyone.

    I wouldn't bring realism into this, though. The game is not aiming to be realistic. Gameplay should always be put above realism.

  • Yes, it does. You can pick two outfits (or six individual pieces) from both sets. Totally up to you.

  • @Darkwraith13 said:

    What I find annoying is that I like immersive but helpful gameplay and I hate when and here is an example, a nurse goes around attacking one after another until everyone is on the ground. This nurse is relying on BBQ&C to find me. But little does she know I was also running tenacity. So I made sure to stay close so it would keep me safe from the aura reading. But no problem she just has to listen to find me. This is what I find annoying. This player is being rewarded for finding me and I can't do anything about it. Not every person slugs. But most people will leave you on the ground to find the last survivor to deny them the hatch. IW should take away all noise what do you and the development team think @Peanits? I mean calm spirit has two functions you don't scream, and you don't alert crows. Why can't IW also do the same in the sense of you don't make grunts of pain at any time? Downed or running around.

    But then anyone who's not using BBQ or Deerstalker has no way to tell where you are unless they comb every single inch of the map looking for the pickup prompt. You can't expect everyone to run a perk for that just in case. I would say that in this instance, you'd be better off running Unbreakable to let you get back up.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/782017#Comment_782017

    Head On and Inner Strength are both very often used by Survivors. Why not allow killers to counter those perks with a perk of their own? I don't think it would kill those Survivor perks, but it would create more variety in the meta and allow Iron Maiden to be useful for killers other than Huntress.

    It would definitely kill Inner Strength. The whole point of the perk is to go into a locker injured, heal up, then exit the locker. If you exit and it injures you again, it has done nothing. Head On has ample counterplay already. You can bait out the Head On or check the locker before they have a chance to jump out. You can even lunge towards the locker and hit them as they jump out.

    It does also counter these perks as is. If the killer's using Iron Maiden and they miss the Head On (or even if they just heal up with Inner Strength), they're exposed, they'll go down in one hit.

  • Making it injure survivors would completely negate a perk like Inner Strength and greatly reduce the value of others (i.e. Head On). Other survivors would just stop using them entirely once they know the killer's using it.

    Exposed has a bit of a risk, but works better with other perks. It could backfire, but you can also outlast the effects. Maybe making the timer a little longer would help, but making it straight up injure you would discourage people from using lockers entirely (at which point, your perk isn't doing anything).

  • We are not planning to buff killers across the board*. We're reviewing things on a case by case basis. Sometimes that'll mean a weaker killer gets a buff (Freddy), other times it'll mean that killers that are too strong get a nerf (Nurse). The Doctor is coming up on our list and will be our next focus.

    * There are some thing's that'll help regardless, though. Things like map reworks are going to take some of the problem spots and make them a little bit more fair for both sides. Though this isn't intended as a buff, more so to help with the edge cases where you can get a really good setup or a really bad setup.

  • It's not. It probably won't make you many friends, but you won't be banned for it.

  • @Mochan said:

    Gen speed should be reduced in half. But 10 gens should be required to light the exit gates and there should be 12 generators total on the map.

    I would dare to say that this would take a lot of the strategy out of the game. Having generators take the time that they do adds points of contention on the map. I can hook a survivor near a generator that I know is almost done to keep pressure on it and stop it from going off while and keep an eye on the hooked survivor as well. If there's more generators and they take half as long, that strategy goes out the window. They can just switch to a different generator and get it done in no time anyway.

    Fewer generators also means fewer places to check. If I have to check double the generators and a couple have a little bit of progress on them, finding survivors is going to be way harder.

  • Odds are you dropped the pallet a little early. You'll get the stun points, but the game won't stun the killer because they're currently in another animation. We tried queuing up the stun so it would happen after the pickup animation finished, but it came with a lot of negative feedback so the change was reverted.

  • Sorry to hear about the messages you received. Hopefully you reported them to Sony, I know they don't tolerate stuff like that.

    There has been no official word about Spirit changes. It's purely speculation. I wouldn't count on it unless you hear it from us.

  • @indieeden7 said:

    "Due to unforeseen circumstances, the Withering Blight event is postponed until the release of the mid-chapter 3.3.0. We're working on getting the update ready as soon as possible and will keep you posted."

    I know that the devs are obviously busy working on fixing whatever issue is causing the delay but surely it can't be that hard to just make a post saying "Sorry, we are still unsure when the update will be ready to release."

    It's still the exact same as before. We don't want to beat a dead horse and post the same thing every day until the update is out. We'll let you know when it's ready as soon as we know.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/781588#Comment_781588

    Oi what was one of the bugs you guys found!

    I love hearing about bugs!

    A beetle. His name is Terry.

  • @Killmaster said:

    I think the devs need to be more transparent, saying "unforeseen circumstances" is too vague i'd rather know what exactly the problem is like perks being broken or the event not working properly.

    Some issues came up when we were getting the update ready- bugs that would not be acceptable if the update went live right now. That's all there really is to it, it's not as interesting as you might think. We just want to make sure it's solid first.

    We're hoping to have it out as soon as possible, but I can't give you an exact time yet. We definitely want to make sure it's out before Halloween, though.

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