Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

Player enemy visual Health Bar update on hit.

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Comments

  • LaetitianLaetitian Member
    edited September 19
    wrote: »
    Usually, in small scaled pvp (2v2, 3v3, up to 5v5) I would vote for an exact, precise HP target bar, because for professionell and well timed switches/target swaps for burst/focus dps you need this information.
    For large scaled pvp which seems to be more in focus the current solution is fine, because individuals care less, group size matters and its not that important if the enemy is at 17% or 22%, its enough to see he is under 25%, last HP bar remaining. If 30 players switch after raid lead calls the target, that 25% player is gone, makes no added value if he was at 17% or 22% precisely.

    No health bar just makes no sense, this is fully random dps without focused and tactical gameplay, you just fire randomly targets without knowing which targets potentially could be finished/swapped to.
    This is such a bad take throughout this thread. (I got to this old quote from scrolling back through quote responses, sorry for bringing up such an old point, but it's been referenced in Flanker and Caeryl's recent messages.)

    You don't have "no information" just because the health bar doesn't tell you the opponent's HP. You have all the information of the 3d battlefield. Abilities flying, players approaching and retreating. If you can't take that information into account to make good calls, that's a skill issue. If anything, that makes the strategic dynamic *more* interesting, because the game won't just tell you the most efficient next target.
    In PvE, it's fine if you want the game to give you enough information to make accurate efficient decisions.
    In PvP, efficiency is supposed to be a luxury you earn by tracking the battlefield and your opponent's behaviour and build, not a presupposed habit of the next "correct" thing to do in order to win.

    This applies regardless of whether we're talking about non-combatant health bars or all health bars being affected by these design choices.

    Noaani wrote: »
    Noaani wrote: »
    Yeah, wouldn't it have been great if L2 showed you player health so you could better judge if you were - from their perspective - helping them out of a tight spot, or trying to steal their mobs?
    But I'd never know if them being at low hp is fine. In L2 there was a class that would excel at dmg if they were at low hp. And if they're surrounded by mobs I wouldn't even be able to see what class they are, so I'd be directly stealing mobs from someone who's at their peak performance.
    Sure, but it would happen less frequently

    Again, you have no idea if you were helping out, how much you were helping out, or if you were hurting the player in L2. If health information is shown, then you are better able to work this out. If class information was also readily shown in L2, it would have solved the issue you are talking about here.

    It's almost as if more information lets people make more informed decisions or something.
    This phrasing is better than before when you called it "exponentially less often," (ostensibly hyperbolic, but still out of character for you?), but even here I disagree with this assumption.
    I don't know that the habit of helping strangers will be any less likely. I personally would probably make it a habit to help out anyone I pass by unless the context somehow makes it unambiuously apparent that they couldn't possibly need it. Specifically *because* I can't see their HP. If they have a freakout about me interfering by healing them or throwing an AoE, I won't care, because I know of myself that if I get any valuable loot, I'll trade it back to them without hesitation.
    No matter which direction player tendency leans, I think you're blowing this way out of proportion by pretending that not seeing who's in danger would all-but-eliminate players quietly helping each other out. (Which is something that already rarely happens in games where you *do* see the HP, so really how significant is what we're talking about here?)

    Also, if you can't take the time to type "help" into chat - how much do you really need the help?


    Which leads to my general assumption about some of the arguments here:
    It seems what some people *really* want to be saying is that an unusual health bar *feels* bad. Unfamiliar and unsatisfying.
    All of which is true. But it also completely goes away after a week or two of adjustment. Because what's ultimately satisfying isn't lowering a player's health bar; it's actually taking that player down.

    So what I think the real concern should be is that, whichever solution Intrepid go with, they should be extremely explicit about communicating the intended purpose of those unfamiliar design decisions to new players, and make it very clear how players are supposed to work with them.
    The only one who can validate you for all the posts you didn't write is you.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Laetitian wrote: »
    This phrasing is better than before when you called it "exponentially less often," (ostensibly hyperbolic, but still out of character for you?), but even here I disagree with this assumption.
    I don't know that the habit of helping strangers will be any less likely. I personally would probably make it a habit to help out anyone I pass by unless the context somehow makes it unambiuously apparent that they couldn't possibly need it. Specifically *because* I can't see their HP. If they have a freakout about me interfering by healing them or throwing an AoE, I won't care, because I know of myself that if I get any valuable loot, I'll trade it back to them without hesitation.
    No matter which direction player tendency leans, I think you're blowing this way out of proportion by pretending that not seeing who's in danger would all-but-eliminate players quietly helping each other out. (Which is something that already rarely happens in games where you *do* see the HP, so really how significant is what we're talking about here?)

    Also, if you can't take the time to type "help" into chat - how much do you really need the help?

    Obviously this is just my experience, but none of this is true for me.

    I don't like being helped when I don't need it.

    I don't like helping people unless I'm sure they need it, but in games where I can see HP and understand a situation, then I help them basically whenever I can. 'People being in danger' might be rare, but FROM there, I'd say that if I can see HP and understand the area I'm in I generally will help.

    I don't expect people to have time to even notice that someone might be around to help them, every time, if they are deep in combat with something serious, and they might not even know, and I definitely don't assume people have time to spare in a fight that they thought they could win and are desperately trying to win, to type anything.

    Especially not in games with quicker and deeper combat.

    This obviously means that sometimes I don't help people who I think have it under control, and I've definitely got the reaction of 'why did you just stand there and let me die?!' but that wasn't because I couldn't be bothered to help, it's because I saw their HP, saw how the fight was going, and figured they were fine. That reaction is rare though because normally I DO help, it's just too late because I overestimated them.

    So, just throwing in the counter-anecdote, and my viewpoint on that. A bar divided into quarters is sorta-enough to know if to help or not but not when the player is at 28%, because it's going to show it at half. As long as 'reacting when I see it dip into the last quarter' is fast enough, it'd be fine, ofc.
    Y'all know how Jamberry Roll.
  • RedLeader1RedLeader1 Member, Alpha Two
    Caeryl wrote: »
    Seems fine and suits the purposes of the game without making it too difficult to know what’s going on in a fight.

    Having no health bars would be dumb as hell.

    I don't know, I think it is worth considering. I'd like to weigh up the pros and cons a bit, rather than just dismiss it as dumb.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Laetitian wrote: »
    I personally would probably make it a habit to help out anyone I pass by unless the context somehow makes it unambiuously apparent that they couldn't possibly need it.

    I don't think you will.

    You won't have time left to play the game if you do. You will also piss off more people than you will help.

    It will not be long (minutes, perhaps) before you realize thst actually no, you won't help everyone out. You'll only help those out that you can see need it.

    As to typing "help" in to chat - most people won't do that. First of all, the small number of people that even have local chat turned on in games are probably more the trolling type rether than the type to help someone out. Second, why take a second to type when you are in trouble? You're busy fighting for your (characters) life.
    Which leads to my general assumption about some of the arguments here:
    It seems what some people *really* want to be saying is that an unusual health bar *feels* bad. Unfamiliar and unsatisfying.
    That may well be what is happening in some cases, however, since you said this in a reply to me I feel the need to point out that this is not the case here.

    I'm arguing FOR the current system as we have seen it, against people wanting to see no rival health information at all.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    The best sign for help from a random player in any MMO is seeing them run by with a train of mobs chasing them—no other signifiers needed! (often not getting any help as not sure if they are running to escape in general or running and hoping you get their aggro)

    Or a dead player surrounded by mobs, a great signifier that perhaps help was too late!


  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    As to typing "help" in to chat - most people won't do that. First of all, the small number of people that even have local chat turned on in games are probably more the trolling type rether than the type to help someone out. Second, why take a second to type when you are in trouble? You're busy fighting for your (characters) life.
    It is truly crazy how different AA's experience (or at least yours in it) is from L2's. Vicinity chat (which included "shouting" within your location) was used nearly all the time, because it's how you talked to other people. And talking to other people would be how you'd socialize in the game, because while your guild was obviously the most important part, socializing on a server where your rep will matter was almost as important.

    L2 definitely had the advantage of click-to-move control scheme, so obviously people chatted more overall, but still, this is more about ratios of chatting than just chatting overall.
  • VeeshanVeeshan Member, Alpha Two
    you know they could have the HP bar section be a passive bonus in the tree, 0 skills point spent HP bars is 1 section (100-0%) 1 skill point would be 2 sections so 50% a bar 2 skill point would be 3 bars at 33% and 3 skill point would be 4 bars at 25% and so on.
  • FlankerFlanker Member, Alpha Two
    edited September 20
    Veeshan wrote: »
    you know they could have the HP bar section be a passive bonus in the tree, 0 skills point spent HP bars is 1 section (100-0%) 1 skill point would be 2 sections so 50% a bar 2 skill point would be 3 bars at 33% and 3 skill point would be 4 bars at 25% and so on.
    Wiki: Players that are not in the same party, raid, alliance, or guild will not be able to see other player's exact health bar values or percentages.This information will instead be displayed in quarters. A player may be able to progress to see sixths or eighths.
    n8ohfjz3mtqg.png
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Noaani wrote: »
    As to typing "help" in to chat - most people won't do that. First of all, the small number of people that even have local chat turned on in games are probably more the trolling type rether than the type to help someone out. Second, why take a second to type when you are in trouble? You're busy fighting for your (characters) life.
    It is truly crazy how different AA's experience (or at least yours in it) is from L2's. Vicinity chat (which included "shouting" within your location) was used nearly all the time, because it's how you talked to other people.
    Yes, in 2003 it was.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Yes, in 2003 it was.
    I (and a ton of other people) used vicinity chat in 2018. Even though the game changed a ton (cause I decided to give a chance to one of the later updates of the game) - people still spoke in chat because that's how you socialize in a game.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    New games soon to come out, although not MMORPG`s

    Dragon Age health bars are quite clean, simple and slender.
    Greedfall 2 has 3 bars each thick with space and other status indicators over.. complete opposite.
  • Mag7spyMag7spy Member, Alpha Two
    akabear wrote: »
    New games soon to come out, although not MMORPG`s

    Dragon Age health bars are quite clean, simple and slender.
    Greedfall 2 has 3 bars each thick with space and other status indicators over.. complete opposite.

    Throne and liberty comes out next week what?
  • AszkalonAszkalon Member, Alpha Two
    I t~ooooooooooooooooooold You - it will be hidden inside my BUTT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Currently no guild !! (o_o)
  • P0GG0P0GG0 Member, Alpha Two
    Aszkalon wrote: »
    I t~ooooooooooooooooooold You - it will be hidden inside my BUTT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    i'm funny on the internet.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Noaani wrote: »
    Yes, in 2003 it was.
    I (and a ton of other people) used vicinity chat in 2018. Even though the game changed a ton (cause I decided to give a chance to one of the later updates of the game) - people still spoke in chat because that's how you socialize in a game.

    Did L2 have world wide chat, or custom chat channels?
  • FlankerFlanker Member, Alpha Two
    edited September 21
    Noaani wrote: »
    Did L2 have world wide chat, or custom chat channels?
    Yes, but only players with Hero of the Olympiad could use world chat. So 1 player of each class on the server.

    There were others too:
    1. Local chat (short radius)
    2. Shout (further radius)
    3. Group chat
    4. Clan chat
    5. Alliance chat
    6. Command channel chat (raid chat basically)
    7. Global chat (described above)


    Edit: 8. Trade chat - forgot about it
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  • LudulluLudullu Member, Alpha Two
    edited September 21
    Noaani wrote: »
    Did L2 have world wide chat, or custom chat channels?
    What Flanker said. And to add to that, 3-7 are global in the sense of "you can be anywhere and people in that chat will see your message", with the Hero chat being visible to anyone in the world as long as they checkmark it in their chat tab.

    Trade and local shout (the one with the further radius) are active within the location you're in. And the vicinity chat has a farily small radius. I'll go check it in a bit to show it off
  • LudulluLudullu Member, Alpha Two
    A damn pain to show this in screenshots, but here's the difference on the right side of the screens. The distance between where I said 8 and where I said 9 is tiny, but the white chat (the vicinty one) is already gone. In other words, it's a near direct line of sight kind of chat.
    0kfl7kjv445s.png
  • FlankerFlanker Member, Alpha Two
    Noaani wrote: »
    Yes, in 2003 it was.
    I (and a ton of other people) used vicinity chat in 2018. Even though the game changed a ton (cause I decided to give a chance to one of the later updates of the game) - people still spoke in chat because that's how you socialize in a game.
    I mean, if I decide to play it tomorrow, I would use it... starting from tomorrow. Is there anything wrong with vicinity chat?
    n8ohfjz3mtqg.png
  • LudulluLudullu Member, Alpha Two
    Flanker wrote: »
    I mean, if I decide to play it tomorrow, I would use it... starting from tomorrow. Is there anything wrong with vicinity chat?
    I was just clarifying for Noaani that it's not just 2003 that had the culture of talking in chat when a game has chat. It's simply a difference in culture. Either AA vs L2, or perhaps western vs CIS/eastern.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 21
    Noaani wrote: »
    Did L2 have world wide chat, or custom chat channels?
    What Flanker said.
    Right - so no.

    When your game leaves players starved for communication options, it isn't surprising that they use the meager ones on offer.

    The reason people don't use local chat any more is because games every other MMO offers better options.

    Saying you use local chat in L2 when you are only using it because the game doesn't offer you a better options isn't a great argument for either L2 or local chat. If you were using local chat in a game that had global chat channels and custom channels, then I'd have some more questions.
  • LaetitianLaetitian Member
    edited September 21
    Noaani wrote: »
    Saying you use local chat in L2 when you are only using it because the game doesn't offer you a better options isn't a great argument for either L2 or local chat. If you were using local chat in a game that had global chat channels and custom channels, then I'd have some more questions.
    1) World chat existing on its own isn't the only reason people in modern games don't use local chat. It's also because modern games handle chat switching really badly. People use omni-tabs and chat with everyone from there, making chat switching tedious.
    More user-friendly chat windows switch the active chat to the primary channel of the tab. So if you're looking at local chat, you're always chatting in local chat, unless you're actively using a channel command. Instead of locking you to your last active chat option, regardless of what you're looking at.
    You can try to justify this with user preference all you like, but the only real reason modern games don't handle active tabs properly is because their UI devs get lazy, and can't handle balancing personalised customisability AND proper default behaviour. It's always one or the other.
    In any game I've played where clicking and viewing the local chat tab automatically lets you respond in the local chat tab, people use it when appropriate.

    2) You're being dishonest by calling the alternatives "better." Just because people use them doesn't mean the game should have them.

    People use L4G tools, doesn't mean games without them are worse. Exact same logic. Not every type of chat channel players use is good for every game.
    The only one who can validate you for all the posts you didn't write is you.
  • FlankerFlanker Member, Alpha Two
    How did even get to this discussion? How is it relevant? A gentleman whose name I won't mention decided to switch topic to something that makes no sense again?
    n8ohfjz3mtqg.png
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Saying you use local chat in L2 when you are only using it because the game doesn't offer you a better options isn't a great argument for either L2 or local chat. If you were using local chat in a game that had global chat channels and custom channels, then I'd have some more questions.
    This comes back to the discussions of "pls, Intrepid, give us global chat so we can spam the entire fucking server with our BS; but no, limit us in ability to spam chat so that we DON'T spam chat, but still give us the global chat". Do you see how dumb that is?

    Even in L2, a game with diret teleportation, I couldn't give a flying fuck about someone on the other side of the world. Why in the hell would I need a global chat? I want to interact with people that I can see and with people in my location, in case there's a PKer or some pvp going down right around the corner.

    This was one of your worst arguments so far, Noaani.

    P.S. a ton of private L2 servers make one of the channel types (like shout or trade) global. You know what that does? It leads to pointless spam and useless convos between people that got nothing to do with each other (and this chat then has to be limited to only high lvl characters, in order to avoid bot spam and stuff like that).

    AND EVEN THEN people use vicinity chat when they see each other, because spamming the fucking global chat when you're literally seeing each other is the most asinine thing I could think of.
  • LudulluLudullu Member, Alpha Two
    Flanker wrote: »
    How did even get to this discussion? How is it relevant? A gentleman whose name I won't mention decided to switch topic to something that makes no sense again?
    It's related to the argument that green hp should be visible cause poor greens can't type a 4 letter word if they're in trouble.
  • Mag7spyMag7spy Member, Alpha Two
    Noaani wrote: »
    Saying you use local chat in L2 when you are only using it because the game doesn't offer you a better options isn't a great argument for either L2 or local chat. If you were using local chat in a game that had global chat channels and custom channels, then I'd have some more questions.
    This comes back to the discussions of "pls, Intrepid, give us global chat so we can spam the entire fucking server with our BS; but no, limit us in ability to spam chat so that we DON'T spam chat, but still give us the global chat". Do you see how dumb that is?

    Even in L2, a game with diret teleportation, I couldn't give a flying fuck about someone on the other side of the world. Why in the hell would I need a global chat? I want to interact with people that I can see and with people in my location, in case there's a PKer or some pvp going down right around the corner.

    This was one of your worst arguments so far, Noaani.

    P.S. a ton of private L2 servers make one of the channel types (like shout or trade) global. You know what that does? It leads to pointless spam and useless convos between people that got nothing to do with each other (and this chat then has to be limited to only high lvl characters, in order to avoid bot spam and stuff like that).

    AND EVEN THEN people use vicinity chat when they see each other, because spamming the fucking global chat when you're literally seeing each other is the most asinine thing I could think of.

    This is not a good take, it is akin to saying everyone has vehicles but there is limits to the speed at which you can drive. So they should remove all speed limits.

    Like everything there are rules in place to keep things in check, and over people spamming its done so in moderation so people that want to use it have a chance to interact. The solution isn’t to not have global chat, but to implement proper moderation to balance the experience for everyone. And you are trying to make a argument that balancing out the experience means global chat is dumb (which is one of the worse arguments you can make).

    Ashes has a lot more going on then L2 information is going to be important, and though global chat won't give a whole picture it will help people in some element. Or simply just be part of community building in general.
  • FlankerFlanker Member, Alpha Two
    Mag7spy wrote: »
    This is not a good take, it is akin to saying everyone has vehicles but there is limits to the speed at which you can drive. So they should remove all speed limits.

    Like everything there are rules in place to keep things in check, and over people spamming its done so in moderation so people that want to use it have a chance to interact. The solution isn’t to not have global chat, but to implement proper moderation to balance the experience for everyone. And you are trying to make a argument that balancing out the experience means global chat is dumb (which is one of the worse arguments you can make).

    Ashes has a lot more going on then L2 information is going to be important, and though global chat won't give a whole picture it will help people in some element. Or simply just be part of community building in general.
    Good luck giving 10,000 players the same chat. Good luck "moderating" it. Who's gonna do that? Intrepid? As if they had nothing else to do. What if there is gonna be 50 active servers? Or 100 if the game ends up being really successful? Also, gold sellers will give you a huge "THANK YOU" for the opportunity to reach up to 10k players right away
    It's related to the argument that green hp should be visible cause poor greens can't type a 4 letter word if they're in trouble.
    Omg again? Some people just can't read, I swear. F this S I'm out
    n8ohfjz3mtqg.png
  • LudulluLudullu Member, Alpha Two
    Mag7spy wrote: »
    Ashes has a lot more going on then L2 information is going to be important, and though global chat won't give a whole picture it will help people in some element. Or simply just be part of community building in general.
    Even if you somehow manage to completely control the global chat to a point where no one is flooding it with random shit - 10k people on the server can still post there about their important information, which is still inevitably spammy, purely due to the scale of it all.

    This also completely removes the information brokership and the power that comes with that. If any random person can yell "omg, guild X is gathering at this location" - that completely removes the requirement for X's enemies to have outlooks or spies to track X's movement.

    And this also comes from direct experience on L2 servers that had global chats. Even the Hero chat that was mentioned above would usually lead to a similar situation, even though there were ~30 Heros on a server.
  • Mag7spyMag7spy Member, Alpha Two
    Flanker wrote: »
    Mag7spy wrote: »
    This is not a good take, it is akin to saying everyone has vehicles but there is limits to the speed at which you can drive. So they should remove all speed limits.

    Like everything there are rules in place to keep things in check, and over people spamming its done so in moderation so people that want to use it have a chance to interact. The solution isn’t to not have global chat, but to implement proper moderation to balance the experience for everyone. And you are trying to make a argument that balancing out the experience means global chat is dumb (which is one of the worse arguments you can make).

    Ashes has a lot more going on then L2 information is going to be important, and though global chat won't give a whole picture it will help people in some element. Or simply just be part of community building in general.
    Good luck giving 10,000 players the same chat. Good luck "moderating" it. Who's gonna do that? Intrepid? As if they had nothing else to do. What if there is gonna be 50 active servers? Or 100 if the game ends up being really successful? Also, gold sellers will give you a huge "THANK YOU" for the opportunity to reach up to 10k players right away
    It's related to the argument that green hp should be visible cause poor greens can't type a 4 letter word if they're in trouble.
    Omg again? Some people just can't read, I swear. F this S I'm out

    It will be monitored the same way every mmo that has 100k+ concurrent players talking and using different chats in any game. This is literarily nothing new lol?

    Gold seller argument makes 0 sense, they will be banned and its easy money since they need to buy another subscription.

    These arguments do not make any sense.
  • Mag7spyMag7spy Member, Alpha Two
    Mag7spy wrote: »
    Ashes has a lot more going on then L2 information is going to be important, and though global chat won't give a whole picture it will help people in some element. Or simply just be part of community building in general.
    Even if you somehow manage to completely control the global chat to a point where no one is flooding it with random shit - 10k people on the server can still post there about their important information, which is still inevitably spammy, purely due to the scale of it all.

    This also completely removes the information brokership and the power that comes with that. If any random person can yell "omg, guild X is gathering at this location" - that completely removes the requirement for X's enemies to have outlooks or spies to track X's movement.

    And this also comes from direct experience on L2 servers that had global chats. Even the Hero chat that was mentioned above would usually lead to a similar situation, even though there were ~30 Heros on a server.

    At that point it becomes everyone opinion bias on what they consider spammy (not important to them). At the end oft he day its a community and not all information will be relevant to you. Nor do you need to read all global chat and pay attention to every moment if you don't want to interact. Though some people do and enjoy talking / connecting / bantering / etc.

    If someone seems them gathering and calls them out they get called out. You already said you are for node chats (which there should be one as well) there is no difference for that. Either way they will be called out and if people are paying attention they will see them.

    Either way this helps general and casual players more, to have the chat, interact and feel like they are pat of a community or more easily able to find one for themselves.

    this concept on hiding information by not letting people interact in global chat is one of the worse takes. This is not 20 years ago, we have multiple discords and discord communities. With or without global chat people will get pinged on what is going on. There will be discords for the server, discords for nodes, guild alliances. The only players that are hurt are casual ones at the end of the day.

    Anything going on that is important, is going to be found out with the use of discord. Rather then over use of discord keeping more of it in game is better.

    Eventually you guys are going to wake up to the level of organization already going on in this game...Between guild discords, and other summit discords between guilds. When the game is in a stronger point in alpha you will see those develop even further. Which Ludullu i don't see you in a single one of those discords as well.
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