Lord of the Rings Online launched a "Legendary" server last week, with a lower level cap, slowed down levelling, and some of the original quests added back in. It's also a subscriber-only server. I gave it a whirl last night.
First of all, LOTRO has a very long download and install process. It took something like four hours before everything was fully installed. The process of subscribing is also a little janky. You have to log into a non-Legendary server first to get access to the store.
Lately, I keep debating if I should play a healer or tank so that I can join group content in new MMOs. This time around, I just chose the most appealing class, a Human Captain. It's very similar to a paladin with a 2H weapon, buffs, and heals.
Way back in 2007, I wrote a First Impressions post of LOTRO. Pretty much everything I said in that post applies today. The graphics are a bit better, but the colour palette is much the same. Movement and combat feels very similar. It is interesting to see how many elements have been incorporated into other MMOs, especially the quest tracker details.
Somehow, though, I feel a little more charitable to the game this time around. I'm enjoying the slower pace. I haven't got very far, I'm still in the introductory town of Archet. But it's really nice to see all the classic Lord of the Rings elements like Hobbits, the Rangers, and the Nazgul.
Also, there's a lot of world chat going on, which is nice to see. And for once they're not discussing WoW. Instead all the chatter is about Moria.
Tuesday, November 20, 2018
Monday, November 19, 2018
Blue Mage Controversy
FFXIV's newest class, Blue Mage, is proving to be quite controversial. Here's the basic outline (taken from Reddit):
- Will start at level 1
- Initial level cap will be 50 which will be raised at later dates
- Gear will be from ranged magic DPS
- Initial amount of monster skills will be a count of 49
- 24 monster skills will be equippable at once
- Developed more for solo, including new content "Masked Carnival" for Blue Mages
- Various restrictions including not being able to use Duty Roulettes to enter parties
- You can enter pre-formed party instances, but obviously the level cap is at 50
Basically, the Blue Mage learns skills by fighting monsters with that skill. There is no obvious order in which skills are gained, or what skills a Blue Mage can choose to use. This is apparently very true to the way Blue Mage has been depicted in previous Final Fantasies.
The big controversy is that SE is locking them out of random match-making content like levelling dungeons. The obvious reason is to keep Blue Mages who don't have the necessary skills equipped or learned from negatively affecting the party.
Blue Mages can do content in pre-made parties, but in FFXIV the vast majority of content is done through automatic matchmaking.
I think it's a very interesting experiment, seeing how far SE can push the current FFXIV class/role structure. I believe they're being conservative for now. FFXIV has had several classes introduced with unique mechanics at the start, but ended up having to be brought in line with the existing classes, and much of their uniqueness removed. Dark Knight suffered from this a lot, I believe.
If Blue Mage works out, I imagine that automatic matchmaking will be opened up to allow them in, perhaps with extra requirements on which skills must be equipped.
I'm a big fan of experimentation, so I'm excited to see how this will work out.
Friday, November 16, 2018
FFXIV Shadowbringers Expansion and Blue Mage
FFXIV is having it's Fanfest this weekend, and it announced the latest expansion, Shadowbringers:
I do like that FFXIV teases things, rather than stating them outright. I'm a little tired of everything in WoW being revealed and data-mined months in advance.
Apparently, Viera (some sort of bunny race) was strongly hinted at. Yoshi-P wore a Bugs Bunny t-shirt, which is as close to gospel as FFXIV gets.
There are multiple classes coming, including Blue Mage:
FFXIV does like flamboyant casters (see Red Mage).
Blue Mage is actually coming out in Patch 4.5, but has a level cap of 50, which will be raised later. It's a little unsure what SE has in mind here. Is it like a preview, do they think they won't meet the 4.5 deadline with a full class, are they dealing with balance concerns? The last class they released in a mid-expansion patch was Rogue/Ninja, and that did have a lot of balance issues at first.
It's also possible that this isn't a regular job, but more something meant for solo play.
All in all, Shadowbringers looks pretty interesting. It sounds like the major story arc with the Ascians that started in 2.0 will come to a close. And it continues FFXIV's focus on story and traditional dungeons.
I do like that FFXIV teases things, rather than stating them outright. I'm a little tired of everything in WoW being revealed and data-mined months in advance.
Apparently, Viera (some sort of bunny race) was strongly hinted at. Yoshi-P wore a Bugs Bunny t-shirt, which is as close to gospel as FFXIV gets.
There are multiple classes coming, including Blue Mage:
FFXIV does like flamboyant casters (see Red Mage).
Blue Mage is actually coming out in Patch 4.5, but has a level cap of 50, which will be raised later. It's a little unsure what SE has in mind here. Is it like a preview, do they think they won't meet the 4.5 deadline with a full class, are they dealing with balance concerns? The last class they released in a mid-expansion patch was Rogue/Ninja, and that did have a lot of balance issues at first.
It's also possible that this isn't a regular job, but more something meant for solo play.
All in all, Shadowbringers looks pretty interesting. It sounds like the major story arc with the Ascians that started in 2.0 will come to a close. And it continues FFXIV's focus on story and traditional dungeons.
Thursday, November 15, 2018
Mythic Zek'voz
My guild killed Mythic Zek'voz last night! This puts us at 3/8 Mythic.
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| Been a while since I've posted a killshot |
Mythic Zek'voz took us about three weeks or so. I think more than anything else, we just needed to put time into the fight, practice the mechanics and slowly get used to the timers.
We did this using a normal strategy, moving from one voidweaver to the next. I had an idea where half the raid attacks the left voidweaver, and the other half takes the right voidweaver. Minimize target-switching and keep people spread out and use most of the room. Sadly, we never tried it out, so I have no idea if it would work or not.
Now to see if we can repeat the kill next week. On to Vectis!
Wednesday, November 14, 2018
Overhauling Mounts
In theory, WoW has a very large number of mounts which players can ride. In practice, though, everyone seems to use the same three or four mounts: water striders, sky golems, yaks, or mammoths.
This is because these mounts have unique special abilities. Water striders can walk on water, golems can gather materials without dismounting, and yaks and mammoths have vendors so you can sell and repair.
WoW should spread out these special abilities to other mounts. Ideally, every mount should have one, and only one, special ability. That way you would have a variety of mounts to use in different situations.
Potential properties:
This is because these mounts have unique special abilities. Water striders can walk on water, golems can gather materials without dismounting, and yaks and mammoths have vendors so you can sell and repair.
WoW should spread out these special abilities to other mounts. Ideally, every mount should have one, and only one, special ability. That way you would have a variety of mounts to use in different situations.
Potential properties:
- Flying - can fly
- Fast - can move faster than normal
- Gathering - can gather without dismounting
- Vendors - has vendors
- Two-Seats - can carry a passenger
- Swimming - provides water-breathing and faster swim speed
- Steady - cannot be dazed or dismounted
Of course, this is a nerf to Sky Golems and some Two-Seats mounts as they effectively have two special abilities. Personally, I think the Sky Golem is a little too good, and could stand a nerf.
Another possibility is to come up with a few more properties, and then let each mount have two special properties. That would lead to a bunch of combinations.
I think making sure all mounts have access to special abilities would make it more likely that a wide variety of mounts are used, and reduce the importance of getting specific chase mounts. Personally, I'm a little tired of seeing everyone on water striders, and would like to use a different mount every so often.
Tuesday, November 13, 2018
FFXIV Eureka
In Stormblood, FFXIV introduced a new area/system called Eureka. It's meant to be a more old-school group mob-grinding experience with a lot of players (up to 144 per instance). As such, it's pretty controversial, especially among the forum community which prizes "skill". I kind of like it though.
In Eureka, you have a separate "elemental" level and all your stats are synced to a fixed point. Creatures generally require a group to kill, and experience has a very high drop-off, so you're sort of restricted to a band within two levels of your own. The larger and more skilled your group, the higher you can go.
The mob density is somewhat high. You can sneak around and run behind high level monsters without aggroing them, but you have to be careful and deliberate. If you accidentally aggro a monster with a much higher level, it will kill you in one or two hits. You cannot use a mount until max elemental level.
There's also a mechanic where you can attune yourself to certain elements, and either take less damage from or deal more damage to creatures of that type. Finally, when you kill a creature your level or higher, it starts an "XP chain", increasing the amount of XP you get. If you kill the next creature within a minute or so, the XP chain increases.
So the base way you play Eureka is get into a small group and chain-pull specific mobs around your level. As your level increases, you have to keep moving to find new mobs. There are challenge logs which require you to kill 30 or 60 creatures of a specific element once a week for a lot of XP.
The second way to play Eureka is the Notorious Monster train. If you kill enough of a certain monster, a Notorious Monster will appear. Once an NM is killed it won't respawn for a couple of hours. So people form a train of multiple 8-man groups, and move from area to area triggering NMs.
Killing NMs usually gives more currency to upgrade gear, while challenge logs are faster to level.
There are some interesting design decisions here and there. For example, if you respawn when you die, you lose XP, even dropping you back to the previous level. But if someone resurrects you, then you don't lose anything. So you'll see people asking for resses in general chat, and healers and red mages sneaking around trying to get to them and resurrect. A small binding together of community.
Eureka is not high skill or anything, but I find it fun. It's nice to join a group and just grind, or run around in a large group attacking, healing, ressing, with some chatter. It's low intensity group content, which I think has been missing from the current generation of MMOs. It's something you can dip in and out of. Join the train, kill a few NMs, then leave. Groups pick up new members and lose old members as time goes on. A feeling of continuous content rather than something with a defined start and end.
In Eureka, you have a separate "elemental" level and all your stats are synced to a fixed point. Creatures generally require a group to kill, and experience has a very high drop-off, so you're sort of restricted to a band within two levels of your own. The larger and more skilled your group, the higher you can go.
The mob density is somewhat high. You can sneak around and run behind high level monsters without aggroing them, but you have to be careful and deliberate. If you accidentally aggro a monster with a much higher level, it will kill you in one or two hits. You cannot use a mount until max elemental level.
There's also a mechanic where you can attune yourself to certain elements, and either take less damage from or deal more damage to creatures of that type. Finally, when you kill a creature your level or higher, it starts an "XP chain", increasing the amount of XP you get. If you kill the next creature within a minute or so, the XP chain increases.
So the base way you play Eureka is get into a small group and chain-pull specific mobs around your level. As your level increases, you have to keep moving to find new mobs. There are challenge logs which require you to kill 30 or 60 creatures of a specific element once a week for a lot of XP.
The second way to play Eureka is the Notorious Monster train. If you kill enough of a certain monster, a Notorious Monster will appear. Once an NM is killed it won't respawn for a couple of hours. So people form a train of multiple 8-man groups, and move from area to area triggering NMs.
Killing NMs usually gives more currency to upgrade gear, while challenge logs are faster to level.
There are some interesting design decisions here and there. For example, if you respawn when you die, you lose XP, even dropping you back to the previous level. But if someone resurrects you, then you don't lose anything. So you'll see people asking for resses in general chat, and healers and red mages sneaking around trying to get to them and resurrect. A small binding together of community.
Eureka is not high skill or anything, but I find it fun. It's nice to join a group and just grind, or run around in a large group attacking, healing, ressing, with some chatter. It's low intensity group content, which I think has been missing from the current generation of MMOs. It's something you can dip in and out of. Join the train, kill a few NMs, then leave. Groups pick up new members and lose old members as time goes on. A feeling of continuous content rather than something with a defined start and end.
Friday, November 09, 2018
Destiny 2 Impressions
Activision is giving everyone on PC the base game for Destiny 2 during November. Just open Battle.net and claim it as a gift.
I gave it a whirl. It's a pretty straightforward looter-shooter. You shoot things and collect loot. I rather like the variety of weapons. The inventory system is great, as it is combined with the character pane. Items are sorted by slot, so it's really easy to use. You can break down unneeded items for cash right away.
It's a little weird, but for a futuristic shooter the story is very "high fantasy", with lots of magic, and magic-like elements running around. I suppose it's kind of necessary for a game where you can respawn from death. The story is fairly mundane so far.
It has a fair amount of cutscenes and lots of voice acting. Nathan Fillion plays a very Nathan-Fillion-esque character. Your character doesn't say anything, but she has an AI companion, Ghost (possibly not an AI but a real ghost), who talks for you. The Ghost also delivers information to your character during missions.
I played a warlock. I'm not entirely sure what the major differences between classes are. It seems to be mostly special abilities, while primary gunplay is very similar.
One thing I had a lot of trouble with was jumping, especially as there are some jumping puzzles in the game. At first I was quite surprised at how difficult these were, but then I finally realized that I was jumping wrong.
I thought that first you pressed Space, and then pressed Space while in flight to activate your suit thrusters. It turns out that there's two completely separate jumps. Just Space is a normal jump, but Space-Space in quick succession at the very start is boosted jump. Once I figured out that there was two different jumps for the warlock, the jumping puzzles became much, much easier.
The ironic part is that when I tried a different class, the Gunslinger, jumping worked more like my original conception.
All in all, Destiny 2 is a decent game. It's free to try, though it is an 80 GB download. I'm not sure it's going to hold my interest though. The community around it is very positive, especially with the latest expansion. Apparently the game at launch was considered to have a lot of issues, but the community greatly approves of the Forsaken expansion.
Thursday, November 08, 2018
Blizzcon: What's Next for WoW
At Blizzcon, Blizzard laid out a road map for the next year or so of WoW. Here's what's coming up:
Patch 8.1
Patch 8.1
- Releases Dec 11th
- Raid comes out after the holidays
- Raid - The Battle for Dazar’alor. 9-boss raid, Alliance attacks Horde capital. Includes Alliance bosses and Horde bosses. When you attack your same faction, it's like a point-of-view switch, and your raid appears as the other faction.
- Warfront - Battle for Darkshore. Night Elves are angry. Malfurion actually does something useful.
- Incursions - Basically Legion invasions, only this time the opposite faction attacks one of your zones.
- Azerite armor changes - new traits, a new (fifth) ring of traits, mythic dungeons have a currency and a vendor
- Some reputation changes - Paragon rewards, some reps will apply account-wide.
I like that the raid comes out in January. That seems like a good spacing to me. The two faction perspective is an interesting experiment, and I'm excited to see how it pans out.
I also like the pacing of the faction war. 8.0 was establishing bases and outposts. 8.1 heats things up with Incursions and the raid. Raising the stakes at an appropriate point in the story.
Patch 8.1.5
- Allied Races - Kul Tirans and Zandalari
- Warlords of Draenor Timewalking
- More updates to holidays
- PvE variant of Arathi Basin
- Visual revamp for Warsong Gulch and Arathi Basin
- Portal rooms for Storwind and Orgrimmar, consolidating expansion transport
I approve of breaking up the patch into smaller pieces. Hopefully this makes things easier and smoother for the development team.
Of these, I think the PvE version of Arathi Basin will be the most interesting. Key question: Will the AI fight on the road or not? And which answer is actually the correct behavior for a realistic AI?
Patch 8.2
- Nazjatar - new zone, focus on naga and Queen Azshara
- Azshara's Palace - 8 boss raid
- Mechagon - megadungeon (like Karazhan)
- Horde/Alliance story continues
- Heroic warfronts
- Flying is unlocked
As I really disliked Vash'jir, it's good to see that Nazjatar is on land. Karazhan was pretty popular, so Mechagon should be good. Otherwise, this patch is fairly far out, so there's not a lot of detail yet.
I believe there's also a small 2-boss raid raid coming between patch 8.1 and 8.2. And there are profession improvements, including a questline for every profession, but I'm not sure which patch it is in.
All in all, the next year of WoW looks good. Steady content and progress. I do hope Blizzard throws a curveball in somewhere, maybe in the story. I would like Saurfang to challenge Sylvanas, but then have Sylvanas defeat or kill him fairly in the Mak'gora. That would put an interesting gloss on the Horde story, making Sylvanas the "rightful" leader by all traditions.
Tuesday, November 06, 2018
Blizzcon: Classic Wow
Classic WoW was demo'd at Blizzcon this year, both for attendees and virtual ticket subscribers. As I am neither, I had to rely on reports from other people on the internet. Blizzard also announced that it would launch in Summer 2019, which is a little sooner than most people expected.
From all I've heard, Classic seems to on the right path, and hitting all the notes that people want. There are still minor inconsistencies, but they seem to be around things like tauren melee range, or the exact timing of warlock summons. Which are are relatively small issues.
The two bigger areas of controversy are sharding (multiple copies of a zone) and trading loot. There was some dismay that Blizzard was sharding the demo server, and will be sharding at launch.
In my opinion, Blizzard has to shard at launch. There's going to be a ton of tourists, followed by a steep drop in population. If a healthy server has 5000 people, it will probably need 15,000 at launch. If they open too many servers, three months from now there will be many dead servers. Just like SWTOR's launch. So sharding is the best solution.
The other change is that Blizzard will allow loot trading to other people in the raid. This is primarily so that people can fix mistakes with loot distribution, like master loot misclicks, rather than filing tickets with Customer Service. I think this is reasonable, and probably a good idea.
All in all, Classic WoW looks like it is on track. Then we'll see if people really want all those inconveniences, or if it is just nostalgia.
From all I've heard, Classic seems to on the right path, and hitting all the notes that people want. There are still minor inconsistencies, but they seem to be around things like tauren melee range, or the exact timing of warlock summons. Which are are relatively small issues.
The two bigger areas of controversy are sharding (multiple copies of a zone) and trading loot. There was some dismay that Blizzard was sharding the demo server, and will be sharding at launch.
In my opinion, Blizzard has to shard at launch. There's going to be a ton of tourists, followed by a steep drop in population. If a healthy server has 5000 people, it will probably need 15,000 at launch. If they open too many servers, three months from now there will be many dead servers. Just like SWTOR's launch. So sharding is the best solution.
The other change is that Blizzard will allow loot trading to other people in the raid. This is primarily so that people can fix mistakes with loot distribution, like master loot misclicks, rather than filing tickets with Customer Service. I think this is reasonable, and probably a good idea.
All in all, Classic WoW looks like it is on track. Then we'll see if people really want all those inconveniences, or if it is just nostalgia.
Monday, November 05, 2018
Overwatch's Latest Character: Ashe
At Blizzcon, Overwatch introduced their latest character, Ashe:
It's good to see a more basic hero, one who focuses on her straightforward weapons rather than special abilities. Ashe feels very much like a hero that could have been released at launch.
I was a fan of UT99 back in the day, and it's great to see a Shock Rifle variant make it into Overwatch. The Shock Rifle secondary fire was a slow-moving energy ball which could be detonated with the laser primary fire. Much like Ashe's dynamite. The skinning for that ability is just perfect, by the way. It's very intuitive, and fits her character like a glove.
The Ultimate ability, calling in help from B.O.B., is also unique. B.O.B, is really popular on the forums for some reason.
One of the most interesting things about this reveal is that Ashe actually loses in the animated short which introduces her character. Almost always, the hero reveal pumps up the hero, making her seem more competent. Ashe's loss is extremely unusual. And yet, I think it worked here, because Ashe is a small-time villain. It actually ginned up a lot of audience sympathy for her.
I do wonder if this would have worked with a male hero, though. Would an lower-competence male hero generate sympathy, or disdain?
I was a fan of UT99 back in the day, and it's great to see a Shock Rifle variant make it into Overwatch. The Shock Rifle secondary fire was a slow-moving energy ball which could be detonated with the laser primary fire. Much like Ashe's dynamite. The skinning for that ability is just perfect, by the way. It's very intuitive, and fits her character like a glove.
The Ultimate ability, calling in help from B.O.B., is also unique. B.O.B, is really popular on the forums for some reason.
One of the most interesting things about this reveal is that Ashe actually loses in the animated short which introduces her character. Almost always, the hero reveal pumps up the hero, making her seem more competent. Ashe's loss is extremely unusual. And yet, I think it worked here, because Ashe is a small-time villain. It actually ginned up a lot of audience sympathy for her.
I do wonder if this would have worked with a male hero, though. Would an lower-competence male hero generate sympathy, or disdain?
Sunday, November 04, 2018
Blizzcon: Diablo Mobile Game
The biggest story from Blizzcon was the reveal of a Diablo mobile game, and the subsequent backlash from the crowd.
Personally, I think the backlash is a little excessive. Like many, I was disappointed that Diablo IV wasn't revealed. But if Blizzard wants to make a mobile game, to explore that space, then a streamlined Diablo III is probably the best fit. I don't play games on my phone, but--assuming the payment scheme is sensible, which is a big assumption--I might try this one out.
Though I suppose the backlash is just par for the course in the current age. Everything is pushed to the extremes. Something is either a 10/10 or a 1/10; the best or the worst; love or hate. There's no room for indifference, mild curiosity, or a wait-and-see approach.
I think that Blizzard made three mistakes here. First, they should not have announced the announcement. They should have just not said anything about Diablo like they normally do. Instead they explicitly said that there would be reveals at Blizzcon, and that got the hype train out of control.
Second, Blizzard should have been explicit about the payment model. I believe the main reason mobile games are disliked is that the micro-transactions are widely seen as annoying at best and predatory at worst. I would love to see Blizzard use their clout and establish a sensible price for a mobile game. The fact that they are not saying anything about payment models gives rise to suspicions that they're going to go down the predatory micro-transaction route.
Finally, Blizzard sends mixed messages about fan response. For example, in the WoW presentation, they talked about how the "Remove shoulders for Saurfang" had a big impact on the team and led to trying to make choices that matter (SWTOR players winced here). But saying things like this just encourages fans to overreact and start "movements" for every little thing. Blizzard would do far better to name drop people who make polite, reasoned arguments on the forums.
Basically, if the squeaky wheel gets the grease, don't be surprised when all the wheels suddenly start screaming. You get more of the behavior you reward or subsidize.
Personally, I think the backlash is a little excessive. Like many, I was disappointed that Diablo IV wasn't revealed. But if Blizzard wants to make a mobile game, to explore that space, then a streamlined Diablo III is probably the best fit. I don't play games on my phone, but--assuming the payment scheme is sensible, which is a big assumption--I might try this one out.
Though I suppose the backlash is just par for the course in the current age. Everything is pushed to the extremes. Something is either a 10/10 or a 1/10; the best or the worst; love or hate. There's no room for indifference, mild curiosity, or a wait-and-see approach.
I think that Blizzard made three mistakes here. First, they should not have announced the announcement. They should have just not said anything about Diablo like they normally do. Instead they explicitly said that there would be reveals at Blizzcon, and that got the hype train out of control.
Second, Blizzard should have been explicit about the payment model. I believe the main reason mobile games are disliked is that the micro-transactions are widely seen as annoying at best and predatory at worst. I would love to see Blizzard use their clout and establish a sensible price for a mobile game. The fact that they are not saying anything about payment models gives rise to suspicions that they're going to go down the predatory micro-transaction route.
Finally, Blizzard sends mixed messages about fan response. For example, in the WoW presentation, they talked about how the "Remove shoulders for Saurfang" had a big impact on the team and led to trying to make choices that matter (SWTOR players winced here). But saying things like this just encourages fans to overreact and start "movements" for every little thing. Blizzard would do far better to name drop people who make polite, reasoned arguments on the forums.
Basically, if the squeaky wheel gets the grease, don't be surprised when all the wheels suddenly start screaming. You get more of the behavior you reward or subsidize.
Thursday, November 01, 2018
When Robots Get Bored and Invent Team Sports: A More Suitable Test than the Turing Test?
Here's an interesting paper proposing a new way of determining if an AI has human-level intelligence:
It's an appealing idea because it also harkens back to childhood, where we play games, invent new rules, and even new games entirely. A common human experience and an expression of intelligence and creativity.
And of course, we'll know the AI has truly reached our level when they start trash-talking or rules-lawyering the opposition.
Increasingly, the Turing test—which is used to show that artificial intelligence has achieved human-level intelligence—is being regarded as an insufficient indicator of human-level intelligence. This essay extends arguments that embodied intelligence is required for human-level intelligence, and proposes a more suitable test for determining human-level intelligence: the invention of team sports by humanoid robots. The test is preferred because team sport activity is easily identified, uniquely human, and is suggested to emerge in basic, controllable conditions. To expect humanoid robots to self-organize, or invent, team sport as a function of human-level artificial intelligence, the following necessary conditions are proposed: humanoid robots must have the capacity to participate in cooperative-competitive interactions, instilled by algorithms for resource acquisition; they must possess or acquire sufficient stores of energetic resources that permit leisure time, thus reducing competition for scarce resources and increasing cooperative tendencies; and they must possess a heterogeneous range of energetic capacities. When present, these factors allow robot collectives to spontaneously invent team sport activities and thereby demonstrate one fundamental indicator of human-level intelligence.I think that the word "sport" should be replaced with "game". But the basic idea is interesting. We will know AI is intelligent when they start creating new games with recognizable rules.
It's an appealing idea because it also harkens back to childhood, where we play games, invent new rules, and even new games entirely. A common human experience and an expression of intelligence and creativity.
And of course, we'll know the AI has truly reached our level when they start trash-talking or rules-lawyering the opposition.
Monday, October 29, 2018
Game Details and Fight Difficulty
Syncaine suggests that increased difficulty forces players to learn fights in greater detail:
For example, in the Mythic M.O.T.H.E.R fight this tier, there are three types of adds, each with a special mechanic. I have no idea what those mechanics are, because we send the entire group through the field at once, survive with major defensive cooldowns, and blow up all the adds instantly with a full raid's AoE.
Similarly, on Mythic Taloc, there's some sort of "stack on the tank" mechanic. We have a paladin cheese it with bubble and Spellwarding. On Heroic Zul, we have a tank suicide off the edge in Phase 2 (and then battle-res) instead of dealing with the blood on the floor. Heroic G'huun is one long exercise in using movement abilities to avoid having to throw the orb and clear paths.
This happens in other games too. There's a host of high end fights in FFXIV where you can ignore specific phases if your DPS is high enough ("skip soar"), and the community goes to great lengths to increase DPS so that they don't have to learn those phases. (This may be the NA/EU community only. My understanding is that the Japanese community actually creates and learns strategies for those phases.)
In some respects, high end gameplay is all about figuring out which fight details can be safely ignored. If you really want to learn all the small details in a fight, the sweet spot is probably around late Normal or early Heroic mode, when your players aren't good enough to brute force mechanics.
In short, difficulty is what forces you to actually learn a game, and the absence of it is the absence of that motivation.
For example, if you are playing an MMO and a boss puts down red circles of fire, with the mechanic being to step out of them, that mechanic only really works if you must step out. If you can beat the boss while still standing in the fire, or getting out slowly, because the difficulty is that low, you aren’t motivated to learn the mechanic. In a vacuum that might not be a huge issue, but if the overall design of the game hinges on players learning and appreciating the mechanics, the difficulty being too low ruins that entire design, regardless of how good the actual mechanic is. Responsive controls so getting out of the fire feels skillful, interesting abilities to assist in moving out, gearing up correctly so you buy yourself more response time, etc, none of that will matter or feel important if the game doesn’t punish you enough for ignore said fire.I think this is partially correct, and partially incorrect. It's certainly true that a lot of mechanics at LFR level are totally ignored, and thus the level of play is very low. But a similar phenomenon also happens at the very highest level of difficulty.
For example, in the Mythic M.O.T.H.E.R fight this tier, there are three types of adds, each with a special mechanic. I have no idea what those mechanics are, because we send the entire group through the field at once, survive with major defensive cooldowns, and blow up all the adds instantly with a full raid's AoE.
Similarly, on Mythic Taloc, there's some sort of "stack on the tank" mechanic. We have a paladin cheese it with bubble and Spellwarding. On Heroic Zul, we have a tank suicide off the edge in Phase 2 (and then battle-res) instead of dealing with the blood on the floor. Heroic G'huun is one long exercise in using movement abilities to avoid having to throw the orb and clear paths.
This happens in other games too. There's a host of high end fights in FFXIV where you can ignore specific phases if your DPS is high enough ("skip soar"), and the community goes to great lengths to increase DPS so that they don't have to learn those phases. (This may be the NA/EU community only. My understanding is that the Japanese community actually creates and learns strategies for those phases.)
In some respects, high end gameplay is all about figuring out which fight details can be safely ignored. If you really want to learn all the small details in a fight, the sweet spot is probably around late Normal or early Heroic mode, when your players aren't good enough to brute force mechanics.
Monday, October 22, 2018
"All-left" Talents in Battle For Azeroth
I've been playing a few alts and secondary specs recently. One interesting thing is all specializations appear to have a baseline build where you just take the left-hand side talents. These talents are all passives, and the resulting builds are actually really fun.
They are all focused on the core elements of the specialization. This type of build may not be the highest performing build, but they're simple and easy to use. They're probably a little too simple for someone's main spec, but I think they're perfect for alts or specs that you rarely play. Or even for weaker players.
For example, I was in a group for timewalking, and we needed a tank. Tanking is my least-played specialization. I hadn't actually tanked anything yet this expansion, though I had been picking up Azerite pieces and weapons. But I grabbed all the left talents and gave tanking timewalking dungeons a whirl. And it worked very well. That build was easy to play, and did a good enough job.
I did a similar experiment with my tank-spec demon hunter that I've started to level in BfA. The "all-left" build is quite fun. Fast leaps with flame crashes automatically adding Sigils is quite good while levelling.
Once again, though, these builds generally have one or two main buttons less than a regular build. This is good for weaker players, or less played classes/specs, because you don't have to remember how everything works. However, they're only "good enough", and are probably not strong enough for heroic raiding or mythic+.
They are all focused on the core elements of the specialization. This type of build may not be the highest performing build, but they're simple and easy to use. They're probably a little too simple for someone's main spec, but I think they're perfect for alts or specs that you rarely play. Or even for weaker players.
For example, I was in a group for timewalking, and we needed a tank. Tanking is my least-played specialization. I hadn't actually tanked anything yet this expansion, though I had been picking up Azerite pieces and weapons. But I grabbed all the left talents and gave tanking timewalking dungeons a whirl. And it worked very well. That build was easy to play, and did a good enough job.
I did a similar experiment with my tank-spec demon hunter that I've started to level in BfA. The "all-left" build is quite fun. Fast leaps with flame crashes automatically adding Sigils is quite good while levelling.
Once again, though, these builds generally have one or two main buttons less than a regular build. This is good for weaker players, or less played classes/specs, because you don't have to remember how everything works. However, they're only "good enough", and are probably not strong enough for heroic raiding or mythic+.
Friday, October 19, 2018
Ahead of the Curve: G'huun
My guild is still steadily progressing. We actually killed Heroic Mythrax a couple of weeks ago. This week we took out Heroic G'huun for our Ahead of the Curve achievement, and then killed Mythic M.O.T.H.E.R for good measure.
Heroic Mythrax
Not a lot to say about this fight, it's very much like Normal Mythrax, just more difficult.
I had an idea for technique for the add phases, but we didn't try it, so I have no idea if it will actually work in practice. Basically, whenever Mythrax starts casting the beam, both tanks pull their add about 10 yards counter-clockwise. The groups, which are usually stacked on the adds, move with them.
The idea here is to pretend a beam is coming towards both groups, and both groups move to avoid it. That way, you don't have to check and see if a beam is coming, which is sometimes hard to tell, and then move. You just always move.
Heroic G'huun
We wiped a lot on this boss last week, learning the different phases. We ended up getting to phase 3 a fair bit, but kept dying to spacing and malignant growth. This week we sorted that out, and got our kill.
It's been a while since we've seen a fight with specialised teams, and orb-running is kind of fun.
I'm not really a fan of the way the second malignant growths start spawning before the first ones have popped. It does make it hard to see the "edges" of the danger zones. But I guess that's part of the challenge.
It was also amusing that we emphasized that healers should heal with their backs to the boss. Kind of like Yogg-Saron, way back in Ulduar. On the next attempt, I followed that plan, then tried to cast Judgement of Light and Light of Dawn, and went, "wait a second...". I never realized that Holy paladins cannot really use that technique anymore.
Mythic M.O.T.H.E.R
We use this cheesy strategy where we send 15 people through the barrier at once, and then pretty much everyone through the second barrier 3 minutes later. We pop a lot of defensives like Spirit Link, Devo Aura, Disc Priest barriers, Darkness, etc, as well as personal defensive cooldowns. As long as you stay in the Spirit Link, you're likely to survive.
It took a few attempts to get that settled, and then a few more to get the hang of the "wall beam, ceiling beam, fire" pattern. One tip is to avoid running diagonally to the safe spot. Run to the gap for the wall beam, then turn 90 degrees, run to the safe spot. Like the sides of a right-angled triangle.
Mythic+ Shrine of Storms +10
On Tuesday after raid, I was asked to heal a Shrine +10. How bad could it be, I naively thought.
Three hours and 179 deaths later, we finally killed the last boss. I hate the Grievous affix. It's especially annoying on the last boss. Grievous stacks on you when your health is below 90%. The healer power buff won't allow you to heal higher than 90%. So that buff must be dispelled immediately and is a non-factor in the fight.
You can cheese the last boss a little. His Sunken City cast is very long, so you can heal up and wait for cooldowns to come back up before interrupting it. Of course, you'll kill the timer doing that, but we had already blown past that.
Most of our deaths were on the second boss, though. The aoe damage from wind slices combined with Grevious were not fun, and it took us a while to figure it out.
Heroic Mythrax
Not a lot to say about this fight, it's very much like Normal Mythrax, just more difficult.
I had an idea for technique for the add phases, but we didn't try it, so I have no idea if it will actually work in practice. Basically, whenever Mythrax starts casting the beam, both tanks pull their add about 10 yards counter-clockwise. The groups, which are usually stacked on the adds, move with them.
The idea here is to pretend a beam is coming towards both groups, and both groups move to avoid it. That way, you don't have to check and see if a beam is coming, which is sometimes hard to tell, and then move. You just always move.
Heroic G'huun
We wiped a lot on this boss last week, learning the different phases. We ended up getting to phase 3 a fair bit, but kept dying to spacing and malignant growth. This week we sorted that out, and got our kill.
It's been a while since we've seen a fight with specialised teams, and orb-running is kind of fun.
I'm not really a fan of the way the second malignant growths start spawning before the first ones have popped. It does make it hard to see the "edges" of the danger zones. But I guess that's part of the challenge.
It was also amusing that we emphasized that healers should heal with their backs to the boss. Kind of like Yogg-Saron, way back in Ulduar. On the next attempt, I followed that plan, then tried to cast Judgement of Light and Light of Dawn, and went, "wait a second...". I never realized that Holy paladins cannot really use that technique anymore.
Mythic M.O.T.H.E.R
We use this cheesy strategy where we send 15 people through the barrier at once, and then pretty much everyone through the second barrier 3 minutes later. We pop a lot of defensives like Spirit Link, Devo Aura, Disc Priest barriers, Darkness, etc, as well as personal defensive cooldowns. As long as you stay in the Spirit Link, you're likely to survive.
It took a few attempts to get that settled, and then a few more to get the hang of the "wall beam, ceiling beam, fire" pattern. One tip is to avoid running diagonally to the safe spot. Run to the gap for the wall beam, then turn 90 degrees, run to the safe spot. Like the sides of a right-angled triangle.
Mythic+ Shrine of Storms +10
On Tuesday after raid, I was asked to heal a Shrine +10. How bad could it be, I naively thought.
Three hours and 179 deaths later, we finally killed the last boss. I hate the Grievous affix. It's especially annoying on the last boss. Grievous stacks on you when your health is below 90%. The healer power buff won't allow you to heal higher than 90%. So that buff must be dispelled immediately and is a non-factor in the fight.
You can cheese the last boss a little. His Sunken City cast is very long, so you can heal up and wait for cooldowns to come back up before interrupting it. Of course, you'll kill the timer doing that, but we had already blown past that.
Most of our deaths were on the second boss, though. The aoe damage from wind slices combined with Grevious were not fun, and it took us a while to figure it out.
Tuesday, October 16, 2018
Is Gearing a Solved Problem?
In reading all the discussion about Azerite gear, a thought occurred to me: is gearing in WoW a solved problem?
It feels like in Legion and BfA, Blizzard thought gearing up was a little too bland, and sought to "spice" it up a little. And then the playerbase gets upset with the mechanisms like Legendaries and Azerite gear which add the spice.
So is the following gear situation ideal:
In any case, maybe the core gear system of Legion and BfA is strong enough, and doesn't need improvements. Perhaps Blizzard should treat it as a "solved problem" and put their design efforts into non-gear systems.
It feels like in Legion and BfA, Blizzard thought gearing up was a little too bland, and sought to "spice" it up a little. And then the playerbase gets upset with the mechanisms like Legendaries and Azerite gear which add the spice.
So is the following gear situation ideal:
- Has Str, Int, and Agi, so they're useful for multiple specializations
- Armor has plate, mail, leather, cloth types
- About four secondary stats
- One or two secondaries are clearly best for a given specialization, but the others aren't far behind
- 15 ilvls per raid tier
- 5 ilvls per mythic dungeon level
- Warforging and titanforging
- Sockets and tertiary stats are randomly gained
- Neck and trinkets don't have a primary stat, just secondaries
- Weapons and trinkets are role-specific
That's pretty much the baseline Legion and BfA gear system.
It's a pretty solid core. You can use most of your armour for alternate specializations. You just need a weapon and trinkets. But if you're truly hardcore, you have to have correct secondaries, so you'll maintain a second full or partial set.
There are different axes of competition. For example, a Holy Paladin competes with other plate-wearers for armor; with other critical strike users for jewellery; and with other healers for trinkets and weapons.
Warforging adds some randomness and doesn't make weaker content a total waste of time. Determining if an item is better is not strictly ilvl, but mostly ilvl + correct secondaries. This gives you some gear to chase, but doesn't make replacing gear a trivial decision. A simple heuristic like "go with higher ilvl if the increase is 15 or more ilvls, otherwise pick the better secondaries" will give you good enough results. But people can always use stat weight addons like Pawn or sim their character if they really want to.
Tangent
The one thing this system is missing is a replacement for class sets. Some sort of collectible that players chase. But class sets don't really work well with the rest of the system. Getting a new titanforged piece and having to choose between it and your 4-piece bonus is annoying.
Perhaps something like guarantee that the major armor pieces (head, shoulders, body, legs) have a gem socket. Then the bosses drop "class trophies" which can go into sockets. Then the trophies, which are all unique-equipped, have the set bonuses. You can use regular gems until you get the class trophies you need.
(I feel like I'm describing a system I've seen before, but I don't remember where. Maybe Diablo 3 legendary gems? Or the set bonus system used in Rift?)
The one problem with this is replacing gear with trophies when you don't have another copy. Perhaps the trophy follows the Heirloom model, where getting one unlocks the ability to make more soulbound copies.
End Tangent
Wednesday, October 10, 2018
An Alternate Azerite Design
I've been musing over ways that Azerite gear could have been improved. As I've said before, it falls a bit short, but doesn't seem like it is that far from a good system.
For me, the biggest flaw is the link between the Azerite item and the Azerite necklace. It seems kind of awkward that your necklace level determines the power of the item you just got. I suppose it makes sense as a catch-up mechanic, but it still seems not quite right.
Here's my proposal for a different, but similar, design:
For me, the biggest flaw is the link between the Azerite item and the Azerite necklace. It seems kind of awkward that your necklace level determines the power of the item you just got. I suppose it makes sense as a catch-up mechanic, but it still seems not quite right.
Here's my proposal for a different, but similar, design:
- Azerite gear has the current ring and trait structure.
- The first ring is always unlocked.
- Each Azerite piece has an independent AP bar and levels.
- When you earn AP, each piece you are wearing gains the same amount of AP separately.
- When a piece's AP hits the next level, the next ring unlocks.
- The weekly AP requirement for level reduction applies to the gear pieces.
- The amount of AP required to level an item might vary with the tier. I.e. i325 gear would level up faster than i355.
Basically, Azerite items have levels, and they level up as you earn AP while wearing them. They always start at level 1, and you always have to level them up. At some point, though, they will hit max level.
I think this mechanism, having to level up Azerite items separately, is more obvious and intuitive. It fits in with all the fantasies of levelling up and improving gear. It kills the awkward tie in between the necklace level and the gear level, which behaves oddly when the two are not in sync.
It also gives you many smaller goals, as you try and level up specific items.
There are three problems I see. First, having to wear the item might be harder for specs you don't play a lot. Personally, I'm not too fussed about it. I don't think it's wrong for you to have to tank to improve your tanking items. You could always reforge the piece to your main spec, level it up, and then reforge it back.
The second problem is that this does require more data. Each Azerite piece needs to store the current AP, as well as a level scheme. I don't know if requiring this extra data would have performance implications. This may have been the reason that Azerite gear levels were tied to the necklace in the first place.
The final problem is that the hardcore might insist on having every Azerite piece and levelling them all up. My inclination is to let them. Stopping the hardcore from being hardcore is not worth the effort.
I think this scheme preserves a lot of what is good about Azerite gear, but makes it work in a more consistent and intuitive fashion.
Tuesday, October 09, 2018
Genres and Types of Skill
Gevlon posted this idea about a month ago in the middle of a post on Wildstar. It's somewhat provocative (in a gaming sense) and I have not seen it before:
Each genre of gaming focuses on one kind of “skill”. Those who like to hone this skill, find it fun to do so will be attracted to the genre. They are attracted exactly because they want to hone that skill. Everything that distract them from it (besides random, progression-irrelevant flavor stuff) hurt their fun.
For example FPS fans value the skill of quickly moving the mouse to the head pixels of the enemy. It’s a senso-motoric skill. The FPS games are purposefully bend everything for this one skill. The characters can turn back at infinite speed which is completely impossible for soldiers that the games formally simulate. Because the game is not simulating soldiers, the combat setting is just a lore-background, you are not roleplaying a soldier trying to stop terrorist, you are playing a “move cross to pixel faster” game, and if character turn speed was limited, it would put an artificial ceiling to your “skill”. The maps are fixed and few, because the players don’t want to be distracted by having to find their way or map the place when they focus on moving that cross. Any FPS which isn’t about moving the cross for the win will either fail – or like PUBG – the community ignores the other parts and just plays for headshots anyway.
The “skill” in MMORPGs is long-term planning and disciplined execution. Players collect items, reputation points, currencies, quest counters for progression that takes place over thousands of hours. While many games have thousands of hours of play by enthusiasts, those hours take place in thousands of independent short matches. In MMOs, it takes place in the same “round”, today session starts with all the advantages you collected in the previous days. You have more “stuff” than a newbie and players support that. Otherwise, they wouldn’t play.
The core MMO player values discipline (think of raiders with schedules and leaders), planning, “effort” and dependability. This is the setting they want to play in. Everything else distracts them. Putting action combat in an MMO is like putting year-long character progression into an FPS. Imagine that [Counterstrike] would announce that you’ll have a persistent character that will get traits over time and a 2000-hours character will have 10x HP, 5x damage, 2x speed than a new player. The game would die in an hour, because players would be outraged that the combat isn’t won by the “skilled” (the one who moves crosshair to head faster), but the “lowly nolifer” who “grinded” out the upgrades.
...
An MMORPG must be very light on twitch-skill and heavy on planning, disciplined and organized play to succeed.I've been contemplating this for a while. It's certainly true that the most successful games in the MMO space aren't mechanically difficult.
And if you consider MMO FPS games like The Division, the most common complaint is that enemies are "bullet sponges". This can be seen as the game violating the core skill of FPS games.
Of course, if a game strays far enough from the core skill, and yet is successful, we often consider a new genre entirely. For example, "sneaking" games like Thief versus traditional FPS games. Or a strategy game like Rainbow Six, where the majority of the game might be the planning stage. Most of the time, though, these games aren't super successful compared to the baseline traditional game.
Another situation might be the difference between League of Legends and Heroes of the Storm. LoL has "last-hitting", HotS does not. Is the micro-management of your hero to that degree a "core skill" for that genre? If so, maybe that explains why HotS never managed the success of LoL, in a rare miss for Blizzard.
I think Gevlon's formulation is a very interesting idea, and worth examining in more detail.
Monday, October 08, 2018
Lockboxes and Secondary Markets
Shintar at Going Commando makes a really interesting observation about lockboxes and secondary markets in a post about how SWTOR appears to phasing out cartel packs in favour of direct sales:
You trade the items you don't want, so if you get exactly what you want, you have nothing to trade.
Of course, this only applies to games which allow trading or selling of items in the first place. SWTOR was somewhat unique in that pretty much everything on the Cartel Market could be sold for in-game currency.
It also devalues subscribing. One of the perks of subscribing to SWTOR is that you can hold unlimited currency (non-subscribers have 350k cap), and SWTOR is fairly generous with that currency. So it was very common for subscribers to use the currency they were swimming in to pick up cartel market items on the auction house. But now, subscribers will have all that currency, and nothing to really spend it on.
If a subscriber wants a special item, she will have to spend real money to acquire it. The option to spend in-game currency is effectively gone. I wonder if Bioware will end up having to increase the Cartel Coin stipend given to subscribers to compensate. When I played, I subscribed, and my only interaction with the Cartel Market was through the auction house.
Personally, I thought SWTOR's model of lockboxes was pretty decent. Most people are cheering the move away from lockboxes, but Shintar's post is a reminder that there may be less palatable second-order effects.
It's a win for those who just want to buy things from the Cartel Market directly - less so for those who preferred to buy new items for in-game credits for other players. For the latter group, people opening Cartel packs full of items they didn't necessarily want for themselves provided a constant supply of new goodies. Even when it came to the rarest of rare items, there were always spares to go around, and if you weren't only after whatever people considered the latest "must-have", you could snatch up some other decent-looking and more common items at incredible prices.
With everything new being direct sale, there is much less of that. Sure, there'll continue to be a very small influx of random drops through the Ultimate Pack, but aside from those the only new things being put up for sale on the GTN will be those purchased from the store with the specific intent to re-sell, which makes for a much smaller number than when players were constantly opening new packs in search of the newest drops and thereby stacking up on goods to sell on the GTN more or less "by accident".That's a very insightful point about how the randomness of a lootbox or pack promotes a thriving secondary market. And how losing that randomness dries up the secondary market.
You trade the items you don't want, so if you get exactly what you want, you have nothing to trade.
Of course, this only applies to games which allow trading or selling of items in the first place. SWTOR was somewhat unique in that pretty much everything on the Cartel Market could be sold for in-game currency.
It also devalues subscribing. One of the perks of subscribing to SWTOR is that you can hold unlimited currency (non-subscribers have 350k cap), and SWTOR is fairly generous with that currency. So it was very common for subscribers to use the currency they were swimming in to pick up cartel market items on the auction house. But now, subscribers will have all that currency, and nothing to really spend it on.
If a subscriber wants a special item, she will have to spend real money to acquire it. The option to spend in-game currency is effectively gone. I wonder if Bioware will end up having to increase the Cartel Coin stipend given to subscribers to compensate. When I played, I subscribed, and my only interaction with the Cartel Market was through the auction house.
Personally, I thought SWTOR's model of lockboxes was pretty decent. Most people are cheering the move away from lockboxes, but Shintar's post is a reminder that there may be less palatable second-order effects.
Thursday, October 04, 2018
Upcoming Azerite Changes
Blizzard announced some upcoming Azerite changes:
The second change makes it more likely that you'll get your "best" trait, as each piece will have 3 different specialisation traits in total. Though I foresee a lot of complaining from the people who have unlocked only one outer ring.
The final change is a good one as well. I like the general traits for leveling, because you can use one set of Azerite armor and swap specs. But it is kind of a letdown to use a general trait on your spec-specific Azerite gear.
I do wonder how this will interact with the Uldir-specific traits like Archive of the Titans, which enable the stacking Uldir buff. Will the next raid tier not have this catch up mechanism?
We need to make Azerite Armor more available, for all types of players, through a method everyone can utilize. So we’re actually looking at Emissary rewards for that. The plan is to make Azerite Armor rewards from Emissary quests scale all the way up to 370 (based on your item level), which gives everyone a new, reliable source for appropriate gear. Further on, we’re looking at making some further improvements to the ways Emissaries reward gear, but getting more Azerite Armor in your hands is the higher priority for the immediate future.
When we add new Azerite Armor in what we’re calling “BfA Season 2” (starting with Siege of Zuldazar and its corresponding Mythic+ and PvP seasons), we’re going to add another outer ring to those pieces of gear that has two spec-specific trait options for each spec. This effectively means that your favorite traits will be available on a lot more items, while also opening up a lot more options across the scope of all of your Azerite pieces (and thus, we hope, create more interesting decisions).
We’re also going to continue to work on the individual traits themselves. We’ve done some basic tuning so far, but we’re taking the lessons we’ve learned from these first iterations forward, and Tides of Vengeance will bring new traits into the pool that reflect that. Our goal is to make the more generic traits be decent middle-of-the-road options for when you want to use a single piece for multiple situations or specs, but make sure the spec-specific options (which are generally the more interesting traits) win out in their respective environments.The first change is interesting. I had assumed that raiding was giving out enough Azerite pieces, but apparently it isn't. So Azerite gear is getting tied to Emissaries, and getting given out to every one. The downside of using Emissaries, though, is that you can't target specific pieces.
The second change makes it more likely that you'll get your "best" trait, as each piece will have 3 different specialisation traits in total. Though I foresee a lot of complaining from the people who have unlocked only one outer ring.
The final change is a good one as well. I like the general traits for leveling, because you can use one set of Azerite armor and swap specs. But it is kind of a letdown to use a general trait on your spec-specific Azerite gear.
I do wonder how this will interact with the Uldir-specific traits like Archive of the Titans, which enable the stacking Uldir buff. Will the next raid tier not have this catch up mechanism?
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