duck
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Posts: 124
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Post by duck on Aug 12, 2014 4:22:06 GMT
If you let players create their own objectives whenever they wanted, the ability to do so will not guarantee that they will be any creative, or that they will be any memorable, or that they will not attack SSD's, or that they will not do anything which isn't already done by bad antags (Keyword: BAD). There have been moments where we're short on traitors and such and we ask for volunteers. The volunteers are asked to suggest their own objectives with each ahelp. Most of them tend to suck, honestly. "Kill the captain and take over the station." Not very original, not very creative, not very memorable. You're going to kill the most distinguished person on the station, distinguished by rank? What makes that any different from a random objective? If a player is creative enough to suggest something great, something memorable, then by all means they are ENCOURAGED to do it. But they gotta let us know. If someone's not creative, if they can't think of something that would add to the RP very much, then they should be better off with a random objective rather than "Destroy and entire department because it'll be cool." I'm trying to be the cynical one here. So little faith in the players, huh? No, it doesn't guarantee anything because there are no guarantees in life, and to look for guarantees is silly. It doesn't guarantee they'll be creative or memorable or not attack SSDs. What it does guarantee is that they'll have to think. Of course if you ask people to 'supply their own objectives,' aka limit themselves to one little thing, they're only going to shoot for what they aimed for and no more. Now, if you tell someone to cause trouble, then they will. And after they cause a little more trouble, they'll cause more trouble. And at the end of the round, when there's no reward and no one sees the trouble you went through, how entertaining do you think it'll be to say 'I killed a guy,' or 'I blew up a place.' And for how long. Once, maybe twice? Once I robbed the vault. I didn't need anything in it, but there was this guy I didn't like. So myself and four other people, two of which were strangers, went off and staged a heist. We phased through the vault doors. Never touched a thing. Teleported all the goods out. Had sentries posted. Left an obviously fake and poorly written confession note by the person we were framing, with insulated glove fibers on it. Insulated gloves only he had, except for the secret pair I stole. Left with the goods, split the money. He took the fall and got arrested for some time, but was eventually let go because the fake note we left behind for him was pretty much stupid and designed to make him look dumb. Now. What happened here? I singled out a player and ruined his round. He spent a long time in the brig and being interrogated. No different from being eaten by a changeling, honestly. In return, four people and myself got to be criminals and pull off something cool and sneaky just for kicks. The entire sec team got something to do in investigating and interrogating him. Did we ruin someone's round? Yes. Does someone's round get ruined every round? You better believe it. So you say most players are uncreative and come up with bad objectives. I'd like you to think of an interesting objective on the spot. And then do it twice. And then a third time. Stuff you haven't done already. The best ones come to you mid-RP. I decided he was an asshole and that I was going to ruin his day. And then I did. Expecting good 'objectives' to come from a vacuum is absurd, because at the end of the day, there are only so many things that can happen. Objectives only encourage that things happen. It's how and why they happen that matter, and it's how and why that objectives stifle.
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Post by veneke on Aug 12, 2014 4:37:56 GMT
Encouragement to do a single thing absolutely stops them. It's the easiest route to an endgoal, and like Sue said, you get the big sparkly green text congratulating you in front of the whole server. I am 'acting on a presumption' because, well, how's it working out in practice for you. i.imgur.com/RPk8Wjh.pngOh. That's right. It's easy to naysay, but last I checked, all your points are refuted. And simplifying and cutting mine out doesn't really give you any grounds to stand on. More objectives has been tested. Broader objectives have been attempted (Usually in the form of admin-sponsored player events.). More objectives just leads to more antags doing the same thing and failing. And, well, events are hit or miss. I mean, I'm refuting you again even though Sue beat me to it. Taking away the bad encouragement really does work. Bay was evidence of it. The early days of SS13 when people were more concerned with doing cool things than objectives was evidence of it. Let me ask again. What do objectives bring to the game. Someone refuted my points? Where? Susan wrote out a long wall of text about how antags on this server are really passive/uncreative and then went on to say that objectives were hand-holding/ego-massaging elements which didn't help gameplay. She made some good points, but her conclusion is wrong. You're both operating under this really strange assumption that removing objectives will somehow make our antags better. Exactly how does that work? The current system does not prevent the approach you want antags to take. If an antag wants to be creative, do more things, then there's nothing stopping him. Some greentext at the end encourages people to do the objectives and only the objectives? Not really. The reason why people do their objective and nothing else is because there's no reason to do anything else, not because they're searching for greentext. That's what makes them bad antags. That issue, however, doesn't render the objective system flawed. The whole premise of this notion to remove objectives is based around the concept that antag behaviour and objectives are linked. They're not. If a player links them, it's because they've made that leap themselves and don't fully understand the role of an antagonist. These folk should be directed to a guide, and/or have it pointed out to them what the role of an antagonist actually entails. An antag objective is the reason why that person was sent to infiltrate the station, and an exemption from the normal griefing rules in pursuit of that objective. That's it. As for your post. It was, almost entirely, a nostalgic description of how things used to be better in the old days, and how today's rounds feature bad antags. There's nothing new in this, anyone who plays on the server is aware of that. You've basically answered already what'll happen if you remove objectives. Broader objectives and no objectives are basically the same thing. The only difference is, in the latter, you decide the specifics of the objective yourself. I've no doubt that broader/no objectives will result in more antags failing. I've also no doubt that'll lead to an increase in bad antags, or antags who ruin rounds because 'Well, I had set X as my objective.' As for Bay. This isn't Bay. Servers differ from each other. You can't use it as evidence that it'll work here because the server is different, the admins are different, the playerbase is different... it's a nonsensical comparison.
Look. This is a problem with the playerbase and the people who play antags, not the mechanics of antags. We need to improve the quality of our antagonists, not give Griefer McChucklefuck broader scope to be a bad antag.
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Post by frances on Aug 12, 2014 4:52:22 GMT
If I can butt in, I think that people focus too much on greentexting (getting their objectives), and that if people were really told that the point of being an antag was to make the round interesting, and not win (and as an admin, I really get the sense that a /lot/ of antags still don't understand that), it would cut down a lot on boring, cookie-cutter antags who make no attempts at RP, while pushing people to be a little bit more creative since, you know, they'd have to come up with something on their own rather than just be like "syndicate sent me to kill u kthxbye".
I also don't think that the Bay-to-Aurora comparison is apples to oranges. We're both heavy-RP servers, and Aurora has a fairly large playerbase. It's no guarantee it'll work, but it's an indication it can.
Anyway, a question for you: would you be willing to try it out, and see what the results are?
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Post by veneke on Aug 12, 2014 5:01:38 GMT
As I said above, focusing on your objective to the detriment of the intent of an antagonist is a problem with the playerbase, not the mechanics. Just because someone is focused on the objective doesn't mean the objective system, in itself, is flawed. It's simply that the player doesn't understand the underlying concepts necessary to be a good antagonist.
As for Bay. Eh, I've played there. Aurora isn't like it at all. Perhaps if I played during the more populated hours it might be, but so far...
There's no harm in trying. I just really think that this is not the best solution to the problem that the OP wants fixed. Worse, it clearly has the potential to add more problems. It's a bad fix, but that doesn't mean it won't work. Honestly, I'd have plucked for something far simpler and less risky - like an expanded antag briefing and, perhaps, encouraging people to point out good antags worth emulating.
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Post by Skull132 on Aug 12, 2014 5:03:05 GMT
Look it here. This is a problem with the playerbase and the people who play antags, not the mechanics of antags. We need to improve the quality of our antagonists, not give Griefer McChucklefuck broader scope to be a bad antag. There exist things known as antag jobbans. Someone fucks up their permit to do cool stuff and create conflict, write them up and have staff strip them of that permit. As simple as that. Limiting the good antags we have, no, fuck it, not rewarding them with this because we will always have people who do not get the role of a well played antag is a rather bad way of going about this. Even with the objectives, we have good roleplayers resorting to horrible antag play (god knows why, but they do), and you will always have McChucklefuck who's hellbent on ruining someone's day, whether it be in the form of atmos grief, toxins grief, antag grief, you name it. A closed objective should be looked at as a guiding light for how you should roleplay, what you should do, not a wall which magically stops idiots from being idiots (which it doesn't, even now). If we expand the area the light envelops, then people will actually think, and maybe generate more interesting results. If not, then they'll either do nothing, or simply resort to "I'm going to steal stuff" or what have you, which might also cause conflict to take place.
My two cents: hell yes? We literally have nothing to lose from this, and everything (including antag bans) to gain from this.
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Post by veneke on Aug 12, 2014 5:11:22 GMT
... A closed objective should be looked at as a guiding light for how you should roleplay, what you should do, not a wall which magically stops idiots from being idiots (which it doesn't, even now). If we expand the area the light envelops, then people will actually think, and maybe generate more interesting results. ... Again, yes - this is how it should be. Unfortunately you've seen to have made the same strange leap Duck and Sue have made and decided that the guiding light should be removed.
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Post by Skull132 on Aug 12, 2014 5:13:18 GMT
Again, yes - this is how it should be. Unfortunately you've seen to have made the same strange leap Duck and Sue have made and decided that the guiding light should be removed. You mangle my opinion, or maybe I showcased it wrong. The light isn't removed, it's spread further. It envelopes more with this.
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Post by veneke on Aug 12, 2014 5:14:45 GMT
Well, see, here's how I see it. The objective is the guiding light - the baseline for antag actions. By removing the objective, you're removing the baseline for how an antag is meant to act in that round. I'd suggest you go the other way, and provide more guidance, not less, for antags.
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Post by Skull132 on Aug 12, 2014 5:22:36 GMT
Well, see, here's how I see it. The objective is the guiding light - the baseline for antag actions. By removing the objective, you're removing the baseline for how an antag is meant to act in that round. I'd suggest you go the other way, and provide more guidance, not less, for antags. But the baseline doesn't do anything. There is a wide count of people who ignore said baseline for whatever reason. So, removing it, again, wouldn't serve as a loss at all. And again, the benefits. People are horrible at communication, so me smashing my head against the desk, trying to get them to actually ask for custom objectives has never bore fruit. This may, as it does it removes one link which is often enough, unfortunately, avoided.
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Post by veneke on Aug 12, 2014 5:32:03 GMT
Well, hang on here. The baseline, ie the objective, is either something people are chasing or are ignoring. It can't really be both. Either they're attempting the objective, in which case they need a little more guidance pointing out what they should also be doing, or they're not attempting the objective, in which case they need more basic help in how to be an antag. One way or another, it's more, not less, guidance that's required.
I'm afraid I don't follow your second paragraph. Do you think that people didn't ask for custom objectives because they were scared? I think it was Bluespear who mentioned earlier that most custom objectives which were sent through were pretty god-awful. Skipping the part where you get to veto those bad objectives doesn't strike me as a good move. Whereas adding helpful tips for what an antag might do, in addition to his objective, seems better. So an antag briefing might consist of his objective, followed by a few lines suggesting some other disturbances he might try and an OOC reminder that he's an antag - a position which stretches beyond mere completion of his objectives.
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duck
Anomalist
Posts: 124
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Post by duck on Aug 12, 2014 5:45:56 GMT
Actually snipping to avoid wordwalls. Forgot. Edit. So. Snipping to avoid wordwalls. The current system doesn't prevent the approach we want antags to take, it's true. And you caught me red handed on appealing to ethos and pathos. I figured Sue had logos covered. Alright, then. Never let it be said I don't appreciate observant people, even if they do result in walls. The current system doesn't prevent the approach we want antags to take. And it's true, the reason antags don't do anything else is that there's no reason to do anything else. Because they're done. Antag behaviors and objectives are absolutely linked, and it's great that you have a high-minded view that this Shouldn't Be The Way, and I agree completely, but it is. You can look to almost any given non-event non-extended round to see that. Removing objectives is the difference between the carrot and the stick. You can set a goal and enforce it with the threat of redtext for failure. When you finish a set goal, do you do more because you feel like it? If so, how often and in what areas. Is this behavior consistent in areas you do not enjoy. Stopping when you're done is extremely basic human nature. Not only that, but it is one of the most basic and most fundamental aspects of human nature. Actually, it's a basic tenet of Pavlovian conditioning, which applies to a startlingly large amount of lifeforms. Not just humans. Maybe it's just a really familiar idea to me, but I don't understand how you can call something like that 'bollocks.' The stick has stopped pushing you, so it's time to stop. You say it's because they're bad antagonists. I say it's because the system is flawed. When the majority of the participants of a system 'don't fully understand what it takes to be an antagonist,' chances are it's the system's fault. So. How does removing objectives encourage creativity. Have you ever done something you liked, and then after being rewarded for it, it just wasn't as great? Kind of like that. I could cite the research done on it if you want. The best example would be the I think it was called Sudbury Valley School system. Turns out that if you put out an expectation to learn and then leave children to it, they really do learn. I can actually quote this stuff at you only because I used to read a lot about psych. Then took the class and read the entire textbook about a month in, and it was great and I kept looking up stuff with no expectations in place. Just for fun. Later, I took AP psych and it was just different. It was a chore. Much more in-depth. I learned stuff, yes. But I was reading just to meet deadlines (Sound familiar?) and I didn't enjoy any of it. Walked out with an A. Few points shy of a perfect score. Hated it. It's like that. Look up the Sudbury school experiments if you want a real life model. Actually. Here's a link. Not sure if it's the right one. Have not read this particular article. Looks appropriate at a glance, though. www.psychologytoday.com/blog/freedom-learn/200808/children-educate-themselves-iv-lessons-sudbury-valleyYou give people a limit and they'll try to reach it. You give people an expectation and they'll very often surprise you. Now, the people here being uncreative. I know you weren't the one to say that, but that's what's bollocks. I know these people and I know just how occasionally brilliant they can be. But the path to the good stuff is paved with risks and riddled with failure. It is much, much simpler to take the easy road and get the greentext. I don't doubt these people, or any people, honestly. I've seen what they can do. But the circumstances have to be right. Everyone keeps going to the griefing. That's silly. 'Why did you blow up half the station.' -'I felt like it and didn't have anything else to do.' Antagban, -'I wanted to kill this one guy who kind of annoyed me.' Antagban. -'I blew up research, xenobio, and viro/the lower end of medbay as well as the chapel because they're low-population noncritical areas and I wanted legitimate credit as a station threat.' Good to go. Standards don't drop just because you get more breathing space. You already aren't allowed to blow up the station for no good reason as an antag. Where did everyone get the idea it's suddenly okay because your new objective is 'to make the round interesting?' That's a false, completely unbacked assumption. There will always be weasels and lawyer-wannabes. There will always be people who justify the things they do despite knowing they're breaking the spirit of the law. Always. I have dealt with hundreds. And you know how I dealt with everyone who said, 'But it's technically not grief because of this little clause right here!', right? Bans. The law isn't written in stone. There's no supreme high admin court except in real law and on /tg/, and I hear both of those are hellholes. Admins always have their good sense and discretion and not just the letter of the law to follow. Anyone that doesn't shouldn't be an admin. If anything, it'll make it more obvious when someone's hunting for validkills with the objectiveless system. If someone could do anything to antagonize the station and chooses to murder the entire station, odds are that person should probably be antagbanned. Y'know. Kind of just like right now.
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duck
Anomalist
Posts: 124
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Post by duck on Aug 12, 2014 5:49:37 GMT
Also. Skull. Skull, are you stealing my arguments. I can't keep up with short posts.
All my posts have to be longwinded multiparagraph headaches.
Why are you doing this to me.
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Post by veneke on Aug 12, 2014 6:04:57 GMT
You give people a limit and they'll try to reach it. You give people an expectation and they'll very often surprise you. Standards don't drop just because you get more breathing space. You already aren't allowed to blow up the station for no good reason as an antag. I've cut stuff because... well, walls of text are bad for everyone. My issue with all of this is basically that the problem you're trying to address is a misunderstanding of how being an antag works. That's what needs to be addressed. I agree there's a problem with how antags currently operate at the moment, I also agree that something should be done about it. I don't think that the solution to this is to remove objectives and somehow expect that this will create a better class of antag. You're talking here about the community's expectations of antags, and that's quite right - that's what we need to get across. What might do that is encouraging good antags and pointing out where poorer antags have gone wrong. This is why we have things like guides, rules, and, ironically enough, greentext. Removing greentext, and expanding on the limits Antags can break the rules,* without first ensuring that people understand the expectation of how an antag is meant to work, is a recipe for disaster. * I understand that you're not asking for the standards of antagging to be changed as a result of this change. However, antags are basically players given permission to break server rules. As an antag you can kill someone if it's your objective. You're expected to do it in a certain way, but it's allowed no matter how you do it. By removing a very clear-cut objective a kill by any antag will be far harder for the admin team to deal with, regardless of how they handle it the player killed will know that the antag didn't have to kill him. That leads to a whole bunch of questions and trouble that can easily be avoided.
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Post by frances on Aug 12, 2014 6:09:06 GMT
Poor antags tend to be the ones that don't care about guides and feedback. Right now, a lot of them are doing stuff that's bad, but not outright rule-breaking, and most of our staff doesn't feel like arguing with them, especially when the main argument we have against them is "well, you should do slightly better".
I feel like a radical restructuring of antag guidelines might bring in the change that's needed in this area.
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duck
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Posts: 124
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Post by duck on Aug 12, 2014 6:18:13 GMT
Perfectly reasonable. I'll try to be brief, although I'm awful and this is the most fun I've had in weeks and I thank you for that.
To clarify, objectives aren't exactly being removed. There should be a message that pops up every time you become an antag. Comes with the package, I think. Paraphrasing: 'You're an antagonist! You are exempt from usual rules regarding murder, but try not to be awful about it. Your goal is to try and make the round interesting. How you decide to go about this is up to you. Your uplink is blah, blah.' It's not a straight blank removing of all objectives with nothing to replace. Code already exists.
Another problem is that antagging is damned hard. I honestly only turn mine on when I build up a buffer of cool ideas. The idea behind the change is to have the system encourage and reward creativity (No greentext but if you did amazing, the people will cheer for you in place of the system.)
Re: *. Also true. I personally feel antags should be able to kill as many people as they can adequately RP killing. Some nice setup. Some stalking. Some creeping. Luring, a monologue. These things take a while. And it only takes one person to scream for help over the universally-owned headset before you have one million officers breathing down your neck. Antags should full well be allowed to murder people. But. Quality standards. We have no serial killers on Aurora, and it's a little upsetting. One of my more memorable deaths was being captured by a tunnel clown and taken to a little room. It was just straight filled with dead, mutilated bodies. I soon joined them. It was pretty great just for the shock of it.
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duck
Anomalist
Posts: 124
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Post by duck on Aug 12, 2014 6:25:19 GMT
Poor antags tend to be the ones that don't care about guides and feedback. Right now, a lot of them are doing stuff that's bad, but not outright rule-breaking, and most of our staff doesn't feel like arguing with them, especially when the main argument we have against them is "well, you should do slightly better". I feel like a radical restructuring of antag guidelines might bring in the change that's needed in this area. As a former admin from a different time and place, those people are the worst. They're the ones that really killed /tg/, and nearly the other servers I've moved to. Players that always try to get away with as much as they can get away with. Can't ban 'em. Some of them are genuinely nice people, too. And there are so many. Too many to talk to in any reasonable amount of time. I kind of assumed a radical restructuring was going to come -with- the change, sooo. I'm sorry if I didn't push it. Poor communication kills. Alsoalso, for Skull. Turns out objectiveless antags is already in our code. In Config. github.com/Aurorastation/Aurora/blob/9cb5050ef9c67de10f2b21af2e6bf04623f9cfdf/code/controllers/configuration.dmobjectives_disabled = 0. Flip to 1 and we're set. Should not flip until after this thread has concluded and changes made, of course.
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Post by frances on Aug 12, 2014 6:29:47 GMT
That's what I've said. I think a restructuring would be beneficial if we can come up with a model that works. I still have no idea if this one will, though I'm hopeful, but hey, it's an idea and seems decent, so that's why I'm for trying it out. And if it fails, then we can concentrate on finding other solutions after the fact.
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Post by veneke on Aug 12, 2014 6:30:49 GMT
I must say, I do love a good argument.
I like the paraphrased objective briefing. I do think that there needs to be at least one objective or reason for why you're on the station, doing bad things. This could rotate (between things like mental break, syndicate operative, secret religious nut, whatever) and could be overridden with your preferred background if the admins approve. I think Frances though is right - this should be part of a larger root and branch restructuring of antags.
Antagging is difficult. I tried it for a while, but I'm like... not robust at all. So I play Security instead!
Just as you've mentioned security there in that final paragraph - one thing I've noted about this server is that there's an overabundance of people who play Security. It's not uncommon, especially during the server's off hours that security is packed and there's no Engineer, or only one Engineer. It didn't occur to me until just now, but it's possible that some antags are quieter because of that. It's one thing to be an antag serial killer when there's a detective and a security officer on duty... and quite another when there are three officers, a detective and a warden.
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duck
Anomalist
Posts: 124
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Post by duck on Aug 12, 2014 6:39:55 GMT
You don't know how refreshing it is to be called out on the rubbish I spout sometimes. People cave too often before we get down to brass tacks. There's a million people in sec, but that's just kind of a thing that happens. I think when I was active a few months ago it was medbay that was crowded, with decent sci and low sec populations. Engineering is always mostly empty because they get nothing nice and exist only to fix other peoples' mistakes. But there is usually one. One wonderful person who will put up with being an engie so everyone else can have power. The good news is that this stuff is actually already in our code, so I don't even have to steal it. Skull can just flip a 0 to a 1 and it's in. Flip back to 0 and it's out. I thought I'd have to steal it, but this is pretty great. As for cycling. I do that personally, with all the groups from: www.ss13.eu/wiki/index.php/The_Syndicate . I am really looking forward to the round where I work for the Animal Rights Consortium. But really, that stuff I like left up to the player. Maybe make the resource available to them at round start. A list of background suggestions. Stuff. I really encourage people to pick their own stuff, though. More thinking is always better.
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farcry11
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God Emperor of Pleb Kind
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Post by farcry11 on Aug 12, 2014 6:56:46 GMT
In the interest of no longer babying the community and encouraging people to do things on their own...
Huge +1.
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