KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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DenogginizerOS said:
I actually find the defense of the delay funny. What purpose does it serve other than giving end-users something to overcome that is not normally found in FPS?

IMO we haven't reached perfection yet.
 
DenogginizerOS said:
Well, it bothers me and that shouldn't bother you. I am glad others enjoy it, but I am sad it bothers me.

Maybe if you stop thinking about it it wont bother you anymore. I think you (as many) are "over-thinking" about it. Spend less time looking at YouTube videos and more on the demo and you'll forget it. For curiosity, how many times did you go through the demo?
 
jjasper said:
The shooting lag never really bothered me in fact I never really noticed. Jumping on the other hand really seemed delayed to me.

That's because you have to take a second to bend your knees first like IRL. It's not like in Halo where you jump in an instant and go 7 feet in the air. I think the mechanic works well. You can basically jump over anything of reasonable height. Whereas in a game like Resistance 2, there was no assistance.
 
TTP said:
Maybe if you stop thinking about it it wont bother you anymore. I think you (as many) are "over-thinking" about it. Spend less time looking at YouTube videos and more on the demo and you'll forget it. For curiosity, how many times did you go through the demo?
4 times.

I play a lot of shooters. Most know me as one who is quite good at headshots. I find KZ2 to be more laborious than I prefer. I will adjust, but I don't think the decision was a smart one.
 
TTP said:
Maybe if you stop thinking about it it wont bother you anymore. I think you (as many) are "over-thinking" about it. Spend less time looking at YouTube videos and more on the demo and you'll forget it. For curiosity, how many times did you go through the demo?
Seriously.

Some people here are riding some of the more minimal issues like they are flaws. They are design choices afforded by a lot of the physics and momentum based movements in the game. I went back to the default controls and got used to them. I did up the sensitivity about 3 notches. It feels great. I can't really think of anything else to say based on the demo except it left me wanting more.

For some to get so meticulous in their complaints is far fetching. The bottom line is the game plays great and handles fine.
 
ItAintEasyBeinCheesy said:
Just played without Hud and Crosshairs, heaps cool, 4th time i have finished the demo.
The only way to play it, imo. There are enough in-game indicators to convey crucial info to the player and it increases the immersion tenfold.


LiquidMetal14 said:
Seriously.

Some people here are riding some of the more minimal issues like they are flaws. They are design choices afforded by a lot of the physics and momentum based movements in the game. I went back to the default controls and got used to them. I did up the sensitivity about 3 notches. It feels great. I can't really think of anything else to say based on the demo except it left me wanting more.

For some to get so meticulous in their complaints is far fetching. The bottom line is the game plays great and handles fine.
Nah, it's pretty natural, the better and more polished the game, the more nitpicky the complaints.

And we have a very polished game on our hands here. :D
 
shadowsdarknes said:
That's because you have to take a second to bend your knees first like IRL. It's not like in Halo where you jump in an instant and go 7 feet in the air. I think the mechanic works well. You can basically jump over anything of reasonable height. Whereas in a game like Resistance 2, there was no assistance.

One of the more annoying aspects of that game. You literally could not jump over a fucking rail in that game ... instead you'd get stuck on geometry and get pelted by enemy fire - same shit happens in the multiplayer. I still have no idea WHY IG went with that design. KZ 2 gets the jumping just right imo.
 
The "lag" or "delay input" or whatever you call it is only annoying when you focus on it and try to fight it. If you take it into account when aiming (and mostly use extremely tiny and gentle moves) it clicks. And it actually makes sense. If you try to play it like R2? you're doing it wrong. Most of the time I'm not using more than 20% of the aiming stick's range and it works very well. Ram the stick, and you're fucked.
 
N30RYU said:
Juts one thing... are yo controlling a gun... or a soldier...

This is just like a motorcycle videogames where you turn directly the motorcycle, or the ones that you control the weight of the pilot that makes the motorcycle turn.

This particular issue is not about the weight in the game, this is a separate issue in regards to a delay in the game picking up your button pushes/actions.

I think we need to separate these two issues now becuase people are going to get confused.


Camp 1 : People are are just not happy with the weight of the controls that GG intended for you to feel by creating a longer acceleration period/arc.

Camp 2 : People that are fine with the weighted controls but have an issue with how long it takes for the game to respond to your button presses and or actions, so in essence some people are saying that it's the delay before the game even starts to move at the point of the acceleration period/arc that is the problem, not the slower acceleration period/arc itself.

Camp 3 : People that have a problem with both the above.

-------------------------------------------------------------
 
Haunted said:
That's fine. :)

The game would be better with the option, but I'll live if it doesn't make it into the game.
Nah I just wanted to bail on potential attacks :D CT would be mighty fine so I could play Alt 2 properly but yes, I can also live without it, Standard 1 does do job well.
 
shadowsdarknes said:
That's because you have to take a second to bend your knees first like IRL. It's not like in Halo where you jump in an instant and go 7 feet in the air. I think the mechanic works well. You can basically jump over anything of reasonable height. Whereas in a game like Resistance 2, there was no assistance.

I know that but the bending of the knees is delayed. Anyway it doesn't matter as it doesn't effect my perception of the game or the controls. In fact I played a few other shooters last night realized how much I loved the "weight" just seems more natural to me than the gun on a stick approach.

Edit: I would fall into camp 2 above.
 
DenogginizerOS said:
Is it that hard to believe some of us do find it cumbersome?

No, and I never said otherwise. All I've been saying the entire time is don't expect some sort of patch or fix - the way the game plays was designed purposefully. It's a case where you're either interested in the controls and want to play, dislike the controls but are willing to adjust, or despise the controls and refuse to get used to them. To each his own - I'm just not sure what people think complaining is going to do.
 
DenogginizerOS said:
4 times.

I play a lot of shooters. Most know me as one who is quite good at headshots. I find KZ2 to be more laborious than I prefer. I will adjust, but I don't think the decision was a smart one.

I see. Well, try to give it a couple of extra tries without thinking about it. Or just wait for the full game. You'll definitely adjust and think about this as a non-issue I'm sure.

It would be nice to check how the game would feel with zero (or less) delay tho.
 
putting sensitivity at max does make the aiming a lot more smooth, but I'm not good enough with a dual analog controller to deal with the way faster speeds.
 
Zeliard said:
No, and I never said otherwise. All I've been saying the entire time is don't expect some sort of patch or fix - the way the game plays was designed purposefully. It's a case where you're either interested in the controls and want to play, dislike the controls but are willing to adjust, or despise the controls and refuse to get used to them. To each his own - I'm just not sure what people think complaining is going to do.
While I applaud the decision to try something different, I think the complaining illustrates that some will be turned off by Killzone 2 because of the controls. While I will adjust, I am not sure why they chose to delay or alter what is, in my opinion, necessary in first person shooters. Having said that, I think it will alter the way people approach combat situations (i.e. they will be less inclined to run, jump and gun). That is a good thing.
 
DenogginizerOS said:
While I applaud the decision to try something different, I think the complaining illustrates that some will be turned off by Killzone 2 because of the controls. While I will adjust, I am not sure why they chose to delay or alter what is, in my opinion, necessary in first person shooters. Having said that, I think it will alter the way people approach combat situations (i.e. they will be less inclined to run, jump and gun). That is a good thing.

Try turning the X and Y Axis sensitivity up to about 75% - that's how I play and I think it feels good.
 
Linkzg said:
putting sensitivity at max does make the aiming a lot more smooth, but I'm not good enough with a dual analog controller to deal with the way faster speeds.

You just need to learn to be more gentle with the analogue sticks when it comes to more refined movements, I'm using the maximum sensitivity settings now and I find them perfect, it just took alot of practise, just keep playing through the demo and your eventually adjust, or start @ default and then move it up a notch every couple of times you go through the demo, the more you practice now the better you'll be on-line when the game is out anyway.
 
Raist said:
The "lag" or "delay input" or whatever you call it is only annoying when you focus on it and try to fight it. If you take it into account when aiming (and mostly use extremely tiny and gentle moves) it clicks. And it actually makes sense. If you try to play it like R2? you're doing it wrong. Most of the time I'm not using more than 20% of the aiming stick's range and it works very well. Ram the stick, and you're fucked.

I can not imagine to play a shooter with flicking the stick all the time. Something I really enojy about the DSIII compard to the 360 pad is that you have a long way to move the stick for very fine adjustmens and fluid controls. If it's like you describe it you can just use a digi-pad.^^
 
JB1981 said:
Try turning the X and Y Axis sensitivity up to about 75% - that's how I play and I think it feels good.
I have taken it to the highest and about 3/4 up.

Don't worry. I will be there popping skulls when you need me. :D

But as someone who uses precision in my everyday life in surgery, I prefer that same level of response in my games.
 
In the end, I'm just partially disappointed by the controls. Running,jumping and sprinting feel just fine. It's the aiming acceleration that feels off.


I'll leave it at that because we are all going in circles.
 
DenogginizerOS said:
4 times.

I play a lot of shooters. Most know me as one who is quite good at headshots. I find KZ2 to be more laborious than I prefer. I will adjust, but I don't think the decision was a smart one.

Honestly, if you haven't adjusted after 4 plays I doubt you will. You just have to get it. It's intentional weight, not lag. There's nothing laborious about it and aiming is no more difficult in this game than any other. I was shooting helmets off of guys who were hiding behind cover on my first play through with the scope, and I don't think there's much (if any) aim assist while zoomed. From the hip, aiming is very assisted and easy. Maybe I just watched enough videos to understand how it would feel beforehand. There's really nothing bad about the way this game feels, if you can understand it. It'll either click and you love it, or it won't and you'll hate it. I don't think it takes more than one play for this to happen. About halfway through I felt like the controls were the best I've felt in a console FPS.
 
StateofMind said:
Honestly, if you haven't adjusted after 4 plays I doubt you will. You just have to get it. It's intentional weight, not lag. There's nothing laborious about it and aiming is no more difficult in this game than any other. I was shooting helmets off of guys who were hiding behind cover on my first play through with the scope, and I don't think there's much (if any) aim assist while zoomed. From the hip, aiming is very assisted and easy. Maybe I just watched enough videos to understand how it would feel beforehand. There's really nothing bad about the way this game feels, if you can understand it. It'll either click and you love it, or it won't and you'll hate it. I don't think it takes more than one play for this to happen. About halfway through I felt like the controls were the best I've felt in a console FPS.
You don't know me, friend. I will adjust.
 
DenogginizerOS said:
While I applaud the decision to try something different, I think the complaining illustrates that some will be turned off by Killzone 2 because of the controls. While I will adjust, I am not sure why they chose to delay or alter what is, in my opinion, necessary in first person shooters. Having said that, I think it will alter the way people approach combat situations (i.e. they will be less inclined to run, jump and gun). That is a good thing.

I've noticed that even while playing on the demo difficulty. You generally have to be careful with your decision-making, especially as far as where to go for cover, and I imagine that ramps up a lot more on higher difficulties. As TTP said earlier, this is a game where if you let someone get behind you, you're dead (especially in MP).

The biggest reason I don't mind the way the game controls is that it does feel good to me, but the second biggest reason is that it's the same for everyone. Nobody has any unfair advantage, and almost everybody is coming from other shooters and has to make that same adjustment.
 
shadowsdarknes said:
Yeah but some of the voice work is terrible. At first I thought the voicework complaints were just over crappy lines, but the way some people sound when they die or grunt is awful.

Wow, people are reaching...
 
I hope there is an option in MP that allows for one or two shot kills. One thing that the sim-like weight gives to this game is the thrill of having to keep your nerves at check while you adjust to line up the shot (something I love about deer hunting). However, I think that the end-user should be rewarded with a finely placed heart or head shot. Perhaps the hit box over the head and the heart have a higher degree of lethality potential.
 
Guys have you seen THIS, that's pretty awesome, I never knew you could do all that in the demo, it gets a bit glitchy though but still cool, I think by the time this game is out this will of been the most explored and analysed demo ever made.
 
shadowsdarknes said:
That's because you have to take a second to bend your knees first like IRL. It's not like in Halo where you jump in an instant and go 7 feet in the air. I think the mechanic works well. You can basically jump over anything of reasonable height. Whereas in a game like Resistance 2, there was no assistance.

Yup, this is correct. You can see the camera move as if Sev is gathering before the jump. In fact, this should be a sign that points us to the realization of the developers making a conscious decision to give the controls a more realistic feel. Jumping in Halo is actually extremely unrealistic.
 
DenogginizerOS said:
I hope there is an option in MP that allows for one or two shot kills. One thing that the sim-like weight gives to this game is the thrill of having to keep your nerves at check while you adjust to line up the shot (something I love about deer hunting). However, I think that the end-user should be rewarded with a finely placed heart or head shot. Perhaps the hit box over the head and the heart have a higher degree of lethality potential.

If you get the STA14 rifle in the warehouse from the guy on the roof, it's a one-hit kill if you shoot them in the head (unless you graze the helmet and knock it off, which happened to me once). The head often explodes, too, which is a nice bonus. I imagine headshots with a rifle in MP are one-hit kill.

cakefoo said:
Find it cumbersome or don't. It's a free country. I don't bash those who don't find it cumbersome, so why do they gotta bash ME?

I'm not bashing anyone at all, yo.
 
Zeliard said:
Is it that hard to believe that some people just don't find it to be cumbersome?
Find it cumbersome or don't. It's a free country. I don't bash those who don't find it cumbersome, so why do they gotta bash ME?
 
On a completely different note, I just want to applaud GG and Sony for delivering on the graphical promise of the much maligned E3 CG/"real-time" video. Motorstorm, LBP, GT5:P, and now Killzone 2 are just a few of the pristine visuals delivered by the PS3 and I eagerly await MLB The Show 09 and God of War 3.
 
lowrider007 said:
Guys have you seen THIS, that's pretty awesome, I never knew you could do all that in the demo, it gets a bit glitchy though but still cool, I think by the time this game is out this will of been the most explored and analysed demo ever made.

Maybe right behind MGS2 from the original Zone of Enders.
 
Zeliard said:
If you get the STA14 rifle in the warehouse from the guy on the roof, it's a one-hit kill if you shoot them in the head (unless you graze the helmet and knock it off, which happened to me once). The head often explodes, too, which is a nice bonus. I imagine headshots with a rifle in MP are one-hit kill.



I'm not bashing anyone at all, yo.
Yeah. The skull-popping is pretty good (I still prefer the meaty audio of the Gears games). But a shot to the heart is difficult to, but can be as lethal as a headshot. Again, just an observation.
 
lowrider007 said:
Guys have you seen THIS, that's pretty awesome, I never knew you could do all that in the demo, it gets a bit glitchy though but still cool, I think by the time this game is out this will of been the most explored and analysed demo ever made.
Eh, looks interesting but I'm afraid to do it. I've heard of people's PS3's giving out on this demo, and I can't imagine glitches being very safe in that regard.
 
DenogginizerOS said:
On a completely different note, I just want to applaud GG and Sony for delivering on the graphical promise of the much maligned E3 CG/"real-time" video. Motorstorm, LBP, GT5:P, and now Killzone 2 are just a few of the pristine visuals delivered by the PS3 and I eagerly await MLB The Show 09 and God of War 3.

Not Uncharted 2?
 
Zeliard said:
No, and I never said otherwise. All I've been saying the entire time is don't expect some sort of patch or fix - the way the game plays was designed purposefully. It's a case where you're either interested in the controls and want to play, dislike the controls but are willing to adjust, or despise the controls and refuse to get used to them. To each his own - I'm just not sure what people think complaining is going to do.
The menus have the same lag, so what's the weightiness there? And the menu lag is actually distracting too. Sometimes I'm tapping up up up to get to a selection, and the delay will cause me to think I'm on the previous selection and I'll hit up one too many times. I don't have that problem of pressing a direction too many times on the XMB, which has only 1 frame of delay. Laugh all you want. I'm not about to cancel my preorder over it, but I'm telling you it's a core fucking mechanic in computer interfacing, and people's brains are turning to mush these days because they've built up such a tolerance to their laggy wireless mice and cheap LCD monitors.
 
Is anyone else bothered by the pulsing/"jumping"/static effect of the main menus--not the load screens--in the demo?

Even during the first bot video in the Ve3tro link--when the player selects weapons and a spawn point--I can't stand to look at it.

http://tinyurl.com/dkazda (begins about 3:34-3:36)

I made a post on the official KZ2 forums about it and another user complained of headaches when looking at the menus.

I hope Guerrilla leaves an option for this to be turned off in the final version.
 
cakefoo said:
Ok, I made a video and reported it to GG. It's time to stop saying the game has no delay. It's not a game breaker to me personally, as I fucking love the game and have played the demo at least 30 times... but delay and ignored inputs are serious problems.

http://www.youtube.com/watch?v=5yFa_EZORYo

Regarding USB/Bluetooth ... I'm pretty sure that even when the controller is plugged in, it uses bluetooth to connect to the PS3. The USB is used for syncing and charging.
 
Prothero said:
Is anyone else bothered by the pulsing/"jumping"/static effect of the main menus--not the load screens--in the demo?

Even during the first bot video in the Ve3tro link--when the player selects weapons and a spawn point--I can't stand to look at it.

http://tinyurl.com/dkazda (about 3:34-3:35)

I made a post on the official KZ2 forums about it and another user complained of headaches when looking at the menus.

I hope Guerrilla leaves an option for this to be turned off in the final version.
I'm not too fond of the "jumping" effect. At first I thought it was a glitch.
 
DenogginizerOS said:
Yeah. The skull-popping is pretty good (I still prefer the meaty audio of the Gears games). But a shot to the heart is difficult to, but can be as lethal as a headshot. Again, just an observation.

If it's limited to something like the sniper rifle and its variants, I don't see why not.

cakefoo said:
The menus have the same lag, so what's the weightiness there? And the menu lag is actually distracting too. Sometimes I'm tapping up up up to get to a selection, and the delay will cause me to think I'm on the previous selection and I'll hit up one too many times. I don't have that problem of pressing a direction too many times on the XMB, which has only 1 frame of delay. Laugh all you want. I'm not about to cancel my preorder over it, but I'm telling you it's a core fucking mechanic in computer interfacing, and people's brains are turning to mush these days because they've built up such a tolerance to their laggy wireless mice and cheap LCD monitors.

I'm not laughing at anything. I'm not sure what you're being so defensive about, particularly when I keep saying that if you don't like it, you don't like it. I personally don't feel it's an issue. The menu lag isn't distracting to me in the least bit, and I've never had a problem selecting what I want. I'm familiar with bad menu and input lag from certain PC games that aren't fond of vsync, and this feels nowhere near the sort.
 
Played the demo a few times, and my issue with the game isn't necessarily with the controls, but a few factors that combine together to make the firefights less fun.

I could write an entire essay on it, but I'm trying to keep it short.

Fact 1: You get killed pretty quickly.
Fact 2: You only get 1 gun and a side-arm
Potential Fact 3: There's only one type of grenade (there's only one type in the demo, don't know if there's more in the full game... one would hope)
Fact 4: Close quarters combat is very difficult (due to the realistic weight and momentum)
Fact 5: Cover is extremely useful

Ok, so now when we combine these facts together, this limits your options in a particular firefight. In general with FPS games you can do long range fighting, medium range, or close range. Fact 2 means that you have to decide what kind of range fighting you want to do, and stick with it for a duration. You can't instantly switch between long-range, and medium range unless you pick up a new weapon which might not always be available. Furthermore, the close combat fighting is always available with the knife and melee, but it's not that effective because of Fact 1 and 4.

So what ends up happening, at least in the demo is you get into an area with enemies and just chill behind cover taking enemies out methodically until the area is cleared. You use grenades if you want, but it mostly amounts to an on-rails Time Crisis experience where you hide behind cover, wait until they're out and take some shots to kill them. Rinse and repeat. Compare this to other FPS games like R2, Halo, COD each with different levels of dynamism but all have more options constantly available to you than KZ2 by virtue of their weapon and enemy mechanics.

Funny enough, these issues aren't prevalent in multiplayer. You have many more options available to you, especially with classes like the engineer or scout, there is no cover to abuse, and dying isn't THAT big of a deal so you don't need to totally avoid it like the plague. So multiplayer combat will be orders of magnitude more dynamic than the single player, which is good.

This is actually where co-op can help a lot, because when you have a human partner the options available grows exponentially and the battles become that much more dynamic and interesting. For example one of you can lay suppressing fire while the other one flanks. Or you both throw grenades on opposite sides of a structure and then rush the survivors, etc etc. But by yourself it's... cover->shot shot shot->cover->move to another cover->shot shot->cover.

Guess it still turned into an essay... ahhh well.
 
matticus said:
Regarding USB/Bluetooth ... I'm pretty sure that even when the controller is plugged in, it uses bluetooth to connect to the PS3. The USB is used for syncing and charging.
Until it's confirmed about the USB/Bluetooth thing, I'll still use the cable just to ensure fair results. But as far as Bluetooth being to blame, just remember that the XMB test was 1 frame, so the controller is capable of sending info fast enough.
 
Omar Ismail said:
Fact 1: You get killed pretty quickly.
Fact 2: You only get 1 gun and a side-arm
Potential Fact 3: There's only one type of grenade (there's only one type in the demo, don't know if there's more in the full game... one would hope)
Fact 4: Close quarters combat is very difficult (due to the realistic weight and momentum)
Fact 5: Cover is extremely useful

1: Realistic
2: Realistic
3: Realistic
4: Realistic
5: Realistic

Not saying your opinions aren't valid, they are, but by now we should know what GG was going for: Realism.
 
cakefoo said:
Until it's confirmed about the USB/Bluetooth thing, I'll still use the cable just to ensure fair results. But as far as Bluetooth being to blame, just remember that the XMB test was 1 frame, so the controller is capable of sending info fast enough.

Yeah, I don't think it's to blame, just wanted to point that out. I remember this coming up before and someone figuring out somehow that it was still using bluetooth.
 
matticus said:
Regarding USB/Bluetooth ... I'm pretty sure that even when the controller is plugged in, it uses bluetooth to connect to the PS3. The USB is used for syncing and charging.

This is true. I thought the same when that annotation popped up :D
 
Omar Ismail said:
Played the demo a few times, and my issue with the game isn't necessarily with the controls, but a few factors that combine together to make the firefights less fun.

I could write an entire essay on it, but I'm trying to keep it short.

Fact 1: You get killed pretty quickly.
Fact 2: You only get 1 gun and a side-arm
Potential Fact 3: There's only one type of grenade (there's only one type in the demo, don't know if there's more in the full game... one would hope)
Fact 4: Close quarters combat is very difficult (due to the realistic weight and momentum)
Fact 5: Cover is extremely useful

Ok, so now when we combine these facts together, this limits your options in a particular firefight. In general with FPS games you can do long range fighting, medium range, or close range. Fact 2 means that you have to decide what kind of range fighting you want to do, and stick with it for a duration. You can't instantly switch between long-range, and medium range unless you pick up a new weapon which might not always be available. Furthermore, the close combat fighting is always available with the knife and melee, but it's not that effective because of Fact 1 and 4.

So what ends up happening, at least in the demo is you get into an area with enemies and just chill behind cover taking enemies out methodically until the area is cleared. You use grenades if you want, but it mostly amounts to an on-rails Time Crisis experience where you hide behind cover, wait until they're out and take some shots to kill them. Rinse and repeat. Compare this to other FPS games like R2, Halo, COD each with different levels of dynamism but all have more options constantly available to you than KZ2 by virtue of their weapon and enemy mechanics.

I don't necessarily disagree with all of this. Fact 2 does kinda bother me - the Magnum, albeit a nice weapon, should be able to be switched out at least in SP to allow for a more versatile and tactical approach. It doesn't seem like the demo is indicative of how the enemy encounters truly operate, though. TTP wrote this a while back:

TTP said:
About the AI, based on my experience with the game....

There are different basic behaviors applied to the AI depending on what a given level or situation is set up for. There are situations where the AI soldiers are tossed into the environment without any constrains. They charge, retreat, follow the player, whatever. I'd call this Free AI.

Then there are situations where the AI is instructed to hold a given position. In those cases AI doesn't chase the player. Of course it does still move around to avoid being shot but doesn't try to get to you. I'd call this Defensive AI.

And then there are situations where AI is instructed to charge the player. I'd call this Charging AI (how inventive I am).

Usually game mixes these different AI behaviors, putting some Higs on Defensive mode, others on Charging mode and other on Free mode. Obviously different enemy types have different behaviors themselves (those knife equipped Hig will usually attempt to quickly get close to you for example).

So don't expect the AI to behave exactly the same throughout the game. It's tailored to create specific situations for the player to overcome. If you have to conquer a location, don't expect to be able to lure the AI out. If you have to defend, expect higher aggression levels. And so on.
 
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