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Star Wars: The Old Republic [Releasing Date: Dec 20 NA/EU - NDA Lifted]

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Hixx

Member
bjaelke said:
German magazine Buffed.de had a hands-on with the game and their write up contained some new information on PvP, companions and the Bounty Hunter.

It does have a few translation errors:
First off the article mentions a new Warzone called "The Voidstar".
There is a reference to a possible "conquest mode" whatever that might be. Let the speculation begin.

Here are some notes from an official poster on the forum of the site:

- The playing session took place in Austin at the end of March.
- The reviewer was able to play two days and reached with his Bounty Hunter lvl15.
- He played on Nal Hutta and Dramund Kaas
- In his playing time he was quite happy about the game.

Now some info which are new in my opinion. (meaning the posters opinion) But I'm not completely sure. So I am sorry if there are old things included.


general:

- An average player should took 200 hours to reach level 50
- The main story have different endings, who are depending on your decisions ("career or revenge")
- You can travel from Nal Hutta to Dramund Kaas via Shuttle or Flashpoint
- You get your personal spaceship at Dramund Kaas

- On Dramund Kaas there are "heroic" quest areas for groups
- the fighting is classic, but feels dynamic

NPC-companions:

- Mako is the first companion for BH and a Healer
- the droid PO-12 is the second companion for BH
- through the companion you are not forced the skill DD during leveling like in other MMOs

- companions have different stances (Heal, Damage etc..)
- you can configure which skills will be used by the companion
- it is also possible to activate companion skills by yourself

- companions "are nearly as strong as players
- companions can equip armor and weapons
- companions can learn skills at a trainer
- companions can sell loot from your bag

PVP

- Alderaan is a Domination Map - (not sure what this is?)
- an other battleground "could be" Capture the Flag

- There is a CC-immunity bar which grows by suffered CC, till you are completely CC-immune for a time period
- This bar is below the health bar and the enemy can also see it
- Tanks are useful in PVP, because they can absorb 50% damage on a party member

- There are PVP-honor guards
- you will not get equipment for PVP-honor guards, but you will be able "to influence the battle"

The CC implementation in PvP sounds cool!

Source: http://darthhater.com/2011/04/15/buffedde-reveals-new-warzone-the-voidstar/ (extra information in the comments)

quoting for new page


pvp 'honour guards' sounds confusing, would be nice to have a better translation of that part.
 
- There is a CC-immunity bar which grows by suffered CC, till you are completely CC-immune for a time period

This sounds like a really interesting mechanic. It's good to see they're trying to combat PvP CC abuse like the dreaded chain-fear was in WoW.
 

bjaelke

Member
Next week there is a fan site summit at BioWare's office in Austin, Texas. Both US and EU sites have been invited to this 2 day event. Hands-on with SWTOR, tour around the offices and interviews. Very cool initiative from BioWare. There is an NDA on the event which appears to coincide with that of the pc magazines (London event). Both are most likely to be lifted around May 4th.

Some news on questing with friends:
We’ve put a lot of time and effort into making sure that group play and playing with a partner is important. To answer some of the individual questions:

1. No, Republic and Imperial players cannot meaningfully group or play with each other. For the most part, they have entirely different content and progression paths through their planets.

2. If you're on the same side, once you leave your Origin World, your class stories will tend to take you to roughly the same planets, areas and quest hubs at the same time (even if you are not the same class). This has proven pretty vital to keeping groups together and happy. There are quest areas that the class stories do not drive you towards, where play is more freeform.

3. Most of the key moments of a class story happen in a class phase. You can enter the class phases of party members (to, for example, help out with combat events). Many players choose to, but many also choose not to, instead choosing to craft, farm xp, or do their own class quest if it happens to be nearby.

4. There are moments where the class quests send you to largely divergent locations (for example, a Jedi might be sent back to Tython to report in to the council, whereas another class is sent to an abandoned asteroid facility). These tend to be relatively obvious and relatively synchronized with each other. In most of my own playthroughs, the group typically chooses to do these events on their own time.

This is, obviously, an area of great importance to us, and one we continue to iterate on, but it is one area of the game where we've made a lot of progress, design-wise. It's quite fun, right now, to play the game with a steady group.
 

kitzkozan

Member
HarryDemeanor said:
This sounds like a really interesting mechanic. It's good to see they're trying to combat PvP CC abuse like the dreaded chain-fear was in WoW.

Every mmo with PvP should have a period of global CC immunity after suffering 4-5 in a row from different classes. PvP sound better than I expected, especially from Bioware who has zero experience ( but Mythic is working on it I suppose ).
 

Emitan

Member
bjaelke said:
Next week there is a fan site summit at BioWare's office in Austin, Texas. Both US and EU sites have been invited to this 2 day event. Hands-on with SWTOR, tour around the offices and interviews. Very cool initiative from BioWare. There is an NDA on the event which appears to coincide with that of the pc magazines (London event). Both are most likely to be lifted around May 4th.

Some news on questing with friends:
Glad to know they're handling questing intelligently. I was worried that everyone would be split up all the time.
 

MaddenNFL64

Member
Ya, I plan to party up with a friend of mine, so im glad that the class story takes everyone to the same hubs, good stuff.

Also nice that you can possibly 2 man the flashpoints with your companions, to make a group of 4.
 

Spire

Subconscious Brolonging
A blanket CC immunity mechanic is a great thing. The way it's implemented also sounds like they'll be able to tweak it easily and find the right balance.

Nothing kills PvP more than an abundance of CC. "Hey, everytime you enter combat you literally won't be able to play or move your character for about 20 seconds! Doesn't that sound fun!". CC has its place, but it needs to be extremely limited.
 

bjaelke

Member
Sorry about the size...
fbiw42011.jpg

The Dark Temple is forbidden ground on Dromund Kaas. Rumors circulate constantly among the Sith of what might be inside, hidden by the Emperor himself.
BattleMonkey said:
CC has killed PVP in RIFT for me, some of the worst I've ever seen in a MMO.
I think it was on the Darthhater podcast that they were talking about certain chokepoints where both factions shared quests and it was just massive PvP/gank areas.
 

Door2Dawn

Banned
Some new info and Imperial Agent impressions from PC gamer:

Article Summary

- Bioware manages to differentiate the Jedi starting area from the Agent starting area.
- Bioware has done an impressive job of replicating the lifestyle of a secret agent.
- There are still a lot of kill-and-deliver quests, but there was usually a more in-depth class quest which added more meaning to the area.
-Example: "When I was sent to sabotage the power factory..., I ran into a small outpost of downtrodden locals. If I was headed into the facility anyways, why not earn a few extra credits by stealing some power generators and stomping a few bad-guy faces for 'em"
-"Tales of TOR's focus on story have not been exaggerated: it's immediately apparent that this is a BioWare game. "
-Kaliyo reminds the reviewer of Morrigan: "dark, sexy and disapproving of everything I did"
-Cover activated by holding Shift. This highlights cover locations; you can tap R to roll into the one you're looking at.
-Cover is NOT a flat percent-damage reduction. If you're behind it when someone shoots at you, it misses completely. If you're shooting, you're going to get hit. Cover degrades as it gets shot, and some abilities are designed specifically to shoot over cover or knock you out of it.
-Cover-exclusive abilities (like Snipe- "a high damage ability with a long cast time", Suppressive Fire- "a channeled spray-and-pray technique that hits all targets in front of you randomly", and Explosive Probe- "Sends a small probe to the target that explodes the next time they're hit").
-"Fighting is all about rhythm"
-"Solo Conversation" mode, which allows players to enter conversations alone, even when grouped.
-Kaas City is interesting- "it takes a very interesting twist that involves rival Sith Lords, terrorist cells plotting to destroy the city and a cult of Revanites"
-Crew Skills- Archeology (Gathering skill, able to mine crystal nodes and three rotating missions that the writer could send their companion on- example is a dead Sarlacc), Underworld Trading (spices), and Treasure Hunters (previously announced).

Impressions

-Overall, very positive experience- "I'm thrilled. My enthusiasm for TOR is completely renewed"
-"Companions are the key to enhancing TOR's roleplaying experience"
-"The RPG side of TOR reminds me of Dragon Age: Origins... and the game's PvP system feels like an upgraded version of Warhammer Onlines"
-"I'm starting to believe that BioWare can pull off this massive undertaking- the most hyped and biggest-budget MMO of all time- and if they do, just about everyone will have a compelling reason to play it"

Agent Skill Trees

Sniper
-Marksmanship- cover-based, "take out your enemies from a safe distance"
-Ability- Snap shot- Rolling into cover makes your next snipe instant cast.
-Engineering- "This one's all about controlling pet probes"
-Ability- Detonate probes- Blows up all probes.

Operative
-Concealment- "Stealth and daggers"
-Ability- Waylay- Detonates flash bomb and charge at a distant enemy, attacking them instantly and boosting next attack by 20%.
-Medic- "favorite playstyle", heals allies with probes and bact-syringe guns.
-Ability- Kolto Probe- Sends healing droid to target and stacks up to three times, like the Lifebloom spell for WoW's Druid.

Both
-Lethality- Adds venoms to melee and blaster attacks.
-Ability- Seeker Probes- Sends out probes to target, poisoning everyone around them.

PvP

Combat
-Tanks guard allies and taunt enemies to reduce their damage output on anyone other than the tank
-No player collision
-Deflected damage, taunted enemies, and other effects will be shown visually
-When players are crowd-controlled, their resolve bar fills up. Once it maxes out, player is immune to CC.
-Pace of combat is manageable- no instant kills or burst damage.
-Cover mechanic combined with medic agent is very fun and unique.
-No companions in PvP.

Rewards
-Valor identical to Warhammer's Renown, an alternate PvP levelling system.
-Badge system similar to Halo: Reach rewards for streaks of success.
-Healing and damage absorption is tracked in the match stats to promote and reward tanks and healers.
-Players can "commend" favorite teamates to give them bonus rewards.
-Seperate PvP gear sets while leveling and at max level.

Ships

-Main Room- Contains central computer and Holocom for both players and NPCs.
-Medical Bay- Bacta tank and bed.
-Escape Hatch- Unkown use in space combat.
-Captain's Quarters- No fish tank.
-Cockpit- contains galactic map.
-Engine Room- Shiny equipment, but no interaction so far.
-Mission Terminal- Contains quests that encourage you to do activities taht you haven't tried in a while, such as PvP.
-Companions- each have their own section of the ship
 

Spire

Subconscious Brolonging
BattleMonkey said:
CC has killed PVP in RIFT for me, some of the worst I've ever seen in a MMO.

PvP in that game is so fucking bad. It's shocking, actually.



Door2Dawn said:
PvP stuff

Thank god gear is not locked to rank. Getting into PvP is hard enough as it is for anyone coming in late or after the initial wave, having the decent gear locked behind ranks just makes it brutal. It turns into a "rich get richer" situation almost immediately. AoC is a good example of just how bad it can get.

And I know it's not what PC Gamer meant, but I hope TOR has cool open world PvP like Warhammer does (or at least tried to do). It's clear they're referencing how tanks work in PvP and the Renown-like system, but I can dream.
 

bjaelke

Member
R2D2 visiting BioWare's studio: http://twitpic.com/4npiq6
Door2Dawn said:
Some new info and Imperial Agent impressions from PC gamer:
Decent write up. I'm really excited for the PvP in the game. These two lines are really comforting:
-Healing and damage absorption is tracked in the match stats to promote and reward tanks and healers.
-Players can "commend" favorite teamates to give them bonus rewards.
 

bjaelke

Member
The_Inquisitor said:
Sounding better and better. How about a fucking release date?

please?
Nothing will be announced before May 4th or maybe even E3/GDC.

PC Gamer put Autumn 2011 as a release in their article (see above) and Stephen Reid responded with this quote on Twitter:
@LG_Jenjidai ... And how is that official? It's a guess by PC Gamer. Until we announce, everything is speculation.

Izayoi said:
What do we know about leveling curve/time to hit cap/endgame PvE content?
Story arc is roughly 200 hours including class quests and all cinematics. By the end of the story you should be level 50. Obviously, there'll be a competition to reach end game first. Some testers said that the difference between level 1 and 15 in terms of level curve wasn't too big. To be fair, you get more exp from quests than you do from grinding.
 

Izayoi

Banned
bjaelke said:
Story arc is roughly 200 hours including class quests and all cinematics. By the end of the story you should be level 50. Obviously, there'll be a competition to reach end game first. Some testers said that the difference between level 1 and 15 in terms of level curve wasn't too big. To be fair, you get more exp from quests than you do from grinding.
Wow, 200 hours to hit cap seems awfully brutal, especially at launch. That's going to turn a lot of people off. Assuming it doesn't become a boring grindfest I don't really care, but that's still mighty brave of them.
 

Spire

Subconscious Brolonging
200 hours of grinding bland quests WoW-style is not a pleasant thought, but this games main selling point is the story and they're marrying that directly the leveling experience. They seem to be focusing on making that 200 hours as enjoyable as possible.
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
Vigilant Walrus said:
Not for a MMO.

Well I'm expecting it to be mostly quests and cutscenes and such. When taken as that, 200 hours for every class is a pretty massive chunk of content.

Not that I expected any less.
 

AtomHeart

Neo Member
I have no idea how Bioware is going to manage to make those 200 hours fun and keep an interesting story throughout, but good luck to them!
 

bjaelke

Member
Andrex said:
Well I'm expecting it to be mostly quests and cutscenes and such. When taken as that, 200 hours for every class is a pretty massive chunk of content.

Not that I expected any less.
Here's a good explanation of how they're doing it:
This one can get confusing as there is a great deal of content in the game, all geared for slightly different experiences. So let's get to it, yes?

--There is no repeated content across factions. Easy enough.

--Every Class has a completely unique storyline with their own companion characters and quests that takes them from the very first level through the very last and leads them naturally into the end game content. We call these Class Quests.

Now the questions and ideas that can be harder to get your head around if you haven't yet been one of the few lucky ones to actually play the game.

--"Is all your faction specific content Class Quests?"

Absolutely not. It's a multiplayer game, built for multiplayer storytelling. Which means all classes in a faction will have access to all of the same content except the Class Quests.

--"What is the breakdown between Class Quests and multiplayer quests?"

On the Origin worlds it's about 60% Class Quests, dropping to about 40% on the Capital worlds and then even lower for the rest of the game. The whole idea is to get you into the game, teach you about your class and your story, then get you out there playing with other people. We need to meet Obi-Wan, get our lightsaber and learn about the rest of the galaxy, but then it's time to get the gang together and go to war. We're still going to take breaks and run off to Dagobah but that's now the minority of our story. So the game very purposefully starts with more single player content and then moves strongly towards content that can be played multiplayer.

--"What are all the different types of multiplayer quests?"

Whew, that one's a big list but I can hit the major stuff. 1) World Quests: One-offs or short chains built for easy pick up and play. Grab a PUG or your friends and have a short adventure together. 2) World Arcs: Epic quest arcs that go from four to ten quests or more and follow a storyline across an entire planet. Big decisions and branching questlines you may have to play multiple times (in different playthroughs, they're not repeatable) to see all the content. Built for long play sessions or a series of short sessions where you and your group want a huge adventure that may stretch over tens of hours. Also very PUGable as long as you're grabbing like minded folks. 3) Flashpoints: Instanced, heavily scripted major story and action pieces built for groups to go in and get the very best of BioWare's multiplayer storytelling. Built to be played in a single sitting.

Now here's the fun part. Our multiplayer content has lines, choices and content that is specific to each class and content that is only there if you're in a group. Did the Jedi Consular really just convince the Sith boss to stand down and not fight us? Did the Bounty Hunter really just shake down the Moff for more money? Did the Smuggler just leave the group with that attractive quest giver? Um...are they coming back? It's fun to replay the game and see all the different content but it's also a blast to play with friends and be completely surprised by what they say. Often you'll find yourself saying "Okay, that clearly was not one of my dialogue options!"
 
Izayoi said:
In the grand scheme of things, 200 hours to hit cap in modern MMOs is fairly rare.

The releases of modern MMOs have died down since all the recent failures.

On top of my head don't you think many of the latest big ones; Aion, Conan, Warhammer, and so on, are in the 150-200 Hours ballpark?

All those games, I recall had their developers saying it wouldn't be a grind, and there wouldn't be fed-ex quests. But it always ends up like that. There are always some of it, that just sneaks in. It's like it's impossible to these projects with top of the line quality all the way through. They need to scrap the bread dry.


And for what? We know the hardcore people are going to rush through to max level and seconds afterwards go to the message boards complaining about a lack of end game. Like the dude who got max level in Rift in one single game session thanks to taking drugs that pilot use to stay awake when flying F16s.


I've always loved the Guild Wars philosophy. Because it is actually a philosophy more than game design. It's not just an idea on how to build a game, but how to play it. There is not a single good reason why games like this needs to have this gigantic overflow of content.

My own census is that MMOs of the past have always had so terrible combat and basic generic mob killing, against a lame AI, that developers needed to sway the carrot stick, to indulge peoples collect-a-thon senses.

Why did nobody before set out to make a game that was so fun, that even if it didn't had levels, items, loot or such, that people would still play it just because it was so good? The constant need to be rewarded to me, is a sign of a game that is not strong enough in itself.

But with SWTOR, Tera and Guild Wars 2, I think developers are realizing this, and thus we have gotten active combat, a stab at actual storytelling and so on. I hope all three titles will be grand. Life really is too short to these time wasting MMOs.


In the end I think 200 hours to reach the end point is fine, as long as it scales like that. Like a good movie, it needs to keep momentum up. Otherwise you need to reduce it, to keep it good all the way through. It's entertainment. It needs to be instantaneously rewarding from beginning to end, and a lot of MMOs have missed that mark in the past.

A key component as well, I think is to design the game in a way that allows you to engage the fun bits relatively quickly. In older MMORPGs it could take you 30 minutes just to go to where you wanted to go. Well, if you only have thirty minutes to play, then that is not not very fun, to boot up the game, and just walk your character, and then log off.
Every gaming session should tell it's own little story. Not in the sense of completing a quest, or reaching an end, but just having a player go do something in the world, should quickly allow the player to get feel gratified from one session, let it be 15 minutes or 3 hours.
 

Izayoi

Banned
Vigilant Walrus said:
On top of my head don't you think many of the latest big ones; Aion, Conan, Warhammer, and so on, are in the 150-200 Hours ballpark?
Out of those, if you were efficient, only Aion hit the 200 hour mark - and that's because of the horrific grind that started around 40. If the game wasn't such a snooze fest a grind would have been fine. Too bad I could pretty much play Aion (and most tile-clicker games, for that matter) in my sleep.

Vigilant Walrus said:
But with SWTOR, Tera and Guild Wars 2, I think developers are realizing this, and thus we have gotten active combat, a stab at actual storytelling and so on. I hope all three titles will be grand. Life really is too short to these time wasting MMOs.
TERA, at least, is fucking awesome. There's been no grind through level 43 (cap 50), and even if there were I don't think I would mind. I could definitely grind from 1 to 50 if they forced me to. It's like a streamlined version of Monster Hunter, just with a far more expansive world and way more people to play with, and god knows how much time I've sunk into Monster Hunter titles.

Vigilant Walrus said:
In the end I think 200 hours to reach the end point is fine, as long as it scales like that. Like a good movie, it needs to keep momentum up. Otherwise you need to reduce it, to keep it good all the way through. It's entertainment. It needs to be instantaneously rewarding from beginning to end, and a lot of MMOs have missed that mark in the past.
I agree completely. If the combat is fun, even if there were a grind, it'd be fine. 200 hours is definitely an acceptable number for me, and if it's fun, I will without a doubt stick around for the entire thing.
 

bjaelke

Member
Drew Karpyshyn’s New Novel Revealed

Star Wars™: The Old Republic™ is continuing to expand beyond the core game and into novels and comics. Del Rey Books has already published two novels in the Old Republic timeline, Fatal Alliance and Deceived, and last year announced that a third Old Republic novel was to be written by Drew Karpyshyn, Principal Writer at BioWare, and author of the Darth Bane series of Star Wars™ novels.

Now the name of that novel can be revealed: Revan. As well as exploring what happened to Revan after Knights of the Old Republic, in this novel readers will learn who the Sith Emperor is in the time of the Old Republic, where they came from and how they have held onto power for so long.

Read on for an exclusive Q&A with Drew Karpyshyn on Revan.
 

Emitan

Member
hiryu said:
200 hours to reach max level? I guess I won't be playing this game then.
Or you could just play it knowing there are more important things than seeing a 50 next to your character portrait.
 

bjaelke

Member
We should create a new thread for the embargo lift. A lot of impressions/interviews/media will be available!
Gritesh said:
.... OR

It could be the type of game that reaching max level isn't the only way to get enjoyment out of it.
I think we have a winner ;)
 

volturnus

Banned
Billychu said:
Or you could just play it knowing there are more important things than seeing a 50 next to your character portrait.
Yeah, but it's not just the level, I would like to see at least 3 complete story arcs, but 600 hours are something way beyond what I'm willing to play to see them.
 
hiryu said:
200 hours to reach max level? I guess I won't be playing this game then.

I'm sure it's just pr speak mainly and also doesn't account for a player basically power leveling through it either. They are just trying to make the game sound awesome with big numbers and inflating numbers by expecting people to spend time doing lot of things that don't really raise your character level as well.
 

Derwind

Member
So it'll take me around 2 months and 5 or days of non-stop playtime to play through all the class stories?

I'm down for that. So long as the story/gameplay is interesting and I have nothing so far to suggest it won't be. :p
 

syoaran

Member
Billychu said:
Or you could just play it knowing there are more important things than seeing a 50 next to your character portrait.

This. When I was playing it over the closed beta, the actual level count mattered very little other than how difficult a quest was in relation to my own exp (and considering this was early into beta, the difficult curve had not been ironed out). It was about reaching an area, being introduced to the local environment and resolving the problem that existed by completing the quests (imagine Icecrown's Argent crusade push/phasing).

Without slipping into NDA's, if you enjoyed KOTR, this is basically a 200 hour version of the that (with the various updates) as a solo experience. I would consider that high praise. My only issue with Old Republic is I'm not sure beyond what I've seen, how social this game is or how much personally I'd care about doing instances/raids in the grander scheme of things.
 

Gvaz

Banned
hiryu said:
200 hours to reach max level? I guess I won't be playing this game then.
Uh...what were you expecting? Getting to max level in WoW without heirlooms or bonuses takes about that long.
 

bjaelke

Member
syoaran said:
This. When I was playing it over the closed beta, the actual level count mattered very little other than how difficult a quest was in relation to my own exp (and considering this was early into beta, the difficult curve had not been ironed out). It was about reaching an area, being introduced to the local environment and resolving the problem that existed by completing the quests (imagine Icecrown's Argent crusade push/phasing).

Without slipping into NDA's, if you enjoyed KOTR, this is basically a 200 hour version of the that (with the various updates) as a solo experience. I would consider that high praise. My only issue with Old Republic is I'm not sure beyond what I've seen, how social this game is or how much personally I'd care about doing instances/raids in the grander scheme of things.
Was playing? So they're changing/rotating testers?

And yes the story has been getting a lot of praise from those that have had their hands on the game. Too bad many people will neglect it because it's an MMO.
 

syoaran

Member
bjaelke said:
Was playing? So they're changing/rotating testers?

And yes the story has been getting a lot of praise from those that have had their hands on the game. Too bad many people will neglect it because it's an MMO.

Checking on the two NDA's (or three), I can't talk about the content in the game, but yes they rotate testers all the time on undisclosed schedules. I met a few who were on for months, a few who were on for weeks. Your account is activated on a certain date, and deactivated on a certain date.
 

kitzkozan

Member
bjaelke said:
Was playing? So they're changing/rotating testers?

And yes the story has been getting a lot of praise from those that have had their hands on the game. Too bad many people will neglect it because it's an MMO.

I'm 100% sure it won't be a massive bomb and that's a huge positive.

It seems PvP will be superior to WoW or most mmorpg and we know there's a lot of PvE content+ a significant storyline which is vastly superior to the competition. A combat system which is quite active is also a +, but I hope they improve upon space combat. Already a winning recipe in my book, but it remain to be seen if the endgame content can keep up as Bioware was clueless to good boss battle until the Lair of the shadow broker DLC for ME2. :p
 

bjaelke

Member
syoaran said:
Checking on the two NDA's (or three), I can't talk about the content in the game, but yes they rotate testers all the time on undisclosed schedules. I met a few who were on for months, a few who were on for weeks. Your account is activated on a certain date, and deactivated on a certain date.
Thanks. I know the NDA can be a bitch. Just wanted to know about about the "was". I have many other questions, but they'll have to wait a bit ;)
 
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