No one:
Jeb: hey guys i released a new minecraft update
Minecraft 1.14 just came out, to exactly no one's excitement seeing as it's the 2,376,197,563,183,469,151,634st major update to be released since 1.0. This update is nicknamed the "Village and Pillage" update, with the "Pillage" part being Jeb looting Minecraft for money and leaving a smoldering wreck behind. Features include:
Composters, which are suspiciously similar to barrels from the ex nihilo mod. Jeb insists this is a "complete coincidence", and that he was only looking over the shoulder of the mod's developer to "help him find grammatical errors". This story was collaborated by three pages of code from the mod which were sticking out of Jeb's back pocket.
Campfires, because Jeb forgot netherrack exists.
Blast furnaces, which only smelt stone and ores, but do it twice as fast, because minecraft needs more pointless complexity.
Grindstones, which finally add a way to remove enchantments from items after about 6 years.
Smokers, a new furnace variant that gives your character the "lung cancer" status effect upon use.
Crossbows, which are like bows but angry.
Cats are no longer tamed ocelots, but a unique mob. Dogs are no longer tamed wolves, but a unique mob. Golems are no longer constructed from blocks, but a unique mob. Zombie villagers are no longer villagers killed by zombies, but a unique mob. Baby animals are no longer younger versions of their parent mobs, but a unique mob. Monster spawner- you get the idea. They all use pig spawn eggs though.
Cats also drop string, because apparently they spin webs or knit or something.
Foxes, which, being a cool new mob which players will undoubtedly want to see, are automatically killed by wolves.
Speaking of wolves, they now automatically attack literally every mob in the game as well as the player and some blocks. Jeb says this is to be more "realistic" and create a sort of ecosystem in which all mobs except for wolves are made extinct. They are also now referred to in the game's code as "Cujo".
A new variant of mooshrooms, which not only do almost nothing useful, but are near impossible to find as they require finding normal mooshrooms to begin with. When asked what they contributed to the game, Jeb shrugged noncomittally and said, "They're, like, cool or something?? I dunno".
Jeb has revealed via twitter that steve, the player character, is canonically gay. Also alex is transgender the enderdragon is a furry and herobrine is a single mother.
Pandas, which drop bamboo when killed, because everyone knows that pandas are made of bamboo and polar bears are made of fish and cats are made of string and Jeb doesn't have a clue what he's doing. Additionally, baby pandas will sometimes sneeze slimeballs, because i guess Jeb decided the game wasn't gross enough. You can also breed them(the pandas, not slimeballs), and of course the bred mob is not in fact a "baby panda" but a unique mob(which can be spawned with a bamboo spawn egg).
Illagers, pillagers, and ravagers, which are yet another mob that attacks villages because they weren't helpless and difficult to keep alive enough already. Also wolves attack villagers now too, of course.
A new wandering trader villager, which spawns in random parts of the world with a pet llama. They sell exotic variants of dirt for the low low price of 64 diamonds, but DON'T ANSWER YET! Order now and you'll receive a FREE piece of flint!
There is now an entire event based around defending villages, which as we all know is everyone's favorite pastime in minecraft.
Speaking of villagers, village mechanics are so confusing now that tarn and zach adams, the creators of dwarf fortress, got two pages in to an explanation of their mechanics before screaming in pain and needing to be hospitalized. Sethbling isn't even going to try to understand it.
Ink sacs can no longer be used as dye, which was literally the entire reason Jeb added squids in the first place. As a result, Jeb has decreed squids "Obsolete", and they have all been summarily executed with TNT, which by the way now drops all the blocks it blows up.
Iron Golems will now only spawn in villages when villagers have a meeting, but only if they've worked and slept before a meeting, but you also need a certain number of villagers, and iron farms are now broken because oh no the room is spinning please send help
This was likely added because Jeb felt that golems spawned too often and made it too easy to defend villages.
All references to Notch were removed, either because jeb wanted to take all the credit, or, more likely, because notch didn't want to be associated with this train wreck.
Leaves now drop sticks, causing players' inventories to be roughly 99% sticks and 1% also sticks. The amount of stick is so high, in fact, that they are spreading across the landscape, consuming everything in their path. The end is near. The sticks have won. It's all going dark.
Saturday, April 27, 2019
Saturday, February 16, 2019
Dark Souls III Review
So i recently got Dark Souls 3, and to be honest, i'm disappointed. Here's why.
First off, the controls. You're almost required to use a controller, because somehow they managed to make the keyboard and mouse controls worse than the controller controls, which is quite an achievement. Moving the mouse to look around works fine, until you start moving, and then the camera moves in a different direction depending on what direction you're moving, without you moving the mouse. So if you're moving left, and you want to look to your right, the camera will constantly turn left, so you literally have to fight the game for control of the camera. Additionally, none of the controls in the tutorial tell you how to do things with the keyboard and mouse, so even if you don't have a controller, it will tell you to press B to dodge and move the left stick to move. This is something 17-year olds working for free can do and yet a million dollar company has trouble with it.
And the controller isn't much better. As with most 3D games, moving the camera with the controller is difficult at best and nigh impossible at worst. You know a game has problems with the aiming when you literally have to automatically lock on to enemies to be able to hit them.
Now, in Dark Souls, the main method of avoiding attacks is dodging, which consists of a roll in whatever direction you're moving. This makes you invincible for a (VERY)short period of time, and so it can be used to dodge attacks. However, many enemies attack faster than you can dodge, so while you're still in the dodge animation but your invincibility(i-frames) has worn off, you can get hurt. Additionally, it takes stamina to dodge, and it also takes stamina to attack. So with many enemies and bosses, by the time you've dodged all the enemy's attacks and finally have an opening to attack yourself, you have run out of stamina.
An alternative method of avoiding damage is blocking with a shield. This blocks most, sometimes all damage from attacks as long as you're facing the attacker. However, you lose stamina when you block, and your stamina regen is greatly slowed when you have a shield out. Additionally, when you run out of stamina while blocking, you get momentarily stunned.
Speaking of stunning, many, if not all enemies can stun you, so even if you are in the middle of attacking, one frame away from hitting the enemy, clad in full metal armor, and 90 levels above it, a single rat can stun you. This is ridiculous. It's even worse when you get attacked by a group of enemies, as you can get stunlocked until you die, and be unable to avoid it. Your dodging is also unable to push through enemies, so if you're surrounded, you can't dodge out of the way, and you can't attack because you keep getting stunned.
Dark Souls is billed as "Hard, but fair", but in my experience it's more like "Hard, but also hard." A good example of this is how you're supposed to learn enemies' attack patterns to defeat them rather than just spamming the attack button. This is good in theory, but not executed very well. Many enemies have a "wind-up" before their attacks, telling you what attack they're doing. However, this wind-up is often not long enough to give you a chance to dodge, and each one looks similar, meaning it's ridiculously difficult to memorize them.
A game where this was done well is Hollow Knight, which, for the purposes of this article, can be described as Dark Souls 2D. Enemies' wind-ups are very unique and easy to identify, and you often get enough time to dodge the attacks, even without i-frames. Also, when you get hurt, it almost never takes out more than 1/5th of your health, while in Dark Souls, most enemies can kill you in 3 hits or so, with some even being able to onehit you, which completely ruins the balance.
When you die in Dark Souls, you lose all your souls(money). They drop where you died, and if you die before getting them back they vanish permanently. This is a bad idea because the fact that the player died in the first place means they're having difficulty in that area, and the penalty for that is having to go back to that area and retrieve their souls without dying. In places like boss fights, where you can't leave them without dying, killing the boss, or using special items, this can mean that you lose hours of progress through no fault of your own.
Going back to the controls, there's a particularly annoying problem that happens when you hit a button while in the middle of another animation. For example, if you hit the dodge roll button while you're in the middle of healing, you will dodge after you finish healing, even though you hit the button over a second ago. As another example, if you hit the attack button four times in a row, you will attack four times- even though you aren't hitting the buttons anymore. This also applies to the direction you're facing if you hit the dodge button several times and then turn to face a different direction, causing you to dodge in a completely different direction than you wanted to.
There's also the fact that some of the things you need to do in the game are so unintuitive the only way you can figure them out is with more luck than exists in the entire universe, or looking them up online. For example, one of the places you need to go to advance the game is hidden behind a secret wall that looks just like every other wall in the game, and you have to hit it to be able to go through it, and the game doesn't even tell you secret walls exist. And you have to go here to complete the game. The only way i found it was by looking it up and then wandering around hitting literally every wall i came across until i stumbled upon it.
In summary, the difficulty of Dark Souls comes mostly from the ludicrously high damage you take, the difficulty of using the controls, and the unfairly quick and unintuitive enemy attacks. Basically, it's fake difficulty, that's less a test of skill and more a test of memorizing literally every attack of every enemy in the game so you can dodge before they even swing at you, which is sometimes the only way to actually avoid being hit. Overall, i'd rate this game about a 4/10. The idea is great, and the gameplay is fun, but the unfairness and fake difficulty causes far, far more frustration than joy, which is a shame because this game has so much potential.
If you have any feedback, feel free to comment, and have a good day!
First off, the controls. You're almost required to use a controller, because somehow they managed to make the keyboard and mouse controls worse than the controller controls, which is quite an achievement. Moving the mouse to look around works fine, until you start moving, and then the camera moves in a different direction depending on what direction you're moving, without you moving the mouse. So if you're moving left, and you want to look to your right, the camera will constantly turn left, so you literally have to fight the game for control of the camera. Additionally, none of the controls in the tutorial tell you how to do things with the keyboard and mouse, so even if you don't have a controller, it will tell you to press B to dodge and move the left stick to move. This is something 17-year olds working for free can do and yet a million dollar company has trouble with it.
And the controller isn't much better. As with most 3D games, moving the camera with the controller is difficult at best and nigh impossible at worst. You know a game has problems with the aiming when you literally have to automatically lock on to enemies to be able to hit them.
Now, in Dark Souls, the main method of avoiding attacks is dodging, which consists of a roll in whatever direction you're moving. This makes you invincible for a (VERY)short period of time, and so it can be used to dodge attacks. However, many enemies attack faster than you can dodge, so while you're still in the dodge animation but your invincibility(i-frames) has worn off, you can get hurt. Additionally, it takes stamina to dodge, and it also takes stamina to attack. So with many enemies and bosses, by the time you've dodged all the enemy's attacks and finally have an opening to attack yourself, you have run out of stamina.
An alternative method of avoiding damage is blocking with a shield. This blocks most, sometimes all damage from attacks as long as you're facing the attacker. However, you lose stamina when you block, and your stamina regen is greatly slowed when you have a shield out. Additionally, when you run out of stamina while blocking, you get momentarily stunned.
Speaking of stunning, many, if not all enemies can stun you, so even if you are in the middle of attacking, one frame away from hitting the enemy, clad in full metal armor, and 90 levels above it, a single rat can stun you. This is ridiculous. It's even worse when you get attacked by a group of enemies, as you can get stunlocked until you die, and be unable to avoid it. Your dodging is also unable to push through enemies, so if you're surrounded, you can't dodge out of the way, and you can't attack because you keep getting stunned.
Dark Souls is billed as "Hard, but fair", but in my experience it's more like "Hard, but also hard." A good example of this is how you're supposed to learn enemies' attack patterns to defeat them rather than just spamming the attack button. This is good in theory, but not executed very well. Many enemies have a "wind-up" before their attacks, telling you what attack they're doing. However, this wind-up is often not long enough to give you a chance to dodge, and each one looks similar, meaning it's ridiculously difficult to memorize them.
A game where this was done well is Hollow Knight, which, for the purposes of this article, can be described as Dark Souls 2D. Enemies' wind-ups are very unique and easy to identify, and you often get enough time to dodge the attacks, even without i-frames. Also, when you get hurt, it almost never takes out more than 1/5th of your health, while in Dark Souls, most enemies can kill you in 3 hits or so, with some even being able to onehit you, which completely ruins the balance.
When you die in Dark Souls, you lose all your souls(money). They drop where you died, and if you die before getting them back they vanish permanently. This is a bad idea because the fact that the player died in the first place means they're having difficulty in that area, and the penalty for that is having to go back to that area and retrieve their souls without dying. In places like boss fights, where you can't leave them without dying, killing the boss, or using special items, this can mean that you lose hours of progress through no fault of your own.
Going back to the controls, there's a particularly annoying problem that happens when you hit a button while in the middle of another animation. For example, if you hit the dodge roll button while you're in the middle of healing, you will dodge after you finish healing, even though you hit the button over a second ago. As another example, if you hit the attack button four times in a row, you will attack four times- even though you aren't hitting the buttons anymore. This also applies to the direction you're facing if you hit the dodge button several times and then turn to face a different direction, causing you to dodge in a completely different direction than you wanted to.
There's also the fact that some of the things you need to do in the game are so unintuitive the only way you can figure them out is with more luck than exists in the entire universe, or looking them up online. For example, one of the places you need to go to advance the game is hidden behind a secret wall that looks just like every other wall in the game, and you have to hit it to be able to go through it, and the game doesn't even tell you secret walls exist. And you have to go here to complete the game. The only way i found it was by looking it up and then wandering around hitting literally every wall i came across until i stumbled upon it.
In summary, the difficulty of Dark Souls comes mostly from the ludicrously high damage you take, the difficulty of using the controls, and the unfairly quick and unintuitive enemy attacks. Basically, it's fake difficulty, that's less a test of skill and more a test of memorizing literally every attack of every enemy in the game so you can dodge before they even swing at you, which is sometimes the only way to actually avoid being hit. Overall, i'd rate this game about a 4/10. The idea is great, and the gameplay is fun, but the unfairness and fake difficulty causes far, far more frustration than joy, which is a shame because this game has so much potential.
If you have any feedback, feel free to comment, and have a good day!
Thursday, September 27, 2018
Elder Scrolls 6 Wishlist(part 1)
Elder Scrolls VI was recently announced, and so i thought I'd take the opportunity to give my opinion as to what i hope it will be like. I'll be making comparisons to Skyrim and Oblivion, as those are the previous two entries in the series, but also just some general thoughts.
Skills and leveling
Between the two, i much prefer Oblivion's skill and stat system over Skyrim's, as it's more in-depth, feels more realistic, and allows more variety. However, there were some things from Skyrim i liked, so preferably i would want a sort of combination.
In Oblivion, you had attributes such as strength, endurance, intelligence, agility, and so on. Each one determined your level up speed of skills like swords, axes, bows, magic, movement, sneaking, and so on. When you used a skill enough, you leveled it up, and at certain levels you would unlock new abilities such as shield bashing. I would keep this general system, however, i would instead make leveling up a certain skill, such as one-handed, give you a one-handed skill point, which you could spend on perks. There would be no boring perks such as in Skyrim, that just do things like increase damage. Just new abilities or effects.
I would also like to see more attributes be more useful. Here's an example:
Strength: Determines melee ability and carry weight.
Intelligence: Determines magic ability.
Agility: Determines movement speed, attack speed, stamina, and parkour.
Stealth: Determines sneaking ability.
Dexterity: Determines lockpicking, pickpocketing, and critical hit chance.
Endurance: Determines max health.
Vitality: Determines health regen speed.
This is just an example to get the idea across, not an exact suggestion. Additionally, there would still be the different skills determined by these attributes, such as one-handed swords, two-handed axes, destruction, mysticism(which i would re-add as a magic school), and so on. However, there's something specific i wanted to mention. You might notice that the agility skill determines parkour.
Parkour would be a new skill that would act similarly to speed from previous games, but more precise. Rather than determining just speed, it would determine how fast you could run(within reason), how much stamina you use and how quickly you regenerated it, how high you could jump(to a point, so you couldn't mimic a giant's blow), and how well you could climb. Climbing would be a new ability you could use to grab onto ledges and climb trees and mountains(mountain climbing would require ice picks).
With this, players would be able to climb onto people's roofs, attack enemies by landing on them, climb trees, jump over obstructions, crawl through narrow passages, and do other cool parkour moves. This would be especially great for ninja-type players, as it would allow them to do more than just sneak up behind people and stab them in the back.
Additionally, parkour would make traveling more fun, as simply running could be interactive. Something that could be seen as either a downside or a bonus, however, would be the loss of jump spamming to climb up hills.
When you level up in Skyrim and Oblivion, your enemies level up as well, which, while providing consistent challenge for the player, kind of defeated the purpose of leveling up in the first place. What's the point of getting more health when you level up if all your enemies also get more health? How i would fix this would be to make leveling up strengthen both you and the enemies you face, but you would have a slightly higher increase than them.
As for leveled loot, i would mostly remove it. Instead of bandits getting better armor, shops selling better weapons, and dungeons having stronger loot as you level up, i would make it so shops would sell the strong stuff right off the bat, but you wouldn't be able to afford it early on, some bandits would have good gear right off the bat but be too strong to defeat early on, and dungeons with powerful gear would either be guarded by much stronger enemies, or be accessible early on but with the best loot inaccessible without gear or abilities you would get later on, such as being at the top of a cliff you need a high parkour skill to climb, or a door with a strong lock.
Combat
In Skyrim, melee combat was pretty unsatisfying. You swung your weapons too slowly, often attacking repeatedly in an exact horizontal line, And the animation made it look like you weren't angling your weapon towards the enemy, but just moving it around in front of you. Combined with the contact animation of blood splattering or dust puffing being a small dot by the cursor instead of a line where you actually would have struck with a slash or swing, it barely even felt like you were fighting. In Oblivion, you swung your weapons quickly(although perhaps a bit too quickly), aimed them forward at the enemy, and didn't swing in perfectly horizontal lines. This made the combat much more enjoyable, and should definitely be emulated in ES6. There would also need to be better sounds for combat, to make it feel like you were actually hitting enemies, rather than a dull "thunk" or "splut".
I would also like to see more attack options. For example, you could choose whether you slashed with your sword or stabbed, and you could do different attacks in different situations, such as being behind an enemy, landing on an enemy(ground pounds would be awesome), pushing an enemy over when they're staggered, and so on.
Archery was done pretty well in skyrim, and i feel like there's little need of improvement, save to make it so enemies can't dodge arrows with a superhumanly fast movement. Magic is much more complicated, and so i'll touch on that later.
Kill cameras, or cutscene kills, were a very fun addition, and the only thing i would change is to make them be able to be activated manually. For example, you could have a toggleable option that always performed cutscene kills when the conditions were met, and perhaps you could even choose which one you did.
Dual Wielding
Dual wielding was touted as a big improvement over Oblivion, but it was poorly implemented, such that your actions were actually more limited rather than less. For example, spells took up one hand each, whereas in Oblivion, you could cast spells even if your hands were full. Additionally, your shield can only be equipped in your left hand and your sword defaults to your right hand, which is unnecessary.
When dual wielding weapons, such as swords, there wasn't really any reason to attack with your left hand. Clicking the left mouse button attacked with your right hand, and clicking the right mouse button attacked with your left hand, but it only had one animation, which was slow and weird. The only time you actually get a benefit(other than having two weapons to enchant rather than just one) is when you click both mouse buttons at the same time, which deals a bit more damage. I would change it so left clicking alternates with each hand, attacking faster than just holding one sword, right clicking would cross your weapons and block, and clicking both buttons at once would be roughly the same. This would keep the dual wielding, but still allow you to block at the same time.
Sneaking
Sneaking in Skyrim was pretty ridiculous, as once someone found you they could sense your location through walls, yet if you were sneaking directly in front of them they wouldn't notice you if your sneak skill was high enough.
In ES6, i would make sight a more important feature. If someone can see you, sneaking would not work. However, i would also bring back the chameleon enchantment, which would camouflage you while sneaking by making you somewhat transparent. Higher levels would allow you to be closer to an enemy or in higher light levels before they see you. Additionally, invisibility potions would be more useful, as they would force enemies to follow you by sound.
If you were behind an enemy and not making noise, they wouldn't be able to detect you even if you aren't sneaking, and if you ran behind a wall NPCs would have to regain line of sight before following you again, allowing you to start sneaking again once discovered.
Once your presence is discovered, all nearby enemies would be on alert, wandering around and looking for you. If you stay undetected for a certain amount of time after that, they would assume you had left and relax again. Attacking or killing one of them, however, would cause them to stay on alert until you actually left the area(although this might be too frustrating).
In Skyrim, if you shot an enemy while sneaking, they would wander around for a while, and, if they couldn't find you, they would sit back down with an arrow in their skull and say "Must be my imagination". I would change it so attacking an enemy would immediately cause them to look for you, as usual, but they would go to another room if they couldn't find you. Also, if they found the corpse of one of their comrades, they wouldn't say "I'll find whoever did this" and promptly forget about it. They would instead cry out in alarm, causing all their allies to start searching for you. If they still couldn't find you after that, they'd go back to normal, but be more alert, making sneaking more difficult. This would require you to dispose of the bodies after killing them, perhaps by using a disintegration spell or enchantment.
Werewolves and Vampires
I would include both werewolves and vampires in ES6, but with some changes.
First, werewolves would look different. In Skyrim they looked more like hairy humans with vaguely wolfish heads. I would change them to be quadrapedal and more wolfish, with slightly glowing eyes and thicker fur. Additionally, your race would change your look in wolf form, as well as having a minor impact on your stats. For example, kahjiit werewolves would have longer, thinner tails and shorter faces, orc werewolves would be more muscular and have protruding bottom teeth, high elf werewolves would be slimmer and paler in color, dark elf werewolves would be slightly smaller, black, and have red eyes, etc.
Contracting and curing lycanthropy would also be different. Instead of doing a quest, you would have a chance to become a werewolf when attacked by werewolves, which would naturally spawn at night occasionally. Also, you would be able to cure yourself with a potion or other renewable item, allowing you to be infected and cured as much as you want.
Transformations would also be changed. Instead of being able to transform only once per day, you would be able to transform whenever you like, and transforming back would automatically reequip your gear. You would be able to transform and retransform whenever you like, even in the middle of battle, but you wouldn't be able to move during the transformation until the animation had finished.
Leveling up as a werewolf would be done by gaining a very small amount of xp while in wolf form, gaining more when attacking things, and gaining even more by devouring things. Skills might include nearby wolves aiding you in battle while in wolf form and not attacking you(and potentially being able to be tamed) during the day, gaining a small amount of health when doing a bite attack in combat, regenerating health faster, and so on.
Additionally, parkour skills would be greatly increased when in wolf form.
Vampires would also be changed a bit. To start, there would be no vampire lord form, and perks would be able to be gained simply by feeding off people, as well as gaining a small amount of XP when using life drain spells and abilities.
All your stats would be decreased by 30% in sunlight, unchanged when indoors or underground, and increased by 30% in moonlight. Upon becoming a vampire by being attacked by another vampire(after the traditional cure period), you would gain a 20% increase in agility and dexterity stats, which would result in being able to attack and move faster, as well as have more stamina. Sneaking ability would also be improved.
Fast Travel
First off, i think ES6's world should be about the same size as Skyrim, as making it any bigger would just add more empty space. In Skyrim, the world was huge, but most of it was just barren. A bandit fort, a cave, maybe a small shack, and then nothing until you reach the next town. Very little of Skyrim was spent traveling, as fast travel was not only convenient, but necessary most of the time. The world was just too huge to traverse normally, but fast traveling just made it seem smaller, and the whole thing just felt like teleportation. So in ES6, i think fast traveling should be removed.
In it's place, there would be a few fast travel points, similar to the carriages. However, each on would only connect to one other fast travel point(FTP) and could only be used once both points were discovered. So for example, in the picture below, point A and point B are connected, and point C and point D are also connected, allowing fast travel between the two.
Say the player wants to get to point D. Normally, they would walk there, but they're closer to point C than D, so they walk to C and fast travel to D. That way, you could connect different parts of the world together and have players commonly traversing between those points, rather than just teleporting to whiterun every time they want to buy or sell stuff. Additionally, i would make fast travel be something like entering fast travel point A, which takes you to a long(but not too long), winding cave tunnel, possibly with some enemies in it, and exiting the cave would take you to point B. This would make it seem more like you're actually traveling instead of just teleporting everywhere. In addition, the parkour skill would make traveling in and of itself fun.
A similar approach is used to great effect in Hollow Knight. In Hollow Knight, there's several stag stations you can use to travel to any other stag stations you've discovered, similarly to the carriage system in Skyrim. However, they weren't everywhere, so when you wanted to get somewhere, you would go to the nearest stag station, travel to the station closest to your destination, and walk from there. The overall effect was that you still had to travel, but you didn't need to go quite as far. That said, Hollow Knight is a metroidvania, not an open world RPG, but i still think this approach would work, and that ES6 would benefit from a somewhat metroidvania travel style.
There were also some quests in Skyrim where you had to travel a lot, such as going to kynesgrove to fight a dragon, or going all the way across the map to castle volkihar to fight the vampires in the dawnguard DLC. However, if you actually tried to run the whole way, it would take hours, the NPC's would likely get stuck, and nothing interesting would happen. I would change it so traveling would become part of the quests themselves, so for example, on your way to fight an evil mage, you might get ambushed by some of his minions, or you might meet a story NPC, or something else. This would make the quests with traveling much more fun.
World
Skyrim was large, but as previously mentioned before, most of it was just empty space, and what features there were were small and generic. Every bandit fort looked like every other bandit fort, every cave was the same as every other cave, and so on, like bethesda made one version of every kind of place and just copied and pasted them over and over, which, come to think of it, might be what they did. In ES6, i would like to see more interesting locations and landscapes, even if it means a smaller world. For example, you might find a forest where the trees are so dense little light can penetrate the canopy, or a cave with luminous crystal growths, or a swamp with trees growing in the water, or something else cool. Ideally, each location would be different, so you might have rocky badlands in one area, lush meadows in another, forest in another, swamps in another, and so on. Each place could also have it's own enemies and resources, so some alchemy ingredients would only grow in swamps, some enemies would only appear in forests, etc. An example of this idea done well is in the Minecraft server mineZ, where each location is interesting and unique. Every city had it's own architectureal style, every dungeon was differently themed, and there were unique landscape features such as a huge ravine, a dark forest, a rocky plateau, a swamp, a hilly area, even a meteor crater and a huge underground cavern system with several cities inside. Each place was interesting and unique, and seeing that in ES6 would be a huge benefit.
Additionally, buildings and towns shouldn't require loading screens to enter or exit. This would not only increase immersion, but also allow for things like climbing through windows, windows being transparent, and not having the entire outside world freeze just because you're indoors. Enemies would also be able to follow you through doors, which would increase immersion as well.
Enemies
For the most part, enemies in Skyrim were boring and generic. Every enemy that used weapons or spells, like draugr, bandits, forsworn, assassins, falmer, thalmor, or anything else were exactly the same and had all the same attacks, every dragon was the same, most of the animals were the same, etc. In ES6, i would change this so each enemy would have a unique attack style, AI, and strategy. For example, bandits might all rush you at once with one staying behind to attack from a distance, undead might be tough but slow and swarm you, goblins might surround you and take turns attacking, then retreating, and so on. This, along with making each enemy have different damage resistances and attack styles, would make fighting interesting rather than just repeating the same thing over and over again.
That ends part 1, part 2 will follow soon. If you liked this article, please consider sharing it, and as always, comments of any kind are greatly appreciated!
Skills and leveling
Between the two, i much prefer Oblivion's skill and stat system over Skyrim's, as it's more in-depth, feels more realistic, and allows more variety. However, there were some things from Skyrim i liked, so preferably i would want a sort of combination.
In Oblivion, you had attributes such as strength, endurance, intelligence, agility, and so on. Each one determined your level up speed of skills like swords, axes, bows, magic, movement, sneaking, and so on. When you used a skill enough, you leveled it up, and at certain levels you would unlock new abilities such as shield bashing. I would keep this general system, however, i would instead make leveling up a certain skill, such as one-handed, give you a one-handed skill point, which you could spend on perks. There would be no boring perks such as in Skyrim, that just do things like increase damage. Just new abilities or effects.
I would also like to see more attributes be more useful. Here's an example:
Strength: Determines melee ability and carry weight.
Intelligence: Determines magic ability.
Agility: Determines movement speed, attack speed, stamina, and parkour.
Stealth: Determines sneaking ability.
Dexterity: Determines lockpicking, pickpocketing, and critical hit chance.
Endurance: Determines max health.
Vitality: Determines health regen speed.
This is just an example to get the idea across, not an exact suggestion. Additionally, there would still be the different skills determined by these attributes, such as one-handed swords, two-handed axes, destruction, mysticism(which i would re-add as a magic school), and so on. However, there's something specific i wanted to mention. You might notice that the agility skill determines parkour.
Parkour would be a new skill that would act similarly to speed from previous games, but more precise. Rather than determining just speed, it would determine how fast you could run(within reason), how much stamina you use and how quickly you regenerated it, how high you could jump(to a point, so you couldn't mimic a giant's blow), and how well you could climb. Climbing would be a new ability you could use to grab onto ledges and climb trees and mountains(mountain climbing would require ice picks).
With this, players would be able to climb onto people's roofs, attack enemies by landing on them, climb trees, jump over obstructions, crawl through narrow passages, and do other cool parkour moves. This would be especially great for ninja-type players, as it would allow them to do more than just sneak up behind people and stab them in the back.
Additionally, parkour would make traveling more fun, as simply running could be interactive. Something that could be seen as either a downside or a bonus, however, would be the loss of jump spamming to climb up hills.
When you level up in Skyrim and Oblivion, your enemies level up as well, which, while providing consistent challenge for the player, kind of defeated the purpose of leveling up in the first place. What's the point of getting more health when you level up if all your enemies also get more health? How i would fix this would be to make leveling up strengthen both you and the enemies you face, but you would have a slightly higher increase than them.
As for leveled loot, i would mostly remove it. Instead of bandits getting better armor, shops selling better weapons, and dungeons having stronger loot as you level up, i would make it so shops would sell the strong stuff right off the bat, but you wouldn't be able to afford it early on, some bandits would have good gear right off the bat but be too strong to defeat early on, and dungeons with powerful gear would either be guarded by much stronger enemies, or be accessible early on but with the best loot inaccessible without gear or abilities you would get later on, such as being at the top of a cliff you need a high parkour skill to climb, or a door with a strong lock.
Combat
In Skyrim, melee combat was pretty unsatisfying. You swung your weapons too slowly, often attacking repeatedly in an exact horizontal line, And the animation made it look like you weren't angling your weapon towards the enemy, but just moving it around in front of you. Combined with the contact animation of blood splattering or dust puffing being a small dot by the cursor instead of a line where you actually would have struck with a slash or swing, it barely even felt like you were fighting. In Oblivion, you swung your weapons quickly(although perhaps a bit too quickly), aimed them forward at the enemy, and didn't swing in perfectly horizontal lines. This made the combat much more enjoyable, and should definitely be emulated in ES6. There would also need to be better sounds for combat, to make it feel like you were actually hitting enemies, rather than a dull "thunk" or "splut".
I would also like to see more attack options. For example, you could choose whether you slashed with your sword or stabbed, and you could do different attacks in different situations, such as being behind an enemy, landing on an enemy(ground pounds would be awesome), pushing an enemy over when they're staggered, and so on.
Archery was done pretty well in skyrim, and i feel like there's little need of improvement, save to make it so enemies can't dodge arrows with a superhumanly fast movement. Magic is much more complicated, and so i'll touch on that later.
Kill cameras, or cutscene kills, were a very fun addition, and the only thing i would change is to make them be able to be activated manually. For example, you could have a toggleable option that always performed cutscene kills when the conditions were met, and perhaps you could even choose which one you did.
Dual Wielding
Dual wielding was touted as a big improvement over Oblivion, but it was poorly implemented, such that your actions were actually more limited rather than less. For example, spells took up one hand each, whereas in Oblivion, you could cast spells even if your hands were full. Additionally, your shield can only be equipped in your left hand and your sword defaults to your right hand, which is unnecessary.
When dual wielding weapons, such as swords, there wasn't really any reason to attack with your left hand. Clicking the left mouse button attacked with your right hand, and clicking the right mouse button attacked with your left hand, but it only had one animation, which was slow and weird. The only time you actually get a benefit(other than having two weapons to enchant rather than just one) is when you click both mouse buttons at the same time, which deals a bit more damage. I would change it so left clicking alternates with each hand, attacking faster than just holding one sword, right clicking would cross your weapons and block, and clicking both buttons at once would be roughly the same. This would keep the dual wielding, but still allow you to block at the same time.
Sneaking
Sneaking in Skyrim was pretty ridiculous, as once someone found you they could sense your location through walls, yet if you were sneaking directly in front of them they wouldn't notice you if your sneak skill was high enough.
In ES6, i would make sight a more important feature. If someone can see you, sneaking would not work. However, i would also bring back the chameleon enchantment, which would camouflage you while sneaking by making you somewhat transparent. Higher levels would allow you to be closer to an enemy or in higher light levels before they see you. Additionally, invisibility potions would be more useful, as they would force enemies to follow you by sound.
If you were behind an enemy and not making noise, they wouldn't be able to detect you even if you aren't sneaking, and if you ran behind a wall NPCs would have to regain line of sight before following you again, allowing you to start sneaking again once discovered.
Once your presence is discovered, all nearby enemies would be on alert, wandering around and looking for you. If you stay undetected for a certain amount of time after that, they would assume you had left and relax again. Attacking or killing one of them, however, would cause them to stay on alert until you actually left the area(although this might be too frustrating).
In Skyrim, if you shot an enemy while sneaking, they would wander around for a while, and, if they couldn't find you, they would sit back down with an arrow in their skull and say "Must be my imagination". I would change it so attacking an enemy would immediately cause them to look for you, as usual, but they would go to another room if they couldn't find you. Also, if they found the corpse of one of their comrades, they wouldn't say "I'll find whoever did this" and promptly forget about it. They would instead cry out in alarm, causing all their allies to start searching for you. If they still couldn't find you after that, they'd go back to normal, but be more alert, making sneaking more difficult. This would require you to dispose of the bodies after killing them, perhaps by using a disintegration spell or enchantment.
Werewolves and Vampires
I would include both werewolves and vampires in ES6, but with some changes.
First, werewolves would look different. In Skyrim they looked more like hairy humans with vaguely wolfish heads. I would change them to be quadrapedal and more wolfish, with slightly glowing eyes and thicker fur. Additionally, your race would change your look in wolf form, as well as having a minor impact on your stats. For example, kahjiit werewolves would have longer, thinner tails and shorter faces, orc werewolves would be more muscular and have protruding bottom teeth, high elf werewolves would be slimmer and paler in color, dark elf werewolves would be slightly smaller, black, and have red eyes, etc.
Contracting and curing lycanthropy would also be different. Instead of doing a quest, you would have a chance to become a werewolf when attacked by werewolves, which would naturally spawn at night occasionally. Also, you would be able to cure yourself with a potion or other renewable item, allowing you to be infected and cured as much as you want.
Transformations would also be changed. Instead of being able to transform only once per day, you would be able to transform whenever you like, and transforming back would automatically reequip your gear. You would be able to transform and retransform whenever you like, even in the middle of battle, but you wouldn't be able to move during the transformation until the animation had finished.
Leveling up as a werewolf would be done by gaining a very small amount of xp while in wolf form, gaining more when attacking things, and gaining even more by devouring things. Skills might include nearby wolves aiding you in battle while in wolf form and not attacking you(and potentially being able to be tamed) during the day, gaining a small amount of health when doing a bite attack in combat, regenerating health faster, and so on.
Additionally, parkour skills would be greatly increased when in wolf form.
Vampires would also be changed a bit. To start, there would be no vampire lord form, and perks would be able to be gained simply by feeding off people, as well as gaining a small amount of XP when using life drain spells and abilities.
All your stats would be decreased by 30% in sunlight, unchanged when indoors or underground, and increased by 30% in moonlight. Upon becoming a vampire by being attacked by another vampire(after the traditional cure period), you would gain a 20% increase in agility and dexterity stats, which would result in being able to attack and move faster, as well as have more stamina. Sneaking ability would also be improved.
Fast Travel
First off, i think ES6's world should be about the same size as Skyrim, as making it any bigger would just add more empty space. In Skyrim, the world was huge, but most of it was just barren. A bandit fort, a cave, maybe a small shack, and then nothing until you reach the next town. Very little of Skyrim was spent traveling, as fast travel was not only convenient, but necessary most of the time. The world was just too huge to traverse normally, but fast traveling just made it seem smaller, and the whole thing just felt like teleportation. So in ES6, i think fast traveling should be removed.
In it's place, there would be a few fast travel points, similar to the carriages. However, each on would only connect to one other fast travel point(FTP) and could only be used once both points were discovered. So for example, in the picture below, point A and point B are connected, and point C and point D are also connected, allowing fast travel between the two.
Say the player wants to get to point D. Normally, they would walk there, but they're closer to point C than D, so they walk to C and fast travel to D. That way, you could connect different parts of the world together and have players commonly traversing between those points, rather than just teleporting to whiterun every time they want to buy or sell stuff. Additionally, i would make fast travel be something like entering fast travel point A, which takes you to a long(but not too long), winding cave tunnel, possibly with some enemies in it, and exiting the cave would take you to point B. This would make it seem more like you're actually traveling instead of just teleporting everywhere. In addition, the parkour skill would make traveling in and of itself fun.
A similar approach is used to great effect in Hollow Knight. In Hollow Knight, there's several stag stations you can use to travel to any other stag stations you've discovered, similarly to the carriage system in Skyrim. However, they weren't everywhere, so when you wanted to get somewhere, you would go to the nearest stag station, travel to the station closest to your destination, and walk from there. The overall effect was that you still had to travel, but you didn't need to go quite as far. That said, Hollow Knight is a metroidvania, not an open world RPG, but i still think this approach would work, and that ES6 would benefit from a somewhat metroidvania travel style.
There were also some quests in Skyrim where you had to travel a lot, such as going to kynesgrove to fight a dragon, or going all the way across the map to castle volkihar to fight the vampires in the dawnguard DLC. However, if you actually tried to run the whole way, it would take hours, the NPC's would likely get stuck, and nothing interesting would happen. I would change it so traveling would become part of the quests themselves, so for example, on your way to fight an evil mage, you might get ambushed by some of his minions, or you might meet a story NPC, or something else. This would make the quests with traveling much more fun.
World
Skyrim was large, but as previously mentioned before, most of it was just empty space, and what features there were were small and generic. Every bandit fort looked like every other bandit fort, every cave was the same as every other cave, and so on, like bethesda made one version of every kind of place and just copied and pasted them over and over, which, come to think of it, might be what they did. In ES6, i would like to see more interesting locations and landscapes, even if it means a smaller world. For example, you might find a forest where the trees are so dense little light can penetrate the canopy, or a cave with luminous crystal growths, or a swamp with trees growing in the water, or something else cool. Ideally, each location would be different, so you might have rocky badlands in one area, lush meadows in another, forest in another, swamps in another, and so on. Each place could also have it's own enemies and resources, so some alchemy ingredients would only grow in swamps, some enemies would only appear in forests, etc. An example of this idea done well is in the Minecraft server mineZ, where each location is interesting and unique. Every city had it's own architectureal style, every dungeon was differently themed, and there were unique landscape features such as a huge ravine, a dark forest, a rocky plateau, a swamp, a hilly area, even a meteor crater and a huge underground cavern system with several cities inside. Each place was interesting and unique, and seeing that in ES6 would be a huge benefit.
Additionally, buildings and towns shouldn't require loading screens to enter or exit. This would not only increase immersion, but also allow for things like climbing through windows, windows being transparent, and not having the entire outside world freeze just because you're indoors. Enemies would also be able to follow you through doors, which would increase immersion as well.
Enemies
For the most part, enemies in Skyrim were boring and generic. Every enemy that used weapons or spells, like draugr, bandits, forsworn, assassins, falmer, thalmor, or anything else were exactly the same and had all the same attacks, every dragon was the same, most of the animals were the same, etc. In ES6, i would change this so each enemy would have a unique attack style, AI, and strategy. For example, bandits might all rush you at once with one staying behind to attack from a distance, undead might be tough but slow and swarm you, goblins might surround you and take turns attacking, then retreating, and so on. This, along with making each enemy have different damage resistances and attack styles, would make fighting interesting rather than just repeating the same thing over and over again.
That ends part 1, part 2 will follow soon. If you liked this article, please consider sharing it, and as always, comments of any kind are greatly appreciated!
Wednesday, August 29, 2018
To all those suffering from depression or crippling sadness
This post is a lot more serious than what i usually make, but i think its a good time to share this. Recently, i've been going through a hard time. I've been stressed out, worried, and depressed. It felt like things would never get better. But i realized something. When i focused on others, it helped me. When i read about other people's problems, i forgot my own and wanted to help those people. Helping others helps me. So i'm making this post in the hope that not only will i be able to rise from my suffering, but that others will benefit from reading this as well. So this is what i have to say to everyone who's suffering or has suffered in the past.
First, you're not alone. Not only have plenty of other people been through what you're going through, but there are plenty of people out there who care about you. They say that strangers are just friends you haven't met yet. To a point, this is true. You won't get along with everyone in this world, but there are a ton of people that you would be great friends with if you met them. And there are plenty of people who care about you even though they don't know you. I have never met some of the people who will read this, but i do care about you. I don't want anyone to have to suffer, to have to feel alone. No matter your circumstances, you are never truly alone. There are others who care about you even if they don't know you exist, and also, God is always with you.
When things get bad, you might feel hopeless. Like there is nothing that can be done to help you. Like in the end, nothing will matter, in the end, you'll just feel bad again. No matter what people say, no matter what you read or hear, it won't help
you. Advice and supporting messages will lose their meaning, and literally nothing will lift you from your hopelessness. I think everyone feels that at some point. I know i have. Sometimes even prayer and medication can't make things feel better. Sometimes, the only thing you can do is just wait. Wait for the suffering to stop, wait for things to get better. Maybe they won't get better soon. Maybe they won't get better years from now. But at some point, they will get better, and you will be glad you decided to keep going. To those considering suicide: Please don't do it. Not only does it cause suffering to those around you that love you, it ends your chance to have things improve.
Your life will end eventually, so you might as well get as much joy out of it as you can. If you can't find joy, you can at least help others to. And again, things will get better. I know that right now, you feel like that's impossible. But they will. You might feel alone, like no one cares. I promise you, people do care. Even people who don't know you. If no one cared, why would people make suicide hotlines to help those who feel hopeless as you do? Why would people post inspirational stories and articles? Why would i be writing this post if i didn't care? Helping others does help me, but only because i know i am helping others. If i wrote this post and never posted it, it wouldn't help. I would know that no one would be helped by it. At some point, nothing you hear or read will help. Medication won't help, prayer won't help, everything people have said or written about times like this won't help.
You will feel like you will never be happy again. You might read stories about other people who suffered like you did, and managed to find happiness. You will ask why these people were given joy and you weren't. You will feel that everyone, even those who have suffered worse than you, had at least one thing you don't. Even posts like mine won't help. Just keep going. If things really are as bad as you feel, you have nothing to lose from keeping on, but everything to lose if you decide to take your own life. I know that what i said was probably said badly, or just seemed pointless. Maybe you read this and are shaking your head because i haven't helped you. All the same, i pray for you, and i hope with all my heart your life improves.Maybe i can't even comprehend what you're going through. Maybe i don't know anything about your situation. But i am trying to help, and even if i've failed to cheer you up or give you hope, know that i, and millions of others, care about you and truly hope you can find joy. God bless you all.
First, you're not alone. Not only have plenty of other people been through what you're going through, but there are plenty of people out there who care about you. They say that strangers are just friends you haven't met yet. To a point, this is true. You won't get along with everyone in this world, but there are a ton of people that you would be great friends with if you met them. And there are plenty of people who care about you even though they don't know you. I have never met some of the people who will read this, but i do care about you. I don't want anyone to have to suffer, to have to feel alone. No matter your circumstances, you are never truly alone. There are others who care about you even if they don't know you exist, and also, God is always with you.
When things get bad, you might feel hopeless. Like there is nothing that can be done to help you. Like in the end, nothing will matter, in the end, you'll just feel bad again. No matter what people say, no matter what you read or hear, it won't help
you. Advice and supporting messages will lose their meaning, and literally nothing will lift you from your hopelessness. I think everyone feels that at some point. I know i have. Sometimes even prayer and medication can't make things feel better. Sometimes, the only thing you can do is just wait. Wait for the suffering to stop, wait for things to get better. Maybe they won't get better soon. Maybe they won't get better years from now. But at some point, they will get better, and you will be glad you decided to keep going. To those considering suicide: Please don't do it. Not only does it cause suffering to those around you that love you, it ends your chance to have things improve.
Your life will end eventually, so you might as well get as much joy out of it as you can. If you can't find joy, you can at least help others to. And again, things will get better. I know that right now, you feel like that's impossible. But they will. You might feel alone, like no one cares. I promise you, people do care. Even people who don't know you. If no one cared, why would people make suicide hotlines to help those who feel hopeless as you do? Why would people post inspirational stories and articles? Why would i be writing this post if i didn't care? Helping others does help me, but only because i know i am helping others. If i wrote this post and never posted it, it wouldn't help. I would know that no one would be helped by it. At some point, nothing you hear or read will help. Medication won't help, prayer won't help, everything people have said or written about times like this won't help.
You will feel like you will never be happy again. You might read stories about other people who suffered like you did, and managed to find happiness. You will ask why these people were given joy and you weren't. You will feel that everyone, even those who have suffered worse than you, had at least one thing you don't. Even posts like mine won't help. Just keep going. If things really are as bad as you feel, you have nothing to lose from keeping on, but everything to lose if you decide to take your own life. I know that what i said was probably said badly, or just seemed pointless. Maybe you read this and are shaking your head because i haven't helped you. All the same, i pray for you, and i hope with all my heart your life improves.Maybe i can't even comprehend what you're going through. Maybe i don't know anything about your situation. But i am trying to help, and even if i've failed to cheer you up or give you hope, know that i, and millions of others, care about you and truly hope you can find joy. God bless you all.
Thursday, July 19, 2018
Minecraft 1.13 Update Changelog
Minecraft 1.13 was just released, bringing with it a completely new world generation engine, tons of new mobs and blocks, and the deterioration of Jeb's grammar skills. Named the "Update Aquatic", caused Jeb to start speaking like yoda it has.
Two new variants of air block have been added, cave air and void air. Both are exactly the same as normal air, and were added solely to increase the game's complexity for no reason.
A new type of ice has been added, spawning rumors that Jeb is secretly being sponsored by ice companies. In a recent interview, Jeb fervently denied this, while coincidentally announcing the completely unrelated addition of iced potions, ice water bottles, and iced milk. "Ice™®©, by the way, is a delicious way to spice up any drink," Jeb remarked as he sipped his cool, refreshing, ice water.
Underwater bubble columns were added, with the ones produced by magma blocks pulling things downward and the ones produced by soul sand pushing things upward, because that makes sense. This change has led many to speculate that Jeb has never actually been outside.
Conduit blocks were added, which are crafted with nautilus shells, attack hostile mobs, and gives nearby players the "Conduit Power" status effect, which prevents players from drowning, gives underwater night vision, and increases mining speed, because putting electrical things in water does that. This was added in response to allegations that Jeb couldn't come up with any more random things which made no sense than he already had, prompting him to reply "Hold my iced beer," shortly before he announced the addition.
Coral blocks were added, along with coral fans, which follow the coral blocks around asking for screenies.
Kelp and seagrass were added, bringing with them
Sea pickles were added, fueling speculation that Jeb is pregnant.
Bark blocks were finally made craftable after a short 7 year period of being in the game, but unobtainable.
Tridents were added, which function completely different from the gum.
Dolphins were added, and, like many additions in this update, give players a status effect, due to complaints that the UI wasn't cluttered enough.
A new undead mob, Drowned, was added. Amazingly, they're a unique mob with their own spawn egg rather than another variant of zombies, proving Jeb still knows how to make those.
Fish were added, although for some reason fishing still fabricates fish from the void rather than catching the mobs.
Turtles were added, which drop seagrass, because obviously that is what turtles are made of.
A new world type, buffet, was added. This causes the world to consist entirely of food blocks, except cake, because Jeb doesn't like lying.
New enchantments:
Channeling: Used on tridents to make them spawn lightning when thrown at an enemy.
Impaling: Used on tridents to make them deal more damage to
Sharpness But On A Wooden Sword: Increases damage of wooden swords.
Sharpness But On A Stone Sword: Increases damage of stone swords.
Sharpness But On An Iron- you get the idea.
Other sharpness enchantments:
Sharpness When It's 5 O Clock In Real Life
Sharpness But Only If You're Wearing A Red Shirt
Sharpness If You Have Seeds In Your Inventory
Sharpness But Only On Items With A J In Their Name
Riptide: Used on tridents to make them turn into pens when not in use.
Loyalty: Used on tridents to make them trust their user more, allowing you to keep them as pets. They are fed with trident food and can be bred with Anvils.
Chests and trapped chests can now be placed next to double chests, causing players everywhere to weep in joy, and then just weep, as they remember that this should have been in the game roughly 8 years ago.
Silk touch can no longer allow players to collect silverfish eggs, due to players complaining that the enchantment was "too useful".
Zombies, skeletons, ocelots, and wolves will seek out turtles and turtle eggs and destroy them, prompting PETA to boycott minecraft. In an interview, Jeb was asked if this was because he secretly hates turtles. He responded "Of course not, i love the little pieces of garba- i mean adorable sea creatures."
Customized world types were removed after accusations that they were "racist".
As usual, development of 1.14 is already underway, as well as 1.15 and 1.16 being in the planning sessions. Jeb has stated that Minecraft will continue updating until after Elder Scrolls 6, Cube World, and Half Life 3 have been released, although not necessarily immediately after.
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