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What Element of Traditional MMOs Do You Not Want To See Anymore?

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  • HrimnirHrimnir Member RarePosts: 2,415
    Anything forced.  Don't give me only one way to accomplish something in a game.
    I can guarantee you that you will have to click your mouse several hundred thousand times.  Outside of that? who knows

    "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

    - Friedrich Nietzsche

  • observerobserver Member RarePosts: 3,685
    waynejr2 said:
    Movement.  Get rid of movement.  Oh, when we do movement in current games we have to do things.  So remove movement and doing things.  Streamline the whole thing.
    Automated progression without movement?  Next gen evolution s#!* right here.
  • CeryshenCeryshen Member UncommonPosts: 73
    edited July 2016
    Naked corpse recovery and xp loss

     .. and lack of an auction house
  • AntiquatedAntiquated Member RarePosts: 1,415
    edited July 2016
    H0urg1ass said:
    Without a shred of doubt, I would change slotted inventories.  There's absolutely nothing I hated more, after playing EVE Online, was playing my first traditional MMORPG and finding out that my inventory wasn't limited by size and weight, but by slots.

    All games should have bags that have a weight limit and all objects in the game should have a weight.
    You know, you're right. But there's only one thing that's even more awkward and fundamentally silly than inventory slots--an encumbrance system.

    Good thing the last of them left mmospace around the turn of the century.

    "I can't carry two sets of armor, but I can carry a cubic mile of feathers in my roomy pack." "Oop, I picked up 50 coins too many, time to weakly limp through the fire swamp back to town and unload, seventh time today. Sigh. Trudge trudge trudge."

    Nostalgia fans must have a deep and abiding love for watching their avatars trudge back and forth along the same well-worn pathways. Don't forget to stop and eat, wouldn't want to weaken your trudging. Don't drink the water in the fire swamp.
    Post edited by Antiquated on
  • jesteralwaysjesteralways Member RarePosts: 2,560
    edited July 2016
    Steelhelm said:
    1) XP tied to quests

    By closely linking character progression to quests, you're killing off massive amounts of player freedom. In almost every MMO of the last decade, the quickest / best way to level has been grinding quests. It sucks. The stories are derivative and boring. The quests themselves are just minor variations on the same old shit. I absolutely hate it. 

    So, I say remove all XP from questing. That would mean a return to mob grinding as the quickest way to level which I  know some would hate, but the quests would still be there for those who want the stories (and rewards) from questing. For those of us who hate questing, we would be able to head out into the world and make our own way again. I know we can technically still do that now, but the amount of XP you get in comparison to quests is so low that its not worth it.
    Funny how you talk about player freedom and then suggest taking away freedom to choose to quest for xp for massive amount of players. Well it is not funny, it is nonsensical and hypocritical. 
    I'd like to point out something here. Freedom usually means player freedom in an mmorpgs. ie being able to pick and choose activities you want to do and to actually do them and to pick and choose activities you don't want to do and to actually not do them. imo Questing for xp usually limits this kind of freedom because it sets the player on a predefined path where perhaps many do's and don't's are tied together.

    And though one attraction of an mmorpg can be when one is put in to an unfamiliar situation of do's and don't's but such unfamiliar situations can also happen when not questing for xp
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?

    Boobs are LIFE, Boobs are LOVE, Boobs are JUSTICE, Boobs are mankind's HOPES and DREAMS. People who complain about boobs have lost their humanity.

  • AntiquatedAntiquated Member RarePosts: 1,415
    jesteralways said:
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    For exampe:
    Avoid doing the low-income MMOWelfare Dailies and devote the same time to something more profitable.

    Not only are you happier, but also wealthier and wiser.
  • SteelhelmSteelhelm Member UncommonPosts: 332
    Steelhelm said:
    1) XP tied to quests

    By closely linking character progression to quests, you're killing off massive amounts of player freedom. In almost every MMO of the last decade, the quickest / best way to level has been grinding quests. It sucks. The stories are derivative and boring. The quests themselves are just minor variations on the same old shit. I absolutely hate it. 

    So, I say remove all XP from questing. That would mean a return to mob grinding as the quickest way to level which I  know some would hate, but the quests would still be there for those who want the stories (and rewards) from questing. For those of us who hate questing, we would be able to head out into the world and make our own way again. I know we can technically still do that now, but the amount of XP you get in comparison to quests is so low that its not worth it.
    Funny how you talk about player freedom and then suggest taking away freedom to choose to quest for xp for massive amount of players. Well it is not funny, it is nonsensical and hypocritical. 
    I'd like to point out something here. Freedom usually means player freedom in an mmorpgs. ie being able to pick and choose activities you want to do and to actually do them and to pick and choose activities you don't want to do and to actually not do them. imo Questing for xp usually limits this kind of freedom because it sets the player on a predefined path where perhaps many do's and don't's are tied together.

    And though one attraction of an mmorpg can be when one is put in to an unfamiliar situation of do's and don't's but such unfamiliar situations can also happen when not questing for xp
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    If you are talking about a single game, no it's not a choice.
    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • jesteralwaysjesteralways Member RarePosts: 2,560
    jesteralways said:
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    For exampe:
    Avoid doing the low-income MMOWelfare Dailies and devote the same time to something more profitable.

    Not only are you happier, but also wealthier and wiser.
    That is not for you to choose, it is the player's choice what they wanna do and how they wanna make profit. Stop trying to choose for someone else.
    Steelhelm said:
    Steelhelm said:
    1) XP tied to quests

    By closely linking character progression to quests, you're killing off massive amounts of player freedom. In almost every MMO of the last decade, the quickest / best way to level has been grinding quests. It sucks. The stories are derivative and boring. The quests themselves are just minor variations on the same old shit. I absolutely hate it. 

    So, I say remove all XP from questing. That would mean a return to mob grinding as the quickest way to level which I  know some would hate, but the quests would still be there for those who want the stories (and rewards) from questing. For those of us who hate questing, we would be able to head out into the world and make our own way again. I know we can technically still do that now, but the amount of XP you get in comparison to quests is so low that its not worth it.
    Funny how you talk about player freedom and then suggest taking away freedom to choose to quest for xp for massive amount of players. Well it is not funny, it is nonsensical and hypocritical. 
    I'd like to point out something here. Freedom usually means player freedom in an mmorpgs. ie being able to pick and choose activities you want to do and to actually do them and to pick and choose activities you don't want to do and to actually not do them. imo Questing for xp usually limits this kind of freedom because it sets the player on a predefined path where perhaps many do's and don't's are tied together.

    And though one attraction of an mmorpg can be when one is put in to an unfamiliar situation of do's and don't's but such unfamiliar situations can also happen when not questing for xp
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    If you are talking about a single game, no it's not a choice.
    I have no idea what you are talking about. single game? i am not talking about a single game here, i am talking about the concept of "freedom of choice" and the claim that "questing takes away freedom of choice". Players always have a choice not to quest. You don't need to believe me, just go ask the player who makes the most gold in WoW or the person who hits level cap in 2 days in WoW or the person who has the best gears, they don't do it by questing. If anything i would say games need to give 100 times more xp and gold in quests, since obviously i can't make as much gold or have shiny gears or level up way too fast like those who ignore quests.

    Boobs are LIFE, Boobs are LOVE, Boobs are JUSTICE, Boobs are mankind's HOPES and DREAMS. People who complain about boobs have lost their humanity.

  • ImpmonImpmon Member UncommonPosts: 81
    End game raids.  I was perfectly fine with GW2 not having any progression.  You got to 80 & you were pretty much the same gear wise only difference was your build and skill. 

    Since Everquest I've been turned off of raids.  Massive group of people all working together to kill NPC and hope for rewards & most of the time the inner clique gets all the rewards.  Then 4 months later with the next expansion all the shit you worked towards is obsolete.  Totally pointless.  I never raided in WOW, nor any other game I've since played.  I level up to max and I'm good with that and start a new character.  I don't feel like I've missed anything either.

    For example in WOW.  My friends made while levelling up thought I was crazy for not joining them in the resident uber guilds.  Come cataclysm I head over to the auction and the green items I'm buying are better then the raid gear they worked to obtain for the last year.
  • jesteralwaysjesteralways Member RarePosts: 2,560
    Impmon said:
    For example in WOW.  My friends made while levelling up thought I was crazy for not joining them in the resident uber guilds.  Come cataclysm I head over to the auction and the green items I'm buying are better then the raid gear they worked to obtain for the last year.
    No longer works that way thanks to item squish and reorganizing of stats in items. Now the gears you get from questing new expansion areas are far weaker than previous expansion end game tier gears, even the 1st dungeon of new expansion don't drop item that surpasses previous expansion tier gears.

    Boobs are LIFE, Boobs are LOVE, Boobs are JUSTICE, Boobs are mankind's HOPES and DREAMS. People who complain about boobs have lost their humanity.

  • cameltosiscameltosis Member LegendaryPosts: 3,832
    Steelhelm said:
    1) XP tied to quests

    By closely linking character progression to quests, you're killing off massive amounts of player freedom. In almost every MMO of the last decade, the quickest / best way to level has been grinding quests. It sucks. The stories are derivative and boring. The quests themselves are just minor variations on the same old shit. I absolutely hate it. 

    So, I say remove all XP from questing. That would mean a return to mob grinding as the quickest way to level which I  know some would hate, but the quests would still be there for those who want the stories (and rewards) from questing. For those of us who hate questing, we would be able to head out into the world and make our own way again. I know we can technically still do that now, but the amount of XP you get in comparison to quests is so low that its not worth it.
    Funny how you talk about player freedom and then suggest taking away freedom to choose to quest for xp for massive amount of players. Well it is not funny, it is nonsensical and hypocritical. 
    I'd like to point out something here. Freedom usually means player freedom in an mmorpgs. ie being able to pick and choose activities you want to do and to actually do them and to pick and choose activities you don't want to do and to actually not do them. imo Questing for xp usually limits this kind of freedom because it sets the player on a predefined path where perhaps many do's and don't's are tied together.

    And though one attraction of an mmorpg can be when one is put in to an unfamiliar situation of do's and don't's but such unfamiliar situations can also happen when not questing for xp
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    So, when playing a "traditional" MMO, at any given level I usually have a "choice" of 10-20 quests that I can complete in a very small area of the world, or I can grind a small amount of mobs in the same area instead and have it take 3-5x the amount of time to progress. 

    My choices are very limited. What I'm killing, whether through questing or grinding, is usually the same and I'm stuck with a very small area to do it in. Because my choice is the same, I opt for the quickest method (questing).



    In games where quests don't reward XP, the developers tend to focus a lot more of making the combat interesting, the mobs more interesting and the world more interesting. At any given level, in the games I've played you can generally go anywhere and find something worthwhile to kill. I can progress just about anywhere, thus I have much more freedom. 



    I guess I wouldn't mind questing with xp so much if there were other viable methods of leveling. Some games allow you to level up via PvP which I've always found more enjoyable, but you still end up essentially grinding the same few players / spots for hours on end, so its more enjoyable but less freedom. In some games with questing there have been "work-arounds" to find other ways to level - e.g. in WAR, getting in an AoE focused group and grinding PQs for hours. Again, more enjoyable for me (I'm quite social) but still less freedom. 



    Finally, I'm not advocating removing quests from MMOs. Quests are still one of the best ways to tell stories and can help provide structure to those who need it. I'd still put rewards on quests (loot and gold), just not xp, so questing would still be worthwhile, you'd still be killing lots of stuff and so still leveling, its just you'd be slightly slower than someone purely focused on grinding mobs, but slightly richer / better geared due to quest rewards. This would make both methods of leveling viable and attractive, compared to now where only questing is viable. 
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    no more classes...

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • FrodoFraginsFrodoFragins Member EpicPosts: 6,050
    deniter said:
    - FFA PvP
    - losing items in death
    - references to item shop in UI
    those are high on my list although the shop in the UI of F2P games is kind of essential.  It's jsut better if they don't stick out so much.  Marvel Heroes does this well.
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    Forced grouping to do anything in the game. Thankfully, developers have understood that its not good many years ago.
    Same for forced PvP.
    yeah pretty much anything where the word 'forced' can be applied as a description should be up for review for a re-design

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • H0urg1assH0urg1ass Member EpicPosts: 2,380
    H0urg1ass said:
    Without a shred of doubt, I would change slotted inventories.  There's absolutely nothing I hated more, after playing EVE Online, was playing my first traditional MMORPG and finding out that my inventory wasn't limited by size and weight, but by slots.

    All games should have bags that have a weight limit and all objects in the game should have a weight.
    You know, you're right. But there's only one thing that's even more awkward and fundamentally silly than inventory slots--an encumbrance system.

    Good thing the last of them left mmospace around the turn of the century.

    "I can't carry two sets of armor, but I can carry a cubic mile of feathers in my roomy pack." "Oop, I picked up 50 coins too many, time to weakly limp through the fire swamp back to town and unload, seventh time today. Sigh. Trudge trudge trudge."

    Nostalgia fans must have a deep and abiding love for watching their avatars trudge back and forth along the same well-worn pathways. Don't forget to stop and eat, wouldn't want to weaken your trudging. Don't drink the water in the fire swamp.
    I don't like encumbrance systems either.  I like a system where, when your bag is full, you get a message that says "Your bag is full".  If you want to put this item in, then you need to take items of equal weight out.

    Encumbrance systems can be just as ridiculous as slots sometimes.  My bag is 100% full, but if I put this eagle feather in, then presto chango I lose 75% of my movement speed!
  • waynejr2waynejr2 Member EpicPosts: 7,771
    H0urg1ass said:
    Without a shred of doubt, I would change slotted inventories.  There's absolutely nothing I hated more, after playing EVE Online, was playing my first traditional MMORPG and finding out that my inventory wasn't limited by size and weight, but by slots.

    If I have 20 slots, then I can carry 20 varieties of cotton candy and marshmallows OR I can carry 20 full plate armor chest pieces.  It's ridiculous.

    All games should have bags that have a weight limit and all objects in the game should have a weight.

    I would love that but you know it would be unpopular.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • waynejr2waynejr2 Member EpicPosts: 7,771
    observer said:
    waynejr2 said:
    Movement.  Get rid of movement.  Oh, when we do movement in current games we have to do things.  So remove movement and doing things.  Streamline the whole thing.
    Automated progression without movement?  Next gen evolution s#!* right here.

    well didn't we have a thread about afk and offline progression?
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • waynejr2waynejr2 Member EpicPosts: 7,771
    Impmon said:
    End game raids.  I was perfectly fine with GW2 not having any progression.  You got to 80 & you were pretty much the same gear wise only difference was your build and skill. 

    Since Everquest I've been turned off of raids.  Massive group of people all working together to kill NPC and hope for rewards & most of the time the inner clique gets all the rewards.  Then 4 months later with the next expansion all the shit you worked towards is obsolete.  Totally pointless.  I never raided in WOW, nor any other game I've since played.  I level up to max and I'm good with that and start a new character.  I don't feel like I've missed anything either.

    For example in WOW.  My friends made while levelling up thought I was crazy for not joining them in the resident uber guilds.  Come cataclysm I head over to the auction and the green items I'm buying are better then the raid gear they worked to obtain for the last year.

    Do you upgrade the gear your character starts with? 
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • kilunkilun Member UncommonPosts: 829
    Things I'd like to see changed?  How about leveling.  More tactical combat instead.  Leveling is a awesome part of game that serves no purpose.  Do more of a hybrid system to where gaining items and abilities is not more dependent on a mix of your skill, equipment, and items.  

    What I mean is the world's mobs should all be similar in strength but their weakness are gotten by what skills you have, equipment, abilities.  A fire mob would be nearly immune to fire for example so if you went all fire skills it's going to be tough for you to defeat, but maybe you get fire shield you can toss on an ally during a fight so they take less damage.  Piercing, slashing, blunt weapons would get the same type of effect  Skeletons are hard to pierce with a  bow, and poison attacks don't do well against them either, but cold, fire, and blunt objects work great.

     
  • SteelhelmSteelhelm Member UncommonPosts: 332
    jesteralways said:
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    For exampe:
    Avoid doing the low-income MMOWelfare Dailies and devote the same time to something more profitable.

    Not only are you happier, but also wealthier and wiser.
    That is not for you to choose, it is the player's choice what they wanna do and how they wanna make profit. Stop trying to choose for someone else.
    Steelhelm said:
    Steelhelm said:
    1) XP tied to quests

    By closely linking character progression to quests, you're killing off massive amounts of player freedom. In almost every MMO of the last decade, the quickest / best way to level has been grinding quests. It sucks. The stories are derivative and boring. The quests themselves are just minor variations on the same old shit. I absolutely hate it. 

    So, I say remove all XP from questing. That would mean a return to mob grinding as the quickest way to level which I  know some would hate, but the quests would still be there for those who want the stories (and rewards) from questing. For those of us who hate questing, we would be able to head out into the world and make our own way again. I know we can technically still do that now, but the amount of XP you get in comparison to quests is so low that its not worth it.
    Funny how you talk about player freedom and then suggest taking away freedom to choose to quest for xp for massive amount of players. Well it is not funny, it is nonsensical and hypocritical. 
    I'd like to point out something here. Freedom usually means player freedom in an mmorpgs. ie being able to pick and choose activities you want to do and to actually do them and to pick and choose activities you don't want to do and to actually not do them. imo Questing for xp usually limits this kind of freedom because it sets the player on a predefined path where perhaps many do's and don't's are tied together.

    And though one attraction of an mmorpg can be when one is put in to an unfamiliar situation of do's and don't's but such unfamiliar situations can also happen when not questing for xp
    Questing provides an alternative option to meaningless grinding for hours for millions of players. You are talking about freedom of choice and still refuse to see that choosing to quest for xp is also a choice?
    If you are talking about a single game, no it's not a choice.
    I have no idea what you are talking about. single game? i am not talking about a single game here, i am talking about the concept of "freedom of choice" and the claim that "questing takes away freedom of choice". Players always have a choice not to quest. You don't need to believe me, just go ask the player who makes the most gold in WoW or the person who hits level cap in 2 days in WoW or the person who has the best gears, they don't do it by questing. If anything i would say games need to give 100 times more xp and gold in quests, since obviously i can't make as much gold or have shiny gears or level up way too fast like those who ignore quests.
    If your mmo or mmos experience is questing for xp, making the most gold, hitting the level cap in 2 days and/or having the best gears then we're so far apart from each other that I'm not surprised you don't see my point.
    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • RenoakuRenoaku Member EpicPosts: 3,157
    edited July 2016
    I would love to not see the "Pay 2 Win" & "Pay 2 Enjoy" aspects in a game.

    Vindictus for example, a game by Nexon "Great Game" but "Pay 2 Enjoy" Inventory slots not per account but rather per character when unlocked "Customization tickets every time to change" rather than "Buying "Content Packages" with unlimited changes ( I am tired of every MMO like this) and its the reason I did not buy nor do I recommend "Riders OF Icarus" simply because its run by Nexon and I know what they do

    For example "Class Systems Are OLD and outdated, but games using them if buying a costume for a character it should unlock "per account" not per single character meaning if you have 8 different characters you have to buy it 8 times. (This isn't pay 2 win) but its (Pay 2 Enjoy) and I am really tired of seeing it.
  • zzaxzzax Member UncommonPosts: 324
    edited July 2016
    Levels, because they simply don't work in multiplayer games. They create unnecessary gap between players and separate the playerbase and friends. They are evil by design.

  • QuirhidQuirhid Member UncommonPosts: 6,230
    Tank 'n' spank combat, spawncamping, respawning mobs in dungeons, use-to-improve skill systems, timesinks, grind...

    Just off the top of my head. Old "traditional" MMOs were quite horrible.

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • DeivosDeivos Member EpicPosts: 3,692
    Quirhid said:
    Tank 'n' spank combat, spawncamping, respawning mobs in dungeons, use-to-improve skill systems, timesinks, grind...

    Just off the top of my head. Old "traditional" MMOs were quite horrible.
    Spawn-camping, time-sinks, grinding, respawning mobs, and "tank n' spank" are all elements of modern MMOs as well, if not more exemplified by the focus of endgame content, dailies, and characters/classes that can perform more universally.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • IshkalIshkal Member UncommonPosts: 304
    DAILIES!!!!!!!!!!!!!!!!!!!!!!!!
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