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#1 BerserkedFrenzy

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Posted 15 September 2025 - 08:24 PM

Room scaling.

This is a concept that is *not* new to Nightmist, left largely unused except in cases which we can see in the following areas:
- Bone Garden (prime example)
- Mandrake's Coliseum
- Dank Crypt
- Castle Darksparrow
- Abandoned Mines

The last four being less pronounced but encountered one way or the other. In discussing with Nighthawk about the consistency of the maps of the entire game, we both concluded that the overworld map was quite nicely done in that most of the time the areas matched up & did not overlap each other if too much at all. Exceptions are, of course, in cases involving areas that are said to be a dungeon or of similar attribution; for instance, the Spider Nest Tunnels, Gnoll Catacombs, Underground Barracks, Necromancer Tower & the Sewers in its entirety do not quite match up if we were to apply them to the overworld map. That is because they are considered dungeon, so they have a different scaling. It is just as well that we can observe the same to be true for Derelict Mansion. I shall expand upon that, but first let us take a look at some areas of the overworld.

We can see that there are plenty of forests all about & for instance, the Barrier Forest is quite large with parts of it exposed due to the death that is spreading from the Necromancer Tower. Thus, the tower seems quite small on the overworld but when it is entered it would appear to be of a good size if not much larger than the Tower of Crafting which sits in the middle of a supposedly vast field of grass that is the Grassy Meadow. The Tower of Crafting is said to be immense, yet it bears less space than the Necromancer Tower but is it due to the actual presence of accessible, usable rooms with NPCs in them whether they be friendly or monster as opposed to uncreated rooms yet to be? Perhaps, yet as one enters the Tower of Crafting one might hardly realize its size in comparsion to the size of the Necromancer Tower & come to the conclusion that the Necromancer Tower must, indeed, be larger when it probably is not. That is not to say that it is larger. Never mind the secret passages that exist, though these would also give size to the overall size of the area. Now, with these two towers in mind we can observe the Spider Nest Tunnels as existing beneath the locations of Grassy Meadow & Barrier Forest. This would give us a much better idea of how far apart the two towers are since there is a way to access the nest in the Barrier Forest. How far is it, then? Is it then that the Necromancer Tower is even farther now from the Grassy Meadow or close enough? What about the distance between the Tower of Crafting to the entry point in the Grassy Meadow into the spider tunnels? Do they add up? If we were to point this out on the overworld map, it might be a hard fit. More so now we know of other ways to access the spider tunnels & in this respect we might gauge the approximate location of these areas in relation to the overworld map yet must not ignore that these areas also have their connections elsewhere in the overworld map as well - namely the Sewers. How big are the forests now, the Large, Royal, Wattling, etc? How big are the paths between them as well as the cities? How big is the desert, the mountains? After all, we are to understand that we can travel between Arilin & Resthaven via the sewers as well as from Nightmist to Blackthorn, so on. Does it all fit? It would make the distinction between the overworld areas and dungeon areas.

Now, if we were to take a look at the Ercule Swamp & compare it to the Derelict Mansion we might conclude that the swamps seem like a hopscotch in its driveway, like a patch of marshy lawn in the mansion grounds. In other words, it would appear that the mansion is titanic while the swamp is tiny. It would give the impression to the player who has actually gone to the mansion that the hydras are just as big as adult swine & no larger than an ox. Maybe the impression of a big plush dragon doll some kid won in a carnival game. One of the rooms in the mansion is as big as the space which the body & head of the Hydra occupies yet we are given the idea by its description that the body & head of the Hydra are massive & stretches out long, very long. Have we been able to come to understand the appropriate size of the swamp in comparison to the mansion? Hardly. I can hardly imagine that a full grown Hydra would be able to nestle in one of the beds in the mansion unless it was the one in the master bedroom perhaps but that also asks one to beind their brains into impossible shape. One might entertain the idea that a full-grown Hydra would fit the entire master bedroom, if the Hydra is willing to bundle up & remain docilely still as not to break through the floor it would still be a tight fit.

Thus, I arrive finally at the point of writing here: Room scaling. Again, not a new concept but largely left unused except in the cases mentioned above & possibly others that I have forgotten. Just as how experience points "drops" which are larger experience points bonus acquired by a character upon landing the kill shot on a monster, had been disregarded for a long time until recently. Perhaps, it would do well to give regard to room scaling & give more life to the areas that are considered dungeon.

I would not be sure if that the Ercule Swamp is a dungeon by any means, I might consider it an overworld area though there might be a bit of blending together - whether it is a dungeon or an overworld area  is not up to the players but to staff especially the ones who designed the areas as well as who maintain them. But, I am fairly sure that the Derelict Mansion is a dungeon-type area. Exactly what to attribute it with whatever synonym of dungeon matters not, the general concept remains the same. Thus, it follows that it would do well to give scaling to the Derelict Mansion not necessarily in respect to the swamp but rather in respect to the overworld map. To what standard room scaling would follow is also up to staff, though I might entertain the idea that there is necessarily a limit to how many characters can stand within a dense forest or jungle, on a single segment of a mountain path or desert trail, or wherever else which would sensibly allow the player to approximate the size of areas they find their presence in. It could be that the overworld might allow for as many as 100 characters on any given square at any given time, though would a hundred characters be able to fit on a single mountain path, for instance? It might work if they were organized in a formation such as lines of two or three from shoulder to shoulder for the narrow paths to lines of ten from shoulder to shoulder for the more wider, secure paths. What about forests? Jungles? Swamp? Tunnels?

But, in the case of Derelict Mansion, it would easily be as many as two to three characters per square & now we have a more accurate "room scaling". Of course, the numbers I arbitrarily chose to suggest examples & by no means demand that the mansion be scaled in that fashion. It is to help the reader to understand the meaning of "room scaling" & the intended audience are the staff members who give attention to Nightmist namely those who concern themselves with area development & maintenance thereof.

Allow us to expand our imagination a bit further. A party has gathered in Tirantek, with the appropriate key to enter that mansion. The party may be as large as 100 characters. Let us not disregard the possibility that this concept could be applied to the 1-alt server though I imagine that the cases in which the 1-alt server might find themselves with difficulty far less likely than those on the Multi-alt server but it would still give the impression of the size of the dungeon either way & 2 or 3 characters per square in the mansion would work just as well. So, with the supposed 100 character party entering the driveway they might be a band of men & women who are about to raid the mansion. Upon entry to the area, by using up the key, they are now left with the dilemma of challenging the guardians. Perhaps there is just enough room for five, ten characters to move forward to fight the guardians at a time. There is room in the driveway as well as all about the mansion grounds. Upon approaching the doors they retain the same number but until they enter the mansion. Upon entry, we are given a more approximate scale of the area so as a result there might be only two or three allowed in the same space in the foyer at a time & from that point onward in the mansion. They certainly would have the same freedom to explore. What this means is that, also, when they come across important things in the mansion the numbers remain just as small because that is how the mansion might be scaled. So only a few at time might crack open a safe, for example, or even to pass through a door or any other furniture. It would also follow that only two or three at a time would slip through the floor that they should fall through wherever there is a hole instead of a hundred characters at a time. Because, if a hundred characters fell through at the same time, how big of a hole would we now think it was in comparsion to the Ercule Swamp? Titanic. 2 or 3 at a time & it is appropriate in size to allow us to think, oh that was a small hole enough that we missed and slipped through, darn it. One might argue that a hundred characters might lose only two or three to these holes as it is possible to select a single character or few as we can observe with bear traps in the overgrowth. The room scaling would still be way off.

The Bone Garden is an excellent demonstration; the tunnels are limited to five characters at a time. This gave the area a scaling that actually seems much smaller than the Ercule Swamp despite the map size. The map size of Bone Garden is large compared to the swamp, but because of the room scaling we get the impression that the area is much smaller than the swamp albeit with many rooms more than the swamp.

So it is possible to use room scaling, setting character limits per room, to help accentuate the illusion of size in dungeons namely those with tunneled or corridored passages. Notable mentions are those such as Scarlet Daggers Guild, Harabec Dungeon, Spider Nest Tunnel, Sewers, Mausoleum, Icy Caverns, Museum, Temples of Sun & Shadow, Underground Barracks, Gnoll Catacombs, Orc Caves. What this would do is not only to accentuate the size of the dungeon but also to bring out the challenges of the dungeon especially for the Multi-alt server where it is so common to simply bunch up a party of 20 or more characters to be chaffeured to a single point usually a boss to overpower it before logging off effectively ending the run within ten, fifteen minutes no challenge. Maybe the Inquisitor Tower do the same, perhaps the chamber where the Grande Inquisitor is is much larger & allows for as many as 20 or 40 but the trek up would allow only as many as 10 at a time? This way that a single player does not think that they can simply waltz in & take the warrants but multiple players feel more inclined to work together to help make the run happen. Especially so in other dungeon areas. It would mean less that a player might simply whiz past everything but more of a challenge in that they must overcome adversaries in the conditions presented by the designer of the area via strategies rather than sheer number. The point is the challenge that is presented, not simply a game where one just logs on to grind & level up. A game where there is strategy involved as already can be observed in respect to the 1-alt server.

The maximum characters per player for the 1-alt and the Multi-alt server is 1 & 20 respectively; in the case of Multi-alt server 20 characters is not required yet it is hardly true that players would play with less because often they feel like 20 is the most efficient way to do things. So, with the application & implementation of room scaling the strategies would change dramatically & now the prospect of driving around with 20 character would seem a lot less favorable but perhaps to average to about 10 if not less per player though it would not be forbidden to have 20 on at the same time as perhaps one player might participate in a run that has somehow stalled for one reason or another the same player might log on a small party to go out & train for a few minutes while monitoring the progression of their current run or to make a detour or quick errand to meet up with the run for something such as to deliver a key they forgot or something like that.

It is possible that some players might see fit to abuse the game mechanics to overcome other player or players, whatever the circumstances might be. It could be that one player might block the entire dungeon off to the rest of the game & hog it. Of course, nobody can hog an area forever. However, if the same dungeon remains blocked & it appears to be by the same player or players then it would do well for staff to warn them not to do that. Character limitation is not meant to be used as a barricade for warring clans, for instance. It is meant to give size & shape as well as definition to strategy of completing a run of the area. This way, it would make players feel more inclined to work together to make a run happen rather than the one with 20 characters going straight to a thing to slay it. It would be the strategy in accomplishing the run to arrive to the boss with which the same idea of sheerly overpowering the boss might still be present but in much more moderate amounts than an absurd number such as 100 or 200 at a time if it ever does happen.

On the 1-alt server, the biggest run I have ever seen was a party of about 15 characters heading for a boss which I should like to think would qualify as an equivalent to one of the warrant bosses on the Multi-alt server, the 1-alt run was a grand one that the rare number of more than ten came together to accomplish a single task for a few drops so coveted because the runs are seldom done. Then, there are "general" runs where four to six, possibly eight if the occasion ever arises, get together to kill a boss usually those that are self-healing.

So, on the Multi-alt server, a player with 20 character party would easily flatten most everything & the warrant runs are a significant challenge but only significant enough that they are distinguished from the rest of the game which, unfortunately, has become "boring" because hardly anyone thinks of logging on only 10 - there is hardly a reason to log on only 10. So if there is room scaling then there is less inclination for a player to simply log on all 20 or even a party of five players logging on all 100 to, say, run to Demonic General & finish it in two minutes. Besides, how could 100 characters fit through these narrow tunnels? How could 100 characters fit even in the quarter of the General? The same question could be applied elsewhere in the game, wherever applicable.

So, it is not to discriminate against the Multi-alt server seeing as, yes, the idea of room scaling would be applied to both servers & not exclusively the Multi-alt server. Room scaling is *not* a new concept & *has* been used enough times that such concept is fairly well understood. It is simply, largely, left unused. To apply room scaling would finally make dungeons actually seem like a part of the overworld map rather than impossibly huge or dwarf the overworld areas. Room scaling would also encourage players to *pay attention* to where they are going lest they inadverently leave behind members of their party because they ran past a player who had two or three characters less than the maximum allowed. So, it is possible that areas such as those forested or mountainous areas of the overworld map might allow for as many as 20 or 40 whereas an open expanses like Faravar or Jahanna Desert allows 80 or 100 while in dungeons they might be as limited as 2, 3, 5, 10, 15 at a time up until a larger chamber to regroup or rendezvous.

I think that I have discussed adequately the idea of room scaling, so I hope that the staff members may find it intriguing & consider application of such concept to a wide range of areas but of course it is a lot of work to accomplish so I do not expect that it would be done within the year or next. At least, over the time & years as staff find it fit & time to make room scaling a factor in the strategy of runs. I wrote this topic merely to mention it to staff so that hopefully ideas will dawn on them in their development & maintenance of areas. Thank you for reading.


Edited by BerserkedFrenzy, 15 September 2025 - 10:16 PM.

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#2 Gaddy

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Posted 16 September 2025 - 04:36 AM

It makes sense. It could make areas and bosses more challenging without having to scale the monsters for the 20-Alt limit.

Also, I would probably quit if this was widely adopted.
Seems like a few good reasons for this to rush to the front of implementation. Might finally get rid of the last few pesky folks playing the game.
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#3 BerserkedFrenzy

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Posted 18 September 2025 - 11:07 PM

Adding to the topic further:

The following is a list of towers that exist throughout the world:
- Tower of Pandilex (Nightmist City)
- Tower of Crafting (Grassy Meadow)
- Necromancer Tower (Barrier Forest)
- Goblin Tower (Plains of Faravar)
- Watchtower (Forest of Silence)
- Tower (Forest of Silence)
- Inquisitor's Tower (Blackthorn)

Should the reader determine that I have missed a tower or more, feel free to post on here & point it out so to bring more content to this thread. The purpose of this post is to illustrate the potential of room scaling in modifying the "dimension" of the area or, rather, the space which is intended for those more localized space. Buildings or edifices would possess such "dimension" that is unlikely to be independent from any other areas of the world of Nightmist. It is with this interest that I bring to view the "dimension" possessing three components just as spatial dimensions possess three components which are north/south, west/east & up/down or in different terms front/back, left/right & above/below respectively. The components of the "dimension" of size can be said to be of the three following items:
- Map
- Room scaling
- Description

First & foremost, the most important aspect of all, is the map. Without a map, an area holds no form & any area needs to possess at least one square otherwise it is merely an abstraction of something which no character can be present in. Therefore, with a given number of squares, a map is said to have some size in width, length & height or spatially in terms of squares. Maps are like a skeleton, a framework, a blueprint to be laid down & give form to the area in an attempt to imitate, by way of imagination & craftiness, what the area may look like if it were real. These towers are given the shape of either or both being closely circular & height moving upward from the "ground" whatever is said to be the ground for which the tower is imagined standing on. The squares that make up the map of the tower give it form, it is possible that the map of the tower is either tightly fitting or much loosely fitting with the map of the area connecting to it to give the impression of something such as how thick its walls are or of an inaccessible courtyard except the unresisting path of the entryway of the tower. It is also possible that the tower may be, however the story allows, magical in nature just so that within it is a vast, immense size impossible to even be within the walls of the tower as seen from the outside. Whatever the case, the map gives form to the area.

Room scaling is one of the components of the dimension of size, not necessarily the second or the first nor the third. In what order is not important but it helps to be methodical in understanding the size of an area, therefore it suits to take the next step & give further definition to the squares of the map by way of room scaling or character maximum limits. Room scaling has been discussed in the originating post of this thread already, with brief coverage of the Necromancer Tower & Tower of Crafting.

Finally, the third & final in methodical step of the dimension of size is the description of the room. I should assert that it is not strictly a third step as it is possible that the creator see fit to first describe the room before establishing the scaling of it, but it is likely that the descriptions come after the formation of the map & chosen scaling of the rooms. What more helpful to fortify the visualization of the space than using descriptive words to betray of its secrets? It may be claimed to be as large as five by five paces or a thousand by thousand paces. Perhaps it is also unequal in width & length & said to be of, for example, seven by fifteen paces such as may be said of a shop, sleeping quarter, or else.

The description of rooms are the soft component of the dimension of size where the other two are the hard components as these two set boundary & limit by way of spatial movement & amount of characters in the square. That is, maps decide for each square which direction is available, room scaling define the approximate size of the square in relation to others around them & descriptions paint the picture.

After understanding the dimension of size, we can look at these towers mentioned above in this post & consider that it becomes possible to give them the desired size more definitively than simply using the number of squares with descriptions attempting to claim that the square is only as big as five by five paces when there are a hundred characters present. If we can refer to the spiralling staircase of Castle Darksparrow - that can hardly be called a tower though it may be fancied one - we have the impression that there is enough room for only three characters *AND* proper combat with the guardian. Because, if a hundred characters could go up the spiralling staircase & fight the guardian, what impression do we get but a staircase of mammoth width with which a single guardian obviously could not effectively block off yet hundred blades might reach the guardian. The same can be said for tight spaces which are not uncommon in any tower namely the ones that exist in the world already. It is by this means that the player or players become more immersed & involved in strategy to overcome a challenges. In the case of the spiralling staircase, two strategies are used: sending in three characters for them to fight the guardian until it is defeated or one player sending & recalling characters one at a time leaving some space open for another player or two to participate in the sending & returning action. It could be that there are different strategies involved, potentially making it a puzzle to be solved with varying levels of complexity. Suppose that a passage is tight enough for only as many as two or three character but in an eventual point they manage to open the way for the whole expedition into a more open passage or chamber or progression through the dungeon.

Whatever the complexity, each tower would be well-defined with room scaling as to give them impressions of size in general, but never strict, respect to the overworld map or at least the area containing them. That is, by reviewing each tower & where they connect to the overworr they all vary in ways which help us invent the image in our minds in relation to the map of the area they are in. For instance, the two towers in the Forest of Silence are of different sizes as can be inferred from the map of the so-called forest. The watchtower is apparently the larger of the two, situated in the middle of the western side of the so-called forestsurrounded, except on its west side which can be said to be its front-facing side, by empty space. The other tower has the same facing but is surrounded on all sides by squares that do not connect to it except the west one. Those squares which surround the tower might suggest ground, also the empty space that surrounds the watchtower might suggest inaccessible courtyard or perhaps a massively thick wall. Does that mean, now, that the watchtower is immense in proportion to the other tower? Not necessarily. It *can* be but with the help of description we can be given a better idea of why the map has been formed in that way. The smaller of the two tower is, thusly, the one more likely to hold more characters than the watchtower. Is it because of a certain monster? That is not necessarily true. It could be that the smaller tower allows up to fifteen characters on its top while the watchtower may hold as many as five, seven, ten characters per square in its apparently tight passage. It would help to tell the player that there are indeed reasons why the empty space surrounding the watchtower is inaccessible: wall thickness, landscape, rock formation, dangerous implements, moat, etc.

What about the Tower of Crafting in comparison with the two towers in the Forest of Silence? How about comparing the rest of the existing towers? It becomes clear that now the size of the map is not necessarily a standard of the size of the area but two components of the dimension of size work together in tandem to define the size of a dungeon in the overworld: map size & room scaling. Because, without room scaling, every dungeon seems to be either too small or too large if not just the right size.

Now, let us take a stroll down the Viper Street of Nightmist. We would find ourselves passing lots, enclosures, streets or buildings strolling down the Viper Street that snakes a long way from the south to the north. As we do, we do not find ourselves examining every single instance of these things but instead we do make entrance into the important, interesting places like pubs, shops or guilds. How big are they, essentially? They do not need to fill the entire square connecting them to the Viper Street nor the entire length of the segment of the Viper street which connect them. It is possible that only a fraction of the length of the one square of Viper Street is the property of the establishment & that there are other property like lots or houses of commoners which are left inaccessible because they are not used but mentioned in the descriptions of the street. For this reason, it can be said that any shop, any guild, any building, any dungeon, any *room* can be given scaling to allow for only as many character as their capacity would allow. It is not impossible that a pub may become very busy & full of patrons yet it does not follow that patrons would willingly pile together within a building wihch may be seen to be overstuffed to the point that limbs stick out of the windows or seams, its walls curved dangerously to the point of simply bursting apart. It is sensible for a pub to be so filled up with customers that service become limited as well as queued in lines by patrons until each have their needs satisfied.

Crowds in a street might become so dense that it is impossible for people to pass through, just as a building may arrive at their capacity, just as a mountain path may not hold enough stable walking space, just as a river & valley may only allow for a few boats to sail through without damage lest they should sink due to impact or capsizing. This would be how the dimension of size might work together with the three spatial dimensions outlined by maps because if a building was overfilled of its capaacity not only would the humorous description of limbs through windows & dangerously curved walls become a possibility it would also mean that normal movement around that particular space, that particular square, is virtually impossible. By this way, no boat could ever hold as many as 100 characters but perhaps as many as seven or eight each so it would follow that characters might have to go in groups of eight to get aboard the boat, launch off the mooring & as they move away from docking the river gives room for several boats to be present but still only limited to as many as perhaps five or ten boats. Moving through the river into a valley or waterway it becomes necessary to exercise caution as it is possible that the boat may strike on rock & sink or two boats may collide & capsize in a narrow passageway. Similarly, in a chamber where a monster may be located, the chamber may only be as large as a given number of characters not simply because characters might be able to pack themselves tightly in a room & crowd around the monster in a tight fit but in regard to combat. How can a sword be swung in a room where limbs may stick out a window & walls may curve dangerously to the point of bursting? No weapon can be swung nor bows drawn nor daggers struck effectively & magic casting may be very hindered when the conjurer cannot move their muth nor their throat nor lungs to speak.

In addition, there are similar structures throughout the world such as pyramids & ziggurat, mansions, lairs, castles, underground dwellings & so much more. How do they compare to one another in their similaritude? Just as was discussed of the towers, should these structures now be smaller than the other of their type or larger? All that needs done is the definition of which is the scaling of the room.

One can argue that the building or the dungeon is of magical nature & allow for far more room. It is possible that the Tower of Pandilex is such an example. Yet, not everything is magical. Besides, if it were all magical, such adjective means less that - magical. Something that is magical is not commonplace or ordinary but extraordinary & supernatural. Such are then reserved for special cases such as a magical creature like the Crystal Giant to name an example.

I hope that you, the reader, have enjoyed reading & find yourself chuckling in amusement of the proportions the game currently holds. I do find it funny, but I would certainly like to see a more defined size of everything in the game. I think that is what has been missing among some other things - the one component of the dimension of size that is room scaling. It would only deepen the appreciation & immersion of the areas which the developers so painstakingly worked hard on. It would give size to the monsters rather than having a hundred characters in the same room with an apparently incredibly lethal monster giving the monster the appearance of being no larger than a common domesticated cat.


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#4 Gaddy

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Posted 20 September 2025 - 02:49 PM

Its also crazy that characters can die and respawn in a pub. They should be sent to a shadow realm - either permanently gone or held for a time and reborn as level 1.

But we also need to explore how reproduction should work in Nightmist. I dont think it should have to be exactly correct, but surely two elves cannot make a half-orc. Right?
Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7

#5 Stig

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Posted 08 October 2025 - 05:45 PM

I have tried to make sure the overworld areas line up fairly well, although this is only partially doable with cities (e.g. Harabec Citadel, and the Clan streets).

The Derelict Mansion is indeed much smaller per room than on the overworld.  If you think about how the master bedroom is a 5x5 area, with one square dedicated to the bed itself.  If you can imagine the size of a Georgian-era stately home, each room is somewhere between 5 to 10 square metres in size (maybe around 2 to 3 metres along each side).  Not big at all.

Some scalings don't make sense at all, and at least on multi-alt, Blackthorn, Sarka and Dendeya are completely disjointed from the rest of the realm.

Dungeons are pretty much whatever goes, although I do try to keep things lined up for consistency, and truly outdoor areas like Ercule Swamp I consider to be at the same scale as the overworld.

Also, you forgot Brookridge Tower in Dendeya, although that only has an interior on 1-alt, while the Inquisitor's Tower has collapsed on that server.






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