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Tryaz
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Posted - 2013.12.06 20:19:00 -
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A second ago I was reading this article http://www.usgamer.net/articles/what-are-ccp-games-future-plans-for-eve-online and in it CCP Fozzie reveals a long term plan to change the way that Local works with a view to making it harder to find out who was in system.
In response to that I had an idea (it's not at all developed so please criticise and help me build it). What if stargates and stations could be hacked (opportunity to use the new minigame :P) for access to logs of the pilots that have used them?
My initial criticism of my own idea was that it sounds clunky but then I remembered CCP mentioning that the utilities gained in the Hacking mini-game (wrench, chip and shield) might one day be tradeable and i thought PERFECT! If Recon pilots had large stockpiles of these tools in their cargo holds they'd be able to breeze through the mini game..
[I envisage local becoming similar to Local in WH space after this change]
More to come but what do you think so far? Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.06 21:04:00 -
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Lucien Visteen wrote:
Hm.
Could you elaborate on what you think players can do once they get access?
And is this meant for the system owning alliance, or an enemy player? Or both?
I suppose I was thinking more in my theater, low-sec, than for null. I'd imagined players being able to peruse the time-stamped logs of jumps and docking requests. Perhaps sov-holding alliances should have access to this info without a need for the hacking game... Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.06 21:15:00 -
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Batelle wrote:I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).
[ibid]
This is a REALLY cool idea. The Dscanner has always been one of my favourite mechanics in EVE and I love the depth that this brings to it. Would you like to see this balanced so that within 14.25 AU t1 ships will return a result in your 40-70 category for all ship types (with the exception perhaps of some new t2 bonuses on certain hulls)? Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.06 21:47:00 -
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Batelle wrote:I would also want the variations in ship class sizes to be more towards making bigger ships being easier to spot/ID, rather than making bigger ships less capable of doing the spotting/IDing. I don't want to make battleships blind.
Important point and I entirely agree with you, there's enough of that already in the mechanics
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.06 21:49:00 -
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NB. Taken from a different threadLucien Visteen wrote:Changes to the chat.
Local should be set to only show players in your alliance, chatting is also filtered to display the chatting of your alliance only. New channel introduced for constellation. Like npc corp chat will show number of players in the chat (constellation), friend and foe, but will not show playerportrait unless player has typed in it.
Posibilities.
Local will show number of players in the system. This in regards to the gates tracking you traveling to and from the system.
Ships entering or leaving through wormhole accesspoints will not be added to or subdracted from the number of people in the system, since they did not enter or leave via a gate.
Surely some combination of these features will be present in an updated local. I think there are interesting lore questions to be answered as to who provides the local information and decides how it is used. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.06 23:23:00 -
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Lucien Visteen: what do you think about the stargate log displaying the mass of the ship as well as the pilot's name? This would be a cool sliver of information so people could guess the type of ship flown :D Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.08 22:59:00 -
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Big update to the OP, have a read :D thanks for making this an interesting discussion everyone Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.09 05:30:00 -
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up Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.15 15:49:00 -
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Arwen Ariniel wrote: [...] So only allow cloackies to gather passive intel (hey look, there is a ship). And disallow the minigame while cloacked. From a lore perspective. The minigame requires actively using the sensors, which you can't, because you're cloacked.
Haven't had time to read all these awesome responses yet but I love this suggestion! It makes so much sense too! I see the covert ops cloaking gameplay as allegorical with modern day submarine warfare (indulge me). In submarine warfare, passive sonar is used to gather information because active sonar (i.e sending out a ping) reveals your position. Surely this suggestion by Arwin makes perfect sense: a cloaked ship can't actively scan so must be content with a lower tier of information.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.15 19:46:00 -
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Lloyd Roses wrote:If there is no local to indicate people jumping into system, I believe gate fire should be somewhat recognizable from afar. For example, said cloaky didn't show up in local - but the ratter's/miner's dscan still has chances to pick up gate-fire on xy-gate if he was actively looking in that direction or simply close enough to that gate.
With a bomber and it's whole hunting-specialization, it surely should have a formidable *passive sensor thingy*. Would be cool to suddenly see a green battleship-icon pinging in an anomaly on your system scanner!
To the submarine analogy, isn't dscanning itself the passive thing - and launching probes the active version?
Really interesting idea Lloyd. Gate-fire registering on D-scan would certainly do something to offset the removal of Local. I'll add it to the OP
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.15 19:51:00 -
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This is great stuff Nikk! Have a read of Batelle's idea (reply #6, p.1) for displaying Dscan results using the sensor overlay, personally I think that's preferable to cluttering up the overview.
Really interesting suggestion - and a fair one I think - to allow active scanning to reveal cloak-use nearby. I love the dichotomy that it presents PvE pilots with: do I active scan and reveal my presence or do I risk that there's a cloaker nearby? :D :D brilliatly evil!
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.15 20:04:00 -
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Humang wrote:This is interesting, could it be something like being able to see if people are actively d-scanning? hi-jacking their d-scan results, though at less accuracy, would be pretty cool.
Yea that was my idea, that some aspect of clicking Scan on your D-scanner would be detectable by the passive scanning of other ships. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.15 20:17:00 -
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MonkeyMagic Thiesant wrote:Perhaps what's needed is a third state of local for NS? WHs have no local, but for various reasons pointed out elsewhere, that's no use in null.
Off the top of my head: make NS local a constellation wide channel. Gives more longterm warning (ie someone in the area), but less precise and less immediate warning (someone in your system).
This would further distinguish the three areas of space in terms of the dynamics of local: empire space, null and whs, all very different.
Great! Constellation wide Local is really interesting. Is a Region-wide local too much?
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.16 19:19:00 -
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Thank you all for your continued contribution to this thread. Especially Nikk Narrel and Arwen Ariniel Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.21 23:30:00 -
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Teckos Pech wrote:Tryaz wrote:The first level of access [...] Do you envisage higher levels of access and would they hold older records or more information on the last 15 minutes?
Yes I think so, holding older records. Perhaps going as far back as the last downtime Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.21 23:38:00 -
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That's definitely something people are worried about Teckos. The counter argument I've heard proposed is that if you widen the scope of Local (in terms of distance) you force people to deal with a certain amount of traffic and thereby lessen the power of AFK cloaking because people will prettly quickly just learn to get on with it. What do you think?
PS. thanks for your interest in this thread Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.23 09:24:00 -
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Great discussion going on here guys, sorry I've been absent, I had to do this annoying thing called sleep Eve is not real As a player who mostly doesn't PvE, and when he does it's in Low-sec where the presence of other hostiles is just a given, I'm fascinated by the discussion around AFK cloaking, local and null-sec PvE. I have this to submit for the consideration of the group: what if the quantity of PvE opportunities scaled with the population of the Null-sec space (a little off topic I know but bare with me)? After all I find it hard to believe that a player Alliance holds sovereignty over a constellation when there is <5 capsuleers in it the majority of the time but several dozen anomalies and countless tens of belt rats. Surely that becomes Faction NPC space?
I digress, my point is: if you stop encouraging ratters to spread out, chopping the number of PvE opportunities in low populion Null, you decrease the power/relevance of AFK cloaking (or the presence of one hostile in Local). I'm not exactly sure what the wider impact to the game would be, apart from a shortage of faction mods, if Null-sec ratters docked up anyway? My understanding is - correct me if I'm wrong - that they just blitz these sites for the bounties, bpcs and faction mods leaving hundreds of unsalvaged, unlooted wrecks lying around: resources that would actually be felt if they made their way back to high-sec.
Teckos Pech wrote:Don't get me wrong, I love alot of the ideas in this thread. Just not convinced it is sufficient to keep people wanting to do PvE in null. Or to put it another way, the ideas in this thread would be welcome changes to the game (provided they don't impact server performance), but while they are good they might not go far enough.
Teckos, I suspect I've got the wrong end of the stick here but are you saying that your agenda is to dissuade people from wanting to PvE in null? Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 09:26:00 -
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fudface wrote:local in null? get rid of it, hack it or make it like wormholes
local in losec? hack it, destroyable local transponders, discontinuous coverage.
local in hisec should be left as it is. thats why its hisec.
you want to operate in hisec then you have to work around the rules. dont like it move to losec.
Bam, bam, bam! Love the punchy delivery style I really like the idea of discontinuous coverage in Low-sec, I'll ad it to the OP. Can you elaborate on your idea of Local transponders? Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 09:56:00 -
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Kagura Nikon wrote:Teckos Pech wrote:Little Dragon Khamez wrote:I've always supported getting rid of local in null sec and replacing it with the seldom used constellation chat so you know there's people about but you don't know (without d-scan and intel) exactly where they are in a given constellation. Wouldn't this be a substantial boost for AFK cloaking and even possibly active cloaking? I dont knoiw how somethign can be a boost to an activity with ZERO effect. Zero multiplyed by anythign is still zero.
HAHAha, love it! We know which side of the AFK cloaking argument camp you're on This seems to be a huge talking point. Perhaps the argument really is: if Local gives slightly less information maybe scaredy pants pilots won't be able to jump to the their frigid conclusion and dock up as soon as an unknown enters Local. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.23 10:01:00 -
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Erutpar Ambient wrote:The ideas you guys have come up with are pretty interesting, but there are still a few things you need to account for before you can reasonably replace local. It is very important to retain a balance between the different entities this will impact.
Local is an extreme mechanic, but it balances the risk created by other extreme mechanics by causing stagnation. Here are the ones i can think of.
Local - Cloaking - Cyno - Star Map Info
Local: Extreme Intel (immediate threats) Cloaking: (More specifically Covert Ops Cloaking) Extreme impunity + free intel Cyno: Extreme force projection Star Map Info: Extreme Intel (target prospecting)
Without Local, the synergy between Cloaking and Hot dropping would be an unmitigatable threat. This would cause a major increase in risk. Also the risk generated by Star Map Info showing every pilot in the game at a glace where null sec residents are active would go unmitigated there by increasing risk at least slightly.
Of course on the other hand these other mechanics in unison balance Local by cause stagnation. Without Cloaking, systems can be cleared of hostiles. Major decrease in risk. Without Hot drops, the maximum force a cloaked pilot can project is 1 ship. Major decrease in risk. Without Star Map Info, pilots would have to do a lot more ground work resulting in less frequent random hostilities. At least a slight decrease in risk.
To fix any of these things you need to fix the rest. All of these mechanics are too extreme to be healthy for this game. They all need to be altered (nerfed) in some way. And i personally believe that Local should be the last of these changes.
On the flip side though, how hard would it be to find targets without Star Map and Local? Do we really want to empower the meta-game? These are some tough issues for sure.
Woah! How did I miss this brilliant post? Sorry I've not come back to you sooner Erutpar thank you for summarising the argument so beautifully (word not used lightly). I'll have to go away and think before I have a proper reply for you but I'm intrigued by your proposal that Local should be the last of several features to be iterated upon.
PS adding a hopefully inoffensive precis of this post to the OP, get back to me Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 10:28:00 -
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Kagura Nikon wrote:I would simply make it escalate with the security.
Time to update is 10 seconds divided by local security. So 1.0 -> 10 seconds. 0.5 -> 20 seconds 0.1 -> 200 seconds 0.0.. infinite seconds ....
Then in 0.0 allow alliances to deploy structures that reduce the update time. But make these structures have somethign like 100 K ehp at most so they can be raided and ganked in prepartion for attacks. This is a great idea! It's a synergy of suggestions in Reply #26 Humang and Reply #56 fudface. I'm adding it to the OP
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 10:57:00 -
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Lucas Kell wrote:Some people blitz anoms for bounties, yes, but those people are generally not affected by cloakers much, since they can move about and do that pretty much anywhere.
The PVE that would mainly be affected by local changes is mining and industry. Absolutely huge volumes of ore gets mined every single day in null. Now people think "bah who cares about miners, bring on the PVP!", but the problem is that null PVP wouldn't happen without the miners and industrialists. Titans and supers take an absolute mammoth amount of time and resources, way too much to simply ship things down from high sec. So even from just that point of view, you can understand why titans are core to null PVP, since they allow fleets to cover great distances. If everyone had to travel 40 jumps between battles, they soon wouldn't bother. And it's not just limited to those. Huge volumes of modules and subcaps also get produced in null, since they get lost in the thousands, and much of the high end minerals and T2 mats get produced in null.
As much as people like to say that the guys with 10 miners chewing away at rocks all day are evil "nullbears" and should be cleansed from the game, the other part of null, the PVP that fills the news sites simply wouldn't happen without them. And many of the local changes I've seen suggested would allow a cloaker to sneak up on a miner in null with no ability for the miner to be forewarned. If that happens then they have essentially be chosen by the mechanics to die, given no opportunity to avoid it no matter how well they can play. And that's just not good game design.
Thanks for straightening me out Lucas. You know, you're the first person to mentions miners and industrialists in this thread (I for one have nothing against 10 miner alts in null, it's just sad there aren't 10 capsuleers willing to mine).
Have a careful read of reply #30 (page 2), Nikk Narrel proposes some really interesting mechanic changes to scanning in light of a reduced Local, which would allow miners to 'run quiet' and get an intelligent heads up of anyone looking to pounce them. After you've done that it's also been suggested somewhere in the thread that a cloak-user (not specific ship) be visible on your D-Scan/Passive scan.
What do you think? Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 11:43:00 -
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Lucas Kell wrote:People already have to spend 100% of their rime staring at local, all this would do is give them a different window to look at and some probes. If the D-scan updates automatically on a timed interval as has been proposed then an audio-visual queue could be used whenever something is pinged (seems realistic to me to), combined with the current System Scanner function of ignoring selected scan returns this would give miners a way to remove their attention from the Local window or its successor
Lucas Kell wrote:The questions I've put forward, which I'm yet to get an answer to, are these: The removal/reduction of local is often presented in the form of solutions. But what is the actual problem that is trying to be solved? There's a lot of solutions, but no real description of the problem beyond "local is automatic" which is a statement of the current mechanic, not a description of a problem caused.
And if local were to be removed or reduced, what is the improvement? What is the benefit to the player for having developers spend time on building a new system?
These are the main questions you have to answer when looking at game design. You have to have a problem to warrant a solution, and you have to be able to clearly define what benefits the playerbase has. No matter how good a solution is, people resist change, so there will be people that are upset regardless of what changes are made. To balance that out, there has to be benefit as well, to stop it turning into a monument shooting protest from all sides.
You're right, it's the intention behind the mechanic that needs discussing and not the specifics of change or change for its own sake. That's why I'm maintaining an index of specific ideas in the original post and have titled the thread vaguely (though not as vaguely as I might ideally like because it needs to attract attention). Have a read of Reply #22 Eruptar Ambient. He might have your answer and at the least gives a very eloquent synopsis of the problem that we're really trying to tackle when we talk about replacing local
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 12:06:00 -
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Lucas Kell wrote:Would this be any less automatic than local currently is though? With an audio indicator it just means people could turn their speakers up loud and pay much less attention. Taking in to account the proposed impact of the relative sensor strengths and scan ranges of the different hulls upon the fidelity of information returned I think yes it would be much less automatic. You could only turn your speakers up and pay much less attention if you had correctly filtered the current scan results and were confident that your scan range and strength were sufficient to give you ENOUGH warning of hostile attention.
Lucas Kell wrote:We know the impacts, they've been discussed at length. But what's the problem? I don't presume to speak for anyone else but I would tentatively suggest the problem to be that, for both the agressor and agressed in EVE, the current system of Local provides too much information too easily and that a change in the mechanic, if carefully implemented, would make the gameplay more interesting for all.
This is this article that originally inspired me to start this thread. In it CCP Fozzie says what he sees the problem with Local to be. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Tryaz
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Posted - 2013.12.23 15:49:00 -
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Okay new questions:
- how often does the current Local provably save people from a gank (I don't count docking up as soon as any non-blue enters system as proof)?
- how central is Local to the ganker's art?
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.23 15:55:00 -
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Teckos Pech wrote:But would it be sufficient to get rid of things like AFK cloaking? Or should AFK cloaking be allowed to remain in game? On the topic of AFK cloaking, seeing as it seems to be a huge hurdle in any attempted change of Local, can I say two things?
- AFK Cloaking is only as big a threat as you PERCEIVE it to be
- Removing Local removes the threat of AFK Cloaking
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.23 16:04:00 -
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Lucas, please don't use arguments for the sake of pure leverage. If this
Lucas Kell wrote:A new local mechanic would be [...] adding clicks and sinks to the existing system. Now if that had some profound benefit, I'd be well on board, but it doesn't. At most it helps gankers and makes other forms of PVP harder to find. And I'd be pretty pissed off if CCP wastes a whole bunch of time developing things like this while SOV mechanics themselves are still shite, POS permissions are a true nightmare (especially in wormholes where a POS is mandatory) and the research and manufacturing clickfest is still in full swing. was really your view you'd have stated it once and gone elsewhere. I value your contribution to this thread but I'd much rather that you come out and state YOUR interest in the discussion (as they are hitherto difficult to assess) instead of just detracting from the perspectives of others who are suggesting the changes to Local that would suit their EVE.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.23 16:32:00 -
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These new intel structures we all seem to be talking about: why couldn't they simply be reinforceable (not destructable) by a small group? That way you still receive the information black-out (which is alarm in itself) then it would be as easy as scooping, reanchoring and bringing them back online to get your interval delayed local back Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.23 18:27:00 -
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I think a change to Local mechanics, at least in these new areas of space they keep hinting are coming, is on the horizon. Let's hope our discussion can help inform design Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.24 16:23:00 -
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Thank Teckos. What a great synopsis of the discussion that's been going on! Reassuring to know that the ideas proposed here are along many of the same lines. Hopefully we'll actually see some of these changes come to pass in the not-too-distant future Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.25 10:26:00 -
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Teckos Pech wrote:A couple of nice ideas from my AFk cloaking collection thread:
Andy Landen: Various structures (gates, stations, POS, IHUBs, etc.) are designated as intel structures, if a cloaky (or any ship) shows up on grid with them they are listed in local. Avoid showing on grid with said structures you do not show in local. Also, a mobile intel structure (much like a mobile depot) if a cloaked ship (or any ship) shows on grid (i.e. is not cloaked) with said structure it is reported in local. How could one bypass this mechanic? Covert or regular cynos would suffice.
Lucas Kell: A ship jumping into a new system does not show in local until it drops the gate cloak.
Two ideas I liked from that thread (sadly now locked).
Thought I'd toss them out here as well.
Comment on them in any way you like.
Edit: I hope that by linking other people's ideas I find good/interesting puts to rest the notion that I'm just trolling people....
I like the idea that you don't appear in Local until you drop that gate cloak, don't see why that can't be implemented tomorrow.
I'm certain that you're not trolling people. More than that I'd like to say thank you very much for your contribution to this discussion. Merry Christmas!
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.26 12:34:00 -
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Can we please stop talking about Gankers? It's such a marginal gameplay style! Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.26 22:09:00 -
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Shepard Wong Ogeko wrote:Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.
I am so sick of the people like you in this thread who are incapable of expanding their imagination beyond the base concern of fear for their own rear-ends and wallets. All of this is only proposal, for God's sake stop idly objecting and get involved in the discussion! There is not ONE PvE pilot out there today whose profitability is in any way threatened by "gankers". Suffering the occasional loss is not the same as not being profitable, I object to anyone who argues for gain without loss in EVE.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.27 00:13:00 -
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Shepard Wong Ogeko wrote:Except plenty of people here have already pointed out the tactic of warping to places PvE'ers would be at, like belts and anoms. They complain that local lets the PvE'er warp out before the ganker has time to check all the belts/anoms.
I don't have to read between the lines in this thread when people have been very open about their desire to remove local having the result of keeping their targets ignorant of a threat, making the targets easier to catch. This is all about making it harder for the hunted to know they are being hunted.
Sure I have an imagination. And my imagination isn't enjoying the idea of spamming d-scan, or layering a hypothetical auto-scanner window on my already cluttered screen. Watching gates doesn't sound like fun, or maintaining any sort of check-point-log structure on the gates.
And gankers most certainly affect profitability. Either they keep you in the station, where you don't make the isk to pay off your PvE ship, or they kill your PvE ship before you make enough to pay it off. These mechanics of no gain or actual loss already exist, and they already get used every day.
I'm kind of sick of people dreaming up ways of making the space I live in less livable or more of a chore to use, just to buff one very narrow play style. After all, these ideas almost always exclude highsec and lowsec from local removal. If you want to make changes to my backyard then you better get use to me giving you and earful on what the likely outcome would be.
Nope I'm sorry but I won't stand for any of that, not after all the excellent discussion that has gone on here. There have been thousands of characters spent discussing low and high-sec, the reason that thousands more have been wasted on null-sec pve especially is because people like you come here barking like frightened dogs forcing ideas to be re-iterated as you find endless ways to rephrase the same tired old concern. If you'd read and understood anything suggested you'd know that the direction of the discussion is towards an information advantage for sov holders in their home space (which they don't currently possess because of instant-intel local and the star map). To your narrow view that means you hold more cards than any "gankers" that come in to your home Q.Q, with warning of their presence before they ever know you present a target at all. As to your desire to reduce your already cluttered screen, (which by the way has been a central ideal of those proposing changes to local and scanning mechanics) frankly how dare you! You deserve none of the benefits you clearly enjoy currently "my imagination isn't enjoying the idea of spamming d-scan". Every pilot should have to actively defend their ISK making endeavours: whether it be updating their market orders, scouting their freighter, or (God forbid =O!!!!) using their D-scanner.
One last thing while I'm in the mood for wasting my breath: do I spy a hypocrite??? Don't empower gankers, leave my pve alone says the pilot who happily ganked others in high-sec during Burn Jita this year.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.27 13:46:00 -
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DragonGrace wrote:I have read through the majority of this and i am smiling my ass off.
i would like to maybe add a little thing to the "constellation" local idea.
I think its a good idea, however i do see a little bit of a failing.
Would it not be better idea to have a "so many jumps depending on your skills" local. I mean if you are in a constellation, and you think its pretty quiet. You are in a party of 3 or something in low sec. You jump into another constellation and all of a sudden there is 100 people in your local, 30 are gate camping where you are. YOU WILL BE SCREWED :P which is nice. but a skilled pilot wouldnt want to be forced to make this mistake. I think it would be a good idea to have a skill.
Something like "vacinity radius" or something. Level 1, you can see in your system and up to 1 jump from where you are in any direction, all the way to level 5 where you can see up to 5 systems in either direction of the system that you are. Of course, there has to be gates. so, if you are in a dead end system, you will only see the systems linked to that 1 gate.
I think this would be a better way of having a nice dynamic local. The people who dont train they vacinity skill will be the ones who get a nasty surprised, and the one that do, deserve to plot their course well.
I hope i have explained that properly. I would like to have gone into more detail but im at work :P
thoughts on this?
This seems like a better idea, I can't think of a reasonable objection to it. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.27 13:54:00 -
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Lukas Kell et al. I respect your experience and don't doubt the validity of your concerns, it's the way you choose to express them that I take issue with. Would you please stop perceiving the contents of this thread as a directed attack against Null sec PvE (I for one am passionately disinterested in it). Whatever form it eventually takes it is apparent to me that the status quo re. Local will not persist forever. Please suggest the changes to Local that would make your EVE better instead of just objecting to other people's suggestions Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.27 16:48:00 -
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Lucas Kell wrote:[...] if they can't receive perfect intel, clicking a button or not, they are FORCED TO DIE mechanically.
Pure bull**** Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 03:38:00 -
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Lucas Kell wrote:The only reason a lot of people survive is because a lot of people have mastered their play style around the mechanic. Sorry but where is the mastery in staying aligned or docking up as soon as anyone unknown enters Local? Furthermore by simply docking you are not avoiding anything, you are in fact just opting out - not playing the game - and refusing interaction.
Lucas Kell wrote:Seriously though, PVE is PVE mate. Stop trying to force people to have to PVP just because that's what you want. Just go play in wormholes or something. The only forcing that any of these changes have so far implied is interaction with other players. EVE is unique in being a single server MMO, this makes interaction (forced or voluntary) perhaps its greatest single aspect. There should not exist a tool which encourages the stupid or fearful to avoid interaction. No risk/reward calculation goes in to the decision to dock up because there is no potential risk or reward.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 03:45:00 -
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Lucas Kell wrote:Nikk Narrel wrote:For starters, a straw man is a BS argument created by overstating or exaggerating something. Saying players will be unable to do something simple like toggle on sensors or click a d-scan is an example of this, as it is something players can obviously do. Which I didn't at any point state. So you read it, exaggerated it in your mind, then decided to call it a straw man.
Lucas friend your posts are rammed FULL of hyperbole... Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 03:48:00 -
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Lucas Kell wrote:Nikk Narrel wrote:Therefore, noone is being forced to die, even in lowercase letters. If the intel is perfect, then no, they won't, which I stated before, thanks for reading. If the intel is imperfect they will be. I speak confidently on behalf of several others here when I say: you're making two and two equal five here Lucas. There is no foregone conclusion in your reasoning and simply repeating yourself won't create one. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 03:54:00 -
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Lucas Kell wrote:Nikk Narrel wrote:They MIGHT, however, make a human error, or simply forget for whatever reason. If people did not make mistakes, the number of kill mails in EVE would be drastically reduced, especially in ambush scenarios. (Blob vs blob uses somewhat different dynamics, as both sides can average out individual mistakes to create an overall result)
Now, if you make the effort to always remember, which is easier for some people more than others, you will always have the life saving intel at hand.
But if you screw up, you MAY not survive if that intel was important to your survival. Hopefully you were not relying on it as an all or nothing defense, in such a case.
In a game, shouldn't screwing up be beaten by those who do not screw up? Or are we giving everyone trophies for undocking this week again? They might right now make the human error of not opening up the local window, or not looking at it. You are simply drawing your arbitrary line in the sand slightly further up. It's a pointless change to make people have more mundane repetitive tasks to undertake just to play, which is pretty much the opposite of what CCP has been developing for years. See the problem still remains that you think all they have to do is undock and somehow the "local shield" protects them. So who's the one exaggerating here? Seriously though, are you just gonna start doing that thing you did before where you simply ignore half of what people say, badly interpret the rest, then respond with ridiculous nonsense based on your bad interpretation of half of what was said? Not sure I have the time for another 200 pages of that. You are (conveniently) forgetting that one of the best received proposals for the state of affairs after the abolition of Local is for D-scanning to be split into Active and Passive designations. This suggestion evolves BENEFITS for lazy arsed PvE players who have some strange aversion to clicking because in staying passive the make it harder for any potential threat to discover their presence without also revealing its own threatening presence.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 03:57:00 -
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Nikk Narrel wrote:I'm sorry, but am I the one misinterpreting things, by suggesting that the quality of intel would be less than was needed?
No. The concept of imperfect intel came from you. The suggestion that your imperfect intel would then cause forced deaths followed. All I did was point out that people should need to make a more significant in game effort to access the intel, as the bar is too low to be considered an effort at all currently.
Ok, then am I the one suggesting that any effort beyond being alert enough to read a list of names, would be too much effort?
No. You continually point out that if they get the same intel, then making additional effort is a waste. But, in so doing, you have been glossing over the established awareness of human error, (and screwing up in general), that local intel goes to great lengths suppressing currently. Players who never considered fitting for defense, and intel gathering in general, are handed the results no differently than the ones who paid close attention, and prepared wisely. It could be pointed out that paying close attention and preparing wisely are devalued by this mechanic, given the uniformity of results available either way.
And you can call anything you like 'ridiculous nonsense'. You are entitled to your own opinion. Just keep in mind, the loudest voice in a room is not necessarily worth listening to.
Hear, hear! Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 04:01:00 -
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Lucas Kell wrote:[...]avoidance is an absolute necessity to maintain PVE efficiency and to stop PVE players simply getting bored of getting ganked every day by someone too risk averse to fight someone with guns. Please understand that I make a CLEAR differentiation between avoiding engagement (which is legitimate gameplay, as intelligent and praiseworthy as anything else) and avoiding interaction. Docking up because an unknown entered Local falls in to the latter category.
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 04:09:00 -
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Lucas Kell wrote:Read here for an explanation from someone else: http://themittani.com/features/dont-touch-localThe portion you are looking for is: Quote:If someone dies, they should be able to think: "Well, what could I have done to avoid that?" without being left with the frustrating feeling that they did nothing wrong, but the game mechanics make it impossible not to die. If someone rats aligned, watches local and intel, and dutifully safes-up before heading to take a dump, then they should be essentially invulnerable unless someone uses the metagame. If someone rats unaligned in a carrier, spends their time watching anime on the other screen, and relies on bubbles on the gate, then they should at some point die, tackled by an inty.
But saying, "Yeah you took all the precautions possible but the game designers decided that you should have no 'paper' option for the gankers' 'rock'" is some AoE doomsday level frustration, and people will just leave nullsec and mission solo in empire. No player is just there as a pop-up target for a single playstyle. Thank you but I've already read that article.
Lucas Kell wrote:Tryaz wrote:I speak confidently on behalf of several others here when I say: you're making two and two equal five here Lucas. There is no foregone conclusion in your reasoning and simply repeating yourself won't create one. Well, you're wrong. It's not my problem if you are unable to comprehend why the inability to see a player in any way until he is on grid with you would force PVP on a PVE player, but it would. More hyperbole, no one is suggesting that!!!! Stop arriving at 5 it's exasperating! Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 04:26:00 -
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Lucas Kell wrote:Tryaz wrote:Local chat to operate as in Wormholes - suggested several times which would do exactly that. Fair enough, I'll remove that from the OP
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 04:38:00 -
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Lucas Kell wrote:Tryaz wrote:Lucas Kell wrote:Tryaz wrote:Local chat to operate as in Wormholes - suggested several times which would do exactly that. Fair enough, I'll remove that from the OP Oh so out of sight, out of mind eh? You realise of course that doesn't mean it was never suggested. Yes. Perhaps I over-stated my position. I agree with you that any mechanic that would allow an aggressor to land on grid without ANY warning is to be avoided. You have yet to convince me that what I imagine for Local would engender that.
PS. RSVP Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 04:54:00 -
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Lucas Kell wrote:Even fully concentrating like I do, if I take all possible actions to stay alive, and either a) don't make more isk than high sec or b) can't ensure my safety to at least 99%, then I won't be doing any PVE at all, because it simply won;t be worth it. Even if I could make a butt of isk then get killed, rinse/repeat and make more than high sec, I don't want to be some gankers easy chow. ( NB. quote taken from the comments section of Lucas' blogThe Indecisive Noob) Strange that you've withheld this particular view from your contribution to the discussion on this thread. Is this how you really feel? I put it to you that your pride is the main reason for your objection to all proposed changes to Local. Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 05:11:00 -
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Lucas Kell wrote:Tryaz wrote: Yes. Perhaps I over-stated my position. I agree with you that any mechanic that would allow an aggressor to land on grid without ANY warning is to be avoided. You have yet to convince me that what I imagine for Local would engender that.
PS. RSVP
What you imagine, being the hackable gates? would local be removed, and would you need to be on grid with the ihub/gate to get its Intel? if a player entered system, how quickly would it update? and how would you overcome the intel advantage the defending alliance would have over an aggressor? Without tradeable utilities for the hacking mini-game my idea of hackable gates feels clunky at best to me. Any specifics I gave you would be invented on the spot tbh, I'd rather hear how you feel the mechanic would be most balanced. I will say, that if I were a null-sec resident I would expect a home-field advantage on the information front. I also appreciate your point of view that, whatever the mechanics, your principal motivation would be to avoid an engagement so that you can concentrate on your PvE activities and I'd like to say that I respect and defend your right to pursue that end. It is also logical, from your perspective, to question the need for a change to Local at all, there are even arguably issues more deserving of developer time. However you yourself in your blog say that we might expect a change is coming... So, what if a reimagined Local afforded you the opportunity to - as now - passively gather intel on your surroundings (albeit at a lower quality) with the added benefit that anyone actively searching for you is going to be readily apparent? Of balancing suggestions for active and passive scanning I was most in favour of a system that allows you (in a purposed fit) to passively gather data outside of your target's scan range but that that data be vague enough to not allow you to identify him/her as eg. a PvE pilot and narrow their presence down to an anomaly.
PS - you've got mail
Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 05:16:00 -
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Do you think it reasonable to demand 99% safety? Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

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Posted - 2013.12.28 05:23:00 -
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Perhaps a passive scan result would look something like this: [ship name] | sig radius | distance less than X +/- error Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |
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