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6:21 pm January 16, 2012
| quill18
| | Ontario, Canada | |
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> Ninja Zombie Robot
And that's the moment we realized that this would be the greatest game in the history of mankind.
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I'm just a dude with Fraps and too much spare time.
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6:40 pm January 16, 2012
| MetaSkipper
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To build on that….
Damage Reduction- Effective damage is reduced. All remaining damage is applied to player. At 100%, effective damage is 0.
Absorbed Damage- Damage that is dealt to armor than player. At 100%, the armor takes all the damage.
Armor Rating- Amount of effective damage the armor can take.
Low Absorption, Low Reduction
Worst kind of armor.
High Absorption, Low Reduction
Second worst. The armor, though it will take the brunt of the damage, may break quickly if the rating is too low.
Low Absorption, High Reduction
Second best. High reduction is usually superior to absorption, though there may be other balancing factors.
High Absorption, High Reduction
Best kind of armor.
Special Cases
No Absorption- The armor will, theoretically, last forever, as it will never take direct damage. Rating is meaningless because of it's eternal use. Possible special kind of armor.
Damage Reflection- Probably rare, amount of damage that is reflected back at the attacker. Despite the name, damage is still applied to the armor/player. At 100%, the effective damage that would be dealt before deflection (but not absorption) is dealt to the attacker as well.
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Artificial Intelligence is no match for Natural Stupidity.
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8:26 am January 19, 2012
| Demonac
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Post edited 3:06 am – January 20, 2012 by Demonac
After a lot of thinking and a little planning I drew up a quick mockup of what I think we should aim for when designing our skill trees. Obviously, the purpose of this is to give you an idea of the feel I think we should go for – the individual skills/abilities/numbers/number of skills… all that stuff is pure fiction, just to help you see what sort of thing I've been talking about. A few things that I am more literally suggesting:
Each Trait (selected at character creation, analogous to the class/race choices in most roguelikes) contains a number of talent trees (I went with 5). Each tree has a different emphasis, and one of them would be the "noncombat" tree (a skill like Mining, a crafting skill, Charm for diplomacy and/or avoiding fights, etc) though even that one would actually grant bonuses to stats, and may have other abilities which affect combat too. I would set it up so that a beginning (level 1) player has all the "zero" abilities (one for each skill tree of each trait; in the diagram, these are the ones inside the larger pentagon near the middle). For each Trait, roughly half of these starting abilities would be passives, and half would be active abilities, and therefore every character would start with between 6 and 9 different things he can actually do. In the actual tree design, I would make sure that the #3 Ability in each tree was the opposite type (passive or active) to the starting ability in that tree, to help balance them out.
The concept is to have a TON of skills, with 2/3 to 3/4 of them being simple stat bonuses, but to keep the speed of leveling brisk, and every time you level you would get one point to spend in EACH of your traits (in this case, one each in the Gunfighter, Vampire and Cyborg tabs), meaning every level could potentially provide interesting decisions, even if a lot of the time you are just picking which stats to boost. Every 3rd or 4th skill will normally be an Active Ability (something you manually tell your character to do, whether it's in- or out-of combat) or a Passive Ability (which does something much more interesting and game changing than the usual 2-4% worth of stat bonuses).
Again, these abilities/numbers/etc are all meaningless (hell, we don't even know what stats we are using yet, let alone what Armor Penetration actually DOES), just to show the kind of thing I'm aiming for in this rough design. And no, I didn't bother filling in every single skill, even for the one tree I highlighted.
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0(A) Quickdraw: very quick, light-damage attack. Short cooldown/reload [making it good for semi-kiting]
1 +2% Accuracy [ranged to-hit]
2 +2% Accuracy
3(P) Dual Pistol: Can equip pistol in Offhand. When you make any ranged attack which does NOT mention an offhand, adds an extra shot which (if successful) deals 10% of offhand pistol's damage.
4 +1% Accuracy, +1% RangedDamage
5 +1% Accuracy, +2% Crit
6 +1% Accuracy, +1% RangedDamage
7 +1% Accuracy, +1% RangedDamage
8 +1% Dodge, +1% ArmorPen
9 +1% Dodge, +1% ArmorPen
10 +1% Dodge, +1% ArmorPen
11 +1% Dodge, +1% ArmorPen
12 +2% Crit, +2% MentalDefence
13(A) DoubleUp: Fires mainhand and offhand pistol. Both shots are -15% Accuracy, but offhand pistol does 50% damage [instead of 10%]. Each shot that hits has a 20% chance to apply a debuff to the target for -10% Accuracy for a short time, and refresh any existing stacks (maximum 2 stacks). Average attack cooldown.
15(A) RollingShot: Shot includes a short burst of (near-instant) movement in any direction. -15% Accuracy but +25% ArmorPen.
16 +3% RangedDamage, +3% Accuracy
21 +2% Accuracy, +1% BuffDuration
22 +2% RangedDamage, +1% BuffDuration
23(A) SeizeTheMoment: Instant, Each stacking Buff on you gains the maximum number of stacks and refreshes duration. Each stacking Debuff you have placed on a target gains the maximum number of stacks and refreshes duration. Long-assed cooldown.
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28 +4% Crit
29 +2% Crit, +2% MentalDefense
30(A) DoubleDown: Instant, Buff grants +10% Crit, +50% CritDamage for a short period, but also Debuffs you with -25% MeleeResistance for that time (and possibly a little while longer than the Buff lasts). Moderate-to-long cooldown.
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4:58 pm January 19, 2012
| quill18
| | Ontario, Canada | |
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The "Quickdraw" and "Rolling Shot" skills have me thinking about targeting for ranged attacks. I had figured you could use the keyboard to toggle between targets to the mouse to click on a target, but what if some skills that were meant to be "fast" just auto-targeted the closest opponent?
It would generate some bursts of very fast almost real-time gameplay as you just move constantly and tap the "quickfire" skills when off cooldown, without having to stop to select a target.
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I'm just a dude with Fraps and too much spare time.
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3:16 pm January 23, 2012
| Briarstone
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Question:
Are we looking at a game where we'll have a cart-load of abilities for all situations available at all times, or are we going for a game that will have, say four, special abilities that vary depending on spec and load-out? The latter sounds much more strategic imo.
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4:32 pm January 23, 2012
| Demonac
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Well, in terms of maximizing strategy and fun, I'm for making sure characters are able to choose and learn a large variety of passive and active abilities. It means more choices in leveling (strategy) and more options in combat (tactics). Having to choose the optimal ability from your array is a form of strategy, especially if the choice is more nuanced and less obvious.
If, from your arsenal of skills, you are forced to select only a few to be on your action bar at any given time (and say, have to be out of combat to swap out powers), that does add an element of strategy of a different sort, and we can certainly debate the merits of it.
However, for the sake of argument, when your fire-specialized guy runs into an opponent who turns out to be heavily fire resistant, upon realizing that fact, should you have to switch tactics on the fly ("I'll have to use some of my less optimal, non-fire powers on this guy"), or should you have somehow known in advance that the guy was fire resistant and swapped out more of your abilities before the fight ("Crap, I wasn't paying attention. I don't think I can beat him if he's resisting three of my four current powers").
Since we are looking at a hardcore (permadeath) game, I have to say, I would much rather players die thinking "Crap, I should have noticed and switched tactics sooner", rather than "Crap, I was spec'd way wrong for that fight, I didn't have a chance".
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5:10 pm January 23, 2012
| Demonac
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Post edited 5:39 pm – January 23, 2012 by Demonac
As an addendum, regardless of what approach we take, here are three of the most important situations to AVOID when designing a strategic (non-twitch or low-twitch) game:
- You use the exact same sequence of abilities every fight, regardless of your opponent(s). All the strategy is in "designing" your character's build – the tactics are reduced to a combo predetermined completely by your build.
- It doesn't really matter which abilities you use; they're all prettymuch equal.
- In every situation, there is a clear absolute best choice among your abilities. It's akin to playing 'Rock, Paper, Scissors' if you could see what your opponent has chosen.
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2:45 am January 24, 2012
| Victor909
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Hey everone i am only new to this site and i no this probly isnt the place to say this but i have watched most of quills videos and love them, keep em comeing.
but to the point i have played games all my life and in like 90% of them you can either get Heavy or Light armour, i was thinking that maby we should include medium armour for those people that want the amour but still have speed, but like dont make it lighter than light armour and mor armoured than heavy, like make it less than heavy and heaverier than heavy. do u sorta get wat i mean
btw soz for the grammar and stuff tired and cbf being punctial but in future tell me if you want it fully punctiated or is this ok
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7:42 pm January 24, 2012
| Demonac
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Post edited 7:49 pm – January 24, 2012 by Demonac
Victor909 said:
i have played games all my life and in like 90% of them you can either get Heavy or Light armour, i was thinking that maby we should include medium armour
I've played (or examined) a great many games, both computer and P&P, and I've feel like a majority of them do have a medium armor option. That said, medium armor tends to fall into one of two traps: in MMOs it tends to be nothing but an extra category that is put in to differentiate loot drops based on the classes they are intended for, and functionally it might as well be light armor because it (typically) doesn't feature the high armor values and defensive stats required for tanking, and in high level group play if you aren't the tank you should rarely be getting hit. The other trap (common in pretty much every other game type) is that medium armor is the one that is NOT well optimized – light armor gives maximum mobility, heavy armor gives maximum defense, and medium armor gives maximum… nothing.
It might be an interesting design philosophy if we intentionally made medium armor the best optimized category, so that wearers of light and heavy armor are slightly penalized for maximizing either their mobility or defense (respectively). So hypothetically medium armor might have 90% mobility and 90% armor, light armor might have 100% mobility and 70% armor, and heavy armor might have 60% mobility and 100% armor. This assumes that we even have explicit armor categories… I could easily see us using a system where we don't bother with armor proficiencies, but where the items themselves are built using this philosophy, forcing the player to choose on a case by case basis (and possibly adjust their strategy over the character's career). Maybe they can find the much lusted after Neutronium Heavy Plate Of Speed, so they keep the heavy armor value AND most of their mobility, the drawback being that the is Speed taking up one of their item's enhancement slots.
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8:56 pm January 24, 2012
| quill18
| | Ontario, Canada | |
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As Demonac said, to a certain extent the Light/Medium/Heavy armor differentiation is mostly an artificial mechanic to segregate loot by classes in a multiplayer environment (whether MMO, RPG, or even in a single-player RPG with a party).
Since this is more or less a purely single player game, we could take a more naturalistic view and not have a hard differentiation of armor types. Rather, you're pretty much deciding how much to pack on in general (Dungeon Crawl did away with armor categories somewhere around version 0.8, to great success.) Instead of making the player choose a category and then just look for the best armor in that category, you're giving people a sliding scale. An ever-changing curve to try to optimize against. It's maybe a little less clear, but gives the player more meaningful decisions (which is always ideal in a game, barring complexity).
Since we aren't using discreet turns nor a grid, we can have quite a lot of flexibility with how much distance a player can cover per time unit. If armor weight affect movement speed, then there's a very real decision to be made there, between the ability to soak damage and the ability to avoid/kite enemies. Obviously there's also potential to negatively impact your Dodge percentage as you add more and more heavy armor. Some combination of Strength and/or an Armor skill can reduce the penalty to your movement rate and Dodge.
One idea that has been mentioned is the idea of sockets on items. What if on your suit of armor you had a slot that you could use to either add "extra armor plating" (+armor but +weight) or "muscle enhancers" (+str, which means effectively less weight)? Again, more interesting decisions.
So now your "heavy armor guy" is someone who you've equipped with as much damage soaking as possible, with little effort spent on dodge. You accept the fact that things will get in your face and you won't be able to run away.
Your "light armor guy" is someone who can't take a hit, but can hopefully stay out of range as much as possible — and when someone gets close he can hopefully dodge whatever's trying to hit him. "Dodging" might have a lot of active abilities, like temporarily doubling your dodge score (which means nothing for the heavy and lots for Mr. Quick). Maybe it's a "tumble" move that also increases your speed temporarily to help you dart away.
And then there's "middle of the road, trying to optimize guy". This is the person who's trying to have just enough speed to be able to juke the big bad nasties, but can go toe to toe with the average enemy without taking much damage. This might mean a different load-out depending on the monsters that your ship scanners tell you will be on the planet. He's got just enough points spent on Dodge to unlock a useful ability like Tumble, but then spends the rest on Strength to try to wear the heaviest armor possible without taking penalties to Dodge.
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I'm just a dude with Fraps and too much spare time.
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12:31 pm January 25, 2012
| Briarstone
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Not really sure if I even like what I'm about to say, but another pro/con of heavy/light armour is how many other alternative items you can carry, and no I'm not talking about weight limit. I'm speaking simply of utility. Heavier armour would allow for more 'pockets' if you will, and more 'pockets' would give you more 'nades, or ammo, or even a holster for an extra weapon. Light armour would allow you to sneak more effectively and could be crafted to have more 'pockets' but generally smaller ones only capable of holding extra stimpaks or tools, and maybe have the ability to allow effective hit-and-run tactics.
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4:07 pm January 25, 2012
| Demonac
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I just thought I'd share my vision of what I think we should aim for in terms of character-building, skills and leveling-up.
As seen in my skill-tree mockup (a few posts up, the huge red graphic – can't miss it), it shows that a player would choose three 'traits', which are equivalent to class/race selections. Each trait has its own skill tree on its own tab, and you start with the middle 5 skills of each (the '0' skills, inside the grey pentagon). Each trait thus starts with either 2 passives and 3 active abilities, or vice versa, so each character already starts with 6-9 attacks or other abilities. These 5 skills are each at the base of a separate (named) branch of the skill tree, so each trait has 5 branches (as illustrated by the one branch that is numbered in the diagram), and these branches interconnect. Most of the skills are a simple bonus to abilities, but there are (in my example, which is obviously just one possible configuration) 11 'real' abilities in each branch, which are either active abilities or passives which do a lot more than simple stat bonuses. There are also a number of 'sweet spots' among the stat bonuses, like #16 in the diagram, which give more bang for your buck and might themselves be worth aiming for in a build.
Gaining a level would give you a lot of options, because you gain 1 skill point in EACH trait (so you have 3 points to place when you level, but can't put all three in the same place to go deeper into a tree). You use that point to buy any skill that is connected to one you already have; you can keep going down a branch you have been working on, or throw it in a completely different branch (since you start with all 5 branches opened up by your initial skills). It is intentionally set up so that just 3 points in any one branch is enough to unlock a new active or passive ability (always the opposite 'type' from the '0' ability in that branch), so there is some incentive to diversify.
And with all this put together, I think we can (and should) make leveling a relatively frequent thing. Frequent level-ups are fun, as players love making choices of permanent improvements for their character – that's why I'm emphasizing a design where you get 3 choices every level, to make it more interesting even in levels when you aren't getting a new ability.
So how often should you gain a level? Here's how I would express it. Say we were to establish a "standard encounter difficulty" (meaning a standard of how hard one same-level encounter is for a character) and call it's experience value 'X'. I would set the amount of experience required to gain a level at (2+0.1[current-lvl])X. This means, you gain your first level after defeating 2 encounters (I would actually rig the formula to guarantee that first gain after 2 fights). After that, you'd gain a level every 3 fights (for 10 levels), then every 4 fights (for 10 levels), then every 5 fights and so on. Higher level fights would be worth somewhat more XP, and lower level encounters would be worth slightly less. Yes, I'm aware that defining a standard encounter difficulty (over each level-range) is actually the hard part of this equation.
That's a lot of leveling up… how do we make enough skills that you don't run out? The mockup above has five branches per 'trait' (class/race/thingy), each branch has 34 skills. 5x34=170, meaning even at level 75 you have chosen less than half the available skills (in each of three traits), and remember this is a permadeath game. Now, 2/3 of those skills are simple stat bonuses, which don't take a lot of time to develop or test. That leaves 11 "interesting" skills, the actives and passives, per branch, that need to be programmed, tested, etc. So 55 per trait, and we plan to have lots of traits. In order to keep this manageable, I would re-use a lot of the branches. I figure each trait would have one branch unique to that trait, then a mix of other branches which we re-use in different combinations. This allows us to multiply our efforts to developing a large number of traits from which to choose. I would also make one of those 5 branches in each trait be a non-combat skill (your gathering skills, crafting, etc), though those would also give stats that are useful in combat, and possibly even combat-oriented passive and active skills. We might have to work on this aspect though, the one thing I'm not certain about this approach is having your non-combat skill tied to your trait selection (if you're wondering, Vampire's non-combat branch might be 'Charm', which would give diplomatic bonuses and may help avoid combat in some situations, in favor of other rewards).
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9:35 pm January 28, 2012
| AT_god_elite
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Awesome friend of mine suggested having look at "Extra Credits" episode over at Penny Arcade where they talk about combat. One of the things they suggested was something that caught his attention and he told me about it in regards of Project Porcupine.
This idea would come especially handy for some of the classes I had in mind and which would give another dimension to the game. Or thats the theory.
More or less, they suggest that at least some of the mobs could have "secondary health bar" lets call it "conviction" for example. And that certain classes which arent as combat oriented as others, could instead of fighting the mob, try and talk or bribe their way out of the confrontation. You know, lower the "conviction" of said person that they are the enemy and should die.
This would open more possibilities for classes such as Artist or Diplomat etc. I will post more on my idea for classes in more detailed way later. For now, here is the link to said episode: http://penny-arcade.com/patv/e…..bat-gaming
All the credit for this idea goes to Penny Arcade and friend of mine, Axel EG Andersson aka Nataera.
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4:06 pm January 29, 2012
| Demonac
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AT_god_elite said:
More or less, they suggest that at least some of the mobs could have "secondary health bar" lets call it "conviction" for example. And that certain classes which arent as combat oriented as others, could instead of fighting the mob, try and talk or bribe their way out of the confrontation. You know, lower the "conviction" of said person that they are the enemy and should die.
I have to say that is a phenomenal idea. It's borderline brilliant, and kudos to both the Extra Credits crew and to your succinct summary of it.
That said, I'm not sure if that is this game. I'm not saying that it can't be… we are obviously at the right stage of development to think about such innovative ideas. And there is a LOT of potential awesomeness that we could capture there. No question.
The tricky part is getting from here to there. While part of what is great about the idea is its simplicity of implementation, it simultaneously creates a mountain of difficult (and up till now mostly unexplored) design decisions. Without generating another wall of text (yet), lets just say the main problem is integrating the non-combat gameplay into a game which (I assume) will also feature a full roguelike combat experience. There's this problem that a great many of the enemies that make for cool combat (robots, aliens, alien robots, mutants, animals, mutant animals, mutant robots, etc…) are not known for their bribability or their susceptibility to a well-constructed argument. Certainly, the mechanics for the non-combat gameplay could mirror the combat ones, but visually it would have to be represented differently (which is doable), and setting-wise it would almost necessitate a complete change of venue and of antagonists. Otherwise, when the Artist tries putting flowers in the gun-barrels of ED-209, it's either going to fail spectacularly (fun = 0) or succeed somehow (logic = 0).
I'd love to hear other people's thoughts on it though.
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9:14 pm January 29, 2012
| AT_god_elite
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Thats why I suggested limited number of the actual mobs having this option. Follow me to the wonderful world of assumptions.
Lets say the combat would work like in Dungeon Crawl, you see the monster, the monster sees you. You make an action, the mob reacts. But before either of you uses combat skill, you use non-combat skill, let us say you try to bribe this human guard on scrapyard or something like that.
The mob stops, roll happens behind the scene, if you win he will either let you pass or allow you to try again. If you fail your roll, he attacks you and it is back to regular combat.
So again, perhaps humans and other sentient and intelligent alien beings could be bribed, persuaded or threatened. Maybe robotic creatures could be hacked with some device and disable without need for combat, or their programming changed so they will be now friendly with the player and so on.
Things get slightly more tricky if we decide for real time combat, like in case of Diablo, which was already discussed somewhere on the forums. Hell even distracting space zombie with piece of meat could be viable non-combat option.
So again, the real problem is how hard it would be to implement, and if it would complement the combat system, or if it would get in the way.
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10:46 am January 30, 2012
| Victor909
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AT_gd__elite
Thats a good idea about the whole stopping/avoiding combat, like dissming robots (fallout Nw Vegas), distracting enemies with bombs (assassins creed revelations) and the calm spell (skyrim)
These games did it really well, but say someone goes an all out non-combat class, what happens when they have played for hours and get to some stuipd creep and they just cant get pasted without a fight and they are to strong to beat??
I think sure it would be a great side tree people can invest in in the long run but i dont think it would work that well, but if done right anything can work well
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3:56 pm January 30, 2012
| Briarstone
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Just to add to the above comments on "conviction" and what not, if you decide to intimidate (i.e.) or persuade and fail, suppose you could begin combat, wail away on the target for a couple rounds and then try again. Perhaps each physical/magical/technical blow to the target wacks off a percentage of their "conviction". Therefore, the more you bludgeon an enemy the easier it will be to overcome their conviction. This seems a bit more realistic and could help in those situations where you MUST NOT KILL ANYONE, or something, and your actual social skills are like that of a turd. I dunno.
This could work, saving the thought for any actual insane creatures that have the conviction of a god, or no conviction at all. For those situations, well, bring food?
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