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Empty Stations, Empty Markets

Author
Lugh Crow-Slave
#21 - 2016-12-07 03:55:13 UTC
Lienzo wrote:

Realistically though, I think there are a couple of categories of goods that resellers aren't likely to touch. For example, T1 frigates and cruisers. Most manufacturers are aware that it's more efficient to truck in the minerals and build them on site, even without compression. I doubt traders will bother with those, which may give merchandizers some incentive to pad their margins as much as their resident competition will allow. Whether or not that's a good deal is up to the consumer.



except they will be able to do it with the modules that you fit to these ships. So if i have to go to the hub to get the fits and the ship is also going to be cheaper in the hub why am i going to shop anyplace else?
Lienzo
Amanuensis
#22 - 2016-12-07 04:01:01 UTC
Cade Windstalker wrote:
This would be abused to hell and gone for scams and in market PvP with people throwing around a lot of sell or buy orders with low range and then higher ones that are system wide that will actually get sold to from the mission hubs.

People move things to and from market hubs because it's convenient. People aren't going to bother roaming around to buy up your goods in most instances, and the few exceptions already have a market presence out in the world now under the current system (ammo, nanite paste, and a few other consumables that tend to be stocked in and around minor mission hubs).

This idea is basically very very low benefit, plenty of potential risk, and it's still going to make the market backend have to deal with more orders which means more lag.


I don't know if I see anything wrong with those low effort scams that the existing system doesn't address. I suppose if it really needed a solution, then it could be limited to sell orders mainly. Or perhaps the margin trading skill could not apply. I concede the point that there is not really an overwhelming need for unlimited buy orders when we already have reasonable tools to accommodate most players' needs.

I don't regard allowing widespread sell orders as being low benefit though. The benefits seem quite self-evident to me. I regard the current landscape as a desert with a few oases sprinkled around. I'd have to ask a pirate how they feel about being dependent upon alts and stockpiles of goods. I think I would not like the current situation as much. Maybe people who like the current war dec system might not like reduced dependence on hubs, although, being realistic, I have no reason to expect that major hubs will ever really diminish in importance. They are too useful. Maybe we would even get a couple new Niarjas or Uedamas if the trade web became broader.

As to the backend/lag issue, I am not qualified to give an answer on that. Do markets lag everywhere, or just in regions that sport major hubs? In a state of ignorance about the issue, we could as easily assume the concentration of orders is as pernicious as the sum of them, directly or indirectly.
Lienzo
Amanuensis
#23 - 2016-12-07 04:10:55 UTC
Lugh Crow-Slave wrote:



except they will be able to do it with the modules that you fit to these ships. So if i have to go to the hub to get the fits and the ship is also going to be cheaper in the hub why am i going to shop anyplace else?



Ah, now there's an issue I know something about. Competition actually occurs pretty quickly even with a small number of sellers. Anyone who has stocked an alliance hub has probably experienced this. Two or three players in an active item will only have competitive pressure eased by high demand. Widespread demand will always be low to moderate compared to major hubs. There's no way around that. The big issue for consumers will always be the breadth of goods on offer, and the number of sellers overlapping on each of those items. That's why I want to throw this system wide open to all comers, not last or least our new friends the alphas. The more people participating, the better for the market ecologies as a whole.

Nobody should have to go to Jita just to put a simple ship together at a reasonable cost. Actually, if you take a look around, T1 hulls usually aren't even all that cheap in any of the major hubs. That's one of the few things that you can usually get cheaper elsewhere. For example, as of this posting, the cheapest Merlin on the market appears to be in some obscure backwater of Metropolis.
Nevyn Auscent
Broke Sauce
#24 - 2016-12-07 05:16:44 UTC
Obviously the solution to empty stations is to delete the lowest 10% of stations by activity per month, till they reach a particular threshold of activity even at the lowest 10%. Then all the stations will have semi decent markets.
There might only be 100 stations left in the game of course, but that just makes Citadels worth more also.
Teckos Pech
Hogyoku
Goonswarm Federation
#25 - 2016-12-07 05:38:31 UTC
Lienzo wrote:
The problem in a nutshell is that we have some three thousand stations in highsec, and nearly that many in lowsec. Meanwhile, we are busy adding new player built stations as well at a remarkable rate. Disconcertingly, but entirely logically, the number of stations that represent places to source a reasonably priced and complete fit for a ship is fairly small. You can see the list over at Eve Market Data's Station Rank Page. However, I believe we are already familiar with the big five.

Five out of five thousand is a dismal ratio. Jita will always be number one, but I'd like to see an environment in which at least fifty hubs exist that are serviceable for the purpose of efficiently fitting a ship.

Mathematically, the problem is not enough market orders per player. Of course, if we just gave people more of the same kinds of orders, most sell orders would still be placed in hubs. If we spread out the some three hundred thousand or so sell orders across all stations, that would only be about sixty orders per station, which is not nearly enough. We need at least as much as a hundred times that many to make many more stations be as useful as a typical alliance hub is today. I think we could settle for just ten to thirty times as many distributed market orders.

It might be reasonable for CCP to reduce the number of stations in existence. I don't think that accomplishes much by itself, and the process would be arduous. Another thing they might consider is that their players might feel a bit more satisfied if the markets of the new structures they build actually do become populated with more than just mainly offshored buy orders.

Some traders will go where the trades already are. Manufacturers though are a different matter. Manufacturers like manufacturing because :mmo: logic. Industrialists will setup shop, then radiate out until they hit their personal comfort level. Hell, they might even find good margins in the process.


The problem is some stations have thin markets you noted the problem back up stream already...it is also in the title of this thread.

You cannot make a thick market where there is nobody to buy and sell stuff. Some areas of the game just...well...they suck. Even if you could put up dozens of sell orders across a region I doubt you'll get the result you are looking for. You stuff will just sit there and not sell...because there is nobody there to buy it.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lugh Crow-Slave
#26 - 2016-12-07 05:44:36 UTC
Nevyn Auscent wrote:
Obviously the solution to empty stations is to delete the lowest 10% of stations by activity per month, till they reach a particular threshold of activity even at the lowest 10%. Then all the stations will have semi decent markets.
There might only be 100 stations left in the game of course, but that just makes Citadels worth more also.


can we make it so the lower 10% are simply vulnerable to player attack and marked as such? i think it would be a great way to give player structures more relevance. ofc there should be a certain number of npc stations per region by the end of it but this could be a fun way to get to that number
morion
Lighting Build
#27 - 2016-12-07 07:27:21 UTC
Lugh Crow-Slave wrote:
Nevyn Auscent wrote:
Obviously the solution to empty stations is to delete the lowest 10% of stations by activity per month, till they reach a particular threshold of activity even at the lowest 10%. Then all the stations will have semi decent markets.
There might only be 100 stations left in the game of course, but that just makes Citadels worth more also.


can we make it so the lower 10% are simply vulnerable to player attack and marked as such? i think it would be a great way to give player structures more relevance. ofc there should be a certain number of npc stations per region by the end of it but this could be a fun way to get to that number


Removal of NPC stations train of thought.

1. existing items owned by the pool of everyone.
asset safety / magic ---> relocation ?

2. the game play style of level 1-5 agent missions
That / play style get ended / altered / ?

3. game lore regarding the Everything relating to the backstory.
altered changed with removal of existing stations?


morion
Lighting Build
#28 - 2016-12-07 07:38:57 UTC  |  Edited by: morion
Lienzo wrote:
[quote=SurrenderMonkey]
You're not getting a teleporting-goods mechanic, if that's your intent, and you can already remotely set sell orders.




I am definitely not in favor of any sort of magic teleportation mechanics.




I would like for all of us to be able to be able to place a small number of sell orders in any station with no cap on the total number of "localized" market orders that we have, provided we have the salable goods located in that station in advance. These would not count against the existing 305 active "global" market orders maximum until you go above the proposed per-station "localized" or free-order limit.

They could probably even use large area buy orders to some greater effect, but I think that would be unwieldy for most players. Personally, I doubt I would try to setup kiosks in more than one region per character due to my own personal laziness, but I expect there are some special folks who are much more ambitious than that. I embrace a scenario where they are free to trade until their fingers mutiny, because that is the kind of beautiful thing that makes my little capitalist heart overflow its ledgers.


I"m trying to find something to not like hear and
+1 if logical.
So what would be realistic?

moor than 1 less than infinity i"ll start at a base 10x

At 10x orders in any number of locations "limited to selling"
the 305X skill cap is unmoved.
sell order 11x at any given location is counted toward cap.
All buy order from any location. counted toward 305X cap.

now to poke holes in the idea :
When a large group of players Tag teaming the feature.
essentially it would / could be annoying as hell / extreme useful
It would / could resemble wall to wall carpet sells.

moor thinking ... there is moor stuff in game than ISK to buy it at current price levels.
3.14x was mentioned.
so if on day 1 if implemented and not insignificant % if ALL stuff becomes marketable.

It has guarantee of Deflation cooked in of unknowable scale.

The increase level of broker fees players would be sinking macro level.
using moor sell orders.
would / could exacerbate the deflation further still.

Inherently none of this is "bad" per say.

Tear filled transition period to say the least .
likely with the first 90 days the worst price shocks

It would be a tool that could / would be used to bracketed market entire regions though.

Again : The "risk" is so slanted to the "buy side" with the variables built into player market structures you do not own.

I would use it to sell stuff I bought in the past but would still buy at hubs now.

as i have zero interest in acquiring inventory at locations with rates i can not plan for.
Nevyn Auscent
Broke Sauce
#29 - 2016-12-07 10:20:58 UTC
morion wrote:


Removal of NPC stations train of thought.

1. existing items owned by the pool of everyone.
asset safety / magic ---> relocation ?

2. the game play style of level 1-5 agent missions
That / play style get ended / altered / ?

3. game lore regarding the Everything relating to the backstory.
altered changed with removal of existing stations?



1. Same as Citadels or Same as Citadels but 0% rather than 15% depending on lore explanation.
2. Agents can relocate, currently only a very few agents get run heavily, so it wouldn't over populate any mission hub anyway. (Basically SOE agents, look at NPC kills on the map, there are three strong highsec clusters most days, all SOE hubs)
3. Lore is easy to write, because it's a changing story. NPC corps could close their stations to capsuleers for whatever reason, they could have shield issues allowing capsuleers to damage them forcing close, etc. Personally I'd go with closing them without player attack because it avoids the issues of 'Why don't the people that attacked civilian stations get perma banned from highsec' (Because it's terrible for the game to perma ban for legit in game stuff obviously, but immersion issue if you do attack and get away with it). But back story is irrelevant, because this would just be current news.

I also was saying that somewhat tongue in cheek to point out that even if you consider no market in a station a problem, there is more than one way to skin a cat. Even if I do believe the number of high sec stations needs drastically reducing in some way.
morion
Lighting Build
#30 - 2016-12-07 10:33:31 UTC
If you have a 40x jump buy order posted

and you get a new market structure hung buy some random.

that fills your region buy and broker fees you and locks access the buy price i can offer is still zero.
morion
Lighting Build
#31 - 2016-12-07 10:40:02 UTC
Nevyn Auscent wrote:
morion wrote:


Removal of NPC stations train of thought.

1. existing items owned by the pool of everyone.
asset safety / magic ---> relocation ?

2. the game play style of level 1-5 agent missions
That / play style get ended / altered / ?

3. game lore regarding the Everything relating to the backstory.
altered changed with removal of existing stations?



1. Same as Citadels or Same as Citadels but 0% rather than 15% depending on lore explanation.
2. Agents can relocate, currently only a very few agents get run heavily, so it wouldn't over populate any mission hub anyway. (Basically SOE agents, look at NPC kills on the map, there are three strong highsec clusters most days, all SOE hubs)
3. Lore is easy to write, because it's a changing story. NPC corps could close their stations to capsuleers for whatever reason, they could have shield issues allowing capsuleers to damage them forcing close, etc. Personally I'd go with closing them without player attack because it avoids the issues of 'Why don't the people that attacked civilian stations get perma banned from highsec' (Because it's terrible for the game to perma ban for legit in game stuff obviously, but immersion issue if you do attack and get away with it). But back story is irrelevant, because this would just be current news.

I also was saying that somewhat tongue in cheek to point out that even if you consider no market in a station a problem, there is more than one way to skin a cat. Even if I do believe the number of high sec stations needs drastically reducing in some way.

Thank you for the reply.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#32 - 2016-12-07 11:05:37 UTC
Nevyn Auscent wrote:
I also was saying that somewhat tongue in cheek to point out that even if you consider no market in a station a problem, there is more than one way to skin a cat. Even if I do believe the number of high sec stations needs drastically reducing in some way.

As long as CCP cannot fix their code to make structures not screw up the entire system, no NPC service should be removed at all. The industry window is currently utterly unusable, contracts take ages to load and the market is slow and partially unresponsive. Until CCP fixes these issues, any thought on NPC service or station removal is a disservice to the game.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Nosum Hseebnrido
Interregnum.
#33 - 2016-12-07 15:25:22 UTC
Guys, I do not think you understand the nature of 'empty stations', it is lore related.

We are capsulers of New Eden, so markets are seed with items that we as spaceships pilots can use, but beside capsulers that are 0.001% of global population, so called elit, there are other groups of people that live and make up so called civilization of New Eden. People from other social groups have they own seeded markets - we can not see them, we can not have interaction with them, they are virtual to us. Just because npc station seems to be empty, because there is no capsular module on the market, does not necessarily mean that there are billions of people living they little life on them.

For capsular perspective you've already answered why there are empty stations in empty systems. There is no lucrative agents giving missions in them, or system is not at path between hubs, it is not entrance to low-sec pipe, or null pipe, instead it is **** hole, and even if you will fit it with full market it remains useless system.

But despite all of that, if you really want to be able to make certain extra amount of sell/buy orders in station I think we should consider moving this idea on corporation level or alliance so it may be something 'new' to game system. We already have corporation orders but no one use them that often and they consume privet order, with is not cool. Alliance orders, there is no such thing, it would be fun to have something like that, and be able to recognize corporation, alliance and privet orders from each other on market UI as a customer, so you can support your people and fight with they competition.

http://eveboard.com/pilot/Nosum_Hseebnrido

SurrenderMonkey
State Protectorate
Caldari State
#34 - 2016-12-07 15:29:04 UTC
Nevyn Auscent wrote:
Obviously the solution to empty stations is to delete the lowest 10% of stations by activity per month, till they reach a particular threshold of activity even at the lowest 10%. Then all the stations will have semi decent markets.
There might only be 100 stations left in the game of course, but that just makes Citadels worth more also.



Roll

Stations have functions other than acting as market hubs, some of which aren't (and aren't planned to be) replicated by player structures (system cost index multiplier comes to mind).

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

SurrenderMonkey
State Protectorate
Caldari State
#35 - 2016-12-07 15:35:33 UTC
Cade Windstalker wrote:
This would be abused to hell and gone for scams and in market PvP with people throwing around a lot of sell or buy orders with low range and then higher ones that are system wide that will actually get sold to from the mission hubs.


No, I don't see any particular abusability in what he proposed, and it's already doable, in a comparatively inconvenient way, thanks to Alphas.

I don't think it usefully addresses the problem he's trying to address, though.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Lienzo
Amanuensis
#36 - 2016-12-08 01:56:20 UTC
Nosum Hseebnrido wrote:


But despite all of that, if you really want to be able to make certain extra amount of sell/buy orders in station I think we should consider moving this idea on corporation level or alliance so it may be something 'new' to game system. We already have corporation orders but no one use them that often and they consume privet order, with is not cool. Alliance orders, there is no such thing, it would be fun to have something like that, and be able to recognize corporation, alliance and privet orders from each other on market UI as a customer, so you can support your people and fight with they competition.


I would love to see some advantages for corporations over individuals as market players. In the past I have advocated for tax breaks for corps that hold station offices. It's a bit of a moot point with the addition of citadels though.

Don't be mistaken that my intentions are purely altruistic. A lot of what I suggest is motivated by my own dislike of long distance travel. If changing the world makes it a little easier to quickly reship in faction warfare, then I shall loquaciously recommend it.

On the whole, I cannot really guess what the future of citadels portends. I can imagine that most of the owners of them would find it pretty gratifying to see them actively used for trading or other purposes. Above all, I'm for letting little stories emerge, and for putting players in situations where their own personal sagas get mixed up with those of other players in ways that they can readily observe.
FT Diomedes
The Graduates
#37 - 2016-12-08 13:32:19 UTC  |  Edited by: FT Diomedes
The problem has nothing to do with market orders. It has to do with how safe, quick, and cheap it is to haul large amounts of stuff in Eve generally, but especially in high security space.

You would have more hubs if it was harder to haul stuff to the "best" market.

My corp forms a market hub in our 0.0 home because flying large quantities of goods to and from another market is never safe, quick, and cheap. It can be safe and quick, but it won't be cheap for the average player (sunk cost of the jump freighter, plus fuel). Other methods are too inefficient to actually stock a market. They either take too much time, or too much effort/m3.

Hauling in 0.0 is currently too expensive for everyone to go to Jita, but cheap enough if you can aggregate orders for a large group.

People will pay a slight premium to not have to fly to Jita to fit out a ship. A player or two can make a slight profit off that convenience.

For example, because it is relatively cheap, I can buy a bunch of ships and their fittings in Jita. I then contract the pile to my corporation for 300 ISK/m3. One of the jump freighter pilots aggregates a few different orders and hauls it. It takes a few seconds to multifit all the ships. I take a look at the spreadsheet where I have the current price for each fit. I add the 300 ISK/m3 to that pricel (well, the spreadsheet does this for me). Because I'm not doing this to gouge my friends or make a real profit, I round up to the nearest million (not bad on an 80m ISK Sabre). Then I can use "copy contract" to put all those ships on alliance contracts. Now all my friends have fitted ships to fly. Because I don't have to invest much time in it, I don't have to see a huge return on the investment (apart from the huge return I get from having lots of friends flying well-fit ships in my fleets).

I could easily make more profit off my alliance mates, but then I would feel like a jerk. The point at which someone starts undercutting you is somewhere around Jita +20%.

If I wanted to maximize my profits, I could use Red Frog to move most of the stuff even more cheaply through high security space. Then I basically only have to tip the hauler to take it one jump from the last high security system to our staging area. A full freighter load from Jita to our last high security system only costs 26 M, or 31 isk/m3. Even with 2 bil collateral from Blue Frog its only 139 isk/m3.

Because it is super cheap and super safe to haul large quantities of goods in high security space, you generally do not have to take a jump freighter that far to be connected to the best market in the game. All you have to do is get to high security space. Some places that is harder (e.g. Tenal), but other places it really could not be easier (e.g. Tribute).

I would love to see a few critical gate links get severed. I would love to see some more low security space between the four empires. I would love to see jump freighters get some additional reductions in fuel efficiency. Those things would encourage people to spread out. Those things would help break up Jita.

But all of it has to happen. You cannot just nerf jump freighters. You cannot just make hauling in high security space less safe, less quick, or less cheap.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Cade Windstalker
#38 - 2016-12-08 15:04:28 UTC
Lienzo wrote:
I don't know if I see anything wrong with those low effort scams that the existing system doesn't address. I suppose if it really needed a solution, then it could be limited to sell orders mainly. Or perhaps the margin trading skill could not apply. I concede the point that there is not really an overwhelming need for unlimited buy orders when we already have reasonable tools to accommodate most players' needs.

I don't regard allowing widespread sell orders as being low benefit though. The benefits seem quite self-evident to me. I regard the current landscape as a desert with a few oases sprinkled around. I'd have to ask a pirate how they feel about being dependent upon alts and stockpiles of goods. I think I would not like the current situation as much. Maybe people who like the current war dec system might not like reduced dependence on hubs, although, being realistic, I have no reason to expect that major hubs will ever really diminish in importance. They are too useful. Maybe we would even get a couple new Niarjas or Uedamas if the trade web became broader.

As to the backend/lag issue, I am not qualified to give an answer on that. Do markets lag everywhere, or just in regions that sport major hubs? In a state of ignorance about the issue, we could as easily assume the concentration of orders is as pernicious as the sum of them, directly or indirectly.


My point about the scams is that it removes one of the few costs to those scams that currently exists. Effectively removing the limit on market orders makes it *much* easier to set these up and then make them seem legitimate and means you don't have to even train any significant skills to spam the market with buy or sell orders.

Here's the problem with your theory here. You're assuming that the current state of trading in the game is a result of a lack of buy or sell capacity, when that's just not the case. The serious traders can afford to buy or train market alts until they have as many order slots as they could possibly want. On top of that the main place traders use their order slots is on buy orders, not sell orders, generally with one sell order being fed by multiple buy orders scattered around a region.

The reason we have trade hubs is simply convenience. It's convenient to move product to a central location, it makes it very convenience to manage inventory and orders, and it's convenient for the shoppers to be able to go to one place to buy everything they need for a ship.

Most importantly though it's very inconvenient to have physical product scattered all over space not selling. If you have your product in a trade hub it will sell as long as it's the best available price, if you have your product anywhere else you basically need to get lucky or be selling a sufficiently expensive item that someone is willing to make the extra jumps to come buy from you. That's why, as I said previously, the only real exception is some common consumables that are sold near mission hubs at a slight mark up over trade-hub prices.

So, as I said before, the likely benefit to a change like this would be very very small, and it's highly unlikely that it would actually have the impact you're looking for, it would mostly just enable scammers.

Markets are per region, and volume of orders is directly tied to lag since the game has to query the database and get back all orders that the player is viewing. If you make it possible to post 'free' orders per station then the immediate result will be more orders (many of them probably non-useful soft-scam orders, like .01 isk ship buy orders) which will increase load on the market backend which will increase front-end lag.

Also realistically you're going to increase the overhead for posting an order as well, since instead of checking against a flat count the game would have to check your current orders, check what stations they're in, and then check if you're allowed to post an order to the current station, though I'll admit I have no idea if the performance change here would be significant or not.
Cade Windstalker
#39 - 2016-12-08 15:15:43 UTC
FT Diomedes wrote:
The problem has nothing to do with market orders. It has to do with how safe, quick, and cheap it is to haul large amounts of stuff in Eve generally, but especially in high security space.

-SNIP-

Because it is super cheap and super safe to haul large quantities of goods in high security space, you generally do not have to take a jump freighter that far to be connected to the best market in the game. All you have to do is get to high security space. Some places that is harder (e.g. Tenal), but other places it really could not be easier (e.g. Tribute).

I would love to see a few critical gate links get severed. I would love to see some more low security space between the four empires. I would love to see jump freighters get some additional reductions in fuel efficiency. Those things would encourage people to spread out. Those things would help break up Jita.

But all of it has to happen. You cannot just nerf jump freighters. You cannot just make hauling in high security space less safe, less quick, or less cheap.


I kind of disagree with your intrinsic premise here, and frankly that of the OP, which is that the market hubs are a problem.

Yes, you would certainly see a few more hubs if moving things around High Sec was more dangerous, but you would probably also see a pretty massive disintegration of the high-sec play style as well, since most high-sec play styles rely to some extent on that safety.

If you did it through dispersing low-sec between the empires then you'd probably end up with the current trade hubs, more or less, OR players congregating more towards Caldari space for easier access to Jita.

The main issue with the desire to "break up" the trade hubs is actually pointed out indirectly in your post here. Players like them. They created them out of convenience and a desire to do less work to buy and sell goods.

The entire reason your staging system is one Jump Freighter from High Sec is because doing logistics further out is a massive pain in the butt. One of the biggest determiners of "space quality" in Null has always been how far it is from High Sec because a longer logistics chain is more vulnerable and harder to deal with.

If you look at the existing trade hubs they generally have sufficient coverage so that you don't have to travel more than about 10 jumps from a minor mission hub to a trade hub. In places where this used to not be true, or wherever there are larger concentrations of players, you start to see new hubs spring up. This is why Minmattar space has both Rens and Hek while the other regions have one hub each, because both Rens and Hek serve slightly different markets despite being close to each other.

To sum up what I'm getting at here, I think any attempt to force trade hubs to break up has just as much of a chance of simply causing players to congregate around them as breaking them up, because spreading goods out like OP wants is inconvenient for the sellers and buyers, and because players will find the path of greatest convenience which leads to hub systems.
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