Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Best Of
My personal feedback
How in the thousand heavens did this game end up thinking it is a good idea to not be able to use skills without having a target?, if not just for the animation, mobility and freedom. Then you might aswell make it so you can’t move unless you have a valid quest. If you ask me, having played quite a bit in my lifetime, if you want to see a mmo that did everything right: look at TERA online. If you want to see an mmo that did everything wrong: look at black desert. And it is quite relevant to understand that mechanics that were acceptable on the revolutionary release of wow, and still are today for the people that played it from the start, absolutely is not by todays standards, and that free aiming is an absolute minimum for a good combat system as it is in black desert - a game with animations and a combat system that is good enough to keep players in it even if they are torturing them in every other single way. Even though, it lacks the clarity and refinement of skills as in wow or Tera where it actually matters what skill is used, and when. Each skill is well known to anyone that hit max level with the class, and it has a noticeable impact, even without the best gear.
It seems to me that people have a mindset as if:
- we listen to the community -> vote to implement changes -> do not adress issues that see no complaints
This is completely misleading since most people that buy super early access have no intentions of creating an amazing game that is enjoyable to play and fair in terms of skill, and that lasts forever like cs or Dota mod for wc3, or wow.
Their intentions are simply their own, there are many types of gamers since gaming has gotten big and they only think about themselves:
- the seasoned gamer. Playing since Super Nintendo, been high rank in most genres and play for fun, getting old, usually got a wife, family and less time or interest to play, 90% or more are men and overlapping with next group. Wants to create a game that is pure enjoyment and skill based, the more you play the better you are and recognition is achieved from it as in other sports. Quits or plays in anticipation of quitting any game where high skill cap classes etc get nerfed to make things «fair» after feedback from noobs that labels it as OP compared to their 1/10000th of experience. Ultimates results in high skill weapons only being balanced with the easiest to use ones when played extremely well and eliminates skill from the equation, developers often choose to maintain it regardless of player efflux and dissapointment as it is more money efficient according to unethical marketing algorithms based on player psychology and sales.
- the working man: not good at games from before, didn’t play much or have any interest until everyone started doing it, intelligent and resourceful money wise but knows mechanical skill takes decades to build and looking for ways to get ahead none the less. usually found in p2w games or where power in numbers does well, usually does not care much about the quality of gameplay/combat mechanics or animations. Plays little and has no loyalty or major goals in the game.
- the ambitious new player, girls and kids believing they are to be equal, by any means and having no intention of seeing a game succeed. Usually the person which has become very common in games, excludes people from groups, prefers simple clunky mechanics and power in numbers. As in short time to kill (since then they don’t need to be 2v1, 3v1 etc. every time). The best player in the world would die to one shot which makes them satisfied as they can appear better and have a sense of pride if they group up against people with a huge amount more experience or skill than them and can make new gear, instances etc exclusive to them by teaming up compared to the disadvantage of not finding a fixed group of people to play with. They have no respect for older players, more experienced or skilled etc. Does not want aim to be a deciding factor, prefers no dps meters so any rotation goes, gives feedback in terms of only what would benefit them and wants an illusion of no p2w. Does not want a gaming experience that is amazing, but wants to fuel their ego, just for now, against players that have good aim, experience etc. without any of it, and move on to the next game once it loses popularity when devs don’t understand that listening to them is going against every good player, everyone that loves the game, every streamer that built their reputation on skill. And it seems to me this game is heading down that exact same road just from the get go.
My suggestion would be to make it cool, make it so that the ones that play the most and that have to most skill get the most respect and are able to provide impressive and entertaining gameplay on the streaming platform. Give people that are adults and working a chance to be useful and have a purpose in the game. Allow classes that are easy to be strong but the ones that are most difficult to remain stronger if played well. Make every fight not one that is unexpected or creates conflict or rewards unfairness or using the build that can stun, one shot etc, but one that you want to take and that is a test of your own skill, where if you win you get a sense of achievement, and if you lose you are left with a sense of having to work harder to improve, at least it was fair and a good fight. Mainly you do this by not making anyone oneshottable and giving all classes a means to disengage from a fight and get away to restart the fight again where both have 100% or PvP gear, buffs etc. If there is no means of disengage or escape then PvP in the game is simply just who attacks first and if it is unexpected for the player, it might be funny for them and very frustrating for the other. And of course if there is no escape, 2 players are always stronger than one, regardless of gear or skill or playtime and skill is completely obsolete by just being 2v1. That ruins the experience for all and makes it more or less impossible to stream the game without appearing as a bad player or having to play with a full team or using cheats, mods, exploits, p2w in order to compete at all. Also free targeting being able to use skills at any time is necessary and any quick fix or blockages to make players not be able to get anywhere solo in the game is also detrimental to the player experience. All stars and builds and consumables need to have an noticeable impact and be useful so people can choose what they want to do and feel like their ideas matter, and not just having to study guides or watch a YouTube video to find out what they are supposed to do. Everything should be accessible through doing what you want to do, and doing other content has to come from own motivation and not by feeling you have to do something you don’t want in order to obtain a certain item, especially something like studying guides or puzzles in games that are not intuitive enough that you have to find out where to go or what to do at any time. An example is a quest with a puzzle that gives an amount of gold, then you can tell it is a puzzle quest and choose not to do it, those that do enjoy hours of running around some cave to find out what to do or reading walkthroughs can do it if they want. Another example is an item added to the game like a mount or special costume that requires you to do that puzzle, even if you don’t want to, which will then make the player dislike the gaming experience. So it is important to make sure the game is simply made as games should be, in order to have fun and an enjoyable time and be rewarded for the time you put in to it.
It seems to me that people have a mindset as if:
- we listen to the community -> vote to implement changes -> do not adress issues that see no complaints
This is completely misleading since most people that buy super early access have no intentions of creating an amazing game that is enjoyable to play and fair in terms of skill, and that lasts forever like cs or Dota mod for wc3, or wow.
Their intentions are simply their own, there are many types of gamers since gaming has gotten big and they only think about themselves:
- the seasoned gamer. Playing since Super Nintendo, been high rank in most genres and play for fun, getting old, usually got a wife, family and less time or interest to play, 90% or more are men and overlapping with next group. Wants to create a game that is pure enjoyment and skill based, the more you play the better you are and recognition is achieved from it as in other sports. Quits or plays in anticipation of quitting any game where high skill cap classes etc get nerfed to make things «fair» after feedback from noobs that labels it as OP compared to their 1/10000th of experience. Ultimates results in high skill weapons only being balanced with the easiest to use ones when played extremely well and eliminates skill from the equation, developers often choose to maintain it regardless of player efflux and dissapointment as it is more money efficient according to unethical marketing algorithms based on player psychology and sales.
- the working man: not good at games from before, didn’t play much or have any interest until everyone started doing it, intelligent and resourceful money wise but knows mechanical skill takes decades to build and looking for ways to get ahead none the less. usually found in p2w games or where power in numbers does well, usually does not care much about the quality of gameplay/combat mechanics or animations. Plays little and has no loyalty or major goals in the game.
- the ambitious new player, girls and kids believing they are to be equal, by any means and having no intention of seeing a game succeed. Usually the person which has become very common in games, excludes people from groups, prefers simple clunky mechanics and power in numbers. As in short time to kill (since then they don’t need to be 2v1, 3v1 etc. every time). The best player in the world would die to one shot which makes them satisfied as they can appear better and have a sense of pride if they group up against people with a huge amount more experience or skill than them and can make new gear, instances etc exclusive to them by teaming up compared to the disadvantage of not finding a fixed group of people to play with. They have no respect for older players, more experienced or skilled etc. Does not want aim to be a deciding factor, prefers no dps meters so any rotation goes, gives feedback in terms of only what would benefit them and wants an illusion of no p2w. Does not want a gaming experience that is amazing, but wants to fuel their ego, just for now, against players that have good aim, experience etc. without any of it, and move on to the next game once it loses popularity when devs don’t understand that listening to them is going against every good player, everyone that loves the game, every streamer that built their reputation on skill. And it seems to me this game is heading down that exact same road just from the get go.
My suggestion would be to make it cool, make it so that the ones that play the most and that have to most skill get the most respect and are able to provide impressive and entertaining gameplay on the streaming platform. Give people that are adults and working a chance to be useful and have a purpose in the game. Allow classes that are easy to be strong but the ones that are most difficult to remain stronger if played well. Make every fight not one that is unexpected or creates conflict or rewards unfairness or using the build that can stun, one shot etc, but one that you want to take and that is a test of your own skill, where if you win you get a sense of achievement, and if you lose you are left with a sense of having to work harder to improve, at least it was fair and a good fight. Mainly you do this by not making anyone oneshottable and giving all classes a means to disengage from a fight and get away to restart the fight again where both have 100% or PvP gear, buffs etc. If there is no means of disengage or escape then PvP in the game is simply just who attacks first and if it is unexpected for the player, it might be funny for them and very frustrating for the other. And of course if there is no escape, 2 players are always stronger than one, regardless of gear or skill or playtime and skill is completely obsolete by just being 2v1. That ruins the experience for all and makes it more or less impossible to stream the game without appearing as a bad player or having to play with a full team or using cheats, mods, exploits, p2w in order to compete at all. Also free targeting being able to use skills at any time is necessary and any quick fix or blockages to make players not be able to get anywhere solo in the game is also detrimental to the player experience. All stars and builds and consumables need to have an noticeable impact and be useful so people can choose what they want to do and feel like their ideas matter, and not just having to study guides or watch a YouTube video to find out what they are supposed to do. Everything should be accessible through doing what you want to do, and doing other content has to come from own motivation and not by feeling you have to do something you don’t want in order to obtain a certain item, especially something like studying guides or puzzles in games that are not intuitive enough that you have to find out where to go or what to do at any time. An example is a quest with a puzzle that gives an amount of gold, then you can tell it is a puzzle quest and choose not to do it, those that do enjoy hours of running around some cave to find out what to do or reading walkthroughs can do it if they want. Another example is an item added to the game like a mount or special costume that requires you to do that puzzle, even if you don’t want to, which will then make the player dislike the gaming experience. So it is important to make sure the game is simply made as games should be, in order to have fun and an enjoyable time and be rewarded for the time you put in to it.
Re: What do you think about the classes so far?
Classes are more or less fun, but its just doesn't hit the spot for me because there isn't a druid class, which I main in every MMO.
Might not even give it a shot at launch because of it, but maybe in some distant expansion.
64 classes and there isn't a single one for me. Bummer.
Might not even give it a shot at launch because of it, but maybe in some distant expansion.
64 classes and there isn't a single one for me. Bummer.
Re: Artisan system feedback, the pacing
RedLeader1 wrote: »So if I make a riding bear, it costs me 75s. If there are no riding bears at the riding vendor, I can sell it to the vendor for 75s and make my processing fee back (not the fuel). That NPC sells it for 100s.
If NPCs are doing it then it's not a player driven economy. This is hells to the no.
Player market stalls are going in Phase 2, players can set it up if they want to buy and sell things like that.
I don't think the suggestion was just 'the NPC always gives the money', it sounded more like 'The NPC holds a specific number of these items in stock and then doesn't buy more when that stock is full'. Players would still have to negotiate and put up stalls, especially if they want to sell higher or give specific discounts.
This sort of thing doesn't have much negative effect, if anything it's helpful in tracking supply and demand changes at a glance, in a game without a full Auction House, which is useful for both players and Devs, to some extent.
In my experience, most people aren't like me when it comes to this, they don't want to be 'tracking and spending time figuring out what everyone else is doing', and in a game with limited Auction House, that eats up a lot of time (or gets API-botted or even direct-botted honestly).
The Econ team probably has systems that let them check gluts easily, but discerning a glut from a hoard can be hard. It's not vital or anything, but stalls may work quite similarly to this anyway and end up 'seeming like it's an NPC running it', so might as well do it this way and prevent the various weird 'abuses' that come up when the tax rates change.
Azherae
1
Gathering system feedback.
Currently the gathering system is suffering a total drought of lower level materials, esp. metals and herbs.
Almost all of the daffodils, and snowdrops have been replaced by moonbells and bluebells.
This makes it very difficult for a massive number of people to level their herbalism and leaves the server nearly destitute of metals.
I would like to recommend that gathering nodes need to degrade back to their lesser forms over time.
Perhaps if something is gathered it comes back as the next tier higher material, then after some time period of not being gathered it degrades back down a tier.
I would think such a system would cause the gathering nodes to more readily keep pace with the skill levels of the gatherers.
Almost all of the daffodils, and snowdrops have been replaced by moonbells and bluebells.
This makes it very difficult for a massive number of people to level their herbalism and leaves the server nearly destitute of metals.
I would like to recommend that gathering nodes need to degrade back to their lesser forms over time.
Perhaps if something is gathered it comes back as the next tier higher material, then after some time period of not being gathered it degrades back down a tier.
I would think such a system would cause the gathering nodes to more readily keep pace with the skill levels of the gatherers.
Horrible server performance
After waiting several hours with several thousand other players, the server performance is total SHIT. players floating along and disappearing, NPCs cant be hit, I wasn't even able to target myself to heal. I dont know how other player are L6+ already I havent been able to register a single kill as a Ranger or a Cleric.
Crash when launching.
Crashes while "connecting..." into the realm select/character select screen. AOC crash log doesn't update.
Restarted computer. Restarted Client. Cleared game settings. Repaired Microsoft Visual C++. Logout. Repaired Launcher. Reinstalled. Issue persist nothing changed. Have recommended computer hardware+
Restarted computer. Restarted Client. Cleared game settings. Repaired Microsoft Visual C++. Logout. Repaired Launcher. Reinstalled. Issue persist nothing changed. Have recommended computer hardware+
kyiaten
1
Connection to the realm timed out error
game crashes every 2-10 minutes. impossible to play. 2 gigabit connection. on a fast ssd m2
n0name
1
Re: 📝 Dev Discussion #70 - Music in MMORPGs 🎶
Another good MMO piece with Vocals come from GW2, the Seraph:
https://www.youtube.com/watch?v=RBOv-W_aPjg
https://www.youtube.com/watch?v=RBOv-W_aPjg
Re: 📝 Dev Discussion #69 - Alpha Two First Impressions 💪
TO IMPROVE:
Crafting/Architecture: From this weekend, the crafting system seemed like a placeholder implementation from its clunkiness and ineffectiveness to support a user-friendly experience. I understand the stations for different crafts but I should be going to specific places of the city like the Valley of Spirits in World of Warcraft for herbalism, mage skills, first aid, and cooking. A pure kind of feel for a pure kind of craft. The Shadow of Cleft depicts an almost opposite to the Valley of Spirits IN THE SAME CITY. Completely different aura, feel, vibe then the Sand City shown in the loading screen of the Alpha II Phase I test this weekend. It is okay for contrasting color scheming and templates for THE SAME AREA. The general theme for a specific zone like Duskwood being dark and light filtering is scattered amongst the thick foliage above.
These are all statements knowing that the zone and cosmetic effects like city model coloration will come in time. It is important though at this stage to DELINEATE from New World architecture of a cozy wooden brick town w/ celebrative flags across buildingtops.
Steven has a new game and can really make the architecture of the game CRAZY with unreal. Visual effects should be stacked or patterned to create creative signature that could be added to each unique zone/city/landmark. Landmarks should be HUGE and GLORIOUS and MAGNIFICENT like the fellowship of the ring witnessing the raw formidableness of The Argonath.
WHAT I LIKED FROM THIS WEEKEND:
Landmarks/Skybox/Soundtrack: Oh my goodness Monday night the skybox exploded with color and constellations of a phoenix, among other constellations. The use of the large planet in the last night cycle prior to server shutdown took me back to the legendary BC Outlands skybox. An orbiting asteroid field and flickering aurora borealis would be very interesting incorporation. Random night skybox events would have me playing the game just to charter stars and watch shooting stars and random events (maybe extravyrrestrial entities flying around in very random events?).
Seeing the HUGE ROARING BEAR HEAD ROCKFACE made me literally cheer out loud irl because I was waiting for a landmark to really knock me out of my boots and impress me. Half of my love of MMORPGS like DAoC, Everquest, Vanilla/BC/WOTLK WoW was just appreciating the random models thrown in by devs that would maybe tell a story of what happened in random wooded areas as I grind boars in the forest.
These random things make the gamer imagine that there is WAY MORE to the world of Verra then what meets the eye. I'm all about stopping and smelling the roses and I really hope that with such a big map that non-procedurally generated easter eggs (or just random environmental/objects that tell stories) are found randomly while exploring the world.
I loved leveling during the weekend but the best moment came from summiting one of the tallest southwest by south mountains and just as I reached the crescent of sunray filtering at the very top of the mountain I was met with a swelling climax of game soundtrack music. I hope to god that the team can find a great composer like Jeremy Soule who spoiled an entire generation with one of the best OST singles of all time-"Secunda" from Skyrim OST. The music of MMORPGS fill the user with vibes that only contribute to playability. Ever wonder why people love walking into SW even after logging thousands of hours into the game? The grandeur EVEN IN CARTOON STYLE art of the SW bridge accompanied by the Stormwind OST song hooked millions for the love of the game.
I would also love to see more transition from wilderness to city. Going straight from wilderness to a city reminds me of New World. I never felt like I was small in a New World city. Even in 2004 blizzard made EVERY SINGLE CAPITAL CITY feel like you were lost! And you did get lost! A lot!
I want to feel like I don't know anything in a game based on layering and complexity of combat, social interaction with other players, and the use of MULTI SIZE MODELS NOT JUST SMALL AND BOSS SIZE mobs. Nagrand in WoW made extremely good use of using all sizes of model thanks to its openness and flatness. I would like to see more roaming models, like the cozy use of Stitches who patrolled Duskwood and was instantly made into a video game reference legend. Even the use of random lore implementation like the huge elite dragon in Duskwood was enough to spike the curiosity of even the highest-IQ Halo 3 Gamer fuel geek of the time.
The Community: The server self-monitored itself pretty well for no ignore system being in place. If someone talked too much in Global, the self-policing of players would eventually correct the problem. I am trusting in the good-hearted nature of human beings to reign supreme and hopefully we can get Asmon back in.
Everyone was extremely friendly and I felt very welcome to be a part of the test. This alpha makes me feel like I am finally part of a game that I have been following for 7 years. My main suggestion would be to experiment with different art styles, cartoonish art can and was made into fantastical areas of interest in a zone and were players would often commune in older MMORPG's. A giant bioluminescent pool in a cave for a fishing meetup spot unique to a capital city would provide hubs for players to meet up and talk will doing something productive at the same time. Another idea would be specific PvP area like the sewer in Dalaran that seemed to fit with RP standards as a derelict zone that was not policed by Dalaran law enforcement.
Thank you Intreprid Team, Steven and Margaret for all of your continual hard work! I hope this is a game I will be able to play for the rest of my life like classic WoW, a game that became a part of my life because of the love and enjoyment that it created.
P.S. THANK YOU FOR ADDING SKY EFFECTS ON PATCH YESTERDAY (11/12) This weekend I moved my camera to the sky when I needed to do things around the house. I could play this game just to stare at the skies. I love the concept of a changing nightscape with easter eggs and plenty of intricacies (constellation rotation, faux orbital/moon cycles, etc.).
Crafting/Architecture: From this weekend, the crafting system seemed like a placeholder implementation from its clunkiness and ineffectiveness to support a user-friendly experience. I understand the stations for different crafts but I should be going to specific places of the city like the Valley of Spirits in World of Warcraft for herbalism, mage skills, first aid, and cooking. A pure kind of feel for a pure kind of craft. The Shadow of Cleft depicts an almost opposite to the Valley of Spirits IN THE SAME CITY. Completely different aura, feel, vibe then the Sand City shown in the loading screen of the Alpha II Phase I test this weekend. It is okay for contrasting color scheming and templates for THE SAME AREA. The general theme for a specific zone like Duskwood being dark and light filtering is scattered amongst the thick foliage above.
These are all statements knowing that the zone and cosmetic effects like city model coloration will come in time. It is important though at this stage to DELINEATE from New World architecture of a cozy wooden brick town w/ celebrative flags across buildingtops.
Steven has a new game and can really make the architecture of the game CRAZY with unreal. Visual effects should be stacked or patterned to create creative signature that could be added to each unique zone/city/landmark. Landmarks should be HUGE and GLORIOUS and MAGNIFICENT like the fellowship of the ring witnessing the raw formidableness of The Argonath.
WHAT I LIKED FROM THIS WEEKEND:
Landmarks/Skybox/Soundtrack: Oh my goodness Monday night the skybox exploded with color and constellations of a phoenix, among other constellations. The use of the large planet in the last night cycle prior to server shutdown took me back to the legendary BC Outlands skybox. An orbiting asteroid field and flickering aurora borealis would be very interesting incorporation. Random night skybox events would have me playing the game just to charter stars and watch shooting stars and random events (maybe extravyrrestrial entities flying around in very random events?).
Seeing the HUGE ROARING BEAR HEAD ROCKFACE made me literally cheer out loud irl because I was waiting for a landmark to really knock me out of my boots and impress me. Half of my love of MMORPGS like DAoC, Everquest, Vanilla/BC/WOTLK WoW was just appreciating the random models thrown in by devs that would maybe tell a story of what happened in random wooded areas as I grind boars in the forest.
These random things make the gamer imagine that there is WAY MORE to the world of Verra then what meets the eye. I'm all about stopping and smelling the roses and I really hope that with such a big map that non-procedurally generated easter eggs (or just random environmental/objects that tell stories) are found randomly while exploring the world.
I loved leveling during the weekend but the best moment came from summiting one of the tallest southwest by south mountains and just as I reached the crescent of sunray filtering at the very top of the mountain I was met with a swelling climax of game soundtrack music. I hope to god that the team can find a great composer like Jeremy Soule who spoiled an entire generation with one of the best OST singles of all time-"Secunda" from Skyrim OST. The music of MMORPGS fill the user with vibes that only contribute to playability. Ever wonder why people love walking into SW even after logging thousands of hours into the game? The grandeur EVEN IN CARTOON STYLE art of the SW bridge accompanied by the Stormwind OST song hooked millions for the love of the game.
I would also love to see more transition from wilderness to city. Going straight from wilderness to a city reminds me of New World. I never felt like I was small in a New World city. Even in 2004 blizzard made EVERY SINGLE CAPITAL CITY feel like you were lost! And you did get lost! A lot!
I want to feel like I don't know anything in a game based on layering and complexity of combat, social interaction with other players, and the use of MULTI SIZE MODELS NOT JUST SMALL AND BOSS SIZE mobs. Nagrand in WoW made extremely good use of using all sizes of model thanks to its openness and flatness. I would like to see more roaming models, like the cozy use of Stitches who patrolled Duskwood and was instantly made into a video game reference legend. Even the use of random lore implementation like the huge elite dragon in Duskwood was enough to spike the curiosity of even the highest-IQ Halo 3 Gamer fuel geek of the time.
The Community: The server self-monitored itself pretty well for no ignore system being in place. If someone talked too much in Global, the self-policing of players would eventually correct the problem. I am trusting in the good-hearted nature of human beings to reign supreme and hopefully we can get Asmon back in.
Everyone was extremely friendly and I felt very welcome to be a part of the test. This alpha makes me feel like I am finally part of a game that I have been following for 7 years. My main suggestion would be to experiment with different art styles, cartoonish art can and was made into fantastical areas of interest in a zone and were players would often commune in older MMORPG's. A giant bioluminescent pool in a cave for a fishing meetup spot unique to a capital city would provide hubs for players to meet up and talk will doing something productive at the same time. Another idea would be specific PvP area like the sewer in Dalaran that seemed to fit with RP standards as a derelict zone that was not policed by Dalaran law enforcement.
Thank you Intreprid Team, Steven and Margaret for all of your continual hard work! I hope this is a game I will be able to play for the rest of my life like classic WoW, a game that became a part of my life because of the love and enjoyment that it created.
P.S. THANK YOU FOR ADDING SKY EFFECTS ON PATCH YESTERDAY (11/12) This weekend I moved my camera to the sky when I needed to do things around the house. I could play this game just to stare at the skies. I love the concept of a changing nightscape with easter eggs and plenty of intricacies (constellation rotation, faux orbital/moon cycles, etc.).
Re: What kind of mount would you like to see in the game?
A gooder boi than what we have rn
Ludullu
1