
New Redeem Code
Code:
UPDATE261008
SINTHEFOX
KNIGHTOFWAR0429
WORLDLEVEL5ISCOMING

Code:
UPDATE261008
SINTHEFOX
KNIGHTOFWAR0429
WORLDLEVEL5ISCOMING
Code: foxsin0826halfanniv
Reward: 10x Summon Tickets
Code 1: goatsinisgoat
Code 2: gowtherisback
Code 3: peccatumlibidinis
**Feedback: Shift the Current 2D Combat VFX Direction**‼️
The current 2D combat effects make battles visually cluttered, especially during difficult boss fights. The large screen-covering effects make it harder to read boss movements, attack patterns, and timing, which affects the ability to use Perfect Dodge and Tag Counter effectively.
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I suggest shifting the current 2D combat VFX direction toward a more dynamic and refined combat VFX style, with better-integrated energy trails, slash effects, motion effects, and clearer visual flow.
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The goal is to create more polished and impactful combat visuals through cleaner shapes, flowing effects, and stronger connection between the VFX and character movements, instead of relying on effects that cover too much of the screen.
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This shift would improve both visual quality and combat readability, allowing battles to feel more stylish, fluid, and skill-focused.
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**Feedback: World Building / Environment Design**‼️
The current environment lacks density, detail, and a sense of life. The world feels too empty and lacks the fantasy atmosphere that would make the exploration experience feel immersive.
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Natural environments need more depth and richness. The landscapes currently feel too plain, with not enough environmental details, variation, or elements that make the world feel alive.
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If the goal is to create a strong visual experience, the sky and atmosphere should also play a bigger role. However, the current sky feels empty and lifeless, without enough fantasy elements or cinematic atmosphere. Adding elements such as a more detailed night sky, galaxy, meteor showers, or more dynamic atmospheric effects could greatly improve the sense of wonder.
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The clouds also need more attention. Currently, they feel like simple 2D layers sliding across the sky rather than realistic atmospheric elements. They lack volume, depth, lighting interaction, and cinematic presentation.
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Improving environmental density, natural details, sky atmosphere, cloud quality, and overall world composition would make the world feel more alive, immersive, and closer to a true fantasy setting.
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**Feedback: Graphics / Lighting / Material Quality**‼️
The current environment visuals lack material detail and realistic lighting response.
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Leaves and grass appear to be only flat green surfaces without enough texture, shape definition, or natural details that make them feel like actual vegetation. This makes the environment look simple and low-detail.
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The lighting interaction on trees, plants, and natural objects is also very limited. Without proper light response, shadowing, and depth, the environment loses realism and visual quality. Combined with the current art direction, this makes the overall world feel less immersive and visually appealing.
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The current environmental visuals require major improvement. The overall art direction should be heavily reviewed and improved, as the current direction does not create a strong visual identity or a convincing fantasy world.
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The difference between medium and high graphics settings is also too small. Increasing the graphics quality does not create a noticeable improvement in environmental detail, lighting, or overall visual fidelity.
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Improving vegetation detail, material quality, lighting response, and making major changes to the overall art direction are necessary to make the world feel more polished, alive, and visually impressive.
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**Feedback: Perfect Dodge System**‼️
The current Perfect Dodge system has several issues that negatively affect the combat experience.
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There are situations where Perfect Dodge is triggered correctly, but the player still receives damage. The dodge timing also feels inconsistent because players need to press dodge before the actual attack timing in order to reliably trigger Perfect Dodge.
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This creates an unnatural combat flow. When the player presses dodge early, the character starts the normal dodge movement first. Then, when the enemy attack reaches the player, the Perfect Dodge animation triggers afterward, causing another dodge movement. This results in an unintended double dodge sequence that interrupts combo continuity and makes combat feel less smooth and responsive.
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The system also has collision issues where dodging can fail because the character gets stuck on enemies, invisible obstacles, or unclear objects throughout the game.
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In addition, Perfect Dodge lacks satisfying combat feedback when successfully activated. There is no unique animation, visual effect, or cinematic sound design that makes the player feel the impact of successfully performing a Perfect Dodge. The only noticeable action is the character moving forward with a simple dodge motion, which makes the mechanic feel no different from a normal dodge.
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For a timing-based combat mechanic, successfully executing a Perfect Dodge should feel rewarding and exciting. The player should receive strong feedback through a dedicated dodge animation, impactful VFX, and cinematic sound effects that create a clear sense of timing, precision, and achievement.
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Without these elements, performing a Perfect Dodge does not feel satisfying or skill-based. It lacks the feeling of successfully reading and outplaying an enemy attack, making the mechanic feel unfinished and less engaging.
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Improving dodge timing, collision behavior, combat flow, animation, VFX, and sound design would make Perfect Dodge feel more polished, responsive, and rewarding.
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**Feedback: Tag Counter System / Combat Telegraph**‼️
The current Tag Counter system has a good concept, as it requires players to read boss attacks and react by switching characters at the correct timing. However, the visual and audio feedback for this mechanic needs significant improvement.
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Currently, when the boss enters the Tag Counter state, the blue glow and visual effect indicate that the player should switch characters to counter the incoming attack. However, the current effect feels too small and looks like a simple 2D overlay attached to the boss, making it difficult to notice during intense combat situations.
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The visual telegraph should have a stronger presence and clearer readability. The effect should be larger, more dynamic, and better integrated into the combat scene so players can immediately recognize the Tag Counter timing.
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The visual effect could also be improved to create a more cinematic boss moment. Instead of appearing as a simple indicator, the light effect could be integrated into the boss’s design, such as appearing around one of the boss’s eyes. This would make the boss feel more intimidating, powerful, and give the attack signal a stronger identity.
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The system also lacks audio feedback. Adding a unique and impactful sound effect when the Tag Counter opportunity appears would help players recognize the timing faster and make the moment feel more satisfying.
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For a mechanic based on reaction and timing, the Tag Counter signal should not only be readable but also feel memorable and rewarding. Improving the VFX scale, visual integration, and sound design would make the system feel more responsive, cinematic, and polished.
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**Feedback: Character Detail / Character Quality / Gacha Attraction**‼️
The current character quality lacks the level of detail and visual presentation needed to make characters feel premium and highly appealing.
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Compared to high-quality character-focused games, the characters need more depth in terms of model quality, material detail, and overall visual identity. The current designs lack the level of refinement in areas such as clothing details, material definition, hair quality, facial details, and small design elements that make characters feel unique and memorable.
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Character models should not only look good from a distance but should also have strong close-up quality. Details such as fabric texture, accessories, hair structure, skin shading, and realistic material response are important because they create a more premium and immersive character experience.
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Character animation and presentation also play an important role. High-quality character games make players feel attached through idle animations, expressions, movement, combat animations, and overall character personality. Characters should feel alive rather than just being playable models.
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For a gacha-based game, character appeal is one of the most important factors that motivates players to summon and collect characters. Players are not only pulling for stats or abilities, but for characters they feel connected to and want to own.
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Currently, the characters lack enough visual impact, personality, and presentation to create that desire. Improving character design, animation quality, visual effects, and overall presentation is necessary to make characters feel more valuable, memorable, and worth investing in.
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**Feedback: Animation Quality / Character Movement**‼️
The overall animation quality feels underdeveloped, especially considering how important animation is for an open-world game where players constantly interact with and explore the world through their characters.
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Character movement lacks the level of smoothness, weight, and natural flow expected from a modern open-world experience. The running animation feels stiff and does not have enough fluid transitions or realistic body movement, which makes the character feel less responsive and less alive.
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The use of additional visual effects during running also creates a negative impression. Instead of enhancing the movement, the added wind effect feels like it is being used to cover the weakness of the running animation itself. Visual effects should support good animation, not replace the need for polished movement.
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Other animations, such as climbing and general character interactions with the environment, also lack smoothness and natural motion. Movements feel disconnected and do not have enough attention to timing, weight, and transition quality.
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For an open-world game where players spend a significant amount of time controlling characters and exploring the environment, animation quality is one of the most important aspects of immersion. Improving movement animation, transitions, physics, and overall character motion would greatly improve the feeling of control and make the world feel more polished and alive.
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**Feedback: Photo Mode**‼️
The current photo mode is still at a “snapshot mode” level rather than a fully developed photo mode capable of creating cinematic or content-driven images. At the moment, players can only enter the camera mode and take screenshots, which results in a system that lacks depth and long-term engagement value.
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Overall, the system does not provide enough tools for players to truly “design” or “craft” their images, making it feel more like capturing what already exists rather than intentionally creating a shot.
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A major limitation is the complete lack of character pose and expression systems.
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No pose presets such as cool stance, combat stance, idle variations, or cinematic poses
No facial expression control such as smile, serious, anger, or surprise
Characters therefore appear emotionally static in captured images
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This results in a lack of storytelling and weak character personality in photos.
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The camera system lacks the flexibility needed for proper image composition.
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No fully free camera movement suitable for cinematic framing
Limited fine control such as FOV, tilt, roll, and distance adjustments
No composition guides such as grid or rule of thirds
Makes it difficult for players to create cinematic-quality shots
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There are currently no tools to control the mood or visual tone of images.
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No filters (cinematic, warm, cool, stylized, etc.)
No color grading or tone adjustment options
No depth of field, blur, or vignette controls
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The final image depends entirely on in-game lighting conditions, with no player control over mood.
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The system is currently just a “functional photo tool” rather than a “creative system.”
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Players do not feel like they are directing a scene
Instead, they are simply capturing existing moments
This reduces long-term motivation to use the feature
Target Vision / Recommendation
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The system should evolve into a true “creative photo tool” that allows full control over image creation.
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Recommended additions:
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Full pose and expression system
Cinematic-level camera controls
Filters, color grading, DOF, and lens effects
A system designed for intentional image creation rather than passive capture
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**Feedback: Physics / Environmental Interaction / Ocean / Stairs / Vegetation FX**‼️
The current environmental systems feel overly static and lack natural physical behavior across multiple areas.
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Vegetation such as leaves and grass does not exhibit continuous motion and only reacts under specific conditions like rain. In a natural environment, vegetation should have subtle and constant movement driven by wind simulation, creating a more alive and dynamic world.
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Environmental interaction with the player is also limited. When walking through bushes or vegetation, the objects do not physically react to the character. Instead, they fade or disappear to maintain visibility. This breaks immersion and should be replaced with proper vegetation interaction such as bending, swaying, or parting based on player movement.
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The ocean system also feels too static. It currently relies mainly on water level changes (tide system) without proper wave motion. There is a lack of continuous ocean simulation such as small waves, larger wave patterns, shoreline wave breaking, and wind-driven surface movement. This makes the sea feel unnatural and visually flat.
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Character movement interaction with the environment is also lacking in terms of animation and physics. When the character walks on stairs, there is no proper step alignment or foot placement adjustment. Instead, the legs appear to slide upward as if walking on a slope rather than interacting with individual steps. This reduces realism and breaks immersion.
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Additionally, the falling leaf effect does not appear to be physically driven. Leaves falling from trees seem to be implemented as simple 2D particle effects rather than natural or physics-based environmental interactions. This reduces the sense of environmental depth and realism.
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Improving wind simulation, vegetation physics, ocean wave systems, proper footstep/IK stair interaction, and more natural environmental particle behavior would significantly enhance the overall realism, immersion, and physical believability of the world.
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**Feedback: Flying Mount System - Request for Dynamic and Action-Packed Flight**‼️
I highly recommend upgrading the flight mechanics into a dynamic system with immersive physics, featuring these improvements:
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Enhancing the physics and controls for flying traversal will turn traveling across the map into a highly engaging and fun core gameplay mechanic. It will also give players a much greater incentive to collect new flying mounts.
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**Feedback: Underwater Movement Feedback - Fix Sluggish Camera Navigation and Stiff Shift Dash Mechanics**‼️
regarding the current underwater swimming and diving controls. Currently, the system functions too much like the rigid flying system, which results in a clunky navigation experience due to the following issues:
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Suggested Solutions:
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- Improve Camera Elevation Responsiveness: Drastically increase the velocity and responsiveness when characters dive or surface based on camera angles, eliminating the need to spam the Spacebar.
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- Overhaul Shift Dash Physics: Fix the instant deceleration and replace it with a smooth, high-velocity coasting momentum that sustains while consuming Stamina. Most importantly, eliminate the directional lock during the dash. Players must be able to instantly curve, lean, and maneuver around underwater terrain in real-time while executing a dash.
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Fixing the rigid directional lock on the Shift dash and making underwater momentum continuous will significantly elevate the quality of sea exploration in the game.
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This game is an Open World title, but the world building and graphics are not memorable or worth exploring at all. The combat is also terrible. It has a decent underlying system, but the presentation is absolutely awful. Day after day, all I can do is log in, use the keys, and log out. There is nothing visually beautiful enough to make this feel like a memorable fantasy world. There is no fun at all.
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These are the problems and areas that need improvement in this game, based on my experience of 295 hours of gameplay.
One of the biggest issues is that your dodge can sometimes get stuck on enemies, which completely breaks the flow of combat. Instead of feeling smooth and responsive, it often feels awkward and inconsistent.
But what's even worse is the lack of proper dodge animations. In most action games, a perfect dodge usually comes with a sidestep, a backstep, a flip, or some kind of evasive animation that makes the mechanic feel impactful and satisfying. It gives the player clear visual feedback and makes the combat look stylish.
In this game, however, it's mostly just a forward dash. As a result, the combat feel suffers a lot. The animations overall lack fluidity and often feel stiff and disconnected from the action. The transitions between movements aren't smooth, and many attacks and dodges don't have the weight or polish you'd expect from a modern action game.
The sound effects don't do much to improve it either. Landing a perfect dodge should feel rewarding, but here it lacks both the visual and audio impact needed to make it satisfying.
They really need to overhaul this system, add proper dodge animations, improve the overall animation quality, and make perfect dodges feel much more fluid and responsive. Right now, it feels like they need to invest significantly more into animation if they want the combat to reach its full potential.
If you feel the same way, please consider sending feedback to the developers. The more constructive feedback they receive, the better they can understand the game's current issues and prioritize improvements. From what I've seen, they seem to be taking community feedback seriously, so this is probably the best time to let them know what needs work.
Since everyone has already talked about the content, progression, farming, and quality of life issues, I want to talk about another major part of the game that seriously needs a massive upgrade: the combat animations and VFX.
The combat animations feel stiff and lack fluidity. Most characters just stand in place while attacking instead of having dynamic movement, momentum, or smooth transitions during combat. The combat lacks cinematic motion, impact, and overall weight.
The skill effects are another huge problem. A lot of the VFX look like flat 2D overlays pasted directly on top of the screen instead of effects naturally existing in the world. During boss fights, the effects become so overwhelming that they completely block the screen, making it difficult to even see the boss, the characters, or understand what is happening during combat.
The overall presentation seriously needs improvement, and honestly this is not something that can be fixed with small updates or minor polish. The ENTIRE animation system and VFX direction need a complete overhaul because the current combat presentation feels severely outdated.
The combat needs smoother and more natural animation flow, stronger hit impact, better camera work, more realistic particle effects, improved visual clarity, and VFX that feel properly integrated into the environment instead of flooding the screen with visual noise.
*Everything i said comes from wanting the game to improve and reach the level of quality that many players were expecting. The game has a lot of potential, which is exactly why I believe the animation system, combat presentation, and VFX need to be taken much more seriously.