 What's up everyone, I just wanted to let you know before the show that Corecast is now available on iTunes, Google Play, and Stitcher as a real deal podcast. I'll provide links in the video description below. Also just a heads up to my For The Minions fans, the show will be on Friday this week instead of the normal Thursday. Hello everyone and welcome back to Corecast, the podcast that talks about Core, the game produced by Metabuff. I am one of your hosts, Mangus, the other one from Twitch TV. It's Nato Cristo. How are you doing Nato? Hello, how are you doing my Mangus? How's it going? I am doing great. I'm about four Guinnesses in and I'm not a heavy drinker, so I'm feeling pretty good right now. That is awesome, that's how I was last night, but one of us will be in the clearhead tonight then. Thank God for that. What we're going to be talking about this week, there's a lot of uncertainty about Core. We all thought that the April 27th was a hard date for the Alpha and turns out they weren't ready in time, so they had to push back that back, which is fine, but there's a lot of things that we don't know about Core, but there are some things in their Frequently Asked Questions that they provided very solid answers to, so that's what we're going to talk about today. We're not going to talk about what we don't know, we're going to talk about what we do know about Core, the game. So let's kick that off. One of the Frequently Asked Questions, will there be any kind of deck building with the new item system? In their answer, a very solid, there will be a builder for the item system. What do you think, Nato? I really do like the idea of being able to do that, of seeing the effects, the stats, the numbers, especially for those people that really like something, the numbers, people out there, being able to critique and tweak your deck before having to test it out in like four different games to really see what you're doing. I think that's a great thing to do, and I'm excited for that, honestly. I'm very much excited that they're doing that. That was a lot of the fun I had with Paragon, was actually building my deck and then trying the deck out to see how it worked in game. And with the item systems, you know, you can still, you can build your deck, but you still go off that beaten path, and if maybe there's an ADC that is absolutely kicking your butt and there's nothing you can do about them, you may want to go off of that item set that you built your deck, as we will say. I mean, you can call it a deck or whatever you want, but it's just a pre-built item system. But you can go in, get some cards that can possibly counter that ADC, and I think that's really good. That's another important thing I want to say, like, they're calling them items or artifacts or whatever they want to call them, but my buddy, Sakaap, kind of summed it up. You know, an item card, it's pretty much the same thing. You just, you take an item, you draw a square around it and you got a card. It's not that big of a difference. It's all, it's all semantics, really. Yeah, it really is. And I think I think what the big thing there that everybody did want to know was if we were going to have to go into a game with pre-built decks or, you know, whatever sets of items, however you want to do it, because that was kind of what they did different, like, yes, it was cards and that was different than items from like League of Legends or something. But the only real difference between them was just the fact that you had to build your deck prior and you couldn't see it in action, you know, until you were in the game. And if you were in the game, there was no way of changing it if you made any mistakes to tweak, fix, you know, anything like that. So, yeah, I mean, it really is like it's literally just taking an item and putting a rectangle around it. Yeah. I mean, well, the guard system in Paragonia, they did kind of the unique thing where you would upgrade the cards with different slots for each card. But I mean, that's kind of somewhat similar to what you could do in other games. But I don't know, I really like having the pre-built system, even if it's not a deck as it were, because a lot of times in game, it's just you want to make snap decisions as soon as you respond. You want to get back into the action and having a pre-built item system allows you to do that. I would kind of like to see them take it a step further and be like Smite, where you can actually pre-build your ability level ups so that they automatically go off and then you don't have to think about it at all. I don't know how many times I've been in the middle of a fight leveled up and didn't even want to think about trying to level up any of my abilities because, you know, I'm by the skin of my teeth trying to try to duke it out in a fight and it would be nice if it would just level it up for me instead of me having to do that. Yeah, that is something that I did like when I'm for the period of time that I played Smite. I really like that because there were a lot of times where, you know, I'd finish a fight in Paragon or, you know, I'd lose or something. And then, you know, I'd see I have like a level up and I'd be like, shit, you know, having that extra couple, you know, having that extra half a second less cool down on, you know, my Gideon Teleport, for example, or something like that, you know, really could have saved me there. You know, so having that and it does make it more kind of focused on play. Like you're only worried about you have one objective. You're just playing, you know, it's programmed already. It's going to buy this item at this time. It's going to level up this ability this time. And like, you know exactly what's going to happen. That's it's very much set for people who have a mains and they know exactly how they want to play them. There's no deviation to that. And then I also can't, you know, say how many times I accidentally, you know, fat finger, the wrong thing to level up. And then all of a sudden, you know, you don't even have your ultimate because you accidentally hit like D or something like that. And you're just like, oh, what do I do here? I've done that several times, not realized what level I was. It is my ultimate. That's such a silly thing to do. But yes, I have done it and I've done it multiple times. It's also a good way to min max. I mean, a lot of people, it's just, you know, it's a small thing. But people love to minimize their disadvantages and maximize their advantages. And having a prebuilt deckbuilding system is one way that they can do that. Right. Yeah, exactly. It like the difference between somebody who's going to be picking their own abilities and somebody who just has it set to doing that, like in Smite, for example, it's it's it's it, you know, it's very it's marginally. It's like a small margin of difference there between those players. But for some people that makes the world of difference, not having to worry about it. You know, they know one, you know, level two, I want this ability, three, one disability, 12. I want this ability. You know what I mean? Having that it really is just peace of mind. And it's just all around just, you know, that's a fan service thing. Just make the game as as fun and easy as possible for you. Because because for some people, it can feel tedious doing having to do that every single time and, you know, having to kind of remember what path they want to try everything on. And so I do love that they're doing it. I think it's great. Yeah, for for fans that for fans that really wanted this, it's going to be there. So everybody rejoice. Let's move on to the to the next one. That's will be differentiation between energy and physical damage be realized. And the different their answer was the difference will be realized. Now, I did an entire video about this earlier this week about the difference between energy and physical damage. This one, I'm a little iffy on. Overall, I liked the idea of the energy versus physical damage thing that Paragon did. It didn't end up working out for Paragon. I don't know if it'll work out for core. I think this might be something that they're imposing on themselves that they don't really need to at this point in time. Yeah, I like I feel like it didn't really serve a purpose besides just another word to read. Realistically, because, like, you know, you couldn't use it wasn't like you could like modify a character. Now, all of a sudden, you know, maybe like, you know, like, like physical was doing something different than energy was for them. It was just a matter of, you know, this character uses energy, this character uses physical. So realistically, in the grand scheme of things, it didn't change anything. So I feel like just adding the fact like just adding that in there is just kind of adding an extra step that isn't necessarily needed. But, you know, if that, you know, there are people who did really, you know, genuinely love seeing that difference. You know, knowing like, figuring out when a new hero come out is going to be energy is going to be, you know, a physical hero, you know, kind of that that kind of stuff. Or, you know, thinking about how builds can happen just based up what cards are energy, what cards are physical. And, you know, so it's interesting that they're doing that. I don't I'm pretty in the middle on that. I could, you know, I could care either way. The cards, the items are going to be the same, realistically. A little bit. I mean, it did force some meaningful decisions in the draft. Like the example I gave, you know, if somebody picked Twin Blast for Carrie, and then they picked like Chimera for the jungle. That's two major sources of physical damage. When you're thinking about your your caster, you might want to definitely pick an energy caster in that instance so that you can deal a different type of damage. Otherwise, the enemy team will just be able to build physical armor and counter your team, especially if you take Countess, which was a physical physical caster, then all they would have to do is stack physical armor. And that's that's kind of the main thing here is the different types of armor. Right, right, right. I see that that was that was something that I always had to make you with was especially maybe it was only because of the way the decks were built. It really sucked going into a game, having a deck built either for physical or for energy and not being able to utilize it properly because, you know, the rest of my deck is set for a good match as Chimera, for example. But the armor portion of that is, you know, everyone's on the other and on the enemy team's energy and I have a bunch of physical built. And I forgot to maybe switch it out or something like that. So I think it would might actually it might be more interesting if they did it with an item, you know, like that was like the item system and I can just choose what I want. And, you know, I see the other team like, OK, I'm getting bullied right now by this physical, you know, this physical damage hero. So let me just start building into physical. I don't worry about having the preset deck. So maybe maybe that's where my my skepticism kind of comes from on that. Right. And then with them not having the the card system with the upgrades, like Paragon, there was a lot of cards in Paragon that where you could upgrade them with either energy or physical armor. So you could take that card and attach, you know, six different cards to it, you know, three physical armor cards, three energy armor cards and then deal with it that way. Whereas with the core, they're not going to have that. They're going to have a more of a traditional item system. So you will have to go off the beaten path. If you did have a prebuilt deck that was prebuilt to counter physical damage, then then the enemy team has a whole bunch of energy damage. You're going to have to go off that beaten path. You're going to have to cancel out that prebuilt deck that we all love so much and go off the beaten path and grab some items to help you counter energy damage. So I don't know. It's a big risk for them. I have faith in them. If they can make it work, they can make it work and it'll be cool. But I just don't know how they're going to make it work. Yeah, yeah, it's going to be interesting to see, you know, all this stuff is very much kind of up in the air, obviously. Yeah, I get what you're saying with all that. I think it'll be interesting. I like I'm really hopeful for the whole item system. I've been playing some other other mobas and seeing just having all the items available does make it more fun. It does make me want to look at other builds, but it also does feel sometimes overwhelming. So it is it's going to be an interesting kind of kind of take on it. Now, I'm really I'm really curious to see how it works out. Oh, yes, that is very overwhelming for new characters, whenever for new players. When you come into a game with the full item system available and you're trying to you're trying to pick a card back at back at the fountain after you've been obliterated by some smurf. Yeah, yeah, yeah, exactly. Yeah. Yeah, it does. It does feel like that. But then at the same time, on the other hand, it was kind of off putting having a new person play the game. And I experience, you know, having experienced a few times and, you know, when I introduced my friends to the game showing them how decks are built and stuff like that. And then they build a deck and then they don't have that kind of instant gratification. Now it's just like, OK, I have a deck built. How do I know if it's like if I like it and like, oh, well, now you have to go suffer through a like a possible 40 to like hour long game and see if you're OK with this deck. And then like to really get to test it out, you know, you want to try it out in a couple matches. So it was so it's going to I think it's going to be a good thing that they're doing that with the whole deck building system. And like the you know, the differences, you know, it's going to those two quite those two questions kind of go with each other. They kind of ping off of each other, which is really cool. Yeah. And then actually, the third question kind of pings off the other two as well. And that is, will items be locked? And their answer was no, all items are available to all players equally. No item advantage based on account progression. I think this is absolutely fantastic. 100 percent the way to go out of all of these answers to all these questions. I like this one the best. Yeah, me too. I really like I don't I can't even think of a game that that would have done that. I like I can't imagine doing it like locking any items or anything like that just because somebody's played a little bit longer. I really feel like that's just a weird thing to even think about. Like I didn't even that was even a question for me. I just like to assume that, you know, that's just how games were made. I did I feel like the last iteration of Paragon had had something similar to that, didn't it? It was like the gems and all that Paragon always had this. Paragon never had all of the items available to everyone. You always had to unlock. Oh, yeah, that's right. I know because I really wanted to play Murdoch, but I didn't have cast tokens. All I had were strike tokens. I had five strike tokens, zero cast tokens. And I really wanted to play Murdoch. And it's a it to be good enough in the early game. You had to have those cast tokens on him. Right. That's yeah, I forgot about that. See, I sometimes forget these things, because unlike everyone else in the Paragon community, I literally never made a snarf account. So I was just like, I made my first account. I, you know, I got all the cards or whatever that I would need to have. And I just, you know, always played with that. So yeah, shoot, I completely forgot that you went to like unlock cards and stuff as you went. That's yeah, that's an insane thing. I don't know why I don't know why anybody thought that'd be a good idea. One of the things that contributed to the fall of Paragon, I believe. Yeah, I can I can absolutely see why. Yeah. That's that's insane. I'm really glad that, you know, going back on this positive side of this. I'm really excited that core and, you know, everyone on the Metabuff team has decided that all items will be unlocked. I think that's great. I don't see any reason I don't see any benefit whatsoever of making any items locked or anything like that, unless you were going to include some kind of paywall. And then even then, that's kind of a whole disgusting thing on its own. Yeah, I can't see why any and why anything would be would be locked. And I'm really glad that that's a question that is being brought up and that people are asking and they're answering. And it sounds very positive and very fan friendly. Yeah, I've been having a pretty interesting conversation with one of my subs lately about pay to win. I personally think that Paragon, especially towards the end was kind of pay to win because not all the items were unlocked. Now, yes, you could grind out and get all the cards you needed to be successful for with whatever hero. However, that costs time and not everybody has time. I'm very busy in my job. And then when I get home from my job, you know, I work on YouTube as well. That doesn't leave me with a lot of time to actually play the game. And if I have to grind out to get cards, then the only feasible way for me to get those cards is to spend real money to get them. So I think I really do think that Paragon, especially version 42, was kind of pay to win. If they would have balanced the cards a little better, maybe it wouldn't have been, but they didn't. So I think it kind of was pay to win. But if you have all the items available to every player equally that completely eliminates any kind of anyone ever thinking that it's paid to win, because it brings it to a level playing field. Everybody's equal. Everybody has an equal chance to win. And it brings it down to skill. So really, yeah, and yeah, exactly. And like the only thing that I could think about maybe locking would be, you know, eventually down the road for core, like how Paragon, some of the characters were locked for like the first five levels. I thought I thought that was weird, but I understood it because some characters were a lot more advanced than others. So I mean, like, you know, if later on down the road, obviously the much more complex cards that, you know, rely on using actives and, you know, certain situational cards that aren't just passive cards, a couple of levels so that people can get a hang for roles, positions, you know, how to play abilities, you know, character callouts, you know, stuff like that, get used to everything else first and then throw on all the complicated extra card stuff that make the game even more, like, you know, fun and really kind of your own play style. That's honestly the only thing I could think of that I'd be like, I'd be like, OK, I can see why they did that. That'd be the only thing that I could see. I'd be OK with locking. But even then, you know, it would and it would it still wouldn't be an unfair thing because everyone in those first couple levels would only be able to play with other people who have those items locked or, you know, something like that. I don't know. Yeah, I don't, you know, I'm not saying that's what they should do, but that's like the only time that I could really see something like that, that being OK, because there were cards in in core, I mean, a paragon in like the later builds of it that were like they were just complicated and they were just like hard to understand. And like, you know, like I again, like, you know, getting friends to play, they'd sit there and read some of the cards and they'd like, I'd hear them over the mic like reading a fucking paragraph and I'm just like, yeah, don't worry about that card. Like it's too much for you right now. Don't even worry about it. Just like worry about damage and like attack speed and just have fun for a little bit and then worry about that stuff. Yeah. So yeah, that's that's the only thing that I could really think about, honestly. I think that's I think that's good for will be on the block. Let's move on to the next question, which is will core have mirror matches and their answer actually answers two different questions. The answer is in casual. Yes, in ranked, no. So that answers two questions. We know that in, you know, the mirror matches will not be in ranked, they'll only be in casual, but we also now know that they will have a ranked mode, which is very exciting and something I think they need. So very cool stuff there. Yeah, I'm really excited for that. And I like how that one kind of busts down two questions at one. Yeah, no, I really like that. I like how, you know, they're not like the mirror matches, whatever you're going to be able to play whatever you want in the regular mode. I've always said that, you know, to like, like, in this kind of brings me back to like all the other stuff we talked about like prime dunking and all this other stuff like casual mode, fine, you know, let, let, you know, play however the hell you want casual, but when it's ranked, ranked is like a whole different beast. And I think rank needs to just be based on skills. It would suck losing, you know, rank status because because of some, you know, cheap, not cheap, but some cheap mechanic that is built in the game that somebody was able to exploit over me and my team having better skill, but, you know, number wise, we legitimately can't do better because they have something that we don't. Right. Um, but I love just right off the bat today that ranked that the ranking is going to be ranked is going to be is confirmed. And there'll be no mirror matches allowed, which is going to be awesome. Um, I really do like that. I'm excited for ranked. I always wanted a ranked mode. I, you know, I focused a while on my elo and then obviously towards the end, I kind of realized it didn't matter at all. Um, so I just started, worked your jungling and started fucking around, but, um, no, yeah, I, I love that, you know, again, that's something that is like one of those, you know, things that doesn't matter to me. Like I never thought about not having mirroring. I always thought it was fun to be the dominant chimera or be the dominant Gideon or whatever. But, you know, there, I can, I can definitely understand how there are, you know, to people that really does matter. And, um, you're in a ranked match that, that, you know, that could really be the change of it. And I like that they're doing that, you know, they're, they are, they're catering to everybody, which is great. I, I, I do very much love how so far every question and answer does feel like they're very much catering to everybody. Well, in pro play and, you know, higher levels of play part, you know, one of your skill sets needs to be how to draft and drafting. And if you have mirror matches, that kind of eliminates the need for that. But if you have the ability to take away somebody's pick, to take away, you know, certain picks from the other team, then you're bringing in the skill of being able to draft well. And, um, that kind of also, you know, bleeds back to the physical versus energy damage. You need to be able to draft well and know multiple heroes. And, um, that's especially the case. If there are no mirror matches in rank. Yeah, exactly. And, and, and like you said, you know, that brings a whole extra skill too. Cause, you know, I could, you know, my team could be going up against your team. And I could be like, okay, you know, I, I know Mongoose is an amazing, you know, let's say Gideon and I, I know that I might not have a mid laner who I'm as confident with as you are with your Gideon. So if I'm for you or, you know, however it works, I can pick Gideon mainly because I know that I can kind of play him. But now I know you're crippled a little bit because now you're not playing that character that I know that you're amazing as. And I, you know, I've seen your team play and you know, you guys have a lot of these team plays based around you playing a Gideon. You know, obviously again, just an example. But, um, you know, that brings a whole another aspect to the game. And that does make it a lot of fun too. Yeah, not only that, um, I mean, that, that's a nice little point, like actually knowing who you're playing against and who you're up against. Because a lot of times you did know who you were playing against and who they were good with. But just being able to cancel out an enemy team's, um, abilities to counter you. Like I would say Richter was definitely a hard counter to Countess. Like Richter countered Countess like big time. So if you wanted to play a, um, a composition that included Countess, then you could possibly pick Richter for your own team as the tank or off-laner or whatever, just to remove Richter from the enemy team's picks so that you could play that Countess and then roll over them. Yeah, exactly. Yeah. Yeah. And, and it's gonna be, it's gonna be fun. I'm, I'm excited to experience that part of, of the game as well. Cause like, you know, it's not something we got to experience because Count, you know, mirror matches were there. So I'm excited to really kind of, to feel that extra sort of excitement in there and have that, I'm really excited for it. And kind of also tying into this is, will there be team ranking? Their answer? Yes. Very simple. Yes. Yeah, very simple. I talked to Apollos about this a little bit, hip-hop eponymous as I like to call him. He was saying that not only will there be team ranking, but the higher your team ranks up, you'll be able to unlock various cosmetic things like icons for your team and stuff like that. So if you do have, you know, your crew that you love to play with, you know, form up a team, enter the team rankings and the core is very, very focused on the competitive side of things and trying to make, they're trying to bring PCL back, the Paragon Competitive League, I guess it'll be the CCL now, the core competitive league, but they are very, very focused on that. And I think that's a very good thing. Yeah, I actually really liked that. I think that'd be cool. You know, you guys, you and your team are playing and not only do you guys, you know, do like the cheesy like old Xbox days where everyone has like the same like, you know, like the same like a clan tag in front of their gamer tag, but now you everyone can have like matching symbols and stuff like Cosmet like that. I really liked that. That's a really cool thing. Yeah, yeah, that's really cool. And then, you know, people can gain fame like that amongst the community. I mean, you can, you have a favorite team and then you, you know, you have a favorite player on that team. You can build like them and try to be like them with their, with their character. It creates heroes. It creates heroes amongst the community and that builds a stronger community in my opinion. Exactly. Yeah. No, it definitely does. Cause then people want to be like, oh, well, you know, I really liked this character. And this is how, you know, Mungus builds him. You know, this is how Brittig builds him. And, you know, he's really good with him. You know, he's him and his team are, you know, fucking top tier. And, you know, so it does, it creates that extra layer of, you know, now the people that want to take the game seriously, you know, the, you know, us community figures and the people who want to just be competitive, who might not be streamers, you know, themselves, they can really have that kind of fan base following. They're like, all right, you know, this guy's on, you know, Mungus' team, he has their symbol, you know, he's a part of that group, you know, with that. So, yeah, it's going to be really cool. I'm excited about it. Like I said, I'm just really excited about team and, you know, the ranking and all that stuff. And just team, you know, ranking and team ranking are two different things. And they're both, they both are very exciting for me. I'm excited to do that. Right up front. If you're looking for a gameplay hero, somebody to look up to, look up to Briddick, not me. Briddick is way better than me at the actual game. Yeah, no, if you guys are really looking for some, though, Nato, Chris is your guy. There you go. There you go. We're going to catch the fans, see who's core dropped, Briddick. Catch them chains. Exactly. Moving on, final question. Last one that we're going to be talking about today. Will core be updated with new modes such as 3B3 and 1B1 with fresh maps when the player base can sustain it? So this is a little bit of a devilish question. You know, when, you know, when the player base can sustain it, but they do, but yes, the answer is yes. They do plan to introduce new modes. We just got to wait a little bit on this one to see how many people are in the game and if they can actually sustain this sort of thing, like the, what do you call it? It's my arena, arena mode, I guess is the 3B3. And then the 1B1s, I think is always fun because you always get those assholes that are like 1V1 me, bro, 1V1 me. So you can actually do that now in core once the player base is large enough. Yeah. And, you know, like I can't, I can't think of any good reasons why this wouldn't happen. Again, this also, this does come from us as the community. You know, we do have to kind of step up here as much as Metabuff is doing everything for us. So we have to do everything we can for them. You know, if they need us playing the game, you know, they want, you know, if they want to do all this fun stuff for us, we want to see this stuff in the game. We, you know, we owe it to them to, you know, to log on every day, you know, play a couple matches, get that stuff in there. You like to scan and buy it, support them. It's obviously going to really good cause, you know, we can't expect them to be dropping maps and, you know, new characters and all this stuff of, you know, for free, you know, obviously they have to, you know, it has to be rewarded in some way for them. And, you know, as long as they're sustainable and, you know, they're based there and people are playing and it is very much going to be up to us on this one. You know, as much as we want to know if they're going to do smaller modes and different maps, you know, is legacy going to come back? Are we going to see another model of iteration? Are we going to see new maps or stuff like that? It's like, yeah, if we're playing, you know what I mean? You know, that, you know, we can't have 100 people playing and expect the world out of them. You know, they're not getting anything. All of a sudden, throwing numbers up there. I don't know how, you know, what that would come out to, but, right, you know, the player base has to be there. If we want to see changes, we have to talk to the devs. You know, we can't jump into the, you know, alpha and be like, yeah, this game is trash. I'm not going to play it anymore. No, we got to, you know, fight through it, find out what's wrong with it, tell the devs, you know, they've been really good about listening. You know, just these few answers, you know, these Q and A's that we've been reading off is, this is just, you know, this has to be something to go by. You know, they're listening to us and, you know, they're giving us the things that we want. These aren't just, you know, questions that we want answered. These are answers that we want to hear, you know, and they're giving it to us. So we do, we have to play a part to here as the community to make sure that we're given back in some way, you know, by feedback, by constructive criticism. Kind of the best that I could say to that. Yeah, you brought up a good point. Somewhere in the middle of all that, you were talking about the monetization portion. That's the only drawback I see to the 3D3 and 1v1 is that you're going to have to have a separate server which costs money, each server costs money. And if you have servers that are supporting 5E5, that's 10 people that you're supporting. It's going to cost the same for a 3D3, which is only six people that you're supporting. It's going to cost the same for a 1v1, which is only two people that you're supporting. So the more money they're making, the more feasible it is for them to actually support these servers that have a 3D3 1v1 mode on them. So, yeah, like they just so eloquently put, you know, your best bet for getting these modes into the game is to support core to play the game and to, you know, give your honest feedback, but keep playing and keep trying to find that, you know, just keep supporting them really. Yeah, exactly, yeah. And like, you know, every time you talk to somebody, everybody's favorite thing to do in Paragon is exchange those war stories of how much money we got back from the refunds. You know, all that money that everybody was so, just like no one had hesitation for like, when that steel skin dropped like that Aztec one, I had no hesitation about that. I wanted to support them, I wanted more skins like that. That Gideon skin drop, that Paragon, no problem dropping 15, you know, 15 bones on that because it was a dope skin, like, you know, stuff like that. You know, if you like a skin, support them. You know, there's no reason not to. It's going to a good cause, you know, it's not going, you know, some companies, big pockets, you know, it's going to, you know, to devs that a lot of you guys talk to and, you know, a lot of you, everybody talks to you in the Discord, you know, we're chanted up with them and, you know, they jump in there, they talk with us. It's, you know, it's going really to a good place. Obviously, you know, I'm not saying, I'm not trying to like dig for money here for them, but you know, if you, it's just like, this is one of those things where we can't just like, cross our fingers and, you know, wish to the fucking Tooth Fairy and, you know, rub a magic lamp and get a new server. No, like we got a, you know, we, like, this is our part, we have to, we have to dish out money so that they can fund those servers, just like you were saying, a server is going to cost the same, whether there's 10 people on that or six people or two people on that server. So, you know, we do, we play a big, big part in that. So if you guys want to see that, you guys know where your money's going, you know? Yep, I think that's good. I think that's good for all the questions. What's sort of wrapping things up? Nato, do you got anything you want to plug for this week? No, I mean, just keep doing what everybody's doing. I see everybody active in Discord, you know, check out your favorite streamers. Like I said, you know, hop in any of our streams, any of the YouTube channels, you know, offer suggestions, you know, even if it's just something that we, you know, couldn't, won't be in the game for years, you know, let's, you know, fingers crossed the game last that long, you know, just suggest it, you know, knowing something sooner is better than kind of fumbling for it because we could have had it sooner. That makes sense. Yeah, just keep checking out, you know, your favorite streamers stuff and support the content creators, support the devs, you know, chat it up in Discord, have good conversations. I mean, everybody's already doing that now. I think, I think Core is going into a good place. We just gotta hang tight and be ready. Right on, dude. For me, I think I'm going to actually start doing live streams, there'll be gorilla live streams. I never, I will never know what I'm going to do then. But I'll be doing live streams from my job. So if you ever want to see what a shitty foreclosed house looks like after people get kicked out, just, you know, some stuff to my channel and you might be able to catch one while I'm out there. It's pretty gross. I will warn you right up front. Almost all the houses I do are absolutely nasty. So. That sounds fun, though. It should be fun for everybody. I hope it's fun for everybody. But anyway, I think that's going to be it. Thank you so much for coming out and listening to the Core podcast. This should be, by now, up on your favorite podcasting network. So if you could, if you want to support us, go out there and give us, you know, give us a good rating, give us a good review and, you know, keep the love going. But for now, this is Man Goose and NATO signing off. You guys have a good one. Bye.