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Hello everyone, I'm TCLee and welcome back to the Tank Club
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Ravendawn has now been out just over a month. We've been grinding out this brand new MMORPG, leveling up, we've made a guild, we've been
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doing lots of crafting, we've become a mainstream chef, all that kind of good stuff and exploring
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the world of Ravendawn. Now the initial excitement is over, we've had a chance to settle into the game, it's
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about time we took a look at our honest thoughts and feelings on Ravendawn after 200 plus hours
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of playing. If you've not seen or heard of Ravendawn yet, this is a free to play, retro looking MMORPG
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with modern style gameplay features that have been inspired by a mix of games such as Tibia
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World of Warcraft, ArcheAge, Final Fantasy XIV and Black Desert Online. Ravendawn has been hugely popular with hundreds of thousands of players joining to try it out
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For me, I was very hyped and excited to play Ravendawn, this is largely because my first
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ever MMORPG was Tibia and Ravendawn resembled it a lot in appearance so that nostalgic pull
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had me from the start. The similarities between the two games pretty much ends there with Ravendawn having a much
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more modern MMO feel to it in many ways and it's like a vastly updated and enjoyable
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alternative to Tibia so if you are somebody who liked Tibia, there's a good chance you're
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going to like this as well. I've easily played well over 200 hours at this point experiencing a vast amount of the
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game reaching legacy level 50+, not even close to keeping pace with those at the very top
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but I'm still pushing on, I'm still on that upper realm of the level
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I'm still very much enjoying Ravendawn, it gives me a certain feeling and I want to log
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in and play every day which is always a good sign. While there are many things I like, the game isn't perfect but the developers have shown
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that they are listening and putting in the effort to update the game often, fix problems
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and add content, all while delivering a game that has virtually no pay to win
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One of the first big things that stands out with Ravendawn is the classic MMO grind
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For a 2024 MMORPG it's not a normal thing to see, most MMO games in the past few years
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might release at the start with a bit of a grind but nothing that really comes anywhere
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close to matching the grind that you'll experience in Ravendawn. A lot of other games do eventually strip back that grind to make the game more enjoyable
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and accessible for new players later on, with features to speed up that process
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There's a good chance that we might see something similar happen in the future with Ravendawn because everything in the game is a huge grind and it will become off-putting
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for new players in the future, especially if it gives them the feeling of not having
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a chance to match the higher level players. When a brand new MMO releases you have to expect a bit of a grind because the developers
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are in this kind of chase with the players where players are chasing the end game, players
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are chasing through to the highest level and the developers have to keep releasing new
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content to give people something to do once they've reached that point
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So you have to have a grind at the start of an MMO or else people are going to have nothing
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to do too quickly and then they're going to get bored and leave but at the same time there has to be that balance
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The game really is all about the journey rather than trying to push to that end game, that last level because there is not really a whole lot of point at the minute of really pushing
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as quickly as you can. Enjoy the experience and get through it at a normal pace
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I personally quite like a bit of a grind to a certain degree, it does give a sense of
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achievement and purpose but that's probably just down to my age and back to those nostalgic
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feelings again from staying up all night grinding out those classic MMOs
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Ravendawn has kept me up all night trying to play through the game, seeking out trying
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to get that higher level, trying to utilise times where maybe hunting spots aren't being
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used so it has kept me up even though it doesn't really suit my current lifestyle
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The large downside to a grind is it really just doesn't fit into the lifestyle of many
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people now. When I used to stay up all night as a kid grinding out those games I had pretty much
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no responsibilities other than keeping my bedroom tidy and making sure my homework was done
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Nowadays I have kids to look after and a whole lot more that I need to do so having a kind
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of retro MMORPG that requires this kind of grind is unlikely to appeal to modern kids
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It actually doesn't. I've asked my own kids and it just doesn't suit the modern day child
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So the truth is that many of the people Ravendawn does appeal to are those MMO veterans like
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me who are now much older with a lot less free time
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So the last thing that you really want to do after 8 hours of work, an hour in the gym
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maybe an hour cooking, eating with your family, that kind of stuff, is then spend 8 hours
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trying to grind out one or two levels in a game. And if you've only got time to play one hour a night there's absolutely no chance that
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you'll be getting anywhere anytime soon. So the grind isn't just with leveling, it's also professions, crafting and gathering
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fishing, upgrading your house and gear, gathering silver, doing your rangers company missions
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getting raven cards and looting certain items. There's absolutely no end to the grind
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I've already seen a fair few people who are burnt out after just 3 or 4 weeks of the game
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Many people in my guild, super active and then suddenly they just stop playing
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This is possibly because they have played way too much, obviously the excitement of this brand new game, but also because there is a certain feeling that you have to play
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a lot to keep up the pace or you're going to be left behind
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And this makes things a lot more difficult and especially at the start of a brand new game you've got to stay ahead in your crafting so that you can make the most money from all
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of the crafting stuff. If you're really behind on that, you miss the opportunity, the certain items are going
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to be very valuable, later they won't be. So there is that feeling that you have to keep on top of it
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Another thing with Ravendawn is the group content. So if you want to group up, is there really a point at the moment
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MMORPGs for me personally are all about the community, other players grouping up and hashing
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out content together. If you give me all of that with a good guild dynamic, you've got me locked in for a very
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long time. Unfortunately in Ravendawn there isn't exactly a whole lot of point of grouping up for a
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number of reasons. Now when you take PvP into account, obviously there's a lot of reason there because you've
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got guild wars, people fighting on the war mode servers, obviously there's a point to that
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But as somebody, you share experience from killing enemies, which makes a lot of sense
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because you're only doing half the work. Now grouping up doesn't really allow you to fight enemies that are much higher level for
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bigger experience gains to make it worthwhile. So while you should be able to blast through enemies faster, you'll gain much less experience
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so it more or less balances out as just being the same as hunting solo
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As you get higher level, it does become a little bit easier. So obviously people in my guild will ask for help in killing certain enemy types because
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they do hit really hard so then having two people makes it easier, but it does make those range of company tasks more doable, but a lot slower
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So at the minute, I don't know if there's a right balance there. It doesn't feel rewarding to play in a group
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Another dynamic that makes grouping problematic is aggro or more the lack of it
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Somebody might be sprinting past you on their mount while you're fighting a stack of enemies
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and the enemies will just run off and be aggroed to the person for absolutely no reason
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You might be hunting enemies 10 levels higher than you and one of you decides to be the
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tank which isn't particularly useful even if you're utilizing both of the taunt options
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that are available. This is because taunts don't appear to work properly, enemies will turn away before the
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full taunt duration expires, but also there's no guaranteed way to keep 100% aggro or taunt uptime
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I touched on this a bit with Ravendawn's creative director in my Ravendawn developers Q&A
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The response that was given was that there is a unique aggro system more than most games
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There is no aggro meter like most MMORPGs that lead to pausing damage or healing throughput
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Instead creatures have a varying chance to aggro off a different target based on combat situations
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This is something that needs fixing and they have said that this is going to be something
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that is fixed which is very very good. Now Ravendawn isn't completely without any group content
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There are some hard boss fights where you'll need a group to kill them as part of essential
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quests and initially some of these bosses are hard until you massively out level them
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The trouble is that there's just not enough to keep you going, there's not enough to keep
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you grouped up, there's not enough stuff to do over a long period of time. It might be the one odd boss fight
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I'm excited to hear that there will be both dungeons and a new taunt and aggro system
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added to the game soon which will add a whole new dynamic. I would love to see some open world bosses and also some raids as well
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That would be excellent and I'm very much looking forward to that kind of content in the future
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So some of the other minor issues that I've noticed with Ravendawn, a few of the other things that have caused particular pain points for me include the RNG loot system, out leveling
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areas, NPCs buying essential items and open world housing and quests. MMORPGs always have these RNG otherwise known as random number generated loot systems where
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You might get stuff really quickly and more often other times you won't get any
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The big problem with this in Ravendawn is that a lot of the loot you'll struggle to
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get is essential for completing your journal and progressing your artifacts. This becomes a particular problem when you start to out level the area and no longer
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gain experience or loot. And sometimes you might accidentally sell these essential items to the NPC who buys
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your trash since they also buy some of these items which just causes a lot of frustration
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because there's no buyback option. I've killed a ridiculous amount of pirates trying to get the Corsairs Ambrosia which
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I need for my Harbor Island artifact. I'm at a point where I've leveled all of my archetypes to level 35 plus on pirates now
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trying to get it and I'm almost at the point where I'll soon no longer be able to get experience
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or loot from pirates meaning I'll be forced to spend 200,000 silver buying it instead if
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I want to complete the artifact. Now not only is this a problem for this particular artifact but it's now causing me problems
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in other areas for other artifacts as I need items to complete artifacts in Hadarac Desert
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so I need to get Troll Totems and I need to get Minotaur Horns
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It's also causing me problems in Zephyr Vale because I need to get items from there as
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well from Huckmasters and things like that. So soon I'll be out leveled in those areas too
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So I won't be able to complete any of the journal or any of my artifacts whatsoever
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Now the fact that you need to check every trash item you loot to see if it's useful
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later on is also a bit silly. Sometimes these items can be worth 100k plus and you could easily sell it to the NPC who
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buys all your junk creature products. So you have to start checking stuff when you start getting to sort of level 30, 35 you
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have to start checking everything because it might be a valuable item and the only way to kind of really know is by putting it into the market to see what other people are listing
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it as and then seeing if it has any value. So a little bit frustrating
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Now open world housing is something that I think is a pretty cool idea
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With the developers not expecting the game to be as popular as it is they didn't create
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enough houses and under 1% of the player base owns an open world house
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Now this is just my preference but I don't really like housing in Ravendon
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It just feels like more of an eyesore and a hindrance than anything else
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The decorating of houses is very limited. There's limited options. There's limited customization
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They do improve appearance as you level up the house but this is an absolutely huge grind
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and will cost you hundreds and hundreds of thousands of silver to start upgrading it
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to the point where it actually looks okay. When you're trying to travel around the map you'll often run through housing areas
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It doesn't look great. You can get stuck in like a homeowner's crop patch
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I'm just not a huge fan of the whole thing. It might improve over time as people upgrade houses and maybe the decoration options improve
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Maybe in the future we'll see some adjustments to housing but I'm more than happy to just
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stick with the community land because I just don't really like them. And finally quests are sometimes quite fun and interesting
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There's a lot of good lore in there but a lot of the time they can feel very similar
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to the last quest you did just with different fluff attached to it
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You'll have a lot of quests to do and many of them will just send you backwards and forwards multiple times doing a kind of medial task
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Kill this enemy, come back. Collect this thing, come back. And then at the very end you get sent to a boss fight that you need a group to fight
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It can become quite boring and sometimes even frustrating especially if you don't have
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people to group up with to help you kill certain bosses. So some of them can be quite hard
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Some of them you can do with a group of people that might have already killed it before. Others will have doors where only people who have never killed that boss before can go
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through so that makes it that extra bit harder. There are some quests that are quite good and the detailed lore is interesting so I
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do advise you to kind of listen through it because that will make it more interesting
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But a lot more can be done to improve the engagement of questing overall and make it
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a bit more exciting, a bit more engaging. The only major reason for doing quests is because some of the rewards especially later
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on are very very valuable when you start getting jewelry and trinkets and things like that
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Now it's not all doom and gloom. If you don't have time to play Ravendawn all you've got to do is craft
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Now professions in Ravendawn are a particular strong point of the game
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I'm a big fan of being self sufficient and being able to make my own things to improve
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my character. But Ravendawn takes this to a whole new level. When leveling your professions this also provides you with experience for both your legacy level
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and your archetype levels. The reason why this is so important is because if you level up your crafts and unlock mass
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crafting you can actually end up gaining more experience in 5 minutes of crafting compared
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to 3 hours of endlessly hunting enemies. Some days I just don't have time to play so on those days I will grow crops on my farm
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which will give me experience as well. I grow the crops that I can use to craft the highest level of food that I can mass craft
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So then I do that and I usually gain somewhere between 30 and 50% of a legacy level just
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from farming and crafting food. So I can mass craft something I can get 50,000 experience in about 10 seconds of making some
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food which is just absolutely mind blowing but a great way to level up when you just
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don't have a huge amount of time to play and grind it out. Aside from the experience gain the professions are pretty good in my opinion
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Crafting has a certain level of skill involved to it making better items
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It's interesting and engaging system that feels valuable. It's good to focus on the correct combination of professions
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It's important to do things like wood cutting so then you can improve your carpentry
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The overall system has a lot of value so gear cannot be obtained anywhere other than being
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crafted or bought from other players by trading or on the market
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All crafted items and materials in Raven Dawn are some of the most valuable items in
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the game. Even the low level gear has value because it can be traded with an NPC for Dawn Essence
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which are needed to obtain Raven cards and low level materials even if you just grow
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potatoes they sell for a lot on the market as well. If you're just growing potatoes every hour of every day you'd be a very rich person
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Another thing is you can craft gear and then wear it on your own character. It doesn't become bound or soul bound so you can then trade it with somebody which
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is great. So anything you craft and then use you can still sell which is absolutely fantastic so
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that if you want to switch your build you've put a lot of investment into some gear but
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then you can sell it and make silver. Crafting and gathering is super valuable and you are hugely rewarded for your time and
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expertise when it comes to crafting and making high level items which makes it well worth
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the investment and even when gathering materials they do sell for quite a lot
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Even the low level ones. Personally I love farming in Raven Dawn as well
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Being able to utilise your offline time to gain benefit in the game is something that
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I wish more MMOs would do. When I'm sleeping I plant longer duration items
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In the daytime when I can log in every hour for 2 minutes I grow potatoes
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If I want to level up my woodcut then I plant some trees. If I need hide or other weaving materials I place animals down
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Making use of the offline time and having passive ways to gain materials is a brilliant
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addition to the game. I love it so much that I have multiple alt characters that I use just to grow things
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like potatoes and carrots which I can then sell. Pretty much all farm materials have good value
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Sometimes I like to grow stuff that I can use to level up my cooking on my main character
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as well. It's just a great way for passive income, passive silver and also helping your main
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character to get levelled up. Another really good thing about Raven Dawn is the exploration and the mystery
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One element that has been lost over the past 10 years in MMORPGs is the real exploration
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and mystery that's involved with them. A lot of this is down to the way the internet has developed and changed
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People can make videos that thousands of other players can easily access
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This has created a loss to that aspect of the game where people are looking for those
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mysteries and those secrets. Content creators are very quick to want to upload stuff to get those views and it's understandable
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because when you discover something that no one else has figured out you're going to get views
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That means for a content creator the financial benefits which generally would outweigh keeping
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that something secret inside the game. Now Raven Dawn in its early stages has once again captured that nostalgia for me of discovery
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and mystery. Each area and cave has a hidden treasure whether that might be a corpse or a chest or something
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else to make it worthwhile delving deeper into every cave and every area that you visit
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to make sure you find that hidden treasure. Within that treasure you'll find Raven crests which are interestingly essential items that
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you need to upgrade your house and upgrading your house is very very important so that
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you can get more rooms and more buffs and more benefits for your character. You'll also get other stuff such as silver and other items which can be really useful
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or valuable. Sometimes you might get a big chunk of silver other times you might get some really high
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level or useful items and food. Not only do you have that but there's a lot of secret quests and tasks built into the game
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You've got like the artifacts and the journal. If we take an example you'll find hidden treasure when you press this note on a palm tree in
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the desert and it comes with a note that unlocks a secret quest. So when you press on the item it tells you it's a quest item but it doesn't give you
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a quest in your quest log. This doesn't go into your quest log so you have to figure out everything by yourself
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and there's quite a lot of other things like this in the game where you might get a key or a piece of paper or some kind of thing that will direct you to some kind of quest
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that's not listed in your journal. And you've just got to figure out different stuff and there's different events as well
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like the tower of the ever living where you have puzzles to figure out and then a hard boss to try and kill
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If you actually spend the time you'll find a lot of other content like this which just
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creates a very engaging exciting dynamic to the game. When we look at another important aspect is the developers of the game and the pay to
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win structure. Now an important thing to look at with all MMORPGs is the developers and the way they
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want to monetize their game. In my 20 years playing MMORPGs I don't think I've ever really experienced developers that
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provide such open and clear communication with the community. I think one of the only ones I might have seen is maybe the old school RuneScape developers
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In the first five or six weeks the game has been out they've been very honest about problems
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and fixed them. They've been very open and communicated on a lot of different topics with the creative
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director going head on into the firing line to live stream and answer questions for hours
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while the game is down for updates. They seem very passionate about the game and making it the best it can be and not just
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chasing a big payday. This is a strong part towards why I like Ravendawn
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I'm truly on board with a team in control of the game and they have my trust so I know
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that problems are going to be fixed issues are going to be dealt with updates and improvements
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will happen and they're very accessible to talk to if you get in contact with them
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We've seen people botting real money trading bug abuse and a lot more other things but
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it's all been dealt with very fast and effectively which is great to see
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So people were abusing a situation very recently with trade packs where they'd been duplicated
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and they were then selling them and they were making lots of silver and buying stuff on the market with the silver but they managed to track all that back and take everything
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out to make the game fair. We've seen these kind of problems with duplicating items and people getting lots and lots of
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silver and other games have not dealt with this very well. It's taken weeks if not months but then like by that point all of this duplicated stuff
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is in the game and unable to be tracked. So players are just left with a ton of money and they have a huge advantage that is not
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the case in Ravendawn. In the first few weeks we saw a lot of downtime as they fixed issues and stabilized the servers
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and performance. In the weeks following we haven't seen as much downtime and we've seen regular big updates
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weekly which was unexpected. I thought we'd see maybe pretty frequent updates but not on a weekly basis and especially so
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soon after launch but they are absolutely capitalizing on the game's popularity with
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new content, balancing, improving quality of life while the game is still really hot
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All of this is combined with a very tame amount of real money purchases
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You have to expect monetization in a completely free MMORPG otherwise how do they pay employees
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How do they keep the game going? Ravendawn has an optional subscription which you could quite honestly play without after
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the first few weeks of playing. You can also use coins to buy cosmetics for your mount, ship and wagon but not for your character
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All character cosmetics are completely earnable in game at the moment. Other things include fully upgrading your bank and inventory, cost of your coins eventually
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so to start with it's silver then it costs coins and you need to pay coins to reset your
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crafting passives and reputation although this can be done for free the first time but
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I think based on the feedback that's been given this might change. And this is a good part about it because they do listen to the community, they listen to
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the feedback, they take their own thoughts into account and they try and work on a compromise
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that fits the best for both the game and the players. There's also the merchant banker and rangers company NPCs that you can spawn at your location
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which offer a very minimal advantage of time and convenience more than any real pay to
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win benefit. A common misunderstanding is that raven cards which are on the store but they cannot be
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bought for real money instead you buy them with dawn essence which is completely only
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earned in game. Some of the other big positives with Raven Dawn are things like the freedom and uniqueness
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to create and build your own classes, the combat and gameplay, community housing, the
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player driven market and the fact that there's just a lot of stuff to do in the game
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There's so much freedom to customise builds in Raven Dawn by combining any weapon along
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with any archetype you like. Even with the archery archetype you could use a sword and shield if you wanted to and
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it would still work. There's a base of 6 archetypes to play as but you're able to combine these to create
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your perfect playstyle and depending on the options you select you'll become one of 56
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available classes. With these classes you can choose your preferred stats weapon, gear weight but you also choose
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your skills passives and raven cards to attach to those skills. So even two players playing the exact same class could be playing completely different
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builds which is a really fun and exciting part of the game as you'll never know what
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awesome builds you might stumble across when you combine all of the aspects that you want to
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The combat and gameplay is a real plus from my perspective. On the surface there is a simplistic approach to combat with the point and click tab targeting
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but the detail really comes down to your skills passives and the way you're managing cooldowns
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and resources. I do prefer a kind of less amount of skills and a simpler combat system rather than overly
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detailed super long cooldowns, lots and lots and lots of skills. I do kind of prefer this a little bit more personally
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Melee is typically a little bit weaker than ranged from my experience but there is a nice
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variety to skills animations and effects. Combat can be quite challenging at times especially against some boss enemies but if you focus
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on leveling up your other archetypes you gain more skill points and attributes which then
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increase the power of your main build and as you attach those extra points and obtain
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more skills passives and stats you'll become stronger when you start adding in runes when
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you start really advancing your gear you do gain a lot more power
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While I like the idea of open world housing I'm just not really a big fan of it currently
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I do love the community housing, being able to build a house, upgrade it for extra bonuses
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alongside having a free teleport back to Ravencrest which is the main hub of pretty much everything
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is great. With the upcoming addition to medium and large community housing and bigger farmland alongside
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that it's exciting and I can't wait to get started with my new medium house
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The player driven market we already spoke about as there is a real power in the market
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in Ravendawn. It reminds me a lot of Albion Online so you can sell almost everything in the game and
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there's always ways to be making silver on the market. And finally there's just so much to do in Ravendawn
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You can play this game in an afk method with farming, you can enjoy the game on the side
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while watching a movie and chopping trees or fishing, you can create fun builds and
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kill enemies, team up with your guild for pvp wars, craft food and gear, gather items
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to gain new outfits, make a profit on the market or help NPCs all over the land to complete quests
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There's always something different that you can do and it's a really really fun journey
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progressing through the game. The reality is that Ravendawn is not going to appeal to a lot of people purely because
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of the graphics and the angle of the camera that locks onto the player character
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However when you look past that you find a game that has a lot of fun, enjoyment and
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potential which is backed by developers who are trying to create the best possible MMORPG
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they can while feeding us that nostalgic feeling combined with the systems and inspirations
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of popular modern MMOs. The grind is a big one and one of the hardest parts of the game to overcome especially if
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you want to progress to the end game and it's easy to get burnt out
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If you vary up the things you do in the game, have fun, find a nice chatty guild, simply
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enjoy the game but add in a bit of crafting and farming just do some of that stuff to
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gain some like passive levels and stuff it's not as bad. Something will need to change eventually in the future because new players will easily
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become intimidated by the game when they see high level players that they start to realise
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how long the grind is going to take them to compete with those players but in its very
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early stages a grind is expected. If nothing else this game is worth a try for a few days
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It's completely free to play, the sub benefits are not even that drastic and essential so
25:48
you can have a real good look to see if the game is for you with no cost, there's no
25:52
micro transactions or pay to win and regular updates every Friday and many things to look
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forward to with the roadmap already published showing lots more with guild and war features
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new professions, leaderboards, arenas and a fix to taunts alongside PvE dungeon systems
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and we do know that there might be some new archetypes in the future. While a good chunk of the quest can be tiresome, the reward at the end is usually worth it
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and there's plenty to explore and discover in the world of Ravendorn
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If you'd like to try out Ravendorn with some of the premium benefits, you can get 3 days
26:24
of the free subscription by using my code TCE13 or follow the link in the description below
26:30
Thank you very much to all of our patrons and supporters, your support is very much appreciated
26:35
Thank you very much for watching and I'll see you next time, bye bye for now. Bye bye
26:50
Bye bye. Bye bye. Bye bye. Bye bye. Bye bye. Bye bye
26:56
Bye bye. Bye bye. Bye bye. Bye bye. Bye bye. Bye bye
27:02
Bye bye. Bye bye. Bye bye. Bye bye. Bye bye. Bye bye
27:08
Bye bye. Bye bye. Bye bye. Bye bye. Bye bye. Bye bye
27:14
Bye bye. Bye bye. Bye bye. Bye bye