The Lunar Rifts are a cool concept that should be central to the game lore. But if community interest is a measure, they are boring. Rifts are not discussed on the boards or in game chat much at all as points of interest. And more recently easy teleporting has devaluated them even more. One of the things that made Asheron's Call's exploration game so cool, back in the day, was the ability to discover rifts that went to different places in the game world, chart them, and then use that knowledge to one's benefit. In SOTA, this concept has been made …. too simple … to the point of being … dull. The team might consider jazzing up the lunar rifts and use them as lore tool to create more intrigue and interest in the game world. And as a practical tool to encourage exploration of the scenes in game. One idea is to add an 'I feel lucky' (thinking of Google's exploration trick) destination to the existing rifts. Give bored players the opportunity to step into a rift to an unknown destination and possibly get sent somewhere that might be new to them or that they haven't seen in a long while. Another idea is to make some key scenes ONLY accessible by lunar rift. Adjust the core game story so that the lunar rift network has to be used to get to get key locations, just like was done to get off the Isle of Storms. A last idea is to consider placing rifts in may more scenes as wilderness discovery points, so that these are as prevalent of a transportation system in game as teleporting scrolls are. It doesnt have to be all one rift network. Like a subway system, there would be multiple rift 'loops' in game. Oh one more. Consider placing rifts in dungeons. What a cool feature to find in the bottom level of a dungeon or something! And what a better way to be able to enter a dungeon than just by clicking on a teleporting scroll. Cheers!