V Rising

V Rising

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Suggestions about servants, hunting mechanisms
After the throne is built, the game can send minions to hunt, but this time is too long and not proportional to the revenue, it feels useless.
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Showing 1-12 of 12 comments
ganael2000 May 27, 2022 @ 1:44am 
4 Player team can have up to 28 coffins with a 2 hour expedition time each . i dont think this is useless. there is a progress, so maybe you should give it some time to upgrade for getting better results...
??? May 27, 2022 @ 2:08am 
Literally nothing about the servant mechanism is worth the frustration of actually getting them back to your castle. Even outside of PVP, the fact that you can't heal them or use any of your offensive abilities, but can only charm them below 30% is hilariously awful; especially since it seems like every enemy in the game exclusively prioritizes your charmed targets. I just had a random guy on the road completely ignore my character, turn, snipe the dude I was dragging back to base in the back of the skull for the last 25% of his HP then just go back to walking on his patrol.

I guess having easy access to high blood percents is cool, but they spawn ready enough in the world and being able to have 100% on tap is offset by how random that ♥♥♥♥ is with no real means to mitigate it. 30-60% is pretty ♥♥♥♥♥♥♥ huge for the damage when, combined with rising misery, it can be the difference between leaving a dude at more than half health *or instantly killing them from full* especially when the only way you have to reduce misery comes from fish, which has almost no reliable way to source.

It's a bad system, in a game filled with bad systems.
fuba May 27, 2022 @ 2:48am 
Originally posted by 我去泥大爷:
After the throne is built, the game can send minions to hunt, but this time is too long and not proportional to the revenue, it feels useless.
Yeah the servant system needs way more love...
For me it is also useless for now because the "possible" rewards are not even worth the time at the throne to manage anything :P
Theutus May 27, 2022 @ 2:53am 
Originally posted by ???:
Literally nothing about the servant mechanism is worth the frustration of actually getting them back to your castle. Even outside of PVP, the fact that you can't heal them or use any of your offensive abilities, but can only charm them below 30% is hilariously awful; especially since it seems like every enemy in the game exclusively prioritizes your charmed targets. I just had a random guy on the road completely ignore my character, turn, snipe the dude I was dragging back to base in the back of the skull for the last 25% of his HP then just go back to walking on his patrol.

I guess having easy access to high blood percents is cool, but they spawn ready enough in the world and being able to have 100% on tap is offset by how random that ♥♥♥♥ is with no real means to mitigate it. 30-60% is pretty ♥♥♥♥♥♥♥ huge for the damage when, combined with rising misery, it can be the difference between leaving a dude at more than half health *or instantly killing them from full* especially when the only way you have to reduce misery comes from fish, which has almost no reliable way to source.

It's a bad system, in a game filled with bad systems.
Use a horse
??? May 27, 2022 @ 3:34am 
Originally posted by Theutus:
Originally posted by ???:
Literally nothing about the servant mechanism is worth the frustration of actually getting them back to your castle. Even outside of PVP, the fact that you can't heal them or use any of your offensive abilities, but can only charm them below 30% is hilariously awful; especially since it seems like every enemy in the game exclusively prioritizes your charmed targets. I just had a random guy on the road completely ignore my character, turn, snipe the dude I was dragging back to base in the back of the skull for the last 25% of his HP then just go back to walking on his patrol.

I guess having easy access to high blood percents is cool, but they spawn ready enough in the world and being able to have 100% on tap is offset by how random that ♥♥♥♥ is with no real means to mitigate it. 30-60% is pretty ♥♥♥♥♥♥♥ huge for the damage when, combined with rising misery, it can be the difference between leaving a dude at more than half health *or instantly killing them from full* especially when the only way you have to reduce misery comes from fish, which has almost no reliable way to source.

It's a bad system, in a game filled with bad systems.
Use a horse
Horses are fine, if you can find one in an area not surrounded by enemies to mount. But every time I've tried to get one while carting a dude behind me, I've been sniped off of it by the nearest patrol with almost perfect precision every time, whether I was up in silverlight or down near dunley.
Creamy May 27, 2022 @ 4:15am 
Lots of things they could do with servants. Managing production and resources within your base, guard and patrol routes, movement commands when raided, so forth.

But hunts are definitely not useless haha. They haul major ass and I don't have to manually farm anything at this point.
FirasX May 27, 2022 @ 6:40am 
Another suggestion would be if you are playing solo please make the expedition timers continue to run. Was pretty heartbroken when I sent out a servant and got off only to play again the next day and find the timer hadn't moved. Feels kinda pointless to have servants on a solo only server unless they can do more later down the line with better domination buildings.
Zombiesbum May 27, 2022 @ 6:47am 
Originally posted by Creamy:
Lots of things they could do with servants. Managing production and resources within your base, guard and patrol routes, movement commands when raided, so forth.

But hunts are definitely not useless haha. They haul major ass and I don't have to manually farm anything at this point.

Problem I have with hunts is they should be cooldown based, not duration based. As right now a castle feels empty even with 9 servants too busy not being there.
fuba May 27, 2022 @ 9:00am 
Originally posted by Creamy:
Lots of things they could do with servants. Managing production and resources within your base, guard and patrol routes, movement commands when raided, so forth.

But hunts are definitely not useless haha. They haul major ass and I don't have to manually farm anything at this point.
  1. You can Farm the Reward of a 24 Hour Hunt in about 15min Solo.
  2. In Singleplayer this does not work, because the Hunt is "paused", this means you NEED a Dedicated and always on Server to get it Work?!
  3. There is no other use for a Servant except Hunting, because there "Base Defense" is also useless :P
  4. You can only Build 2 Castles in Singleplayer with Default Settings and one of them you can alsmost "reserve" for the Servants IF you try to maximize the Hunting Party...
So, yeah...
They are MORE then useless in Solo Play and even more useless in Singleplayer for now ^^
Maybe it gets interesting in Multiplayer with at last 2 Players...
我去泥大爷 May 29, 2022 @ 11:14pm 
I wish the author had set the hunt to 15, 30, 45, and 60 minutes
我去泥大爷 May 29, 2022 @ 11:21pm 
我觉得 我用翻译器表述的不是很清楚、我只是希望作者可以将我们派出仆人去猎杀的时间从24小时16小时8小时4小时的漫长时间调节到15分钟30分钟45分钟60分钟。让我们拥有更好的游戏体验。希望有位外语大佬或作者的朋友可以帮我跟作者说一下。谢谢。
Ice-Nine May 29, 2022 @ 11:33pm 
Servants are amazing for both online and offline farming. Setting them for 23h is never optimal unless you're going to be offline for 23h.

You get best resource return when you're online playing actively and setting them to 2h missions. I think most people are just always setting them for 23h but this is a waste. Basically you don't ever want to set them for longer than you'll be offline. Shorter missions are always better resources.

And yes, it's unfortunate that this doesn't work will with "paused" single player servers. But it's early access, and I'm sure that will get fixed at some point. And TBH, solo play is (and should be) an afterthought for this game at this stage in development.
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Date Posted: May 27, 2022 @ 1:12am
Posts: 12