V Rising

V Rising

View Stats:
Zombiesbum May 30, 2022 @ 10:14pm
2
3
3
3
How to fix V Rising.
After playing the game for a while I'd like to share more feedback of the current game.

Endgame problem
There is a distinct problem with this game, there is no endgame. And PvP is heavily discouraged due the durability loss/costs. I've noticed that the server I'm on has pretty much died outside a few select players still playing. And I can guess this is the same for other servers. It's a game that once you've completed it, you're done. It's not good for server stability/health when the player base has a high turn-over rate. There are three ways to address this issue that this game just doesn't do right now.

How to possibly fix:
-Create gameplay loops at the endgame
-Emphasis/encourage PvP (technically a gameplay loop)
-Become a live service (regular content updates)

Build Area problem
Next is the build area issue. This is summed up in multiple parts. First there is buildable area limits as stated below. The next is the initial decay duration is too long.

I describe an area as a buildable piece of land that is cut off by terrain/road.
58 separate areas / 19 of those areas can be reasonably split into two or sometimes three
Farbane - 29 areas
Dunley - 19 areas
Cursed - 4 areas
Silverlight - 4 areas
Hallowed - 2 areas

How to possibly fix:
-Additional island(s); assuming this is already in the works as indicated in game.
-13 additional areas could be freed/usable with adjustments to terrain.

The other issue is that castles stay around too long when players become inactive. I highly doubt that someone who doesn't log in for 11 days is going to realistically play again. So I've suggested a tweak to the castle decay.
-Rework castle blood slots to a single slot that can hold X amount of blood depending on the castle level:
-T1: 200 1d 2h 40m decay time
-T2: 300 1d 16h decay time
-T3: 500 2d 18h 40m decay time
-T4: 1000 5d 14h 20m decay time

Building
-Increase the last castle level border tiles limit to 300 (up from 250).
Reason: Some areas are just slightly too big for 250 tiles, and not big enough to reasonably share.

-Allow the removal of border tiles that are adjacent to walls/pillars.
Reason: Kind of silly that you have to remove walls in order to remove a border tile, seems more like a bug than an intended feature.

-Dismantling or moving pillars will dismantle its connected wall(s) automatically.
Reason: because pressing spacebar more times per wall isn't fun gameplay.

-If no player has attacked your castle or has not entered your territory recently, your movement speed is increased by 45% on your claimed tiles.
Reason: Currently players are going to be using wolf form in their castle to move around, why not just remove that need?

-Can build additional floors in the form of basements and towered spires.
Reason: Because build area is always important.

-Claiming an area stops enemy players from placing castles in the whole designated area.
Reason: Stops griefing, whether intentional or not. And removes the need to spaghetti your border to avoid griefers.

-Add slanted roofs/spires to castles (instead of flat roofs).
Reason: Immersion is slightly ruined when you fly over someone's "castle" that is just a flat box.

-Disallow seeing into a building or castle from outside.
Reason: Make windows great again. A lack of Information is also a good defence against raiding.

-Garden tiles look too "tile-like". The edges of them make them look too unnatural. To the point where I don't ever use them.

-Pathways need to be more dynamic in placement/length. They are hard to place without looking out of place.

-The Environment pokes through walls. Something that should be addressed for immersion sake.

Additional Buildings:
-Advanced Mist Fire: Applies a mist over your entire castle.
-Creature Pen (prison for creatures)
-Compost: turns plants into fibre
-More storage skins; Bloodpool, cauldron, herb cabinet, safe, potion shelf, armour/weapon rack.
-More variations of buildable graves; Crypts, Coffins, etc.

Recipes
Some recipes are not balanced, and others should probably be added to further balance the game.

-Paper: 4 instead of 12 sawdust cost.
-Scroll: No gemdust cost.
-Schematic: No spectral dust/silver cost, 4 instead of 8 scroll cost.
Reason: The paper recipes are currently unusable. For those who think otherwise, let me just give you some maths; to make 1 schematic from sawdust (not including other components) you need 7580 wood, or 2430 wood with the correct floors. Even with floors, that is an insane amount. This change reduces the wood cost to 1280 without floors, and 405 wood with floors. Still pretty hefty, but nowhere near the insanity as it currently is.

-Add flax plant
-Add coarse thread recipe (made from flax).
-Change cost for wool thread recipe to 20 fire bloosm, 4 coarse threads.
-Change cost for imperial thread recipe to 20 snow flowers, 12 sunflowers, 4 wool threads.
Reason: These recipes are equally unusable due to a lack of coarse thread recipe. Nobody is going to gather coarse threads to make imperial threads.

-Add a repair station that increase the efficiency of repairing armour/weapons. 3 tiers 20%/35%/50% efficiency. Costs to repair are base materials + 100 blood / 1 greater / 1 primal.
Reason: Because repair costs are too high, even more so if you plan on PvPing. Durability loss is not a good gameplay loop.

-Add spell scrolls, similar to potions, they grant temporary unique buffs or allow you to place a non-ultimate spell power to cast on consumption. They can be made in the Research / Study / Athenaeum. Cost: Paper / Scrolls / Schematics + various resources (spectral dust, silver, gold etc).
Reason: Gives these resources a use even after research is complete. Introduces another resource sink.

-Blood potion mixture; recipe to mix blood potions, granting random "blood tiers" to a new blood potion from one of the mixed potions. Example:
Brute + Worker Mix
T1: Increase resource yield
T2: Increase primary attack speed + gear level
T3: Increase Gallop speed
T4: Chance to increase movement speed and damage of primary attacks upon heal
T5: Boost all Effects
Reason: Not a suggestion that needs implementing, but something that could be cool to reduce the samey-ness of blood consumption at endgame.

Research
-When discovering a recipe, you can target a random recipe from a specific group instead of a random recipe from all groups.
Reason: Research unlocks are too random, often you'll have players unlock recipes they no longer have any use for. This could also be resolved by removing gear from research.

Loot Rates
-Drop rate of "completed" items reduced drastically (whetstones, glass, leather, etc).
Reason: There is never a need to ever revisit lower level areas, for a game that wants you to explore, the constant showering of ingots/whetstones/etc in silverlight hills is insane (I've never needed to craft a single whetstone, that should be telling).

-Increase gold jewellery drop rates.
Reason: The gold drop rate is too low (this is even when the area is uncontested), please respect a players time.

-Books salvage into an amount of papers/scrolls/schematics equal to 2/3 a discovery.
Reason: Never a reason to pick up copies of a book when you're farming, first is they don't stack, second is they are worth a pitiful amount of resources.

Stack Sizes
-Increase blood stack size to 1000 instead of 250.
-Increase items that stack to 20 to 50 instead (same as hearts).
-Plant based items stack to 500 (same as fibre/cotton)
-Sawdust and Stone Dust stack to 500.
-Allow same-type books to stack to 5.
Reason: These items should have a higher stack count, either for continuity, or because the stack size isn't balanced (1 stack of tainted hearts is 3000 blood vs 1 stack of blood). And for those who say "just increase stack size in server settings"; this doesn't address the problem. In "balancing" one aspect of the game, you make other aspects unbalanced.

Fishing
-Does not remove pool on failure/cancellation.
-Drastically reduce chance to catch non-fish resources.
-Pools can be used up to 10 times.
Reason: Because fishing is currently not balanced/well designed.

Gear
-Broken gear instead has half stat/gear score effect (applies to servants too).
-Add side-grade gear. Gear peices that change or increase the effect of specific powers with set bonuses. Example using the dawnthorn gear:

Dawnthorn Chestguard
7 Gear Level
80 Max Health
Applies a second Corpse Explosion / Pestilence after 1.5 seconds of use.
Dawngaurd set bonus
(2) Unholy spells cause 25% more damage to none-undead.
(4) Duration of your unholy abilities lasts 50% longer.

Dawnthorn Gloves
7 Gear Level
45 Max Health
Ward of the Damned creates a ghoul instead of a skeleton when absorbing attacks.
Dawngaurd set bonus
(2) Unholy spells cause 25% more damage to none-undead.
(4) Duration of your unholy abilities lasts 50% longer.

Reason: Because gear that only increases a players numbers is often just poor or lazy design.

Powers
-Blood Hunger: Increase the blood % visibility range of Blood Hunger and allow it's use with other forms (and while on horseback; currently you need to use the power first before mounting)
Reason: Blood Hunger ironically makes it harder to see with little upsides, there is very seldom times to use this power, and never a time to leave it active.

-Rat Form: Non combative entities (most workers/scholars) don't panic/agro.
Reason: Rat form is really good at the lower levels, but loses it's usage in crowed spaces.

-Human Form: Immune to sunlight damage; instead of taking sunlight damage, you take stacks (similar to garlic) which reduces your damage dealt when exposed to any sunlight. Can fish and interact with objects/mounts/chests and remain in human form.
Reason: There is seldom a use for this form. One of those reasons is how broken the silver coin economy is. Changing it this way gives it a use for daytime.

-Dominating Presence: The target deals less damage to you while channelling.
Reason: Reduces the need to get a human down to near pixel perfect health without taking a bunch of damage.

-Toad Form: Damage does not drop the form. Landing causes entities to be knocked back/dazed. Fix tooltip of jump (currently says 1 second cooldown when it's 8). Fix not being able to jump up many "1 height" cliffs.
Reason: This form is kind of useful, but like the bear, it's very niche.

-Bear Form: Remove/reduce the self immobilise on the left click attack.
Reason: The self stagger/immobilise on the attack doesn't feel good. And I doubt reducing that would make the bear into some kind of ultra killing machine.

-Bat Form: Disallow the ability to land if there is no neutral path (non-claimed territory) on the tile you are trying to land on, even if the tile itself is not claimed.
Reason: It's far too easy to sneak in behind someones base. If they wanted an open garden behind them, they can't do so because of this form. That should be changed. Bat form is already a very good scouting/travel form.

Followers
-Hunts be cooldown based instead of duration based. Sending servants on a hunt will put them (and the location) on a 2/4/8/16/23 hour recovery time, meaning they can't go on other hunts for that duration. Injuries extend this period.
Reason: I'd like to still have servants in the castle, both for protection and immersion. But the current system disallows that if you want to be efficient.

-Charming a target makes them impervious to all forms of damage. Charming a target also disables the ability to mount a horse.
Reason: The current charm system is broken. It heavily relies on yolo riding across the map. But this also makes getting worker prisoners/servants near impossible if you're located in (or past) harsh environments.

-Remove the friendly fire of Servant's fire damage (bombs + fire arrows), at least to objects.
Reason: Nobody wants to come home to a castle burned to the ground.

-Ability to deploy patrol paths (or stand guard) to servants.
Reason: Servant control is something to be desired.

-Add a blood sink to servants similar to feeding blood to the castle heart, and increasing servants health if they are well fed and their master is not home.
Reason: The amount of blood players have is insane, I can't get rid of it. I have a chest full of tainted hearts. And increasing a servants health if you are offline/outside would make them more annoying for players to deal with.

-Allow "hunts" to other castles which deliver their inventory to said castle (add a "trader/dump" stash).
Reason: Transferring goods should be something the player should not need to do, there is nothing more boring than running across the map to deliver items.

-Ability to customise the colour of servants clothing.
Reason: Because having white/blue roped vampire servants isn't the most immersive thing.

Storage
-Increase the visual length of small stash and lockbox to the same as the big stash, or change them so they can be place centre against walls/pillars.
Reason: As implied, these two chests can't be placed centre against pillars/walls, where as the big stash can. This is for all the OCDs out there.

-Ability to allow/disallow specific items in storage containers (an item filter) and change the Compulsively Count feature to "Empty Inventory" with an added feature of locking items within your inventory.
Reason: A better way to do the same thing, with the ability to expand on these features.

-Add a dump/trader chest which servants will periodically empty out into other relevant storage containers within your castle.
-Add a toggle feature on each workstation that will allow servants to empty its output into relevant storage containers.
-Servants will pick items off the ground to place into relevant storage containers.
Reason: Because your servants should be looking after you. Why have servants if they don't do that much?

Damage types
-Change damage types of spells from magical to corresponding types.
-Blood = Physical damage
-Unholy = Necrotic damage
-Illusion = Magical damage
-Chaos = Fire damage
-Frost = Frost damage
Add additional resistances; frost, magical, physical, Necrotic(unholy). And allow the player to have some insight into the resistances/vulnerabilities of bosses.

Reason: I think the spells you use should be more than just "it does this ability". It's damage type should also be considered.

Other
Below are a few other things I'd like to quickly mention that should/could be addressed.

-Add a suggestions/feedback section to the forum.
-Fix AI to not focus on killing horses.
-No durability loss for dying within the arena.
-Add a respawn point within the arena.
-Split specified number of items from a stack.
-Silver coin economy broken; 200 coins for high level seed / 550 for helm / 120 for flawless / 110 for major explosive. Seems too excessive considering the amount we can reasonably carry (Even with silver potion).
-Map Icons for merchants.
-Give Merchants more exclusive items (non resource items).

That's all for now.
Last edited by Zombiesbum; May 31, 2022 @ 1:37am
< >
Showing 1-15 of 34 comments
Strurbury May 30, 2022 @ 10:46pm 
I'm on the fence about buying this game, but I can sure tell you that if I'm inactive for 6 days, it's because I work and I would be mad as heck if all my progress on something disappeared before the weekend came around again.
Under your decay proposal, if I built something on Saturday and couldn't play again until next Sunday, would it all be gone?
AnthraX May 30, 2022 @ 10:50pm 
Ye shortening decay time is a bit weird, I think they honestly just need more build areas
SolutionS May 30, 2022 @ 11:36pm 
Very good post and suggestions
Invictus May 30, 2022 @ 11:43pm 
They need to add more buildable areas / reduce numbers of players per map if otherwise.

Increase castle decay is a bad solution. Some people here work / have other obligations and can only play on the weekend.
FairlyGrimm May 31, 2022 @ 12:09am 
Rent a server and set the settings to whatever you want,,,, Everyone plays differently has different opinions if you don't like something go make your own. Limit the amount of people if you feel theirs not enough spots to build. Increase castle blood drain if you feel their needs to be more of a blood sync and so on. Don't say "how to fix the game" just because you don't agree with some settings. Are their some things that could add to the game sure and im sure they will add allot seeing as its early access but their are things your complaining about that can be fixed by renting your own server and changing settings.
Last edited by FairlyGrimm; May 31, 2022 @ 12:16am
kmmck51 May 31, 2022 @ 12:20am 
Originally posted by FairlyGrimm:
Rent a server and set the settings to whatever you want,,,, Everyone plays differently has different opinions if you don't like something go make your own. Limit the amount of people if you feel theirs not enough spots to build. Increase castle blood drain if you feel their needs to be more of a blood sync and so on.

Majority of people dont want to pay extra just to play a game with high turn over. And many people play official servers because of accessibility.

Say what you want about all the other suggestions, but build area is definitely a major issue for every server.
1623556121 May 31, 2022 @ 12:37am 
It is suggested that the official PVP service can increase the number of tribes such as 6 people, 8 people and 10 people
Zombiesbum May 31, 2022 @ 1:20am 
Originally posted by FairlyGrimm:
Rent a server and set the settings to whatever you want,,,, Everyone plays differently has different opinions if you don't like something go make your own. Limit the amount of people if you feel theirs not enough spots to build. Increase castle blood drain if you feel their needs to be more of a blood sync and so on. Don't say "how to fix the game" just because you don't agree with some settings. Are their some things that could add to the game sure and im sure they will add allot seeing as its early access but their are things your complaining about that can be fixed by renting your own server and changing settings.

I'm talking about settings that are generally the default for a lot of servers. And I'm not just talking about what I personally like. But a lot of the issues are objective balance issues. If you give players a resource that can't use because there is too much of it, that doesn't make it a personal preference to change it, it's an inherent balance problem.

And as someone else implied, why should I have to spend more time and money to host a server in order to fix problems that shouldn't need fixing in the first place?
Last edited by Zombiesbum; May 31, 2022 @ 1:31am
Zombiesbum May 31, 2022 @ 1:28am 
Originally posted by bluntkrunk:
I'm on the fence about buying this game, but I can sure tell you that if I'm inactive for 6 days, it's because I work and I would be mad as heck if all my progress on something disappeared before the weekend came around again.
Under your decay proposal, if I built something on Saturday and couldn't play again until next Sunday, would it all be gone?

The decay system doesn't make your things disappear from my understanding. They do make them vulnerable though. Meaning anyone can destroy your doors and then destroy your castle.

Additionally, if you can't play for 6 days at a time, then even in the current version of the game I'm afraid your castle will decay. Unless you can upgrade your castle in one sitting that is.
Last edited by Zombiesbum; May 31, 2022 @ 1:32am
AnthraX May 31, 2022 @ 3:55am 
Originally posted by 1623556121:
It is suggested that the official PVP service can increase the number of tribes such as 6 people, 8 people and 10 people

my official pvp server is max clan 2
wow i didnt read all yet, but you say the map is to small and u want increase to 300 slots ? wtf
1623556121 May 31, 2022 @ 4:39am 
Originally posted by AnthraX:
Originally posted by 1623556121:
It is suggested that the official PVP service can increase the number of tribes such as 6 people, 8 people and 10 people

my official pvp server is max clan 2


I'm talking about PVP+
1623556121 May 31, 2022 @ 4:49am 
Originally posted by Zombiesbum:
After playing the game for a while I'd like to share more feedback of the current game.

Endgame problem
There is a distinct problem with this game, there is no endgame. And PvP is heavily discouraged due the durability loss/costs. I've noticed that the server I'm on has pretty much died outside a few select players still playing. And I can guess this is the same for other servers. It's a game that once you've completed it, you're done. It's not good for server stability/health when the player base has a high turn-over rate. There are three ways to address this issue that this game just doesn't do right now.

How to possibly fix:
-Create gameplay loops at the endgame
-Emphasis/encourage PvP (technically a gameplay loop)
-Become a live service (regular content updates)

Build Area problem
Next is the build area issue. This is summed up in multiple parts. First there is buildable area limits as stated below. The next is the initial decay duration is too long.

I describe an area as a buildable piece of land that is cut off by terrain/road.
58 separate areas / 19 of those areas can be reasonably split into two or sometimes three
Farbane - 29 areas
Dunley - 19 areas
Cursed - 4 areas
Silverlight - 4 areas
Hallowed - 2 areas

How to possibly fix:
-Additional island(s); assuming this is already in the works as indicated in game.
-13 additional areas could be freed/usable with adjustments to terrain.

The other issue is that castles stay around too long when players become inactive. I highly doubt that someone who doesn't log in for 11 days is going to realistically play again. So I've suggested a tweak to the castle decay.
-Rework castle blood slots to a single slot that can hold X amount of blood depending on the castle level:
-T1: 200 1d 2h 40m decay time
-T2: 300 1d 16h decay time
-T3: 500 2d 18h 40m decay time
-T4: 1000 5d 14h 20m decay time

Building
-Increase the last castle level border tiles limit to 300 (up from 250).
Reason: Some areas are just slightly too big for 250 tiles, and not big enough to reasonably share.

-Allow the removal of border tiles that are adjacent to walls/pillars.
Reason: Kind of silly that you have to remove walls in order to remove a border tile, seems more like a bug than an intended feature.

-Dismantling or moving pillars will dismantle its connected wall(s) automatically.
Reason: because pressing spacebar more times per wall isn't fun gameplay.

-If no player has attacked your castle or has not entered your territory recently, your movement speed is increased by 45% on your claimed tiles.
Reason: Currently players are going to be using wolf form in their castle to move around, why not just remove that need?

-Can build additional floors in the form of basements and towered spires.
Reason: Because build area is always important.

-Claiming an area stops enemy players from placing castles in the whole designated area.
Reason: Stops griefing, whether intentional or not. And removes the need to spaghetti your border to avoid griefers.

-Add slanted roofs/spires to castles (instead of flat roofs).
Reason: Immersion is slightly ruined when you fly over someone's "castle" that is just a flat box.

-Disallow seeing into a building or castle from outside.
Reason: Make windows great again. A lack of Information is also a good defence against raiding.

-Garden tiles look too "tile-like". The edges of them make them look too unnatural. To the point where I don't ever use them.

-Pathways need to be more dynamic in placement/length. They are hard to place without looking out of place.

-The Environment pokes through walls. Something that should be addressed for immersion sake.

Additional Buildings:
-Advanced Mist Fire: Applies a mist over your entire castle.
-Creature Pen (prison for creatures)
-Compost: turns plants into fibre
-More storage skins; Bloodpool, cauldron, herb cabinet, safe, potion shelf, armour/weapon rack.
-More variations of buildable graves; Crypts, Coffins, etc.

Recipes
Some recipes are not balanced, and others should probably be added to further balance the game.

-Paper: 4 instead of 12 sawdust cost.
-Scroll: No gemdust cost.
-Schematic: No spectral dust/silver cost, 4 instead of 8 scroll cost.
Reason: The paper recipes are currently unusable. For those who think otherwise, let me just give you some maths; to make 1 schematic from sawdust (not including other components) you need 7580 wood, or 2430 wood with the correct floors. Even with floors, that is an insane amount. This change reduces the wood cost to 1280 without floors, and 405 wood with floors. Still pretty hefty, but nowhere near the insanity as it currently is.

-Add flax plant
-Add coarse thread recipe (made from flax).
-Change cost for wool thread recipe to 20 fire bloosm, 4 coarse threads.
-Change cost for imperial thread recipe to 20 snow flowers, 12 sunflowers, 4 wool threads.
Reason: These recipes are equally unusable due to a lack of coarse thread recipe. Nobody is going to gather coarse threads to make imperial threads.

-Add a repair station that increase the efficiency of repairing armour/weapons. 3 tiers 20%/35%/50% efficiency. Costs to repair are base materials + 100 blood / 1 greater / 1 primal.
Reason: Because repair costs are too high, even more so if you plan on PvPing. Durability loss is not a good gameplay loop.

-Add spell scrolls, similar to potions, they grant temporary unique buffs or allow you to place a non-ultimate spell power to cast on consumption. They can be made in the Research / Study / Athenaeum. Cost: Paper / Scrolls / Schematics + various resources (spectral dust, silver, gold etc).
Reason: Gives these resources a use even after research is complete. Introduces another resource sink.

-Blood potion mixture; recipe to mix blood potions, granting random "blood tiers" to a new blood potion from one of the mixed potions. Example:
Brute + Worker Mix
T1: Increase resource yield
T2: Increase primary attack speed + gear level
T3: Increase Gallop speed
T4: Chance to increase movement speed and damage of primary attacks upon heal
T5: Boost all Effects
Reason: Not a suggestion that needs implementing, but something that could be cool to reduce the samey-ness of blood consumption at endgame.

Research
-When discovering a recipe, you can target a random recipe from a specific group instead of a random recipe from all groups.
Reason: Research unlocks are too random, often you'll have players unlock recipes they no longer have any use for. This could also be resolved by removing gear from research.

Loot Rates
-Drop rate of "completed" items reduced drastically (whetstones, glass, leather, etc).
Reason: There is never a need to ever revisit lower level areas, for a game that wants you to explore, the constant showering of ingots/whetstones/etc in silverlight hills is insane (I've never needed to craft a single whetstone, that should be telling).

-Increase gold jewellery drop rates.
Reason: The gold drop rate is too low (this is even when the area is uncontested), please respect a players time.

-Books salvage into an amount of papers/scrolls/schematics equal to 2/3 a discovery.
Reason: Never a reason to pick up copies of a book when you're farming, first is they don't stack, second is they are worth a pitiful amount of resources.

Stack Sizes
-Increase blood stack size to 1000 instead of 250.
-Increase items that stack to 20 to 50 instead (same as hearts).
-Plant based items stack to 500 (same as fibre/cotton)
-Sawdust and Stone Dust stack to 500.
-Allow same-type books to stack to 5.
Reason: These items should have a higher stack count, either for continuity, or because the stack size isn't balanced (1 stack of tainted hearts is 3000 blood vs 1 stack of blood). And for those who say "just increase stack size in server settings"; this doesn't address the problem. In "balancing" one aspect of the game, you make other aspects unbalanced.

Fishing
-Does not remove pool on failure/cancellation.
-Drastically reduce chance to catch non-fish resources.
-Pools can be used up to 10 times.
Reason: Because fishing is currently not balanced/well designed.

Gear
-Broken gear instead has half stat/gear score effect (applies to servants too).
-Add side-grade gear. Gear peices that change or increase the effect of specific powers with set bonuses. Example using the dawnthorn gear:

Dawnthorn Chestguard
7 Gear Level
80 Max Health
Applies a second Corpse Explosion / Pestilence after 1.5 seconds of use.
Dawngaurd set bonus
(2) Unholy spells cause 25% more damage to none-undead.
(4) Duration of your unholy abilities lasts 50% longer.

Dawnthorn Gloves
7 Gear Level
45 Max Health
Ward of the Damned creates a ghoul instead of a skeleton when absorbing attacks.
Dawngaurd set bonus
(2) Unholy spells cause 25% more damage to none-undead.
(4) Duration of your unholy abilities lasts 50% longer.

Reason: Because gear that only increases a players numbers is often just poor or lazy design.

Powers
-Blood Hunger: Increase the blood % visibility range of Blood Hunger and allow it's use with other forms (and while on horseback; currently you need to use the power first before mounting)
Reason: Blood Hunger ironically makes it harder to see with little upsides, there is very seldom times to use this power, and never a time to leave it active.

-Rat Form: Non combative entities (most workers/scholars) don't panic/agro.
Reason: Rat form is really good at the lower levels, but loses it's usage in crowed spaces.

-Human Form: Immune to sunlight damage; instead of taking sunlight damage, you take stacks (similar to garlic) which reduces your damage dealt when exposed to any sunlight. Can fish and interact with objects/mounts/chests and remain in human form.
Reason: There is seldom a use for this form. One of those reasons is how broken the silver coin economy is. Changing it this way gives it a use for daytime.

-Dominating Presence: The target deals less damage to you while channelling.
Reason: Reduces the need to get a human down to near pixel perfect health without taking a bunch of damage.

-Toad Form: Damage does not drop the form. Landing causes entities to be knocked back/dazed. Fix tooltip of jump (currently says 1 second cooldown when it's 8). Fix not being able to jump up many "1 height" cliffs.
Reason: This form is kind of useful, but like the bear, it's very niche.

-Bear Form: Remove/reduce the self immobilise on the left click attack.
Reason: The self stagger/immobilise on the attack doesn't feel good. And I doubt reducing that would make the bear into some kind of ultra killing machine.

-Bat Form: Disallow the ability to land if there is no neutral path (non-claimed territory) on the tile you are trying to land on, even if the tile itself is not claimed.
Reason: It's far too easy to sneak in behind someones base. If they wanted an open garden behind them, they can't do so because of this form. That should be changed. Bat form is already a very good scouting/travel form.

Followers
-Hunts be cooldown based instead of duration based. Sending servants on a hunt will put them (and the location) on a 2/4/8/16/23 hour recovery time, meaning they can't go on other hunts for that duration. Injuries extend this period.
Reason: I'd like to still have servants in the castle, both for protection and immersion. But the current system disallows that if you want to be efficient.

-Charming a target makes them impervious to all forms of damage. Charming a target also disables the ability to mount a horse.
Reason: The current charm system is broken. It heavily relies on yolo riding across the map. But this also makes getting worker prisoners/servants near impossible if you're located in (or past) harsh environments.

-Remove the friendly fire of Servant's fire damage (bombs + fire arrows), at least to objects.
Reason: Nobody wants to come home to a castle burned to the ground.

-Ability to deploy patrol paths (or stand guard) to servants.
Reason: Servant control is something to be desired.

-Add a blood sink to servants similar to feeding blood to the castle heart, and increasing servants health if they are well fed and their master is not home.
Reason: The amount of blood players have is insane, I can't get rid of it. I have a chest full of tainted hearts. And increasing a servants health if you are offline/outside would make them more annoying for players to deal with.

-Allow "hunts" to other castles which deliver their inventory to said castle (add a "trader/dump" stash).
Reason: Transferring goods should be something the player should not need to do, there is nothing more boring than running across the map to deliver items.

-Ability to customise the colour of servants clothing.
Reason: Because having white/blue roped vampire servants isn't the most immersive thing.

Storage
-Increase the visual length of small stash and lockbox to the same as the big stash, or change them so they can be place centre against walls/pillars.
Reason: As implied, these two chests can't be placed centre against pillars/walls, where as the big stash can. This is for all the OCDs out there.

-Ability to allow/disallow specific items in storage containers (an item filter) and change the Compulsively Count feature to "Empty Inventory" with an added feature of locking items within your inventory.
Reason: A better way to do the same thing, with the ability to expand on these features.

-Add a dump/trader chest which servants will periodically empty out into other relevant storage containers within your castle.
-Add a toggle feature on each workstation that will allow servants to empty its output into relevant storage containers.
-Servants will pick items off the ground to place into relevant storage containers.
Reason: Because your servants should be looking after you. Why have servants if they don't do that much?

Damage types
-Change damage types of spells from magical to corresponding types.
-Blood = Physical damage
-Unholy = Necrotic damage
-Illusion = Magical damage
-Chaos = Fire damage
-Frost = Frost damage
Add additional resistances; frost, magical, physical, Necrotic(unholy). And allow the player to have some insight into the resistances/vulnerabilities of bosses.

Reason: I think the spells you use should be more than just "it does this ability". It's damage type should also be considered.

Other
Below are a few other things I'd like to quickly mention that should/could be addressed.

-Add a suggestions/feedback section to the forum.
-Fix AI to not focus on killing horses.
-No durability loss for dying within the arena.
-Add a respawn point within the arena.
-Split specified number of items from a stack.
-Silver coin economy broken; 200 coins for high level seed / 550 for helm / 120 for flawless / 110 for major explosive. Seems too excessive considering the amount we can reasonably carry (Even with silver potion).
-Map Icons for merchants.
-Give Merchants more exclusive items (non resource items).

That's all for now.
I think if we can add two-story castle or more, the problems of building area and map size will be solved.

When we fly in the air, we will feel like a real castle. Your idea of advanced fog and fire is really good

I think we can add a variety of siege methods, which is very exciting.
Zombiesbum May 31, 2022 @ 6:48am 
Originally posted by TodesTroll:
wow i didnt read all yet, but you say the map is to small and u want increase to 300 slots ? wtf

Like I said, the areas themselves are the issue. It's not about build space, but build areas. because each time someone else shares an area, there is a space between them that is unclaimable by both. The more you split an area, the less space there is. You'd actually find that decreasing or increasing the border slots won't do anything in terms of the amount of players that can claim land.
Strurbury May 31, 2022 @ 6:23pm 
Again, as not a current player, I'm cautious of pushing the devs towards multi-level buildings. It's not that I don't wholeheartedly support the idea. It's just that I've seen it done in the worst possible ways in these top down isometric style titles.
Are there any parts of the game that already implement a multi level aspect to the flat world it takes place in?
I mean, yeah, effing vampire lords sprawling out in single story stone walled trailer parks is not the look this game deserves. It needs proper castles, spires, dungeons.
I just don't know enough (buying it this weekend) to know if this is even the kind of game engine that can support the style of construction that the player characters deserve.
< >
Showing 1-15 of 34 comments
Per page: 1530 50

Date Posted: May 30, 2022 @ 10:14pm
Posts: 34