V Rising

V Rising

Vis statistikk:
Zombiesbum 30. mai 2022 kl. 22.14
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.
Sist redigert av Zombiesbum; 31. mai 2022 kl. 1.37
< >
Viser 1630 av 34 kommentarer
Evilsod 31. mai 2022 kl. 18.36 
The current unlock system needs a complete rework, or at least they need to rework how you unlock some stuff. Having the option to research a specific area would certainly be a start.

The flooring being gated behind random unlocks is so stupid. It took me until about Day 80 to unlock forge flooring. -25% cost on all ingots is a ridiculous boost that I simply wasn't getting for no good reason.
The weapon/armour unlocks are even worse.
Ankido 31. mai 2022 kl. 19.23 
Opprinnelig skrevet av 1623556121:
Opprinnelig skrevet av 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.
Yes, two story buildings would make it so much easier. Even multiple story castles would be even better. The higher you go, the more blurry the world will look.

The OP nailed it on many points. This is good for developers to look at.

I think nobody is paying attention but.....I have things growing in my castle and the sounds is still grass.
STORM 31. mai 2022 kl. 19.29 
thank you for the event last night i managed to get 105 power level and beat solarus without dodge :steamthumbsup:
Ice-Nine 31. mai 2022 kl. 19.37 
These are not "fixes" to V Rising. They are highly-opinionated suggestions, and some of them would make the game much worse.
Squaul 31. mai 2022 kl. 19.52 
I agree for all apart from the "castle decay" nerf if people can't have a life it's kinda lame and the whetstone and glass "completed items" nerf even if it "would" push to more exploration let's be honest you already visited the eare so what's the point ? There isn't dynamic event or advanced AI and world. Also it more grind so im not ok with that at all.

Need ambition and care for sure.

Mod support could always help too.
Sist redigert av Squaul; 31. mai 2022 kl. 19.54
Squaul 31. mai 2022 kl. 19.53 
Opprinnelig skrevet av Ice-Nine:
These are not "fixes" to V Rising. They are highly-opinionated suggestions, and some of them would make the game much worse.

That's your OPINION ;p .
vanmeteran 15. juni 2022 kl. 22.23 
perhaps multi-level castles could "block" bat form from flying over them...? this would allow us to have court yards.
Ankido 15. juni 2022 kl. 22.29 
Doesn't matter anymore. I got bored and stopped playing. Didn't even finish the game. When I don't see replay value in a game or mod support, I tend to fade away from the game.
Heka Kain 15. juni 2022 kl. 23.11 
What about fixing the crappy camera rotation? :steamfacepalm:
MadConsular 15. juni 2022 kl. 23.40 
Opprinnelig skrevet av AnthraX:
Ye shortening decay time is a bit weird, I think they honestly just need more build areas

I think the current 2 weeks is a bit extreme, but I think 1 week is good. 2 days is way too short, not everyone plays daily
Chaos doesn't make sense as fire. It's fine as just magic damage.
3.5 days to 7 days at max tier castle for decay. I shouldn't have to log on every day at any stage of castle building, especially when real life obligations come up
Fyra'Nok 16. juni 2022 kl. 0.42 
you are occupying space and you are clearly not playing the game enough for standard settings. get a private server if you hardly have any playtime and let others play. imagine a server where half of the people were like you.

fire is chaos, chaos is fire.
Opprinnelig skrevet av Fyra'Nok:
you are occupying space and you are clearly not playing the game enough for standard settings. get a private server if you hardly have any playtime and let others play. imagine a server where half of the people were like you.

fire is chaos, chaos is fire.

No.
Invictus 16. juni 2022 kl. 1.29 
Opprinnelig skrevet av A P O 1 1 0ⁿ:
Opprinnelig skrevet av Fyra'Nok:
you are occupying space and you are clearly not playing the game enough for standard settings. get a private server if you hardly have any playtime and let others play. imagine a server where half of the people were like you.

fire is chaos, chaos is fire.

No.

The problem is not making people play everyday, not everyone is a kid with no obligations.

The problem is that the map is too small, or that there are too many players for the spots available.
< >
Viser 1630 av 34 kommentarer
Per side: 1530 50

Dato lagt ut: 30. mai 2022 kl. 22.14
Innlegg: 34