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Lol, you really don't get it.
Expanding on singleplayer? Sure, I'm all for it.
Adding in features that almost nobody actually wants, that require a lot of time and effort to get right? Nah, that could be spent on more widely useful additions.
One of three things could happen if your castle gets attacked by NPCs;
1. The attack is so underpowered that it's no threat and can be dealt with by your defences. The content may as well not exist and is little more than a minor nuisance.
2. The attack is overpowered and requires you to immediately stop whatever you're doing and return home, or you lose your castle. That's a major nuisance and the kind of thing that makes people immediately turn such a feature off.
3. The attack requires you to max out and gear up servants to properly defend. That isn't content, it's grind.
Call me a nay-sayer all you want, I'm yet to see any meaningful contribution to this topic from you.
sounds like a great idea op, i don't plan on doing any pvp so npc attacks would be cool
Gee, it's like I was highlighting the amount of work such a feature would require, and that it almost certainly isn't going to be worth the time investment.
But whatever, I've said everything I need to. Five people saying they want the devs to introduce something akin to a tower defence mode isn't going to get it added. I'm just being realistic, but if all you want is to go on pretending it'll get implemented, I'll leave you to it.
Don't like going to Incursions? Bring the incursion to you!
if you want to see the V Rising mod community even consider humoring the idea of NPC castle siege/defense mechanics in PvE make the demand known to the parties who might be able to make it a reality (Maybe). While you're here there are plenty of other ranking suggestion posts that have replies from modders, no harm no foul.
now dealing with it yourself some would find annoying especially if it occurs often so space it out make it once or twice an in game month. from what i looked up 24 hours in game is 15-20 minutes so lets say once every three weeks is a raid thats 21 days times 15 minutes is almost 5 and a half hours. most people probably dont play that long in a single session and almost no one plays long enough in a single session to encounter it twice in one session, maybe every few attacks is a large scale attack to make it more interesting (while also giving out appropriate rewards). That should remove fears of it becoming a nuisance since its rather uncommon and importantly is rewarded.
i could go on but that wouldnt really help my point, there are ways to implement it in a fun way and ways as you outlined for it to go wrong
Kudos for being the only person to reply so far that actually made an effort.
There are absolutely ways to do it right, and to make it scale attacks, and make them periodic enough that they don't become a nuisance, but that requires extensive testing, and every nuance adds further coding and even more testing.
How exactly do you deal with castles with multiple entrances or ones built on ground level not raised plots? How do you find a good balance between too frequent and too rare? What's the punishment for failing?
If all that happens is you get a horde of enemies attacking you, how exactly is that combat balanced? Any enemy type that has a stun can become incredibly overwhelming very quickly if you agro too many enemies (just run around Brighthaven for the experience). Fighting off 3 Lightweavers, 2 Paladins, 1 Priest and 2 Knights along with 8 Rifleman/Footmen would be instant death from stun/AoE spam. Fighting off 1 Lightweaver + Paladin and 2 Rifleman/Footmen is a patrol you encounter a lot in the raid zone, not a credible threat.
You cannot just throw numbers at the situation and expect it to remain balanced, so you have to scale up their stats, or throw in V Bloods.
The problem is still one of time invested for the reward of introducing such a thing that is probably not going to be widely liked.
Thats why you have guards in your castle. To help out with this exact reason. That was my initial point, why have a small army geared out to the teeth when they just walk around with nothing to do.
The game is very close to a Dungeon Keeper / Evil Genius style game with the castle system, it's just missing traps. IMO traps would also help solve for the current PvP anti-raid strategy of spamming 1x1 rooms (honeycomb) to delay raiders.
Instead imagine when raiding a player's base having to time your run / dashes between swinging axes, or switch to wolf/frog to jump over a spiked pit.