V Rising

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Thoughts on potential future after 1.1
We have all been asking for:
- NPC raids
- pull from storage (I do not think this works but maybe as a private server setting)
- more world events

But I think it would be nice to see the beginning of the whole "lord of the shadow realm" thing to make an appearance in the end of the game outside of the current ending text. Obviously not a full arc or anything like that. Maybe a single raid where we show strength to gain allegiance with this realm and desecrate a holy site, just that the game already alludes to more (possibly in second game). I think a mere glimpse would help hype for any future sequel and would remove sour taste of the sequel-bait if no sequel is made.
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Showing 1-15 of 19 comments
Fox Tail Apr 16 @ 3:53pm 
They're adding pull from storage in 1.1
Originally posted by Fox Tail:
They're adding pull from storage in 1.1
Just checked and they do have a line that says this but it is missing specifics. I think a catch may buddy up with this. Similar to the fact nothing about the stats being capped are shown either.
Originally posted by Thwartgorgon75:
We have all been asking for:
- NPC raids
- pull from storage (I do not think this works but maybe as a private server setting)
- more world events

- NPC Raids: No, while widely pressed by many players an interview from over a year ago has pretty much placed the nail in the coffin for this being a native feature for much the same reason why this game will also require wipes to issue in new map updates (the tile map chunk fragmentation system). This only permits the engine from accessing a certain amount of memory by proxy of "Archetypes" basically how the engine groups "active assets" into an index per chunk at a given instance of how much is allowed per chunk.

Adding additional assets/entities for example throwing in random "NPC" raids on player held territories would throw a spanner in that factored in with private servers which allow for more than 1-2 player held territories (Fully built player castles also contribute to memory usage). Additionally, without SLS having to re-code from scratch how they setup the game world it's not really possible given the labor/cost/time allotment they have to expend to make such a change a reality in light of their present development road-map.

Whilst possible in theory... Probably not something to get your hopes up for.

- Pull from storage: This already exists as a mod "Kindred Logistics" which 100% will be updated/optimized for post v1.1 release as well will be a native feature in the base-game to some extent as Fox Tail pointed out.

- More world events: SLS pretty much expressed that the current Rift system is all they're doing as far as persistent world events are concerned, see above limitations where I explained why the NPC raids feature won't really be a feasible outcome, Rifts in themselves counts towards the per-chunk portal count & portals are indeed indexed as entity archetypes which is handled via ECS (Entity Component System).

Lastly, anything post-Dracula isn't something we can expect as Jeremy already stated just as of last week that Dracula will always remain the final boss insofar to boss progression chronology. If/when SLS adds in more content it will be more in-between basically more pre-Dracula content, maybe they'll be some shadow-realm precursors who can say for certain?
Last edited by Götterdämmerung; Apr 16 @ 4:45pm
Originally posted by Götterdämmerung:
Originally posted by Thwartgorgon75:
We have all been asking for:
- NPC raids
- pull from storage (I do not think this works but maybe as a private server setting)
- more world events

- NPC Raids: No, while widely pressed by many players an interview from over a year ago has pretty much placed the nail in the coffin for this being a native feature for much the same reason why this game will also require wipes to issue in new map updates (the tile map chunk fragmentation system). This only permits the engine from accessing a certain amount of memory by proxy of "Archetypes" basically how the engine groups "active assets" into an index per chunk at a given instance of how much is allowed per chunk.

Adding additional assets/entities for example throwing in random "NPC" raids on player held territories would throw a spanner in that factored in with private servers which allow for more than 1-2 player held territories (Fully built player castles also contribute to memory usage). Additionally, without SLS having to re-code from scratch how they setup the game world it's not really possible given the labor/cost/time allotment they have to expend to make such a change a reality in light of their present development road-map.

Whilst possible in theory... Probably not something to get your hopes up for.

- Pull from storage: This already exists as a mod "Kindred Logistics" which 100% will be updated/optimized for post v1.1 release as well will be a native feature in the base-game to some extent as Fox Tail pointed out.

- More world events: SLS pretty much expressed that the current Rift system is all they're doing as far as persistent world events are concerned, see above limitations where I explained why the NPC raids feature won't really be a feasible outcome, Rifts in themselves counts towards the per-chunk portal count & portals are indeed indexed as entity archetypes which is handled via ECS (Entity Component System).

Lastly, anything post-Dracula isn't something we can expect as Jeremy already stated just as of last week that Dracula will always remain the final boss insofar to boss progression chronology. If/when SLS adds in more content it will be more in-between basically more pre-Dracula content, maybe they'll be some shadow-realm precursors who can say for certain?
For the 2 points regarding world events and NPC raids it's just that the Devs do not currently believe it is worth the larger than average work, which is understandable.

But I do think you are missing the point of the post. This 1.1 update is the last unless the Devs have some renewed spirit in doing even more. Maybe they have a change of heart on their old stances, maybe they just add more of the same. The post was about discussing possibilities and provoking thoughts so that if they decided to continue development we would have Ideas to give.
Instead you just came in like a myth buster who's only goal is to debunk the myth that people can dream.
Last edited by Thwartgorgon75; Apr 16 @ 5:00pm
Originally posted by Thwartgorgon75:
Originally posted by Götterdämmerung:

- NPC Raids: No, while widely pressed by many players an interview from over a year ago has pretty much placed the nail in the coffin for this being a native feature for much the same reason why this game will also require wipes to issue in new map updates (the tile map chunk fragmentation system). This only permits the engine from accessing a certain amount of memory by proxy of "Archetypes" basically how the engine groups "active assets" into an index per chunk at a given instance of how much is allowed per chunk.

Adding additional assets/entities for example throwing in random "NPC" raids on player held territories would throw a spanner in that factored in with private servers which allow for more than 1-2 player held territories (Fully built player castles also contribute to memory usage). Additionally, without SLS having to re-code from scratch how they setup the game world it's not really possible given the labor/cost/time allotment they have to expend to make such a change a reality in light of their present development road-map.

Whilst possible in theory... Probably not something to get your hopes up for.

- Pull from storage: This already exists as a mod "Kindred Logistics" which 100% will be updated/optimized for post v1.1 release as well will be a native feature in the base-game to some extent as Fox Tail pointed out.

- More world events: SLS pretty much expressed that the current Rift system is all they're doing as far as persistent world events are concerned, see above limitations where I explained why the NPC raids feature won't really be a feasible outcome, Rifts in themselves counts towards the per-chunk portal count & portals are indeed indexed as entity archetypes which is handled via ECS (Entity Component System).

Lastly, anything post-Dracula isn't something we can expect as Jeremy already stated just as of last week that Dracula will always remain the final boss insofar to boss progression chronology. If/when SLS adds in more content it will be more in-between basically more pre-Dracula content, maybe they'll be some shadow-realm precursors who can say for certain?
For the 2 points regarding world events and NPC raids it's just that the Devs do not currently believe it is worth the larger than average work, which is understandable.

But I do think you are missing the point of the post. This 1.1 update is the last unless the Devs have some renewed spirit in doing even more. Maybe they have a change of heart on their old stances, maybe they just add more of the same. The post was about discussing possibilities and provoking thoughts so that if they decided to continue development we would have Ideas to give.
Instead you just came in like a myth buster who's only goal is to debunk the myth that people can dream.

Who told you cannot dream? You of all people should not be so beholden to let other people make up your mind for you, it is after all your dream - verbatim, so dream on. :wftogrin:

As for their old stances many of which were made pre v1.0 back when their goal-posts were a bit more flexible, at the current rate of development it's not "it cannot be done" simply that it's not feasible/practical given the scope of current projects in lieu of said features.
Last edited by Götterdämmerung; Apr 16 @ 5:14pm
If I understand correctly for raids the problem is... uh memory or something like that because of many castles? Whatever the case, wouldn't it be a solution to give players or castle owners an option to declare a main castle and the raids happen on there? That way the system won't try to raid all castles. Or it randomly picks one castle per guild or something. Maybe I misunderstood the issue, I'm not sure x)
Originally posted by Thwartgorgon75:
Originally posted by Fox Tail:
They're adding pull from storage in 1.1
Just checked and they do have a line that says this but it is missing specifics. I think a catch may buddy up with this. Similar to the fact nothing about the stats being capped are shown either.

You don't make sense. Crafting from inventory IS coming in 1.1, it's already been confirmed.

"Treasury"

"Store all your worldly goods in your treasury, and pull those ingredients from your vault to craft without having to run from your chest to your crafting station, with additional improvements to help manage all your valuable loot!"
Originally posted by Unrectify:
Originally posted by Thwartgorgon75:
Just checked and they do have a line that says this but it is missing specifics. I think a catch may buddy up with this. Similar to the fact nothing about the stats being capped are shown either.

You don't make sense. Crafting from inventory IS coming in 1.1, it's already been confirmed.

"Treasury"

"Store all your worldly goods in your treasury, and pull those ingredients from your vault to craft without having to run from your chest to your crafting station, with additional improvements to help manage all your valuable loot!"
Is it a new room type, storage box type or is it just every chest? You put in bold "part" of a single sentence, before that it said "Store all your worldly goods in your treasury, and pull those ingredients from your vault to craft" what we have is 3 different things being said in one sentence.

"Store all your worldly goods in your treasury" - so a new room type?

"pull those ingredients from your vault to craft" - oh actually just a new type of chest?

"without having to run from your chest to your crafting station" - oh now hold on here! 'treasury', 'vault' and now 'chests'?! Where is the consistency?
CHG Apr 17 @ 7:08am 
Originally posted by Thwartgorgon75:
Originally posted by Unrectify:

You don't make sense. Crafting from inventory IS coming in 1.1, it's already been confirmed.

"Treasury"

"Store all your worldly goods in your treasury, and pull those ingredients from your vault to craft without having to run from your chest to your crafting station, with additional improvements to help manage all your valuable loot!"
Is it a new room type, storage box type or is it just every chest? You put in bold "part" of a single sentence, before that it said "Store all your worldly goods in your treasury, and pull those ingredients from your vault to craft" what we have is 3 different things being said in one sentence.

"Store all your worldly goods in your treasury" - so a new room type?

"pull those ingredients from your vault to craft" - oh actually just a new type of chest?

"without having to run from your chest to your crafting station" - oh now hold on here! 'treasury', 'vault' and now 'chests'?! Where is the consistency?

There is a definite lack of consistency in the wording, my guess is that it's going to be a new room type(flooring), which will be for the craft type 'Vault' like the workbench has the craft type 'workshop'. Having new chests specifically for that perfect would be cool, but the communication about this is indeed confusing.

I'm just glad we're getting craft from storage at all though, I just hope they don't invalidate the existing storage types.
How not to get dissapointed? don't expect much
Originally posted by Holy Fool Sehrael:
If I understand correctly for raids the problem is... uh memory or something like that because of many castles? Whatever the case, wouldn't it be a solution to give players or castle owners an option to declare a main castle and the raids happen on there? That way the system won't try to raid all castles. Or it randomly picks one castle per guild or something. Maybe I misunderstood the issue, I'm not sure x)

᛭ "Memory per chunk" the way it works is that the game engine transfers the data exceeded to another chunk that has free memory available (assuming there are any), eventually you'll get null errors when the engine itself doesn't recognize the value for excess entities (components) you'll be able to play game as normal but eventually your world save will be toast.
I still think some of the best updates they could give us is crossover V Blood bosses, such as Raziel and Kain from the Legacy of Kain, maybe another Belmont, or if we're willing to go weird, Remilia Scarlet from Touhou.
Shenpai Apr 17 @ 12:10pm 
Been wanting servant customisation for a good while as well, and potentially having them as followers for Solo Play.
Fox Tail Apr 18 @ 12:00am 
Can't see how NPC base raids would even work in this game. I mean really with how PVP base raids work now combine NPC base raids sounds like a nightmare just to balance the too, then on top of that players can just defend against NPC raids using grave yards and build placement cheese. Just not a system worth doing in a game like this would take to long to developer and would be ♥♥♥♥♥♥♥♥ in the end of the day no matter how they design it. They'd have to completely redesign how castle building works for NPC raids to actual work right.
V Rising 2, the MMO
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