Soulmask

Soulmask

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dimon May 16, 2024 @ 11:45am
long time roadmap
i played demo and i realy like this game. there here is several things i think should be in game for long time success.
Crossserver transfer
ppl and items. This will boost the trade and crossserver activity
Tames breeding.
look at ark successed in that. dosens of ppl just tame and breed dinos for for stats and colors
May be breedind tribesmen for best perks :lunar2019grinningpig:

feel free to write more about what you think will help increase the player base and allow you to play further at the end of the game
Crossserver transfer ppl and items. This will boost the trade and crossserver activity
Tames breeding. look at ark successed in that. dosens of ppl just tame and breed dinos for for stats and colors
May be thrail beedind for best perks :-)

feel free to write more about what you think will help increase the player base and allow you to play further at the end of the game
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Showing 1-12 of 12 comments
Rogue May 16, 2024 @ 4:37pm 
2 things for live service to be "successful"
Good PVP with kernel level anti-cheat (Good for PVE too to reduce griefing)
Roadmap for future content.

* Soulmask has neither...

1 thing to destroy live service
Gross monetization of every shape and form.

* Incoming, take cover...
Boomerang May 17, 2024 @ 5:50pm 
I see zero value to cross server transfers. Trade what?

Breeding could be interesting but would require a very large amount of development. A year or two down the road, that might be a possibility. Maybe as part of an expansion or something.
Kaos May 17, 2024 @ 6:13pm 
Cross server transfers only works if it is between servers with the same difficulty. Transferring a Solo/Friends mode character with certain Advanced Settings that provide god mode and other cheats to a regular Online mode server would be unfair to the rest of the players on the server.
FCF May 17, 2024 @ 11:50pm 
Things I want Soul Mask to have or improve:

1. Craft from chest
I think most survival games should make this feature in their base game. Or maybe they can add an on/off option for people who don't like this feature.

2. Show player how many resources(in contatiners) you have in workbench.
Say you want your tribesman to craft a weapon, but he does not start crafting. Then you have to check what's missing.
You have to go to the workbench to see material requirements and go to containers to check which materials are not enough.

3. Better AI path finding.
They stuck quite often in player base.

4. Better combat, now it is janky.
Should make combat more responsive/Hit target more precisely/Dash quicker(less floaty)

4.1. Some emenies can be beaten by circling them and poke them till they are dead.
I am not sure this is good or bad, some people may like it.
4.1.1. Circling around a small enemy like bush dog makes me feel dizzy because the camera angle is pointing towards the ground.

4.2. This game has both dash and roll. It's good, I like it.
But dashing in this game feels like sliding.
Try comparing Soul Mask's dash and Nioh 2's dash.
Nioh 2's dash is much more responsive and quicker.

4.3. Spear's attacks sometimes miss target when circling emenies.
I am not sure if this is intended or not.

5. Adjust difficulty for solo player. Specifically emeny barrack.
I played the demo in normal difficulty.
My player was above level 30. I was fully equipped with all bronze equipments and weapons.
However, I couldn't beat the level 20 guard who was defending the "shrine" (a few of tribemans worshipping something behind the guard? I don't exactly know what is it cause I can't beat her)
I can adjust difficulty but this will make other emenies too weak.

6. Gameplay loop feels a bit tedious.
You just have to clear the same POIs again and again to grind your exp.
It feels more like an MMOrpg than a single player/coop game.



The framework of its combat system is ok-ish already. Soul Mask has potentiall to become the best survival game combat wise.
Last edited by FCF; May 17, 2024 @ 11:57pm
zockn666 May 18, 2024 @ 4:19am 
Lke the fomrer post said mainly pathing issus, and tighter controls.

The combat could become great, right now if feels somhow floaty and disconnected.

I like the sounds and the music played, but not the mixture, timing, how it cuts off overlaps, etc.

It just needs a little work, I would say it fells abuot 80% there.

And for keeping the motivation some variation is a must.

Different ruins, POI types

I wold love to have non aggressive NPCs, a possibility to have NPCs ask to join.
Maybe if you have good foods you can offer it to them, if they like it they might want to join.
Maybe current player stats, a worrior might see you use an expert blade skill, etc. and is imipressed.

Or just simetimes submitting at low health, without needing to deter, ala you beet me in honorable combat...

One thing that kinda put me Off was NPCs dying where it made no sense.

3 got stuck and were eaten by a single bush dog.

My cook got jeetet into the bonfire.

Maybe have them respawn if dying near a Bonfire or something.

Its tricky, dying is not the issue.
Just when it should not have happend.

A litte more reaktivity from NPCs, so that it is not so obvious they are just robots running scripted animations.

The building tree needs some work, I disliked how I could unlock granary,breedingfarm, but could not build them for ages.
I thought the material cost was just to much, maybe reduce the bronze needed, or have copper be enough and less, 15 copper-bars should be plenty in my opinion.
That way you can have them built mining rocks for a couple of days.
Last edited by zockn666; May 18, 2024 @ 4:42am
Darktide May 22, 2024 @ 11:03am 
Modding support/api
Jaseac May 30, 2024 @ 3:56am 
Originally posted by Kaos:
Cross server transfers only works if it is between servers with the same difficulty. Transferring a Solo/Friends mode character with certain Advanced Settings that provide god mode and other cheats to a regular Online mode server would be unfair to the rest of the players on the server.
It's no unfair because they have the option to do the same thing. If they are too lazy to do it themselves then that's their problem.
Kaos May 30, 2024 @ 9:46am 
Originally posted by Jaseac:
Originally posted by Kaos:
Cross server transfers only works if it is between servers with the same difficulty. Transferring a Solo/Friends mode character with certain Advanced Settings that provide god mode and other cheats to a regular Online mode server would be unfair to the rest of the players on the server.
It's no unfair because they have the option to do the same thing. If they are too lazy to do it themselves then that's their problem.
According to the Soulmask Final FAQ for EA for the PvP Servers, "21 days into the season, players of a server can teleport to another server in the same cross-server group. Please note that each independent server's Online Players Cap still stands."
Alvendo May 30, 2024 @ 10:39am 
Let us hope they focus on PvE and not on PvP like Conan Exiles what a big failur was PvP is completly trash
Rogue May 30, 2024 @ 11:37am 
Originally posted by Alvendo:
Let us hope they focus on PvE and not on PvP like Conan Exiles what a big failur was PvP is completly trash

No worries, pvp is complete trash here too.
Wookie Jul 2, 2024 @ 1:10pm 
I think some fun traversal items would be great. I know we can already climb and the ostrich can glide. Still I think it would be fun to have things like grappling hooks you can swing on or gliders and parachutes for those of us who like to travel on foot would be great and add to the adventurous appeal. Being able to repel with the grapple hook or leap and glide would just be great fun in Pve
Originally posted by Rogue:
2 things for live service to be "successful"
Good PVP with kernel level anti-cheat (Good for PVE too to reduce griefing)
Roadmap for future content.

* Soulmask has neither...

1 thing to destroy live service
Gross monetization of every shape and form.

* Incoming, take cover...
Not for gross monetization but they need to make money somehow other than intial purchase, im not sure how they plan to do that
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Date Posted: May 16, 2024 @ 11:45am
Posts: 12