Medieval Blacksmith

Medieval Blacksmith

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Engimage Dec 22, 2024 @ 3:12pm
Comprehensive feedback [December 2024]
First of all, my main point is that I enjoyed the game very much. Actually so much that I could not stop hammering for 30 hours in a row... The game actually amazed me so much that I decided to dedicate a lot of my time to put this up for you (devs).

This is not a negative feedback, I will just point out things that annoyed me for a bit, or made gameplay inconvenient to a degree.

Mining
I do understand that mining currently is a filler. The zone resets every time you leave so you can abuse it to a degree.
However my main point is about the way mining is implemented.
I like the idea of a mineral within a bigger rock. However the implementation is pretty bad.
The mineral piece is most of the time hidden so that you have to chance of identifying the piece containing it, especially if the ore is on a piece below the rock, and breaking it does not reveal it. While this would be fine as a start, a more advanced way should exist, maybe through skill tree.

I would personally prefer that a piece of the rock containing the ore would have the ore texture on all of its sides, and breaking said piece would result in a piece of ore like it does now. This would at least make it clear what piece to strike after breaking the whole rock into smaller pieces.

Also ideas for a skill in the tree - identify what ore the rock contains before even touching it.

Also working with a pickaxe has similar issue with the hammer. I will describe it separately below.

Using hand tools
I honestly have almost broken my mouse as using a button to lift the pickaxe or a hammer and releasing it to drop forms a reflex like it is a hard work to raise the instrument, resulting in you pressing the button very hard. After this 30 hours my point finter hurts like mad...
I know there is an autohammer skill in the tree, but I am sure it should be available by default. I have not used it yet, but I know it is bound to R which is pretty bad. Also the fact you need to activate AND deactivate it is really inconvenient.
What I would prefer:
1. Holding down spacebar resulting in consequtive full swing hits
2. Holding Shift and holding LMB resulting in consequtive full swing hits. While without Shift it would act as normal where you have to release LMB to hit. Shift modifier is intuitive to use as a "sprint" key meaning speeding up stuff.

Furniture
I love every piece of it. Really cool, everything is so authentic and nice.
2 things that annoy me a bit are:
- The location of potion table is so far from the barrel...
- That carpet that has a bent corner near the assembly table...
Also possibly related to furniture:
Maybe it's a gameplay issue, but I ended up crafting really much during nights, in the dark, when there is no time pressure. And the back yard where your blacksmithing stuff is is so freaking dark even with lights purchased. While it is cool to work in a forge-lit environment, I would really appreciate some extra torches in the forge area, especially near the anvil and near the casting mold.

Design Desk
Overall it is pretty cool experience. However there are several key things I want to point out:
1. You can't choose different metal for different parts of the weapon. You can manually use custom metals with the mold, but you can't see the summary stats of weapon assembled with that stuff.
2. There is no easy way to understand how much ore will the weapon need to be crafted. It would be cool to see such a summary, probably in liters of liquid ore, knowing that a single ore piece is 0,1 liter (for every ore).
3. I could not find a way to alter the current design after you started it. Always need to reset it completely and start from scratch, or load the saved one. Would be cool to have a button to just stop and edit.

Weapon sale pricing
Well, it is so broken imo...
First of all, weapon price does not depend on weapon stats. I mean you can do a completely inappropriate weapon, with disgusting stats, completely inappropriate choice of materials etc, and still sell it no problem.
It would be cool if every weapon type had say a primary stat and a secondary stat, with both effecting it's price. You can think of other, more generic stats like durability or weight, but for simplicity sake 2 stats would be enough, but those would differ between weapon types.

Also using magic potions should not be a must for a weapon. Seeing overall quality as 80% for a perfect weapon is really confusing. Just leave it as an optional checkbox with its own effect of the price.

Also I feel weapon decoration plays too low of a role in the price. The whole hilt stuff is lacking pretty badly, but that is a separate topic.

Also it is pretty bad that the weapon price mainly depends on the metal volume price. This makes gold weapons just OP, with meraka coming closely behind. I would love to see the price depending on the effort of handling the metal like hammering hardness etc.

Smithing
Smelting
Absolutely cool implementation, love it. But there are some things that are lacking:
1. Would be cool to have some sort of audio queue to indicate the metal is boiling. While the skill tree adds a visual indicator, the player should be able to overcome it is he pays attention. Maybe there could be some visual indication on the furnace as well, like some extra glow or a smoke...
2. Visual indicator is also pretty poorly located on the screen, has low contrast, and would definitely benefit from an even clearer audio queue.
3. Visual indicator also fails when you are making alloys. It only shows when the metal with lowest melting point boils, leaving you still guessing when the bucket actually reaches the higher temp.
4. There is no way to deal with leftovers properly. Would be cool to pour the metal somewhere (mold or water maybe) for later use without quality degradation
5. Would be cool to see how much liquid metal is in the bucket while you hold it/pouring from it, and not only when you drop it and look at it.
Hammering
Very enjoyable process overall, but as mentioned before me, is poorly executed for monolithic pieces like halberds.
The only small convenience issue I have with the process is placing stuff you get with pliers on top of heating furnace (especially longer blades or sreally short ones) or dropping into the water troth. I appreciate the free placement which allows multiple pieces cooked at a time, but honestly I would prefer it act more like the anvil where it easily attaches to the pre-set position and easily picked up as you target the whole anvil.
Quenching
Love it as it is, perfect imo
Woodworking
I love the process of measuring/cutting wood. I absolutely love your lathe implementation. But there are some critical things to mention:
1. We lack bulk inventory. There is no way to mass produce and store common things. Will make its own section about this.
2. There is no quality in the lathing process, and it has no (or negligeable) effect of the sale price. What I would do here:
- You choose a shape in the designer. Every section has its "complexity" which adds value to the price
- When you use lathe you should make the shape. Every pixel you don't cut or overcut will effect the quality. You should show the shape more clearly, with special colors showing undercuts/overcuts
- There should be more precise chisels. Currently the narrow angle (most precise one) has a huge impact liek it's pretty big
3. I would prefer zooming in much more while lathing. Currently it feels like I'm doing it from a big distance with hands stretched forward.

While all of the above are small convenience suggestions, I can tell the whole process feels really good, I could almost smell the hot wood chips while lathing it was so realistic!
Hilt decoration
It is currently nice as a filler, but still it has near to no impact on the price, making purchase of the materials pretty wasteful other than just cosmetic for your soul. IRL hilt decoration is another form of art, which has a severe impact on the end price.

Bulk Inventory
This feels like a missing major feature. Often you would like to produce hilts, pommels and guards en masse and store them for later use. Those are also great candidates for workers as those do not require a lot of skill to make. Would be cool to see some implementation of this.
As a side note here, there is no way to actually mold multiple pommels for example, which would be really cool and smart thing to do, letting you focus mainly on blades (as in real life), with all the detailing being mass produced by staff.

Slaves
This is one part of the game I did not experience yet, and I'm probably avoiding it for moral reasons. While it is what it is and I respect your take on it, I'd prefer having some free will apprentices.

Have not touched other stuff like combat, armor, food etc. Was too busy hammering :)

Thanks a lot for this game, it really rocks guys. I do also appreciate the diversity of dialog options, made me smile quite a lot :)
< >
Showing 1-7 of 7 comments
OGO Play  [developer] Dec 23, 2024 @ 12:52am 
Originally posted by Engimage:
First of all, my main point is that I enjoyed the game very much. Actually so much that I could not stop hammering for 30 hours in a row... The game actually amazed me so much that I decided to dedicate a lot of my time to put this up for you (devs).

This is not a negative feedback, I will just point out things that annoyed me for a bit, or made gameplay inconvenient to a degree.

Mining
I do understand that mining currently is a filler. The zone resets every time you leave so you can abuse it to a degree.
However my main point is about the way mining is implemented.
I like the idea of a mineral within a bigger rock. However the implementation is pretty bad.
The mineral piece is most of the time hidden so that you have to chance of identifying the piece containing it, especially if the ore is on a piece below the rock, and breaking it does not reveal it. While this would be fine as a start, a more advanced way should exist, maybe through skill tree.

I would personally prefer that a piece of the rock containing the ore would have the ore texture on all of its sides, and breaking said piece would result in a piece of ore like it does now. This would at least make it clear what piece to strike after breaking the whole rock into smaller pieces.

Also ideas for a skill in the tree - identify what ore the rock contains before even touching it.

Also working with a pickaxe has similar issue with the hammer. I will describe it separately below.

Using hand tools
I honestly have almost broken my mouse as using a button to lift the pickaxe or a hammer and releasing it to drop forms a reflex like it is a hard work to raise the instrument, resulting in you pressing the button very hard. After this 30 hours my point finter hurts like mad...
I know there is an autohammer skill in the tree, but I am sure it should be available by default. I have not used it yet, but I know it is bound to R which is pretty bad. Also the fact you need to activate AND deactivate it is really inconvenient.
What I would prefer:
1. Holding down spacebar resulting in consequtive full swing hits
2. Holding Shift and holding LMB resulting in consequtive full swing hits. While without Shift it would act as normal where you have to release LMB to hit. Shift modifier is intuitive to use as a "sprint" key meaning speeding up stuff.

Furniture
I love every piece of it. Really cool, everything is so authentic and nice.
2 things that annoy me a bit are:
- The location of potion table is so far from the barrel...
- That carpet that has a bent corner near the assembly table...
Also possibly related to furniture:
Maybe it's a gameplay issue, but I ended up crafting really much during nights, in the dark, when there is no time pressure. And the back yard where your blacksmithing stuff is is so freaking dark even with lights purchased. While it is cool to work in a forge-lit environment, I would really appreciate some extra torches in the forge area, especially near the anvil and near the casting mold.

Design Desk
Overall it is pretty cool experience. However there are several key things I want to point out:
1. You can't choose different metal for different parts of the weapon. You can manually use custom metals with the mold, but you can't see the summary stats of weapon assembled with that stuff.
2. There is no easy way to understand how much ore will the weapon need to be crafted. It would be cool to see such a summary, probably in liters of liquid ore, knowing that a single ore piece is 0,1 liter (for every ore).
3. I could not find a way to alter the current design after you started it. Always need to reset it completely and start from scratch, or load the saved one. Would be cool to have a button to just stop and edit.

Weapon sale pricing
Well, it is so broken imo...
First of all, weapon price does not depend on weapon stats. I mean you can do a completely inappropriate weapon, with disgusting stats, completely inappropriate choice of materials etc, and still sell it no problem.
It would be cool if every weapon type had say a primary stat and a secondary stat, with both effecting it's price. You can think of other, more generic stats like durability or weight, but for simplicity sake 2 stats would be enough, but those would differ between weapon types.

Also using magic potions should not be a must for a weapon. Seeing overall quality as 80% for a perfect weapon is really confusing. Just leave it as an optional checkbox with its own effect of the price.

Also I feel weapon decoration plays too low of a role in the price. The whole hilt stuff is lacking pretty badly, but that is a separate topic.

Also it is pretty bad that the weapon price mainly depends on the metal volume price. This makes gold weapons just OP, with meraka coming closely behind. I would love to see the price depending on the effort of handling the metal like hammering hardness etc.

Smithing
Smelting
Absolutely cool implementation, love it. But there are some things that are lacking:
1. Would be cool to have some sort of audio queue to indicate the metal is boiling. While the skill tree adds a visual indicator, the player should be able to overcome it is he pays attention. Maybe there could be some visual indication on the furnace as well, like some extra glow or a smoke...
2. Visual indicator is also pretty poorly located on the screen, has low contrast, and would definitely benefit from an even clearer audio queue.
3. Visual indicator also fails when you are making alloys. It only shows when the metal with lowest melting point boils, leaving you still guessing when the bucket actually reaches the higher temp.
4. There is no way to deal with leftovers properly. Would be cool to pour the metal somewhere (mold or water maybe) for later use without quality degradation
5. Would be cool to see how much liquid metal is in the bucket while you hold it/pouring from it, and not only when you drop it and look at it.
Hammering
Very enjoyable process overall, but as mentioned before me, is poorly executed for monolithic pieces like halberds.
The only small convenience issue I have with the process is placing stuff you get with pliers on top of heating furnace (especially longer blades or sreally short ones) or dropping into the water troth. I appreciate the free placement which allows multiple pieces cooked at a time, but honestly I would prefer it act more like the anvil where it easily attaches to the pre-set position and easily picked up as you target the whole anvil.
Quenching
Love it as it is, perfect imo
Woodworking
I love the process of measuring/cutting wood. I absolutely love your lathe implementation. But there are some critical things to mention:
1. We lack bulk inventory. There is no way to mass produce and store common things. Will make its own section about this.
2. There is no quality in the lathing process, and it has no (or negligeable) effect of the sale price. What I would do here:
- You choose a shape in the designer. Every section has its "complexity" which adds value to the price
- When you use lathe you should make the shape. Every pixel you don't cut or overcut will effect the quality. You should show the shape more clearly, with special colors showing undercuts/overcuts
- There should be more precise chisels. Currently the narrow angle (most precise one) has a huge impact liek it's pretty big
3. I would prefer zooming in much more while lathing. Currently it feels like I'm doing it from a big distance with hands stretched forward.

While all of the above are small convenience suggestions, I can tell the whole process feels really good, I could almost smell the hot wood chips while lathing it was so realistic!
Hilt decoration
It is currently nice as a filler, but still it has near to no impact on the price, making purchase of the materials pretty wasteful other than just cosmetic for your soul. IRL hilt decoration is another form of art, which has a severe impact on the end price.

Bulk Inventory
This feels like a missing major feature. Often you would like to produce hilts, pommels and guards en masse and store them for later use. Those are also great candidates for workers as those do not require a lot of skill to make. Would be cool to see some implementation of this.
As a side note here, there is no way to actually mold multiple pommels for example, which would be really cool and smart thing to do, letting you focus mainly on blades (as in real life), with all the detailing being mass produced by staff.

Slaves
This is one part of the game I did not experience yet, and I'm probably avoiding it for moral reasons. While it is what it is and I respect your take on it, I'd prefer having some free will apprentices.

Have not touched other stuff like combat, armor, food etc. Was too busy hammering :)

Thanks a lot for this game, it really rocks guys. I do also appreciate the diversity of dialog options, made me smile quite a lot :)

Hello,

Thank you so much for taking the time to share your thoughts with us. We truly appreciate all the feedback we receive, both positive and critical. It means a lot to know you care enough to help us improve.

I completely agree with the points you’ve mentioned. Many of these issues came to our attention thanks to feedback from players like you. In the next update, we’re planning to address most of the features and adjustments you’ve highlighted. For the rest, we’ll work on including them in future updates as development allows.

Once again, thank you for sharing your feedback! It’s incredibly helpful and will guide us as we continue improving the game.
Engimage Dec 23, 2024 @ 8:21am 
Originally posted by OGO Play:
Hello,

Thank you so much for taking the time to share your thoughts with us. We truly appreciate all the feedback we receive, both positive and critical. It means a lot to know you care enough to help us improve.

I completely agree with the points you’ve mentioned. Many of these issues came to our attention thanks to feedback from players like you. In the next update, we’re planning to address most of the features and adjustments you’ve highlighted. For the rest, we’ll work on including them in future updates as development allows.

Once again, thank you for sharing your feedback! It’s incredibly helpful and will guide us as we continue improving the game.

Played some more, here is some stuff I have forgotten to add in the main post:

- When you finish assembly of the weapon I think it would be best to place the weapon into player's hands instead of on the table. This is for consistency as after using any other tool the item results being in your hands (lathe, grinding wheel, quenching barrel, wood saw)
- When assembling the weapon it would make sense for the right click to accept reached percentage. It is confusing that you have always to overshoot the assembly especially on high percentages like 99. This should also be more consistent with all other processes like hammering, quenching. Currently you can only right click to cancel current swing and not finish the assembly step. Mayme other button but just to accept current percentage.
- When sharpening the weapon it would make sense IMO to revert current indication. Sharpening should result in the edge to glow and not to dim out. More shiny = more better :) But it is just a personal preference, not something really meaningful
- It would be nice to be able to set default profitability level. I prefer sale probability as 30% for all weapont so I am forced to alter it for every single weapon I produce...
- There is a weird behavior with handles. If you saw a size of 16 cm it makes a cracking sound and the length becomes 15,96. Some kind of a curse around this number...
BrittleSteel Dec 23, 2024 @ 3:44pm 
Hello!

First i would like to tell you how much i enjoy this little gem of a game. Already having fun a lot, cant wait to see what else is coming down the line. Congrats devs! Seriously nice job!

I have more than 40 hours in the game, between chapter 1 and 2. By this point i learned enough to add a few things to this well written list.
Mostly i agree everything mentioned above, few of my observations:

- In fights there should be some way to flank or something along the idea. As it is now sometimes same side fighters get stacked behind each other, rendering a 4v1 fight multiple rounds of 1v1 then an other 1v1. It could be demoralizing to lose my highest skilled warrior, because his friends just chilling behind him. It doesn't happen all the time, but happens lot more that it should. It could be even tied to a "flanking skill", or having some kind of "unit formation" mechanics. Otherwise the fighting system not bad at all.

- in the future some tutorial for fighting would be appreciated. By now i understand a lot more than when i had my very first fight. But it gets confusing when with some actions the "action timer gauge" gets zeroed down after a parry, sometimes it continues from the last position. Same goes for kills and hits. Also i can tell (I think) "taunt" works like some kind off buff, but i really don't know what it does exactly, so i just have my warriors attack all the time.

- Also fighting needs a more balanced approach. I can tell the main idea of the system was some kind of rock - paper - scissor like system, where "High damage-slow attack" - "quick evasive- fast attack" - "high smash parry-weapon breaker" was the idea, but at is right now its heavily tilted towards damage dealt. I just equip my warriors with a sword over 350 cutting damage and i one shot every single human shaped enemy regardless of their armor or weapon.

- Also i would highly appreciate some kind of "transmog mechanic". You know when a weapon has some kind of stats, but looks like a different weapon, while keeping the original stats. Even if its tied to a high level skill on the skill tree or needs to be bought from witches as a book for a big pile of money.
I love that fact that my design has effect on the statistics of the weapon, but i would like to design my weapons based on looks without losing the effects what can be only achieved by some very min-maxed shape. (right now nothing beats a maximum curved blade, made out of only spiky parts, flaming, looking like a "Saw of Doom". I like having be able to tell my enemy "fighting style" by the weapon they wield, but on the player side changing the looks of weapons would not make any negative difference.

Just one more thing to the end. A good example of how powerful is this game is was the special order, when i had to make a copy of a broken family sword of the young noble guy, who broke it. It was a really WTF moment. I love this game allows this kind of level of freedom to forge stuff.

Thanks!
Engimage Dec 23, 2024 @ 4:34pm 
A note regarding the potential and power of the game and the broken sword.
I can see a missing major feature to disassemble the weapon to parts, where you could replace a part with something another. Sometimes you make mistakes, and it would be cool to see quests (orders) to replace or repair something...
OGO Play  [developer] Dec 24, 2024 @ 5:41am 
Originally posted by Engimage:
Originally posted by OGO Play:
Hello,

Thank you so much for taking the time to share your thoughts with us. We truly appreciate all the feedback we receive, both positive and critical. It means a lot to know you care enough to help us improve.

I completely agree with the points you’ve mentioned. Many of these issues came to our attention thanks to feedback from players like you. In the next update, we’re planning to address most of the features and adjustments you’ve highlighted. For the rest, we’ll work on including them in future updates as development allows.

Once again, thank you for sharing your feedback! It’s incredibly helpful and will guide us as we continue improving the game.

Played some more, here is some stuff I have forgotten to add in the main post:

- When you finish assembly of the weapon I think it would be best to place the weapon into player's hands instead of on the table. This is for consistency as after using any other tool the item results being in your hands (lathe, grinding wheel, quenching barrel, wood saw)
- When assembling the weapon it would make sense for the right click to accept reached percentage. It is confusing that you have always to overshoot the assembly especially on high percentages like 99. This should also be more consistent with all other processes like hammering, quenching. Currently you can only right click to cancel current swing and not finish the assembly step. Mayme other button but just to accept current percentage.
- When sharpening the weapon it would make sense IMO to revert current indication. Sharpening should result in the edge to glow and not to dim out. More shiny = more better :) But it is just a personal preference, not something really meaningful
- It would be nice to be able to set default profitability level. I prefer sale probability as 30% for all weapont so I am forced to alter it for every single weapon I produce...
- There is a weird behavior with handles. If you saw a size of 16 cm it makes a cracking sound and the length becomes 15,96. Some kind of a curse around this number...

Hi there,

Thank you again so much! We’ll be adding fixes for the handle issue and the default profitability settings in the next update. I’ve also taken note of your other suggestions, and we’ll be working on those as well.

Thanks again!
OGO Play  [developer] Dec 24, 2024 @ 5:58am 
Originally posted by BrittleSteel:
Hello!

First i would like to tell you how much i enjoy this little gem of a game. Already having fun a lot, cant wait to see what else is coming down the line. Congrats devs! Seriously nice job!

I have more than 40 hours in the game, between chapter 1 and 2. By this point i learned enough to add a few things to this well written list.
Mostly i agree everything mentioned above, few of my observations:

- In fights there should be some way to flank or something along the idea. As it is now sometimes same side fighters get stacked behind each other, rendering a 4v1 fight multiple rounds of 1v1 then an other 1v1. It could be demoralizing to lose my highest skilled warrior, because his friends just chilling behind him. It doesn't happen all the time, but happens lot more that it should. It could be even tied to a "flanking skill", or having some kind of "unit formation" mechanics. Otherwise the fighting system not bad at all.

- in the future some tutorial for fighting would be appreciated. By now i understand a lot more than when i had my very first fight. But it gets confusing when with some actions the "action timer gauge" gets zeroed down after a parry, sometimes it continues from the last position. Same goes for kills and hits. Also i can tell (I think) "taunt" works like some kind off buff, but i really don't know what it does exactly, so i just have my warriors attack all the time.

- Also fighting needs a more balanced approach. I can tell the main idea of the system was some kind of rock - paper - scissor like system, where "High damage-slow attack" - "quick evasive- fast attack" - "high smash parry-weapon breaker" was the idea, but at is right now its heavily tilted towards damage dealt. I just equip my warriors with a sword over 350 cutting damage and i one shot every single human shaped enemy regardless of their armor or weapon.

- Also i would highly appreciate some kind of "transmog mechanic". You know when a weapon has some kind of stats, but looks like a different weapon, while keeping the original stats. Even if its tied to a high level skill on the skill tree or needs to be bought from witches as a book for a big pile of money.
I love that fact that my design has effect on the statistics of the weapon, but i would like to design my weapons based on looks without losing the effects what can be only achieved by some very min-maxed shape. (right now nothing beats a maximum curved blade, made out of only spiky parts, flaming, looking like a "Saw of Doom". I like having be able to tell my enemy "fighting style" by the weapon they wield, but on the player side changing the looks of weapons would not make any negative difference.

Just one more thing to the end. A good example of how powerful is this game is was the special order, when i had to make a copy of a broken family sword of the young noble guy, who broke it. It was a really WTF moment. I love this game allows this kind of level of freedom to forge stuff.

Thanks!

Hello,

Thank you so much for sharing this valuable feedback with us. I’ve carefully read your message and taken away some important lessons. Your thoughts will be a big help as we continue to improve the fighting system.

At the moment, we’ve only been able to share details about the fighting system through a guide, but we’re planning to integrate these into the game itself very soon. We’re also revisiting armor and weapon stats to make sure everything feels clear and balanced. With these changes, we hope the fighting mechanics will become much more intuitive and enjoyable.

Thank you once again for your thoughtful comments!
NootNoot Dec 28, 2024 @ 9:40pm 
Originally posted by OGO Play:
Originally posted by BrittleSteel:
Hello!

First i would like to tell you how much i enjoy this little gem of a game. Already having fun a lot, cant wait to see what else is coming down the line. Congrats devs! Seriously nice job!

I have more than 40 hours in the game, between chapter 1 and 2. By this point i learned enough to add a few things to this well written list.
Mostly i agree everything mentioned above, few of my observations:

- In fights there should be some way to flank or something along the idea. As it is now sometimes same side fighters get stacked behind each other, rendering a 4v1 fight multiple rounds of 1v1 then an other 1v1. It could be demoralizing to lose my highest skilled warrior, because his friends just chilling behind him. It doesn't happen all the time, but happens lot more that it should. It could be even tied to a "flanking skill", or having some kind of "unit formation" mechanics. Otherwise the fighting system not bad at all.

- in the future some tutorial for fighting would be appreciated. By now i understand a lot more than when i had my very first fight. But it gets confusing when with some actions the "action timer gauge" gets zeroed down after a parry, sometimes it continues from the last position. Same goes for kills and hits. Also i can tell (I think) "taunt" works like some kind off buff, but i really don't know what it does exactly, so i just have my warriors attack all the time.

- Also fighting needs a more balanced approach. I can tell the main idea of the system was some kind of rock - paper - scissor like system, where "High damage-slow attack" - "quick evasive- fast attack" - "high smash parry-weapon breaker" was the idea, but at is right now its heavily tilted towards damage dealt. I just equip my warriors with a sword over 350 cutting damage and i one shot every single human shaped enemy regardless of their armor or weapon.

- Also i would highly appreciate some kind of "transmog mechanic". You know when a weapon has some kind of stats, but looks like a different weapon, while keeping the original stats. Even if its tied to a high level skill on the skill tree or needs to be bought from witches as a book for a big pile of money.
I love that fact that my design has effect on the statistics of the weapon, but i would like to design my weapons based on looks without losing the effects what can be only achieved by some very min-maxed shape. (right now nothing beats a maximum curved blade, made out of only spiky parts, flaming, looking like a "Saw of Doom". I like having be able to tell my enemy "fighting style" by the weapon they wield, but on the player side changing the looks of weapons would not make any negative difference.

Just one more thing to the end. A good example of how powerful is this game is was the special order, when i had to make a copy of a broken family sword of the young noble guy, who broke it. It was a really WTF moment. I love this game allows this kind of level of freedom to forge stuff.

Thanks!

Hello,

Thank you so much for sharing this valuable feedback with us. I’ve carefully read your message and taken away some important lessons. Your thoughts will be a big help as we continue to improve the fighting system.

At the moment, we’ve only been able to share details about the fighting system through a guide, but we’re planning to integrate these into the game itself very soon. We’re also revisiting armor and weapon stats to make sure everything feels clear and balanced. With these changes, we hope the fighting mechanics will become much more intuitive and enjoyable.

Thank you once again for your thoughtful comments!


Can we have more melting buckets available for purchase please? And ingot molds?
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Date Posted: Dec 22, 2024 @ 3:12pm
Posts: 7