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Companion
The first time you hear about pet companion you want your viking with a wolf on his side! How cool! Then you start finding one, then you tame it, you name it, and feed it.. love him.. then you ask him to follow you.
Then he died on the first run.
Would I train another one? No.
It's OK that it's a lot of work. But to get killed on the first run it's not.
We want this to be hard, we want this to not be OP. We want to look cool too! Braging rights are great!
Suggested changes:
1- Only permit 1 pet following you at a time. Getting 10 of them for not getting killed being overpower is laggy and not that fun (and a lot of works!). The fun is to have 1 pet following you, not a ton.
2- If your pet is below a certain hp threshold, or if he receive a staggering effect he run for his safety. You are certainly not suicidal. Neither are your pet.
3- A defensive mode by default. If no one of the player faction have been hit in his presence, don't attack anything. Only defend the player and himself. No more running everywhere on killing spree! I would also apply this to Asksvin with a saddle on.
4- What if before a creature attack another tamed one, a check was performed to check if he would attack or not based on the star rating system.
Would a Level 1 wolf attack a Level 3 (two-star)? Unlikely. Implementing a "between creature star rating check" would create a safety and give an incentive to player for getting a stronger one. Make the check every x time (tick whatever) with a penalty each time it fail.
For example :
a Level 1 wolf would attack a Level 3 25%
a Level 2 wolf would attack a Level 3 75%
a Level 3 wolf would attack a Level 3 100%
each repeated failed check lower 10%
When the attack check fail, use an effect like the Anti-sting concoction for Deathsquitos. So the attacking wolf circle around you but don't attack (player faction is safe).. then when the attack check succeed, or if the player attack him, he attack you. Dunno if a number check would be possible. Like if there 6 Level 1 wolf, they would attack a 3 level one.
Lot of player are cheating with ore gathering. They run from map to map to bypass the ore hauling process. They log into a map, get the iron, then logout and get back to another map where they spawn directly in front of their base smelter.
I think this break the game immersion a lot. Being a Viking is hauling stuff on boat from place to place, discovering land and settlement. I would love to kill a few peasants and siege their churches for getting their gold too... but.. I guess this is asking for a bit too much right now :D
There 22 items prevented from teleporting and this would be nice if these item would be "server map" bound instead of "Player save" bound.
Like, if you logout from a map, the server save your coordinate on the map, and also would save these items for your character. So, if you logout with ore in your inventory and log back in another maps, you would not possess the ore item since it's save on the server and not the character.
We need to create realism without sacrificing game play. Right now we got 32 inventory slot with 300 pounds capacity
There 8 slot almost always used by worn item:
Main hand
Secondary hand
Bow/Crossbows
Head
Chest
Legs
Back
Accessory
With that we are using like 3 slot for different arrows (One featherless, one highest damage output and the other with zone weakness elemental dmg)
and like 3-4 potions
We have like 16 slot for carrying "drop stuff" and 16 slot of "gear".
I would propose to define them in a new Inventory screen.
8 defined Slots for worn Item
A up-gradable quiver slot
One "Alchemist Belt" slot with "on the spot" elemental damage dipping (see my other suggestion below)
A up-gradable backpack (but not a 16 slot one. We want to use more transportation gear)
And more use of transportation gear. (Cart,Boat,Mule Harness,Dog Sled...etc)
Backpack slot (4-6 Slot)
Sled (8-10 Slot)
Mule Harness (14 Slot)
Cart (18 slots)
Boat
Road
Like the "Pathen" from the hoe who don't require a workbench, please make the "Paved Road" not requiring a Stonecutter and give the path a "traveling speed buff" when walking on it (or lesser steepness with a cart or on foot) Give a incentive to build path/Paved road. Because now, it's only visual decoration and not worth the time.
Ox/deer
Make a new tamable creature the size of a deer (or make the deer a tamable one)for transporting good. We need to have incentive for using road and transportation need. The tier may be like this:
Meadow : Sled pulled by hand (not fast but with more slot than your backpack)
Black forest: Ox/Tamed Deer with harness like the Mules In Nepal For Goods Transportation.
Mountain : Get the same sled from meadow but harness Tamed Wolf for pulling it! (dog sled)
Ox/tamed Deer pulling a cart!!
For about the same transportation of a 32 slot Drakkar, make a run from the boat to the village with a cart (18 slot) + mule harness (14 slot)
Boat:
With the Abyssal harpoon we can pull creature, but what about pulling boat? Like the old Canal boat horses? Sometime the river is narrow, and the wind not in the right direction. Pulling a boat with a Abyssal harpoon (or other means) would be nice! Or better, putting the ox/tamed Deer pulling it!
Building Mechanics: "Enhance Workbench/Stonecutter"
Make the Stonecutter an upgrade version of the Workbench. So 1 "Enhance Workbench/Stonecutter" can do all the stonecutter build and workbench. No need to put 2 table when you need to work stone. And when near a Workbench upgrades, This "Enhance Workbench/Stonecutter" can us it too and can create stuff from higher level Workbench!
Stonecutter level 1 can do everything a Workbench level 1 can do. And you can put an Workbench upgrade near it and make all the workbench level 2 stuff too!
Unclutter your inventory for building!!
Make this also a chest and make theses item accessible for the builder. You want to build a bridge? You put down a "Enhance Workbench/Stonecutter", load it with stone (and wood), and with your hammer you go!!
No more getting down from the roof refiling building pieces! You have access of the storage from the Enhance Workbench/Stonecutter you are in range with your hammer.
You want to keep the recipe balance ? fine! Make this "Enhance Workbench/Stonecutter" the price of all these item
So, 10x wood from Workbenck + 10x wood,2x Iron,4x Stones from Stonecutter + 10x wood from the chest!
Make the hammer unbreakable for this "Enhance Workbench/Stonecutter" if you put a roof on it! You already need to put a workbench down for building, and if you put a roof on top, you can repair your hammer indefinitely! Why not making it unbreakable in those condition? No need to get down from your work to repair it every time!
If you put a roof on your new "Workbench/Stonecutter", the hammer is not used up, if you don't, it is as usual.
Building Mechanics: Building pieces
Make available the different unavailable building pieces of the world.
Maybe not stuff from the Queen Dungeon entrance but.. other like..
Like all the Dvergr stuff and a few more marble pieces!
These horizontal fermenter look sick! and they are already in the game!!
Make barrel stackable too.. yeah I know we can put a 1x1 wood floor on top of it but..
Fix the Dvergr lantern. When you pick it up you can't put it back to a table..
Also, I realize the potential of lighting on boat the first time i hop in with a wisplight equipped.
It's really eerie and beautiful at night with fog... When i'm leaving on a boat now, im trying to equip a wisplight and a Dvergr lantern in my hand. I can't possibly imagine these viking without light at night on boat.
Maybe add a hook or something acting like itemstand on boat for hooking one of these somewhere on the mast.. or in front.
Please add a stone floor 4x4 like the Grausten one! We want to build more basement and cave.. and 2x2 aint cutting it.
Ashwood
To be still hard to acquire, let us plant wood seed (Maybe not Acorns) in ashland to resplendish the forest for harvesting ashwood. If you want to be epic with it, and get another game mechanics, make it as if you plant a seed in ashland, it take fire damage and burn before growing. BUT, if you plant it under a Shield Generator THEN this can grow.. and once the tree is grown IF you cutoff the shield, then this turn into Scorched Tree.
If you want to make this even harder, only permit certain kind of seed to be planted. Fir if you want to say that Ashland was a mountain biome before being transform to hell.. or Birch if this was a plains biome! or... maybe add a Yggdrasil cone and permit it to be planted in Mistland and Ashland biome!
But the real concern is to increase the building part availability(i'm a builder enthusiast), and Yggdrasil wood are not part of the building pieces (yet).
Then, since we talk about "building part availability", I would make possible "Tar kilning" and make Tar from Ashwood putted in a Charcoal kiln. Would make the Darkwood structures more available for those in Ashland. Those are beautiful pieces and rarely use because of tar availability
And make the Ashwood previous to rain damage too! Real Ashwood is!
Item upgrade with effect
The item effect added by gemstones are really nice but a little confusing.
First time I've found a Iolite i was really really thrilled to put it on my full upgraded Nidhögg for some more lightning effect and damage!
So imagine my surprise when i've put my Level 3 Slash 147 dmg Nidhögg into the forge and receive a Level 1 Nidhögg the Thundering with Slash 135 + 10 lightning and effect!
Event fully upgraded (to only level 2...didn't i started with a level 3?) it's still Slash 141 +10 Lightning
and cost me even more Flametal upgrade..
As for Elemental damage on arrows/bolts, we need to rework the "Elemental effect on item" mechanics. (see below for my "Elemental Dips enhancement" suggestion)
Players expect to get a Level 3 Nidhögg who's getting a "lightning upgrade" +10 damage and effect.
Go crazy with these weapon!
You did it with the Dyrnwyn!! (Good job on this!) even if it's a little inconsistent with the other gemstone variant, because it's taking a bloodstone to create, and the bloodstone give damage increased by 0.2% for every HP the player is missing .. but in the Dyrnwyn's giving flat +fire damage. (Slash 151 +10 Fire)
For the Nidhögg, why not make the lightning version imbued by Thor himself!! Putting the crafting material for a Nidhögg the Thundering into the Obliterator (or another contraption created with one or more Thunder stone) and getting hit by lightning create it instead of using the forge!
Or reuse the previous lore for imbuing these weapon with new powers! You are using the power of the boss to imbue the latest greatest weapons version!
For example, you need to go back to the "Boiling death altar" from Bonemass and do some ritual or another kind of boss fight, or something for creating a Jade version (poison) of the weapons.. or the use of Yagluth Mystical altar making a goblin blood bath for the bloodstone version ! .. The Eikthyr Mystical Altar for the Iolite version..
Dvergr
Friendly Fire
I would include the Dvergr in the "friendly fire" button! Just like viking friends. So you cant hit them if you don't want to. But when you want to raid them, you put the friendly fire off.. and this also put it off for your follow viking around :D Sure this wont make a big difference when playing solo, but would be harder on coop and less frustrating when you would mistakenly hit them.
Sure at first, the fear of hitting them put stress on combat nearby the settlement. But with time, the only thing this is doing is you to drag them mobs, do nothing and wait for them to kill or getting killed by it. You wont risk to help them. With a little chance, the Gjall will destroy a precious crate from the tower top.
If they were affected by the friendly fire setting, you would maybe help them. But destroying their stuff must continue to remove this friendly fire protection.
Maybe implementing a system where helping them is rewarded? Each mobs killed with damage from Dvergr + you and you are getting reputation point (Ashland and Mistland on different factions). When you reach a certain level, you can trade with specific Dvergr Traders inside the settlement! (like Fine Wood, blue Jute, Copper scrap, Tasty mead) And when you are really high with the reputation, you can buy rare and expensive drops! (Dvergr extractor, Soft tissue, black marble, tankard, lantern or even Flametal and Ashwood!)
This would give pacific player opportunity for getting these item without killing them. I would really really grind some rep for being able to buy some Soft Tissue...
With this new counter of "ive put damage on mob + Dvergr Damage for getting rep" system, we can implement a function on kill where the mobs are dropping nothing if more than 50% of the damage come from Dvergr. So, bringing mobs for killing them wont give you any loot. And you wont want them to help you that much because if they hit them harder, you're not getting the damn loot!!
Other thing would be nice: When you are using Abyssal harpoon on mob, make it under your faction! This suck big time dragging one or two stars Asksvin all the way across the zone for getting killed by wandering Dvergr Rogue!
Ashland Dvergr
As soon as we encounter them and their settlement in Ashland, they died! We don't want them too strong because we don't want to create a "Fall back camp" protection too much... but maybe just restrict the mobs spawning around the camp a little more. This way, it's harder to use them for harvesting charred stuff and they are more represented in the biome.
Why is there only rogue? no Mage? Oh and the pathing AI think they are immune to fire damage from lava and boiling sea DoT, they are not. Stop making them run into it all the time!