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  1. Woody

    Looting sieged houses concerns

    I understand the protection afforded to the owner for destroyed houses but having to wait exactly X hours to come back and check whether you can now loot it as the non-house owner doesn't sound fun. I know the design intent is for sieging not to be about the loot and for the game to not function...
  2. Woody

    House upkeep

    Change house/stronghold upkeep to be resource based. Use gold for taxes with the release of TC. Make better quality Wood, Stone, Metals contribute more to the upkeep per unit. Allow players to set a % of these resources to be used to passively repair damaged buildings, after a period of time...
  3. Woody

    Wishlist changes: combat, builds & equipment

    - Change equipment slots to be slot based rather than static left and right hand combos. Allow a back slot, belt slot and arrow slot (still 3 as is now). Let players swap between these quickly. Add an equip timer/animation/penalty (like armor) for swapping equipment out to disincentivise doing...
  4. Woody

    Murder counts & Priest suggestion

    Summary (tl;dr) With this suggestion: All players can now report murder to their lawful priests and MCs are applied immediately on killing a blue player, applying a persistent scaling penalty based on a player’s aggression (capped at 100). Priest changes allow for priests to be used by all...
  5. Woody

    Combat skills & damage - to increase build variety and viability

    I mentioned this as a reply to another suggestion but thought it was worth a nudge as it's own topic. I'm suggesting that all combat skills that determine damage output (weapons, mounted & magery skills etc.) should still be viable by all players who don't have those skills maxed by changing...
  6. Woody

    Standardise weakspot for all weapons

    For an attribute that is limited in it's value given the scaling of speed being so minimal, it feels bad that your investment into this attribute with regards to weakspot is limited to a very small number of weapons and playstyles. I like the idea of having more frequent weak spots, but it's...
  7. Woody

    Player stamina while Mounted

    Player stamina has no real impact while on horse back other than Mounted Archery. Even then it's negligible. I suggest we add stamina drain to the player proportional to the stamina drain of the horse, e.g. in gears 3 or 4. From there, make the current stamina level increase or decrease the...
  8. Woody

    Parry chip damage & stamina management

    tl;dr - Break the parry lock by adding chip damage via the hidden blunt damage resist threshold stat, modified based on your current stamina %. The lower your current stamina, the less blunt damage resist you get. Blunt damage is currently able to chip through parries for some damage. All left...
  9. Woody

    Poise - Parry break

    Problem There is no natural way to break through a parry of a perfectly capable defensive player. Furthermore, being a networked game, the suggested solutions of "kicks" or "special attacks" that aim to partially solve this are limited by animations, desync and varying pings. Solution The...
  10. Woody

    Stress test & pre-EA feedback

    Most questions in help chat seem to be around how to leave Haven and which city is best. We need this in the tutorial. Put the white line back into the sky? AI needs to be the focus from here on out. The most critical feedback people have about the game is the AI or the lack of suitable AI...
  11. Woody

    Haven review

    Excellent job SV. This is exactly the direction Haven needed to go in and you've created a system that is scalable (in that you could easily add more tutorials to the existing set) and most importantly, it's intuitive and easy to follow. The pacing is good, keeping the player on track while...
  12. Woody

    Easy changes & tweaks (archery, mounted, butchery, logout)

    Archery Improve the Dexterity stat value for archers. Allow arrows to dismount/knockdown. Make weak-spot more meaningful for archers so that Dexterity has a greater per point value for those players looking for a more mobility focused archery fantasy. Allow WS to proc across all body parts at...
  13. Woody

    Palisades - A player town wall/gate solution

    Problem Walled player towns present a few key issues and as it stands now, we've been told loosely that SV is hesitant as to whether walls for free placed towns should be a thing. I would actually agree with them here and ultimately, am still on the fence about it ;). That said I want to...
  14. Woody

    Transporting items (wagons/carts & horses)

    There's a few considerations that need to be taken into account when it comes to the evolution of transportation, especially at the point when wagons are implemented. Wagons must become focal points for PvP in their own right and be the most efficient way of transporting large amounts of...
  15. Woody

    Town bank fees

    There's a few things the game still needs to address when it comes to the safety and persistence of towns, especially before or while TC/Housing/Keeps are being implemented. Some of the concerns raised around player housing is storage and that no one will want to use house storage if it's not...
  16. Woody

    Combat conditions (Bleeding, Deep Wounds, Dazed, Crippled)

    Combat is severely lacking any form of meaningful inflicted conditions that could help expand the depth of melee and ranged combat. It also serves to both add to group combat complexity (giving greater meaning to combat healers) as well as duelling by giving additional ways to wear your target...
  17. Woody

    Compilation of Feedback & Ideas

    Arrow types and fletching Add arrow heads (crafted from bone, alloy or stone materials which modifies base damage and flight speed) Broadhead Has a % chance to inflict a "Bleeding" condition which does 'Damage over Time' until healed past X threshold of HP Bodkin Adds weak spot chance...
  18. Woody

    Soul wound - A murder count alternative

    In responding to @Kaemik's suggestion on "How to fix the reputation/murder system", I tried to think of an alternative to the murder count system while taking into account their approach of having blue/red status transfer to reputation - which I think is good. It addresses the right problem in...
  19. Woody

    Leveling speed in the beta

    EDIT: I stand corrected! It is still 100x faster but instead of us receiving 100x more exp amount for an action in game and leveling up via the exp bars, they've kept the amount of exp per action the same and just moved the goal posts closer to make it 100x faster to reach max level. This is...
  20. Woody

    Compilation of Feedback & Ideas (stress test)

    Below is a collection of feedback that I've gathered while playing the stress test so far. If I update the OP, I will highlight it in green. *Note some of these points are not all mine but I still support so I have incorporated them into my feedback. Combat Replace weak-spot chance with a low...