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
Murder/Flagging/Rep
HUD
*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 amount of scaling flat armor penetration %, reducing the defense value of the piece hit before damage calculation
- RNG does not feel good given the high amount of skill based combat in the game. Some fights you won't get any weakspot hits and others you will get very few. Flat armor pen would make Dex builds more viable and engaging especially against standard high Strength foot fighter builds.
- Armor pen % scales well by only reducing the defense value of the armor piece hit, therefore doesn't add direct damage and is less impactful against light armored players.
- Armor penetration only applies to melee damage
- Ranged armor penetration see arrow properties below
- Add aim sway when drawing/aiming a bow
- This change aims to balance out high damage/strength archer builds by putting both a movement penalty and a general accuracy penalty when using bows without Dex. Dex lowers the amount of visible aim sway. In addition, this doesn't completely remove the skill aspect of aiming but instead aims to balance out the player aim and player build aspects of the archer game-play.
- Greatly increase the degree of aim sway further when drawing/firing with a bow while moving/running.
- Dexterity should further reduce the amount of aim sway of bows while moving/running.
- Higher Dexterity should completely remove aim sway at a certain level of Dex when standing still e.g. 110-120?
- At the highest levels of dexterity, there should still be a minor sway while moving and running.
- Mounted archery should benefit from dexterity and the mounted archery skill should lower sway further while mounted.
- Longbows should not be usable while mounted or have a large penalty via aim sway.
- Greatly increase the degree of aim sway further when drawing/firing with a bow while moving/running.
- This change aims to balance out high damage/strength archer builds by putting both a movement penalty and a general accuracy penalty when using bows without Dex. Dex lowers the amount of visible aim sway. In addition, this doesn't completely remove the skill aspect of aiming but instead aims to balance out the player aim and player build aspects of the archer game-play.
- Add properties to arrow types:
- Broadhead
- Add bleed effect to broadhead arrows to give them more usefulness against fleeing targets/prey e.g. for hunting fleeing animals.
- Lower base damage
- Bodkin
- Standard base damage
- Adds flat armor penetration % useful against armored infantry
- Long bow arrow
- Highest base damage however:
- Greatly penalize the damage, range and arc when fired from a non-longbow.
- Highest base damage however:
- Broadhead
Murder/Flagging/Rep
- Murder Status should only apply when
- a player finishes off another player in mercy mode.
- a player has put the other player into mercy mode, and they then die from any source of dmg (e.g animals, AI).
- a player has inflicted damage of between 5%-100% of your max HP (so handle hits are negated) - the more damage you deal to them the longer the duration for the MC to clear e.g exponentially:
- 5% = 2 mins (prevents handle hits)
- 10% = 4 mins
- 20% = 8 mins
- 40% = 16 mins
- 80%+ = 32 mins
- Remove murder count timers from refreshing on a new MC - this just feels plain bad mechanically and only encourages the player to not roam/PvP (even if they want to) when the timer gets close to dropping a stack, less they run the risk of refreshing the FULL 8 hours.
- Horses/pets should by default share all eligibility of crime/murder as if you were hitting the player that owns it. Likewise pets should flag the owner for the same when attacking another player/pet.
- Criminal Flag/Murder Eligibility flag should also share with:
- a) players that heals you
- b) players that complete (finalize and finish) a trade with you
- Reds (murderers) should be able to fight back in defense if attacked in town without guard repercussion - but only if hit first by the other player(s).
- Also add local grey for that player to add risk that the (blue) attacking player still loses their gear if they should die to the player who defends.
- This is important to encourage thoughtful decision making about when it's appropriate to attack and drive a red out of town, which in turn will help counteract the potential for mindless griefing via this mechanic.
- Also add local grey for that player to add risk that the (blue) attacking player still loses their gear if they should die to the player who defends.
- When you die to another player as a blue (non-murderer), the server needs to evaluate the closest blue priest to your position and should you then death run across the map to another region, it should then remember which priest you died at - removing reputation from the murderers in that region.
- Murderers should be able to res in a blue GY so long as their reputation is positive with the region.
- All reputation should passively increase back to 5 over time or allow players to pay a gold tribute (money sink). Paying gold as tribute to a nation should cap at 5.
- Add a criminal flag to a player that pushes/boops another player 5 or more times in the course of 120s.
- Add additional ways to gain reputation with each nation and further, add a tooltip on the reputation tab that allows the player to learn how to increase/decrease their rep with each nation.
HUD
- Stack counts shown on the inventory icon need to display weight value and have a decimal e.g. 10000 -> 100.00kg or 3456 -> 34.56kg. New players are constantly confused about the "stack" number.
- Right clicking weapons/equipment while a bank or sell/buy window is open should not default to equip but default to move to bank/bag/sell.
- When aiming/targeting a player, show a small sound icon beside the player name when they are using VOIP (this is so we can see who is talking in large crowds - useful to also be able to report bigoted/abusive language over voip)
- Add drag and drop detection so that deleting items when dragging is only possible when you drop the icon anywhere outside of a UI window that is currently active.
- Trees meshes/textures that have volumetric clouds behind them produce unpleasant artifacting/shimmering.
- Draw/load distance of character models/equipped gear needs to be prioritized or re enabled post stress test. 10ft is too short.
- Prioritize loading at longer distances at the very least such as Armour/Weapons > Animations > Race > Name > Features (face details etc)
- All tree textures/meshes need to extend down further so that roots clip through the terrain and look natural on slopes.
- Extraction times feel slightly too long in comparison to other process times e.g. crafting times.
- Crafting times feel slightly too short in comparison to every other action in the game.
- Attacks by AI without a melee weapon should be telegraphed (not traditional telegraphing on the ground but via the AI animation).
- E.g. wolves do damage to anyone hit in a line by telegraphing/charging a leap animation, then leaping forward hitting and damaging players struck in it's path.
- Dodging or moving out of the telegraphed window (with lag compensation detection) negates the hit/damage.
- Each animal or AI should have their own AI package e.g:
- Wolves rely on hit and run tactics, circling and strength in their pack.
- Wolves flee when their pack dies.
- Telegraphed lunge/pounce
- Bears overwhelm the target and swipe, slam.
- Allow partial blocking (blunt damage) of swipes.
- Telegraphed swipes and Top down slams with paws that can be dodged/parried.
- Wolves rely on hit and run tactics, circling and strength in their pack.
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