Fix your game. Way too many bugs are being ignored while you cater, showing favoritism, to the zergs and streamers within. Henrik spends time in streamer's channels but does not wish to hear feedback from anyone else. Oh, I have the bug reporting venue... that is subject to being glossed over and cherry-picked by minions. Who could just determine that I am unworthy of being heard/presented to his majesty.
The criminal system is a joke. It needs to be revamped completely. Given there are PvP specific area (Wilderness) and mechanics (war declarations) to get your fill of cuckery in the territories... why is the criminal system not worth anything? I understand that some people prefer that playstyle. That is a choice on their part. Wasting my time and effort I have put into this game to achieve something. Not to mention recharging trinkets is expensive.
Star Vault has never lived up to its promises of compensation for all the issues that we have had to deal with through OVH and in game deficiencies. The communications policies and transparency have to be the WORST I have ever encountered in roughly 30+ years of gaming. The policies that are in place surrounding communications from staff are no doubt in place to conceal possible variations in the application of "policy".
Star Vault makes changes to code without documenting them. Drop rates, loot tables, mechanics... changed behind the scenes with no acknowledgement. It would be nice if I could dismount and not have to worry if the mount is going to drop beneath the terrain or hover in the air giving away my location. I was thrilled when the sprint mentioned bug fixes! The only thing addressed to my knowledge was essence orbs and supposedly being able to use the other door on a stronghold. I do not know about the essence orbs. The doors work the same though. Meanwhile, I can't transfer items from saddlebags while I have a chest open UNLESS it is at a bank. I cannot open a bag in inventory and retrieve an item while riding a mount UNLESS I am moving slow, stopped, and rushing. I CAN stuff an entire Molva in a bag/saddlebag, but I cannot place a bag in a saddlebag or another bag. In other words, your inventory system is trash and needs love.
Your AI is in horrible shape as well. Mobs that reset in the middle of combat. Not run, but just reset for no reason. The mobs stand inside of each other, run through each other, have no limits to stamina, do not strike walls or objects, and seem to always run for the rectum of mounts... at odd angles. Like bipedal crabs capable of increasing speed to make up distance.
Mercy mode... what a joy that is. For players, it has purpose. For taming and dominating, it has purpose. For most applications other than that... it has to be one of the most stupid mechanics I have had the displeasure to deal with. Put some work into it if nothing else. You can 'lootbag' players if you hit them hard enough and/or AI using certain magics. Why not fix this where I don't waste mats or durability striking an extra blow to each and every mob.
The TC is a failure overall. Mechanics have changed making investments in TC worthless and then changes are made to make the structure a requirement (barracks) so that you can have somewhat useless NPC guards. It was an insult to have guards on foot removed AFTER investments had been made into it. I enjoy the immersion of 20+ alert towers or culinariums surrounding structures to prevent building siege equipment or structures. Houses and other structures could be pushed back by an effective 'no-build' zone. You could add palisades which have a build radius of the supported structure. Would eliminate the eyesores surrounding keeps and villages.
Now, pets, there are problems. Defensive mode needs fixed. My pet was struck by an outcast's arrow while I was traveling. I traveled another 2-3 minutes before dismounting inside of a TC structure and witnessed the pet exit the structure, which is common. What I didn't witness was that pet traveling all the way back to engage the outcasts. It had gone so far, that it was no longer capable of registering on the combat log. I was made aware of the deal due to the clade I received from killing an outcast. It killed 2 out of 3 and the third one killed it. I could not call it as it was too far. I could not ride out after it to get in range, because it was my mount. I could not get it restored because of "policy". Which leads me to ask this. Do you people have the analytical capacity to think of possible instances where your mechanics might conflict in such ways? The necromancer mechanics are... stupid.
So, I could go on all day long. But I digress and conclude with this... Put thought into fixing what you have to be inclusive of others and not just zergs and gankers. Daddy isn't around to bankroll it anymore. It's a slap in the face for investors, IMHO, to throw away the potential this game has. Fix your game...
The criminal system is a joke. It needs to be revamped completely. Given there are PvP specific area (Wilderness) and mechanics (war declarations) to get your fill of cuckery in the territories... why is the criminal system not worth anything? I understand that some people prefer that playstyle. That is a choice on their part. Wasting my time and effort I have put into this game to achieve something. Not to mention recharging trinkets is expensive.
Star Vault has never lived up to its promises of compensation for all the issues that we have had to deal with through OVH and in game deficiencies. The communications policies and transparency have to be the WORST I have ever encountered in roughly 30+ years of gaming. The policies that are in place surrounding communications from staff are no doubt in place to conceal possible variations in the application of "policy".
Star Vault makes changes to code without documenting them. Drop rates, loot tables, mechanics... changed behind the scenes with no acknowledgement. It would be nice if I could dismount and not have to worry if the mount is going to drop beneath the terrain or hover in the air giving away my location. I was thrilled when the sprint mentioned bug fixes! The only thing addressed to my knowledge was essence orbs and supposedly being able to use the other door on a stronghold. I do not know about the essence orbs. The doors work the same though. Meanwhile, I can't transfer items from saddlebags while I have a chest open UNLESS it is at a bank. I cannot open a bag in inventory and retrieve an item while riding a mount UNLESS I am moving slow, stopped, and rushing. I CAN stuff an entire Molva in a bag/saddlebag, but I cannot place a bag in a saddlebag or another bag. In other words, your inventory system is trash and needs love.
Your AI is in horrible shape as well. Mobs that reset in the middle of combat. Not run, but just reset for no reason. The mobs stand inside of each other, run through each other, have no limits to stamina, do not strike walls or objects, and seem to always run for the rectum of mounts... at odd angles. Like bipedal crabs capable of increasing speed to make up distance.
Mercy mode... what a joy that is. For players, it has purpose. For taming and dominating, it has purpose. For most applications other than that... it has to be one of the most stupid mechanics I have had the displeasure to deal with. Put some work into it if nothing else. You can 'lootbag' players if you hit them hard enough and/or AI using certain magics. Why not fix this where I don't waste mats or durability striking an extra blow to each and every mob.
The TC is a failure overall. Mechanics have changed making investments in TC worthless and then changes are made to make the structure a requirement (barracks) so that you can have somewhat useless NPC guards. It was an insult to have guards on foot removed AFTER investments had been made into it. I enjoy the immersion of 20+ alert towers or culinariums surrounding structures to prevent building siege equipment or structures. Houses and other structures could be pushed back by an effective 'no-build' zone. You could add palisades which have a build radius of the supported structure. Would eliminate the eyesores surrounding keeps and villages.
Now, pets, there are problems. Defensive mode needs fixed. My pet was struck by an outcast's arrow while I was traveling. I traveled another 2-3 minutes before dismounting inside of a TC structure and witnessed the pet exit the structure, which is common. What I didn't witness was that pet traveling all the way back to engage the outcasts. It had gone so far, that it was no longer capable of registering on the combat log. I was made aware of the deal due to the clade I received from killing an outcast. It killed 2 out of 3 and the third one killed it. I could not call it as it was too far. I could not ride out after it to get in range, because it was my mount. I could not get it restored because of "policy". Which leads me to ask this. Do you people have the analytical capacity to think of possible instances where your mechanics might conflict in such ways? The necromancer mechanics are... stupid.
So, I could go on all day long. But I digress and conclude with this... Put thought into fixing what you have to be inclusive of others and not just zergs and gankers. Daddy isn't around to bankroll it anymore. It's a slap in the face for investors, IMHO, to throw away the potential this game has. Fix your game...