My biggest concerns aren’t really appropriate questions; (hope for rollback/improvement to movement, rollback/improvement to dodges in light/med armor, un-nerf of Whirlwind Blades/Havoc & Malice, un-nerf of Serpent-man weapons, ability to pick up and replace legacy followers as fresh new system followers, most of which are already well-represented in other feedback).
NEW questions, though, which may be more topical for what can be spoken to in an interesting way:
1: The new leveling system shows a lot of attributes and stats for followers. Are there still other “hidden” attributes to take into account (such as faction) or do the displayed values tell an accurate story?
2: I have uncertainty about satisfaction with so many layers of randomnesses in the leveling system, much of which happens after significant time investment (rarity of finding a specific follower or raising a greater pet, rarity of useful and significant growth percentages, rarity of those growth rates actually paying off after leveling, rarity of perks). Is there any encouragement or assurance you can give that patience will be rewarded in performance, and where it is best to be patient and where is best to break bond and try again?
Hello i have many questions but as you want i choose 2.
why strengh perk was nerf ? From time to time i read forum and i dont see if anybody complain about this perk , i play most of the time with 2h weapons and after update for me personaly this is one of the worse thing you can doo .
Do you have any plans for player character to get stronger , any chance of max lvl will go up or somtine ?
1- As a solo player, I need thralls/pets to defend my base from purges. Level 0 thralls are useless for that. Upgrade a thrall is ok and quite nice, but upgrade 20 thralls is very boring. Any plans to create new mechanics to upgrade thralls with no need to take them for a walk? Maybe some in-base training for them.
2- Building walls and defensive structures should be the best way to defend from purge. Any plans to avoid purges inside our bases, like trojan horses? Once thralls are now limited and we can’t keep one group in each room of our base, keep the purge outside would be nice
Loving the update. Mounts work well and the combat changes/movement has added commitment and meat to pvp.
One question - will you place sever settings to adjust thrall and pet power? I would like to control their starting stats and advancement. Ideally to make them much weaker for example (hardcore server).
1.Will you consider implementing putting a roped thrall on the back of the mount?
2. Will you make it so you can have a thrall follow while on mount?
3. Currently the weakest point of the game is the AI and how repetative/mindless a lot of the fighting is. Are you considering a major update on creatures of the world to give them exciting new abbilities so the fight is always unpredictable and challanging and also make them more responsive and less hesitant?
When will the hot patch to fix the 100% armor pen arrow glitch. Can you make the encumbrance 5 perk work on your mount like all the other perks. And is there any perk or way for pets to be able to withstand gas attacks. You can put a mask on a thrall but nothing for pets. Thank you everything else is awesome best patch we’ve had.
Hello, thanks for this opportunity. Here are my 2 questions:
The climbing system feels bad after the patch because of the new momentum. Can we count on you making some Adjustments here, so that climbing is fun again ?
The cap of the thrall seems too low for many. It is not possible any more, to show each armour nor collect all named thralls. As compensation, are there plans for only decorative (animated) thralls, so that we can see the armours we bought with the DLC ?
TL;DR: Please improve the frustrating systems for death and decay, and possibly add more endgame content for high-level characters to still be able to grow and improve. Would you consider working on either of these issues?
As someone who has been in the video game industry for more than 20 years, congratulations on a very cool and interesting game. I like the way you have blended survival, crafting, exploration, and roleplaying in the Hyborian Age. However, there are some critical flaws that lead to player frustration, most notably in the areas of death and decay. Some of the systems in place seem counter-intuitive rather than supportive of enjoyable gameplay. For example, if I don’t have time for a long play session, and I die, I may not be able to recover my carried items from my body. I suggest making the recovery period much longer (a week maybe) and raising the number of graves in play from 2 to 5 (as it’s pretty likely what killed me once might kill me several times). There are also still many serious bugs in the grave system, leading to marked bugs that are under terrain and graves that never even exist or get marked on the map. Another frustrating death event is dying of starvation or dehydration while you have food and water on your character (I had to take a work call a couple of weeks ago that lasted nearly an hour and I came back to find that I had died of dehydration inside my base while carrying water and leaving no grave/body, which I had just kitted up with a couple of sets of epic armors to go on a volcano raid!). This could be solved by “auto-drinking” and “auto-eating” when near death and carrying water/food.
As for decay, I can’t take a two week vacation without coming back to find all of my castles and workstations gone (in PvE). I’d prefer to see them last much longer before decaying, but have Purges do more damage and last longer (and include more warnings, so I can grab my clanmates and get on to fight the hordes!). I think the Purge wars are fun and can be both challenging and a great source of XP and materials. It’s quite annoying to run around the map every week for the sole purpose of touching buildings just to show you’re still interested in keeping them. If these are object storage memory issues on the Unreal servers, I understand, but there should still be some more elegant ways around this unsatisfying situation.
Aside from death and decay, I would also like to see an increase in character levels and attendant skills and feats. I level up to 60 when I am still in the southern half of the map in PvE (even more limited in PvP). For the northern regions, I am only exploring and gathering. There’s no real reason, other than epic and legendary materials, to even go into the north at that point. I’d rather be able to earn XP so I have a reason to engage more with the denizens of the north and learn additional endgame abilities and skills. This is, however, very much secondary compared to the dissatisfaction of losing expensive resources and buildings for no reason other than a couple of weeks of decay. Rather than promoting regular logging in and play, I expect you are pushing out many more casual players who would prefer to enjoy exploring and crafting over unrealistic survival restrictions (remember Bartle’s player archetypes!).
Thank you for making this game. Aside from the above complaints, I am still finding it very much challenging and fun.
My question would be can we get some sort of admin command to level our thrall on Xbox and ps4.
And second can we get an experience slider for thrall like we have for players
I am sure you can see by the forums that I am quite vocal on my opinions so my two questions both have to do with bug fixes.
When will the hotfix be out that fixes the issues with thrall leveling if one get 100% and the rest of those types of thralls are suck at 40%. I am sure you seen the bug reports and the confusion in the forums on this bug? Pretty sure you have also seen the bug reports on this.
When will you address the thralls resetting to level 0 after you log back in after any time offline, the same with thralls just dying for no reason, logs not show a thing but thrall is just dead be it on relog in or from just walking down a set of steps. Please tell me how are we suppose to replace our current thralls if you can not keep one alive or keep them leveled up past level 0?
My real question is when will you address the problems in the forums, the bugs, the issues with people not being able to even stay online long enough to play. I myself on a vanilla game server, official single player crash at least twice during play every single day be I on for 20 mins or 2 hours, always a fatal error of some sort, before this patch I had a fatal error maybe once or twice in months, now its daily.
For trebs, is there any plan to speed up the crafting of the base in the carpenters bench, and is the HP going to be more than 1 bombs’ worth? Sucks to spend 45 minutes crafting for 10 seconds of destruction. goes against the idea of the devs pushing that game play to the forefront based on the other changes.
Second question:
I owned a private server on PS4, but let it go as there was not near enough creative control outside of sliders. Are there any plans to add a finite number of admin controlled spawn points, admin building (non destructible outside of admin destroying) pieces so we can actually, at least on consoles, have usere created dungeons, etc. Even a DLC would be nice for SP/Admins.
The Momentum-based Movement Feedback Thread & Poll that @Ignasi posted saw a huge number of votes and a great deal of feedback. What changes can we expect Funcom to make to the movement system, what’s the plan going forward?
Will there be more mount saddles added to future DLC as well as lance styles? Another question I have is what other things or weapons and/or features would the developers loved to have or would still like to add to mounts?
In light of implementing thralls limits to conserve server/AI resources and improve performance, there are still several complications affecting the community. What will Funcom do to address the following issues?
With the intended limit of 55 followers, +5 per clan member, there is little room for any thralls or pets that do not serve a direct purpose in combat or defense. This will effectively end most semblances of “City Life” such as lively taverns, zoos, brothels, prisons, etc. Could you perhaps add new types of “benches” that allow to us place thralls for decorative purposes so that they only consume client resources without any need for AI compute? See popular suggestion here: Decorative Dummy Thralls for City Life
Due to old bugs, departed clan mates, changes to the map mesh, etc. many clans have thralls that they cannot break bonds with because they cannot be located or interacted with. Such thralls may be trapped below the mesh, inside of a base’s foundations, or floating in the air, or simply left out in the wilderness where no one can find them. What support will you give us so that clan leaders will be able to remotely delete these lost thralls that we cannot directly break bonds with? One suggestion is to allow us to favorite followers (up to our limit) and then allow the culling script to handle lost thralls: Option to Break Bonds with ALL Thralls
The culling script has many players worried, chiefly because we cannot account for lost thralls. Could you please apply some logic to the culling script to ensure that old thralls are deleted ahead of low-level thralls are deleted ahead of high-level thralls?
When it works properly, it’s so fun! The concepts and what you can do in the game makes for a great game, potentially. Unfortunately, that’s the issue…WHEN it works properly. You’re a seasoned team that should not have these issues. So for the DLC, no questions but…
What are your plans to fix the issues you consistently have with crashes, especially after releasing new content? It should not take 1-2 weeks to release a patch to somewhat fix issues that should’ve been addressed in your test servers.
When your community asks questions on Twitter or any other social media platform, why does no one answer their questions? You can reply to Netflix and when people are praising you but you can’t reply when people are having game breaking issues? You’re going to eventually lose players for this, and it’s weird…they pay your bills…
The horses are an awesome edition to the game but I don’t believe they should take a follower spot, is there any way to implement a separate rider setting, they’re not worth using up your attack thrall spot, also the controls are stiff and tanky…maybe being able to utilize the right thumb stick for direction would work?
I read somewhere that states people who rent your servers have less ram on them, so it causes more issues…people who are actually paying for these in my opinion should get the same if not more dedication considering no one pays you for the official servers…again a more constant revenue stream than the official servers you don’t get paid for.
Like I said, the game has potential, but you’re lacking in key areas that could set you above games like Arc, I’d say start changing your priorities to support your people more than you are. I rent a 40 player server and I’m to the point of wanting to drop it. I can’t play with my friends because any time they open their inventory they get kicked from the game.
Please let a lot of us know what you plan to do to address these issues and an ETA?
Are you guys planning on not about doing anything of this fallaceus claim system or after the fixes you might be ready to talk about it with the comunity?
Have you looked into the spatialOS/unreal engine duo for a bigger map and thrall AI?