Giving the current update about a month of playtime in 3.0, and with potential changes possible from Devs, I wanted to discuss potential future updates which might add more polish to the game.
Sorcery:
Make the slow fall buff last until you next touch the ground. (So if you jump off a cliff with a second left, you are fine. Or if cast before summoning a bat, you will not die when the bat lets go).
Increase the bat’s speed, or time it can travel. A single summon should last at least 1 full map square, horizontally. Alternatively some kind of updraft system to make a mini game out of it. If necessary, tie this to corruption (so more corrupted = longer lasting/faster)
Increase the speed for the initial rock-summoning-spell-choice animation. Selecting is fine.
Crafting Stations:
Make them in line with the building menu, with better organization by DLC, tier (stone, iron, steel etc).
Add information on the hot/cold stuff, or rework it. As is, the pieces which give resistance don’t really show it in the build menu. Even the red/blue bars are not really clear- stuff like Vanir should show 2 bars vs cold on each piece for example. Alternatively, a line with “provides resistance to cold” could work.
Add details of the completed product in the build menu (so, this specific boot gives +carry capacity, that body piece gives +str weapon damage)
Game Mechanics:
Rework animals, so you can have a pet -or- a mount, and allow for the rhino to fight regardless of being or mount or not. Whichever you pick would not count as a humanoid thrall.
AI or combat tweaks to have less “cheese” tactics. Something like have AI humanoids have throwing axes or knives or something to throw and knock you off walls. Even just zero damage “rocks” or orbs.
Enemy Sorcerers using some kinda sorcery, even if it’s summoning a demon pet.
Journey Steps:
More is always welcome, especially if they become inclusive of newer content.
An actual event involving Thoth Amon or his minions, specifically to get the “Ring Boss”. I used Pippi to create an encounter that pops at the Chaosmouth once you have brought all the items, to stop you from making the keystone. This was pretty satisfying, although quite simple. The journey step is just undoable outside of RNG otherwise with a purge.
Some kind of Lorestone locator…thing. Something like the sword-light beam from Shadow of the Colossus, or the Sheika-slate in Zelda that beeps/flashes when near a lorestone would suffice.
Currently, I have used Pippi to add an NPC in Sepermeru with hints to their locations.
It is absolutely possible, Savage Wilds mods enemies, the Hyperboreans have offhand throwing axes, and they can use it fine. Don’t think the whole AI is reprogrammed by the mod, just simply the devs added the offhand weapon to them. Also works with slaves too, I often give them a bunch of throwing axes just to slow enemies down.
Not sure about animals, but even something like an AoE “shockwave” or stomp that just causes you to fall would be enough for some. Not needed for all of course- holding up in a tree from a wolf is valid…bear not so much.
Could also be some kind of whip or lasso that yanks you off rooftops to reduce cheesing New Asgarth. Perhaps a “pull” spell.
No it should not, why should it? Vanir is no longer the “cold resistance set” that it used to be when they introduced it…
As it stands the regular heavy vanir set has the same cold protection as the coarse fiber rags you craft as you get off the cross… so, nothing special Both of them have 2 cold resistance per piece.
The epic version of Vanir boasts 4 cold protection so still under 5 (5 would be required to have 2 bars, the first bar goes from 1-4), so the bars are working correctly, it’s just that they nerfed khm… “rebalanced” armor over the years
None of that is clear in the menu is my meaning. When I last played (waaay back) vanir was the cold set, now it isn’t. Nowhere in game can I find that info unless I craft the set.
As is, in the menu, every piece of armor offers 1 bar of hot or cold, and I have no idea what the final total will be until I am actually wearing it and looking at stats.
It should be clear what a thing does, before you craft it and without needing to wiki it.
Rather than bars, maybe a number that we can add cumulatively from the pieces of gear we wear…over a certain number we can be confident of being insulated against certain levels of hot or cold.
Like “ok, I have +30 cold resist, that seems to be enough to do in the cold areas, but not enough for the actual ice/snow starfall ridge area.”
You can actually preview that in the armory bench before crafting. On pieces that have a higher bonus you can see the bars reflect that
Yes, that’s because that is actually accurate… they standardized most armor to only give 1 bar of hot or cold protection. You’re right that some of them internally give more points since the bars represent intervals (1-4 points = 1 bar, 5-9 = 2 bars, 10-14 = 3 bars… etc…), but the ones showing 1 bar all offer quite a miniscule value.
“Real” temperature resistance on armor is now consolidated to special pieces where there is absolutely no mistake whether they offer protection or not, things like the Dragonscale Helm from Red Mother for example:
That’s exactly how it works, the bars merely represent those numbers like I described above But internally that number exists and yes, they are cumulative from all equipped items and that’s how the thresholds work as well, they are merely represented by bars.
I agree that maybe these bars shouldn’t be completely linear and the first 2 bars at least should have a finer resolution so you can distinguish between basic armor pieces that offer different protection.
Obviously that becomes apparent as you stack up the whole set as your character’s bars reflect the total amount on the status page, but yes for that you need to craft things and equip them. To be fair I don’t see this as a big issue when they don’t even show us the stats of armor before crafting in a bench… at least temperature is shown to some degree.
The bottom line on this is that they are shown and while for small values it’s not that accurate, those values are just that… small… so people usually use other means of combating temperature than trying to craft full sets of armor for it like in the past - There are many foods that lower / raise your temperature, there are effects like torches or other heat / cold sources, there are those unique armor pieces that give you protection etc.
I understand what you’re talking about though, I remember too when I had to have 2 different armor sets crafted for cold and hot areas, but those days are just gone. (even though I preferred that as well)
We had a thread the other day about various temperature protection means, maybe you can find some good ideas there.
To be clear, are the 1 “bar” items all equal? I seem to notice certain sets gave more when wearing the full set. I will check your link, but I guess I want to know if a 1 bar = “1” or 1 bar represents something like 1-9?
No, like I said above, 1 bar can be anything in between 1-4 resistance, 2 bars is something between 5-9, 3 bars is 10-14… etc… so they’re representing intervals.
I get it now and I see what they did, but at a glance if I wear a set of all +1 (with 1 bar each) to get a total of 5, or a set with all +4 (also with 1 bar each) I can theoretically get +40 total resistance.
Like you said, it seems the way to go is def. with alcohol/food/etc, but if that’s the case they should remove it as a stat you can see pre-crafting it.
As is (to a new player), it seems to imply the Look, Defense and Temperature resistance is important as they are THE things you see before crafting.
Regarding this part, you shouldn’t read into that as it’s not the case.
The crafting interface was created when armor pieces only had on stat… armor
Afterwards they introduced the temperature system so they updated the interface to squeeze those temperature bars in…
They much later added various stats to armor pieces and haven’t done an update to the crafting interface ever since… So it’s not a case of which stats are the most important… but a case of an outdated crafting interface
Edited top post to add some new thoughts regarding the Journey Steps. Essentially some of them are impossible to complete in normal play, or involve needle-in-haystack searching around without any real direction.
Just hoping, since the game is getting semi-regular updates now via ages/chapters, maybe some love can go into the core game.