Thank you for all the hard work!
:))
Thank you for all the hard work!
:))
You spoke about folders being implemented for the the armoury. When do you think this will come live ?
We have an update that is coming very soon (pretty much content locked on it), but the armory rework still has a decent amount of work needed. Atm it's mostly feature complete with the backend code but it needs quite a lot of testing, polish, some design improvements and a few other various things. So with that being said, it won't be in the very next update, but most likely in the one afterwards.
MinimumCritical4058 6 days ago
Is it possible to increase attribute points so players with tank perk and full 3/3/3 armor can also use a spear?
Thank you sir.
needlzor Young 3 days ago
That's a bad idea, but OTOH the spear costs way too much for what it is. It's a worse halberd, it should cost between 20 and 25 points at most and not 27.
Wardens_Guard 6 days ago
Could you rebalance the point costs so weapons dont arbitrarily cost more for no apparent reason, if there is actually a reason why a spear should cost 27 points and then something like the war axe only costs 15 points, id be happy for an explanation. Point costs just really dont seem to make much sense to me considering a lot of weapons dont seem to be balanced around their point costs.
Reposting the above from last week's thread; hope the devs see this as it shouldnt be too difficult to implement
We're not looking to let tank use that combo as far as I know, but we do plan on some balancing to point costs and weapon attributes already. I think the war axe is getting an actual nerf so it is more in-line with the point costs, but don't quote me on that. Either way, we know some weapons are problematic and we're going to adjust them.
“Side note, this patch isn’t going to be content-heavy” If Grator has a bunch of content already finished and ready to ship, and a look at his Digital Coalition page shows he clearly goes. I get some things like the Islamic and Cuman armor, as well as the tabards, but what about the renaissance stuff? The tier 3 Kettle shown off, et cetera. Assuming this patch ships sometime in April, and Eastern expansion comes in the next 3-4 months, that’ll be damn close to a year between major content updates. Why hold back armor sets and content that is visibly ready to ship when the game is already gone a fairly long time without a major content update?
Okay so some things will be coming, but we plan on doing a big eastern/crusader patch in the future, followed by a renaissance or later medieval patch afterwards.
We've kind of come to the realization that bigger, themed updates are a better bang for our buck and are received better - that being said, we're not abandoning the idea of some interim items, because they do let us be a it more flexible with how they're released.
Read moreI played a bunch at launch but lost interest because frontlines wasn't my deal.
invasion is a massive improvement, but I feel like it's absolutely grueling playing attack on invasion.
pushing a cart/siege tower works well enough. kill the peasants is fun. burn stuff works well enough.
pickup and walk stuff is just a slog. instead of having fun or having to fight tactically, you just have to start walking and hope your team has your back. obviously the core of the issue is you're defenseless, but another is that dropping it to fight someone off only brings out your fists, so you have to drop the obj with enough time to swap weapons, win a fight, then pick it back up and keep moving. making it so you'd auto pull out the last weapon you were using before it would be a big change in the right direction without trivializing the objective, IMO.
fighting the nobles is an odd bag, because design wise it means that defense on a map that ends with the objectiv...
Yeah so these are some good points. Touching on the nobles, we're probably going to shift new objectives a bit more away from them as they aren't really even that fun for the noble themselves; personally, whenever I get it I decline because I'd rather go run around and hit things instead of holing up and not playing so my team can win.
We might have some VIP concepts for objectives, but we're looking into different mechanisms of doing it.
Also, the reason hit tracers go away is because they're more of a debug/testing thing and they actually reduce your FPS a decent amount if there are a ton on screen.
Make horses have rdr2-like ragdolling when they hit obstacles -- instead of just stopping. It's funny and it allows removing other boring nerfs.
We're briefly talked about some options, maybe horses deflecting or "ricocheting" if they hit at an angle potentially. This being said, right now horses aren't the main priority when it comes to gameplay, but I think it's safe to assume that they'll get some improvements in the future.
One thing we actually did (which will be in the next update) is remove horse bumps from flinching players that are parrying. This solves a pretty big issue of people being able to bump and then kill you with essentially an un-blockable attack.
After the SDK is released, is there any way we could integrate custom maps into official servers? I understand that there would have to be a vetting process, perhaps we could have votes on whether a map should be incorporated or not. I think doing so would really keep the game fresh, as I think most players play on public servers and there frankly aren't a lot of maps to choose from as it is now. Either way thank you for all of your work on the game <3
At the moment we aren't planning on it, but we haven't ruled out the possibility in the future. Right now the focus is just on getting the tools out for people to play with :)
Thanks for the update. I'm still going to push forward that there needs to be auto balancing, and it needs to be high priority. One of the games biggest issue is many gamemodes are ruined by imbalanced teams resulting in a frustrating steamroll, this makes the smaller gamemodes nearly unplayable as if you get 1 or two extra veterans you're going to have a very one sided match like in skirm or team deathwatch, invasion and frontline are suspect to this as well.
I think a good method would be to have a 1min startup for players to join in and maybe have ffa before the real game starts, then using some method based on level, kd, etc to balance the teams as reasonably equal as possible.
I also think many maps need to reconsider spawn locations like many in camp invasion, sometimes the player is forced to walk a boring tredge to get to the combat, and for new players who are dying and respawning often this is a good recipe to get new players quitting in the first cou...
This is something we've noticed, the objective modes do tend to be really team-sensitive. We have stats on completion and such so we get to see completion % for each objective and most maps are pretty balanced, but that's assuming balanced teams. We can potentially look into an auto-balancing system going forwards, but I'm not sure how involved developing that would be.
Its nice to hear about more double gold events, although I still believe itd be nice to beef up the gold gain in some other ways, like bonuses for winning or weighing points more heavily would be nice. A "Quest" system like others have suggested could also be nice, but I dont know how well that would mesh with the game.
The way gold is set right now is that you make ~ 1k gold per hour if you maintain an "average" score in your matches. This can go up or down a little, but I think right now the biggest issue is that none of *how* you make gold is visible for the player to see. Once we get that sorted, I think people will understand the process a bit better. We can look into tweaking it a bit, but we don't want to inflate the 'economy'.
*please* give us folders to organize our Mercenaries. I only have about 30 different ones, but other people have a loooot more. Maybe even a search function for our merc's? a search function for gear or armor?
Also, there should be the ability to hide certain categories of armor, because going back and forth having to scroll through aaaaall that second level armor is hella annoying just to get a glimpse at how the overall merc looks
Already implemented internally with the armory rework. This will be coming (most likely) with the next major update after the upcoming one. We're mostly complete and testing the current update set to release soon, and the armory rework still needs some visual improvements and bug fixing, general polish that is in-progress.
The unlocking system will be the same as before, changing it this late after the game's release is out of scope, unfortunately. That being said, there will be more options for searching and filtering items.
To expand on this a bit for those reading (also thanks for answering Spook), I believe to do this would require a huge change in prices and would break the 'economy', doing gold refunds or whatever else would be needed to accommodate changing the system.
Hey all!
As always, we'd love to hear what you've got on your mind. Please let us know any feedback, suggestions, critiques and anything else that comes to mind. Let us know your thoughts below!
Lots of notes this week, read 'em below:
Banning the toxic players for what they say in chat might bring more people back to the game
We've permanently muted over 4k people, but we always need to improve on this area. We're looking into some good automated features, and reporting as well.
I didn't get a response from the developers in the last discussion, so I'll quote my comment here.
" As a big fan of the Cossacks, I would very much like to see in the game forelocks, like hairstyles, one-handed sabers, fur hats of Ukrainian hetmans and hats of Russian Cossacks, wide trousers, traditional Cossack clothes. Can I expect this to appear in the game?
Examples:https://ibb.co/SPg7XYJ
Sorry for the spam if that counts as it.
Could be cool in the future, but we might have to do a bit simpler designs. Either way it's interesting :)
Please do something about the battle axe alt mode. Either change the speed, make it mode readable, or just remove it. It doesn’t make any sense.
My recommendation: Change the alt mode from a choked grip to an extended grip (like the bardiche and halberd). The battle axe is already a somewhat short pole weapon, so there are fewer reasons to make the reach shorter than to make it longer. The extended grip, like with the bardiche and halberd, would slightly increase reach, stamina drain, and damage while slightly decreasing speed and making combos impossible. Being unable to combo will also mitigate the issue of unreasonably fast combos.
I believe we've already tweaked axe weapons for this upcoming patch.
Remove horse's ability that prevents you from parrying when it bumps you, there's no counter to it and makes horses even more frustrating to fight.
I'll bring this up with the team - good points.
EDIT - we've actually fixed it internally, should be no more flinch on parry with the next update with horses bumping you.
Could we please let engineers get points when their walls take damage from the enemy team? It would make building walls more worthwhile, all I ever see are spikes and ballistae due to dealing damage even though walls are really good for delaying the enemy.
Also it's REALLY hard to hit badly damaged buildings with the blacksmith hammer even with stabs, I hit the ground or swipe empty air many times trying to repair walls and spikes if the ground geometry isn't flat. Is there a way to give it more consistent interaction with buildables/repairables?
Hmm, we can look into improving in these areas. Thanks for the feedback! 👍
The gold gains are terrible, I get that the gold is tied to the time spent in a match but there should be a minimum gold gain based on your score. Joining a late game of FL and accruing 1500 points in a couple of minutes just to get 70g is awful. Even worse is joining a game that's almost over, getting 3 or 4 kills and getting 0g when it ends.
Right now you get roughly a little over 1k an hour, which is how we've set up most cosmetics for. We could look into some fixes though.
always been a problem - we should have fortnightly weapon balance patches (its just edits to a text file) that are based on recorded stats metrics.
Not just edits to a text file, unfortunately. Right now we do have an issue where we're not able to quickly patch the game, but we're looking into it.
That stuff isn't coming - it was designed back when we had less armor customization slots, and a bunch of it is very low quality compared to the stuff we have now. The crusader update will have 3-ish tabard styled armor pieces, though :)