What Feature do you think needs improvement?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
PTTG
Posts: 33
Joined: Mon Jul 02, 2018 12:28 am

Thu Nov 22, 2018 10:44 am

I respectfully disagree: The feature of settlement building is not complete if there's arbitrary limitations.

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Hatsune_Neko
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Thu Nov 22, 2018 6:18 pm

PTTG wrote:
Thu Nov 22, 2018 10:44 am
I respectfully disagree: The feature of settlement building is not complete if there's arbitrary limitations.
your request was moved to feature requests
viewtopic.php?f=16&t=14210
Do you believe the sexes should be equal?
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Jaeroth
Posts: 1
Joined: Sun Nov 25, 2018 2:30 pm

Sun Nov 25, 2018 2:37 pm

THE WALLS

I just watched a starving bandit hit my Top ranked most researched max marked wall 5 times with a stick and then proceed to do the same to each wall surrounding my base destroying each with minimal effort...why is my gate 90 health if the walls are 1-5?

simply makes no sense.

This is pretty much a bug as far as I am concerned....don't get me wrong this game is great, love it!

...but this just seriously needs fixing

Barlond
Posts: 1
Joined: Wed Nov 28, 2018 5:41 pm

Wed Nov 28, 2018 6:12 pm

Hello dear developer,
The ''stealth kill'' button isn't work. Please fix it if you can.
Thank you for this game, it is the one of the most exiting games about wasteland I ever played :D

cran25
Posts: 1
Joined: Mon Nov 26, 2018 5:16 pm

Wed Nov 28, 2018 6:30 pm

Hello dear developer. I am love this game. It have a lot of cons and pros.And i wanted fix mistake.
Please add stealth Kills, because it kills the atmosphere of the game and does not allow you to be truly a stealth killer.

Dezorden
Posts: 1
Joined: Thu Nov 29, 2018 9:02 pm

Thu Nov 29, 2018 9:21 pm

SELF-HEALING AND SELF-REPAIRS AI,

Skeletons and people with artificial limbs won't use the repair beds by themselves or fix wear and tear And I have seen people with -70 and hp with regular limbs limping around and they keep on working instead of going to bed,...…. Pls Fix This.

This is extremely frustrating to micro manage every single person and check every single limb every single RAID, While exploring or doing something else this is ruining the experience for me every time my group gets big the funs dies too.

ShovelKing
Posts: 2
Joined: Mon Dec 10, 2018 7:18 am

Mon Dec 10, 2018 7:46 am

A feature I believe that should be improved upon would be player-owned shops, specifically the prices. We should be allowed to set prices in accordance to what we're selling.

I'm not talking ridiculous mark-up prices but adjustable at least below the sell value. This way we could sell advanced med-kits, repair kits, armor and weapons for cheaper to NPCs to allow them better gear while traveling. I would like to sell a masterwork MK2 Oldworld bow for less than 500 cats to improve the general immersion of NPCs traveling the world using my gear to survive, which also brings me to my next point.

Allow NPCs to purchase armor and weapons as well as use them. Now I understand this would take some balancing but I believe it would help in terms of immersion and realism to the game. Maybe tech hunters may not be interested in buying gear but random drifters who are poorly equipped would surely benefit from the upgrade.

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Hatsune_Neko
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Mon Dec 10, 2018 5:51 pm

it would require adding in new code to make that possible. as the game doesnt have that option.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

ShovelKing
Posts: 2
Joined: Mon Dec 10, 2018 7:18 am

Mon Dec 10, 2018 9:03 pm

Hatsune_Neko wrote:
Mon Dec 10, 2018 5:51 pm
it would require adding in new code to make that possible. as the game doesnt have that option.
That's understandable, I do hope it's considered in the long-term for future updates.

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Hatsune_Neko
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Mon Dec 10, 2018 10:26 pm

to be honest
its unlikely
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

jokers27
Posts: 5
Joined: Mon Dec 17, 2018 5:30 am

Mon Dec 17, 2018 5:52 am

ARMOR SYSTEM AND TUTORIAL INFO ABOUT COMBAT SYSTEM
Combining 2 percentage for slash armor damage reduction is not adding anything exept confusion.

Instead of 50% then 90% of the 50% just use one number like 45% and everyone is happy. This system make no sense anyway.

If i have a helm with 90% and 2% head protection and chest with 90% and 50% head protection. Then 98% of my 90% head damage go directly to me ignoring the chest armor, how in hell having no helm is better than having one for damage reduction?


Also nowhere in the game tutorial the dodge/armor system is explain. Most people just buy the armor based on price cause we don't really know how light,medium,heavy armor affect your dodging/attacking chance.

A Large bag give -10... how im supose to know what this -10 is really doing? Just tell me exactly your chance to hit are reduce by x% and your chance to dodge are reduce by y%. With the current info you could say -1000 and we still have absolutly no idea what this number represent...

ps: sorry for my English but not my first langage, reply me if something is not clear and i will edit.

jokers27
Posts: 5
Joined: Mon Dec 17, 2018 5:30 am

Mon Dec 17, 2018 6:09 am

A quick fix,
Im fine with 30 character max but why forcing people to split them in a 20 and 10 tab? Its just annoying when you want move them all.

"256 recruitment mod" already fix this and show there is more than enough room on a single tab for 30. So unless there is a performance issue or pathfinding problem i didn't see why forcing split. And if its performance issue, maybe a way to change this limit with ingame setting. Cause now, i personnaly fight everyday to not go over 30 and ruin the game difficulty with this insane limit.

Stevepunk
Posts: 5
Joined: Mon Dec 17, 2018 4:32 pm

Mon Dec 17, 2018 4:47 pm

Diplomacy and Reputation.

At the moment it's very limited. And even when I allied with Floatsam they disliked me wearing their gear as one of them.
Sad.

b0urgeoisie
Posts: 1
Joined: Sun Dec 30, 2018 9:56 pm

Sun Dec 30, 2018 10:15 pm

I've seen this mentioned in the thread before, but I think it deserves to be said again. Trying to set up a simple queue to build different items will eventually bring the crafting/hauling AI to a halt. Here's an an example of a repeating queue that will eventually fail:

press>skeleton muscle>motor>robotic components

I've tried to run this with AI auto-ditching turned on, and with AI auto-ditching turned off. The issue with auto-ditching turned on is that the AI stops auto-ditching because my storage is filled up (I have other guys working iron refinement, electrical components, and steel). With auto-ditching turned off, the process will actually go on for a lot longer, but will eventually stop because my crafter's inventory fills up, and the AI doesn't seem to utilize the ability to stack items in a trader's backpack.

I don't know if this can be fixed, but it would be great if it were. It makes it pretty frustrating to have to babysit one station over the repeated crafting of only 4 items.

I uploaded a ~3m video illustrating what I'm talking about. It goes through the whole 4 item queue, and you can see that he won't unload the invalid items despite clearing having space in his backpack.

https://youtu.be/tjtFkJfzW3I

rerutnev
Posts: 18
Joined: Sat Dec 15, 2018 4:04 pm

Wed Jan 09, 2019 12:27 am

b0urgeoisie wrote:
Sun Dec 30, 2018 10:15 pm
Here's an an example of a repeating queue that will eventually fail:

press>skeleton muscle>motor>robotic components
I have had a similar problem and it seemed to me that the reason for work to stop was at the transition from crafting one item to a different item with the different material required. More specifically in the situations when the materials were consumed at different rates - one was left over and would jam the production chain.

I have decided then to order four of each: presses, then 4 skeletal muscles, etc, all on repeat. Haven't noticed to have the problem since.
P.S. : Multiple of 4 are probably not optimal and most certainly you could use other values, but the idea here is if to make a unit of product you need 2 of material one and 1.5 of material two - you've got to use multiples for a flourishing robotics shop.

Full Frontal Yeti
Posts: 33
Joined: Thu Jan 17, 2019 5:54 pm

Tue Jan 22, 2019 11:04 pm

pathing AI.

Kinda the bane of many a game, and this one is pushing it to a very large map demanding paths be made through parts of a map that may not even be loaded into memory.

The most common pathing issue i notice is the AI getting stuck in dead ends or just stalling out in the middle of nothing, when asked to find a very long path between city/town locations.

Just clicking a lot to force path finding can sometimes find a path to back out of the dead end, but most often you just have to go to the toon and manually walk them the 30-60 or so yards back out of the dead end.

Next is odd circles/loops where the toon is going, but then does a little odd walk in a circle, like the AI thought it needed to go around an obstacle, but then there was nothing so it makes a full loop back the start and then keeps going on the correct path.

Another, maybe by design, is that pack animals seem to be worse at pathing than the PCs. A PC and a pack animal given the same move order, the PC probably makes it to town, the pack animal might have needed some manual course corrections. But if the pack animal is set to follow it never fails to make it to town.

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Wed Jan 23, 2019 12:19 pm

I just happen to steal a lot of items from the weapon shop in Black Desert City's Scraphouse, and then directly made my way to the Armor King's shop. Turns out I can't sell any of my stolen loot at the armor king, considering the locations have a good bit of distance between them and the general hostile environment and the extra bit of swimming you'd have to do and the fact you have to cross holy nation land and armor king is kinda hidden, I can't imagine a whole lot of gossip traveling between these shops, skeleton or otherwise, so I find it rather strange that he somehow knows its stolen.

Just a suggestion but I'd be nice if it was possible to sell stolen loot from either of these shops in the other.

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Wed Jan 23, 2019 1:09 pm

I would like to see more items sold by Armor King, compared to the Scraphouse weapon shop in Black Desert City armor king's number of items sold and there quality is somewhat lacking.

Even by stealing only the yellow quality weapons from the scraphouse I have more looted items in my inventory then all the items sold by armor king together, and most of armor king's selection isn't even of yellow quality.

Please consider that we need 5 times the amount of armor items then we need weapons to equip our characters. The loot from the scraphouse can equip my 5 man group twice over just with ranged weapons, and 5 times over with melee weapons, while three days waiting on armor kings selection hasn't equipped even a single character yet.

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Thu Jan 24, 2019 4:24 pm

Storing food items could do with a tiny upgrade I believe.

I can understand certain food items to be stored in a barrel, Dried Meat, Chewsticks, maybe even the Foodcube, that's all stuff that can probably deal with being stuffed in a barrel. But I'm not so sure with the other food items, wouldn't it be better if you used a shelf instead? We can already build a shelf but its just cosmetic, all you'd have to do to make it into a food storage shelf is add a few boxes to the model of the shelf and it'll look fine (just like the shop counter). Or if you feel really fancy, add some of the food items onto it as well.

EDIT: A nice alternative would be to use a table with some food items added to its model.

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Fri Jan 25, 2019 8:56 pm

It's nice to see that we no longer have to repeatedly close and open the stat window to see the numbers change but I believe you forgot to also make sure that the stats of the "Stats Affected" in the "DESCRIPTION" section of the stat window are updated as well.

Also, animal characters still come with weird stats they can't use but seem to have anyway. I don't know why my bull has a 27 Field medic skill with 36% progress to the next level since they can't use it nor progress with it. The game would be a little bit clearer if such stats would simply be grayed out or something.

Also, also, just a thought, but are animals really supposed to have stealth? I can see the dogs having it since you can train those but I don't think you can argue the same thing with any of the others. I don't doubt that animals have and utilize stealth in their natural environment against their natural enemies, but I just don't see a pack bull being stealthy as its loaded up with looted gear going full speed through old lab ruins, and yet animal characters tend to be some of the most stealthy members of the team, due to their immense carrying capacity and not having any equipment to hold them back. It's just kinda strange to see.

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