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Resources indicators. Change resource health bars to resource indicators, making them visible only within a specific range. Currently, the health bars are visible even if resources are off-screen. For example, when standing atop a mountain, resources health bars below are still shown. Additionally, the display of health bars is inconsistent, sometimes appearing and sometimes not.
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Quest givers are marked with a ‘Question Mark’ when they offer a quest, and when we finish the quest, the ‘Question Mark’ changes to an ‘Exclamation Mark’. It feels like it should be the opposite
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Options to trade low tier resources to higher tiers. This game has a great system for gathering resources, and the locations are very nice to explore. The issue arises when players no longer need to gather lower-tier resources like copper or pine wood. It would be nice to have a system that allows players to exchange low-level resources for higher-tier ones.
Examples:
Option 1: An alchemist could turn copper ore into iron ore. Price: 2x Copper Ore + Catalyst.
The catalyst could be an item that players buy from the alchemist or find in the world, or both options could be available. Personally, I prefer finding it in the world.
Option 2: Similar to Finley, some traders could arrive in Sacrament and offer players the ability to either buy unrefined resources or exchange the ones they already have for higher tiers. In this case, it wouldn’t necessarily have to be ore to ore; it could be pine wood to iron ore or pine wood to silver ore.
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Resources respawn timer. It is very hard to understand the way resources, chests, and other items respawn. Can we have some explanation about it?
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Names for mobs. Bosses have names, but Mobs do not and this an issue. For example, if i find a bug that is related to a mob then i will have to come up with some name, like “Tanth dude with two handed axe”. It would be nice to have some names even generic one at this stage and change later to proper one.
Example:
Risen Scoundrel.
Risen Rogue.
Risen Swordsman.
Tanth Scoundrel.
Tanth Rogue.
Tanth Swordsman.
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Workshop. Currently, we can only buy houses. At the same time, we can buy workshop stations. So, how about if, in the future, we can buy a workshop for these stations?
Ideally it should be near merchants and not inside of the building to remove unnecessary loading. -
Additional upgrades for Sacrament. There is a gentleman in Sacramento who says, ‘This city turned into a shit.’ How about adding options for improving streets, walls, and bridges?
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Weapons with slow attack animations. Looks like all one-handed weapons do roughly the same damage, but they have different attack speed animations.
For example, an un-upgraded Level 2 Cleric’s Mace does 11 damage, while an un-upgraded Level 2 Malice does 10-12 damage. However, Malice has a faster attack animation and does not lock you in on the second attack, giving you a better chance to avoid enemies’ counterattacks.
It would be nice if weapons with slower animations (attack speed) had higher damage output per hit or some additional perks, like a 0.1-second stun on hit."
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Weapons with double attacks. Indication for double attacks for the weapons. Some weapons, such as Cleric’s Mace, have double attacks. It would be nice if weapons would provide some indications.
Example: if weapon has only single attack then show one sword. If weapon starts with single attack and then second attack is doubled then show one sword → two swords. -
Bows and stamina attack. Bows now use stamina for the first attack, but they do not build focus. I’m not sure if this is intentional. Also, bows do not show how much stamina the first attack costs.
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Weapon Min-Max Damage Roll on purchase. When we buy a weapon from a vendor, the damage of that weapon can roll between minimum and maximum values. It would be nice to know these values when we hover over a weapon in the vendor menu.
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Additional map markers. We have a marker for ore veins that looks like a pickaxe. Can we have a marker for the trees, fishes and digging sites? An axe, fishing rod and shovel markers would be nice to have.
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Map markers limit. Why are we limited to placing only 12 markers of the same type on the map? I use them to mark the locations of trees and ores, and this limit just doesn’t make sense.
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Weird animations when character laying down to bed. Hard to explain. Just go to the Inn try it yourself and you will see.