- NPC items refresh only once per day, which is inefficient.
- The resource gathering demands are too high. Iron ore is particularly scarce, and there is a lack of sustainable resource acquisition mechanisms.
- Hidden treasure chests and regular resource nodes on the map sometimes appear and disappear inconsistently.
- The material requirements for crafting items are excessively high.
- The reward system is overly conservative, providing relatively low currency rewards.
- Enemies have knockdown protection, but players do not. Enemies can pressure players during get-up animations, and parrying enemies lacks stagger feedback.
- The co-op mode must include a friendly fire toggle option.
- The character’s inventory space is too limited. We request a revision of the current method for expanding inventory capacity and suggest alternative approaches to significantly increase backpack space.
I think the current speed is appropriate especially considering that the map will become much larger. You can also have more than one realm to explore and loot
In my opinion this problem would be solved if the tools did more damage, thus speeding up the collection.
If they doubled the damage, a perfect hit would destroy a resource in one shot, and slow or fast hits would still take 3 hits. Maybe they could also make perfect hits give triple the loot instead of double, and excellent hits could give double the loot instead.
They’ve already improved the situation by making some of the harder to reach places have higher value loot, but there’s still a lot to improve on this.
definitely true, especially the armors and clothes
I would like it if once the mission is completed we could choose the reward between three or more options where one of the options is just money and the others are rewards like materials, gems, gear, etc.
I have 500+ hours and I could always hit the enemies on the ground, if that’s what you mean.
if you are referring to the poise, there are armors and spells that allow you to lift it, and only heavier ones will be able to knock you down. I’m not sure if I understand what you mean though.
It’s certainly something they’re already considering since many people have already complained about this. But I also agree with the devs that friendly fire makes multiplayer much more interesting.
I proposed a solution for this problem here: Ichor System Balancing Solution
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Thanks, so for point number six: It means when your character gets knocked down by an enemy, you don’t have enough time to get back up. The enemy can just keep hitting you while you’re still on the ground. This basically creates a cycle where you’re constantly getting knocked down again before you can even recover, until you eventually die.
In the action game genre, this issue is particularly severe.
So maybe they should learn from other games and add a protection mechanism where players won’t take any damage during the stand-up animation after being knocked down.
I think the type of knockdowns should be reduced to the armor class
lightweights should fly apart like pins from any poke, but at the same time quickly get up with the appropriate animation. and at the same time could not parry heavy blows from heavy opponents. Give them more time to parry.
medium weight is versatile, parries all strikes, and does not ignore anything - it can fall from a large number of light strikes.
Lightweights can’t knock down heavyweights. If a heavyweight falls, it takes longer to get back up.
\translated using an online translator