Cult of the wolf feedback
Fenring's (and the other man-wolf mobs) j don't drop Fenring hair or Fenring claws, just regular wolf claws? C'mon, update their loot tables to give worlds with largely explored mountains the ability to get the armour.
Secondly, fleshrippers are cool, but it feels like their parry multiplier should be higher. That way they can be used to perform devastating block/counter-attacks for a risk/reward playstyle, but as it is they can just about do that with base enemies in the Plains, none of the more dangerous ones, you're still better off with the blackmetal round shield for those, which is also far more forgiving.
Secondly, fleshrippers are cool, but it feels like their parry multiplier should be higher. That way they can be used to perform devastating block/counter-attacks for a risk/reward playstyle, but as it is they can just about do that with base enemies in the Plains, none of the more dangerous ones, you're still better off with the blackmetal round shield for those, which is also far more forgiving.
12:13 pm, March 2, 2022
76561197972304347 replied to Cult of the wolf feedback March 2, 2022 @ 8:35:23 am PST
The problem is that jumping worlds means abandoning a whole lot of building hours.
No, you're not getting it. Your characters are not tied to worlds. You can have a dozen worlds created and only one character, then visit them all with that one character. You have one as your main world with all your build, you can log into different worlds, do your gathering/exploration, logout with your loot then login to your main world to drop off your loot and etc. Multi-world game, not limited to 1 per character.
Yeah, it's a solution - it's not a good one.
Look at the design - you can't portal metal, implying you should have to travel long distances and take advantage of all the things the game has.
But at the same time you can just jump from one world with a pocket-full of silver to another where you're right besides a smelter?
Nah.
I understand it as a temporary gimmick due to EA, but it's counter-intuitive to the grander design.
3:13 pm, March 4, 2022
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76561197972304347 replied to Cult of the wolf feedback March 2, 2022 @ 11:00:16 am PST
It's more than just that - it feels weird to have 4 different enemy types that all drop the same loot. It does seem a little strange to be upset about a feature release in Early Access, when there is a simple and known workaround, and the issue will no longer exist at full release. You knew this was an EA game, yes? This is to be expected.
I used the world-hopping method last night, just so I wouldn't end up exploring all of the mountains in the world I'm using as a server with friends. It worked just fine, it was no trouble at all.
Actually, the wolf-men are worse, they tend to only drop fangs (with the exception of the cultist), at least the wolf drops pelts and meat as well
3:13 pm, March 4, 2022
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Herrozerro replied to Cult of the wolf feedback March 3, 2022 @ 6:36:52 am PST
My main complaint is that frost caves are too rare and the cost for the sets are too high.
3:13 pm, March 3, 2022
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PakaNoHida replied to Cult of the wolf feedback March 2, 2022 @ 10:20:30 am PST
This will be a more problematic issue in future updates, where to be able to use / view new content, a area of the map must be un-discovered. Since we are in EA, players must be open to ditch old worlds, and start over, from time to time.
A solution would be new worlds has much more water, so IronGate can "spawn" in new landmasses, for current players in old worlds to explore again. Or player made workbenches not visited within 5 days ingame, will get destroyed, and map outside 2000 units of any Workbench will go back into the fog of war, and IronGate can once more re-populate the game with old and new features under the fog.
IronGate could also include a easy script in the update/patch procedures, to make copies of world and characters, so player can roll back (not game version) if needed.
No dev should ever change how they are building the game in order to cater to things being easier for alpha testers. Gold release won't have this issue.
9:13 pm, March 2, 2022
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Ren replied to Cult of the wolf feedback March 2, 2022 @ 10:20:54 am PST
It does seem a little strange to be upset about a feature release in Early Access, when there is a simple and known workaround, and the issue will no longer exist at full release. You knew this was an EA game, yes? This is to be expected.
I used the world-hopping method last night, just so I wouldn't end up exploring all of the mountains in the world I'm using as a server with friends. It worked just fine, it was no trouble at all.
I used the world-hopping method last night, just so I wouldn't end up exploring all of the mountains in the world I'm using as a server with friends. It worked just fine, it was no trouble at all.
9:13 pm, March 2, 2022
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Lithariel replied to Cult of the wolf feedback March 2, 2022 @ 10:36:53 am PST
(and the other man-wolf mobs) j don't drop Fenring hair or Fenring claws, just regular wolf claws? C'mon, update their loot tables to give worlds with largely explored mountains the ability to get the armour.It is kinda confusing to me too. Those "Werewolve like mobs" are called "Fenring"... yet all they drop is Wolf Fangs and Fenring Trophies. Fenring's
Secondly, fleshrippers are cool, but it feels like their parry multiplier should be higher. That way they can be used to perform devastating block/counter-attacks for a risk/reward playstyle, but as it is they can just about do that with base enemies in the Plains, none of the more dangerous ones, you're still better off with the blackmetal round shield for those, which is also far more forgiving.
Those mobs inside the Caves are called "Ulv"... yet they have a chance to drop "Fenring hair" ... I never actually seen them drop Fenring Claws though. Cultists for me dropped Red jute rarely but no Fenring hair... a friend told me he got Fenring hair from them also.
What I would like is if those Werewolf enemies that come at night also drop Fenring hair... or have a chance to at least. That way the set would be a little bit easier to obtain... similar to how one can get the Troll or Root set.
While I like the fact, that I can just open a new Map and have a fresh start... for me it is bad design if you can't achieve it all in one Map. Like a true viking, you can set off and raid other worlds. Just bring your loot back home in the inventory. Crafting recipes carry over with your character.
It is ok and understandable, if I play my Map and explore everything within is and now I have to open a new one to have Caves spawn.
However If I play a brand new character on a brand new Map I would expect that I can find all bosses on said Map and everything else I might need also. The ability to take a old character and join the Map of a friend or make a new Map and play with an existing character does in my opinion not free the Developers from tweaking the procedural generation in a way that it generates everything necessary for a full playthrough... but that is just my opinion.
9:13 pm, March 2, 2022
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Obvious replied to Cult of the wolf feedback March 2, 2022 @ 11:00:16 am PST
It's more than just that - it feels weird to have 4 different enemy types that all drop the same loot. It does seem a little strange to be upset about a feature release in Early Access, when there is a simple and known workaround, and the issue will no longer exist at full release. You knew this was an EA game, yes? This is to be expected.
I used the world-hopping method last night, just so I wouldn't end up exploring all of the mountains in the world I'm using as a server with friends. It worked just fine, it was no trouble at all.
Actually, the wolf-men are worse, they tend to only drop fangs (with the exception of the cultist), at least the wolf drops pelts and meat as well
9:13 pm, March 2, 2022
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Nefrarya replied to Cult of the wolf feedback March 2, 2022 @ 12:05:18 pm PST
While I like the fact, that I can just open a new Map and have a fresh start... for me it is bad design if you can't achieve it all in one Map.
It is ok and understandable, if I play my Map and explore everything within is and now I have to open a new one to have Caves spawn.
However If I play a brand new character on a brand new Map I would expect that I can find all bosses on said Map and everything else I might need also. The ability to take a old character and join the Map of a friend or make a new Map and play with an existing character does in my opinion not free the Developers from tweaking the procedural generation in a way that it generates everything necessary for a full playthrough... but that is just my opinion.
How was that ever in question that this will be how the full release version works? The issue is that the generation algorithm can't add new content to already generated areas during the Early Access period.
9:13 pm, March 2, 2022
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Nefrarya replied to Cult of the wolf feedback March 2, 2022 @ 8:17:22 am PST
The problem is that jumping worlds means abandoning a whole lot of building hours.
But you just do an expedition. That's what I'm trying to say. Go to a new world, whack through a bunch of cultists, grab the loot, learn the recipes and go back to your old world. There, you can use the new recipes and craft the new stuff to your heart's content. Same as sailing to a new continent.
6:13 pm, March 2, 2022
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ChinoValley replied to Cult of the wolf feedback March 2, 2022 @ 8:23:35 am PST
The problem is that jumping worlds means abandoning a whole lot of building hours.
No, you're not getting it. Your characters are not tied to worlds. You can have a dozen worlds created and only one character, then visit them all with that one character. You have one as your main world with all your build, you can log into different worlds, do your gathering/exploration, logout with your loot then login to your main world to drop off your loot and etc. Multi-world game, not limited to 1 per character.
6:13 pm, March 2, 2022
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Obvious replied to Cult of the wolf feedback March 2, 2022 @ 8:35:23 am PST
The problem is that jumping worlds means abandoning a whole lot of building hours.
No, you're not getting it. Your characters are not tied to worlds. You can have a dozen worlds created and only one character, then visit them all with that one character. You have one as your main world with all your build, you can log into different worlds, do your gathering/exploration, logout with your loot then login to your main world to drop off your loot and etc. Multi-world game, not limited to 1 per character.
Yeah, it's a solution - it's not a good one.
Look at the design - you can't portal metal, implying you should have to travel long distances and take advantage of all the things the game has.
But at the same time you can just jump from one world with a pocket-full of silver to another where you're right besides a smelter?
Nah.
I understand it as a temporary gimmick due to EA, but it's counter-intuitive to the grander design.
6:13 pm, March 2, 2022
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Nefrarya replied to Cult of the wolf feedback March 2, 2022 @ 9:48:18 am PST
No, you're not getting it. Your characters are not tied to worlds. You can have a dozen worlds created and only one character, then visit them all with that one character. You have one as your main world with all your build, you can log into different worlds, do your gathering/exploration, logout with your loot then login to your main world to drop off your loot and etc. Multi-world game, not limited to 1 per character.
Yeah, it's a solution - it's not a good one.
Look at the design - you can't portal metal, implying you should have to travel long distances and take advantage of all the things the game has.
But at the same time you can just jump from one world with a pocket-full of silver to another where you're right besides a smelter?
Nah.
I understand it as a temporary gimmick due to EA, but it's counter-intuitive to the grander design.
You asked for a solution for an EA world, that's it. Your problem won't exist in the full release, so why should they design for it? Also, I wouldn't be so sure that world hopping will be removed for full release.
6:13 pm, March 2, 2022
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blankitosonic replied to Cult of the wolf feedback March 2, 2022 @ 4:58:51 am PST
Fenrir =/= fenrlings
New items are part of the cult of the big wolf , not from werewolf mobs
And even BM atgeir cant parry stared fulings , lox or berserkers ... , you need a bm shield for those
New items are part of the cult of the big wolf , not from werewolf mobs
And even BM atgeir cant parry stared fulings , lox or berserkers ... , you need a bm shield for those
3:13 pm, March 2, 2022
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Nefrarya replied to Cult of the wolf feedback March 2, 2022 @ 5:03:44 am PST
Like a true viking, you can set off and raid other worlds. Just bring your loot back home in the inventory. Crafting recipes carry over with your character.
3:13 pm, March 2, 2022
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ChrisMartin replied to Cult of the wolf feedback March 2, 2022 @ 5:21:43 am PST
This will be a more problematic issue in future updates, where to be able to use / view new content, a area of the map must be un-discovered. Since we are in EA, players must be open to ditch old worlds, and start over, from time to time.
A solution would be new worlds has much more water, so IronGate can "spawn" in new landmasses, for current players in old worlds to explore again. Or player made workbenches not visited within 5 days ingame, will get destroyed, and map outside 2000 units of any Workbench will go back into the fog of war, and IronGate can once more re-populate the game with old and new features under the fog.
IronGate could also include a easy script in the update/patch procedures, to make copies of world and characters, so player can roll back (not game version) if needed.
A solution would be new worlds has much more water, so IronGate can "spawn" in new landmasses, for current players in old worlds to explore again. Or player made workbenches not visited within 5 days ingame, will get destroyed, and map outside 2000 units of any Workbench will go back into the fog of war, and IronGate can once more re-populate the game with old and new features under the fog.
IronGate could also include a easy script in the update/patch procedures, to make copies of world and characters, so player can roll back (not game version) if needed.
3:13 pm, March 2, 2022
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Nefrarya replied to Cult of the wolf feedback March 2, 2022 @ 6:00:00 am PST
This will be a more problematic issue in future updates, where to be able to use / view new content, a area of the map must be un-discovered. Since we are in EA, players must be open to ditch old worlds, and start over, from time to time.
A solution would be new worlds has much more water, so IronGate can "spawn" in new landmasses, for current players in old worlds to explore again. Or player made workbenches not visited within 5 days ingame, will get destroyed, and map outside 2000 units of any Workbench will go back into the fog of war, and IronGate can once more re-populate the game with old and new features under the fog.
IronGate could also include a easy script in the update/patch procedures, to make copies of world and characters, so player can roll back (not game version) if needed.
The way the game works so far, there is no need to ditch anything. Worlds can be travelled as easy as continents, skills and recipes stay with a character, materials can travel via inventory, world and character saves can be easily backed up, if you like the layout of a world you can generate a fresh one with the same seed, new raids probably work in old worlds regardless of whether, for example, a cave is actually present in that world, .... . Am I missing something?
3:13 pm, March 2, 2022
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Mharr replied to Cult of the wolf feedback March 2, 2022 @ 6:56:54 am PST
The problem is that jumping worlds means abandoning a whole lot of building hours.
3:13 pm, March 2, 2022
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