Hey devs and whoever reads this. First of all thank you very much for providing our community with keys this run. We have had a much larger interest AND engagement this round compared to previous one. A few of us have even brought packs (I bought 2 alpha packs myself). However, a lot of community are still on the fence about the game. 80% of people said the reason for their indecisiveness was the fact that combat was very clunky and glitchy as well as QoL that made game boring. We are aware that the next update will be a PvP/combat update, and are eagerly awaiting to test run that test as well. From that update onward we can make a decision wherever we want the game to become an official chapter for us as a guild. Regarding QoL - we were disappointed to see no ability to trade with one another, as well as no way to rebind hot keys. Overall the response for this patch was very positive however. We feel like you have the town system pretty much nailed (apart from the Monopoly which Nekrage already addressed in his post). And PvP is genuinely fun despite the clunky and sometimes glitchy combat. The world is very large, allowing for a lot of exploration, but not too large to make travel boring. The gear variety this patch was also very refreshing to see - allowing for some very interesting builds - and although some of it could use with a buff/nerf, we sincerely hope that for next patch this balance will be a lot more polished. Thank you once again for the opportunity, and see you next round!
Best posts made by LordRellik
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An Opinion on the game so far - Hand of Unity [HoU] Response
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Abuse of wheat gathering by making new chars
Step 1) create new char
Step 2) gather wheat on the char
Step 3) trade wheat over to a friend on the main
Step 4) profitThis tactic allows to get wheat pretty much infinitely- allowing people to rush through ranks and basically invalidating cities that have fertile fields as a resource.
Suggestion: remove wheat altogether from tutorial and replace food with cooked meat players get by killing wolves/bears
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PvP Tournament - This Saturday - 14th November at 18:00 GMT
WHERE:
Town of Ariana Grand, Greater Myr Shield (Just below Heartwood)
Rules:
No Bandages, no herbal remedies
No Execute upon death (no full loot dead bodies - otherwise KoS)
Any gear set allowed, any enchants allowed
You can change your gear set/skill set/talent set between fights at will
No interference from 3rd parties. If you interfere you will first get a warning and the match will reset. Any further warnings will result in you being disqualified as a participant and become KoS.
Horses in battle allowed
If you exit the arena (surrounded by fences) you get disqualified
A no show will result your opponent winning the round by default.Brackets:
1v1 (inside arena). KO until finals and semi-finals. Then best of 3. Loser's bracket for 3rd place also best of 3.
3v3 (inside arena). KO until finals and semi-finals. Then best of 3. Loser's bracket for 3rd place also best of 3. If you are knocked (have purple hp) you are out that round. If your team members attempts to fight with purple hp - they will lose you the round.
5v5 gvg (open ground). Best of 3 for all rounds. A guild wins by completely knocking out the entire team. If you are knocked (have purple hp) you are out that round. If your guild members attempts to fight with purple hp - they will lose you the round.
10v10 gvg (open ground) Best of 3 for all rounds. A guild wins by completely knocking out the entire team. If you are knocked (have purple hp) you are out that round. If your guild members attempts to fight with purple hp - they will lose you the round.Register your interest below! Brackets will be final at 14th November at 17:00 GMT
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RE: I can not get in the game
Servers are down, wait till morning EU time for devs to wake up and fix
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RE: Concern regarding lack of communication and transparency
@Logain Tbf, I think you’re right. Perhaps I am being a little too harsh on them, but I think the principle that you shouldn’t make deadlines you can’t meet still applies - regardless of how small a studio is.
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RE: upkeep unrealistic
I think the values in table above are reasonable BUT only for full release. It's very high for alpha when less than 1/5 on nodes are actually populated due to low player, but it's even worse that you implemented at such a late point in alpha - where not a lot of people are playing. All of the cities are going to decay in next few days because no one can afford taxes.
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Hand of Unity [HoU] bug list
Hi - this is the list of bugs that we as guild have gathered during the test. Effort has been taken to remove bugs that have already been fixed/reported - however repetitions may still occur. Conditions to replicate the bug have been stated where possible. Thank you for inviting us to test Dynamight studios - we can't wait what next major alpha test will bring
Signed, Hand of Unity Guild
- Triple tapping A while running allows you to mount your horse while running
- If two or more people capture a horse at the same time - whenever one person succeeds everyone else also gets the horse assuming they started capturing at the same time. This causes the horse to become duped and it has identical stats to all other horses
- Seemingly - speed of horse is tied to resolution of your monitor. We found out that despite having greater DEX on both character and mount - people who have larger monitors move slower.
- You can desummon the horse to reset its HP and avoid the 10 second cooldown of horse death penalty
- If horse is killed while pulling a wagon in motion, your character carries on pulling the wagon despite horse being dead.
- Some metal weapon effects do not apply
- Some metal armor effects do not apply
- Silver weapons do not work on wisps
- If you select any material for a weapon/armor and then change to make a metal sheet/bolts - you will be able to make metal sheet/bolts out of that material (e.g you can make sheets out of steel when initially couldn't be possible)
- Guild permission on chests doesn't work
- Party markers can't be placed by anyone including leader
- Keybind menu is blank
- If you have a debuff logging out clears a debuff (including things like necrotic disease - making herbal remedies useless)
- Some mining nodes cause resources to clip into terrain, preventing them from being picking up
- Some mining nodes spawn upon each other twice, allowing them to be mined twice each
- If you drag the same weapon on top of the one you currently have equipped - it dupes the stats including enchants and durabilty,
- If you unequipped the weapon, sometimes causing you to still have animation of holding it and having the same stats as if you are holding it - allowing combinations such as having a greatsword and shield at the same time
- Tree logs perch themselves upon stump - not allowing them to be picked up
- Cooking stuff with your inventory full throws one item into the void before telling you your inventory is full
- Wargs do not drop any loot inside the vale
- Sometimes loot description box stays floating if two people loot an item at same time. Can be cleared by hovering over any other item
- When over encumbered, doesn't allow you to use any workbenches/chests
- Upon relogging, clears your share dead loot choice in party and guild
- Hunger doesn't do anything despite being at 0 to some players
- Tiredness doesn't do anything despite being at 0 to some players
- No way to make wood pole/wood shaft for some weapons. Those two items also have textures missing
- Rice item missing textures
- Fields can be picked unlimited number of times for infinite crop
- No way to remove used charcoal piles
- No way to remove a plot once placed (for governor)
- No way to change citizen permissions
- Furnace sometimes letting you smelt despite only having 1/5 ore
- In some nodes - if built over a mob spawn, causing mobs to spawn inside building.
- Enchantments cancelling already existing effects of weapons. E.g. steel weapons give +36% wep dmg. Upon placing an enchant for extra wep dmg makes weapon give +0% wep dmg. However makes it do same damage as weapon with +36% damage.
- If you use a talent/item build to increase your max memory, you can create a skillset with that amount of memory and save it, allowing you to learn it in the future even if you do not have enough memory for it upon resetting your talents/bonuses from items that give INT
- Mobs being able to kill you with melee attack despite you being not next to them
- Unable to click on mob if they are behind a tree
- Sometimes makes you cast animation of your spell, but doesnt actually trigger the spell
- Skewed hitboxes, mob not taking damage despite projectiles clearly hitting them, but does take damage if you fire a few pixels to the right into blank space
- Potentially unpaid taxes do not destroy your town? More testing needed.
- All new leather (ghoul and all 3 trolls) only takes 10 seconds inside tanning tub to process - intentional for testing purposes?
- Sometimes your horse moves at normal pace despite you being over encumbered
- Mobs get stuck in walls - causing them to be basically invulnerable due to inability to target them (wisp teleport does that a lot)
- Wrong descriptions on most items in forge. For example - plate armour has description that its all light (apart from boots - which say medium), but when crafted they are all in fact heavy
- Primitive mace costs more to make in furnace than normal mace?
If anymore bugs are found they will be reported below after edit
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RE: The City Monopoly Meta
Completely agree. An additional fact that the 4 extra citizens don’t even need to be part of the city permanently (as long as they rejoin the town within 24h to stop it collapsing). This means they can go to their main town to make most of facilities and then go back
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RE: Is there another Alpha planned for December?
This one is set to end 4th Dec. Next one is likely to be next year
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RE: upkeep unrealistic
Update from Promo:
There's also an error in that upkeep table
It should range from 20 to 80 not 20 to 140 (ref cereals) - Ill try to put hotfix out 2moro morning -
RE: upkeep unrealistic
@Esoba I will admit - I completely forgot about crop rotations - which would effectively double field amount required like you pointed out. And yes - I do agree on your point regarding it being alpha. It would have been hard to pay taxes even at start with less than 1/5 of nodes populated - but now as most players stopped playing it's downright impossible.