The 1st implementation of the Storage Shed that will be now referred to as Bank, had a good idea of making it “like real life”, but unfortunately it wasn’t a fun system.
The 2nd implementation of the bank is much much better allowing access to all banks and moving stuff around for free.
I would like to propose a 3rd iteration of the bank:
All the banks are merged and accessible from all Storage Shed.
The storage space will be merged and still upgradeable from houses and territory standing rewards.
The existing drop down menu in the Storage Shed that shows you the settlements will now be available to create new tabs that can be renamed, I would say that at maximum you can have as much tabs as settlements at the moment.
This is so players can still organize items. E.G. weapons they want to use, and weapons they want to sell.
This system will be much better for everyone, most importantly while crafting.
Currently it take too much memory to remember where you stored everything, and the game makes you check all the settlement list every-time you want to deposit or retrieve stuff.
In current state of game (light armor nerfed, many staggers, cc, gap closers etc) it is really needed to add grit to burnout skill. This skill shouldn`t be stopped so easy.
What is going to happen to all the new servers you’ve recently added? Some of them are going to be ghost towns after Fresh Start. Is your intention to merge them if the the pop gets too low?
I transfered from Nilfheim to Dry Tree and i cant do anything it says LAG DETECTED and then auto kicks me after 3 min because server not responding. i cant unstuck or respawn.
I transfered from Nilfheim to Dry tree and when joining Dry Tree my character cant move and pop up with a different outfit… it says LAG DETECTED… after 5 min i get kicked for being AFK.
All the time …
Its not my internet since i never got lag for 2000 hours in this game
It only happened right after i transfer character …
I verified steam files but didnt fix
Please help
My personal advice on narratives and RPGs…stop making players the remarkable hero, make us the one of many washed up on this island blessed with azoth yum yums and are among other adventurers
If I may I would like to share my recent experience with new world. I played at after launch for several months. I quit sometime in February, honestly just because of Azoth travel cost and storage. I decided to return for Brimstone, and the game felt really good, I could actually do things with my time. So I decided to level a new character on Themiscrya, and during that, the MSQ “The RItual” broke. You are suppose to interact with an object, which I did but the quest was not completing. It was not a fun experience to have to create an Amazon account and reach out to someone on a forum to fix a game breaking bug. There should be a more convenient way to create a “ticket” within the game. After a day or so I was able to get that bug resolved, and I was able to get that toon to around 590GS before fresh launched. So I decided to start on fresh and today at around level 38 all of a sudden, every single time I turn in a quest, my game breaks, I can’t walk, run, light or heavy, or use skills, I can however interact with menus and chat still. So here I have returned to the forsaken forums to plea my case to the bug overlords please may I play the game again.
Combat still needs major improvement, it doesn’t conform to any proper design, rather it’s just a broken souls-like. Interruptions on all attacks is the standard for souls-like and other action games, and it works for both pve (e.g. Elden Ring, Dark Souls) and pvp (e.g. Chivalry, Mordhau). Some elements from the original souls-like design still remain such as locked attack animations and stamina based blocking and dodging, but without interruptions on standard attacks (both for players and npcs) the combat feels clunky, boring, and unresponsive. While weapon abilities do increase the skill cap and require some strategic thinking to use, they unfortunately aren’t enough to consistently provide fun and engaging fights.
The lack of feedback from attacks is also partly to blame for balancing issues because the original combat design didn’t account for such a large emphasis on stats, it was more skill based with reaction, prediction, positioning, timing and resource management ultimately deciding the outcome of a fight.
Other suggestions that could improve combat include: stamina cost on all attacks (to prevent spamming), timed blocking (with input delay on block removed), and lower stamina cost for dodging with the stamina exhaustion state removed. With skill based combat reintroduced into the game it would also be reasonable to make generic enemies more dangerous.
Combat is in my opinion the area of the game with the most room for improvement, so please fix it post-haste.