#Raids [All has been said and it became a war - Comments are locked]
1 messages · Page 1 of 1 (latest)
100% agreed
For the thumbs down, as usual, an option would be possible to unthick that game option. I fully understand that some of us needs a sim only option and this is cool. But others are keen to play in a hostile envionnement and there is no such game which offers that possibility with sim and base building as per my knowledge. My dream ? Medieval dynasty going Kingdom come: immersion in the famous war in the background, building a unit of fighters (like what we called a "Lance" in medieval France: 6 to 8 fighters) and roam for the King in our district to protect villagers / raise taxes / fighting invaders. But I am just dreaming ^^
Yess. Indeed, this is what we want on 'Pribyslavitz - Kingdom Come'. An immersive city builder.
For thumbs down: even "city building only games", like 'sim city' or 'cities skylines' have environmental challenges and, like this games, we should be able to turn on/off when creating the game. Even in 'the sims' we can be attacked/robbed. Our villagers just pass by a pack of wolves while we are being attacked lol.
We already have a lot of options to let game be easier (turn off: taxes, thirsty, hungry, damage, etc...), why cannot 'raid' should be one of it, and give some players a better purpose to build defenses and potions? (it was a real issue they had)
Because Racimir is a refugee from war into this peaceful valley, where there are people living, who don't want anything else, but to live in peace. (And I played KCD, too, but was very bored by the many fights (which are always the same, always in the same places, rinse and repeat 🙄 "Ah, turn around the next bend and again 5 cumars 🥱 " - I definitivly don't need this in MD.))
Except for those.. yknow.. bandits..
Happily you can turn them off 😛
Then why do you have a problem with this of it could also be toggled on and off
Because at that point you just don’t want other people to have what they want
Because it doesn't fit in the story
Do bandits?
Do windmills? No. And they don't do the game any good.
But they are a cowtow to players.
Why aren’t you willing to accept maybe the devs just wanted to add them?
Because of the storyline?
If you can show where people were demanding windmills then okay but otherwise that’s a useless argument just meant to derail the previous point
Go over to the toplitz discord and search in the early suggestions.
Fair enough. I’ll assume that’s true but I’m not going over there. But much like bandits, you can also just not build windmills you know. It’s all up to the choice of the player. Why are you against giving other players choices that you can easily just not have for yourself
Because it is always the same: People demand something against storyline/timeline/"reality", after some discussions devs add it. Then the next suggestions are coming with even more non fitting things and then -tadaaaa- the argument pops up: But we have windmills already, and bandits...
In the end we will have unicorns and pink fairies.
Because we have potions 😄
You think that because people want the bandits to instead of sitting around in the wild to actually do something that paves the way for that?
Because that’s just disrespectful to the devs
Genuinely
I feel like they know what they want and know what they’re doing more than you do
It is not disrespectful - it is just following logic.
They seemed pretty enthused about windmills in their video about it 🤷♂️
🤷♀️
1 - That's not the point of this suggestion. Lets assume this is indeed a peaceful valley: we already have wild animals and bandits, but it just interfere with players.
2 - Like you said, if people dont like it, they just turn it off like many other options.
But I want to aid my villagers, support a hunter who got wounded while hunting, protect my family from wolves etc...
But you can't turn down people who don't like this ideas, just because you want them. So you'll have to listen to our arguments, too. Vote them down, if you need.
Nothing is stopping you from writing your own suggestion to remove bandits or windmills or scary animals or any of the other things that break your peaceful no danger 100% yet somehow totally historically accurate farming sim
I don't want to remove bandits or windmills (I would have loved, if they wouldn't have made it to the game, because they always get used as arguments for adding non suited stuff) - but they are in and nobody is forced to use them, so I don't care really.
Except you do care.. if you didn’t, there wouldn’t be so many of these comments would there?
Do you think, I should just shut up and let you have your way?
As I said: you have to live with it, that not everybody shares your preference.
And has a right to voice it.
I am totally capable of understanding people have different ideas for what they think works.. I simply get confused when there is a lack of consistency in these sort of arguments, but either way let’s maybe not take things too personally?
After all it is just a game
Everything's ok for me. Just a little clash of arms 😄
I like a little discussion now and again.
I can understand that many players are here, who want "a better KCD" (because the feeling, the ambience you get about both games is very similar (at least it was to me, I was quite shocked about it at first). Both are very unique and outstanding - but they are very different games in the end, with a totally different stance of life.
Sry, I had to eat something so i can fight you better. Get you weapons ready! Just kidding.
For the record: we are not asking for 'a new kcd'. We're not asking for armies or anything like that. Actually, it is quite the opposite.
Some people are asking for a bigger main story questline. I personally don't like it, since i dont play medieval dynasty as an RPG like KCD, The witcher or anything like that, i play it as a medieval city builder, so i can just ignore the quests. Thats the POV we're trying to show here. 'Village/villagers being attacked by wild animals/bandits' feature doesnt break the realism, in fact, it is much more a realistic than it is right now (where they are completely ignored by environment), and doesnt affect those players who dont like it since it can be turned off.
And, this is not an 'unknow feature'. A lot of city medieval builders you can toggle attackers on/off. Play this feature in 'medieval dynasty' perspective sounds deeply and funnier (than play in those games we play from above like god) since you have to execute, not just plan it.
Well, as long as it doesn't go further than that plus being toggleable (is this an english word?) it is ok for me (hasn't to be the same for other "non-fighters"). But the title of this suggestion "Raids" implicates so much more. Because a "raid" in other games is something totally different from what you wrote in your recent post.
So, we can turn your 'tumb down' to 'tumb up'? haha... you can keep this feature off in your gameplay
No :P. Because I don't want "raids" in MD. If I need "raids", I'll play some mmo.
But, when i said raid, i meant it. Protect our villagers/buildings/resources. Now and then, some guys/animals come to our village. I have palisade all over my village, someone have to attack it so i can be proud of our lumberjacks haha
Indeed
Be wary to not scare off other players, who have a more peaceful stance.
I like the idea of a more proactive environment. I spent a long time to enclose my settlement with palisades, it would be way more rewarding if that had actually a non-aesthetic use as well. I just think only bears should wander into the settlement to try to steal food, boars could also tear up fields on the outskirts or something, but wolves are as far as I understand way too shy to go near settlements (if not starving or ill).
As it is now, you even could play MD together with your children.
Just picture this: Guard towers require several things: Armors with crests, weaponry and manpower. 10 guards? Well, that would mean 5 more houses, which then again would require more of all the other basic resources. Villages would have to be bigger, and the amount of guards required are proportionally increasing with village size, and so would the increasingly bigger raids. WIth an on/off button for peaceful city building purposes
Yeah, gonna make a viking out of my son, just like his father 😎
And you can be sure: There are comparatively many non-fighters playing MD, who are attracted by the peacefulness of this game, but very few would follow these kind of discussion or even know the discord. So I have to raise my voice, because they can't.
The same is true for us though.
Oh, you are all loud enough 😛
regarding the "peaceful valley" argument: just because some locals tell you that it's peaceful, it doesn't mean it stays that way. You can't hide from war. But as a middle ground there could be an event once every few years/decades, where you are told because of some war or disaster in the region your valley experiences increased bandit activity for some time, say between 3-8 seasons. During that time you can encounter bandits in the wild and sometimes they also attack the village. At all other times the valley is indeed peaceful and the chance to encounter bandits in the wild gets very, very low.
As long as they add more stuff to do, and preferably more infrastructural buildings to build. I could do with more stuff to manage overall I guess, and raids w/ guard towers and walls are probably the most appealing solution.
Yes @lament flint , such an exciting itération (DLC may je) would it be.
If it is implemented, it would definitely be a toggle, so I'm all for it.
Can I ask why people try so hard to make this game into Kingdom Come when they have Kingdom Come already?
I'm not even saying that we're a peasant and a son of a peasant and the things offered here (like guards and crests) make no sense in-universe? Who are we to have our own coat of arms? And if we're trying to become a landlord or something, don't you think you'd have king come and kick us in the curb for a powergrab? We pay as a villager and we create a village. We're not a knight by any means and not a warlord.
People nodded at other games where you can be fought or robbed (like sims) and - you can be too, in MD. by bandits, by random quest when seasons change. but it's not enough, is it? it has to be another medieval knight fighting simulator
Besides. Bandits wouldn't raid a 100+ people town unless they are stupid, desperate or both. Why would they? if it's like 10 bandits, they'd just get overpowered and killed. Same with bears, boars or whatever. Raids would be another early game headache irrelevant later on
Personally, because I do love this game, but bandits are currently a very passive element to it. Which may be realistic to the setting, but I wouldn't mind the option to make that element a little more... dynamic, shall we say. I don't personally care much for a coat of arms, and as an eternal ranger I already have the only weapon I want to use in the bow, so I can't comment on that.
But entirely from a gameplay perspective, sometimes I'd like to spice things up a bit, and maybe play through some of those events, like getting robbed, instead of just clicking a prompt.
If that's not your cup of tea, you leave the toggle off and play the game you want to play.
People keep saying KCD, but where is the village and economy system in KCD?🫠
They reference it a lot because it’s a historically accurate medieval game in central-eastern Europe
This is outside the scope of the proposal, but to expand on that, I'd like it if sometimes bandits weren't hostile, and just warned you off before you got too close. Or instead of bandits it's a group of campers or travelers, with no evil intent whatsoever, so that killing them on sight would be a very bad thing. To me, these are all different ways of taking what is currently a rather lackluster part of the game and expanding on it to make it more interesting to engage with.
The first time I saw bandits blocking off a bridge, I was hopeful that they'd try and demand money from me before letting me pass, and disappointed to find they just tried to kill me, for example. There's a lot more that could be done with them, so why not?
This is it..."i want to get robbed' by gameplay, not by prompt
I think raids would be cool when more defence options become available!
When reconstructing Pribyslawitz. But it is what Arc said, it is just a 'historically accurate medieval game in central-eastern Europe'.
KCD -> RPG
MD -> City Builder + Survival with RPG elements. I dont think RPG should be the core of this game. I dont think we should have an army as well, but we should indeed have a militia to protect the village from external "common" threats. We "already" have it by 'prompt events'.
I mean that’s the only similarity I see yknow
We already have armor/weapons on roadmap. We already have palisades and gates. We already have wandering herd and wild animals. I dont think we are that far from raids
I sure hope the devs stand by there earlier statemants.
I really don't see how KCD compares to this, even with From the Ashes. For one thing, in KCD the whole "building process" amounts to pressing a button to build a predefined building in a predefined spot once you have amassed enough funds. Bandits don't attack Pribyslavitz, neither do animals. KCD rather suffers from exactly the same environmental ignorance as MD. People want to expand on the PvE element of MD precisely because there is no other game that scratches that itch, none I'm aware of at least. For people who aren't content with leading an uneventful farmers life in a small, unimportant village this game has the potential to be so much more. I don't know if people really want to fight against bandit parties. At least I'm not really that much of a fan of the MD combat system. But I want there to be the threat of a bandit raid, just to keep me on my toes and plan my village accordingly.
And in the same way, it is unique. So leave it that way. It has so great potential of being the least violent game out there, sadly we even got bandits, but let it stay that way and hope somebody else build a game with fights, but start at a village level.
yeah, and to let the developers know there is demand for such a game people make such suggestions. I'm absolutely happy if such a mechanic gets implemented in MD2, but I really don't know why people are such opposed to an idea that would definitely be optional.
There are so many reasons for it, that no one seems to acctually read.
EVERYONE knows there is a demand for it... And no one of those that demands it have to this day tried to look at it from the other angel. Even once.
apparently not, because neither Skyrim, nor KCD nor any other game has ever combined the (city) building sim with PvE elements, and it definitely isn't because it is so difficult to implement
and I haven't read a single argument besides "I don't want / like it" here
We can’t twist it here. The arguments to keep this a peaceful game is a personal preference. Because not everyone shares that personal preference does not mean we refuse to see the desire for that. Reasons and advocacy for one’s personal preference are not the same. A reason would be for an objective betterment of the game. That’s what both sides want and that’s fair every human has a bias. But we can’t go around claiming to be upholding the true integrity of the game and claim to just be defending how it’s meant to be peaceful when armor and shields are literally on the devs’ roadmap. No single personal preference is worth more than another.
Why do you even bother so much.
Why do you get so offended as soon as someone dont have the same opinion as you?
I’m absolutely not offended. I’m trying to explain here why it’s pointless to get offended
You dont care to listen to anyone, so dont expect anyone listen to you.
I’ve listened to plenty of points, I explained that I understand have listened to your points. I even agree with some of them. But we can’t say that it’s not more than just personal preference right?
I feel like everyone should have a fair opportunity to explain their opinion and what they believe would be a good addition to the game. That’s why we have the game suggestions channel right?
I am with you on that Arc. Besides you are just stating opinions but ....
Tbh I'm getting that vibe more from you than from Arc 👀
Lol
Me too.
When we ask why it shouldnt be implemented they say just dont like it, and it is a peaceful game.
We argue it is a toggleable feature to 'fulfill greeks and trojans desires', this way anyone can play anyway and change it over the course it they want it.
"I dont like threats over my village"... ok, just turn 'threats' off, the same way we can do with bandits, hunger, thirsty, stamina, weight, tax, building limit and every other aspect of this game.
But what you (and others, too) are doing, is not only suggesting something, but you claim that the game would only be worth playing further, if your suggestion gets implemented. And that's no suggesting any more, but demanding. And anybody who doesn't share your oppinion has to better shut up, because of hindering the progress of making the game better.
Except I didn’t.. say that at all.. where did I ever say the game would only be worth playing if my suggestion gets implemented..?
And I certainly never told anyone to shut up
I literally said earlier when I was defusing one of these arguments between you people that the game is already fun as it is and as long as it doesn’t go too far any one way or another we’d all have fun, and you literally agreed.. so you literally know what you’re saying isn’t true
You must be confusing me with someone else, I’ll give you the benefit of the doubt
You know, what I mean: You don't say it in plain words, but it shines through in your sometimes quite depreciatory (sorry, hope that's the correct word, had to google it) answers to 🐧 and me.
No, I don’t know what you mean. Because I literally don’t believe that, I’ve said that, and you’ve agreed with me saying that in the past.
What you’re doing right now is what you accuse me of doing, just because I disagree with you, you’re just making stuff up and being as uncharitable as possible
Sorry, but I won't go on this discussion all over again. You accused me of being disrespectful to the devs because I said, I would have been happy, if the bandits wouldn't have made it into the game. You try to make me waste my time in going back into passed discussions to tell you exactly where, when, who, what... That's a very popular trick to discredit someone and to end a discussion as a "winner".
I said it was disrespectful to the devs to conclude for them which ideas they were forced to use or not.
The devs will take most popular suggestions and fulfill them, because they want to sell their game (valid cause).
Agreed. And I think it’s disrespectful to say they’re being forced to do things they don’t want
Just because they add something you don’t want
Oh, please tell me, where exactly I said they're being forced 😛
^
That's not forceing. They see that many players want something and they fulfill it, even if it hadn't been in their concept before (which be both don't know).
That’s fine, I’ll just chock it up to an error in translation then because the definition of kowtow is “to act in an excessively subservient manner. Or kneel and touch the ground with the forehead in worship or submission as part of Chinese custom.”
Even that is not "forcing"
Okay.
I think, raids, war and such things should be perhaps part of a MD2. Or perhaps a special DLC "MD on war" or something like that. But it should not be part of MD as we know it now. Because: Even if it is a toggle, it would change the general approach of the game towards "the world" (of the game) and the ambience - and it will bind the devs with a lot of stuff (nearly endless new animations), so that the peaceful part of MD (and the rudimental economic system) don't get the necessary attention from the devs any more.
The devs will decide what they want to add. They have stated more than once that combat was not the intended focus for MD.
I don't personally have an issue with anything being added that is toggleable.
However.
Currently only the player character and bandits can be injured.
There would be an additional need for more coding to implement that to include villagers.
An overhaul of other systems to allow for them to use healing methods.
I personally choose to play MD because it is not combat focused. I generally avoid playing games that are because that usually means the whole economy is geared towards feeding combat.
I think it's perfectly fine for some games to not include everything.
After debating this over several days, I’ve drawn up a conclusion.
I think overall, the majority of players want this in the game and that it would sell a hell of a lot more copies than as a pure passive experience. A toggle for an on/off button is of course needed if for nothing but provide the option for passive-players to play as before.
This would be a major implementation over all and it should be implemented over time, maybe even as a DLC to provide the extra income for the devs.
It should be limited to bandit raids w/ defenses. It is not comparable to games like KCD and it would fill a hole in the gaming industry (scroll up to see a previous debate regarding this).
The majority of nay-sayers argues that the ambience of the game will be different, there might be quests that will be locked out for passive-players and personal preference. The only valid argument for the greater picture in my eyes is the one concerning the quests, if you are really into that- which I’m personally not.
Over all, this is a sandbox game and you can play it however you want. You do already have the option to play passively and will continue to do so, while those of us that wants to add this sort of defensive gameplay as previously described by Arc, Fillipe and myself- do not have an option. The more this game sells, the better are the chances for an even bigger MD2 experience in the future that might provide improvements and expansions on all levels of MD1. Over all, this will attract new players and be a win-win situation whether you enjoy this form of play style or not.
You don't know, if the majority of players want this. You may think so, because you got a lot of thumbs up. But you get your thumbs from very active "community" players, who are used to play raids in other, more combat focussed, games with much community stuff going on, so you are used to discord and you (not "you" personally, but you and your "fellow players") are used to repeat your suggestions constantly over time (that's what I meant, when I said you are all loud enough) - whereas I think, the real majority of players doesn't even know this discord. (How many copies of the game have been sold and how many users has this discord channel?)
What you want is a totally different and new game.
Plus: You missed my argument about the devs then being tied to programm your new features and won't have any more time to do more for the already implemented but not finished features, which the questing system is one example of, but there is quite more to it, if you think about it. (Even if you don't like the quests and don't use them: This is, what the game is made of, really - and it should be made better, so perhaps even you would like it some day.)
We've already had this conversation 😂 ; #1115938807175467058 message
Like I said last time, you're absolutley right that most people aren't in this discord, but the proportion isn't accidental. With this amount of disc members, it's representative- and not to mention that I think beyond current players, but also how to get my friends into this game as well. I don't think they are too bothered with finishing the not implemented features, seeing as they launched a new game where the reviews are terrible at the moment. If they are coming back to add more stuff to MD, it won't be to add quests- it would be to attract new people with new features or in the form of DLC's. That's my opinion on it anyway.
To address one point in this comment. The developers for MD, Render Cube, are not working on any other game. They are fully focused on the co-op at the moment.
They are not the ones developing Wild West Dynasty? I just assumed they were the ones behind it.
You are correct indeed.
I know I am. They share a publisher.
Regardless, their priority is Co-op like Tuppence said, and as the road-map shows, with the later implementation of crests and armors. We're just gonna have to wait and see what "and more" is I guess.
Let it go, these ppl does not want to exchange but just state their truth. Classical in humankind. You on the other way IS better thant that and i respect you.
My final comment on this. I'd be really curious to see the responses someone would get in the discord for a combat focused game if they said they want to be able to build and manage a village and not really do the combat. I imagine the same kind of reaction to what has happened here with a mainly non combat focused game.
As long as it's optional, it should work out fine in my book.
I feel like you have a very different view of what this mechanic should entail than the rest of us, or me at least. It's not about war. It's not about large scale battles. It definitely wouldn't change it into "a totally different and new game". What I and I assume most of the proponents here would like to see is small goups of bandits (say 5 to 10ish) occasionally trying to get into the storages or homes and take a few valuables, showing some form of hostility towards the villagers and structures, so people might get hurt or even die and buildings might get damaged or destroyed. Those aren't new features. Bandits and the player already have a health mechanic, the combat animations already exist. They just need to get applied to the villagers as well. Buildings already get damaged over time, you just need to allow for building health to be influenced by hits as well. Bandits already attack the player when he gets too close. So a bandit raid can easily be implemented by just spawning a group of bandits with sufficient engagement radius some distance away from the village / players home / storage. As countermeasure it was suggested to get some new building(s), e.g. a watchtower / alarm bell / guard post structure and accompanying jobs. Sure they need to get designed and balanced, but they aren't a totally new thing either.
I'm not saying it's easy or won't take time away from the developers to focus on other stuff, that critique is totally fair. But I'm pretty sure it isn't nearly as bad as you seem to think.
btw., there are tons of "combat focused games" that have a peaceful setting, like The Settlers. Even in Assassin's Creed there is the museum mode. In other games that do have a strong PvP element many people still choose to play peacefully, like in Day Z, Read Dead Online and I'm sure countless others. Many people don't crave the violence, but freedom of choice and immersion.
Even the proportions aren't, because to read and comment here, you need to speak english. All of you bunch of raid-gamers do that (because the whole community of mmo raids is in english. But I think, most players of MD don't even speak english, because as a single player game with so many translations, you didn't need to - until now, as it seems.
That is very speculative.
Yes - as is your thesis of "most players want this".
The reality is: Nobody knows for sure, what most players want.
Did I say they do, or I think they do? That's the difference between you and me. It might be a language barrier, but you present your thoughts as facts, while I present mine as opinions and ideas.
No, because all I said was: You don't know, if it is the majority.
And I told you arguments, what the problem is with these discussions.
I am certain because I believe there should be a fair proportion based on the discord having thousands of members.
I just want to say that all this squabbling adds nothing to the discussion
This is also true.
It is not only a laguage barrier, but also a barrier between single player and those, who use to play mmo or co-op games.
I struggle to see the relevance to be honest with you. If they are dedicated to the game, they would probably be here.
No - why should they? They love the game and they perhaps have not as much time as I to spend on pointless discussions.
And so they use their time playing MD.
They are not pointless, the discussions are here to give the devs a feel of where the community stands.
This discussion however isn't exactly leading any where.
It just goes around in circles until eventually personal insults and slander get involved. You might as well get out while you can
I also play almost exclusively single player btw. and I agree that discord is a skewed representation of the player base, but it's irrelevant to the purpose of this forum. These suggestions aren't demands, they are suggestions. If enough people like them, the developers take notice and can then decide if it aligns with their vision for the game or if it's worth the investment to implement the idea. Nothing more, nothing less.
There are other places for players to give feedback not just in here.
And there it is again: Your "Shut up" 😛
Telling people that it’s pointless to argue?
Telling people to "get out, while they can"?
Yeah. Because if it goes too far then they might have someone who religious replies to every comment you make.
And honestly I’d love to be proven wrong.
That it is pointless to discuss things with some people who refuse to take a look at the other side, is nothing new.
That is an ignorant statement to be frank. I just simply don't agree with you.
But if I don't do, you'll might say, that then everybody and not only the majority - wants that idea 😛
People this is getting way too argumentative and far from the topic. Please stop now.
I mean you are the prime example for that. You have nothing constructive to add, you haven't replied to any of the various alterations of the idea in this thread, all you do is squabble, reply to other people's squabbling and try to spam the thread into oblivion
Think as you like. Because I respect Tuppence' wish, I won't answer that.
I would just like to remind everyone that this a place where we are kind to each other, just share ideas and respect each other's opinions!
Kinda feel like at this point this suggestion should have its comments disabled lol
no. because the faction that got so offended for supposedly being told to "shut up" would have accomplished exactly that then, that no one can discuss the idea any more. Then whenever one doesn't like a specific topic / idea, all one has to do is stirr up some controversy in the comments and the topic gets shut down. I agree that the discussion culture could be heavily improved though.
You still have Chanels for discussion. Cant see a big problem there.
lol
so then people who don't want to discuss the theme of the thread should use said channels, not the other way round
It was a suggestion just to answer you "question".
If you want to pick on that, do that with the person who pointed out that some people should try to act friendly, instead of just trying to pick fights everywhere.
Wich will not happen.
I have a different question for this mechanic:
immense insufferable lag
let me paint a picture. for this thing to work in the later stage (aka 50+ villagers) you need to spawn at least 30+ bandits - because setting 5 bandits against 50 people is suicide; and if people want raids i assume they don't want raiders to look braindead do they? why would 5 people attack 50 or 100? they wouldn't
so we suddenly have 80 people + npc + probably running frightened animals + probably fire (this is a raid right? and if hollywood taught us anything is that raiders burned everything which was nailed down and they couldn't steal) in one place playing different animations, fighting, bleeding, burning and having an overall awful time
in a game which has reddit asks about mere torches causing lag
am i the only one who sees some issue, here?
Not at all, that is a very good point
also also - currently villagers are immune to damage
but this change would require to make them killable
will raiders kill pregnant women? kids? i know a game which is notorious for making children invulnerable to avoid answering this very tricky question; several in fact
we have kids in a supposedly medieval game who sit and pick their noses until they are 16 and become apprentices just because making them go to work at 4 would cause some stir in modern-day audience; do you think people would like to have that added?
The easy solution is that only guards fight bandits. The rest are either hiding in their houses or are despawned for example
I don't think there need to be huge parties to make this work. For one thing, about half your villagers are children, half of the adult villagers are women. None of your villagers have extensive combat training. They are farmers / artisans after all. So I don't think a 10-15 bandit strong raiding party is such a suicide move on their part
well bandits here don't have military training either, do they? they aren't rogue soldiers or knights, based on their clothes and looks, they are yesterday's villagers
Vikings were farmers too. I'm not saying we're gonna have viking raids, but at least they have weapons and the will to use it.
I mean, that's not really set in stone, is it? one can easily establish that they are deserters or whatever
you really underestimate the power of protecting yourself against people who are coming to unalive you and/or do very questionable stuff to every female villager in the vicinity which i am not allowed to type here by a bot; if there are 10 people coming to a 50 people village, well, what's the difference if they have an axe and you have an axe...
i am basing my assumptions on their current models and weapons
I think you are overthinking it. Bandits that want to raid you for your loot, let's not pull it any further. No one has ever suggested that in this channel either. We're also talking about new content as well, aren't we? Naturally there would be some new weapons and hopefully models.
if I'm not mistaken a Viking was specifically a person spending their days going on raids, not farming
You are indeed mistaken, they weren't constantly raiding
Not only were most of the early medieval Norse farmers, but yes the ones who raided farmed as well
I understand that, but it's not too hard to change their appearance / equipment
okay but why would we need to re-build things to be killable if they are only here to mug you? and it's like... not how bandits work currently. they try to kill you; so a bandit raid would try to kill things; this is what i am asking - where do we draw the line of "killable" things?
only guards?
only guards and farm animals?
only guards and farm animals and adult men?
only guards and farm animals and adult men and adult women (but only non-pregnant)?
only guards and farm animals and adult men and adult women (in all states)?
only guards and farm animals and adult men and adult women and teens?
everyone?
because if it's everyone i can see the rating of the game going up and it's not what devs would wanna do because it cuts sales
only guards? -- Yes
only guards and farm animals? Maybe they'll offer terms in advance and if you don't accept, they can retaliate by taking out a few cows or whatnot
only guards and farm animals and adult men? No, no ordinary adult men
only guards and farm animals and adult men and adult women (but only non-pregnant)? ^
only guards and farm animals and adult men and adult women (in all states)? ^
only guards and farm animals and adult men and adult women and teens? ^
everyone? ^
This is how I picture it could be.
what if you don't have guards?
If you have no guards, you have no defense/ or you would have to defend yourself.
so if you don't have guards it's game over?
or savescum before you roll no consequences
Maybe you could have a militia of 5 men that are farmers as well.
You can pretty much do that in any game you want
It's a sandbox, you'll just ruin your own experience how I see it.
i just have a genuine very hard time imagining a good optional mechanics which is a random roll where you die if you haven't filled in the requirements which have no clear precondition and no timer
You don't just die, you can fight it out if you wish. However, the odds would be against you. Upon "death" there could be a chance to die permanently (reload save or heir), or you could recover. Herbalist medic is something someone suggested somewhere, and that's not a bad idea I think.
all i'm saying that this suggestions opens a lid on a very big can of reworks
I don't think it would require that much rework, but it would require the implementation of a bunch of features indeed
the way I imagine it the goal of the raiders is to get valuables / food, not to wreak havoc in your settlement. So they would come in the night, try not to draw too much attention and go for the storages, not your villagers. So I simply would give all adult villagers healthbars, the guards will get weapons and fight, while all others will just try to hide / run away, and if they are unlucky they might die. If you don't have guards it's not automatically game over, you will just lose a big portion of your stuff and maybe some villagers. One could also add an alarm bell, so that if raiders are spotted in advance the braver villagers that aren't guards will also get weapons and join the fight
well, from the top of my head i can see:
- destructible stuff and animations for it
- huge work on optimization
- new models
- new animations
- list of unalivable stuff in your village (and ho boy this will be fun to make, let me assure you, this will require so many dancing around age restriction of the game)
- fire on things
- optimization for fire on things
- calculations for damage for fire on things
- calculations for damage for fire on living things
- the spread of fire if it can be spread
- animations and calculations for that
- how to prevent the player from swapping injured villagers with the full-HP ones by changing their job in the management tab as they are about to lose all of their HP to bandits' axes
- how much each bandit can steal (honestly if they are gonna steal 3 piece of cheese each and call it a day i wouldn't even bother to fend them off - and i'm only 8 years into the game)
and many many more things i'm to tired to think about right now
I guess that’s the real difference between thieves, robbers, bandits, and raids, there’s a lot of weird and intricate differences that aren’t worth shelling out, the current bandits we have seem to have the goal of killing you and looting your corpse, I’d imagine they’d have the same approach in terms of a village
This is way more than we ever asked for. There doesn't have to be fire. I mean, we can request stuff and the devs can implement whatever they deem worthy 🤷♂️
my point exactly and this is why i am so interested in how people draw lines in the sand about unaliving things that are in your village
well, this is what the word "raid" implies no?
Yeah, I’ll be honest, I didn’t even think about that.
i just remember the whiplash skyrim received for indestructible kids
how in sims pregnant women are literally more impervious to damage than the superman
and how subnautica had to make fish blood yellow to keep its age restriction and not lose sales
and many other things which would be brought up here in MD is this box of "raids" is opened
We’d have to determine what even constitutes as a “raid” or what bandits will do and how they interact with the villagers before we suggest implementation, and that stuff is all too way above my head
And it all gets into the realm of picking and choosing, “it’s too violent” “it’s not accurate” would have to be decided for every single issue
Because to make it accurate it would have to be very violent that’s how raids were
But it’s not fun to see children and pregnant women being killed by bandits
(Or anyone obviously but you get what I mean)
Indeed, when we say raid; we don't mean look up the historical definitions of raids. Just plundering the loot crate and "smaller" stuff like that.
yeah, I don't think like 90% of that list is an issue, foremost by not adding fire ^^
(most) stuff already decays, the animations for that exist
people can already violently die in this game. adding adult villagers to that list won't change age restriction. It's not hard to NOT implement the AI for NPCs to attack kids, pregnant women or women with the mother status.
preventing the player from abusing the system is not necessary. It's not a competitive game, no one cares if you "cheat". No one cares if you even play with bandits.
the balancing of bandit carrylimit is hardly a hurdle. who cares if it's "realistic"? There is already a change of season event where you lose like 5% of your storage or something to a theft, how is it so different to make a successful bandit raid lose you say 20% of your stuff? or if you want to stick with them actually carrying stuff away, losing ~5*60 kg of valuables still sucks
well, that's my point 🤷♂️ and why i started asking so many specific questions - because i wanted to understand how people who actually want the stuff imagine this
saying "have raids" is a very vague, imo
in my head a "raid" is 50-80+ people who run into a place, looting, unaliving and doing other dubious activities of a horrible kind with anyone involved
which clashes heavily with other things in the game
which kinda can be the point but. dunno. it leaves so many questions in the air, if you get my drift?
what if you have 100+ people? i've seen people have such settlements. how many raiders would they have to have? also a 100?
most realistically, raids would be an early game problem which fades into obscurity in the late game - but i'd argue that early game is brimming and bashing you over the head as it is, and it's the fabled "lategame" which is always in need of "something more";
while you're a hamlet you're the most vulnerable for being robbed imo. but i have a hunch that having ten bandits come for your half-rotten cabbage isn't what people imagine while proposing this either
how is it different from the random event we already have then?
we just can have option
If [have 5 guard] -> option available: not lose stuff
like that one with having a tavern to celebrate?
We want to participate in the raids. We don't want a text chat. Thus the defenses
The stuff you put up needs a meaning
A raid is an organised crime. Maybe if there were really big cities in the map, it would be plausible for organised crime. We're talking about a valley though. Small villages. People who are just trying to survive their environment. The local bandits are just outcasts, they're not organised crime. Just my view. It's a backwater valley where not that much exciting stuff happen.
Maybe a different game, with a different setting would be more suiting for raids. The villages in this game aren't wealthy rich, yeah sure, you as player can, but it's not the original settings
nothing has a meaning but the meaning we put into it
regarding the event though, i genuinely dunno how to balance the thing for it to not look ridiculous or crash your pc once it starts unless you borrow it from nasa
^
This isn't unsolveable. I feel like the nay sayers are trying to find problems where there is none.
I’m very much in support of new combat mechanics (armor, weapons, etc) as well as a way to make defenses have a purpose as well as make the bandits more interesting, the broad proposition of raids though just seems logistically difficult
Honestly though, think about it like this. When we heard about co op everyone was curious and confused. How will quests work? They are specifically given to racimir? It’s a different area you visit in co op. Problem solved. I didn’t even think of that. It gets to the point that yknow, it’s fine to suggest something broad because I do think the devs can figure it out
The suggestion I’d say is adequate is “overhaul defenses and bandits” and see where it goes
okay, let me be more specific: how many dedicated guards per settlement do you imagine?
5? 10? compared to what amount of villagers? is there a top limit?
do we have very polite bandits who only attack guards? alright
so we have 5 bandits fighting 5 guards in a 50-100 people settlement if we spawn 1 bandit per 1 guard per one raid
i'm not saying this looks like a very pathetic raid but...
maybe there can be a different solution on another map (there was a fortified settlement in new trailer) but i dunno, it looks very odd in current implementation is all i'm saying
I'm not against suggestions. Sometimes it just doesn't fit the settings or the original mindset of the devs. That said, it doesn't mean their mindset doesn't change over time
this! thank you so very much for putting into words what i struggled to convey
I would say implementation of armor and crests are a sign of a changing mindset tho 🤔
we dunno if it's basegame or dlc or even a separate mode yet
hard to say
This is true
Maybe so, it’s hard to say one way or another, all I know is that I think it’s gonna be pretty cool to see how it turns out
We just have to wait and see how they implement it ^^
so long we aren't fighting god after chopping wood for 10 years, i'm all for it xD
Just a suggestion on this point:
You brought up a guard to bandit ratio I think this needs adressed, and I may have an idea.
There are settlement levels in MD so why not make it so as the settlement gets larger so do the threats, this would make sense imo as bigger bandit gangs aren't going to attack a little camp with 4 buildings as its not worth their while, the loot is minimal.
What I suggest is you have different hostile threat levels
1 Pop Settlement
Lvl 1. -Petty Thiefs - Your Chests might get robbed, crops etc. Max Value 500
15 Pop Settlement
Lvl 2 - Arson - Your crop Fields may be burned down,
Increased Theft - Animals could be stolen. larger quantitys of goods. Max Value 1200
30 Pop Settlement
Lvl 3 - Increased Arson - Your crops and buildings may be burned down.
Increased Theft - Max Value 2000
Kidnappings - Children may be stolen from your settlement by bandit gangs to "work in the mines" "forced labour" "idk what else", possibly of rescue missions.
50 Pop Settlement
Lvl 4 - All Previous but increased levels
Killing Attacks - villagers may be killed in an attack
Minor Bandit Raids - Groups of lightly armoured 3 - 5 bandits will enter your settlement and will attempt to steal, burn and rob your stuff.
70 Pop Settlement
Lvl 5 - All Previous -
Major Bandit Raids - Groups of increased Armoured 5 - 10 bandits will attack and attempt to rob, kill and burn your settlement down.
I think this would be really cool as Im 9 years in to my game and am already basically invinsible to hostile threats with my crossbow lol.
What I suggest is you have different hostile threat levels.
This might actually be a solution, much like taxes, yeah; have a multiplier, just don't forget the rounding so there won't be half a bandit charging in to ruin everyone's mental health
rounding can be different based on the time - first few years rounding is down, after that rounding is up
Maybe even have weapons levels like there are currently in the game; initial raids only come with stone tools, for example. make them follow the player's tool/weapon curve. a bit odd but feels "fairer" gameplay-wise
the only problem with that that i see immediately is the need for different AIs for the bandits - currently they all wanna chew your face off, and those would need different action/priority (like stealing)
I think some of those could definently be quest based
like the kidnappings and theft
well maybe not the theft
but have like thieves among the bandits
I think there could also be cool motives for arson, like I think it would be funny if you settled to near another village that theres a chance a resident could try burn your place down in retaliation, just a thoughr
"Damned be thee for buying out all our beetroots! Let flame rain on all thy rooftops!"
I feel like many people are also forgetting the animal raids component, the proposal wasn't just about bandits. Wolves could harass your livestock at night, for example, if they're not fenced in.
this has to be a special event or something, because wolves don't usually go near fire and don't attack humans unless they have no other option (and/or a human is near a den with pups), and even now you have people with torches walking around your village at night; you can currently repel wolves with a torch, too
this can be a "hungry winter" event or something? when a pack is hungry and desperate enough to try and get you and/or your animals
or i can be overthinking this all again
Love it
Honestly my first thought was something along the lines of, whatever it is you're hunting causes certain populations to trigger certain events but that may be a little bit too involved.
id love it if there was an option to add raids
Events like this would be great, bandits and animals will never let you have your peaceful life, and it gives the combat oriented portion of the game some more merit. Anyone who thinks otherwise can have a checkbox to disable this as well, I don't see a downside. I enjoy the city building as much as the next guy but it is very static and uneventful.
Great idea, but perhaps we can add that all these attacks come from certain spawn points that you could take out.
For instance, there is a pack of wolves near your village, first you never see them, but as the pack increases in size and/or as your town gets larger, your people and the wolves start clashing, they attack your people out in the fields for instance.
So you can decide to kill a few now and then so they become small and withdraw to their HQ, or you can look for their home and wipe them all out, solving the problem once and for ever.
Same goes for bandits, they may have a camp in the mountains, their number may grow and grow and when they're large enough they start roving the country side, attacking your village, stealing stuff, actually killing people, maybe setting buildings on fire!
If you make weapons and put these in the town chest the people will defend themselves but just as with the wolves you can try and find their main camp, kill them all and then this problem is also solved.
Of course investing in a wall all around your village also means they can no longer get in or take a lot longer to get in, giving your people with bows & arrows more time to take them down before they get close.
Reminds me of Bannerlord, which I agree with the spawn points, makes it more managable and even predictable if you leave those points alive. I think with their current AI combat and combat system it might be too easy and not engaging, and I do not want to pull away from the city building content to improve combat, but I would like to see it happen one day for sure.
I agree, in addition to that, what would really round out the mid and late game for me, is to be able to levy a person from each household and perhaps go on COUNTER RAIDS against small enemy outposts that periodically pop up on the map. Perhaps clearing them out every couple of years would stop raids or make them weaker. It would give you incentive to craft weapons and armors for your villagers, nothing too complex perhaps leather jerkins and helmets and shields with a spear and a sword and some bows. That would be the ultimate minor lord experience IMO.
Funny how these negative comments are about the game's realistic aspect surrounding the time period, yet war is realistic around this time period 🤣
but where not everywhere, and did not involve everyone
I like the idea of NPCs/Bandits trying to get into the camp and take things. There's a REASON for a nightwatchman. And this would give an ACTUAL reason.
But what it offers is a LEADERSHIP opportunity, and further challenge for the player.
It could be a case of a hungry traveler just needing some food...
Could be a couple of people trying to steal an animal.
Or a group of armed men looking to plunder (and possibly damage) the village.
But what will YOU do when you catch them? Kill them? Show some mercy? Recruit them to your village?
Seems like a logical progression for the player character and a way to continue building favor or dissent among not only your village, but others in The Valley, AND the king. Eventually, the player should be able to work their way into being the Castellan, and then may have to deal with issues around The Valley as a whole - not just your own village.
Doesnt have to be war there were a plentiful amount of bandits and criminals during this period of time

Not to mention it would bring alot of new buildings to be added such as a dungeon or even a holding cell for the kings men/lawman to take them of your hands
Ooo you could also raid a bandit hideout to capture their leader and have the choice to either execute him, give him to the king or release him to the bandits for a sum of gold
He could have a treasure map like in RDO. (/Sarcasm off)
heard it already...
Medieval Game With villages And Bandits this is a Must Need...

I want that they kidnap my wife
This needs to be added please.
Knights (based on Raid Idea) i posted this too I think this would give the game much more medieval vibes
This would be a nice TOGGLEABLE addition.
254 upvotes vs 32 downvotes🤔 To quote Niemann; «The chess speaks for itself»
and with 30k members on the Discord, more than 29k haven't voted 
That doesn’t mean it isn’t representative🤔
in my experience, it reprensents a very vocal minority 😉
I think it would be cool as an option that could be ticked in the settings menu and maybe additional sliders for the frequency/intensity of the attacks.
It would require additional features though to work, such as new villager professions such as guards so that they can protect the village from bandit attackers and medics/doctors to be able to heal villagers back to health if they are wounded. Also opens up new buildings such as medical building, watch tower and barracks.
I think I'm more excited about those aspects than the fighting itself lol. It makes sense for their armor, crests, and shields update they have planned later down the road.
My experience is the opposite, but there is no point in arguing against each others experiences😅 Agree to disagree🫱🏻🫲🏽
Thiss 
would be awesome, as a customize option
I'd only enjoy this if its an option we can also turn off.. I already have stuff coming into camp that i dont want and sneaking into my house lol
This whole thing is just cringe
We need some end game stage of combat opportunities and conflict. Right now, my goals start to end once I start making money and have all the gear I need. I play more of a survivalist and don't build very large towns.
I want more bandits, militia's & selection of bandit camp or fort missions on the quest board to go chase down bandits or militia groups.
I'm hoping this gets added in once armors and shields are added so we can have more consistent combat opportunities for those who really enjoy that aspect.
The quest board would be great for this as you could simply spawn groups at random locations and give us a marker for the general area and we could search to find them.
Definitely YES 
I like the idea, but in case of bandits we should get the ability to negotiate with them. If we don't want to fight we just could give them what they want and not risk any injuries for our villagers.
As long as its an option and can be turned off, yes.
Also, if added we need a new job, armed guards.
Also, we should be able to lock our doors.
I would also add there has to be consequences too. If your villagers get hurt or killed, maybe people have a massive mood hit, production hit. Those who are hurt, now have a permanent production loss or cannot work for 1-3 seasons do to injuries.
+1 on this post not many games do things like this and it always irritates me that your bases / villages in ANY game never have any threat towards it and this should 100% be something in the game.
Thats why I suggested that we should able to negotiate with bandits before the actual attack. If we surrender and give them what they want, or make a deal with them, so they leave us alone, we make sure that none of our guys get hurt.
Fighting them is the other option, risky but you'll get the loot they have with them.
so I feel like this idea is one of the best ive seen so far, and one of leading reasons im seeing people say no to this is for the fact the area is suppose to be peaceful. SO i raise you this question.
Is this peaceful? cause I would say this more so lines up with the fact that bandits are already attacking people In the lore making it make more sense for it to happen to the player as well.
This was suggested way before the Oxbow where Racimir's story was the only setting. And yes, Racimir's setting was completely peaceful. An entirely different argument can indeed be made for the Oxbow.
that would make so much more sense lol
Well, for now, there are 389 votes in total, 340 in favor, and 49 against. This means that out of almost 400 people (which is already a significant number), only 12.6% are against, and 87.4% are in favor. I would say that of all the proposals, this is the one with the most votes and the highest percentage in favor.
then you can take into account all the other suggestions with this over 3 years, and that number shreds.
I've checked and counted 10 'raids' ideas with a total of 656 votes. Out of these, 489 are in favor and 167 are against. This means that 74.5% are in favor and only 25.5% are against. It still seems like a overwhelming percentage.
This thread is in no way representative to the player base, only because a lot of "loud" voicings seem to take over the community. Here in this discord is only a minority of players. Here are those players, who can read and write in english and are open to share their opinions with a community (which gets more and more toxic, sadly) and enjoy communication per chat in general. But the big majority of players is somewhere out there. And if I had to guess: The majority out there consists of people who are beyond twen age, many being even older and "silver surfers", with job and family, not soo much time, mostly single player and many of them not native english speakers. The fact that this discord channel from it's start has been overrun by young males who enjoy playing combat games and try to turn around everything in this game into being combat focussed shouldn't lead to the assumption that the majority of players agree with this attitude.
(Disclaimer: I am not a native english speaker, my last english lesson was in 1980. I don't mean to hurt anyone, I don't want to be rude. If my writing seems rude to you, I apologize. Peace.)
And as a postscript: Another guess of mine would be, that those players who voted with tumbs down are playing this game quite a long time and are continuing doing so, whereas many of the "Oh yess" voters are/were people just passing their time with MD while waiting for manor lords or another combat focussed game of their choice.
Don't hold too fast to assumptions though when imagining what the majority player base is like! I'm a 33yo woman with 200 hours in single player. Didn't join the discord until coop came out. I don't play a lot of many combat games but I would absolutely love it if raid mechanics were added to the game
Didn't say, that nobody wants raids - just saying that it's most likely not the majority, only because of some people fighting viciously for that.
And as we already know, the devs are already doing crests and armour. Doing that wouldn't make much sense without some kind of combat. And as long as it is only in oxbow and we have a toggle to turn it off, I'm ok with it. Although I would rather have the devs working on other things suiting this great game better (like a bathhouse or a little herb garden or clothing or dying clothes or more decorative items or more horse colours/races or an overhaul of the horse's animations). (There are so many things I think are more important than combat.) And I am afraid, that having combat in game at last, would mean the end to all adding those beautiful decorations and systems (because from then on everthing will be focussed on adding weapons, armours and combat related things), just to please some people, who will be gone after finding out that combat isn't so great like it is in other games.
It is a majority, in and off discord. That probability is way higher than what you are stating, however. This game simply isn't made with combat in mind and I'm getting tired of people trying to force it into the game, mainly because the combat imho is not gonna fit with the current setting at all (Oxbow maybe a little but even there you never really feel like what the game needs is massive bandit raids).
I say yes to having to heal wounded villagers from wild animal attacks but idk bout the bandits, would depend on how regular it would be as well as how difficult.
I have just spent my morning sipping coffee and reading every single post and comment. I have given this topic some thought and am hoping to add some constructive thoughts of my own. Lots of thoughts so this is in several posts, sorry about that!
How raids don’t fit in/won't work:
As already discussed this would require a huge AI overhaul and that would come with bugs and glitches and time taken away from developing other things in the game that better align with its current theme.
Story wise it doesn’t fit since most villages didn’t have to really worry about defending themselves and if something like bandits became a problem word would get to their king or lord and it would be up to him to send units of trained and properly armored guards to defend his vassals. Burned fields and villages are not going to look good for him or earn him any favor with his people. This takes away the reason for walls, defenses ect. YOU are not a warrior, you are a humble villager who aside from self defense lives a peaceful life under the protection of your king.
Bandits (or raiders or whatever cute name you want to give them) are not war bands or raiding parties (this is not war) they are desperate people and would not openly attack a village at high risk to their own life. Not when that village has farmers with pitchforks, blacksmiths with hammers and woodsmen with axes…and those heavy leather aprons were actually decent armor.
Bandits would attack about how it’s set up now in the Oxbow, small scattered camps of desperate people who are opportunistic petty thieves not trained warriors attacking towns.
They wouldn’t want to throw away their lives just so you have some exciting target practice and would try to ambush travelers on the roads that are delivering goods to market or returning from market with a nice jingle jangle of coins in the pocket, they might ‘raid’ an isolated homestead to get some goods and flee or even try to sneak into a storage shed for food (money in a village would be pretty hard to get to and wouldn’t bode well for them if an alarm was sounded. They would be opportunistic, not warriors or raiding parties…bullies at best and desperate at worst.
How it could work:
Adding more commerce along the roads, villagers delivering goods and returning from the market, prime for bandit attacks (that you could step in and stop should you come across the event)
Newly recruited people already walk to your settlement so adding this type of commerce on the roads should be fairly easy to implement and adds to the gaming feeling more full and less empty.
This fits nicely in with the Oxbow storyline of there being ‘some’ bandits but ‘not’ a bandit problem. This won’t give you the end game excitement of hack and slash something to do fix but to be fair you went into MD knowing it wasn’t a city defense or battle centered game and the focus was on the small village life. Remember YOU are not a warrior, you are a humble villager with a family to support.
Furthering this suggestion of how it could work is by removing our sale stalls at our own village and having to cart (yes that would be wonderful of them to add into the game) goods into town where the market is already at. This puts you, or your villager at high risk of ambush from bandits!
You have a lot to easily lose and they have a lot to easily gain. Here the pve should be re-worked so the bandits are just as deadly as the player. I very much enjoyed early game content where a bandit with a longbow would one shot me (yes my Dynasty ended a few times that day lol) This would offer a story fitting immersive type of pve/combat and excitement. Give it some difficulty settings so peaceful players can enjoy a light amount of caravan attack or amp it up for if you die…you are dead, or you had to abandon your goods/coin and run for your life.
The way raids would fit would be random events, suddenly your fields are on fire, this is a distraction while your pantries are being raided.
The bandits don’t want to harm anyone since that is a very serious offense and likely to bring the kings guards eye faster, they just want a few bundles of cheese or some new tools. You as the player can either A. bucket water and rush to the fields to try to save them or B. look for the petty thief. Maybe you hear a woman scream in fright or suddenly a small child says something about “the bad men running into the woods to the East.” now the hunt is on! If you are fast enough you might be able to hunt the bandits down and retrieve the food/goods stolen… or maybe not because they are slippery little land fish.
Another event that is very realistic and has been mentioned before is wolves attacking livestock. Livestock much like your crops tend to be on the outside of the town and attacks or attempted attacks would become more frequent as the season gets worse and the wild animals become more hungry. Wolves would target sheep and goats, foxes and lynx would target your chickens and bears would target your pigs and maybe even a calf or goat or sheep. During the event you would have to try to get there fast enough to spook the animal or if you missed it then you can try to track it and kill the beast otherwise it will return.
These are very immersive non-game breaking combat ideas that still fit into the peaceful village life without turning the game into a high combat oriented game.
And I am done lol time to wet my whistle with some cherry wine... please no sour milk!
Wise words
You did much thinking and are very profundly drawing a picture how raids could fit in. But I have to disappoint you: I don't like the idea of raids, not even in your nicely put words. As long as I can opt out/turn it off, I don't really care. But I want my savegame to be peaceful, sorry. Please take a look at the loading screens and then tell me, that this is game featureing combat. It has dangerous animals, that's right. But for me that is enough (I just want to build and decorate in my "late game" - and that's all. Don't want to bother with game mechanisms hindering me doing that).
But I very much approve of your trying to think of a scenario that would fit in MD. 👍
Yep I do hear you! Everything is set up for a peaceful play and slow down and notice all the lovely details they have gone to great troubles to provide in the base game. My idea was only a half way point for those wanting 'more' and how it could fit and just like it is set up now you can toggle it off or on depending on the players tastes 🙂
I thought the entire point of the Valley storyline is that Racimir fled from war to a peaceful place. This would directly contradict why the character is there at all, just for an overdone mechanic of other games.
Exactly, but sadly many "loud" players lusting for raids/war seem to be in the majority (at least in this discord). 🤷♀️
So for many of us "old" players, there won't be many new additions, I fear and we will have to live with it, that playing MD will be less fun in futur, probably. So if the "loud" players will get their raids/war stuff, they will play some weeks and then wander off to other newer games with promising combat options (like they always do), leaving us with a game we did not want that way.
exactly this
Well raids would give the game some challenge that it currently does not have. As soon as you have a small developed farm nothing can go wrong and from there you just build up and bigger. At least on standard settings it feels like that.
As a YouTuber the game is good, its got stuff to do but still limited to extent, I have played the game for some time, not sure when it was first released but I have seen a few updates for sure. I have also completed the question line two times on The Valley.
Raids would not be an entirely bad idea so long as players can still disable them if they wish, Settings are usually the key for games when it comes to a divide like this as its not much to create variable linked to a setting to toggle on or off script from happening, in this case preventing raids from happening.
With this being said though I can see both sides of the coin and as much this would be a good feature there should be some mechanics were male villagers also pickup arms and help defend as raids often mean large numbers and if you have a pack of bears or several bandits running into your town to destroy buildings it it would really be good to have people in say hunting and farming to grab weapons and assist you.
Historical wise Vikings were mostly farmers they did it as a second job during the seasons farming was not as labor intense so it would make since to have your farmers take up arms too.
But overall if the devs take the time to implement settings to toggle the feature on and off I don't see why this could not be a thing, and with the oxbow map not focused around Racimir it does make since to not be limited to focusing around avoiding war, even in the since of that nothing saying it could not catch back up with Racimir over time so it could go both ways really.
Either way I am for it but most likely best to have a way to disable it for players that don't want to play this way.
If this game doesn't fits you, why don't you play another one that makes you more happy and leave us with the game we love how it is?
I never said that the game doesn't fit me or that another one make me more happy. It just kinda misses the challenge that survival city builders like Banished have.
So after the first year there is not much to do except building bigger. But there is not much point in doing it, except if you want more resources passively.
The world also feels very static with other villages, there isn't anything happening outside of your village.
I guess that could also be improved without any Raids, but not sure with what. Weather is no problem in the game and we also never have a resource shortage that threatens our lives. Other villages also not requesting large amounts of resources to prepare for an especially harsh winter or anything.
The game is a village builder, and there is a ton to do after making your village, decorating it can last u an infinite amount of hours
If you want to defend from raids just go play Going Medieval
Yeah but why decorate a village? That doesn't really do anything for gameplay, except raising the mood of villagers by a little bit and looking nice.
And yes I know the game is supposed to be a village builder, but it doesn't really feel like a true village. You can't assign a villager to build buildings you placed. Building placement also has no effect. Woodcutters get wood, even with no trees around, and Hunters even get food with nothing around the Hunting Lodge. Its only important for farms.
As I said things can be improved without any Raids, but thats not the point of the thread here and I still kinda like the idea for some lategame content. Right now there isn't much to do in lategame. I can't really count decorating as content, because that doesn't really do anything.
Why decorate a village? Because it's fun to do so and in late game you have the means to do it, whereas while building your city, there are many options you can't use, because they are locked.
Well, what should it do then? And why does it have to do something?
Riding a horse doesn't do a thing either.
I personally don't think that decorating is so fun. Yeah I place down a few things maybe but I get bored with that quickly. I do it occasionally but I can't do it the entire time. Dunno why your building options are locked, since after at least a few ingame years you should have unlocked every single building. More building options, or more important building placement and housing would be neat honestly. There should be more planning involved in building a village.
And if I remember correctly riding a horse does something: You're way faster when travelling across the map.
If you check infinite stamina, you can run across the whole map. 🤷♀️
I like the process of building slowly (and travelling slowly - there is so much to see)
Like I said before though if the devs add a way to enable/disable it through custom game settings it won't make any difference for people not wanting to use it.
As far as going medieval, not really fair to say go play another game, it's a valid request to make, one that makes since to add for this time period but the focus should not be on what game to play but rather ways to make the most of what people want for this game.
Yes, it's gonna make a difference, even if you can enable/disable this, because the devs would go and make new weapons and armor and batteling stuff forever, which is nothing us being against it want. What we want is devs fixing stuff already ingame (the horse for instance) and for instance making better management menues and more deko stuff like herb gardens. Won't happen then, because all people will go crying: "I want this weapon, I want that weapon..." and "if we don't get these armour types, I'll be leaving..." and "We want tougher enimies - what about knights in full plate..." and gone are the days of chilled city building (which is the outstanding characteristic of this beautiful game - there are lots of medieval hack and slay stuff out there, there is no need for making MD into this) I've seen enough of this in other communities.
quote: "[...]but rather ways to make the most of what people want for this game."
And this is the reason why new games look very much alike. Why do all games with a "medieval" in name must look the same? Why do they all have to be combat focussed?
Yes, ok, maybe some more people will buy the game. And then? They will play it for 6 weeks and then turn to other, newer games - and we, who are playing it since years and want to play it for more years to come, are left with a game, which has nothing to do any more with the game we loved.
Fact is: this thread is turning in circles. The pros get repeated all the time and then the cons have to be repeated, too. 🤷♀️
I never expected or demanded that the game gets totally combat focused. Bandits and maybe Bandits trying to steal our stuff as well as animals is enough. I even suggested that there should be a way to reason with Bandits (to get some diplomacy skill points), so there should be ways to avoid combat completely even when this hypothetical feature is turned on.
If this gets added to the game is the developers work, so in the end they decide if they want to do it. Adding some new buildings, or more building options (variants), or better building placement (especially with these obstacles that are underground) would be also valid option and should probably even be done before any Raids get added (if they get added at all). I just commented here because I like that idea.
What about people who played the game for years and want to play it for more years... can't they be pro raids? We just have to agree that we disagree. Thats fine because everyone has a different opinion.
It's also really important for people to express their concerns and suggest solutions to their concerns.
Everyone will have their own perspective on how they see this to be implemented but we simply don't know how it would be so it's important to not see it as something bad, but rather lay the ground work for the devs to know what the community is worried about and what people do actually want.
Like for me I know that I don't want to have it for sure a permanent feature though having a setting to enable it when I want to play with raids would really be fine for me.
Other aspects we may want to consider are why they are raiding, what they do during the raid, what the end goal is of the raid. Pros and Cons of wining or failing a raid, defences against raids such as walls special jobs etc, maybe it could have some kind of capture of the flag kind of thing which would be a cool thing. Animal wise food could be a thing, or it could be territorial or breeding season animals often get hostile during these times or when young is around, this would also give reason for baby animals to be added to the game, how would that impact spawn rates? Maybe animal raids would only be for near by animal spawning locations so if you have mainly dear, foxes, and rabbits maybe you only have to deal with deer and fox raids.
Like latterly the possibilities are endless there is always a solution but it's important to think about ways it could be done that will work for as many people as possible, and sure some people will still not get exactly what they want but discussing it and working as a community will be better than just voicing why it's not a good idea, but it starts with what the community wants out of it and then focusing on the concerns we can narrow down a solution so more people are fine with the idea.
Well a "raid" could also be just two bandits trying to steal some food during a cold winter night. They're hungry and need food, so they take as much as they can carry. If they get spotted they try to flee, before the guard wakes the whole village up to catch them.
If you manage to follow and catch them you fight... or maybe you find the right words to reason with them, so they give things back. Maybe you're even generous enough to give them a shelter for the rest of the winter. There lots of possibilities how that could be done.
Expanding that idea maybe the pro for this would be new settlers if you do catch them?
This could possibly give new workers maybe with varing skills, it could be intresting.
Would really be a great addon for the game
There no combat roles so unfortunately raids will never come
Best suggestion I've seen so far here in these tabs if the game has something like this I guarantee it doesn't get cloying, there comes a point that it's no longer fun to play because it's too cloying
Srry what is cloying
I'm with 40 hours of gameplay and I'm already sick of it kk, I have everything and it's no longer fun, if there was something to make you lose loot or thieves invade the village to steal causing the agent to prepare to defend our village or something like that, I guarantee it wouldn't be cloying, it ends up being boring the game
You mean because there's nothing left to do but decorating
It's why I suggested mod support because I can see where it's going and I really like this game. Reminds me of banished
Expect banished dev had a stroke and had to stop so the game died
But still loved that game
for those who don't want to be invaded, just create something that takes the invasion out of the game, then the person only plays PVE, the devs should do something for both players, for those who want PVE/PVP, the game is very good, adding more mechanics, it would be much more fun and can please the whole community
Trust me your falling on death ears unfortunately
If you have to LIE (!!) to get people to like your dodge role suggestion, maybe your dodge rolling idea isn't good at all. ❌
Well, I don't like drama in games and forced fights. The idea itself is ok, very immersive, but in my opinion there should be an option to choose from in the game menu.
Could also respect people that dont want war and such.
I've never lied once so keep bringing the hate
It definitely is a good idea and would add playability but some people want to have zero playability after there done.
But like to said it could be an option to turn off so the rest are complaining about things that don't exist yet the future is not set in stone
I propose a suggestion for the next game, MD: Noble life 😂
I like the Raids idea. Maybe also raiding yourself and making yourself an enemy of Oxbow without being evicted
Like, Morogod is totally welcome to try to evict me
thats precisely why having it toggleable -- like many other game options -- was mentioned
id love for this to be a feature, and nonetheless toggleable
The problem with that is that a system like this costs quite some resources to be put in the game, and many people would like those resources to be spent on stuff that doesn't have to be toggleable because it would satisfy everyone (like plantable trees or more decoration options/more building variety). For the people that dont want raids it would feel like the devs have basically abandoned their wishes just to satisfy people that want yet another medieval combat clone
sigh
its running on UE4
if this game is causing it to tank then its the game not the engine
this engine is the most powerfull engine in the world atm
it can handle more than you think
With resources I mainly meant time spent coding and modelling it
yes it will be tough
its going to be hard
but saying the game cant handle it isnt true
like i said the most powerfull engine in the world
theres a reason dev use it
Never said the game cant hande it
The problem with that is that a system like this costs quite some resources to be put in the game
mebey i miss read
thats my bad
how ever
its not impossible
just diffcult
I simply feel like before you consider adding raids, they should finish what we need now, like replantable trees, more crops, more buildings, more animals etc. As thats the core of the game
And nuclear bombs of course
@thick flower at the end of the day once they get all the bugs fixed and the roadmap is finshed then things like this can be possible through mods
support
this is what im trying to tell you guys
im not expecting them to add raids or combat rolls
right away
but future id love it if they give us the option
thats all
Yes but features being supported by the basegame tend to blend into the gameplay better than mods often do, of course some mods work magnificently for certain games (like Legacy of the Dragonborn for Skyrim). Though mod support is the absolute last stage development of a game (usually) and thats to even assume they will decide to add mod support, because as of now they've not given a verdict on that either.
anyways thanks OP for your amazing suggestion @tall pelican
thats not always the case
but cant talk about that here
I wonder why you think that if I don't like fights and wars, I'm immediately set on the lack of playability. It's just not an essential part of the game for me. If I want to shoot or kill monsters, I play other games. From raids, natural disasters and attacks by others on my village, I had Conan Exciles, which annoyed me terribly and destroyed my progress in the game. Fortunately MD does not have a pvp mode, because then I would have to return the game. I really hate forcing fights in a game that, in my opinion, should be focused on the player's relaxation, and not on the constant fear that something or someone will destroy my village, which i have been working on for several weeks to develop.
Like op said it could be a toggle
I mean pvp makes zero sense in this glad you can't attack friends
Meh when I see a bear at my mine that's fear I know it's not the same as raids but sadly that's real life and did happen but not sure the devs are going for realism tho so who knows definitely not you or me
Definitely up to the devs weather or not they add raids or not but the idea is sound and 10/10 would like it togglable so that people have options and not forced
((Just for the sake of helping you out.
Conan exiles has PvE options, you can also turn of purges the "raid" that attack your homes.
There's also loads of PvE only servers in which you can just experience what the game has, rather than be forced to build and protect against the purges))
i havent played conan in yearssss but thats new how ever yeah making it toggleable is always better
gives the choice
rather than taking it
Honestly, Why wouldn't it?.
there was no such thing as a "peaceful" valley.
Especially people that are refugees from war, which indicates war.
Which in turn indicates,
-Opportunists
-Deserters
-Bandits
-Thieves
By all means, the very concept of Oxbow / The Valley would mean they'd soon find themselves in some form of hostile environment.
The land is owned by a king
A Castallan is allowed to use this land, and pay his dues to the king.
This means the kings enemy in war is a enemy of the valley.
The low presence of guard/army in the valley would mean bandits and deserters find a easier time exerting their own will there.
Not to mention the church.
I've seen the argument before "it wouldn't reach to rural areas"
Which is just, Very wrong.
The Pope was one of the most powerful people in the world.
There wouldn't be a human in Europe who hasn't heard in some way shape or form about the church.
And by god (pun intended) They will find you.
if anything, if we go by "story", it would be foolish to assume raids wouldn't happen.
For a gameplay perspective, Raids seem great.
What do they need?.
1:Toggle on/off
Why?: Now everyone has their choice.
This genuinely is the best option.
2:Guards/Militia
A job to protect against raids, And when they're not fighting the raiders.
They improve morale of the town for providing safety.
3:A indication
perhaps scouts, or increased presence on the roads of bandits, a indication that something is coming.
Why add raids?.
Because they help provide a gameplay loop for those that don't want to only farm.
With the addition of armor and shields / weapons coming up, i sincerely hope raids would also come.
it's a great time to do so.
Oh, I also recently had a problem with a bear in my village. To make matters worse, the bear had a fault in my house, so every time I respawned, there was another attack. Oh, how I regretted that "my husband" couldn't go on the attack to save me. Admittedly, reloading the save helped, but the option to defend the village from wild animals or bandits would have been quite ok.
I agree with you about the hostile environment in the valley and bandits are pretty much making sense for me. Anyways I don't really see them running to a place of land far away from their home to raid a village. They definitely would if it's at the border but whe have the kings soldiers there anyways. To go that deep into the country of your enemy just to slaughter like two hundred persents instead of fighting the enemys army doesn't make sense.
Anyways I would take the argument of the queer romance suggestion and say: Raids weren't normal at this time and they were forbidden so it shouldn't be ingame. /halfjoking
Most of you guys craving for raids/war will be gone anyway the day manor lords gets released.
I mean, i'll play manor lords, but it doesnt seem to have the same feel as Dynasty, we'll see i suppose.
Whats wrong with wanting Optional raids in this game?
Sorry, but I explained that more time than once. And I am not doing it again.
I am going to support thalassa here and describing what was written by thalassa before: The developer have just limited time and workpower. It's just like you woodworker house ingame. What would be wrong about doing more sticks? Nothing, unless you don't have enough wooden logs. In reality the wooden logs are the game content everyone wants to have, sticks are toggable ingame options just a few people want to have.
If they concentrate on toggable options they just have less time for things everyone wanna have.
🙂
It's in my own words. Thalassa used other words.
Same meaning yes. Very good words!
I think raids would be an amazing toggle ability. If the Dev's didn't want this type of play, they should have never added bandits, walls, fences, a guard with a torch at night. Honestly this game is too easy. I would be fine with more environmental challenges as well but it seems to me that with armor and weapons already in the plan, threats to your village only makes sense.
If you had played the story, you'd know the walls are against wolves. 🤷♀️
This game needs no combat challenges, because it is a game about building a village and maintaining it. It is not about combat. It is not about fighting. And yes: I saw it coming, when they added the bandits (although I reckon they are only there for the ambience), as well as I saw it coming with the windmill. Every "wrong" idea leads to people taking these things as an excuse to demand more stuff not fitting the game.
You just can't accept, that this game is probably not for you.
If you play a card game, you wouldn't suggest to get a chessboard to make the game more interesting, would you?
I 100% agree with the idea of raids. It's good to see that the overwhelming majority of the community does too. They should keep it out of the base story game mode tho or make it a toggle. The oxbow already has a bandit problem, it's the entire point of it. It would be amazing content and an amazing challenge for late game for the majority of the community. I'm very glad to see the devs stepping semi towards this idea with armor and potions. Can't wait to see how they progress towards it next 🙂
With the "Oxbow storyline", the proposal (OP) makes sense. Also since we know the game gets armor and shields this year. Imo. easily upvoted as toggable option.
I'm against "pack of wolves" raiding, though. Instead, for late game only, threats like plant-deseases as well as mice-plagues and hen/goose "stealing" foxes etc. could be a thing, as well as wolves which go for sheeps etc., when unprotected (we should have watch-dogs). Thing is, when realism plays a role here, that wolves usually never were that stupid to attack a settlement with armed humans and dogs; wolves would eventually harm a single human in the wilderness, when they feel the human is weakened (from hunger) or wounded. Same for bears, which but might try it, but would flee when humans come up with torches and dogs.
I early game animal attacks could be simple as a badger or fox, they don't do much damage so it would be reasonable to have a animal attack of like 1 creature then ramp up the numbers a bit based on the amount of players and progression of technology unlocked. For example I just reached iron tools yesterday. I would be able to take on 3 wolves with iron weapons no problem but early game with some wooden spears I would say one fox at the max would be something I could handle and survive.
If there is more player then the numbers could maybe multiply by 1/3 or 1/4.
The math for the amount of entities would look something like (Base number * progression * nearby players)
In the case of defense you could also count people defending if there is also nearby guards to the player you could then multiply it by % per guard.
Event though would only be limited to were a player is at with a owned building.
Some buildings could also be of higher interest like storage, or livestock.
When it comes to coding much is possible its just a matter of figuring out a system that will compliment the gameplay experience.
Regarding The valley though, I know many people say it should not be added to that map, however, nothing saying the devs can't change the story a small bit, and have the raids and stuff happen after you complete the quests, maybe hostility catches up with him, its all possible war really had no restriction in the real world, so to think going to one place espessially of one that looks as nice as the valley would be prime land to try to take over. And we don't have a map to go by so we don't know much about the territory and how far the valley is from boarders etc but bandits on the other hand would still work maybe not a military raid though.
Animal-attacks on settlements make no sense at all, except as mentioned above by me. If something like that, as you lay it out, would be done with this game, i would stop playing it instantly, lol.
Bandit could also camp near your village and ask for gold or they will attack it
Hope this update comes with the update of weapons and armor 
Wow the best idea I've ever read, please include it!!
Siuuu 🦖
@tidal hull 😉
❓
I already gave this a thumbs down ... 9 months ago
likewise a few dozen of the comments
Agree, but with an turn off option just in case I need to focus on resources or anythinf
Honestly, this thread is running in circles (and isn't going anywhere any more), because "new" people don't want to read through over 400 postings (which I can understand), but always being confronted with the same arguments over and over again gets tiresome.
And there is always someone saying "but if there is a turn off option..." - but this doesn't change the amount of time the devs will have to sink into that system, which will be missing for other things eveybody would like (like more building options, more decorations, more and better dialogs, more and more varied quests, better optimization (for a higher building limit) and so on.
MD started out as a non-combat oriented citybuilding/decorating and managing game with survival elements. And to demand to change this direction isn't fair, neither to the devs nor to players like me, who enjoy playing this game as it is (or rather was, because there is already so much player suggested stuff in it, I don't like - looking at you, potions) and who want to see their citybuilding and decorating game thrive (and getting more content in that direction). It feels like a hostile takeover of the game.
There's one thing does ring true - raids will become an off button.
Because that's how many will see it if this comes to pass ...
"Nope, I'm outta here. Time to uninstall this game now that it's become something it was never supposed to be"
Great way to toggle this game into oblivion.
/s
And nobody will care, if that happens.
well, not 95% of those that already upvoted here, coz they're already moved on.
Most of them are waiting for Manor Lords, I suppose.
100% this
and as soon as what they get what they actually want elsewhere we'll not see them for dust
Im waiting for Manor lords 😛
I think we're all waiting for Manor Lords
never heard of it until this thread 🤷♀️
I'm not (because I know, I won't like it).
My 100% were to Cap GordonRamsay for waiting, because I knew, he would, because reading his postings 😄
I think this idea is great because in this way you could also connect more with your own villagers. Imagine that the village next door, or from unknown lands, or a large group of bandits, whoever, decides to attack your village to steal your food and resources and you have to call the men of your village to defense, the care you have to take and the responsibility of knowing that if any of your citizens die they will disappear forever and their whole family will be very sad, to the point of even considering leaving the village. Each villager will gain more significance and importance. There could also be the option to pay them money so they don't attack you or to pay the king so that in case they attack you they could help you in some way with some soldier or with resource help or labor in case you lost.
The amount of new buildings and professions that this could add to the game is very large. It would be a 10 out of 10 game if they did it.
What's the matter with the potions? They aren't magical and they use actual medicinal plants such as broadleaf plantain which has antiseptic properties, herbal medicine was used quite extensively in the medieval ages, why do you think they hunted down all the "witches" in the woods? Because they knew how to make sick people better which was scary because people didn't understand the science behind the plants medical properties, the devs actually did some research and chose herbs that can actually be used as medicine again Broadleaf plantain antiseptic, Dandelions have vitamins that can make healing plants like plantain work better, St. Johns wort has astringent and anti inflammatory properties, there is nothing wrong with the potions as they are realistic in that they use actual medicinal plants
Their potions. Potions are fantasy lol not irl
Have you seen the potions ?
I don't mind potions, but it's true either way.
Wrong potion, elixir, tonic, and most of all "magic" were all used to describe herbal medicine in medieval ages
I'm asking have you seen the potions we have?
Yes and though the healing is exaggerated for gameplay reasons potions are definitely real
not that hard an ask surely?
Even the weight potion?
I'm talking about the healing stuff that one is purely fiction
Unless it is some kind of primitive steroid but that's a stretch I'm not familiar with any plants that act as steroids
most of the potions are in the realm of magic
There more then healing
... you know, bullcrap
Yes correct
Their potions aka magical .
Only a very few makes sense like 1 or 2
We all know poison is a thing
but weight buff and temp tolerance ... and wtf is Possibilities
Is it time for a potions thead? 🥲
nah, this place is silly enough as it is @quiet kernel
Na we was just answering a simple question. They ask what's wrong with potions
and the answer is ...
Everything 😛
If it takes too many posts that we are so far off topic, it might be time to start a new thread imo
I mean, they're good for coin ... some of them
the sooner we push the Manor Lords fantasy off the page, the better
I'ma start posting pics of my cat here soon
😼
reset all skill points btw lol
Ok so hold on if I'm understanding you only have problems with the potions that effect weight, temp, strength, night vision and whatever possibility is yes? Because those are BS as far as I can tell no plants will help you with that
yea ... that should happen when you get a Wisent to yeet you halfway across the map
an excellent opportunity to rethink your life choices imho
Agreed those meat heads are not friendly
more grumpy than the bears
Don't get me started on the bears
Yes with the magical potions parts.
Ok finally we agree on something. I was advocating for the healing, stamina, sobriety, camouflage, antidote, and food potions those are things that can actually be affected by right application of the chemicals and enzymes that can be found in certain plants
herbs can make you invisible???
No but they can mask your scent
like radioactive spiders can make you fly thru the urban jungle?
Ok now you're being disrespectful
jumping into a lake will do that too
to Peter Parker?
I think not
just because I see the potions as more suited to a Marvel comic ...
To me and my plant knowledge you think I'm one of those Goop idiots who believe that sparkling rocks and good vibes will fix all your problems plant medicine is real and has been used for centuries
I am talking about the potions ... IN GAME
that aint got anything to do with anyone or anything in the real world
and it certainly aint got anything to do with Gwyneth Paltrow
as mike stated. this is off the topic of the original post. regardless of if this particular page has gonna off the rails before. lets be adults and not continue.
Okay
aww, you're no fun Tim
i am a keeper of the peace. not a soldier.
(edit)not gonna fight over this nonsense lol
Btw any questions about medicinal plants before I go?
if there are any please move them to the offtopic channel group if they arent related to the game 😉
Okie doke
Before you posted this I did not realise you had expertise in the real world subject
... nothing I was saying was a personal attack, but in retrospect I can see that it might look that way.
Otherwise ... perhaps as separate topic this would be great
Yeah sorry I got heated it's a touchy subject in modern society because idiots like paltrow, plant medicine is important to me, I'm Native American and learned some stuff from a young age I'm not as versed as I used to be I would like to share my knowledge and compare with others. also I wouldn't say it's an expertise by any means I'm only 23 and still have a lot to learn
Thanks everyone for resolving his peacefully and with maturity. Appreciate it.
How about going for a seperate thead then? 'Cos I would like those sh...y potions to be altered from "buffs" to "real" medicine. And - please - take back those "buff foods". (oww - offtopic again 😦 )
Could a Mod perhaps unhitch the last 20 or 30 postings to a seperate thread?
not sure it's possible 😦
While I do like the idea of raids and would welcome them in the future, I think the melee combat system needs work first. I'm not sure how fun these raids would be in-game with how combat is right now.
☝🏻 thats why i dont think raids would be a thing, the combat system would need a big re-work, that means that It would cost time, effort, manpower
and players
They could also do this in the form of DLC, so those who are not in favor can simply choose not to buy it and it won't affect their game at all. For those of us in favor, we'll be happy with the content we would like them to add, and on top of that, developers could also make some extra money for the effort they must put into the work. Those who are not in favor won't stop playing because the game isn't being modified for them, and furthermore, new players who are interested will also come.
Yes but why put in so much resources into content a big chunk of players clearly don't want while there is plenty of content that everyone would actually appreciate.
I don't see this suggestion as a bad idea gameplay wise. But in terms of time spent on it there are just way more necessary things that need to get added before this like being able to plant trees and shrubs or more crops/meat types etc. Raids wont enhance the current gameplay loop at all
remove this... this user has mistakenly posted @crystal rapids
thank you i didn’t even notice that was posted
in your opinion ... what is the reason ppl want raids? why do they wish this to be a feature?
People want this, because "every" "middle age" game has to have it (they think). And seriously, I don't know, why you should want raids or war in here, it's beyond my comprehention, because (at least in the past) there was never anything in the official trailers (unlike e.g. Manor Lords), to make you believe, that there was more to MD than building and managing your village and hunt some animals.
This game is a city building and simulating game, with some aspects of survival. You can see (because it is a "slow" game: all you do leads to "growing" at a slow pace, if you don't mess with the settings), that it is not intended to be a "fast" combat game with special moves and fast flowing fighting animations. So why change it "by force"?
There are different kinds of players, and I can only speak for myself: I am the kind of player loving slow paced peaceful building games, where I can build where I like, what I like (more or less, at least), at the pace I like, without any fear of being disturbed by anything I don't like. And without fear of having something of my lovingly built and (to me) meaningful decorations being disturbed or even destroyed by the algorhythm saying that it's time for a raid.
I know, there are other kinds of players. Players, who want to fight constantly. Nearly all new games are made for this kind of players. Games for players like me are sparse (and mostly grafically not interesting for me ("Retrolook"/pixelmush or childlike cartoon style)). So why don't leave alone this one gem of a game?
Thanks Thalassa, i agree with you.
Thanks for putting effort into such as detailed answer, appreciate it 😉
The upvote/downvote ratio clearly contradicts your point of 'most players don't want this' (citation needed)
69 downvotes is a big chunk
The majority of people who disapprove voice their opinions and are the people who (imo) have put a lot of time into this game (100s of hours) compared to people who buy the game and see doesn't have combat like they expected and want the game to be changed so they feel they "got their money's worth" so it's easy for someone to go " 👍 yea I did my part!" But in reality the hardcore players are the ones who will keep playing before the update and likely after don't want it to happen. If the devs wanted to do combat I think they would've done it when the game came out or moved it into the game plan for the near future.
Not every game needs flashy combat. Some people want to relax and do something calm that isn't a mobile game like match 3 or idle games... Some people like survival games... And don't want to deal with having to learn combat mechanics
For sure, there is a sizable minority of players that dont want combat. However out of the 599 people that voiced an opinion on raids in MD 11% said no (69) and 89% said yes( 532)
The vast majority of people want raids in MD
'people that want combat are just here temporarily and will quit later and aren't dedicated to the game' (citation needed)
if you dont want combat or bandits, click the toggle button
problem solved
also
not the most, but iv been playing for a while
dont need citation... scroll back through and see how many people put comments on here. then look at how many of them were ones who game " 👍 "
The Majority
and as has been argued before... why bother putting in features if they are all toggleable... might aswell just make this minecraft while we are at it
Like every other time someone disagrees if the devs want to do it they will.. but demanding citation isnt required of any of us to please you.
so that the minority of players that dont want combat can turn it off. however what this really smells like is people are upset that the game may be getting optional features that dont alight with their philosophical vision of the game and even though they can simply turn the feature off, what really upsets them is there are people playing a version of the game they dont agree with
why take the time to add a feature if its not used by a sizeable portion of the community?
alot of people come in here and demand combat and "raids" so those people are coming in and demanding the game change from how it is.
if its optional the game wont change for those that like it without combat
if its optional why bother doing it anyway?
is the development time worth doing...
if 89% of the people want combat, its worth it
when the game was sold as it is now... without combat
if 'no combat' was the core values of the game why is there bandits with combat?
sounds like your making up these 'core values'
notice how stupid and useless the bandit AI is?
its simply something to drive the storylines along
otherwise there would be no combat or bandits
if you dont like bandits turn off bandits
id rather not have to since the game started without them.
mmmm no. its been how it has been since as long as the game has been around
what people want is advanced combat mechanics.
not useless ai and a threat to their villages.
but this isnt the game for that. if they decide to change it later sure whatever. but i dont think it was their intention given that we are (for the first map) "in a quiet valley away from the wars"
they couldve just as easy put us in the "war" areas but how many other games do that?? how many other options are there to get that combat fix? and how many are in this time frame and like this? less id imagine right?
@knotty wraith : Don't bother - they won't care. I had this discussions all the years through. They simply don't understand, that there might be one game, that isn't for them.
But nevertheless: this is no "democratic poll", that force the devs to do, what these players demand. This game is the dev's game and the devs will decide, what to do and what not to do. It's as simple as that. The arguments "it doesn't suit the game" - "but we want it nevertheless" have been repeated over and over again. I think, the devs will have made up their minds long time ago.
We all will see.
Thats the problem though, you're asking us being fine with something that will divert the devs resources from something everyone wants to raids that a big chunk of players dont want and wont see the content off due to a toggle option. We dont want a game where the content is made player to player, because at that point you might as well put a toggle on every addition
Do you think this game needs fighting or do you think it needs replantable trees? Keep in mind this is a Peasant Sim, not a Knight Sim
I bet combat will see some changes once the Armors, Crests, and Shields update comes out. Shields on their own may impact melee combat significantly, so this may just be a waiting game. Also, there are quests on the new map where you can't ignore bandits. You cant even toggle bandits off on the Oxbow as far as I know. Unless this is some oversight, I feel like the step towards animal or bandit raids isn't that far-fetched of an idea.
Also damn, this thread is old 😅
Yes, and it will end with less people playing MD any more, because the war-fans will be off to "better games" (because MD will never be a combat game. Yes, you can add more fighting amd even raids, but "our" clumsy fighting won't make fans of quick, fancy "moves" with special hit zones, special attacks and special blocking happy) and those, who played MD, because there was little to no fighting nessessary will quit the game, because they can't go without fighting any more. (But: yes, you can: you can "cheese" all those bandits and set their hitpoints to 0 and make yourself unvulnerable - but sadly you can't stop the hustle with bothering with them)
Seriously, you are the most negative person in the entire Discord. Any idea is received by you as an attack xD Let people talk and propose ideas and the developers will see what they do or don't do.
But then, what's the point of an update based on armor and swords? Why waste time on something totally unnecessary in the current state of the game?
I have played about 700 hours of the game, enjoying it, decorating every corner of the game to the millimeter, but in the end it gets boring. There comes a time when the only challenge is to start over. It has no replayability as the game is currently developed.
I'm not negative. I'm realistic.
Yeah, I'm new but it seems like some people are aggressively against any kind of combat! It's ridiculous, because built into the game is the ability to toggle things off or on.
The icing on top is that the city builder crowd would win with more combat because you'd get more buildings and economic content for sure!
I whole heartily disagree, you think in the 1-200 years of multiple generations of racimir, there'll be no fighting or war? 😆
Humans can't go 5 years without atleast a small conflict.
If the game will have mod support, wait till the game be finished boi, things will change and theres rly nothing we can do about it
Im not saying that im against raids or peaceful gameplay, im saying that if we had mods, raids could be a possibility
What I have heard about the armor update is it is not intended for human-human conflict. That is subject to change obviously but they may add it purely for aesthetic..
Remember to be respectful of people's opinions as well. We all are allowed to have a voice. Perceptively positive or negative given the topic.
I haven't said anything disrespectful.
It is a general warning
Combat and AI can be improved without changing the "essence" of the game, and adding raids doesn't mean the game is now "war-focused". Just like the game isn't "hunting focused" or "farming focused". These are just systems in the game to make the peasant simulator AKA Medieval Dynasty a more immersive experience. This would just be another system side by side with the rest to make Medieval Dynasty more engaging. If you are arguing to keep the objectively flawed combat system because you are afraid the entire game will just become a big brawl (which is what it sounds like to me), I strongly Disagree. This isnt the Racimir Simulator. Racimir can have his peaceful Valley if he wants, but Oxbow isn't the Valley.
If Armors Crests and Shields is a cosmetic update and is not intended for human/player use, I hope you're wrong. I dont expect the update to be like some combat/war overhaul or anything, but if the update is advertising armors, and shields, I expect to be able to wear Armor and use Shields practically.
I appreciate and respect hearing everyone's perspective on the idea, even if i don't fundamentally agree with some of yall 😆
I seriously don't understand why you guys are arguing anyways. At the end of the day it's up to the dev.
It's fine if people want combat and the others just want to build and live peacefully. Everyone have their own Play style.
Agree to disagree.
Arguing won't change people minds. Everyone have their opinion and their given the option to expressed it by making suggestions. There no harm in that.
It's easy for me: I just have to wait till the end of april, and most of the "war-lords" here will be gone, anyway 😛
(At least until their "new, shiny game" with RTS wars will get boring for them)
Oh - and @tawny sun : I have roughly 2000 hours ingame and for me it is not boring - so what?
Finally release Manor Lords 😄 PS: people can play several games at the same time. If you think that a game is abandoned because another one comes out, you have a curious way of looking at things.
Remain on topic and respectful.
I've seen changes happen because of these discussions. That's why I bother, and probably why @vast quiver and everyone else bothers. This is a year old suggestion with 600+ reacts and 500+ comments. If the discussion needs to be shut down, the mods will do that. Considering the 3 of us have done this song and dance before, I hope you understand where i'm coming from. We have no control, but I'm sure the devs are aware of this suggestion, and they may take our opinions into consideration in the future. At the end of the day, its their game, but they made a suggestions page for a reason.
Also, I think we agreed to disagree a long time ago lol
But what if I'm stubborn 😣 and want war were I can get it 😆?????
play Total War? ^^
Thank you, Crazy, I didn't dare... 😄
But medevil dynasty tho
It's like Ferrari vs Lamborghini
more like VW vs Ferrari: they are both cars but don't participate in the same races, and you wouldn't want to
The fairness and balance in your post is admirable mate.
The reason this "year old suggestion with 600+ reacts and 500+ comments" keep getting linked to (by mods and a few select users) should be obvious aye...
It is still relevant - all linked posts are the ones we mods think are most relevant to the topic - this one is unique in that it creates the most division imo (more combat vs even less than present amounts of combat)
As a general warning to all users - If any personal attacks occur I will be timing out the users that do so, a warning has already been given by @knotty wraith
These suggestions must be open for all to express their opinions without fear. Engage in debate over ideas, but do not use personal attacks, ever.
Thanks everyone.
Wait till devs finish the game and release mod support 🥲
i love the idea of putting thought into my village for defense and not just for imaginary.
I hope they add it . Even if as dlc I would purchase
Hi Everyone. Im new to this channel. However Im a huge fan and been playing since 0.3. I have heard that theres going to be a new update for Armor maybe weapons. In my opinion this would be a great add on to your game. If Medieval Dynasty would have a options to go (like Manor Lords) into defending your village from attacks maybe being able to build barracks to train militia/ police. / guards which in fact was very common in this times. In my opinion it would take your business on to the next level. Been talking to students from my school (Im a teacher) and all say they miss the option to fight. In general great job been playing games since 1994 and this really stands out and has the potential to become the greatest game of all times.
Also it would not annoy the peaceful players looking for a relaxed game experience because you would be able to switch this option off. In my opinion its the best expansion idea for this game.
What would happen if you where incredibly far away from your village and it gets raided?
.... militia guards police as mentioned above
Sorry I didn't read it,
Will this be added in the next update?

No news on it for the armor and crests update if you are talking the update coming within the next week id confidently say no
I like this idea but it should be optional and customizable, including how many people/animals and how often they occur along with types of raids
Definitely need more combat in this game would be cool to maybe give your villagers or hunters weapons or something and you and them can defend should just have in the game settings to turn it off or change the random frequency
okey 
The topic of bandit raids to me seems ambitious and gives rise to many other suggestions. Given the current state of combat in the game makes me think that Render Cube was intending for a narrative that is less combat focused. That being said though they did include random bandits in the game so I’m sure they are open to the idea.
I support adding raids to the game with customized values of frequency and to enable or disable it. Although if added, I can see people being split in wanting this and not want this to turn into another medieval action game with swords and armor while some do. That would be up to the developers to decide.
Overall I see this as a good opportunity to add more challenges for the player to overcome and add more options for the developers to explore gameplay wise if they find it interesting.
I would also add new buildings like guard tower and armory. Guard tower will work as a watch out and armory as a patrols.
Guard tower will require bow.
Armory will require spear and add in next updates shield and armor
Yeah there's no reason to not add a mechanic like this or something similar especially if it's a toggle, especially in the oxbow.
New buildings and events are always a hype.
yea
It would be cool if every now and then raiders or something would come along and pillage your village, as well with that you can add more armour and maybe swords, mace, and shields
You’re good to close the other one @quiet kernel
Please add this I NEED IT it would make it the best game ever

Pass...
Perfect idea
It’s just an overused mechanic across multiple games already.
Doesn't that imply that it's useful/good
?
Not from a gameplay or development standpoint.
I think it’s generally underestimated as to how complicated that would be to add to an existing game.
Well again no offense but isn't "overused", simply your opinion? I enjoy the idea immensely and I'd argue that it's not a terribly hard thing to implement.
I know but my opinion is backed by repeated use of the feature and it's success .
Do a quick tally of games with raids vs. games without.
You can't do that quickly lol
Success isn’t tied to that specific feature … it’s tied to the entire game experience.
Yes and what I'm saying is that raids add to the experience evidenced by their prevalent use in games.
I honestly don't even know how long a tally would be, but no one can deny the prevalence.
İ hate to say this but currently the game has no mechanics, like no reason to play other than management of your peasants ( I mean people who play simulator games might like it) I don't mind it that much, but today I finally got my friend to try it, we ran around for like 20m and we were bored
It changes the experience entirely. And in order for said addition to not be game breaking or game ruining … a lot of thought (and new systems) would have to happen … more than you realize.
This is something that would likely need to be designed as part of the experience from the beginning, not tacked on so late in the game’s life span.
@upper hamlet …and there are plenty of people in the community that have been playing Oxbow co-op nonstop since it was added.
They’ve wanted to play “peasant management simulator” together for a long time. 😄
İm sure there are "plenty" of people that don't also, that's why you need to have variety
I agree,but bandits are mentioned, in the dialogue early on in the game surely they were considering it, unless dialogue are randomly generated and completely unrelated to each other, I honestly didn't get into the story quest yet because most the quests are bring me this and wait 1 day and I have to run back all the day (that and I developed a bad habit, I don't read as much in games anymore)
The game already has bandits and a very basic combat system, but it's there. I would absolutely love it if they added some mechanics for raids or small battles against other kingdoms, and if the king forced us to participate with some men from our village
From what I heard bandits were added later on correct me if I'm wrong ( bandit camps) funny enough I only ran into them like 2 times ( so at this point of time they have no existence in the game experience/impact, at least for me
Lootboxes are also overused. Do you think that makes them a good feature?
If they absolutely have to add this they should make it it's own map like they did with multiplayer. Easy to ignore if you don't want it and they don't have to remake the systems at the core to make it work in the valley
@fickle umbra 1. Lootboxes are used so much because yes, they work, they make people play more. 2. The idea that they'd have to remake things is completely wrong, bandits already spawn in randomly at set locations, all I forsee is changing agro range. [ with my very basic coding knowledge I specifically know that's not terribly complicated]
The idea that it changes the gameplay experience is just plane false because it's not a hard thing to lock raids behind a well labeled gate for the city sim players, I've Said this on other threads but I'd assume if you aren't actively aiding your king for racimir or overtly messing with the bandits in oxbow you won't get a raid! Easy as that!
As well as implementing the system we already have bandits who procedurely spawn, all that's required is tweaking agro range so they "march".
You said you and your friend ran around for 20 minutes and got bored ... all of the same game mechanics that bored you, would still need to be done, for a much longer time, in order to plan/build/prepare your village/villagers for the aforementioned raids.
It would drastically affect how players design their villages, prioritizing defensive layouts, fortifications, etc. over the general freedom the current system offers. It doesn't matter how easy you think it is to design and implement ... (1) it just isn't, sorry you can't understand that ... and (2) I don't want the devs to waste their time on it.
me too I've found only 6 bandits, 3 took me from back and 3 waiting in a brdige. I played like 10 seasons maybe, and fight with bandits only 2 times
- Loot boxes are hated beyond anything else, they only exist because money. 2. The bandits spawn in set locations and don't move around. They have to be rewritten to be able to free-roam the entire map and find the players settlement where-ever it is. That's a huge difference
My village is ready, I built everything, I put the slider on 1000% and been playing for a good amount of time now, I gave him like 1k log and sticks built a couple houses and that's it
And he logged of with my materials lmao
But yea I'm not very patient, time is very limited for me
I also didn't bother to build any walls or fences because it's pointless
Just some info for you and everyone here that i've been told: one of the issues isn't even aggro or detection range - its the entire spawn mechanic and how render distance works to spawn in world objects
There would need to be persistent bandit spawns
You notice bandits and wildlife etc "drop in" when they spawn in currently, a re-work of (at least a substantial part) of that entire spawning system would be required for this to work
Cheers 😉
So, there would have to be a simulation running behind the scenes, for bandit/animal movements outside of the rendering range.
That would explain why the animals don't migrate across the map.
Thank you! People get so excited for combat that they forget the game isn't built for it. It isn't just a simple fix but a complete rework of the system
@fickle umbra Yarp... it's usually NEVER a simple fix. But confirmation bias tends to start with a conclusion and work backwards. 🤷♂️
Indeed
I'm not bothered by bandits dropping, imagine they are getting sent by trabeuchet, just give me something to play, paleze 
I dont think you understood anything i wrote mate...
Nah I didn't, just making a joke, I wanted to ask about how it affects the mechanics of raiding but then I didn't bother
But yeah I would assume you are saying things don't spawn unless you are within render range?
ok you do, sorry i thought your joke was srs lol
render range is the main bottleneck to any form of this idea functioning
Are raids on the roadmap?
No
What makes windmills not suited to the game?
I feel like my post, while obviously on the same main point, fit the aesthetics of the valley more. Not the means of destruction, but the means for defense, the world is not safe. And if you force yourself into some kind of fantasy where you can be without effort. You totally invalidate any reason to progress. Hence. Why taxes are in the game. By adding them you admit the player must be challenged, there needs to be a "danger" but a bill you have to pay is lame and unthematic
I dont propose a valley of war. Nor even make a wave survival game. But to aknowledge the dangers of "life" those who don't have, want to take from those who do, weakness makes them fall to that desire. And then you have a handful of hungry farmers roaming the road sacking their neighbors just to stay alive. Ultimately finding themselves infront a crummy little farm of 1 field and 2 houses, exactly what they need to live, and they want to take it. So they try. But nobody would give up without a fight, this is just an example of the kind fo story telling you could add to the game by not disregarding mine or this person's post as "not what we want" you just have to change it to your design
@safe furnaceHey mate, the reason your other suggestion was closed was because an administrative decision was made that it was similar enough to this one for it to be a duplicate idea, therefore, you were redirected here
If you have an issue with a moderation decision plz open a ticket here: https://discord.com/channels/1069629094871978074/1194671809065398282
I will put you in touch with a server CM to resolve the issue
Using this thread to vent your frustrations is not acceptable mate...
From this post on you either open a ticket in regards to your complaint or drop this and talk only about the thread at hand, not about the moderation decision plz - otherwise its off-topic and I will action that appropriately.
Thanks @safe furnace
I wasn't venting, I was adding to the discussion
No need to resolve an issue, it's totally fair being sent here, that's why I reiterated my point in this post, in hopes it wouldn't be closed and forgotten. Sorry if it came across any other way. cheers 👍
Ok, thx mate, i appreciate that
We had some issues with users using other threads to "express annoyance" and escalate things to nonsense lvls so its a high alert for mods if we perceive that even starting mate.
Appreciate you being honest aye. Take care @safe furnace 😉
First windmills in Poland were about 16th century.
ahh the old windmill "discussion"
we both heard this a few times @vast quiver
you are correct btw with the time period, i may have researched this lol
When does the game take place? I'm hearing its around 1000 CE but never before had I figured they specified when exactly in the medieval era it was. Nearly 1000 years from 500 to 1500 so i figured it was just all of it and you were experiencing just the Wealth of their technology all at once
Hell, why not make certain techs unlock by passing on to your child, it would give you more incentive to retire your character
the game is set in 11th century mate
That has me curious as to why y'all would pick a time period like that? To me it seems almost like a bottleneck, limiting your scope to a hyper specific setting between the more "interesting" ones (a stone and bronze age game like this would go hard, so would a one more like kingdom come, remember that i wouldnt want a game like that if i hadn't played this one first so regardless my reservations, i believe your work is valid and quality) but are yall planning to introduce generation tech or somthing in the future to fill it out more? Or, would you argue it isn't a bottleneck in the first place, and there's more to that setting than we initially give credit for?
the game is set in the 11th century... you must apply your suggestions accordingly
Sm I hearing that this is a question maybe for another forum?
no, the game is set in 11th century, simply apply appropriate time period suggestions is all
Well, I hope I didn't offend by asking, but I was really hoping to just understand the why of this setting. Is it historically significant? moreso than later or earlier? Or maybe that's simply your starting point. Unbeknownst to all of us 11th century was never the end, just the beginning and yall plan on adding a date and time clock that would manipulate the world based on years and despite the fact we're in a fictional valley, real world history would play on around us and be told via text boxes, and influence our game... maybe yall just think it's neat and it's just your vision
Yessss!!! As an end gamer im to the point im sadly gonna have to play another game cause its just the same stuff over and over again nothing to do.
Its easy to add on the story line of raiders coming to the valley and our job is to protect it
have u tried decorating your village?
i used to get to year 8 and restart, cause i never decorated...
@quiet kernel im on year 12 and yes everything is upgraded- decor for every wall, and hanging everything also floor rugs for villagers,planters on outsides, shutters, tables around set up with cups/bowls/vases , have everything bought and unlocked, markets tales, and main quests and sides done lol even built bathrooms. Have 500k just sitting in box from stalls and growing
@rich gulch we need a little showcase aye https://discord.com/channels/1069629094871978074/1069629094871978077
Throw it all in there plz 🥹
Sure!
what i call "advanced villages" are rare
ty so much aye 😉
No, it's not offending. It's perfectly ok to ask 🙂
We know that it's 11th century, because the devs said it's set around the year 1080 in a rural place far away from any center of power, somewhere out in the sticks (hope, that is the right term in english) and everything (ok - nearly everything) you see ingame is build around that premisse.
We don't know, if the devs plan for the game to move forward in time in some later update. So we'll have to wait and see.
As long as I can turn them off, I don't really care (ok, I do care, because I think, devs could use the time to add more suitable things to the game, instead of "wasting" their time on adding raids to a formerly peaceful gameplay).
We can all agree to disagree 🙂 @vast quiver clearly its majority wanted as it sits over 600 to 80s
100% we can agree to disagree. 🙂
But even if a majority wants something, it's no "natural cause" that the devs will implement it. I am sure, they know this discussion by now and will decide, what they want to. We'll just will have to wait and see. But this discussion splits the community very much, so they will have to see, if it is really worth to offend the "no war/raids" players, because there are enough players who bought this game because it was a peaceful, slowpaced medieval building game, and therefor the game might get some bad reviews from them, if war/raids were added and playing peaceful wouldn't be possible any more. 🤷♀️
I am quite happy, that the decision isn't on my shoulders.
I'd love a toggleable option for raids, it would make it a challenge and mean I'd have to build for defense (and aesthetics as I already do)
I want to have moats and spiked sticks
Archery towers.
It'd be amazing. Like Age of Empires 2 but with the ability to walk around/ npc's you care about
100% agree with you @vast quiver .. this discussion starts to feel like the one about Same sex relationship (without the homophobic comments)... Will we have to have CMs intervening or can people continue talking while respecting each other?
Hello everyone I'm back! The render distance doesn't need to be altered and they don't need to "roam", I've never seen a spot on the maps where there isn't an event spawn, this is simple and easy. The bandits spawn on the closest event spawn area and are aggro'd to the player. I've played around as have you all and seen max range on bows ands it's quite far [ this is an indicator of render range]@fickle umbra @inland iris @quiet kernel
Sorry if I butchered your arguments/responses, I had to go back and gloss over
As for maintaining a " peaceful" mode, for all those more inclined, I've brought this up before but there's easy ways to add " triggers" to the game examples would be [ wiping out bandits repeatedly, story triggers like when your heir reaches certain ages, or just a toggle]
The way you’re describing it … it sounds like a mod, and not something the devs would implement.
See I had assumed the reach of a king was closer, simply because there were taxes and a Castellan to report to. The kings emmisary passing through from time to time also gives that impression, but it isn't every month nor even every year I see them, so I suppose it farther than I anticipated. I do want to be respectful to the players who desire peace, and hell I like dioramas as much as anyone, but options is what sells games, so maybe an entirely new map that's independent the valley could be made grittier and a touch more violent without touching their original work
To butcher an argument you'd have to read it first, which it's clear you haven't. It's nowhere near as easy to do as your fantasy suggests
Agreed. It sounds almost nothing like what the op was requesting.
But the op request has issues as well. Both in design/function but also in concept. The idea of wild animals or bandits entering your village and killing villagers ... which are comprised of adults, children, toddlers, infants ... probably won't sit well with the developers.
That was a reality of medieval life though, especially for small towns like what we build in game.
@summer thorn No, in reality villagers at least had the option to DEFEND THEMSELVES.
The villagers in MD can't even equip weapons
Yes, peasant militias and whatnot.
That is a system that would have to be built.
Would it be possible for them to utilize weapons as tools like they do with woodsheds and farm sheds?
Perhaps have a “Guard Post” Building that you can assign some villagers to, and then add the idea of the “blockhouses” that another user brought up for the non-militant villagers.
Players would likely want customization for their village defense too ... ranged vs melee, weapon quality, etc.
There's no skill specifically tied to combat either.
So would we just let the miners fight with pickaxes, farmers fight with hoes, etc?
Interesting idea
That's only one hurdle for this idea to work.\
Rendering range is another issue... what if your village is larger than the rendering range?
Where does the attack come from? What if the player is nowhere near the event when it starts?
MD doesn't "simulate" events in the background
The dev team has done amazing work with putting out new updates and patches, I don’t think that would be an entirely impossible thing to add. Perhaps allow the hunters to function as peasant archers, farmers with sickles, scythes, etc, or have a guard post or other building where villagers can either be assigned, or weapons and other things utilized in upending a raid could be stored. I think it would be a wonderful addition to the game, given the dev teams works it out how they want it to.
What is “rendering range” in this context
How far from the player the game renders objects, buildings, NPCs, etc.
Ah
(which may also vary, depending on platform)
True
Not saying it's impossible ... just saying the concept is much more complex than some people claim.
I had touched on this topic on FB once upon a time and ruffled A LOT of feathers.
So here’s my take.
We have the option to turn basically every feature off. Food, water, temp, animals, bandits, and turn on godmode.
It would make sense for those of us who want to experience this type of thing in the game to just put a toggle raid on and off. That way, the people who play the game for pure aesthetic enjoyment and relaxation don’t have to worry about incoming threats and can just play the game how they want.
However, for us heathens who want to throw up arms. We should have the option to build up defenses, since we do have palisades to suggest safety behind them and the main city has the spiky ones outside the main gates.
Bandits are present in the game and in the oxbow a raid is featured in the beginning cutscene. “Bad guys” are touched on already. Having to watch and carefully decide your moves would definitely improve the game and I think would drive a lot more people to play the game as well. Raiders will attempt to raid the village and clear out your food and recourse storages and the like.
I think it would greatly Improve the gameplay and drive a bigger player base to this game which would help it improve in the long run
Bandits being inherently ill equipped and desperate would make them keen on attacking a SMALL village, but obviously once you reach a certain stage, you're at the point only a noble and an army would eff you up. Not 5 guys with sticks and string. So I'd be comfortable having them stop at a certain development stage if they end up in the valley. But a new map with new rules seems like the best option for everyone to get a slice of cake
And you can only fill a cup from the bottom, so I'd like to see random villagers travel between settlements, get attacked by wild animals, and be able to defend themselves, before I see raids
The idea of robber barons could be implemented well for late stage villages
Are you a little peeved sweetheart? I apologize for whatevers made you feel justified in that response.
You poor thing. Harassing people because you can't be bothered to read their arguments
Please stop it. It's starting to be close to personal attack imo and I won't hesitate to act
I'm fine man but it's obvious to all who read that, it was rude and really un called for. I can play that Game with you if you want, but from my understanding we're not supposed to.
Then stop it. And read the perfectly good reasons why it doesn't work like you think it does
I didn't start anything the evidence is literally above.
I have re-read the comments and my points stand
Yes. It is. It clearly shows you didn't bother reading and then started harassing people
Show me harassment in my response
I'll leave you for the mods to deal with
Ok stop it both of you, it's clear that you aren't agreeing with each other and should stop talking
@upbeat valve I apologized and I'll do it again but it's right in front of you, look at my original response [ I apologized for brevity and responded with no rudeness at all]
I have nothing to say concerning what I think is your original message.... It's all the messages before the "Are you a little peeved..." etc that I feel are starting to be too much and doesn't bring anything to the discussion. It is, imo, only two persons who are on two different side in a debate and won't ever agree. I don't want this to become even more close to personal attack and I'd like to avoid being forced to act and timeout someone
OK, maybe im wrong I'm human after all. The messages are there to read and follow, I'll drop it.
I agree with raids that should be an optional feature, as playing the game can be boring after a while of village management and construction.
Valheim offers the option that you are speaking of, but I would also like to see them add a raid option here.
I really wants the raiding or even small stealing events to be in real-time action than some seasonal dialog(afaik this only has stealing resource or food).
As devs are trying to implement armor features, if one can assign some of the villagers as watchmen or guards, it would make the game more alive. Plus by adding active bandits and beasts attacking the village, there could be events prevented in advance by eliminating hostile hives. This would get some workers' lives but since there are unlimited flow of wannabe settlers and youngsters growing, and of course treasures and loots the hive holds, this would be worthwhile.
I mean there are already "hives" in the form of bandit camps, but I agree watchmen or guards would be a nice addition to the medieval Aesthetic.
Who knows? We see them going about with the armor and crests, they'll probably be doing something like this soon especially because it's obvious suggestions like this are highly approved of.
This thread is about raid.... To talk about watchmen and stuff.... ===> https://discord.com/channels/1069629094871978074/1146357302941716561
Thank you!
I was responding to a part of his comment my bad!
sorry, you're right.. my comment should have been for @rocky lotus
NP 10/10 Moderator
Devs I hope you see this now that you've shown you can and will absolutely rework things if needed!
combat and crests! 100% dev win
If they did this i wouldn't leave house for years id turn into a hermit from MD
i love this idea 👍 
I support this stuff 
considering the opening to oxbox is literally being attacked in a convoy and many destroyed settlements/buildings existed . having bandit raids or roaming bandits makes sense. of course being able to toggle them on and off of. if that becomes a thing settlements with extra man power or who could support it should be able to recruit guards. having to supply them with weapons and armor
Toggeling bandits on and off is no option in oxbow.
isn't indeed... they are part of the story of the map so can't be turned off
I know for a direct fact it would be easy to add a toggle.
The bandits have entity id's
might be easy to add a toggle on Oxbow, but they are part of the story so the devs won't
yes.just another reason to add raids. but for the raids there should be a toggle at least for the peaceful players
100%. Not everyone is fond of the bandits, and especially unfond of bandits raiding your village.
The issue is that just like Lady Bella_Runa said, the bandits are part of the story. You can't disable them.
So people have to make do with bandits having a presence in game, but raids should be toggleable to accomodate the peaceful players on Oxbow
I would find raids to be an exciting addition to the otherwise repeating peaceful part of the game. After some time I get bored of managing my village and building more buildings, so a raid would remove that boredom, and have reprecussions if i fail to fend off the raiders.
I agree. Even to have the ability to go on raids. Even if it's off map to other lands. Could introduce guard towers and patrols to help against them.
I was a little on the fence about the raids thing but now that there has been a combat overhaul as well as the addition of proper weapons and armor, I feel like raids especially on the oxbow map (considering that a major bandit problem is a plot point of the maps story) would be a good idea as long as the raids themselves are able to be toggled and only occur once you're settlement has reached a certain stage of development
I'm a bit shocked at how some people treat each other within a "constructive" discussion.
What is the purpose of such a discussion? In my opinion, it doesn't help anyone.
Everyone is allowed to be against it and make some suggestions like this, but please also endure the counterarguments.
With all the suggestions, the story of the game should never be questioned or discredited, but rather whether it can really be integrated well and whether it then has the corresponding There are setting options to turn it on or off.
This time as a request for a constructive debate culture that might ultimately bring something positive for both sides. 🙏🏼🙏🏼
Also remember that goes both ways. Just because you want something doesn't mean you can harass people who hate the idea.
Everyone is fine as long as we remember not to act rude with our comments and are actually here to voice to the topic opinions, and be OPEN to being persuaded rather than jaded!
I've yet to see anyone who want raids being open to discussion about it
Haven't seen me then😁
Or me, for that matter.
There's plenty of people who are open to a discussion on it, and even people (such as myself) who attempt to make compromises for the other members of the community.
Just tends to get lost in all the other comments on suggestions unfortunately
Just 776 people do....
No, that's how many like the idea. Most of those haven't bothered with a discussion about it
I've seen it discussed though
Not all the time or in one channel but it's been spoken
Very frequently as well actually, especially with the amount of suggestions have existed in regards to Bandits / Raids etc, its a frequently discussed subject
I guess you could call it a discussion if you're generous
A whole new game mode for raids. You have a year or two to prepare for these raids. Like a scout could be wandering the map and if they find your base, you will get an alert that you’ve been spotted and then you have to race to kill him before he gets off the map. If he gets off the map, then he’ll tell his buddies and then by the following season you’ll get raided. Your villagers will be at risk of dying if they get cut down. your buildings are at risk of getting damage or even destroyed, your supply is at danger of getting looted.
and have it as a toggle, and with different difficulties.
And have it on it's own map, similar to multiplayer. Leave the valley for the peaceful players
Alright then, without combat, but after you max out the game, I'd personally expect a game to develop and improve, I am sure not everyone is willing to just sit there and look at everything being automated and all you need to do is be a village leader and ride around your city from boredom, that's at least what I am doing, but let's admit that the majority of the people would want something added to the game instead.
Ofcourse you can always decorate and make the city look nicer or add more building etc, but more quests, more AI interactions, more AI demands, more complex financial system that the npcs will ask for certain items or products, ask for shipments to their workplaces, something else other than riding around with your horse 98% of the time, an assistant that will provide information about the village, I dunno, something that will change the feeling of a stalemate, a plateau of the game currently.
It will mean a lot to me personally to be able to have a good portion of the endgame have more interactions with the AI, be able to have proper tavern animations for example.. drinking from the menu just to be drunk and just have a small third camera shake and blur just feels like you are a soulless npc.
It is definitely a bummer to see the main character as well as the npcs just sit there and look at each other endlessly, I do infact am loving the singers and the instruments, I love that little addition, but how long can you sit there and start at the pillar infront of you with 0 emotions and just a bunch of text and speech from the AI?
That would be a great addition to the game.
I've never been able to understand what people who are so anti combat are worried about bandits are already exceedingly rare or have specific spawns, the real answer is how the raids and combat are implemented. if you don't want to bother with fighting you don't really have to go too far into it and all combat additions do is enrich your experience.
From what I can tell the Devs have already shown how they feel on the topic regardless, because weapons and armor used to be a controversial topic that I'd argued for and had people tell me it didn't fit and become absolutely irate when I'd show how silly they were.
In the topic of raids though it's not hard to imagine they could be something triggered like your heirs age milestones so that you can tailor how its going to work. (very easy way to give to both the city builders and the colony sim people)
Town raids Im ok with, but I'm not really fan of them. Just because roughly 80% of similar games I have played. Had basically worst possible raid functions. Like let's say raid ends when attackers are killed. Then that last attacker gets stuck in rock, tree or building. Then you get stuck in eternal raid mode and can't build or something.
Or they just run like speed deamons and burn every building with one second touch... Awhile your defenders are gathered to one spot because... Something.
Town raids in most cases are just poorly done. Either they don't challenge player enough, they don't work or mechanics around them are poorly made. Making raid function harder than intented.
Another question is that what should trigger raid? What are raid conditions? Can you be raided when you are not in town? I would hope to see quest NPC that you can interact with and then trigger raid quest. Raid intensity would be random. This would also mean you can ignore quest and those who don't want them. Can then continue normally.
Well I would imagine that raids would need to have a prerequisite in the form of settlement size and intensity/probability of raid would be something like a risk vs reward system where the game determines whether you're settlement has enough stuff to steal vs how well defended it is. Example: if you're settlement has a good store of food/resources or otherwise valuable items the game will then determine if the settlement is defended enough to deter the raiders, defense stats would be determined by how many guards you're settlement has, how well equipped they are, what their survival level is, and probably some kind of defense stat would be given to the palisade walls you can build, as for if you can be raided while you are not in town I would say that could be a toggle option as well
Or just instead of burning, just stealing and killing the village's popularion that will impact the happiness or something of that sort. + just have raids toggled on or off, everyone wins.
Just add an option to turn off raids.
Exactly
I was wondering about the timing of raids, the other day.
What would happen if you're raided while you're at the other corner of the map?
even when on a mount (which not all are using), it takes some time.
And realistically, you wouldn't know you're raided unless you're on site.
Ideally you could attach a sort of tether to a specific building, say the player home. Within a certain amount of meters it can randomly trigger a raid.
So unless the resource/food storage is near the player's home ... the raid would be misguided.
Set player home as primary tether and secondary tether as resource storage and so fourth
Tether is just the term I’ve coined not sure it’s proper
But that still suggests the raiders’ primary target would be the players house, when resource/food storage would make more sense … until you have more than one … then which resource storage? They can be anywhere on the map, with no requirement of proximity to the player’s house.
…wait… doesn’t the feudal Japan game (Sengoku Dynasty) have raids? How does the system work for that?
If you want to ask questions about how another game works for raid, please do so in #│🎮-other-games and not in #1111208361157992528 . Thank you
Really? I’m asking within the context of this suggestion, to keep the conversation moving. It’s another “Dynasty” game from the same publisher.
I’m not familiar but you make a solid point there. I do however, believe they’re different developers. Maybe they could borrow a page?
Personally a concern of mine would be that I usually place my farms on the outskirts of my villages so ideally I would hope that along with raids we would have appropriate defense measures lol 😆
I’m sure devs could pull it off, though it definitely would be extensive work.
Imo, yes. When you'll have the answer you'll be able to comment here and, if needed, you could add the link to the discussion in #│🎮-other-games
Embrace the chaos. If you want raids, you should get all the raids!
I just wish more people that support this idea would also acknowledge the level of complexity it would require to implement.
Instead of... "Just add it, and also add a switch to turn it off."
Summary of all the things mentioned before would be nice. Like @inland iris said. It's very complex function that has ruined good games before.
And how this function "ruined" good games before?
not everybody likes the idea of raid, please respect others' opinions. It's true that a game can be ruined for some players when it becomes not as peaceful as before and they have no control on this.
MD is a peaceful game (unless you search for trouble) and, if raid were implemented without a toggle on/off, it might ruined the fun of some players
I really beg to differ, it's as simple as keying bandit entity's as Y/N.
Oxbow is the way it is because of story.
there is quite literally no reason why they couldn't implement this and keep you guys happy too, this is just the same as the weapon and armor arguments before they did it.
or the nobility argument and boom we get crests, we can happily please everyone
I have faith in the devs they won't wreck things
lol an emoji isn't an argument
i can do it too!
see
here's from a programing booklit i've been studying
this is how thing's like your villagers work
or how current bandits work
your structure's have them too!
heres an example of vary crappy targeting code for bandits
move_towards_point(obj_shadow.x, y, 3);
thats an example
what makes it even easier actually is how they have the X Y Z on the game because it's all "plots"
thats why the farm plot looks like that i can tell
"Turn off" button solves the problem.
exactly, I am very very very green but I know something like this (object_enemy_common_parent) { If (self.some_criteria ==true) { Instance_destroy() } }
would be serviceable
👍
There is literally 826 ppl for whom this feature would make the game better and 93 who are against it
yeah, but it's common practice on here to "duke it out" over the idea
one of the things i like about it actually because I love debate
but not rude debate
I wouldn't worry the devs seem to listen to the suggestions that have a high ratio
i just hope that the debating actually helps sway people and the upvotes get higher.
💯
This must be a huge update, very hard to code, definitely not top of the list for at least another year.
You proved my point... hence, laughter.
Your booklet-level knowledge of programming doesn't afford you any insight into the complexity of the actual problem — which is not adding a toggle to enable/disable a feature. The problem is designing, coding, implementing, testing, iterating THE FEATURE ITSELF.
A system for raids is definitely not a simple as toggling bandits ON and making them run to a location.
I don't think that is the argument here the toggle option is to placate the people who don't want bandits attacking their town, not the complexity of programming such a feature
I guess such feature not mostly for ppl who want combat, but for those who like to plan their cities from all sides, such us defensing one. It is just interesting for me to plan how better to build walls and towers, along with setting guard positions and patrols in case of any danger. Somebody said that camping bandits can't be raiding ones for some reason, but think about where do they get food and other supplies? Oxbow main quest starts with raid lmao, what are you talking about??
That was precisely what I was talking about in the comment they responded to, so... no.
I like the idea, but the mechanic of NPCs fighting back would have to be added. Right now if you are near a NPC and get attacked by a bandit or animal they just mind thier own business instead of helping you, or even running away.
My brother in Christ, you made MY point, you don't have an argument[ the devs can make raids a thing just like weapons and armor] I'm telling you as someone with at least more knowledge then you that it is that simple. I repeat an emoji isn't an argument, an on/off feature isn't too hard to implement the hard part is the coding which i showed in multiple instances can be added.
basic game design
If this is gonna become a big argument perhaps <@&1069973490473652284> should lock it down.
it has been tossed around in chats. that is something CMs should weigh in on like they have in the past for similar "hot debated" topics
til then. remember to be respectful. and opinions are accepted but dont rip apart someone elses because it doesnt align with yours.
CMs?
Community managers (people who work for Render Cube)
Oh okay
@inland iris @bright jasper Why are you two trying to look smarter than each other? In the end of the day it is up to the developers iff a feature is added or not, how easy it is to add doesnt really matter here, so why not share ideas and discuss things without all the extra stuff?
I'm not trying to appear smarter than VIS, I just have knowledge on this specific thing that shows he has noting to worry about he's probably better than me at math or something?
You are better than him on many things and he is better than you on many things, but this is a suggestion, a place to discuss the raid feature, and not to compare skills or claim to be better than each other, please just keep this topic related alright?
Its all good
I'm not off topic, his worries on the topic of raids are what i was responding to, that's all ; I responded the way i did so he would see he doesn't need to worry.
Hello everyone! The discussion here got really fierce (and it's good you're discussing ideas, we're glad to see that)
Let's leave the discussion whether it's easy or not to implement such feature, all I can do is assure you that implementing any new feature is a bit more than adding new lines of code - it's balancing, animation, sound, writing, 2D, 3D and so on. Our team is on all of the suggestions and we're reading the ideas you have, so let's continue sharing different visions for the feature - we hear voices in favour and against the idea and it's our job to listen to you and think if and how we can implement something to keep the game fun for everyone.
I'm glad to see that it didn't become a great argument out of this topic. My message is just a reminder that we're reading your feedback and that we value every voice 😊
@lethal vector That's what I was saying all along.
It was never about me being "worried" about anything 🤦♂️ ... it was about simply acknowledging the complexity of adding such a feature. Pretty sure it's intentional trolling, or a reading comprehension issue ... probably both.
But it's ultimately disrespectful to developers to oversimplify their work and discount the effort needed to complete it. Maybe that's a hot button issue for me personally.
I'll just go ahead and mute the troll, since it's completely clear they have no idea what they're talking about, or what they're responding to.
Lol the feature is more complex THE on and off isn't. maybe your reading comprehension is lacking as I addressed you on both???
I can be petty it's rather easy but I don't want this suggestion to get locked.
Again you have nothing but sas
No information to back you
Yeah, I've been talking about the feature this entire time ... YOU CAN'T READ.
Uh huh, because people can't look back. [ I also love the attempt at insulting my reading comprehension on discord of all places]
It's why I love discord you fall on the pike of your own making .
Exactly.
Exactly
I'm going to get back on the subject of raids. Raids would be good because they would add more content to the game after the implementation of weapons and armor of the previous updates.
There's alot of things to this feature that could add alot of content and balancing to the game. 1. Quests surrounding the raids 2. Special structures related to raids 3. Npc interactions 4. Co-op interactions
People who are worried about the peace of the game could have a quest or event that toggles the actual raid part of the feature. [ this is double, as was every other system added to the game]
@inland iris hey man just so you know I'm not trying to be mean to you, we were arguing is all.
Pretty sure that ship has sailed
@modest holly that's unfortunate, he laid the coals out first but I was just throwing them back lol.
I meant what I said but we should get back to the topic
I tried to message the mods to please not lock this as well . We'll see regardless the ratio is there.
@modest holly what do you think about the suggestion?
I like the toggle option. It would also work if they did a new map where the Kings castle is and a new story starting as one of his knights or something and he grants you land to build a town.
That would be cool but I think that might be a new suggestion XD
Then those that don't want fighting can keep enjoying Oxbow and Valley
Lol maybe
Would be a big update/process
For Oxbow and Valley it could just be a seasonal event
I would get the worry if it was along the lines of wanting something that totally changes the game, but wildlife is aggressive and you just add road into the spawn and your good.
I think there's easy fixes to most people's worries tbh
I have big love for the devs lol, I don't know if people understand how hard it is to get villagers to do the amount they do.
Yeah. I get people concern but it's a Dynasty. Mention to me a dynasty that never got attacked or threatened? Why give armor/ weapons that were designed for war if we never see war?
Or at least see the effects or a draft for fighters etc
Don't get me started on that, yeah I love the " dynasty " part as it's an open door to endless content.
Like the valley is peaceful now how about 2 generations in? Probably gonna get some raids?
Exactly
I wouldn't want it as a constant thing. But occasionally or give me a story arc of a rival Castellon
I mean look at how they do random events, they already have things that could be triggers for it.
You could do certain quests to disable it or control quantity.
Lots of ways to implement them or add flavor to it.
Welp back to work for me
Hello, I have an idea for games, of course if it can be implemented. It would be nice if there were village looting, maybe a small war. And churches would look good in this game. thank you in advance.
There's been other suggestions in the past about churches / wars and such, not sure if they're still kicking about but you're you should probably have a look since this thread is for raids on our villages in specific
Anywho, maybe a simpler idea than turning raids on/off would be to build a building in your village who's sole function is to "attract" bandits. This would mean that peaceful players wouldn't even need to go into their settings and toggle raiding off, as its automatically disabled unless you spend the resources building this specific building.
Maybe even just a decorative item rather than a building, so people don't accidentally build it and start getting raided
(sorry, I like the idea of a bandit attractor, but I find the 'accidental building' funny ^^)
That's fine, I tried explaining it as simple as possible truth be told, but what I mean by "accidentally build it" is some people will see the name of the building (For example, it could be a watchtower) and just build it without actually knowing what the building does. It's less likely to happen with a decorative item, but the chance still exists.
All those were already suggested. Please search ... and, when commenting on a suggestion, comment about the suggestion and not about everything you'd like to see in the game. Thank you
I like the idea of the possibility for raids. It gives a reason for some villagers patrolling the village at night. Of course (as mentioned a few times earlier) this could be toggled in the settings, but having bandits try to sneak in to steal or raid would add a nice element into the game, and also require a defensive focus on the layouts. It could also add to the storyline for achievements (ie, one of the existing cities on the map was attacked overnight, need supplies to rebuild/repair, or need player to chase after bandits, etc).
I feel that if they are going to add raids, we should be able to employ villagers at new work areas to be "night watch" or "tower guards" ect. Villagers that are home sleeping would be unharmed, as in the post it says that animals would head for food storage areas while bandits would attack food and resources. Maybe make it so certain building damages can be negated for the players who don't want to repair certain things or anything at all. Guards have the potential to be injured or killed in action. With an added esthetic of graves being an option. Set up just like farm fields/orchards, you would have the option to set up cemeteries and place headstones for past animals and villagers, then decorate them. Raids could become available once a crest is purchased and added. The quest would be a pop up with an alloted time. Helping nearby villages with bandit problems would cause raids by them and excessive food in storages could attract animals. I already had ideas for new buildings as well. Watchtower, guard shack, and palisade wall with platform (would work like bridges.) As others have said as well, have a setting that allows how often they occur. Towers would also allow for possible furture development with two story houses, and water homes.
Would love raids and good rewards for fending them off
Night watch or tower guard villagers could utilize the hunting skill, since it currently only has one building
This would certainly make the end game less boring
THIS WOULD BE SO COOL, I WILL BE STOKED IF THEY ADD THIS
IT COULD MAKE THE GAME SO MUCH MORE IMMERSIVE AND STRATEGIC
@crystal pike please avoid using all caps
Sorry
I get so excited
Historically, banditry in the medieval era was much more similar to how the game already portrays it– small groups accosting wealthy travelers on the roads.
By the time your settlement is much larger than a hamlet, the only major threat would be from more military looting action.
For historicity, I'd rather see more economic impact from dealing with/not dealing with bandits (like decreased productivity, decreased availability of goods, etc.) than having to deal with full-scale military action.
[Mission: Bandit Raid!]
Player: "Oh no... bandits..." (builds log fence in village entrance)
[Mission: Bandit Raid! - COMPLETE]
Player: 🤦♂️
Decreased productivity would make no sense, as nothing is that far out from your hamlet - the available amount of coins vendors have is much more representative of what you are proposing
- That depends on your layout and play-style. (ex: sometimes I'll build a mining town, a farming town, and a logging town. Hypothetically, those towns are all trading goods with each other, and thus resources would be limited)
- That depends on the job. Hunters, Loggers, Fisherman, Herbalists, Herders, Merchants, etc. all would go less further afield if bandits were about, which would impact productivity in those jobs.
You're saying it depends because you and I know it varies widely from situation to situation and player to player where and how buildings are constructed at what distance to each other. Some build city states, some build a loose confederation of smaller hamlets. If the developers went ahead and implented such a system, where a program checks how and what and where your buildings are and give them debuffs because of bandits, it would decrease the choices players can make: They would be forced to make proper fortifications and such
So it would make some sense...
And sorry, I don't post here often so I wasn't aware I needed to include a full technical/mechanical breakdown of the idea before posting. So here:
IMO this could be done with only slight tweaks to existing features.
First bandit road-blocks, camps, outposts, etc. have a radius of effect.
For players, any villager whose home, place of work, or pathing between the two falls within that radius, takes a happiness penalty (and thus a production penalty) until the bandit camp(s) causing the penalty is cleared.
For cities bandit camp(s) within a certain radius result in merchants having a smaller inventory, and fewer coins to trade, etc.
This would, in effect, ultimately function like many of the seasonal events that impact mood and productivity only, in this case, players could choose to take action to remedy the penalty.
As others have mentioned, you could pair this mechanic with some sort of guard post/patrol house building that has a chance to prevent bandit camps from forming in a certain radius.
It just seems to me that the vibe of the game is "simulation" rather than "action RPG", and I think the above makes the bandits a more realistic mechanic, while maintaining the simulation theme.
Regarding the OP, rather than adding a raiding/looting system to the Oxbow and the Valley, which the story already establishes as relative safe havens from "the War", maybe a 3rd map where being closer to the front lines of 'the war' is part of the story, and thus dealing with raiding/looting would make more sense.
Oxbow is not that far from war tbh, and it will always never make sense that there is so many well equipped rogues/bandits on the streets ready to instantly kill you but they won’t even move a finger coming into a unprotected village of 5 houses with tons of gold but no guards whatsoever
It does. Why kill all your chickens at once if you can just take their eggs all year long?
Additionally, the ringleader is portrayed to be sadistic and cunning in the Oxbow trailer, further proofing the chicken farmer idea
I do understand that point but let’s be realistic, there would always be someone stealing directly from the village
Or there would be hostages really regularly instead of directly killing every peasant they encounter on the roads
But there are hostages at most bandit bases you defeat
I'd say around 40% of bandit camps have one hostage NPC
Yes that’s true, but it would be more immersive if your villagers could be held hostage
This way it would really make you want to break them free
Atm it’s not as intriguing
Hey this is actually a cool mechanic: Instead of making bandits kill your villagers, make them be captured. You can then either defend successfully your village or pay money to get your villagers back - I guess a third option of stealth-rescue your villagers
Failing at any three of those could ultimately then cost their lives and consequently dynasty reputation so a lot is at stake here
After reading this entire suggestion post I wanted to comment back to you on this one particular statement. Isn't posting a suggestion the chance to voice something you would like to see in the game and allow other that agree or disagree to like, comment, or dislike. Once someone takes their idea and tries to 'sway' other into agreeing to like the idea it is not a suggestion but exactly as you stated, you are trying to sway others instead of letting people go with what they want. This suggestion has become more of a matter of how many can you sway. I will state my opinion to your suggestion here as well. When I wanted a game to play I was looking at Medieval Dynasty & Manor Lords. I picked MD because of the layout of what was in the game and what was not. Manor Lords on the other hand is the game you are asking for. They start a village and defend against raid from bandit and occasionally have to go to war. Medieval Dynasty is not that game. My suggestion in response to this suggestion is go play the games that are what you are asking for and let other play what they want. With respect, post your suggestions and leave it at that allowing others to decide if it is what they want
A more likely added change to get closer to raids would be to add a slider for more or less bandit presents
I don't think that taking hostages actually makes much sense, historically. Our villagers are, in effect, our peasants, and historically not worth much. Especially when, within the game mechanics, replacements are readily available and, at the point where you only have 5 houses, are not going to have skills high enough to be worth ransoming.
Bandits as they are now are much more historically accurate as, since they hang out near roads, are typically only encountering the PC, who is effectively a wealthy lord/merchant worth robbing/ransoming.
For people who WANT raids, what I think could be a more interesting implementation would be to have a 3rd map where we're more on the "Border" and "The War" is much more present.
Maybe there are 2 kings each with heralds, and your relationship with each may change the likelihood of raids, war, peace, etc.
I actually have to agree with you on that, good point
That would Definitely need troops/guards npcs whatsoever bc then the player alone wouldnt be enough
In the medieval era there weren't standing armies as much just conscription as needed. Even in cities, a guard or watch size would only be 1%-2% of a city's population. So it wouldn't make much historical sense to have dedicated guards. It'd probably make more sense, in order to oppose raids, to just give players the ability to equip their villagers with weapons/clothing/armor that they could then use as needed
You are removing the hostage from the community they are being removed from. In a village, realistically, everyone knows each other and probably also likes each other enough to not want them to be made a hostage. So the bandits wouldn't necessarily kidnap villagers on basis of their skill, but because of their immaterial worth to the community.
However let's further claim people who live together and work together on a daily basis don't like each other enough to not have them kidnapped: as an aspiring village elder, you have to uphold a reputation that you can care for your villagers. So if you have villagers and they get successfully kidnapped without you doing anything about them because travelers are easy to recruit, this would give you a massive debuff to dynasty reputation if your village is unsafe.
Their immaterial value doesn't really affect their value as a hostage, the amount in ransom that someone is willing or able to pay for the hostage is. It doesn't matter if a peasant would give up everything to recover their family member held hostage if they don't have any money to pay a ransom.
It would definitely make sense to have guards. Just because there weren't standing armies, that doesn't mean there weren't standing "policing" units
I don't understand what you are saying here. If you can't afford to recover your kidnapped heir, either through a successful defense or by paying a ransom, you still get the ruined reputation debuff.
(Doesn't have to be your heir, any villager, I suppose)
Definitely not full-time, and definitely not for a village of 50-75 people.
In the medieval period "policing" amounted to what "Neighbohood Watch" is today: everyday people keeping an eye out in their free time.
Exactly, so why are you against calling that neighbour watch, guards?
You were talking about peasants, not our heir. Your heir/wife are probably the only people in your village worth ransoming
Because they're not guards, they're people with other jobs (literally everyone in a village) being vigilant
I disagree. Any villager is worth ransoming. Because if people got word of a village leader who doesn't recover or protect his villagers, gets a ruined reputation.
Say you live in a village in a region plagued by bandits. Your neighbour gets kidnapped and your village elder refuses to pay for his ransom and is unable to construct a defense to prevent future kidnappings. Wouldn't you want to leave, too?
altering the game mechanics and perimeter too make villager able to receive damage or kidnapped requires them to be made to have form of being solid. Being solid and taking damage also would then apply to them being attacked walking roads by, animals or bandits. Bandits also would tend to kidnap any females they could get and ransom was not always their goal. They tended to sell captives to slave traders.
The later portion of your message: Yes, this could be a cruel consequence of either nor being able to defend or ransom your villager and then give you the dynasty reputation loss. Although I tend to say slavery tends to be less common in medieval europe, unless we're talking about some sort of viking port, but this is a fictional setting after all
just pointing out some factors that go into such changes. not saying it can't be done. In a fictional setting, anything can be open for discussion to be added or changed
You can disagree all you'd like, but that doesn't change the historical fact that peasants would not have had the means to pay a ransom, and willing laborers were common enough that a lord likely would not have paid a meaningful amount to recover a single peasant
The goal of a ransom was to make money. Having bandits kidnap peasants just so that the player takes a morale hit seems meta and punitive
There's also the whole aspect of banditry where if bandits become too much of a problem the crown cracks down and wipes you all out.
Historically there were formerly "bandit plagued" roads in medieval Britain where the crown had entire forests clear-cut to prevent bandits from using them as cover.
So small-scale banditry, as already exists in the game, is much more historically accurate.
But we ourselves aren't a peasant. Few posts ago you called us a wealthy lord
#1116443098629804132 message
And I'll go ahead and claim a wealthy lord could pay a ransom. Additionally, you say a Lord is likely to not have paid a meaningful amount to recover a single peasant, that however could apply to true lords of regions and cities but not of villages with 50-75 people. There's development stages in this game, at the maximum there being "City" - and raids could, when at City level, kidnap several people. Yes, goal of ransom was to make money, it had never been suggested that it would be any other way. It's just that bandits know families want their own back and the landed gentry is forced to intervene, lest they lose trust in those who work for them and can leave at any time.
Your last point, regarding tgis being punitive - yes, it is the point. If you are failing to prevent raids and defend your people, you should be punished for it. A raid mechanic, where there isn't any sort of punishment for losing, is pointless. Nothing is at stake. Because then, you're just handed everything, if there's supposed to be raid loot afterwards for the defenders.
I don't understand the last paragraph. Derwan clearly speaks of a bandit crisis.
Thats such a good idea!
i hoope too 
I swear I've been debating people on this for so long! Raids are a phenomenal idea and every counter argument appeals to silly things like " play another game" or "too hard for devs", both of which are utterlyridiculous. Raids will provide so much flavor, they could be togglable via quest or setting, content galore[ structures, quests, decorations, co-op content, and more!]
Just watch the ratio folks and hope since I've seen this it's gotten from 8 to 1 to 9 to 1 and the devs[ seem to ] go with what's popular and logical!
Ratio ratio ratio!
Always a subject that’s good for a debate. 😅
This one got my 👎 simply because I personally don’t have any desire for raids, AND I work in software and am very conscious that any decision to build something is always a decision to NOT build something else.
MD right now is a great game that knows very well what it is and, more importantly ISN’T, and it doesn’t try to do things that other games already do well. MD isn’t Conan Exiles, and I don’t want it to be.
I’ll always
ideas that encourage the Cubies to make MD better at what it is, and 👎 those that aim at making the game something it isn’t, and doing something that other games already do very well.
I couldn't agree more! That's why they added swords, Crests, and armor! I remember fondly the debate on those because it really showed they know what MD is!
I'm so excited now! I can't wait for the next thing they'll add at this rate it'll probably be Raids!
After all the only arguments I've seen are " too hard for devs, or " play other games" , and we've seen them PROVE that wrong with each update!
I hate to be the Internet stereotype and play the devil's advocate, because I wouldn't mind raids being added, but what about the argument of some, like Qrius, which you neglect to address, is that there's different views on what MD should be. Currently, it is a village management survival game focused around the life of a peasant or lowly noble. "Advancing" it to include regional warfare which includes strategy and even more combat than before might take devalue the core aim of the game some like as it might be right now: A simple medieval peasant life simulator, not a rise to power through victory and swords nor a stand against the endless enemy hordes. Qrius mentioned this, as he believes MD is great at being a peasant life simulator and he'd rather have additions that make it greater at what he thinks MD is trying to achieve, raids would take away from this core principle and make it more like combat oriented games: In German we say long story, short meaning: What do you say? What do you think MD represents? And would it benefit from including raids?
You've misunderstood me, I don't advocate for regional warfare or large scale strategy. If it were all up to me you'd start as a peasant nobody and each generation could trigger more content. This would progress into low level wooden castle and big village/city [ think pistovia] and most everything this entails. Low level nobility managing a county aka the map not marching on fortresses and waging war!
The game is called Medieval Dynasty after all generations from start to pistovia!
And how would raids weave into this future vision were you construct a small wooden fort?
All of this, but honestly my main argument against raids is it’d be quite a lot of dev effort that I’d personally rather see invested in other things.
It would be something achieved late game for more content locked behind quests or technology.
How does a peasant acquire a horse? Multiple years in game of toil and work and boom it makes sense, and so would 3 generations of the same work and toil, cementing the families village as THEIR town/city.
This would be cool I think especially now that there is armor, I mean we gotta have a use for that
And if you could also armor some people in your village to be soldiers and help you against raiders
This is very valid. My preference is the complete opposite, but this is a very valid argument nonetheless. I wish this debate evolved more around peoples preference rather than what is "wrong" and "right" for the game. Instead of shouting out all kinds of different far stretched arguments, just say how you want the game to be- and that's it! My hat is off for you sir.
Thanks. 🙂 But there’s also this: #1116443098629804132 message
I think games - any product really - is usually better, and more successful, when it knows what it is and isn’t, and remains focussed on that.
I agree! 🙂 I just don't think it is THAT far off, especially now with the updates from the past year. It's more of a missing feature, rather than a requested one in my opinion
I’d disagree there. What the game IS, primarily, is a chill building & management game. Having to worry about bandits attacking your village isn’t that. But yeah, we can have differing opinions. 🙂
It could be a setting or something, or a game mode/difficulty, on hardest they raid you
Could be, but making it optional doesn’t change what the game is essentially about.
But the game is supposed to have features from that area and time, iff the game was chill and management there wouldnt be bandits either, so by implementing optional raids, it wouldnt change the idea of the game much
Yeah, as I said above, an aspect of this is also “would I encourage the Cubies to spend time on this, or would I prefer they work on things that make the game better at what it is?” My answer is obvious. 😅
Oh yeah, priorities wise theres so many things before raids!
They do have an instance during season change where the town is attacked by bandits. If it was a customization, I would be okay with it. Otherwise, I have enough to do in my town early on that I only want to deal with the bandits outside of town
I hope this comes out in the next update.
Sorry to disappoint, but it definitely isn’t. This is what’s in the next update: https://www.toplitz-productions.com/news-2388/medieval-dynasty-plant-a-tree-update-coming-soon.html
I mean the next one after this in Q3/Q4 
Just had a read of this thread, and wanted to mention that if folks are wanting a building/survival game with a bigger focus on raids/fighting, you could give Aska a try. It’s still early release, but might scratch that “I want my village to be under threat” itch 🙂
This would be interesting but I feel it would be good if they add a sort of "peace" period so you can actually get started without being bombarded with attacks in year 1. If this does happen some sort of defences could be cool too for example a watch tower or guard post
Don't worry devs usually go with items with good ratios and despite the detractors most want something like this!
There's no real arguments against it after all
Bruh , you need to chill out. 😂😂😂
The real content of the Game dont deppend of What You want.
I absolutely agree. The game is what it is.
