#Raids [All has been said and it became a war - Comments are locked]

1 messages · Page 1 of 1 (latest)

tall pelican
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Village should be 'raided' or atacked by bandits/animals. They can damage buildings and attack villagers. Bandits try to get into resources, pack of wolves try to get into food. Wounded villagers should be healed by herbalist. Walls/gates here is a thing .

nimble creek
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100% agreed

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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 ^^

tall pelican
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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)

vast quiver
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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.))

vast harness
vast quiver
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Happily you can turn them off 😛

vast harness
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Then why do you have a problem with this of it could also be toggled on and off

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Because at that point you just don’t want other people to have what they want

vast quiver
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Because it doesn't fit in the story

vast harness
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Do bandits?

vast quiver
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Do windmills? No. And they don't do the game any good.

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But they are a cowtow to players.

vast harness
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Why aren’t you willing to accept maybe the devs just wanted to add them?

vast quiver
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Because of the storyline?

vast harness
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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

vast quiver
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Go over to the toplitz discord and search in the early suggestions.

vast harness
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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

vast quiver
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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...

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In the end we will have unicorns and pink fairies.

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Because we have potions 😄

vast harness
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Because that’s just disrespectful to the devs

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Genuinely

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I feel like they know what they want and know what they’re doing more than you do

vast quiver
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It is not disrespectful - it is just following logic.

vast harness
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They seemed pretty enthused about windmills in their video about it 🤷‍♂️

vast quiver
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🤷‍♀️

tall pelican
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But I want to aid my villagers, support a hunter who got wounded while hunting, protect my family from wolves etc...

vast quiver
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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.

vast harness
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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

vast quiver
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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.

vast harness
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Except you do care.. if you didn’t, there wouldn’t be so many of these comments would there?

vast quiver
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Do you think, I should just shut up and let you have your way?

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As I said: you have to live with it, that not everybody shares your preference.

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And has a right to voice it.

vast harness
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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?

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After all it is just a game

vast quiver
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Everything's ok for me. Just a little clash of arms 😄

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I like a little discussion now and again.

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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.

tall pelican
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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.

vast quiver
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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.

tall pelican
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So, we can turn your 'tumb down' to 'tumb up'? haha... you can keep this feature off in your gameplay

vast quiver
tall pelican
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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

nimble creek
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Indeed

vast quiver
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Be wary to not scare off other players, who have a more peaceful stance.

spare crane
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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).

vast quiver
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As it is now, you even could play MD together with your children.

lament flint
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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

lament flint
vast quiver
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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.

lament flint
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The same is true for us though.

vast quiver
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Oh, you are all loud enough 😛

spare crane
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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.

lament flint
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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.

nimble creek
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Yes @lament flint , such an exciting itération (DLC may je) would it be.

crystal pike
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If it is implemented, it would definitely be a toggle, so I'm all for it.

pliant umbra
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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

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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

crystal pike
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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.

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If that's not your cup of tea, you leave the toggle off and play the game you want to play.

lament flint
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People keep saying KCD, but where is the village and economy system in KCD?🫠

vast harness
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They reference it a lot because it’s a historically accurate medieval game in central-eastern Europe

crystal pike
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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.

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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?

tall pelican
winged palm
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I think raids would be cool when more defence options become available!

tall pelican
# lament flint People keep saying KCD, but where is the village and economy system in KCD?🫠

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'.

vast harness
tall pelican
civic crest
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I sure hope the devs stand by there earlier statemants.

spare crane
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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.

civic crest
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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.

spare crane
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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.

civic crest
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There are so many reasons for it, that no one seems to acctually read.

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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.

spare crane
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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

vast harness
# civic crest There are so many reasons for it, that no one seems to acctually read.

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.

civic crest
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Why do you even bother so much.
Why do you get so offended as soon as someone dont have the same opinion as you?

vast harness
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I’m absolutely not offended. I’m trying to explain here why it’s pointless to get offended

civic crest
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You dont care to listen to anyone, so dont expect anyone listen to you.

vast harness
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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?

vast harness
nimble creek
thick flower
civic crest
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Lol

tall pelican
# thick flower Tbh I'm getting that vibe more from you than from Arc 👀

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.

vast quiver
vast harness
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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..?

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And I certainly never told anyone to shut up

vast harness
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You must be confusing me with someone else, I’ll give you the benefit of the doubt

vast quiver
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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.

vast harness
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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.

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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

vast quiver
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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".

vast harness
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I said it was disrespectful to the devs to conclude for them which ideas they were forced to use or not.

vast quiver
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The devs will take most popular suggestions and fulfill them, because they want to sell their game (valid cause).

vast harness
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Agreed. And I think it’s disrespectful to say they’re being forced to do things they don’t want

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Just because they add something you don’t want

vast quiver
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Oh, please tell me, where exactly I said they're being forced 😛

vast harness
vast quiver
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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).

vast harness
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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.”

vast quiver
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Even that is not "forcing"

vast harness
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Okay.

vast quiver
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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.

frigid wedge
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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.

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I think it's perfectly fine for some games to not include everything.

lament flint
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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.

vast quiver
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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.)

lament flint
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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.

frigid wedge
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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.

lament flint
frigid wedge
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I know I am. They share a publisher.

lament flint
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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.

nimble creek
frigid wedge
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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.

lament flint
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As long as it's optional, it should work out fine in my book.

spare crane
# vast quiver You don't know, if the _majority_ of players want this. You may think so, becaus...

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.

spare crane
vast quiver
vast quiver
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Yes - as is your thesis of "most players want this".

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The reality is: Nobody knows for sure, what most players want.

lament flint
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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.

vast quiver
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No, because all I said was: You don't know, if it is the majority.

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And I told you arguments, what the problem is with these discussions.

lament flint
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I am certain because I believe there should be a fair proportion based on the discord having thousands of members.

spare crane
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I just want to say that all this squabbling adds nothing to the discussion

vast quiver
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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.

lament flint
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I struggle to see the relevance to be honest with you. If they are dedicated to the game, they would probably be here.

vast quiver
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No - why should they? They love the game and they perhaps have not as much time as I to spend on pointless discussions.

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And so they use their time playing MD.

lament flint
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They are not pointless, the discussions are here to give the devs a feel of where the community stands.

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This discussion however isn't exactly leading any where.

vast harness
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It just goes around in circles until eventually personal insults and slander get involved. You might as well get out while you can

spare crane
# vast quiver It is not only a laguage barrier, but also a barrier between single player and t...

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.

frigid wedge
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There are other places for players to give feedback not just in here.

vast quiver
vast harness
vast quiver
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Telling people to "get out, while they can"?

vast harness
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Yeah. Because if it goes too far then they might have someone who religious replies to every comment you make.

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And honestly I’d love to be proven wrong.

vast quiver
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That it is pointless to discuss things with some people who refuse to take a look at the other side, is nothing new.

lament flint
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That is an ignorant statement to be frank. I just simply don't agree with you.

vast quiver
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But if I don't do, you'll might say, that then everybody and not only the majority - wants that idea 😛

frigid wedge
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People this is getting way too argumentative and far from the topic. Please stop now.

spare crane
vast quiver
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Think as you like. Because I respect Tuppence' wish, I won't answer that.

charred leaf
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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!

thick flower
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Kinda feel like at this point this suggestion should have its comments disabled lol

spare crane
civic crest
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You still have Chanels for discussion. Cant see a big problem there.

spare crane
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lol
so then people who don't want to discuss the theme of the thread should use said channels, not the other way round

civic crest
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It was a suggestion just to answer you "question".

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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.

pliant umbra
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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?

vast harness
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Not at all, that is a very good point

pliant umbra
#

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?

lament flint
#

The easy solution is that only guards fight bandits. The rest are either hiding in their houses or are despawned for example

spare crane
#

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

pliant umbra
#

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

lament flint
#

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.

spare crane
pliant umbra
#

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...

pliant umbra
lament flint
#

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.

spare crane
lament flint
#

You are indeed mistaken, they weren't constantly raiding

vast harness
#

Not only were most of the early medieval Norse farmers, but yes the ones who raided farmed as well

spare crane
pliant umbra
# lament flint I think you are overthinking it. Bandits that want to raid you for your loot, le...

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

lament flint
#

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.

pliant umbra
#

what if you don't have guards?

lament flint
#

If you have no guards, you have no defense/ or you would have to defend yourself.

pliant umbra
#

so if you don't have guards it's game over?

lament flint
#

Could make it chance based, but yes

#

Reload save. Accept terms.

pliant umbra
#

or savescum before you roll no consequences

lament flint
#

Maybe you could have a militia of 5 men that are farmers as well.

lament flint
#

It's a sandbox, you'll just ruin your own experience how I see it.

pliant umbra
#

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

lament flint
#

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.

pliant umbra
#

all i'm saying that this suggestions opens a lid on a very big can of reworks

lament flint
#

I don't think it would require that much rework, but it would require the implementation of a bunch of features indeed

spare crane
#

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

pliant umbra
#

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
vast harness
lament flint
#

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 🤷‍♂️

pliant umbra
pliant umbra
vast harness
pliant umbra
# vast harness 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

vast harness
#

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)

lament flint
#

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.

spare crane
# pliant umbra well, from the top of my head i can see: - destructible stuff and animations for...

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

pliant umbra
#

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

pliant umbra
#

like that one with having a tavern to celebrate?

lament flint
#

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

cursive basin
#

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

pliant umbra
# lament flint The stuff you put up needs a meaning

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

lament flint
#

This isn't unsolveable. I feel like the nay sayers are trying to find problems where there is none.

vast harness
#

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

lament flint
pliant umbra
#

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

cursive basin
#

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

pliant umbra
#

this! thank you so very much for putting into words what i struggled to convey

lament flint
#

I would say implementation of armor and crests are a sign of a changing mindset tho 🤔

pliant umbra
#

we dunno if it's basegame or dlc or even a separate mode yet
hard to say

lament flint
#

This is true

vast harness
#

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

cursive basin
#

We just have to wait and see how they implement it ^^

pliant umbra
#

so long we aren't fighting god after chopping wood for 10 years, i'm all for it xD

muted torrent
# pliant umbra okay, let me be more specific: how many dedicated guards per settlement do you i...

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.

pliant umbra
#

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)

muted torrent
#

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

pliant umbra
#

"Damned be thee for buying out all our beetroots! Let flame rain on all thy rooftops!"

crystal pike
#

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.

pliant umbra
#

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

crystal pike
karmic bison
#

id love it if there was an option to add raids

onyx hill
#

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.

wind pulsar
#

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.

onyx hill
#

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.

cursive junco
#

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.

torpid bone
#

Funny how these negative comments are about the game's realistic aspect surrounding the time period, yet war is realistic around this time period 🤣

civic crest
#

but where not everywhere, and did not involve everyone

clever portal
#

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.

junior heart
junior heart
junior heart
#

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

vast quiver
#

He could have a treasure map like in RDO. (/Sarcasm off)

foggy creek
#

heard it already...

tiny furnace
#

Medieval Game With villages And Bandits this is a Must Need...shield swords

main crypt
#

I want that they kidnap my wife

inland sorrel
#

This needs to be added please.

dim ravine
#

Knights (based on Raid Idea) i posted this too I think this would give the game much more medieval vibes

iron torrent
#

This would be a nice TOGGLEABLE addition.

lament flint
#

254 upvotes vs 32 downvotes🤔 To quote Niemann; «The chess speaks for itself»

topaz edge
lament flint
topaz edge
granite echo
#

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.

lament flint
cloud pier
#

Thiss pray

thick fossil
#

would be awesome, as a customize option

stable elm
#

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

crystal pike
dapper heron
#

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.

rocky vector
#

Definitely YES heart_eyes

rocky wren
#

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.

cunning swift
#

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.

wise crater
solemn epoch
#

+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.

rocky wren
devout socket
#

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.

thick flower
devout socket
#

that would make so much more sense lol

rocky vector
civic crest
#

then you can take into account all the other suggestions with this over 3 years, and that number shreds.

rocky vector
#

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.

vast quiver
#

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.

high locust
#

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

vast quiver
#

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.

thick flower
#

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).

shy plume
#

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.

frank linden
#

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.

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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.

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And I am done lol time to wet my whistle with some cherry wine... please no sour milk!

civic crest
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Wise words

vast quiver
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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. 👍

frank linden
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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 🙂

livid seal
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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.

vast quiver
# livid seal I thought the entire point of the Valley storyline is that Racimir fled from war...

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.

civic crest
#

exactly this

rocky wren
quartz bobcat
#

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.

lusty wigeon
rocky wren
# lusty wigeon If this game doesn't fits you, why don't you play another one that makes you mor...

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.

thick flower
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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

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If you want to defend from raids just go play Going Medieval

rocky wren
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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.

vast quiver
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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?

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Riding a horse doesn't do a thing either.

rocky wren
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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.

vast quiver
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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)

quartz bobcat
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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.

vast quiver
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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.

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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.

topaz edge
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Please, ppl, stay on topic and be a bit more civil?

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Enjoy the Solstice 🙂

vast quiver
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Fact is: this thread is turning in circles. The pros get repeated all the time and then the cons have to be repeated, too. 🤷‍♀️

rocky wren
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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.

rocky wren
quartz bobcat
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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.

rocky wren
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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.

quartz bobcat
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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.

shy notch
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Would really be a great addon for the game

odd turtle
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There no combat roles so unfortunately raids will never come

dawn ocean
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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

dawn ocean
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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

odd turtle
odd turtle
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Expect banished dev had a stroke and had to stop so the game died

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But still loved that game

dawn ocean
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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

odd turtle
dark valve
kindred wadi
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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.

crystal pike
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Could also respect people that dont want war and such.

odd turtle
odd turtle
odd turtle
chrome crater
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I propose a suggestion for the next game, MD: Noble life 😂

slim gull
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I like the Raids idea. Maybe also raiding yourself and making yourself an enemy of Oxbow without being evicted

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Like, Morogod is totally welcome to try to evict me

slim gull
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id love for this to be a feature, and nonetheless toggleable

thick flower
# slim gull thats precisely why having it toggleable -- like many other game options -- was ...

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

odd turtle
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its running on UE4

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if this game is causing it to tank then its the game not the engine

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this engine is the most powerfull engine in the world atm

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it can handle more than you think

thick flower
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With resources I mainly meant time spent coding and modelling it

odd turtle
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yes it will be tough

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its going to be hard

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but saying the game cant handle it isnt true

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like i said the most powerfull engine in the world

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theres a reason dev use it

thick flower
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Never said the game cant hande it

odd turtle
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The problem with that is that a system like this costs quite some resources to be put in the game

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mebey i miss read

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thats my bad

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how ever

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its not impossible

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just diffcult

thick flower
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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

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And nuclear bombs of course

odd turtle
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@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

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support

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this is what im trying to tell you guys

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im not expecting them to add raids or combat rolls

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right away

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but future id love it if they give us the option

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thats all

thick flower
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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.

odd turtle
#

anyways thanks OP for your amazing suggestion @tall pelican

odd turtle
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but cant talk about that here

kindred wadi
# odd turtle It definitely is a good idea and would add playability but some people want to h...

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.

odd turtle
#

I mean pvp makes zero sense in this glad you can't attack friends

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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

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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

light stratus
odd turtle
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gives the choice

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rather than taking it

light stratus
# vast quiver Because it doesn't fit in the story

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.

kindred wadi
dark valve
# light stratus Honestly, Why wouldn't it?. there was no such thing as a "peaceful" valley. Esp...

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

vast quiver
#

Most of you guys craving for raids/war will be gone anyway the day manor lords gets released.

light stratus
vast quiver
#

Sorry, but I explained that more time than once. And I am not doing it again.

dark valve
# light stratus I mean, i'll play manor lords, but it doesnt seem to have the same feel as Dynas...

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.

civic crest
#

Same meaning yes. Very good words!

fierce token
#

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.

vast quiver
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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?

modest hare
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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 🙂

quaint dove
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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.

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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.

quartz bobcat
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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.

quaint dove
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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.

frigid turtle
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Bandit could also camp near your village and ask for gold or they will attack it

rocky vector
#

Hope this update comes with the update of weapons and armor swords

tawny hamlet
#

Wow the best idea I've ever read, please include it!!

cloud pier
#

Siuuu 🦖

coral notch
#

@tidal hull 😉

tidal hull
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I already gave this a thumbs down ... 9 months ago
likewise a few dozen of the comments

vagrant bramble
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Agree, but with an turn off option just in case I need to focus on resources or anythinf

vast quiver
#

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.

vast quiver
#

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.

tidal hull
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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

vast quiver
#

And nobody will care, if that happens.

tidal hull
vast quiver
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Most of them are waiting for Manor Lords, I suppose.

tidal hull
chrome crater
#

Im waiting for Manor lords 😛

thick flower
#

I think we're all waiting for Manor Lords

tidal hull
vast quiver
#

My 100% were to Cap GordonRamsay for waiting, because I knew, he would, because reading his postings 😄

plain plume
#

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.

tame hatch
# vast quiver MD started out as a non-combat oriented citybuilding/decorating and managing gam...

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

leaden kayak
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Have you seen the potions ?

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I don't mind potions, but it's true either way.

tame hatch
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Wrong potion, elixir, tonic, and most of all "magic" were all used to describe herbal medicine in medieval ages

leaden kayak
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I'm asking have you seen the potions we have?

tame hatch
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Yes and though the healing is exaggerated for gameplay reasons potions are definitely real

tidal hull
tame hatch
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I'm talking about the healing stuff that one is purely fiction

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Unless it is some kind of primitive steroid but that's a stretch I'm not familiar with any plants that act as steroids

tidal hull
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most of the potions are in the realm of magic

leaden kayak
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There more then healing

tidal hull
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... you know, bullcrap

leaden kayak
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Yes correct
Their potions aka magical .

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Only a very few makes sense like 1 or 2

#

We all know poison is a thing

tidal hull
#

but weight buff and temp tolerance ... and wtf is Possibilities

quiet kernel
#

Is it time for a potions thead? 🥲

tidal hull
#

nah, this place is silly enough as it is @quiet kernel

quiet kernel
leaden kayak
tidal hull
quiet kernel
tidal hull
#

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

#

😼

leaden kayak
tame hatch
#

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

tidal hull
#

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

tame hatch
#

Agreed those meat heads are not friendly

tidal hull
tame hatch
#

Don't get me started on the bears

leaden kayak
tame hatch
#

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

tidal hull
#

herbs can make you invisible???

tame hatch
#

No but they can mask your scent

tidal hull
#

like radioactive spiders can make you fly thru the urban jungle?

tame hatch
#

Ok now you're being disrespectful

tidal hull
tidal hull
#

I think not
just because I see the potions as more suited to a Marvel comic ...

tame hatch
# tidal hull to Peter Parker?

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

tidal hull
#

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

knotty wraith
#

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.

tame hatch
#

Okay

knotty wraith
#

i am a keeper of the peace. not a soldier.
(edit)not gonna fight over this nonsense lol

tame hatch
#

Btw any questions about medicinal plants before I go?

knotty wraith
tame hatch
#

Okie doke

tidal hull
tame hatch
#

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

quiet kernel
#

Thanks everyone for resolving his peacefully and with maturity. Appreciate it.

vast quiver
#

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?heart

inland matrix
#

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.

chrome crater
#

☝🏻 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

rocky vector
#

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.

thick flower
#

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

quiet kernel
#

remove this... this user has mistakenly posted @crystal rapids

hollow ravine
quiet kernel
vast quiver
# quiet kernel in your opinion ... what is the reason ppl want raids? why do they wish this to ...

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?

quiet kernel
coral notch
knotty wraith
#

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

coral notch
# thick flower 69 downvotes is a big chunk

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

coral notch
#

if you dont want combat or bandits, click the toggle button

#

problem solved

#

also

#

not the most, but iv been playing for a while

knotty wraith
#

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.

coral notch
#

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

knotty wraith
#

why take the time to add a feature if its not used by a sizeable portion of the community?

coral notch
#

89% is a sizeable portion of the community

#

11% will turn it off

knotty wraith
#

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.

coral notch
#

if its optional the game wont change for those that like it without combat

knotty wraith
#

if its optional why bother doing it anyway?

#

is the development time worth doing...

coral notch
#

so that people that dont like combat can play

#

yes

knotty wraith
#

to stray from the core values of the game.

#

to please people.

coral notch
#

if 89% of the people want combat, its worth it

knotty wraith
#

when the game was sold as it is now... without combat

coral notch
#

if 'no combat' was the core values of the game why is there bandits with combat?

#

sounds like your making up these 'core values'

knotty wraith
#

notice how stupid and useless the bandit AI is?

coral notch
#

irrlelvant.

#

'no combat' isnt a core value of MD

knotty wraith
#

its simply something to drive the storylines along

coral notch
#

otherwise there would be no combat or bandits

#

if you dont like bandits turn off bandits

knotty wraith
#

id rather not have to since the game started without them.

coral notch
#

🤷

#

it looks like the developrs added combat to meet the demand from their playerbase

knotty wraith
#

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?

vast quiver
#

@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.

thick flower
# coral notch if you dont want combat or bandits, click the toggle button

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

thick flower
inland matrix
#

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 😅

vast quiver
#

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)

tawny sun
tawny sun
# knotty wraith The majority of people who disapprove voice their opinions and are the people wh...

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.

vast quiver
bright jasper
bright jasper
#

Humans can't go 5 years without atleast a small conflict.

chrome crater
#

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

knotty wraith
knotty wraith
tawny sun
knotty wraith
inland matrix
# vast quiver Yes, and it will end with less people playing MD any more, because the war-fans ...

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.

inland matrix
#

I appreciate and respect hearing everyone's perspective on the idea, even if i don't fundamentally agree with some of yall 😆

leaden kayak
#

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.

vast quiver
#

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?

tawny sun
knotty wraith
#

Remain on topic and respectful.

inland matrix
# leaden kayak I seriously don't understand why you guys are arguing anyways. At the end of the...

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

bright jasper
#

But what if I'm stubborn 😣 and want war were I can get it 😆?????

vast quiver
#

Thank you, Crazy, I didn't dare... 😄

bright jasper
#

It's like Ferrari vs Lamborghini

topaz edge
quiet kernel
# inland matrix I've seen changes happen because of these discussions. That's why I bother, and ...

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.

chrome crater
#

Wait till devs finish the game and release mod support 🥲

uneven coral
#

i love the idea of putting thought into my village for defense and not just for imaginary.

ornate basalt
#

I hope they add it . Even if as dlc I would purchase

dim ice
#

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.

mellow igloo
#

What would happen if you where incredibly far away from your village and it gets raided?

dim ice
#

.... militia guards police as mentioned above

mellow igloo
cloud pier
#

Will this be added in the next update? pleading_face pray

knotty wraith
#

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

naive sparrow
#

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

night nimbus
#

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

trail estuary
#

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.

nimble phoenix
#

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

bright jasper
#

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.

nimble phoenix
echo cedar
#

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

plain plume
#

Please add this I NEED IT it would make it the best game ever pray pray holding_back_tears

inland iris
#

Pass...

slate pebble
#

Perfect idea

bright jasper
#

@inland iris why?

#

Why pass ?

inland iris
#

It’s just an overused mechanic across multiple games already.

bright jasper
#

?

inland iris
#

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.

bright jasper
#

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.

inland iris
#

That’s also your opinion.

#

Funny thing that… opinions on the Internet.

bright jasper
#

I know but my opinion is backed by repeated use of the feature and it's success .

inland iris
#

Do a quick tally of games with raids vs. games without.

bright jasper
#

You can't do that quickly lol

inland iris
#

Success isn’t tied to that specific feature … it’s tied to the entire game experience.

bright jasper
#

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.

upper hamlet
inland iris
#

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.

inland iris
#

@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. 😄

upper hamlet
upper hamlet
# inland iris This is something that would likely need to be designed as part of the experienc...

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)

crystal onyx
#

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

upper hamlet
fickle umbra
#

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

bright jasper
#

@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]

bright jasper
#

As well as implementing the system we already have bandits who procedurely spawn, all that's required is tweaking agro range so they "march".

inland iris
inland iris
slate pebble
inland iris
#

Bandit customizations would be nice.

fickle umbra
upper hamlet
#

And he logged of with my materials lmao

#

But yea I'm not very patient, time is very limited for me

upper hamlet
quiet kernel
# bright jasper <@391213723781562369> 1. Lootboxes are used so much because yes, they work, the...

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 😉

inland iris
#

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.

fickle umbra
inland iris
#

@fickle umbra Yarp... it's usually NEVER a simple fix. But confirmation bias tends to start with a conclusion and work backwards. 🤷‍♂️

fickle umbra
#

Indeed

upper hamlet
quiet kernel
upper hamlet
#

But yeah I would assume you are saying things don't spawn unless you are within render range?

quiet kernel
#

render range is the main bottleneck to any form of this idea functioning

summer thorn
#

Are raids on the roadmap?

upbeat valve
#

No

safe furnace
safe furnace
# upbeat valve No

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

quiet kernel
#

@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

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 👍

quiet kernel
summer thorn
#

Felt like this had a lot of support so I’d ask

vast quiver
quiet kernel
#

we both heard this a few times @vast quiver

#

you are correct btw with the time period, i may have researched this lol

safe furnace
#

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

quiet kernel
safe furnace
#

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?

quiet kernel
safe furnace
#

Sm I hearing that this is a question maybe for another forum?

quiet kernel
safe furnace
#

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

rich gulch
#

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.

rich gulch
quiet kernel
rich gulch
#

@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

quiet kernel
rich gulch
#

Sure!

quiet kernel
#

what i call "advanced villages" are rare

quiet kernel
vast quiver
# safe furnace Well, I hope I didn't offend by asking, but I was really hoping to just understa...

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.

vast quiver
rich gulch
#

We can all agree to disagree 🙂 @vast quiver clearly its majority wanted as it sits over 600 to 80s

vast quiver
# rich gulch We can all agree to disagree 🙂 <@138959495282819072> clearly its majority wan...

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.

dim badger
#

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

upbeat valve
#

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?

bright jasper
#

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]

inland iris
#

The way you’re describing it … it sounds like a mod, and not something the devs would implement.

safe furnace
# vast quiver No, it's not offending. It's perfectly ok to ask 🙂 We know that it's 11th centu...

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

fickle umbra
inland iris
#

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.

summer thorn
inland iris
#

@summer thorn No, in reality villagers at least had the option to DEFEND THEMSELVES.

#

The villagers in MD can't even equip weapons

summer thorn
inland iris
#

That is a system that would have to be built.

summer thorn
#

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.

inland iris
#

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?

summer thorn
#

Interesting idea

inland iris
#

That's only one hurdle for this idea to work.\

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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

summer thorn
# inland iris There's no skill specifically tied to combat either.

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.

summer thorn
inland iris
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How far from the player the game renders objects, buildings, NPCs, etc.

summer thorn
#

Ah

inland iris
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(which may also vary, depending on platform)

summer thorn
#

True

inland iris
#

Not saying it's impossible ... just saying the concept is much more complex than some people claim.

summer thorn
#

Probably

#

I just think it would add a lot to the longevity of the game.

sleek dune
#

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

safe furnace
#

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

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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

summer thorn
bright jasper
fickle umbra
#

You poor thing. Harassing people because you can't be bothered to read their arguments

upbeat valve
#

Please stop it. It's starting to be close to personal attack imo and I won't hesitate to act

bright jasper
fickle umbra
#

Then stop it. And read the perfectly good reasons why it doesn't work like you think it does

bright jasper
#

I didn't start anything the evidence is literally above.

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I have re-read the comments and my points stand

fickle umbra
#

Yes. It is. It clearly shows you didn't bother reading and then started harassing people

bright jasper
#

Show me harassment in my response

fickle umbra
#

I'll leave you for the mods to deal with

upbeat valve
#

Ok stop it both of you, it's clear that you aren't agreeing with each other and should stop talking

bright jasper
#

@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]

upbeat valve
# bright jasper <@505745974027616257> I apologized and I'll do it again but it's right in front...

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

bright jasper
#

OK, maybe im wrong I'm human after all. The messages are there to read and follow, I'll drop it.

blazing marlin
#

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.

glad forge
rocky lotus
#

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.

bright jasper
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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.

upbeat valve
bright jasper
upbeat valve
bright jasper
#

NP 10/10 Moderator

bright jasper
#

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

rocky vector
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If they did this i wouldn't leave house for years id turn into a hermit from MD

queen folio
#

i love this idea 👍 thumbsup

willow vapor
#

I support this stuff swords

mental ginkgo
#

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

vast quiver
#

Toggeling bandits on and off is no option in oxbow.

upbeat valve
bright jasper
#

I know for a direct fact it would be easy to add a toggle.

#

The bandits have entity id's

upbeat valve
#

might be easy to add a toggle on Oxbow, but they are part of the story so the devs won't

mental ginkgo
graceful oyster
blazing marlin
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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.

mental aurora
#

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.

tame hatch
#

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

sick wind
#

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. 🙏🏼🙏🏼

fickle umbra
#

Also remember that goes both ways. Just because you want something doesn't mean you can harass people who hate the idea.

bright jasper
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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!

fickle umbra
#

I've yet to see anyone who want raids being open to discussion about it

tame hatch
#

Haven't seen me then😁

graceful oyster
modest holly
fickle umbra
modest holly
#

I've seen it discussed though

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Not all the time or in one channel but it's been spoken

graceful oyster
fickle umbra
#

I guess you could call it a discussion if you're generous

floral idol
#

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.

delicate dove
#

and have it as a toggle, and with different difficulties.

fickle umbra
#

And have it on it's own map, similar to multiplayer. Leave the valley for the peaceful players

delicate dove
# knotty wraith when the game was sold as it is now... without combat

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.

bright jasper
#

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.

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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.

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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)

indigo badger
#

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.

tame hatch
#

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

delicate dove
#

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.

sleek dune
#

Just add an option to turn off raids.

delicate dove
#

Exactly

topaz edge
#

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.

odd python
inland iris
#

So unless the resource/food storage is near the player's home ... the raid would be misguided.

odd python
#

Tether is just the term I’ve coined not sure it’s proper

inland iris
#

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.

inland iris
#

…wait… doesn’t the feudal Japan game (Sengoku Dynasty) have raids? How does the system work for that?

upbeat valve
inland iris
#

Really? I’m asking within the context of this suggestion, to keep the conversation moving. It’s another “Dynasty” game from the same publisher.

odd python
# inland iris Really? I’m asking within the context of *this* suggestion, to keep the conversa...

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.

upbeat valve
fickle umbra
#

Embrace the chaos. If you want raids, you should get all the raids!

inland iris
#

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."

indigo badger
#

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.

willow vapor
upbeat valve
# willow vapor 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

bright jasper
#

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

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lol an emoji isn't an argument

#

i can do it too!

#

see

#

here's from a programing booklit i've been studying

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this is how thing's like your villagers work

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or how current bandits work

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your structure's have them too!

#

heres an example of vary crappy targeting code for bandits

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move_towards_point(obj_shadow.x, y, 3);

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thats an example

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what makes it even easier actually is how they have the X Y Z on the game because it's all "plots"

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thats why the farm plot looks like that i can tell

willow vapor
bright jasper
#

would be serviceable

willow vapor
#

👍

#

There is literally 826 ppl for whom this feature would make the game better and 93 who are against it

bright jasper
#

yeah, but it's common practice on here to "duke it out" over the idea

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one of the things i like about it actually because I love debate

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but not rude debate

willow vapor
#

idk

#

I hope for a real result of this suggestion

bright jasper
#

I wouldn't worry the devs seem to listen to the suggestions that have a high ratio

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i just hope that the debating actually helps sway people and the upvotes get higher.

cunning linden
#

This must be a huge update, very hard to code, definitely not top of the list for at least another year.

inland iris
# bright jasper lol an emoji isn't an argument

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.

tame hatch
#

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

bitter crane
#

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??

inland iris
limpid lintel
#

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.

bright jasper
#

basic game design

modest holly
#

If this is gonna become a big argument perhaps <@&1069973490473652284> should lock it down.

knotty wraith
#

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

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til then. remember to be respectful. and opinions are accepted but dont rip apart someone elses because it doesnt align with yours.

modest holly
#

CMs?

knotty wraith
twilit cape
#

@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?

bright jasper
twilit cape
bright jasper
lethal vector
#

Hello everyone! The discussion here got really fierce (and it's good you're discussing ideas, we're glad to see that) wink 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 😊

inland iris
#

@lethal vector That's what I was saying all along.

inland iris
#

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.

bright jasper
#

I can be petty it's rather easy but I don't want this suggestion to get locked.

#

Again you have nothing but sas

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No information to back you

inland iris
#

Yeah, I've been talking about the feature this entire time ... YOU CAN'T READ.

bright jasper
#

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 .

inland iris
#

Exactly.

bright jasper
#

Exactly

bright jasper
#

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

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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]

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@inland iris hey man just so you know I'm not trying to be mean to you, we were arguing is all.

modest holly
bright jasper
#

@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

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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?

modest holly
#

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.

bright jasper
#

That would be cool but I think that might be a new suggestion XD

modest holly
#

Then those that don't want fighting can keep enjoying Oxbow and Valley

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Lol maybe

#

Would be a big update/process

#

For Oxbow and Valley it could just be a seasonal event

bright jasper
#

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

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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.

modest holly
#

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

bright jasper
#

Like the valley is peaceful now how about 2 generations in? Probably gonna get some raids?

modest holly
#

I wouldn't want it as a constant thing. But occasionally or give me a story arc of a rival Castellon

bright jasper
#

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

slate elk
#

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.

graceful oyster
#

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

topaz edge
#

(sorry, I like the idea of a bandit attractor, but I find the 'accidental building' funny ^^)

graceful oyster
upbeat valve
fast pine
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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).

nimble wadi
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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.

light zephyr
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Would love raids and good rewards for fending them off

honest hatch
split zodiac
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This would certainly make the end game less boring

crystal pike
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THIS WOULD BE SO COOL, I WILL BE STOKED IF THEY ADD THIS

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IT COULD MAKE THE GAME SO MUCH MORE IMMERSIVE AND STRATEGIC

upbeat valve
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@crystal pike please avoid using all caps

crystal pike
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I get so excited

rough moss
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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.

inland iris
#

[Mission: Bandit Raid!]

Player: "Oh no... bandits..." (builds log fence in village entrance)

[Mission: Bandit Raid! - COMPLETE]

Player: 🤦‍♂️

honest hatch
rough moss
# honest hatch Decreased productivity would make no sense, as nothing is that far out from your...
  1. 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)
  2. 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.
honest hatch
# rough moss 1. That depends on your layout and play-style. (ex: sometimes I'll build a minin...

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

rough moss
# honest hatch You're saying it depends because you and I know it varies widely from situation ...

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.

winter frost
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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

honest hatch
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Additionally, the ringleader is portrayed to be sadistic and cunning in the Oxbow trailer, further proofing the chicken farmer idea

winter frost
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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

honest hatch
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But there are hostages at most bandit bases you defeat

#

I'd say around 40% of bandit camps have one hostage NPC

winter frost
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Yes that’s true, but it would be more immersive if your villagers could be held hostage

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This way it would really make you want to break them free

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Atm it’s not as intriguing

honest hatch
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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

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Failing at any three of those could ultimately then cost their lives and consequently dynasty reputation so a lot is at stake here

bleak crag
# bright jasper i just hope that the debating actually helps sway people and the upvotes get hig...

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

rough moss
# winter frost Yes that’s true, but it would be more immersive if your villagers could be held ...

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.

winter frost
winter frost
rough moss
# winter frost That would Definitely need troops/guards npcs whatsoever bc then the player alon...

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

honest hatch
# rough moss I don't think that taking hostages actually makes much sense, historically. Our...

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.

rough moss
honest hatch
honest hatch
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(Doesn't have to be your heir, any villager, I suppose)

rough moss
honest hatch
rough moss
rough moss
honest hatch
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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?

bleak crag
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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.

honest hatch
bleak crag
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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

rough moss
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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.

honest hatch
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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.

bright jasper
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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!

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Ratio ratio ratio!

lusty quarry
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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 thumbsup 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.

bright jasper
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I'm so excited now! I can't wait for the next thing they'll add at this rate it'll probably be Raids!

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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!

honest hatch
# bright jasper After all the only arguments I've seen are " too hard for devs, or " play other ...

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?

bright jasper
# honest hatch I hate to be the Internet stereotype and play the devil's advocate, because I wo...

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!

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The game is called Medieval Dynasty after all generations from start to pistovia!

honest hatch
lusty quarry
bright jasper
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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.

wanton finch
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This would be cool I think especially now that there is armor, I mean we gotta have a use for that

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And if you could also armor some people in your village to be soldiers and help you against raiders

lament flint
lusty quarry
lament flint
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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

lusty quarry
twilit cape
lusty quarry
twilit cape
lusty quarry
twilit cape
honest quail
crystal onyx
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I hope this comes out in the next update.

lusty quarry
crystal onyx
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I mean the next one after this in Q3/Q4 fork

lost grail
#

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 🙂

gray anchor
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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

bright jasper
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There's no real arguments against it after all

foggy wind
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The real content of the Game dont deppend of What You want.

lusty quarry