#Raids [All has been said and it became a war - Comments are locked]
1090 messages · Page 2 of 2 (latest)
The real content of the game don't depend of what you want. 😉
but its not what you want XD remember that sshle
Oh yes, the game is pretty much the way I want it 😉
don't worry they argued me on armor, proper weapons, and on sigils but we have all of em now. It's not 100% but the devs seem to take up features that have a good ratio and this one does despite detractors!
at this point it's a checklist of things and I'm scoring every shot
Go have a read of the #rules. Writing words so they slip by the profanity filter is explicitly forbidden. Don’t do it again.
(and don't insult people, with or without the profanity filter...)
can y’all actually imagine if they implemented this? a bunch of NPC bandits trying to run around my highly-decorated village, no doubt getting stuck on things, completely ignoring every single other person and animal in the entire village and solely attacking the player
they would need to change so many mechanics to make it seem even the slightest bit realistic, no way this is ever happening
does immersion not matter? are we cool with the bandits just ignoring all of the other people in town? cuz making villagers damage-able sounds like a nightmare for all of the other mechanics in the game
also, the “they gave us armor” argument — have y’all tried to attack the large bandit camp in the north? I could not have done that without armor and upgraded weapons. we have a use for them already. the devs intentionally wrote an honestly pretty long series of questlines that nearly always go back to the bandit problem in the Oxbow, with many of the quests requiring combat with them
but something tells me that the people asking for raids don’t engage with the rest of the game in much depth 
@unkempt cairn …yeah…
The entire raiding party would be thwarted by a stick fence blocking your village entrance.
It’s a terrible idea… logical fallacies and ratio-boosting won’t change that.
okay so the ratio is so confusing to me lmao, a lot of the people w a thumbs down are no longer in the disc, but 977 ups? who got their friends to join to thumbs up and then dip? lmao
also an actual response with a good argument would be appreciated over a clown emoji
imagine joining a TS game’s discord and asking them if they can actually make the game into a settlement builder sim just for you
Yeah it's cool in theory but would be impossible to implement without a full pathing overhaul especially with some of the other suggestions about being able to place things on more uneven surfaces. Certainly the option for more bandits, but raids on settlements? And all of your structures are considered one settlement, I have a storage building next to every village in the Oxbow, sure I threw a Palisade around those but how would the NPCs treat that? Would they spawn in there too, or would they randomly run off to go attack a building across the map? What about that campfire you dropped in the middle of the woods on a cliffside and forgot about? You'll be subjected to days of combat music and unable to interact because "you cannot do that during a raid" because some unwashed bandit has been shooting trillions of arrows at a campfire nestled in some rocks because you wanted the perfect screenshot 5 years ago.
I just killed two chickens this week trying to repair the henhouse, imagine if they made it possible to damage villagers 
obv turning off friendly fire could be a thing, but that’s ANOTHER added mechanic, adding to this not being something that could “just” be added
Imagine missing a crossbow shot and it arcs across the map and beans your wife between the eyes 💀
which is, again, why this isn’t a mechanic. they didn’t want GTA: Medieval Poland
and half the people complaining about the lack of combat use the game being “buggy” as a reason to bash the devs — soo many bugs would be added with all of these additional mechanics and tons of fixes would be needed, and as Qrius mentioned, that takes away from them adding other things I would actually want implemented
ya know, things normal for a settlement sim
@unkempt cairn ...yeah... and those new bugs would affect everyone... regardless if raids were toggled on/off
Do yall really think adding raids would singlehandedly make Medieval Dynasty a bug-riddled disaster? As if the game doesn’t already have bugs in systems that dont involve combat. Every major settlement sim has some form of threat or pressure: Manor Lords, Bellwright, even Sengoku has raids now. Raids creates stakes. It gives you a reason to fortify and plan ahead.
Obviously new mechanics introduce bugs, but so would co-op features, new buildings/animals, or a new map. That’s not a reason to never expand the game’s systems. If we’re going to argue that bugs are a reason to avoid features, then why do any new major updates at all?
Assuming its not half baked, I think raids would be cool, and it should be optional, but that doesnt mean they cant also fix pathing or tweak the AI. We cant pretend that wanting depth and tension in a settlement survival game is unreasonable. Especially when that’s the standard across the genre.
This seems to be a 90/10 issue so unless the devs take the same stance on this as they did religion (please add religion 🙏), this seems inevitable
how legit is that ratio though? honestly seems like people got randos to join the server to upvote this and then leave?
just seems weird that literally no other suggestion comes even close to these numbers, no?
also yes, I do think adding the numerous mechanics that would be required to make this even kind of possible would indeed make MD a bug-riddled disaster.
I think a lot more people are behind raids and “kingdom” building with retinues because of how polished MD is vs other titles like say, Bellwright. Bellwright gets more things wrong more than right, and also there’s a veneer of a game pushed out to make a quick dime and then never support it again. MD is polished, beautiful, very fluid with village design. Raids, an endgame keep/manor and retinue element, and diplomacy/trade mechanics with other villages are all very viable things that would be welcome for this game, and wouldn’t feel tagged on at all.
I think anyone who plays MD would agree that it has massive potential to capture a lot more gameplay elements.
You can try to discredit the opposition, but raids have been a popular suggestion for years. Not adding them just because you think they’d make the game a bug-riddled mess honestly sounds more like a lack of faith in the devs to implement or fix things without breaking the rest of the game, which is fair if that’s your stance, but that extends way beyond just raids.
I agree with what Lucy is saying for the most part.
Honestly the easy thing to do would be for raiders’s weapons to have the same “destroy” functionality as the hammer but scaled down lol.
Add on a little fire and brimstone and you got yourself a raid!
I added a lot of specific, concrete examples of what would cause those bugs though, and I genuinely cannot see how they would get passed some of them, and I’m not seeing any solutions to those problems being presented by people who are “for” raids
one of the biggest being the very very intentional choice to not have villagers take damage — is there a solution to that that wouldn’t require complete reworking of multiple other game mechanics?
I fully believe in the devs, but I also agree with other users that their time could be better spent elsewhere, improving the settlement manager sim that they’ve already created
Now wait a minute, what about changing a potential villagers status to damageable only after being recruited to join your village specifically?
Essentially changing their status to a “player” status.
Also, just going to mention this regarding the “ratio” of people who support adding additional and advanced combat oriented content: this is the game suggestion area, and raids are absolutely a popular request option.
Seeing the thumbs up for the suggestion vs “adding new trellises”, and there’s no contest between the two.
If the game wasn’t meant to
evolve beyond a medieval decoration sim (which it frikkin excels at), they wouldn’t have bothered to add armor and weapons and redesign the combat system when fighting marauders.
I think that was done because of multiplayer. The Oxbow was treated as the map besieged by bandits from the beginning. The entire questline is based on it. For about a year, the updates consisted of perfecting the Oxbow and finalising the mechanics. Events and herald quests were added. Special NPCs were added, with a new mechanic because family quests are not as useful in multiplayer. And finally, the large bandit camps that have been teased for so long (by all NPCs and also the scout in today's main camp) have been added. I still don't like the big camps (and find fighting extremely boring), especially after completing the quests, but the whole approach is coherent. The weapons and armour, as well as the reworked combat system, apparently had the purpose of completing the Oxbow as planned by the devs.
As a potential threat to the village, there are events that occasionally damage buildings and cause things to disappear/cost money.
I get the impression that the whole theme of combat and threat has been thought through for a long time and is now in a finished state, which will at most be slightly adapted for balancing purposes.
This is a great and concise take, thank you for sharing! I was under the impression that the game would eventually build up to a manor/keep situation as the the game (years down the line). And in order to justify things like palisades and keeps, there would necessarily be an operative threat to the regions playing into it.
End game*
it doesn't, but it has been suggested 🙂
(sorry, it's too hot here, I'm too melted to search it out 🫠 )
@hollow eagle Here are, I think, some links Crazy would have shared probably if she wouldn't have been too melted to search 😉
https://discord.com/channels/1069629094871978074/1176893937512878240
https://discord.com/channels/1069629094871978074/1113781642637623366
@topaz edge were those the one you would have shared?
yep, and maybe some about endgame content
this is something I already mentioned also, which is why I didn’t reply again — there are ample opportunities to use weapons and nearly every main quest in the Oxbow has something to do with the bandit problem, from brother trouble to kidnapping to rehabilitation and everything in between
along with the random camps, big and small, there are always opportunities for combat if you seek them out
and I tried to clear out the large camp without armor on, it was the first thing that made me make armor because it felt impossible without it
you will be surprised to find out that your kids and in general kids like to have more fight - what if you will ask your kids ? Once you build everything in MD, including defending walls around your village .. the game is on dead end - nothing else to do - get bored , close and play other game. That is why need more action : bandits raid on village .. as an option on settings.
That's the natural course of things, isn't it? You play through something and either you move on to the next game or it was so much fun that you start again or continue. It took us about 70 hours for my first round in co-op. And that was just one map and we also boosted XP and technology, i.e. rushed in terms of the game. If I'm “done” after 70 hours (I wasn't, I'm still playing the save, but alone) then I'm happy about the game that entertained me for 70 hours and don't argue that it became boring at some point after I'd seen and done everything. I somehow don't understand the expectation behind this argument, though it is frequently made.
I thought of really small kids, not your bloodthirsty 16 year old 😛
And I can say this about my son, when he was at that age (6 - 12): He liked exploring and building, but wasn't very keen about fighting (maybe that's an educational issue 😄 ). But this year he is 27 and plays his own games.
As for all this talk about raids and how the former updates went (all about fighting, weapons and stuff) I lost interest in MD. I now play other games (some with a lot of fighting). But these are games, which are built around fighting, which is ok. Taking a peaceful game and demand that is gets turned into a war-zone, because you might be bored after you played through, is not ok (in my opinion, yours might differ).
But as I see in the newest MD update/DLC some things I really would have liked to have 2 or 3 years ago: perhaps I'll take a look at it again. Bought the DLC (and hope, that there are many other players, who got driven away from all this war-talk, do so, too.)
Regardless of peoples preferences, I love this game and want to see it grow! The raids like everything else can be organized to work nicely, I don't think it should be forced onto those who don't like the system just like I never build the same village. The raids could very easily be tied into a specific zone, structure, or togglable via night time event's like your sons.
at the end of the day it's a concept and the devs could implement it in ways that avoid player worries, AND feed the majority who want the feature.
it's not a legitimate argument to throw the entire concept out because of bugs because I've seen plenty of bugfixes, that's the nature of new features!
I agree with you Thalassa, I have been playing the game so much more recently due to the recent update being more focussed on "The Village" and not "The Others" (ie not on the external threat - the bandits etc)
I get some players want more action (I go hunt the entire map each season for meat so can't throw stones over that "action mindset" lol) but these non-combat additions are actually why I play this game still after all these years, I think a large % of the playerbase do too from my experience handling them over the years...
The actual question of this suggestion imo is not really how the raids will work or how to implement them into the existing framework/make alterations to facilitate etc
It is just - do the Devs - themselves as individual ppl and as a company - even want to make this proposed type of game? (especially now after all this time 🥲)
I personally don't think all games need a "combat threat" (other types of threats do exist too lol), hence my absolute non-support for this suggestion since it was made
Take care mate 😉
Yeah mate, 100% with you. MD sits in a funny space between ‘cozy’ games – where no one would ever think of suggesting more threat and danger – and other survival/building games like Conan Exiles, that definitely have much more danger and combat than MD. Seems to me the devs have made something pretty unique, and have a clear idea what they do and don’t want it to be, and I think too much threat would make it… not that any more.
I saw a video of the raids in Sengoku Dynasty ... and yes ... ALL of the aforementioned concerns about buggy or shallow implementation are on full display. Players are given THREE DAYS NOTICE before bandits basically run into your village and attack your bell tower. 🤦♂️
There are simply too many legacy systems in the game that would require too much work to make a siege mechanic work properly. Alternatively, rolling out a shallow, tacked-on version simply isn't worth the devs time and energy.
Having faith in the devs also extends into them knowing which refinements to pursue — regardless of perceived popularity.
The Devs time and energy are absolutely paid in dividends when adding features that encourage purchases which more combat features always bring in! They would not have added what they have if the game was just "village decorator", the game is a colony sim, through and through!
As for perceived worries about implementation, like bugs, and jank, the devs have already shown it's just time and refinement!
There is flat out no good argument as to why this doesn't make sense, it encourages sales and adds to the depth of the game, and leaves open space for additional content.
There are several solid arguments against it ... ignoring the arguments doesn't change that.
VIS, bugs and jank aren't arguments
Time to take another lap I guess.
the devs prove ya wrong every bugfix
Plz summarise the 1064 posts in this thread as to why this should occur mate... I can't find the reasons why the devs would want this in their game as I stated
I am about to close this thread due to it going in circles so last call aye...
Reasons Include.
1.Increase purchases due to more combat depth
2.adds to the game itself
3.leaves space for more low hanging fruit to add content
4.gives the game more flavor/ diverse playthrough experiences
5.creates an easy hook for more players
- ties into the armor and weapons
- gives each playthrough more lifespan due to more thougt on village design
- makes certain perks in the trees more valuable
- encourages co-op
- adds to the survival atmosphere
I can keep going on and on
it's just a great idea for the game in general
I want more purchases for continued devolopment
I want replantable trees and armor updates to keep coming!
I gave 10 but i have more.
I think it is enough mate, the devs can read the other 1000+ posts showing how this idea is viable (or not lol)
Thanks everyone for your suggestion, we have enough submissions for this one for the devs to consider
I will now lock this as it is not progressing
Take care 😉
:lock: Raids
Raids [All has been said and it became a war - Comments are locked]